Action Human Elf Elf Orc Furfoot Gnome Dwarf Elf Orc
Sneak Attack . +2 +2 -2 +2 -3 -4 +1 -1
Acrobatic Act . +5 . +3 . +4 +5 . +2
Detect Secret . +10 +10 -5 +5 +5 +15 +2 -2
Detect Trap . +5 -3 +8 +3 . . . +4
Disarm Trap . +2 -5 +5 +1 . . . +2
Pick Lock . +3 +3 -5 +10 -3 -5 +1 -2
•Adjustments apply only to initial attribute scores. Magically altered attributes will not award additional bonuses or penalties.
Table 3.0 Damage Reduction Adjustments for Race In %
Shadow Half Half
Verses. Human Elf Elf Orc Furfoot Gnome Dwarf Elf Orc
Charm . +35 +25 -10 +10 +5 +15 +45 -15
Heat . -10 -5 +5 -5 +5 +10 -5 +5
Cold . -5 -10 +5 +10 +5 +5 -10 +10
Electric . +5 -5 +5 . . +10 -5 +10
Chemical . -5 . +5 +5 +5 +15 -5 +10
Mental . +5 . -5 -10 +15 -5 +10 -5
Magic . +10 . -5 -5 +5 +10 +5 -5
Advancement Charts
Table 4.0 Fighters
Skill Level Victory Points Required
1.............. 0
2..............3,000
3..............4,000
4..............6,000
5.............10,000
6.............17,000
7.............35,000
8.............55,000
9............125,000
10...........225,000
11...........350,000
12...........450,000
13...........550,000
14...........650,000
15...........750,000
16...........850,000
17...........950,000
18+..........950,000
Table 4.1 Archers
Skill Level Victory Points Required
1.............. 0
2..............2,000
3..............3,250
4..............5,500
5.............10,000
6.............20,000
7.............30,000
8.............45,000
9.............85,000
10...........150,000
11...........225,000
12...........325,000
13...........400,000
14...........475,000
15...........575,000
16...........675,000
17...........775,000
18+..........775,000
Table 4.2 Crusader
Skill Level Victory Points Required
1.............. 0
2..............4,750
3..............6,750
4..............9,500
5.............16,000
6.............25,000
7.............50,000
8.............80,000
9............175,000
10...........350,000
11...........450,000
12...........550,000
13...........650,000
14...........750,000
15...........800,000
16...........900,000
17...........999,999
18+..........999,999
Table 4.3 Monks
Skill Level Victory Points Required
1.............. 0
2..............3,250
3..............4,500
4..............7,250
5.............12,500
6.............25,000
7.............50,000
8............100,000
9............150,000
10...........150,000
11...........200,000
12...........250,000
13...........300,000
14...........350,000
15...........400,000
16...........600,000
17...........900,000
18+..........900,000
Table 4.4 Rogue
Level Vicotry Points Required
1.............. 0
2..............1,550
3..............2,750
4..............4,500
5..............8,000
6.............12,000
7.............22,500
8.............35,000
9.............50,000
10............75,000
11...........100,000
12...........150,000
13...........200,000
14...........250,000
15...........325,000
16...........400,000
17...........650,000
18+..........650,000
Table 4.5 Sorcerer
Skill Level Victory Points Required
1.............. 0
2..............3,500
3..............6,500
4.............12,500
5.............25,500
6.............42,000
7.............85,000
8............150,000
9............250,000
10...........350,000
11...........450,000
12...........600,000
13...........750,000
14...........900,000
15...........999,999
16...........999,999
17...........999,999
18+..........999,999
Table 4.6 Priest
Skill Level Victory Points Required
1.............. 0
2..............3,500
3..............6,500
4.............10,000
5.............17,000
6.............24,500
7.............37,500
8.............75,000
9............120,000
10...........200,000
11...........300,000
12...........450,000
13...........600,000
14...........800,000
15...........999,999
16...........999,999
17...........999,999
18+..........999,999
Table 4.7 Enchanters
Skill Level Victory Points Required
1.............. 0
2..............5,500
3..............9,500
4.............20,000
5.............45,500
6............100,000
7............200,000
8............300,000
9............400,000
10...........500,000
11...........700,000
12...........900,000
13...........999,999
14...........999,999
15...........999,999
16...........999,999
17...........999,999
18+..........999,999
Table 5.0 Spell Selection Points Required to Learn a Spell
Spell Level Points Required to Spells
1 1
2 3
3 6
4 10
5 18
6 28
7 40
Figure 5.1 Determining Spell Selection Points
Crusaders: Recieve NO Spell Selection Points until they reach the 7th skill level.
For each skill level over the 6th skill level they recieve 2 points plus 1 point for each point of Judgement over 15 plus 1 point for each skill level over the 7th.
Example: A skill level 10 Crusader with a Judgement of 16 will have:
7th: 2 + 1
8th: 2 + 1 + 1
9th: 2 + 1 + 2
10th: 2 + 1 + 3
Total = 8 + 4 + 6 = 18 Spell Selection Points
Priests: Recieve 3 points plus 1 point for each point of Judgement over 15 plus 1 point for each skill level past the 1st.
Example: A skill level 4 Priest with a Judgement of 17 will have:
1st: 3 + 2
2nd: 3 + 2 + 1
3rd: 3 + 2 + 2
4th: 3 + 2 + 3
Total = 12 + 8 + 6 = 26 Spell Selection Points
Sorcerer/Enchanter: Recieve 3 points plus 1 point for each point of Knowledge over 15 plus 1 point for each skill level past the 1st.
Example: A skill level 4 Sorcerer/Enchanter with a Knowledge of 16 will have:
1st: 3 + 1
2nd: 3 + 1 + 1
3rd: 3 + 1 + 2
4th: 3 + 1 + 3
Total = 12 + 4 + 6 = 22 Spell Selection Points
Table 6.0 Brawn Modification Table
To Hit Damage
Brawn Adjustment Adjustment
3 -20% -1
4 -15% -1
5 -10% 0
6 -5% 0
. 0% 0
. 0% 0
. 0% 0
16 +5% +1
17 +5% +2
18 +10% +3
19* +10% +4
20* +15% +5
21* +15% +6
22* +20% +7
23* +20% +8
24* +25% +9
25* +25% +10
*Only Fighters, Archers, and Crusaders will receive bonuses for a Brawn over 18.
Table 7.0 Armor Rating Adjustments for Base Armor Types
Armor
Rating Permitted
Armor Type Adjustment Caste
Robe +3 All, Varies by type
Padded +6 F,RA,P,RO,C,E
Leather +9 F,RA,P,RO,C
Chain +15 F,RA,P,C
Banded +21 F,P,C
Plate +27 F,P,C
Gloves, Soft +1 Varies by type
Gloves, Hard +2 Varies by type
Helm, Steel +3 F,P,RA,C
Helm, Leather +2 F,P,RA,C
Cap +1 M,E
Shield +6 F,RA,P,C
Cloak +2 All, Varies by type
Gauntlets +2 MO,M,E
Boots, Soft +1 Varies by type
Boots, Hard +2 Varies by type
Table 7.1 Armor Rating Adjustments for Agility
Agility •Armor Rating Adjustment
1 -10
2 -8
3 -6
4 -4
5 -2
: 0
15 +2
16 +4
17 +6
18 +8
19 +10
20 +12
21 +14
22• +16
• Will continue to increase armor rating by 2 per point of Agility over 22.
Table 8.0 Attacks Per Round
LEVEL Monk Fighter Archer Crusader
1 1/1 1/1 1/1 1/1
2 1/1 1/1 1/1 1/1
3 1/1 1/1 1/1 1/1
4 3/2 1/1 1/1 1/1
5 3/2 3/2 3/2 1/1
6 3/2 3/2 3/2 3/2
7 2/1 3/2 3/2 3/2
8 2/1 3/2 3/2 3/2
9 2/1 3/2 3/2 3/2
10 2/1 2/1 3/2 3/2
11 5/2 2/1 2/1 3/2
12 5/2 2/1 2/1 2/1
13 5/2 2/1 2/1 2/1
14 5/2 2/1 2/1 2/1
15 3/1 5/2 2/1 2/1
16 3/1 5/2 2/1 2/1
17 3/1 5/2 5/2 2/1
18 3/1 5/2 5/2 5/2
19 7/2 5/2 5/2 5/2
20 7/2 3/1 5/2 5/2
21 7/2 3/1 5/2 5/2
22 7/2 3/1 3/1 5/2
23 4/1 3/1 3/1 5/2
24 4/1 3/1 3/1 3/1
Table 9.0 Weapon Damage Table
Permitted
Melee Weapons Damage No. HANDS Caste
Axe, Battle 1 - 12 2 F,C
Axe, Pike 1 - 12 2 F,C
Axe, Stone 1 - 7 1 F,C
Axe, War 1 - 8 1 F,C,A,MO
Club 1 - 6 1 F,C,A,P
Dagger 1 - 4 1 F,C,A,RO,MO,S,E
Dart 1 - 2 1 F,A,MO,RO,S,E
Flail 1 - 8 1 F,C,A,P
Halberd 1 - 14 2 F,C
Hammer, Battle 1 - 8 1 F,C,P
Hammer, Stone 1 - 7 1 F,C,P
Hammer, War 1 - 8 1 F,P
Jo Stick 1 - 6 2 F,MO
Mace 1 - 6 1 F,C,A,P
Morning Star 1 - 8 1 F,C,A
Nunchucka 1 - 6 1 F,MO,A
Spear 1 - 8 2 F,C,A,MO
Staff 1 - 6 2 ALL
Staff, Quarter 1 - 5 2 ALL
Sword, Broad 1 - 8 1 F,C,A
Sword, Long 1 - 10 1 F,C,A
Sword, Scimitar 1 - 8 1 F,C,A,MO,RO,E
Sword, Tip 1 - 12 1 F,C,A,MO
Sword, Two-Handed 1 - 12 2 F,C
Sword, Short 1 - 6 1 F,C,R,MO,A,E
Permitted
Missile Weapons Damage No. HANDS Caste
Bow 1 - 6 2 F,A
Cross Bow 1 - 6 2 F,A,RO
Throwing Axe 1 - 6 1 F,A,MO,RO
Throwing Dagger 1 - 4 1 F,A,MO,RO
Throwing Hammer 1 - 6 1 F,P
••Throwing Star 1 - 6 1 F,MO
••These weapons have two attacks per round. Both attacks are at the same target. i.e. Throwing Stars have 2 attacks at 1-4 each for a total of 2-8.
Table 10.0 Turning Probability for Priests and Crusaders
Actually, this is more of a formula than a table. This applies to any creature that is an Undead, Demon, Daemon or Devil.
Chance = 10%+10% X Skill Level of Character-5% X Monster Toughness.
This chance applies to each and every creature involved in the battle. If the character is successful, the creature will be destroyed. If the character does a particularly good job at turning, the creature will not be destroyed, but actually TURNED. This means the creature will change allegiance, and will now fight on behalf of the Priest or Crusader, instead of against them.
By now you get the pattern, so impress us with your mathematical skills and figure the rest out, I'm tired of typing.
• Crusaders gain the ability to TURN when they reach the 4th skill level. They TURN as a Priest 3 skill levels below their own, so a 4th skill level Crusader turns as a 1st skill level Priest, an 8th skill level Crusader turns as a 5th skill level Priest etc...