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Magic resistance
Fire resistance
Cold resistance
Acid resisatnce
Holy resistance
Electricity resistance
Unholy resistance
Sonic resistance
Epic resistance
Damage resistance
Level
Attack
Defense
Power
Type
Morale
Reputation
Lore
Spell schools
Healing healing, resurrection, protection from poison/disease
Destruction
Illusion invisibility, alteration
Necromancy raise undead, drain hit points
Evocation
Summoning summon extra-planar creatures, teleport
Shadow
Alchemy (alchemist, create items and potions,engineering)
Chronomancy
Astronomy
Creation
Blood (blood magus)
Protection
Charm
Mind
Song
Plane
Runes stone spells, item creation
Chaos strange random effects, mana and health drain
Poison poison and disease
Divination gathering information
Arcane augment other spells
Elemental (fire, cold, acid, sonic, earth, water, air, nature(lightning, animal
summoning))
Epic schools
STRENGTH
FORCE
STAMINA
REGENERATION
WILLPOWER
AGILITY
SPEED SURPRISE
CHARISMA
APPEARANCE LEADERSHIP
RACES
Empire
Tigran
Halfling
Archon
Goblin
Nomad
Shadow
Draconian
Frostling
Elf
Dwarf
Undead
Daemon
Dark elf
Wood elf
High elf
Orc
Fey
Dark dwarf
Naga
Minotaur
WARRIOR
FIGHTER
KNIGHT
CAVALIER WARMASTER WARLORD
1ST PA, CHA
2ND PA, STA
1ST SA, STR
2ND SA, AGI
LA, WIL
MONK
DRUNKEN FIST REAPER STYLE MASTER
ST
1 PA, AGI
2ND PA, STA
1ST SA, STR
2ND SA, CHA
LA, WIL
RANGER
1ST PA, AGI
2ND PA, STA
1ST SA, STR
2ND SA, WIL
LA, CHA
BEAST MASTER
PRIEST
CLERIC
DRUID
PALADIN
WIZARD
1ST PA, WIL
2ND PA, AGI
1ST SA, CHA
2ND SA, STA
LA, STR
SPECIALIST
LOREMASTER ANCIENT KEEPER FORBIDDEN
WITCH
THIEF
ROGUE
BARD
DF DA
0 0%
1 8.6%
2 16.9%
3 22.4%
4 28.5%
5 32.7%
6 34.8%
7 35.9%
8 36.9%
9 37.8%
10 38.6%
11 39.3%
12 40%
13 40.6%
14 40.6%
15 41.2%
16 41.8%
17 41.8%
18 42.4%
19 43%
20 43%
21 43.6%
22 44.2%
23 44.2%
24 44.8%
25 45.4%
26 45.4%
27 46%
28 46.6%
29 46.6%
30 47.2%
31 47.8%
32 47.8%
33 48.4%
34 49%
35 49%
36 49.6%
37 50.2%
38 50.2%
39 50.2%
40 50.7%
41 50.7%
42 51.2%
43 51.2%
44 51.2%
45 51.7%
46 51.7%
47 52.2%
48 52.2%
49 52.2%
50 52.7%
51 52.7%
52 53.2%
53 53.2%
54 53.2%
55 53.7%
56 53.7%
57 54.2%
58 54.2%
59 54.2%
60 54.7%
61 54.7%
62 55.2%
63 55.2%
64 55.2%
65 55.7%
66 55.7%
67 56.2%
68 56.2%
69 56.2%
70 56.7%
71 56.7%
72 57.2%
73 57.2%
74 57.2%
75 57.7%
76 57.7%
77 58.2%
78 58.2%
79 58.2%
80 58.7%
81 58.7%
82 59.2%
83 59.2%
84 59.2%
85 59.7%
86 59.7%
87 60.2%
88 60.2%
89 60.2%
90 60.2%
91 60.6%
92 60.6%
93 60.6%
94 61%
95 61%
96 61%
97 61%
98 61.4%
99 61.4%
100 61.4%
101 61.8%
102 61.8%
103 61.8%
104 61.8%
105 62.2%
106 62.2%
107 62.2%
108 62.6%
109 62.6%
110 62.6%
111 62.6%
112 63%
113 63%
114 63%
115 63.4%
116 63.4%
117 63.4%
118 63.4%
119 63.8%
120 63.8%
121 63.8%
122 64.2%
123 64.2%
124 64.2%
125 64.2%
126 64.6%
127 64.6%
128 64.6%
129 65%
130 65%
131 65%
132 65%
133 65.4%
134 65.4%
135 65.4%
136 65.8%
137 65.8%
138 65.8%
139 65.8%
140 66.2%
141 66.2%
142 66.2%
143 66.6%
144 66.6%
145 66.6%
146 66.6%
147 67%
148 67%
149 67%
150 67.4%
151 67.4%
152 67.4%
153 67.4%
154 67.8%
155 67.8%
156 67.8%
157 68.2%
158 68.2%
159 68.2%
160 68.2%
161 68.6%
162 68.6%
163 68.6%
164 69%
165 69%
166 69%
167 69%
168 69.4%
169 69.4%
170 69.4%
171 69.8%
172 69.8%
173 69.8%
174 69.8%
175 70.2%
176 70.2%
177 70.2%
178 70.2%
179 70.2%
180 70.5%
181 70.5%
182 70.5%
183 70.5%
184
WARRIOR
Hp At Df Pr Ml Rt Lr
10 0-2 1 0-4 0 0 0
THIEF
Hp At Df Pr Ml Rt Lr
6 0-1 1 0-2 0 0 0
PRIEST
Hp At Df Pr Ml Rt Lr
8 0-1 1 0-1 0 0 0
MAGE
Hp At Df Pr Ml Rt Lr
4 0-1 1 0-1 0 0 0
STRENGTH
PWR SGR WLM CTL LTH FRC
1ST PA +2,5(m,M) +0,5% +10 +0.5% +0.5% +1%
2ND PA +2(m, M) +0,4% +8 +0.4% +0.4% +0.8%
1ST SA +1.5(m,M) +0,3% +6 +0.3% +0.3% +0.6%
2ND SA +1(m,M) +0,2% +4 +0.2% +0.2% +0.4%
LA +0.5(m,M) +0,1% +2 +0.1% +0.1% +0.2%
POWER = PWR
STAGGER = SGR
WEIGHT LIMIT = WLM
CRITICAL = CTL
LETHAL = LTH
FORCE = FRC
STAGGER
# POINTS % EFFECT
0% - 10% 1s
11% - 25% 2s
26% - 45% 2s, - Agility
46% - 70% Prone, - Agility
71% - 99% 2s Prone, - Agility
100% + Knockdown, - Agility, 1% (+1% for
each point above 100%) chance for
another 1s (+1s for each point above
100%) stagger
CRITICAL
# POINTS % EFFECT
0% - 10% Double damage
11% - 25% Double damage, daze
26% - 45% Double damage, daze, DA -5
46% - 70% Triple damage, daze, DA -10
71% - 99% Triple damage, shock, bleeding, DA -15
100% + Quadruple damage, stun (+1s for each
point above 100%), bleeding, DA -20
LETHAL
For each level above you subtract -1%
For each level below you add +0.5%
If you have the same level see your current lethal %
Armor Type
STAMINA
ERG CON DRP DRB DRS REG
ST
1 PA +5 +10 +1% +1% +1% +0.20
2ND PA +4 +8 +0.8% +0.8% +0.8% +0.16
1ST SA +3 +6 +0.6% +0.6% +0.6% +0.12
2ND SA +2 +4 +0.4% +0.4% +0.4% +0.08
LA +1 +2 +0.2% +0.2% +0.2% +0.04
ENERGY = ERG
CONSTITUTION = CON
DAMAGE RESISTANCE (P) = DRP
DAMAGE RESISTANCE (B) = DRB
DAMAGE RESISTANCE (S) = DRS
REGENERATION = REG
CONSTITUTION
# POINTS EFFECT
0 - 200 Normal duration
201 - 500 duration of disease, - duration of
magic disease, + duration in all forms
of activities
501 - 900 Immune to disease, duration of magic
disease, + duration in all forms of
activities,
901 - 1400 Immune to all forms of diseases, double
duration in all forms of activities,
immune to daze
1401 - 1999 Immune to shock, absorb critical, triple
duration in all forms of activities, live
without food, - 5 lethal, - damage from
extreme heat, cold etc
2000 + Immune to stun, absorb critical,
quadruple duration in all forms of
activities, live without water and air,
cannot die from physical causes, -10
lethal, damage from extreme heat, cold
etc
REGENERATION
# POINTS EFFECT
0-2 Normal regeneration
3-5 regeneration of fire and acid
6-9 regeneration of fire and acid
10 - 14 regeneration of fire and acid,
regenerate lost limbs except head and
organs
15 - 19 Regeneration of fire and acid, regenerate
lost limbs and organs except heart and
head, half bleeding effect
20 + Stop bleeding effect, regenerate head and
heart, 1%(+1% for each point above 20)
regenerate from disintegrate and
annihilation
WILLPOWER
CNT SPR SPL SLS MRC MSD
1ST PA +5 +2,5(m,M) x1=1 x1=1 +1% +10
2ND PA +4 +2(m, M) x2=1 x2=1 +0.8% +8
1ST SA +3 +1.5(m,M) x3=1 x3=1 +0.6% +6
2ND SA +2 +1(m,M) x4=1 x4=1 +0.4% +4
LA +1 +0.5(m,M) x5=1 x5=1 +0.2% +2
CONCENTRATION = CNT
SPELL POWER = SPR
SPELL LEVEL = SPL
SCHOOLS = SLS
MAGIC RESISTANCE = MRC
MAG. SPEED = MSD
CONCENTRATION
# POINTS EFFECT
0 - 200 Normal effect
201 - 500 80% disrupt spell
501 - 900 60% disrupt spell
901 - 1400 40% disrupt spell
1401 - 1999 20% disrupt spell
2000 + Unaffected from disrupt spell
MAGIC RESISTANCE
# POINTS % EFFECT
0% - 10% Normal effect
11% - 25% Return 5% of magic damage to the
opponent
26% - 45% Return 10% of magic damage both to the
opponent
46% - 70% Return 20% of magic damage both to the
area and to the opponent
71% - 99% Return 40% of magic damage both to the
area and to the opponent, absorb 20% of
the magic damage
100% + Return 80% of magic damage both to the
area and to the opponent, absorb 40% of
the magic damage (+1% for each point
above 100% in both effects)
MAGIC SPEED
# POINTS EFFECT
0 - 200 Cast one spell
201 - 500 Cast one spell and make one none
standard action or combination of both
501 - 900 Cast one offensive spell on move and one
defensive spell standing still or
combination of both
901 - 1400 Cast one offensive spell on move, one
defensive spell standing still and one
none standard action or combination of
them
1401 - 1999 Cast two offensive spells on move and
one defensive spell standing still or
combination of them
2000 + Cast two offensive spells on move, two
defensive spells standing still and one
none standard action or combination of
them (for each 100 above 1000 add one
more spell or none standard action)
AGILITY
EVS ASD ATK DEF SPD SRP
ST
1 PA +1% +10 +2,5(m,M) x1=1 +10 +2.0%
2ND PA +0.8% +8 +2(m, M) x2=1 +8 +1.6%
1ST SA +0.6% +6 +1.5(m,M) x3=1 +6 +1.2%
2ND SA +0.4% +4 +1(m,M) x4=1 +4 +0.8%
LA +0.2% +2 +0.5(m,M) x5=1 +2 +0.4%
EVASION = EVS
ATT. SPEED = ASD
ATTACK = ATK
DEFENSE = DEF
SPEED = SPD
SURPRISE = SRP
EVASION
# POINTS % EFFECT
0% - 10% Normal miss chance
11% - 25% Normal miss chance, avoid small area
effects
26% - 45% Normal miss chance, avoid medium area
effects, improved evasion in small area
effects
46% - 70% First hit always miss, unaffected by small
area effects, improved evasion in medium
area effects
71% - 99% First hit always miss, avoid large area
effects, unaffected by medium area
effects
100% + First and second hits always miss, avoid
almost every area effects, unaffected by
medium area effects, improved evasion in
large area effects (for each 10% above
100% add one more attack)
ATTACK SPEED
# POINTS EFFECT
0 - 200 Normal initiative
201 - 500 Initiative +5, +3 attacks/2s
501 - 900 Initiative +10, +2 attacks/1s (+3
attacks/2s)
901 - 1400 Initiative +20, +5 attacks/2s (+2
attacks/1s)
1401 - 1999 Initiative +40, +3 attacks/1s (+5
attacks/2s)
2000 + Always hit first, +7 attacks/2s (+3
attacks/1s)
SPEED
# POINTS EFFECT
0 - 200 Normal speed
201 - 500 + speed
501 - 900 Double speed, reverse one easy activity
901 - 1400 Double speed, time stand still 1s or
reverse two easy activities or reverse one
normal activity
1401 - 1999 Triple speed, blur, time stand still 1s (and
reverse two easy activities) or (and
reverse one normal activity) or reverse
one hard activity
2000 + Quadruple speed, indistinguishable
movement, time stand still 2s (and
reverse two easy activities and reverse
one normal activity) or (and reverse one
hard activity) or reverse one
extraordinary activity
ACTIVITIES
Easy activity
Normal activity=2 Easy activities
Hard activity=2 Easy activities and 1 Normal activity
Extraordinary activity=2 Easy activities and 1 Normal activity and 1 Hard activity
SURPRISE
# POINTS % EFFECT
0% - 10% - agility
11% - 25% - agility, 5% chance to drop weapons
and shield
26% - 45% - agility, 10% chance to drop weapons
and shield
46% - 70% - agility, 20% chance to drop weapons
and shield
71% - 99% - agility, 40% chance to drop weapons
and shield, 1s confusion
100% + - agility, 80% chance to drop weapons
and shield, 2s confusion
CHARISMA
MLN SDN LCK IMN ARC LDP
1ST PA +10 +10 +0.5% +10 +10 +10
2ND PA +8 +8 +0.4% +8 +8 +8
1ST SA +6 +6 +0.3% +6 +6 +6
2ND SA +4 +4 +0.2% +4 +4 +4
LA +2 +2 +0.1% +2 +2 +2
MANIPULATION = MLN
SEDUCTION = SDN
LUCK = LCK
INTIMIDATION =IMN
APPEARANCE =ARC
LEADERSHIP = LDP
MANIPULATION
# POINTS EFFECT
0 - 200
201 - 500
501 - 900
901 - 1400
1401 - 1999
2000 +
SEDUCTION
# POINTS EFFECT
0 - 200
201 - 500
501 - 900
901 - 1400
1401 - 1999
2000 +
LUCK
# POINTS EFFECT
0 - 200
201 - 500
501 - 900
901 - 1400
1401 - 1999
2000 +
INTIMIDATION
# POINTS EFFECT
0 - 200 Normal effect
201 - 500 Intimidation +5
501 - 900 Intimidation +10 (drive off small hostile
targets)
901 - 1400 Intimidation +20 (drive off small hostile
targets, lesser command)
1401 - 1999 Intimidation +40 (drive off medium
hostile targets, command)
2000 + Intimidation +80 (drive off large hostile
targets, mass command)
APPEARANCE
# POINTS EFFECT
0 - 200
201 - 500
501 - 900
901 - 1400
1401 - 1999
2000 +
LEADERSHIP
# POINTS EFFECT
0 - 200
201 - 500
501 - 900
901 - 1400
1401 - 1999
2000 +
CHRONOMANCY
Time sense
Suppress paradox
WARRIOR
Fighter Traits
Weapon Shield Armor Battlefiel Offensive Defensive
Proficiency Proficiency Proficiency d
Fighter Subtraits
Weapon Proficiency
Level Points Slashing Piercing Bludgeoning
1 -
2 -
3 -
4 50 L1 L1 L1
5 -
6 -
7 -
8 350 L2 L2 L2
9 -
10 -
11 -
12 2450 L3 L3 L3
13 -
14 -
15 -
16 17150 L4 L4 L4
17
18
19
20
SKILLS
Ancient History
Animal Handling
Animal Training
Brewing
Direction Sense
Etiquette
Fishing
Gem Cutting
Healing
Herbalism
Reading/Writing
Religion
Spellcraft
Heraldry
Pottery
Weather Sense