UserManual > ClassModifiers
Vital statistics:
| STR | INT | WIS | DEX | CON | CHR | HD (bonus) | XP/level | |
|---|---|---|---|---|---|---|---|---|
| Warrior | +5 | -2 | -2 | +2 | +2 | -1 | 9 | +0% |
| Mage | -5 | +3 | 0 | +1 | -2 | +1 | 0 | +30% |
| Priest | -1 | -3 | +3 | -1 | 0 | +2 | 2 | +20% |
| Rogue | +2 | +1 | -2 | +3 | +1 | -1 | 6 | +25% |
| Ranger | +2 | +2 | 0 | +1 | +1 | +1 | 4 | +30% |
| Paladin | +3 | -3 | +1 | 0 | +2 | +2 | 6 | +35% |
To get the total hit dice and experience modifier, add the race and class numbers together. For example: A Dwarven Priest has a hit die of 11 + 2 = 13, so will get 1d13 extra hit points per level before constitution bonuses. He has an experience modifier of 20% + 20% = 40%, so will take 40% more experience to advance than a human warrior.
- HD: Hit Dice, e.g. 10 means 1d10
- XP/level: additional experience points needed to advance a level, e.g. a High Elf requires double the XP of a Human
- Infra: Innate infravision (distance which characters can see)
Abilities:
| disarm | device | save | stealth | search | percep | melee | missile | |
|---|---|---|---|---|---|---|---|---|
| Warrior | 4 - 7 | 3 - 2 | 3 - 5 | +1 | 5 | 1 | 8 -10+ | 7 - 9 |
| Mage | 5 - 5 | 9 - 9 | 8 - 7 | +2 | 6 | 7 | 2 - 1 | 2 - 1 |
| Priest | 4 - 4 | 8 - 7 | 9 -10 | +2 | 6 | 3 | 4 - 3 | 4 - 3 |
| Rogue | 9 - 9 | 8 - 7 | 7 - 7 | +5 | 8 | 9 | 6 - 9 | 8 - 7 |
| Ranger | 5 - 6 | 8 - 7 | 7 - 7 | +3 | 7 | 5 | 5 - 6 | 9 -10+ |
| Paladin | 3 - 3 | 5 - 7 | 6 - 7 | +1 | 4 | 1 | 8 - 9 | 5 - 6 |
Values for classes are starting ability - final ability. Note that prayers and spells can improve many of these skills dramatically.
Melee blows: Warriors can get up to 6 blows, mages up to 4, and all other classes up to 5.
Missile Shots: Rangers (eventually) get 3 shots with bows instead of 1.
