Race/Class Possibilities

Drow     Half                      
     Half
Class

 Human     Elf        Elf       Elf  
   Orc       Orc 
  Dwarf 
Gnome  Halfling
Fighter   

•

 •

 •

  •

  •

 
 •

 
•

 •

•
Monk       
•

•

  

  •

  

  

  

  

   •
Paladin     •

•

  

  •

  

  

   •

•

 
•
Ranger   
 
•

•

  •

  •

  
•

  •

  

  

 
•
Thief   

•

•

 •

  •

  •

  
•

 •

•

 
•
Magic-User

•

•

 •

  •

  

  

  

  
•

 
•
Cleric

•

•

  

  •

  •

  

  •

•

•
Enchanter

 •

•

 •

  •

  

  

  

  •

 •

Minimum Attributes by Class *
  Class
          Strength    Intelligence    Wisdom    Dexterity   Constitution    Karma
 Fighter

   9

   —

 

6

6

7

6
 Monk

      15

  6

 15

 15

  11

6
 Paladin

   12

  9

 13

6

 
9

17
 Ranger

    13

   13

  14

 
6

  14

6
 Thief

      6

 6

 _

9

_

_ 
 Magic User

 _

  9

6

6

 
_

6
 Cleric

    6

 6

9

_

 
_

6

 Enchanter

  _

  
9

6

6

 
_

6

Minimum Attributes by Race *
  Race
       Strength    Intelligence    Wisdom    Dexterity   Constitution    Karma
 Human

    6

  _

_

_

5

_
 Drow Elf

 _

 8

_

7

5

8
 Elf

      _

 8

_

7

5

8
 Orc

      9

_

 
_

_

 15

_

Halfling

 6

6

_

8

  10

_

Gnome

    6

7

_

_

 
8

_

Dwarf

    8

_

_

_

  
12

 

_

Half-Elf

 5

4

_

_

 
5

_

Half-Orc

 6

_

_

_

  13

 

_
* ( All other bonuses or penalties apply after these minimums. )

Stamina Table
 
Class
         Initial
  
Per Level    *Max Bonus
Fighter      1 - 10      1 - 10      Unlimited
Paladin      1 - 10      1 - 10      Unlimited
Ranger       2 - 16      1 - 8       Unlimited
Monk         2 - 8       1 - 4           3
Thief        1 - 6       1 - 6           3
Magic-User   1 - 4       1 - 4           2
Cleric       1 - 8       1 - 8           3
Enchanter    1 - 6       1 - 6           2

* PCs receive one point of stamina for each point of constitution over 15 in addition to that shown above.   

    Example: PCs with a 16 constitution receive +1 stamina per level.
                     PCs with a 17 constitution receive +2 stamina per level, etc...

Base Special Action Values

Base values by class in percent.*

Action
             Fighter  Monk  Paladin  Ranger  Thief  M-User  Cleric  Enchanter
Backstab          .      .      .      .      2      .      .      .
Bars/Gate/Door   12     10     10     10      .      .     10      .
Climb Wall        6      5      6      6      8      2      5      3
Critical Hit      5      3      3      3      .      .      .      .
Detect Secret     1      2      3      5     15      5      5     10
Detect Trap       2      3      2     10     20      3      2      5
Disarm Trap       .      5      .      .     15      .      .      .
Hear Noise        5      6      5      7     12      5      4      5
Hide In Shadows   3      3      .      8     20      .      .      .
Move Silently     3     10      3     10     25     10      3      4
Pick Lock         .     10      .      .     25      .      .      .
Pick Pocket       .     10      .      .     30      .      .      .
Read Scroll***   NA     NA    100     NA    -15    100    100    100

* Notes on special abilities.  Only PC classes that show a base value in the above chart are capable of performing the task in question.  Those classes that show NIL (.) are not capable of said task and any modifiers in the following charts do not apply to said class.

*** Thieves are capable of reading magic-user scrolls only.  They are NOT capable of creating scrolls.  For each experience level of the thief beyound first level they gain a 5% chance to read a magic-user's scroll.  If a thief fails to read a scroll the magic of the scroll is lost and it becomes worthless.

Special Action Modifiers

                                    *Strength Modifier

Action                    3     4     5     6     7  

  17   18   19   20   21
Backstab          -5  -4  -3  -2  -1   

 1   2   3   4   5
Bars/Gate/Door   -75 -60 -45 -30 -15   

 5  10  15  20  25
Climb Wall       -75 -60 -45 -30 -15   

 5  10  15  20  25
Critical Hit      -5  -4  -3  -2  -1   

 1   2   3   4   5
Disarm Trap      -10  -8  -6  -4  -2   

 2   4   6   8  10
Hide In Shadows   -5  -4  -3  -2  -1  

  1   2   3   4   5
Move Silently     -5  -4  -3  -2  -1   

 1   2   3   4   5

                                 *Dexterity Modifier

Action                    3      4       5       6       7      

   17    18     19     20
Backstab          -5   -4   -3   -2   -1     

 1    2    3    4
Climb Wall       -20  -15  -10   -5   -2     

 5    8   11   15
Disarm Trap      -25  -20  -15  -10   -5     

 5   10   15   20
Hide In Shadows  -12   -8   -6   -4   -2   

   2    4    6    8
Move Silently    -10   -8   -6   -4   -2    

  5   10   15   20
Pick Lock        -25  -20  -15  -10   -5     

 5   10   15   20
Pick Pocket      -25  -20  -15  -10   -5     

 5   10   15   20

                             *Race Modifier

               
  Drow                                                        Half  Half
Action             Human    Elf     Elf     Orc  Halfling  Gnome  Dwarf  Elf    Orc
Backstab          .    +2    +2    -2    +2    -3    -4    +1    -1
Climb Wall        .    +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
Hear Noise        .     .     .   +10     .     .     .     .    +5
Hide In Shadows   .   +15   -10   +10     .    +5    +5    -5    +5
Move Silently     .    +5    +5    -5   +10    -3    -5    +2    -2
Pick Lock         .    +3    +3    -5   +10    -3    -5    +1    -2
Pick Pocket       .   -10    +3   -15   +15     .     .   +10    -3
Resurrect**      85%   75%   75%   90%   80%   90%   95%   80%   90%

** Base chance.  The actual chance is increased 1% for each point of constitution of the PC.

*Adjustments apply only to initial attribute scores.  Magically altered attributes will not award additional bonuses or penalties.

Saving Throw Adjustments For Race In %

          Drow  Half   Half
Save Vs.  Human    Elf   Elf    Orc   Halfling  Gnome  Dwarf  Elf  Orc
Charm

. 

 +25   +25   +45  
 -10   

  -5   

  .  

 .    .
Heat

.    

.   

.   

.  

  +5   

  +5   

  .  

 .    .
Cold

.     -5    -10    .    

+5     

+5     

.   +10   +10
Electric

.      .     .     .     
.      

.   

-10   -10     .
Chemical

.     -5     .     .    

+5     

+5   

+15    +5     . 
Mental

.

 
.

 .

 .

-10

-5

.

+10

-5
Magic

 .      .     .     .   

 -5      
.   

+10    +5    +5
Special

.      .     .     .    

 .      
.     

.     .     .

Character Gender

Whether a PC is male or female will affect the following attributes:
    Males: +1 to Strength, -1 to Dexterity
Females: -1 to Strength, +1 to Dexterity

These factors are applied in addition to attribute adjustments due to racial heritage.

Advancement Charts

Fighters

Level     Experience Required 

   Title     
Level 1...........2,000           Veteran
Level 2...........2,000           Warrior
Level 3...........4,000           Swordsman
Level 4..........10,000           Hero
Level 5..........17,000           Swashbuckler
Level 6..........35,000           Myrmidon
Level 7..........55,000           Champion
Level 8.........125,000           Superhero
Level 9.........125,000           Cavalier
Level 10........250,000           Lieutenant Knight
Level 11........250,000           Knight
Level 12........250,000           Master Knight
Level 13........250,000           Lordling
Level 14........250,000           Lord
Level 15........250,000           Master Lord
Level 16........250,000           Kingly Lord
Level 17........250,000           Kingly Lord (with one star...etc.)

Rangers

Level     Experience Required 

   Title     
Level 1...........2,250           Runner
Level 2...........2,250           Strider
Level 3...........5,500           Scout
Level 4..........10,000           Courser
Level 5..........20,000           Tracker
Level 6..........50,000           Guide
Level 7..........75,000           Pathfinder
Level 8.........125,000           Ranger
Level 9.........250,000           Ranger Knight
Level 10........325,000           Ranger Champion
Level 11........325,000           Ranger Lord
Level 12........325,000           Master Ranger
Level 13........325,000           Grand Ranger
Level 14........325,000           Supreme Ranger
Level 15........325,000           Supreme Ranger (with one Arrow...etc.)

Paladins

Level     Experience Required 

   Title     
Level 1...........2,750           Gallant
Level 2...........2,750           Keeper
Level 3...........6,500           Protector
Level 4..........12,000           Defender
Level 5..........21,000           Warder
Level 6..........50,000           Guardian
Level 7..........80,000           Chevalier
Level 8.........175,000           Justiciar
Level 9.........350,000           Paladin
Level 10........350,000           Paladin Knight
Level 11........350,000           Paladin Lord
Level 12........350,000           Holy Paladin
Level 13........350,000           Holy Paladin (with one cross)
Level 14........350,000           Holy Paladin (with two crosses)

Monks
Level     Experience Required 

   Title     
Level 1...........2,250           Novice
Level 2...........2,500           Initiate
Level 3...........5,250           Brother
Level 4..........12,500           Disciple
Level 5..........25,000           Immaculate
Level 6..........50,000           Master
Level 7.........100,000           Superior Master
Level 8.........150,000           Master of Dragons
Level 9.........150,000           Master, North Wind
Level 10........200,000           Master, West Wind
Level 11........250,000           Master, South Wind
Level 12........300,000           Master, East Wind
Level 13........300,000           Master of Winter
Level 14........300,000           Master of Autumn
Level 15........300,000           Master of Summer
Level 16........300,000           Master of Spring
Level 17........300,000           Master of Flowers
Level 18........300,000           Master of Flowers (with one blossom)
Level 19........300,000           Master of Flowers (with two blossoms)

Thieves
Level     Experience Required 

   Title     
Level 1...........1,250           Rogue
Level 2...........2,250           Footpad
Level 3...........4,500           Cutpurse
Level 4...........8,000           Robber
Level 5..........12,000           Burglar
Level 6..........22,500           Cat Burglar
Level 7..........35,000           Sneak
Level 8..........50,000           Master Sneak
Level 9..........75,000           Filcher
Level 10........100,000           Master Filcher
Level 11........150,000           Sharper
Level 12........200,000           Master Sharper
Level 13........200,000           Thief
Level 14........200,000           Master Thief
Level 15........200,000           Master Thief (with one dagger)
Level 16........200,000           Master Thief (with two daggers)

Magic-Users
Level     Experience Required 

   Title     
Level 1...........2,500           Prestidigitator
Level 2...........3,500           Evoker
Level 3...........7,500           Conjurer
Level 4..........15,500           Theurgist
Level 5..........22,000           Thaumaturgist
Level 6..........55,000           Magician
Level 7..........80,000           Master Magician
Level 8.........110,000           Warlock
Level 9.........150,000           Crowned Warlock
Level 10........250,000           Sorcerer
Level 11........300,000           Necromancer
Level 12........375,000           Wizards Apprentice
Level 13........375,000           Wizards Assistant
Level 14........375,000           Wizard
Level 15........375,000           Superior Wizard (White Robe)
Level 16........375,000           Superior Wizard (Grey Robe)
Level 17........375,000           Superior Wizard (Black Robe)

Clerics
Level     Experience Required 

   Title     
Level 1...........1,500           Acolyte
Level 2...........1,500           Adept
Level 3...........3,000           Priest
Level 4...........7,000           Curate
Level 5..........14,500           Perfect
Level 6..........27,500           Canon
Level 7..........55,000           Lama
Level 8.........100,000           Patriarch
Level 9.........150,000           Bishop
Level 10........200,000           Arch Bishop
Level 11........250,000           Cardinal
Level 12........250,000           Chief Cardinal
Level 13........250,000           High Priest
Level 14........250,000           Arch Priest
Level 15........250,000           Superior Priest
Level 16........250,000           Superior Priest (with one sash)
Level 17........250,000           Superior Priest (with two sashes)

Enchanters

Level     Experience Required 

   Title     
Level 1...........2,500           Aspirant
Level 2...........3,500           Ovate
Level 3...........7,500           Dabbler
Level 4..........15,500           Cabalist
Level 5..........22,000           Visionist
Level 6..........55,000           Spellbinder
Level 7..........80,000           Seer
Level 8.........110,000           Initiate
Level 9.........150,000           Chief Initiate
Level 10........250,000           Master of Initiates
Level 11........300,000           Mage
Level 12........375,000           Arch Mage
Level 13........375,000           Arch Mage (one crystal)
Level 14........375,000           Arch Mage (two crystals)
Level 15........375,000           Arch Mage (three crystals)
Level 16........375,000           Arch Mage (four crystals)

Spells Known

Magic-Users & Enchanters  (Shown for PCs with a 16 Intelligence)

                                Spell Level
 Level          1    2    3   4    5    6    7
     1              1    -    -    -    -    -    -
     2              2    -    -    -    -    -    -
     3              3    1    -    -    -    -    -
     4              4    2    -    -    -    -    -
     5              5    3    1    -    -    -    -
     6              6    4    2    -    -    -    -
     7              7    5    3    1    -    -    -
     8              8    6    4    1    -    -    -
     9              9    7    5    2    1    -    -
     10           10   8    6    3    1    -    -
     11           11   9    7    3    2    1    -
     12           12   9    8    4    3    2    -
     13           12  10   8    4    3    2    1
     14           12  10   9    5    4    3    1
     15           12  11   9    5    4    3    2
     16           12  11   9    6    5    4    2
     17           12  11  10   6    5    4    3
     18           12  12  10   7    6    5    3
     19           12  12  11   7    6    5    4
     20           12  12  11   8    6    6    4
     21           12  12  11   8    7    6    5
     22           12  12  11   9    7    7    5
     23           12  12  11   9    8    7    6
     24           12  12  12  10   8    8    6
     25           12  12  12  10   9    9    7
     26           12  12  12  11   9    9    8
     27           12  12  12  11  10  10   9
     28           12  12  12  12  10  10  10
     29           12  12  12  12  11  11  11
     30           12  12  12  12  12  12  12
PCs with an Intelligence above 16 learn @:
       with 17 Intelligence as one experience level higher than shown.
       with 18 Intelligence as two experience levels higher than shown.  etc......

Clerics  (Shown for PCs with a 16 Wisdom)

                                Spell Level
 Level          1    2    3    4    5    6    7
     1              12   -    -    -    -    -    -
     2              12   -    -    -    -    -    -
     3              12   -    -    -    -    -    -
     4              12  12   -    -    -    -    -
     5              12  12   -    -    -    -    -
     6              12  12   -    -    -    -    -
     7              12  12  12   -    -    -    -
     8              12  12  12   -    -    -    -
     9              12  12  12   -    -    -    -
     10            12  12  12  12   -    -    -
     11            12  12  12  12   -    -    -
     12            12  12  12  12   -    -    -
     13            12  12  12  12  12   -    -
     14            12  12  12  12  12   -    -
     15            12  12  12  12  12   -    -
     16            12  12  12  12  12  12   -
     17            12  12  12  12  12  12   -
     18            12  12  12  12  12  12   -
     19            12  12  12  12  12  12  12

PCs with a Wisdom above 16 learn @:
       with 17 Wisdom as one experience level higher than shown.
       with 18 Wisdom as two experience levels higher than shown.  etc...

Paladins  (Shown for PCs with a 16 Wisdom)

                                Spell Level
 Level           1    2    3   4    5    6    7
     7               12   -    -    -    -    -    -
     8               12   -    -    -    -    -    -
     9               12   -    -    -    -    -    -
     10             12  12   -    -    -    -    -
     11             12  12   -    -    -    -    -
     12             12  12   -    -    -    -    -
     13             12  12  12   -    -    -    -
     14             12  12  12   -    -    -    -
     15             12  12  12   -    -    -    -
     16  (Max)   12  12  12  12   -    -    -
PCs with a Wisdom above 16 learn @:
       with 17 Wisdom as one experience level higher than shown.
       with 18 Wisdom as two experience levels higher than shown. etc......

Strength Modification Table
                           To Hit             Damage
  Strength    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, Rangers and Paladins will receive any bonuses for Strengths over 18.

Attacks Per Round

    LEVEL     MONK  FIGHTER   RANGER   PALADIN
      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

Armor Catagory Adjustments For Dexterity

Dexterity    *Armor Catagory Adjustment
     1                +5
     2                +4
     3                +3
     4                +2
     5                +1
     :                 0
    15                -1
    16                -2
    17                -3
    18                -4
    19                -5
    20                -6
    21                -7
    
    22*               -8
  * PCs will continue to reduce their armor catagory by one per point of dexterity over 22.

Armor Catagory Adjustments For Base Armor Types

Armor Type       Armor Catagory Adjustment
  Robe

         -1
  Padded

       -2
  Leather

 
      -3
  Chain

 

       -5
  Banded

 

       -7
  Plate

 

       -9
  Gloves

       -1
  Helm

        -1
 *Cap

 

        0
  Shield

        -2
  Cloak

 

       -1
  Gauntlets

    -1
  Boots

     -1

* Caps do not provide sufficient protection by themselves to reduce a PCs armor catagory, however, many of these items are enchanted to reduce the armor catagory of the wearer.

* Weapon Damage Table

                              Damage vs.     Damage vs.                   Permitted
Melee Weapons   Small/Medium     Large      #HANDS         Class     
Axe, Battle         1 - 12        1 - 12        2         F,P
Axe, Pike

1 - 12

1 - 18        2         F,P
Axe, Stone

1 - 7         1 - 7         1         F,P
Axe, War            1 - 8         1 - 8         1         F,P,R,MO
Club                1 - 6         1 - 6         1         F,P,R,C
Dagger              1 - 4         1 - 3         1         F,P,R,T,MO,M,E
Dart                1 - 2         1 - 2         1         F,R,MO,T,M,E
Flail               1 - 8         1 - 6         1         F,P,R,C
Haleberd            1 - 14        1 - 16        2         F,P
Hammer, Battle      1 - 8         1 - 8         1         F,P,C
Hammer, Stone       1 - 7         1 - 5         1         F,P,C
Hammer, War         1 - 8         1 - 6         1         F,P
Jo Stick            1 - 6         1 - 6         2         F,MO
Mace                1 - 6         1 - 6         1         F,P,R,C
Morning Star        1 - 8         1 - 8         1         F,P,R
Nunchucka           1 - 6         1 - 4         1         F,MO,T
Spear               1 - 8         1 - 8         2         F,P,R,MO
Staff 

      1 - 6         1 - 6         2         ALL
Staff, Quarter      1 - 5         1 - 5         2         ALL
Sword, Broad        1 - 8         1 - 10        1         F,P,R
Sword, Long         1 - 10        1 - 12        1         F,P,R
Sword, Scimitar     1 - 8         1 - 8         1         F,P,R,MO,T,E
Sword, Tip          1 - 12        1 - 10        1         F,P,R,MO
Sword, Two-Handed   1 - 12        1 - 18        2         F,P
Sword, Short        1 - 6         1 - 8         1         F,P,R,MO,T,E

                                 Damage vs.    Damage vs.                   Permitted
Missile Weapons   Small/Medium    Large      #HANDS         Class     
Bow                 1 - 6         1 - 6         2         F,R,T
Throwing Axe        1 - 6         1 - 6         1         F,R,MO,T
Throwing Dagger 

 1 - 4         1 - 4         1         F,R,MO,T
Throwing Hammer     1 - 6         1 - 6         1         F,C
** Throwing Star    1 - 6         1 - 4         1         F,MO

This listing includes only NON-magical and NON-unique weapons.  Many weapons you will find will be of a magical sort and will do varying amounts of damage.

** These weapons have two attacks per round.  Both attacks are at the same target.  i.e.  Throwing Stars have 2 attacks at 1 - 4 per each combat strike.

Turning Probability for Clerics and Paladins.
Actually, this is more of a formula than a table.

Chance of turning = 30% + 10% X Level of caster - 5% X Monster Level.

This chance applies to each and every undead involved in the battle.  If the PC is successful the undead creature will be destroyed.  If the PC does a particularly good job at turning, the undead creature will not be destroyed, but actually TURNED.  This means the undead will change allegiance, and will now fight on behalf of the cleric or paladin, instead of against them.

 Level of Monster
*Level of Cleric
  1

2

3

4

5

6

7

8

9

10
------------------------------------------------------------------
  1 ............. 35

 30

25

20

15

10

5

  Ø

  Ø

  Ø
  2 ............. 45

40

35

30

25

20

15

10
 
 5

 Ø
  3 ............. 55

50

45

40

35

30

25

20

15

10
  4 ............. 65

60

55

50

45

40

35

30

25

20
  5 ............. 75

70

65

60

55

50

45

40

30

25
  6 ............. 85

80

75

70

65

60

55

50

45

35
  7 ..............95

90

85

80

75

70
  65

 60

 55

50
  8 .............. ∞

∞
 
95

90

85

80
  75

 70

 65

60
  9 .............. ∞

∞

∞

∞

95

90
  85

 80

 75

70
 10 .............. ∞

∞

∞

∞

 ∞

 ∞
  95

 90

 85

80
 11 .............. ∞

∞

∞

∞

 ∞

 ∞

∞

  ∞

 95

90
 12 .............. ∞

∞

∞

∞

 ∞

 ∞

∞

  ∞

  ∞

 ∞

By now you get the pattern, so impress us with your mathematical skills and figure the rest out.

* Paladins gain the ability to turn undead when they reach the 4th level of ability.  They turn as a Cleric 3 levels below their own level, so a 4th level Paladin turns as a 1st level Cleric, an 8th level Paladin turns as a 5th level Cleric etc....