Strength
Strength is the measure of physical power. The higher a character's strength, the more he
can carry, the more likely he is to hit in melee combat, and the more damage he will do when he does
hit. Fighters, rangers and paladins with an 18 strength also have a percentage value from 1 to 100.
The maximum percentage values vary from race to race.
Strength is the most important for fighter
type characters (fighters, rangers, paladins). If it is 16 or higher, fighters receive a bonus
of 10% additional experience points. Paladins must have strength and wisdom of 16 or higher to
get the experience bonus. Rangers must have strength, intelligence and wisdom of 16 or greater
to receive the bonus.
Non-human fighters may have a lower maximum level if their strength is less than 18. See the
Races section for more information.
Strength |
THACØ Bonus |
Damage Adjustment |
Weight Allowance |
3 |
-3 |
-1 |
-350 |
4-5 |
-2 |
-1 |
-250 |
6-7 |
-1 |
0 |
-150 |
8-9 |
0 |
0 |
0 |
10-11 |
0 |
0 |
0 |
12-13 |
0 |
0 |
+100 |
14-15 |
0 |
0 |
+200 |
16 |
0 |
+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 |
Intelligence
Intelligence is the measure of learning ability. Magic-users
with an intelligence of 16 or higher receive a 10% experience point bonus. Non-human magic-users
may have a lower maximum level if their intelligence is less than 18. Rangers must have strength,
intelligence and wisdom of 16 or higher to receive a 10% experience point bonus.
Wisdom
Wisdom is the measure of ability to understand the ways of the
world and to interact with the world. Clerics get a 10% experience point bonus if their wisdom is
16 or higher. Clerics with a wisdom of 14 or higher receive additional low-level spells. The
chart for this is shown on the
Cleric class pasge.
Paladins must have strength and wisdom of 16 or higher to get the experience bonus. Rangers must
have strength, intelligence and wisdom of 16 or greater to receive the bonus.
Dexterity
Dexterity is the measure of manual dexterity and agility. Thieves
especially benefit from a high dexterity, as they receive a 10% experience point bonus if their
dexterity is 16 or higher.
For every point of dexterity from 15 to 18, a character receives a corresponding one point improvement
in his armor class. For every dexterity point from 16 to 18, a character also receives a one point
improvement in his ability to hit with missile weapons.
It is highly recommended that all characters have a high dexterity. This is considered essential
for magic-users and thieves.
Dexterity |
Missile Bonus |
AC Bonus |
3 |
-3 |
+4 |
4 |
-2 |
+3 |
5 |
-1 |
+2 |
6 |
0 |
+1 |
7-14 |
0 |
0 |
15 |
0 |
-1 |
16 |
+1 |
-2 |
17 |
+2 |
-3 |
18 |
+3 |
-4 |
Constitution
Constitution is the measure of overall health. Fighters receive
one extra hit point (HP) per hit die for each extra point of constitution above 14. Non-fighters
receive similar benefits except they can only gain a maximum of two extra HP per level.
Consitution also determines the maximum number of times a character can be raised from the dead,
and the percent chance of a resurrection attempt being successful. Every time a character is
successfully resurrected, he loses one point of constitution.
Consitution |
HP Adjustment |
Resurrection Chance |
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% |
(*) Fighter classes (fighers, paladins, rangers) only
Charisma
Charisma is the measure of how others react to a character.
Charisma is sometimes a factor when a character has an encounter with NPCs. The higher the
character's charisma, the more that character can persuade others to do what he wants. The
character with the highest charisma should be the active character when parlaying.