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1993-01-21
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( R Y G A R )
TABLES
~~~~~~
MAXIMUM LEVEL LIMITS BY RACE, CLASS AND PRIME REQUISITE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Class Ability Dwarf Elf Gnome Half-Elf Halfling Human
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cleric Any no no no 5 no 6*
Fighter STR 16- 7 5 5 6 4 8*
STR 17 8* 6 5 7 5 8*
STR 18+ 8* 7 6 8* no 8*
Paladin Any no no no no no 8*
Ranger STR 16- no no no 6 no 7*
STR 17 no no no 7* no 7*
STR 18+ no no no 7* no 7*
Magic-user INT 16- no 6* no 6* no 6*
INT 17 no 6* no 6* no 6*
INT 18 no 6* no 6* no 6*
Thief Any 8* 8* 8* 8* 8* 8*
NO: Characters of this race cannot be of this class.
*: Highest Level Available in Gateway to the Savage Frontier.
RANGE OF ABILITY SCORES BY RACE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Ability Dwarf Elf Gnome Half-Elf Halfling Human
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Strength M/F M/F M/F M/F M/F M/F
Min. 8/8 3/3 6/6 3/3 6/6 3/3
Max. 18/17 18/16 18/15 18/17 17/14 18/18
Intelligence
Min. 3/3 8/8 7/7 4/4 6/6 3/3
Max. 18/18 18/18 18/18 18/18 18/18 18/18
Wisdom
Min. 3/3 3/3 3/3 3/3 3/3 3/3
Max. 18/18 18/18 18/18 18/18 17/17 18/18
Dexterity
Min. 3/3 7/7 3/3 6/6 8/8 3/3
Max. 17/17 19/19 18/18 18/18 18/18 18/18
Constitution
Min. 12/12 6/6 8/8 6/6 10/10 3/3
Max. 19/19 18/18 18/18 18/18 19/19 18/18
Charisma
Min. 3/3 8/8 3/3 3/3 3/3 3/3
Max. 16/16 18/18 18/18 18/18 18/18 18/18
M/F=Male/Female
ABILITY SCORE MODIFIERS BY RACE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Race Modifiers
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Dwarf Constitution +1, Charisma -1
Elf Dexterity +1, Constitution -1
Gnome none
Half-elf none
Halfling Dexterity +1, Strength -1
Humans none
DEXTERITY TABLE
~~~~~~~~~~~~~~~~~
Ability Reaction/Missle AC
Score Bonus Bonus
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 -3 +4
4 -2 +3
5 -1 +2
6 0 +1
7 0 0
8 0 0
9 0 0
10 0 0
11 0 0
12 0 0
13 0 0
14 0 0
15 0 -1
16 +1 -2
17 +2 -3
18 +3 -4
CONSTITUTION TABLE
~~~~~~~~~~~~~~~~~~~~
Ability Hit Point Resurrection
Score Adjustment Survival
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 -2 40%
4 -1 45%
5 -1 50%
6 -1 55%
7 0 60%
8 0 65%
9 0 70%
10 0 75%
11 0 80%
12 0 85%
13 0 90%
14 0 92%
15 +1 94%
16 +2 96%
17 +2(+3)* 98%
18 +2(+4)* 100%
* These bonuses available to fighter classes only (Fighter, Paladin, Ranger)
STRENGTH TABLE
~~~~~~~~~~~~~~
Ability THAC0 Damage Weight Allowance
Score Bonus Adjustment (In Gold Pieces)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
3 -3 -1 -350
4-5 -2 -1 -250
6-7 -1 none -150
8-9 normal none normal
10-11 normal none normal
12-13 normal none +100
14-15 normal none +200
16 normal +1 +350
17 +1 +1 +500
18 +1 +2 +750
18/01-50* +1 +3 +1,000
18/51-75* +2 +3 +1,250
18/76-90* +2 +4 +1,500
18/91-99* +2 +5 +2,000
18/00* +3 +6 +3,000
* These bonuses available to fighter classes only (Fighter, Paladin, Ranger)
MULTIPLE ATTACKS
FOR FIGHTER-TYPE
CHARACTERS MONEY CONVERSIONS
~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~
Class Attacks Coin Gold
Level Per Round Type Equivalent
~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~
Fighter 1-6 1/1 Copper 200cp = 1gp
Paladin 1-6 1/1 Silver 20sp = 1gp
Ranger 1-7 1/1 Electrum 2ep = 1gp
Fighter 7+ 3/2 Gold 1gp = 1gp
Paladin 7+ 3/2 Platinum 1/5pp = 1gp
ARMOR AND WEAPONS PERMITTED BY CHARACTER CLASS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Class Max Armor Shield Weapons
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cleric any any club, flail, hammer
mace, staff, staff sling
Fighter any any any
Paladin any any any
Ranger any any any
Magic-user none none dagger, dart, staff
Thief leather none club, dagger, dart
sing, one-handed
swords, short bow
ARMOR TABLE
~~~~~~~~~~~
Maximum
Armor Type Weight in GP AC Movement
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
None 0 10 -
Shield# 50 9 -
Leather 150 8 12 Squares
Padded 100 8 9 Squares
Studded 200 7 9 Squares
Ring Mail 250 7 9 Squares
Scale Mail 400 6 6 Squares
Chain Mail 300 5 9 Squares
Banded 350 4 9 Squares
Splint Mail 400 4 6 Squares
Plate 450 3 6 Squares
* A character carrying many objects, including a large number of coins, can
be limited in movement to a maximum of 3 squares per turn.
# A shield subtracts 1 AC from any armor it's used with.
WEAPONS TABLE
~~~~~~~~~~~~~
Damage Vs. Damage Vs. Larger Number
Name Man Sized Than Man Sized Of Hands Class
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Axe, Hand 1-6 1-4 1 f
Bastard Sword 2-8 2-16 2 f
Battleaxe 1-8 1-8 1 f
Broad Sword 2-8 2-7 1 f,th
Club 1-6 1-3 1 f,cl,th
Composite Long Bow* 1-6 1-6 2 f
Composite Short Bow* 1-6 1-6 2 f
Dagger 1-4 1-3 1 f,mu,th
Dart 1-3 1-2 1 f,mu,th
Flail 2-7 2-8 1 f,cl
Halberd 1-10 2-12 2 f
Hammer 2-5 1-4 1 f,cl
Javelin 1-6 1-6 1 f
Light Crossbow# 1-4 1-4 2 f
Long Bow* 1-6 1-6 2 f
Long Sword 1-8 1-12 1 f,th
Mace 2-7 1-6 1 f,cl
Morning Star 2-8 2-7 1 f
Scimitar 1-8 1-8 1 f,th
Short Bow* 1-6 1-6 2 f,th
Short Sword 1-6 1-8 1 f,th
Sling 2-5 2-7 1 f,th
Staff 1-6 1-6 2 f,cl,mu
Staff Sling 2-5 2-7 2 f,cl
Spear 1-6 1-8 1 f
Trident 2-7 3-12 1 f
Two-Handed Sword 1-10 3-18 2 f
* Must have ready arrows to fire. Two attacks per round.
# Must have ready quarrels to fire. One attack per round.
f=fighter, cl=cleric, th=thief, mu=magic-user
SPELL PARAMETERS LIST
~~~~~~~~~~~~~~~~~~~~~
This is a listing of spells available to player characters as they gain
in level. Following are abbreviations used in the list:
Cmbt=Combat only spell All=All characters in combat
Camp=Camp only spell r=combat rounds
Both=Camp or Combat spell t=turns
T=Touch Range /lvl=per level of caster
dia=diameter targets=aim at each target
rad=radius
FIRST LEVEL CLERICAL SPELLS
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spell Name When Rng Area Duration
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Bless Both 6 5 dia 6r
Curse Cmbt 6 5 dia 6r
Cure Light Wounds Both T 1 -
Cause Light Wounds Cmbt T 1 -
Detect Magic Both 0 All 1t
Protection From Evil Both T 1 3r/lvl
Protection From Good Both T 1 3r/lvl
Resist Cold Both T 1 1t/lvl
SECOND LEVEL CLERICAL SPELLS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spell Name When Rng Area Duration
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Find Traps Camp 3 1 3t
Hold Person Cmbt 6 1-3targets 4r+1/lvl
Resist Fire Both T 1 1t/lvl
Silence 15' Radius Cmbt 12 3dia 2r/lvl
Slow Poison Both T 1 1 hour/lvl
Snake Charm Cmbt 3 All 5-8r
Spiritual Hammer Cmbt 3 1 1r/lvl
THIRD LEVEL CLERICAL SPELLS
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spell Name When Rng Area Duration
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Cure Blindness Both T 1 -
Cause Blindness Cmbt T 1 -
Cure Disease Camp T 1 -
Cause Disease Cmbt T 1 -
Dispel Magic Both 6 3x3 -
Prayer Both 0 All 1t/lvl
Remove Curse Both T 1 -
Bestow Curse Cmbt T 1 1t/lvl
FIRST LEVEL MAGIC-USER SPELLS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spell Name When Rng Area Duration
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Burning Hands Cmbt T 3squares -
Charm Person Cmbt 12 1 -
Detect Magic Both 0 All 2r/lvl
Enlarge Both .5/lvl 1 1t/lvl
Reduce Both .5/lvl 1 -
Friends Camp 0 All 1r/lvl
Magic Missle Cmbt 6+lvl 1 -
Protection From Evil Both T 1 2r/lvl
Protection From Good Both T 1 2r/lvl
Read Magic Camp 0 1 2r/lvl
Shield Both 0 1 5r/lvl
Shocking Grasp Cmbt T 1 -
Sleep Cmbt 3+lvl 1-16 5r/lvl
SECOND LEVEL MAGIC-USER SPELLS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spell Name When Rng Area Duration
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Detect Invisibility Both 0 All 5r/lvl
Invisibility Both T 1 -
Knock Camp 6 1/lvl -
Mirror Image Both 0 1 2r/lvl
Ray Of Enfeeblement Cmbt 1+.25/lvl 1 1r/lvl
Stinking Cloud Cmbt 3 2x2 1r/lvl
Strength Both T 1 6t/lvl
THIRD LEVEL MAGIC-USER SPELLS
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Spell Name When Rng Area Duration
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Blink Both 0 1 1r/lvl
Dispel Magic Both 12 3x3 -
Fireball Cmbt 10+lvl 2/3 rad -
Haste Both 6 5 dia 3r+1/lvl
Hold Person Cmbt 12 1-4 2r/lvl
Invisibility 10' Radius Both T 2 dia -
Lightning Bolt Cmbt 4+lvl 4,8 -
Protection From Evil 10' Both T 2 dia 2r/lvl
Protection From Good 10' Both T 2 dia 2r/lvl
Protection From Normal Missle Both T 1 1t/lvl
Slow Cmbt 9+lvl 5 dia 3r+1/lvl
LEVEL ADVANCEMENT TABLES
~~~~~~~~~~~~~~~~~~~~~~~~
The following charts show the amount of experience a character must earn in
order to gain a level in his character class. The charts also list the
number of spells that a character can have memorized at one time. Fighters
and Thieves can never memorize spells.
Remember that all experience earned by a non-human, multi-class character is
divided by the number of classes the character has. The experience is
divided even after the character has reached his maximum level in a
particular class. A Human dual-class character only earns experience in his
second class. The character cannot use the abilities of his first class
until his level in his second class exceeds his level in his first class.
CLERIC
~~~~~~
Number of Clerical
Hit Spells Per Level
Level Experience Dice 1 2 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 0-1,500 1d8 1
2 1,501-3,000 2d8 2
3 3,001-6,000 3d8 2 1
4 6,001-13,000 4d8 3 2
5 13,001-27,500 5d8 3 3 1
6 27,501+ 6d8 3 3 2
CLERIC'S BONUS SPELLS
~~~~~~~~~~~~~~~~~~~~~
Wisdom 1 2 3
~~~~~~~~~~~~~~~~~~~~~~~
9-12 - - -
13 +1 - -
14 +2 - -
15 +2 +1 -
16 +2 +2 -
17 +2 +2 +1
18 +2 +2 +1
Note: These bonus spells are only available when the Cleric is entitled
to spells of the applicable level. Thus a 4th level cleric with a
Wisdom of 18 can memorize the following spells:
Number
Of Spells
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 2 3
4th level Cleric with 18 Wisdom 5 4 -
MAGIC-USER
~~~~~~~~~~
Number of Magic-User
Hit Spells Per Level
Level Experience Dice 1 2 3
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 0-2,500 1d4 1
2 2,501-5,000 2d4 2
3 5,001-10,000 3d4 2 1
4 10,001-22,500 4d4 3 2
5 22,501-40,000 5d4 4 2 1
6 40,001+ 6d4 4 2 2
FIGHTER
~~~~~~~
Hit
Level Experience Dice
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 0-2,000 1d10
2 2,001-4,000 2d10
3 4,001-8,000 3d10
4 8,001-18,000 4d10
5 18,001-35,000 5d10
6 35,001-70,000 6d10
7 70,001-125,000 7d10
8 125,001+ 8d10
PALADIN
~~~~~~~
Hit
Level Experience Dice
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 0-2,750 1d10
2 2,751-5,500 2d10
3 5,501-12,000 3d10
4 12,001-24,000 4d10
5 24,001-45,000 5d10
6 45,001-95,000 6d10
7 95,001-175,000 7d10
8 175,001+ 8d10
THIEF
~~~~~
Hit
Level Experience Dice
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 0-1,250 1d6
2 1,251-2,500 2d6
3 2,501-5,000 3d6
4 5,001-10,000 4d6
5 10,001-20,000 5d6
6 20,001-42,500 6d6
7 42,501-70,000 7d6
8 70,001+ 8d6
RANGER
~~~~~~
Hit
Level Experience Dice
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 0-2,250 2d8
2 2,251-4,500 3d8
3 4,501-10,000 4d8
4 10,001-20,000 5d8
5 20,001-40,000 6d8
6 40,001-90,000 7d8
7 90,001+ 8d8