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2008-03-11 at 21:07

UserManual > ClassModifiers

Vital statistics:

STRINTWISDEXCONCHRHD (bonus)XP/level
Warrior+5-2-2+2+2-19+0%
Mage-5+30+1-2+10+30%
Priest-1-3+3-10+22+20%
Rogue+2+1-2+3+1-16+25%
Ranger+2+20+1+1+14+30%
Paladin+3-3+10+2+26+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:

disarmdevicesavestealthsearchpercepmeleemissile
Warrior4 - 73 - 23 - 5+1518 -10+7 - 9
Mage5 - 59 - 98 - 7+2672 - 12 - 1
Priest4 - 48 - 79 -10+2634 - 34 - 3
Rogue9 - 98 - 77 - 7+5896 - 98 - 7
Ranger5 - 68 - 77 - 7+3755 - 69 -10+
Paladin3 - 35 - 76 - 7+1418 - 95 - 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.