Appendix of Tables

Table 1.0

Race / Caste Possibilities (Part I)

                          Shadow  Half                     
Half
Caste
   Human   Elf      Elf    Elf      Orc     Orc 
 Dwarf 
Gnome   Furfoot   Goblin
Fighter      •

 •

 •

•

 
•

  •

•

 •

  
•

•
Monk         •

•

  

  •

  

 

  

  

    •
Crusader     •

•

  

 •

 

  

  •

•

 
 
•

•
Archer   
   •

•

  •

 •

 
•

   •

  

  

 
•

•
Rogue   

   •

•

 •

 •

 •

•

 •

•

 
 
•

•
Sorcerer

   •

•

 •

 •

 

  

 

  
•

  
•
Priest

   •

•

  

 •

  •

 

 •

•

 

•

•
Enchanter
   •

•

 •

 •

  

 

 

  •

 
 •
Evoker       •

•

  

 •

 

  

 

  
•
Cardinal     •

 

  

  

   

 

 •

•
Cabalist     •

•

 •

 •

  

 

 

  •
Berzerker    •

 

 •

 •

 
•

•

 

     

•
Bard    

   •

 

 •

  •

  

 

 

 

    •

 
Fencer  

   •

•

 •

  •

  

 
•

 

 

    •

•
Marksman

   •

•

 •

  •

 •

 
•

 

 

    •

•
Assassin 
   •

•

 •

 •

 
•

 

 

    •

•
Dabbler 

   •

•

 •

  •

 •

 
•

•

•

    •

•
Battle Mage

•

•

 •

  •

  

 
•

 

•

     

 
Warlock

•

•

 •

  •

  

 

 

•

    •

 

Table 1.0.1

Race / Caste Possibilities (Part II)

                   Hob                               Lizard                           Lepre-
Caste
  
Goblin   Kobold  Vampire  Man   Brownie  Pixie 
chaun   Demon  Cathoon
Fighter    

•

 •

  •

  •

 

 

 •

•

•
Monk        

 •

  •

   

  

 

 

   •

•
Crusader      

 •
Archer   
  
•

  •

   

  
•

  •

 •

• 

 

•
Rogue   

•

 •

  •

  •

  
•

 •

•

 
•

•
Sorcerer

 

  

  •

  •

  
•

  
•

  
•

 
•

•
Priest

  

 •

   

   

   

   

 

•
Enchanter

  

  •

  •

  
•

  
•

  •

 •
Evoker        

  

  •

   

  

  
•

  

 
•

•
Cardinal      

 

  
•

    

 

  

 

•

 
Cabalist      

  

  •

   

  

  
•

  •

 •
Berzerker    •

 •

   

  •

 

 

  

•

 
Bard    

  

   •

  

 
 •

•

 

•

•
Fencer  

   •

 •

   •

  

 
 •

•

 

•

•
Marksman

  •

   

  

  •

 •

• 

 

•
Assassin 
   •

 •

   •

  

 

   

 

   
 •

•
Dabbler 

   •

 •

   •

  

 

   

 

•
   
 •

•
Battle Mage

•

  

   •

  

 

   

 

   
 •

 
Warlock

 

  

   •

  

 

   

 

•
   
 •

•

Table 1.1  Attribute Minimum / Maximum by Caste

  Caste
           Brawn        Knowledge    Judgment         Agility           Vitality_ __Luck
 Fighter

  8/25

 4/19

 

4/20

5/25

6/25   3/25
 Monk

     14/22

 5/20

14/23

 14/25

10/25   3/25
 Crusader

  11/23

  8/22

12/25

5/23

 
8/25   3/25
 Archer

   12/22

  6/22

  7/22

 14/25

  8/25   3/25
 Rogue

     5/20

5/23

 4/20

12/25

5/23   8/25
 Sorcerer

4/10

  8/25

5/25

5/24

5/20   3/25
 Priest

   5/23

 5/23

8/25

4/22

 
5/24   3/25
 Enchanter

 4/19

8/25

5/25

5/25

 
5/19   3/25
 Evoker       4/18

12/23

 
6/25

8/23

 
5/20   3/25
 Cardinal     5/19

 7/25

14/25 

4/20

5/22   3/25
 Cabalist     4/20

 
13/25

 

6/24

5/21

5/22   3/25
 Berzerker   11/24

 4/18

 

4/18

7/23

9/23   3/25
 Bard    

   7/22

 8/23

 8/23

9/25

5/21   8/25
 Fencer  

  12/23

  5/21

 6/21

 16/25

  8/23   3/25
 Marksman

  11/23

   6/22

  7/22

 12/25

 13/23   3/25
 Assassin 
   5/23

 9/20

14/22

16/25

5/23   3/25
  Dabbler 

  10/23

  11/23

 13/23

 
7/21

8/24   3/25
 Battle Mage 12/23

 12/23

 14/23

 
9/23

 10/23   3/25
 Warlock
    
4/18

 
15/25

9/24

8/20

 
5/20   3/25

Table 1.2   Attribute Minimum / Maximum  by Race

  Race 
          Brawn      Knowledge  Judgment      Agility         Vitality      Luck
 Human

   5/25

 
4/25

  4/25

4/25

4/25

 3/25

 Shadow Elf

4/22

 
7/25

  4/25

6/25

4/22

 3/22

 Elf

      6/22

 
7/25

  4/25

6/25

4/22

 3/22

 Orc

      8/25

 
4/22

  4/20

4/23

14/25

 3/15

 Furfoot

  5/20

 
5/23

  4/23

7/25

9/22

 3/25

 Gnome

 5/23

 11/25

  4/25

3/22

7/25

 3/22

 Dwarf

   8/25

 
4/24

  4/25

4/22

11/25

 3/25

 Half Elf

 4/24

 
3/25

  4/25

4/25

4/23

 3/18

 Half Orc    5/25

 
4/22

  4/23

4/24

12/24

 3/18

 Goblin      8/22

 
4/17

  4/16

4/24

14/25

 3/19

 Hobgoblin   8/25

 
4/15

  4/12

4/23

14/23

 3/12

 Kobold      5/21

 
5/14

  4/17

11/25

13/25

 3/25

 Vampire    10/22

 12/23

 10/23

14/22

11/20

 3/14

 Lizard Man 11/25

 
4/18

  4/16

4/22

14/23

 3/14

 Brownie

   5/18

 
5/25

  4/20

7/25

9/20

 3/25

 Pixie 
     3/15

 
6/25

  6/25

14/25

4/14

 7/25

  Leprechaun  5/21

 
5/23

  4/23

7/25

15/25

14/25

 Demon

4/23

 
7/23

  3/23

9/21

8/24

 3/11

 Cathoon
    6/22

 
9/22

  4/17

15/25

14/25

16/25

Table 1.3

Gender Adjustments

 Sex
      Brawn       Agility     Judgement
  Male:       +1           -1
Female:       -1           +1          +1

Table 1.4

Caste Stamina Table
 
Caste           Initial
  
Per Level    •Max Bonus
Fighter      1 - 15      1 - 10      Unlimited
Crusader     1 - 15      1 - 10      Unlimited
Archer       1 - 12      1 - 10      Unlimited
Monk         1 - 12      1 - 8       Unlimited
Rogue        1 - 10      1 - 8       Unlimited
Sorcerer

1 - 8       1 - 6           3
Priest       1 - 12      1 - 8           3
Enchanter    1 - 8       1 - 6           3
Evoker       1 - 8       1 - 4      

2
Cardinal     1 - 10      1 - 6           2
Cabalist     1 - 8       1 - 4           2
Berzerker    1 - 20      1 - 8       Unlimited
Bard    

   1 - 18      1 - 6           3
Fencer  

   1 - 15      1 - 8           3
Marksman

   1 - 18      1 - 8           4
Assassin 
   1 - 10      1 - 5           2
Dabbler 

   1 - 12      1 - 8           4
Battle Mage
 1 - 12      1 - 8           3
Warlock
     1 - 8       1 - 4           1

•Characters receive one point of stamina each level for each point of Vitality over 15.  This is held to a maximum as dictated by "Max Bonus" above.

 Example: Characters with a 16 Vitality receive +1 stamina per skill level.
                  Characters with a 17 Vitality receive +2 stamina per skill level etc.

Table 2.0

Base / Levelup Special Action Values for Caste in %

    Sneak     Force    Acrobatic   Major      Detect    Detect    Disarm    Pick
Caste
       Attack    Lock        Act         Wound      Secret     Trap       Trap      Lock
Fighter     0/0    12/3     2/0      5/1      1/0     1/0     0/0     0/0
Monk        0/0     8/2     8/4      2/1      5/0    10/0     5/0    10/0
Crusader    0/0    10/2     5/1      3/0      1/0     1/0     0/0     0/0
Archer      0/0     8/1     4/0      3/0      1/0     1/0     0/0     0/0
Rogue       2/1     0/0     6/3      0/0     15/3     8/2     5/3     5/3
Sorcerer    0/0     0/0     2/0      0/0      5/2     5/0     5/0     0/0
Priest      0/0    10/1     2/0      0/0      5/2     5/0     2/0     0/0
Enchanter   0/0     0/0     2/0      0/0      5/2     5/0     5/0     0/0
Evoker      0/0     0/0     2/0      0/0     10/1     5/0     5/0     0/0
Cardinal    0/0     0/0     2/0      0/0     10/1     5/0     3/0     0/0
Cabalist    0/0     0/0     2/0      0/0     10/1     5/0     5/0     0/0
Berzerker   0/0    15/2     6/2      8/1      1/0     1/0     0/0     0/0
Bard    

 10/0     0/0    10/2      0/0     25/1    20/1    15/1    20/1
Fencer  

  0/0     5/1     6/1      3/2      1/0     1/0     0/0     0/0
Marksman

  0/0     0/0     3/1      4/0      1/0     1/0     0/0     0/0
Assassin 
  5/1     0/0     8/2      0/0     13/2    15/1    10/2    10/2
Dabbler 

  0/0     5/1     5/1      3/0      3/1     2/0     2/0     0/0
Battle Mage
0/0     5/1     5/1      3/0      3/1     2/0     5/0     0/0
Warlock
    0/0     0/0     2/0      0/0      1/2     8/0    10/0     0/0

Special Action Modifiers

 Table 2.1

       •Brawn Modifier

Action                 3     4     5     6     7  
  17   18   19   20   21   22   23   24   25
Sneak Attack    -5  -4  -3  -2  -1   
1   1   1   2   2   2   3   3   3
Force Lock     -75 -60 -45 -30 -15   
5  10  15  20  25

30  35  40  45
Acrobatic Act  -75 -60 -45 -30 -15    5  10  15  20  25
 30  35  40  45
Major Wound     -5  -4  -3  -2  -1   
1   2   3   4   5   6   7   8   9
Disarm Trap    -10  -8  -6  -4  -2    2   4   6   8  10  12  14  16  18

 Table 2.2

       •Agility Modifier

Action                  3     4       5      6     7  
 17   18   19   20   21   22   23   24   25
Sneak Attack    -5   -4   -3  -2  -1    1   1   2   2   3   3   4   4   4
Acrobatic Act  -20  -15  -10  -5  -2    5   8  11  15  20  25
 30  35  40
Disarm Trap    -25  -20  -15 -10  -5  
 5  10  15  20  25
 30  35  40  45
Pick Lock      -25  -20  -15 -10  -5    5  10  15  20  25
 30  35  40  45

•These adjustments apply only to initial attribute scores.  Magically altered attributes will not award additional bonuses or penalties.  All additions to these skill are awarded when a character gains a new skill level.

Table 3.0               Caste Spell Casting Ability

       Spell         Begins       Maximum         Maximum Spells      Can Use
Caste
         
Class        At Level    Spell Level       Castable/Round     Scrollcase
Fighter    
   
•

    
 •

     •

           •              •
Monk    
      
•

    
 •

     •

           •              •
Crusader    
 Priest

    7

     4

           1              •
Archer    
  Sorcerer

  15

    2

           1              •
Rogue        Sorcerer

  15

    3

           1          Sorcerer
Sorcerer     Sorcerer

  1

     7

           2          Sorcerer
Priest    
   Priest

   1

     7

           2          Priest
Enchanter    Enchanter

 1

     7

           2          Enchanter
Evoker     
 Enchanter

 1

     7

           3          Enchanter
Cardinal    
 Priest

   1

     7

           3          Priest
Cabalist     Sorcerer

   1

     7

           3          Sorcerer
Berzerker     
 •

    
 •

     •

           •              •
Bard    
    Sorcerer

  20

    3

           1          Sorcerer
Fencer     
   
•

    
 •

     •

           •              •
Marksman

•

    
 •

     •

           •              •
Assassin     Sorcerer

  15

    3

           1          Sorcerer
Dabbler    
 Enchanter

 5

     5

           1              •
Battle Mage  Sorcerer

  5

     5

           1              •
Warlock    
 Enchanter

 1

     7

           3              •

Table 5.0    Spell Selection Points Required to Learn Spells

Spell Level           Points Required Per Spell Learned
   1

 1
   2

 3
   3

 6
   4

10
   5

18
   6

28
   7

40

Figure 5.1

Determining Spell Selection Points
 
Characters that are capable of casting spell starting at higher skill levels will not begin to accumulate spell selection points until they reach the necessary level required to cast spells.  Example:  Crusaders can not caste priest spells until they reach level 7.  Once they reach level 7 they will begin to accumulate spell selection points as shown below.

Crusader Example:  For each skill level over the 6th Skill Level they receive 2 points plus 1 point for each point of Judgment over 15 plus 1 point for each skill level over the 7th.

Example:  A Skill Level 10 Crusader with a Judgment 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
 
Priest Castes: Receive 3 points plus 1 point for each point of Judgment over 15 plus 1 point for each skill level past the 1st.

Example:  A Skill Level 4 Priest with a Judgment 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 Castes: Receive 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 or 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%      

+2
    19           +10%      

+3
    20           +15%     

 +3
    21           +15%      

+4
    22           +20%      

+4
    23           +20%      

+5
    24           +25%      

+5
    25           +25%      

 +6

*Each caste begins to gain a strength bonus at a specific brawn value for that caste and has a maximum bonus they can attain.  In general, the more Warrior-like the cast is, the earlier they will get a strength bonus and the higher that bonus can go.  Non warrior castes such as Warlocks may get only a limited bonus for strength.

Table 7.0

Armor Rating Adjustments for Base Armor Types

 
Armor

   Rating

Permitted
Armor Type    

  Adjustment

Caste / Race              
  Robe

         +3              All
  Padded

       +6

Varies by Caste & Race
  Leather

 
      +9

Varies by Caste & Race
  Chain

 

       +15

Varies by Caste & Race
  Banded

 

       +21

Varies by Caste & Race
  Plate

 

       +27

Varies by Caste & Race
  Gloves, Soft

  +1

Varies by Caste & Race
  Gloves, Hard

  +2

Varies by Caste & Race

Helm, Steel

  +3

Varies by Caste & Race
  Helm, Leather

  +2

Varies by Caste & Race
  Cap       

     +1              All
  Shield

        +6

Varies by Caste & Race
  Cloak

 

       +2              All
  Gauntlets

    +2

Varies by Caste & Race
  Boots, Soft

  +1              All
  Boots, Hard

+2

Varies by Caste & Race

Table 7.1

 Armor Rating Adjustments for Agility

Agility    Armor Rating Adjustment
    15           

     +2
    16           

     +4
    17            

    +6
    18            

    +8
    19            

    +10
    20            

    +12
    21            

    +14
    
    22           
 
    +16
    23           
 
    +18
    24           
 
    +20
    25           
 
    +22

Table 8.0

Attacks Per Round By Caste

  (Still subject to caste limitations)

These castes gain 1/2 attack per round at the specified levels.  Maximum attacks are limited by race and caste so if your race has a maximum attacks of 4 they can never have more than 4 attacks per round.  Excess 1/2 attacks are carried over to the next round where they become a full attack every other round.

The maximum attacks per round may be higher than is actualy gained by any particular caste as they may gain extra attacks per level due to their race.
 
Caste         Initial/Max        Levels that gain 1/2 attack per round 
Fighter 

    1.0 / 6            5, 10, 15, 20, 25, 30, 35, 40
Monk     
    1.0 / 6            4,  7, 11, 14, 19, 23, 27, 31
Crusader 
    1.0 / 6            6, 12, 18, 24, 30, 36, 42, 48
Archer 
 
    1.0 / 6            5, 11, 17, 23, 29, 35, 41, 47
Rogue 

      1.0 / 6            4,  7, 11, 14, 19, 23, 27, 31
Sorcerer      1.0 / 2           15
Priest        1.0 / 3           10, 20
Enchanter     1.0 / 2           20
Evoker        1.5 / 3           17, 25
Cardinal      1.5 / 4           15, 25, 35, 45
Cabalist      1.5 / 3           25, 35
Berzerker     2.0 / 5            4,  8, 12, 16, 20, 24
Bard 
 
      1.5 / 5            4,  7, 10, 13, 16, 19
Fencer 
 
    2.0 / 6            4,  7, 10, 13, 16, 19, 22
Marksman 
 
  1.5 / 6            7, 14, 21, 28, 35, 42, 49, 56
Assassin 
 
  1.5 / 6            4,  7, 11, 14, 19, 23, 27, 31
Dabbler 
 
   1.0 / 4            7, 14, 21, 28, 35, 42
Battle Mage 
 2.0 / 3            7, 13, 19, 25, 31
Warlock 
 
   2.0 / 3           15, 25, 35, 45

Table 8.1   Initial / Maximum Attacks Per Round By Race

                 (Still subject to caste limitations)

Initial         Maximum
Race    Attacks/Round    Attacks/Round
Human            1                 4
Shadow Elf       1                 4
Elf              1                 4
Orc              1                 4
Furfoot          1.5               5
Gnome            1                 4
Dwarf            1                 4
Half Elf         1                 4
Half Orc         1                 4
Goblin           1.5               5
Hobgoblin        1.5               5
Kobold           2                 6
Vampire          1.5               4
Lizard Man       1                 5
Brownie          2                 6
Pixie            2                 6
Leprechaun       1.5               6
Demon            1.5               4
Cathoon          1.5               5

Table 8.2   Initial Attacks Per Round By Caste
                     (Still subject to race limitations)

Initial         Maximum
Race    Attacks/Round    Attacks/Round
Fighter          1                 6
Monk             1                 6
Crusader         1                 6
Archer           1                 6
Rogue            1                 6
Sorcerer         1                 2
Priest           1                 3
Enchanter        1                 2
Evoker           1.5               3
Cardinal         1.5               4
Cabalist         1.5               3
Berzerker        2                 5
Bard             1.5               5
Fencer           2                 6
Marksman         1.5               6
Assassin         1.5               6
Dabbler          1                 5
Battle Mage      2                 4
Warlock          2                 3

Table 9.0

Weapon Damage Table

*Note: This is just a brief list of some of the more common non magical weapons.  Realmz sports litteraly 100's of special and magical weapons.  Many will do special damage such as heat or cold damage in addition to normal damage.

 Permitted
Melee Weapons     Damage     No. HANDS    Caste/Race     
Axe, Battle         1 - 12        2         Varies
Axe, Pike

1 - 12

2         Varies
Axe, Stone

1 - 7         1         Varies
Axe, War            1 - 8         1         Varies
Club                1 - 6         1         Varies
Dagger              1 - 4         1         Varies
Dart                1 - 2         1         Varies
Flail               1 - 8         1         Varies
Halberd             1 - 14        2         Varies
Hammer, Battle      1 - 8         1         Varies
Hammer, Stone       1 - 7         1         Varies
Hammer, War         1 - 8         1         Varies
Jo Stick            1 - 6         2         Varies
Mace                1 - 6         1         Varies
Morning Star        1 - 8         1         Varies
Nunchaku            1 - 6         1         Varies
Spear               1 - 8         2         Varies
Staff 

      1 - 6         2         Varies
Staff, Quarter      1 - 5         2         Varies
Sword, Broad        1 - 8         1         Varies
Sword, Long         1 - 10        1         Varies
Sword, Scimitar     1 - 8         1         Varies
Sword, Tip          1 - 12        1         Varies
Sword, Two-Handed   1 - 12        2         Varies
Sword, Short        1 - 6         1         Varies

 
Permitted
Missile Weapons   Damage 
  No. HANDS     Caste/Race     
Bow                 1 - 6         2         Varies
Cross Bow           1 - 6         2         Varies
Throwing Axe        1 - 6         1         Varies
Throwing Dagger 

 1 - 4         1         Varies
Throwing Hammer     1 - 6         1         Varies
••Throwing Star     1 - 6         1         Varies

••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

Actually, this is more of a formula than a table.  This applies to any creature that is classified as Undead, Demon, Daemon or Devil.  This can only be done by castes such as Crusader, Priest or Cardinals.  Though not of a priestly nature, warlocks also gain the ability to turn undead at higher levels.  If a characters ability to turn is less than 1% then they will not be presented with the option to TURN during combat.

Also, Pixies and Vampires will have a small chance to turn very low level undead.  This ability will not grow as they advance in levels.

Chance = Characters Base Chance -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.