TABLES

Range of Ability Scores by Race
(fighters, paladins, and rangers).
 * Exceptional strength bonuses available only to fighter-type characters

Ability Score Modifiers by Race
RACE           MODIFIERS

Dwarf          Constitution+l, Charisma-1 Elf            Dexterity+l, Constitution-1 Gnome          None Half-ELF       None Halfling       Dexterity +1, Strength -1 Human          None

Strength Table
ABILITY        THAC0      DAMAGE         WEIGHT ALLOWANCE SCORE          BONUS      ADJUSTMENT     (IN STEEL PIECES)

3              -3         -1             -350 4-5             -2         -1             -250 6-7             -1         None           -150 8-9            Normal     None           Normal 10-11          Normal     None           Normal 12-13          Normal     None           +100 14-15          Normal     None           +200 16             Normal     +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

paladin, ranger).
 * These bonuses only available to the fighter classes (fighter,

Dexterity Table
ABILITY SCORE            REACTION/MISSILE BONDS           AC BONUS

3                        -3                               +4 4                         -2                               +3 5                         -1                               +2 6                          0                               +1 7                          0                                0 8                          0                                0 9                          0                                0 10                         0                                0 11                         0                                0 12                         0                                0 13                         0                                0 14                         0                                O 15                         0                               -1 16                       +1                               -2 17                        +2                               -3 18                        +3                               -4

Constitution Table
ABILITY            HIT POINT               RESURRECTION SCORE              ADJUSTMENT              SURVIVAL - 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%

paladin. ranger).
 * Bonus applies only to the fighter classes(fighter,

Armor Permitted by Character Class
CLASS              MAX ARMOR                SHIELD - Cleric             Any                      Any Fighter            Any                      Any Paladin            Any                      Any Ranger             Any                      Any Magic-User         None                     None Thief              Leather                  None

Multiple Attacks for Fighter-Type Characters CLASS                 LEVEL             ATTACKS/ROUND

Fighter               1-6               1/1 Paladin               1-6               1/1 Ranger                1-7               1/1 Fighter               7-12              3/2 Paladin               7-12              3/2 Ranger                8-14              3/2 Fighter               13+               2/1 Paladin               13+               2/1 Ranger                15+               2/1

Weapons Table
Missing Image

Key to Weapons Table - 1      Must have ready arrows to fire. Two Attacks per round. 2      Must have ready bolts to fire. One Attack per round f  =   fighter (paladin, ranger) cl =   cleric th =   thief mu =   magic-user

Armor Table
Missing Image

Key to Armor Table - 1      A character carrying many objects, including a large number of coins, can be limited in movement to a minimum of 3 squares per turn.

2      A Shield subtracts 1 AC from any armor it is used with.

Spell Parameters List
This is a listing of spells available to player characters as they gain in level. The following are abbreviations used in the list: Cmbt   = Combat only spell Camp   = Camp only spell Both   = Camp or Combat spell T      = Touch Range dia    = diameter s      = squares c      = cone All    = All characters in combat r      = combat rounds t      = turns /|v|   = per level of caster targets = aim at each target.

First-Level Clerical Spells
SPELL NAME             WHEN    BARGE   AREA    DURATION --- Bless                  Both      6     5 dia      6r Cure Light Wounds      Both      T       1 Cause Light Wounds     Cmbt      T       1 DetectMagic            Both      0       1        1t Protection from Evil   Both      T       1        3r/|v| Protection from Good   Both      T       1        3r/|v| Resist Cold            Both      T       1        1t/|v|

Second-Level Clerical Spells
SPELL NAME             WHEN      RANGE   AREA    DURATION --- Find Traps             Camp      3       1       3t Hold Person            Cmbt      6       1-3     4r+1/|v| Resist Fire            Both      T       1       1t/|v| Silence 15' Radius     Cmbt      12      3 dia   2r/|v| Slow Poison            Both      T       1       1 hour/|v| Snake Charm            Cmbt      3       All     5-8r Spiritual Hammer       Cmbt      3       1       1r/|v|

Third-Level Clerical Spells
SPELL NAME            WHEN    RANGE   AREA    DURATION --- Cure Blindness        Both       T      1 Cause Blindness       Cmbt       T      1 Cure Disease          Camp       T      1 Cause Disease         Cmbt       T      1 Dispel Magic          Both       6      3x3 s Prayer                 Both       0      All     1r/|v| Remove Curse          Both       T      1 Bestow Curse          Both       T      1       1t/|v|

Fourth-Level Clerical Spells
SPELL NAME             WHEN      RANGE   AREA     DURATION --- Cure Serious Wounds    Both      T       1 Cause Serious Wounds   Cmbt      T       i Neutralize Poison       Both      T       1 Poison                 Cmbt      T       1 Protection from Evil 10' Radius     Both      T       2 dia    1t/|v| Sticks to Snakes       Cmbt      3       1        2r/|v|

Fifth-Level Clerical Spells
SPELL NAME             WHEN     RANGE    AREA    DURATION --- Cure Critical Wounds   Both       T        1 Cause Critical Wounds  Cmbt       T        1 Dispel Evil            Cmbt       T        1      1r/|v| Flame Strike           Cmbt       6        1 Raise Dead             Camp       3        1 Slay Living            Cmbt       3        11

Sixth-Level Clerical Spells
SPELL NAME             WHEN     RANGE     AREA    DURATION --- Blade Barrier          Cmbt       3     Special    3r/|v| Harm                   Cmbt       T     1 Heal                   Both       T     1

Seventh-Level Clerical Spells
SPELL NAME             WHEN     RANGE    AREA    DURATION --- Destruction            Cmbt       T      1 Energy Drain           Cmbt       T      1 Resurrection           Camp       T      1 Restoration            Damp       T      1

First-Level Druid Spells
(For High-Level Rangers) SPELL NAME             WHEN    RANGE     AREA    DURATION --- Detect Magic           Both      0        1       12r Entangle               Cmbt      8       4 dia    1t Faerie Fire            Cmbt      8       8 dia    4r/|v| Invisibility to Animals Both     T        1      lt+lr/|v|

Second-Level Druid Spells
(For High-Level Rangers) SPELL NAME             WHEN     RANGE    AREA    DURATION --- Barkskin               Both      T        1       4r+lr/|v| Charm Person/Mammal    Cmbt      8        1       Special Cure Light Wounds      Both      T        1

Third-Level Druid Spells
(For High-Level Rangers) SPELL NAME             WHEN     RANGE    AREA    DURATION --- Cure Disease           Camp       T        1 Hold Animal            Cmbt       8       1-4      2r/|v| Neutralize Poison      Both       T        1 Protection from Fire   Both       T        1       Special

First-Level Magic-User Spells
SPELL NAME             WHEN     RANGE    AREA    DURATION --- Burning Hands          Cmbt       T       3 s Charm Person            Cmbt       12      1 Detect Magic           Both       6       1        2r/|v| Enlarge                Both    .5/|v|     1        ll/|v| Reduce                 Both    .5/|v|     1 Friends                Cmbt       0      All       lr/|v| Magic Missile          Cmbt     6+/|v|    1 Protection from Evil   Both       T       1        2r/|v| Read Magic             Camp       0       1        2r/|v| Shield                 Cmbt       0       1        5r/|v| Shocking Grasp         Cmbt       T       1 Sleep                  Cmbt      3+/|v|  1-16      5r/|v|

Second-Level Magic-User Spells
SPELL NAME             WHEN     RANGE     AREA    DURATION --- Detect Invisibility    Both     1/|v|      1       5r/|v| Invisibility           Both       T        1       Special Knock                  Camp       6      1s/|v| Mirror Image           Both       0        1       2r/|v| Ray of Enfeeblement    Cmbt    1+.25/|v|   1       1r/|v| Stinking Cloud         Cmbt       3      2x2 s     1r/|v| Strength               Both       T        1       6t/|v|

Third-Level Magic-User Spells
SPELL NAME             WHEN     RANGE    AREA        DURATION --- Blink                  Both     0           1         lr/|v| Dispel Magic           Both     12        3x3 s Fireball                Cmbt     10+|v|   5/7 dia Haste                  Both     6         4x4 s      3r+1/|v| Hold Person            Cmbt     12         1-4        2r/|v| Invisibility 10' Radius Both    T 2 dia  Special Lightning Bolt         Cmbt     4+|v|      4,8 Protection from Evil 10' Radius      Both      T        2 dia       2r/|v| Protection from Normal Missiles      Both      T          1         1t/|v| Slow                   Cmbt      9+M      4x4 s      3r+1/|v|

Fourth-Level Magic-User Spells
SPELL NAME             WHEN     RANGE    AREA    DURATION --- Bestow Curse           Cmbt      T       1        1t/|v| Charm Monster          Cmbt      6       1        Special Confusion              Cmbt      12     2-16     2r+1/|v| Dimension Door         Cmbt      0       1 Fear                   Cmbt      0     6x3 c      1r/|v| Fire Shield (2 Types)  Both      0       1       2r+1/|v| Fumble                 Cmbt     1/|v|    1        1r/|v| Ice Storm (Drag only)  Cmbt     1/|v|   4 dia Minor Globe of Invulnerability      Both      0       1        1r/|v| Remove Curse           Both      T       1

Fifth-Level Magic-User Spells
SPELL NAME            WHEN    RANGE     AREA      DURATION --- Cloud Kill             Cmbt     1       3x3 s      1r/|v| Cone of Cold           Cmbt     0      .5/|v| c Feeblemind              Cmbt    1/|v|      1 Fire Touch             Both     T      Special     1r/|v| Hold Monster           Cmbt    5/|v|     1-4       1r/|v| Iron Skin              Both     0      Special     1r/|v|

Sixth-Level Magic-User Spells
SPELL NAME                 WHEN    RANGE     AREA    DURATION --- Death Spell                Cmbt     1      .5/|v| Disintegrate               Cmbt   .5/|v|   Special Flesh to Stone             Cmbt    1/|v|      1 Globe of Invulnerability   Both     0         1      1r/|v| Stone to Flesh             Both    1/|v|      1

Seventh-Level Magic-User Spells
SPELL NAME               WHEN     RANGE    AREA    DURATION --- Delayed Blast Fire Ball  Cmbt    10+1/|v|  5/7dia    Special Mass Invisibility        Both     1/|v|    Special   Special Power Word, Stun         Cmbt    .5/|v|      1       Special

Eighth-Level Magic-User Spells
SPELL NAME                 WHEN     RANGE    AREA      DURATION --- Mass Charm                 Cmbt    .5/|v|   Special   Special Mind Blank                 Both      3        1        1 day Otto's Irresistible Dance  Cmbt      T        1        2-5r Power Word, Blind          Cmbt    .5/|v|   3 dia     Special

Ninth-Level Magic-User Spells
SPELL NAME             WHEN     RANGE     AREA     DURATION --- Meteor Swarm           Cmbt    4+1/|v|   Special Monster Summoning      Cmbt       0      Special    Special Power Word, Kill       Cmbt    .25/|v|   Special

Level Advancement Tables
The following charts show the amount of experience a character must earn in order to gain a level in his character class. The charts also list the number of spells that a character can have memorized at one time. Fighters and Thieves can never memorize spells.

Remember that all experience earned by a non-human, multiple-class character is divided by the number of classes the character has. The experience is divided even after the character has reached his maximum level in a particular class. A Human dual-class character only earns experience in his second class. The character cannot use the abilities of his first class until his level in his second class exceeds his level in his first class.

Cleric's Bonus Spells
CLERIC'S WISDOM      BONUS SPELLS 1      2      3      4 ---  9-12  13                 +1  14                 +2  15                 +2      +1  16                 +2      +2  17                 +2      +2     +1  18                 +2      +2     +1     +1 Note that these bonus spells are only available when the cleric is entitled to spells of the applicable level. Thus an 8th-level cleric with a Wisdom of 18 can memorize the following spells:

NUMBER OF SPELLS                 1   2   3   4   5 --- 8th-Level Cleric with 18 Wisdom  5   5   4   3   -

Cleric
NUMBER OF CLERIC SPELLS PER LEVEL LEVEL  EXPERIENCE            HIT DICE     1    2    3    4    5    6    7 --- 1      0-1,500                 ld8        1 2      1,501-3,000             2d8        2 3      3,001-6,000             3d8        2    1 4      6,001-13,000            4d8        3    2 5      13,001-27,500           5d8        3    3    1 6      27,501-55,000           6d8        3    3    2 7      55,001-110,000          7d8        3    3    2    1 8      110,001-225,000         8d8        3    3    3    2 9      225,001-450,000         9d8        4    4    3    2    1 10     450,001-675,000         9d8+2      4    4    3    3    2 11     675,001-900,000         9d8+4      5    4    4    3    2    1 (1) 12     900,001-1,125,000       9dB+6      6    5    5    3    2    2 13     1,125,001-1,350,000     9d8+8      6    6    6    4    2    2 14     1,350,001-1,575,000     9d8+10     6    6    6    5    3    2 15     1,575,001-1,800,000     9d8+12     7    7    7    5    4    2 16     1,800,001-2,025,000     9d8+14     7    7    7    6    5    3    1 (2) 17     2,025,001-2,250,000     9d8+16     8    8    8    6    5    3    1 18     2,250,001-2,475,D00     9d8+18     8    8    8    7    6    4    1

1      Usable only with 17+ wisdom 2      Usable only with 18+ wisdom.

Each level after 18th requires 225,000 experience points and character gains 2 hit points.

Fighter
LEVEL           EXPERIENCE                     HIT DICE --- 1               0-2,000                        ld10 2               2,001-4,000                    2d10 3               4,001-8,000                    3d10 4               8,001-18,000                   4d10 5               18,001-35,000                  5d10 6               35,001-70,000                  6d10 7               70,001-125,000                 7d10 8               125,001-250,000                8d10 9               250,001-500,000                9d10 10              500,001+750,000                9d10+3 11              750,001-1,000,000              9d10+6 12              1,000,001-1,250,000            9d10+9 13              1,250,001-1,500,000            9d10+12 14              1,500,001-1,750,000            9d10+15 15              1,750,001-1,925,000            9d10+18 16              2,000,001-2,250,000            9d10+21 17              2,500,001-2,750,000            9d10+24 18              3,000,001-3,250,000            9d10+27

Each level after 18th requires 250,000 experience points and character gains 3 hit points.

Thief
LEVEL        EXPERIENCE                HIT DICE --- 1              0-1,250                   ld6 2              1,251-2,500               2d6 3              2,501-5,000               3d6 4              5,001-10,000              4d6 5              10,001-20,000             5d6 6              20,001-42,500             6d6 7              42,501-70,000             7d6 8              70,001-110,000            8d6 9              110,001-160,000           9d6 10             160,001-220,000           10d6 11             220,001-440,000           10d6+2 12             440,001-660,000           10d6+4 13             660,001-880,000           10d6+6 14             880,001-1,100,000         10d6+8 15             1,100,001-1,320,000       10d6+10 16             1,320,001-1,540,000       10d6+12 17             1,540,001-1,760,000       10d6+14 18             1,760,001-1,980,000       10d6+16

Each level after 18th requires 220,000 experience points and character gains 2 hit points.

Magic-User
NUMBER OF MAGIC-USER SPELLS PER LEVEL LEVEL EXPERIENCE             HIT DICE     1   2   3   4   5   6   7   8   9 --- 1    0-2,500                  ld4        1 2    2,501-5,000              2d4        2 3    5,001-10,000             3d4        2   1 4    10,001-22,500            4d4        3   2 5    22,501-40,000            5d4        4   2   1 6    40,001-60,000            6d4        4   2   2 7    60,001-90,000            7d4        4   3   2   1 8    90,001-135,000           8d4        4   3   3   2 9    135,001-250,000          9d4        4   3   3   2   1 (1) 10   250,001-375,000          10d4       4   4   3   2   2 11   375,001-750,000          11d4       4   4   4   3   3 12   750,001-1,125,000        11d4+1     4   4   4   4   4   1 (2) 13   1,125,001-1,500,000      11d4+2     5   5   5   4   4   2 14   1,500,001-1,875,000      11d4+3     5   5   5   4   4   2   1 (3) 15   1,875,001-2,250,000      11d4+4     5   5   5   5   5   2   1 16   2,250,001-2,625,000      11d4+5     5   5   5   5   5   3   2   1 (4) 17   2,625,001-3,000,000      11d4+6     5   5   5   5   5   3   3   2 18   3,000,001-3,375,000      11d4+7     5   5   5   5   5   3   3   2   1 (5)

Each level after 18th requires 375,000 experience points and character gains 1 hit point.

1      Usable only with 10+ Intelligence 2      Usable only with 12+ Intelligence 3      Usable only with 14+ Intelligence 4      Usable only with 16+ Intelligence 5      Usable only with 18+ Intelligence

Paladin
NUMBER OF CLERICAL SPELLS PER LEVEL LEVEL  EXPERIENCE             HIT DICE      1       2       3       4 --- 1      0-2,750                 1d10 2      2,751-5,500             2d10 3      5,501-12,000            3d10 4      12,001-24,000           4d10 5      24,001-45,000           5d10 6      45,001-95,000           6d10 7      95,001-175,000          7d10 8      175,001-350,000         8d10 9      350,001-700,000         9d10         1 10     700,001-1,050,000       9d10+3       2 11     1,050,001-1,400,000     9d10+6       2       1 12     1,400,001-1,750,000     9d10+9       2       2 13     1,750,001-2,100,000     9d10+12      2       2       1 14     2,100,001-2,450,000     9d10+15      3       2       1 15     2,450,001-2,800,000     9d10+18      3       2       1       1 18     2,800,001-3,150,000     9d10+21      3       3       1       1 17     3,150,001-3,500,000     9d10+24      3       3       2       1 18     3.500,001-3,850,000     9d10+27      3       3       3       1

Each level after 18th requires 350,000 experience points and character gains 3 hit points.

Ranger
NUMBER 0F SPELLS PER LEVEL:    DRUID            MAGIC-USER LEVEL  EXPERIENCE          HIT DICE       1    2    3           1    2 --- 1      0-2,250               2d8 2      2,251-4,500           3d8 3      4,501-10.000          4d8 4      10,001-20,000         5d8 5      20,001-40,000         6d8 6      40,001-90,000         7d8 7      90,001-150,000        8d8 8      150,001-225,000       9d8          1 9      225,001-325,000       10d8         1                     1 10     325,001-650,000       11d8         2                     1 11     650,001-975,000       11d8+2       2                     2 12     975,001-1,300,000     11d8+4       2    1                2 13     1,300,001-1,625,000   11d8+6       2    1                2    1 14     1,625,001-1,950,000   11d8+8       2    2                2    1 15     1,950,001-2,275,000   11d8+10      2    2                2    2 16     2,275,001-2,600,000   11d8+12      2    2    1           2    2 17     2,600,001-2,925,000   11d8+14      2    2    2           2    2* 18     2,925,001-3,250,000   11d8+16      2    2    2           2    2


 * Maximum spell ability

Each level after 18th requires 325,000 experience points and character gains 2 hit points.