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Requisites
| STR | STR | STR | DEX |
DEX | CON | CON |
| Req. | Hit% | Dam | Doors |
Missile | AC | Shock | HD |
| 3 | -11 | -1 | 2 |
-12 | -1 | 35 | -1 |
| 4 | -9 | -1 | 4 |
-10 | -1 | 40 | -1 |
| 5 | -7 | -1 | 6 |
-8 | -1 | 45 | -1 |
| 6 | -5 | 0 | 9 |
-6 | 0 | 50 | -1 |
| 7 | -3 | 0 | 12 |
-4 | 0 | 55 | 0 |
| 8 | -1 | 0 | 16 |
-2 | 0 | 60 | 0 |
| 9 | 0 | 0 | 20 |
0 | 0 | 65 | 0 |
| 10 | 0 | 0 | 25 |
0 | 0 | 70 | 0 |
| 11 | 0 | 0 | 30 |
0 | 0 | 75 | 0 |
| 12 | 0 | 0 | 36 |
0 | 0 | 80 | 0 |
| 13 | +2 | 0 | 42 |
+2 | 0 | 85 | 0 |
| 14 | +4 | 0 | 49 |
+4 | 0 | 90 | 0 |
| 15 | +6 | 0 | 56 |
+6 | +1 | 94 | +1 |
| 16 | +8 | +1 | 64 |
+8 | +2 | 97 | +1 |
| 17 | +10 | +2 | 72 |
+10 | +3 | 99 | +2 |
| 18 | +12 | +3 | 81 |
+12 | +4 | 99 | +3 |
| 19 | +14 | +4 | 90/- |
| 20 | +16 | +5 | 99/- |
| 21 | +18 | +6 | 00/10 |
| *22 | +20 | +7 | 00/20 |
| 23 | +22 | +8 | 00/30 |
| 24 | +24 | +9 | 00/40 |
| 25 | +26 | +10 | 00/50 |
| 26 | +28 | +11 | 00/60 |
| 27 | +30 | +12 | 00/70 |
| 28 | +32 | +13 | 00/80 |
| 30 | +36 | +15 | 00/00 |
* = Maximum strength for humanoids.
/ = First number is for doors, second number is for wizard-locked doors
and held portals. Using brute force on a wizard-locked door will shatter
it, making it uncloseable.
- Strength
- This affects to hit chance and damage in melee combat.
It also determines ability to
open doors. Door opening is rolled on a
d100 with a number less than or equal
to the number shown on the requisite effects table meaning success.
- Intelligence
- This is a magic-user's spell points.
- Wisdom
- This is a cleric's prayer points.
It also defends against charisma-based attacks.
- Dexterity
- It gives a bonus to hit with missile weapons.
It also gives an AC bonus which applies only in melee combat.
- Constitution
- This determines one's chance to survive system shocks
such as resurrection, polymorph, and certain other spells.
It also can give a bonus to each hit die of the character.
- Charisma
- This is the individual's force of will.
It affects rallying of feared individuals and negotiation,
as well as the performance of troops under an individuals command.
In a given situation a DM may assign a certain roll
(on 2d6) needed to convince a non-player character
or friendly monster to do an action. Charisma modifies this
roll: +1 for 15, +2 for 16, +3 for 17, and +4 for an 18 charisma.
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Last Modified on August 28, 1995
ammulder@princeton.edu