Characters' basic abilities are (for the most part) a means to an end: Bonus scores. The bonus is the modifier derived from the ability, plus a racial modifier. (Racial modifiers affect the bonus, not the ability. A dwarf with a strength of 35 is really as strong as a hobbit with a strength of 100, as you'll see by adding the results of the two charts below.) Various bonuses are applied to skills, hits, speed, defense and spell points. Here's what you need to know:
Basic ability modifiers:
Score | Modifier |
35-70 | 0 |
71-85 | 5 |
86-90 | 10 |
91-94 | 15 |
95-97 | 20 |
98-99 | 25 |
100 | 30 |
Racial modifiers:
Ability | Human | Elf | Half Elf | Dwarf | Hobbit |
Strength | +5 | 0 | +5 | +15 | -15 |
Agility | 0 | +10 | +10 | -5 | +20 |
Constitution | +10 | 0 | +5 | +20 | +20 |
Intelligence | 0 | +10 | +5 | -5 | -5 |
Wisdom | +10 | -10 | -5 | 0 | -5 |
Presence | 0 | +10 | +5 | -10 | -15 |
Memory | 0 | +10 | +10 | 0 | +5 |
Reason | 0 | 0 | 0 | +5 | +10 |
The abilities affect some stats, and the bonuses are added directly to certain skills. Where more than one bonus applies, the average of the applicable bonuses is added.
Bonus effects:
Stats | Strength | Agility | Const. | Intel. | Wisdom | Presence | Memory | Reason |
---|---|---|---|---|---|---|---|---|
Hits | *1 | |||||||
Spell Points | *2 | *2 | ||||||
Defense | Yes | |||||||
Movement | *3 | |||||||
Skill Picks | *4 | |||||||
Skills | Strength | Agility | Const. | Intel. | Wisdom | Presence | Memory | Reason |
Pick Locks | Yes | Yes | ||||||
Disarm Traps | Yes | Yes | ||||||
Deadly Strike | ||||||||
Trading | Yes | |||||||
Unarmed Combat | Yes | Yes | ||||||
Handheld Arms | Yes | |||||||
Bows | Yes | |||||||
Item Ident. | Yes | Yes | ||||||
Read Runes | Yes | Yes | ||||||
Detect Traps | Yes | Yes | Yes | |||||
Perception | Yes | |||||||
Mythic Lore | Yes | Yes | ||||||
Spell List | ||||||||
Woods Lore | Yes | Yes | ||||||
Mountaineering | Yes | Yes |
*1: Every "Fortification" pick you take increases your hits by a
random amount. Your constitution bonus increases this amount.
*2: Spell points depend upon your actual wisdom or intelligence score, not on
your bonus. Therefore, race is irrelevant to spell points. The cleric,
paladin and ranger use wisdom. The mage, ashikari, and bard use intelligence.
See the tables below.
*3: Movement is based on Agility, plus a factor (possibly random) that I have
not yet identified. (Ballpark, but not the real Movement formula: Agility/10
+ Agility bonus.)
*4: Lobosolitario presents anecdotal evidence that the Reason score, rather than
bonus, affects the total number of skill picks a character receives. Neither of
us has investigated this further. (Training at a class-specific guild also tends
to yield more skill picks than training at a multi-purpose guild does.)
Spell points per pick, by class and ability
Int/Wis | Mage/Cleric Sps | Int/Wis | Ashikari/Paladin Sps | Int/Wis | Bard/Ranger Sps | ||
0-50 | 0 | 0-50 | 0 | 0-50 | 0 | ||
51-85 | 1 | 51-85 | 1 | 51-95 | 1 | ||
86-99 | 2 | 86-100 | 2 | 96-100 | 2 | ||
100 | 3 |
Racial skill bonuses:
(Despite what the manual says, there are no racial bonuses to any of the five types of magic resistance. (It is possible, but doubtful, that the game adds a racial bonus to the recorded resistances on the fly: This would not be in keeping with the way it handles all other stats.))
Total racial skill modifiers:
If you apply the racial ability bonuses (from the "Racial Modifiers"
table) to the relevant skills (using the "Bonus effects" table), and
add the racial skill bonuses (just above), you get the following results, showing
which races really are better at which skills.
Skill | Human | Elf | Half Elf | Dwarf | Hobbit |
Pick Locks | 0 | +10 | +7.5 | -5 | +17.5 |
Disarm Traps | 0 | +10 | +7.5 | -5 | +17.5 |
Deadly Strike | 0 | 0 | 0 | 0 | 0 |
Trading | 0 | +10 | +5 | -10 | -15 |
Unarmed Combat | +2.5 | +5 | +7.5 | +5 | +2.5 |
Handheld Arms | +5 | 0 | +5 | +15 | -15 |
Bows | 0 | +10 | +10 | -5 | +35 |
Item Ident. | +5 | 0 | 0 | -2.5 | -5 |
Read Runes | 0 | +10 | +7.5 | -2.5 | 0 |
Detect Traps | 0 | +5 | +5 | -1.7 | +8.3 |
Perception | 0 | +10 | +5 | -5 | -5 |
Mythic Lore | 0 | +10 | +7.5 | -2.5 | 0 |
Spell List | 0 | 0 | 0 | 0 | 0 |
Woods Lore | +5 | +5 | +17.5 | +2.5 | +2.5 |
Mountaineering | 0 | +5 | +5 | +50 | +15 |
Picks per level, by class:
This shows which classes can become best at which skills (presuming that you
put picks into those skills). Each pick grants three points to a skill,
unless otherwise noted. (Skills that have had no picks assigned to them
suffer a -20 penalty. So your first pick will appear to improve the skill by
23.) If a class gets no picks for a skill, then it cannot use that skill,
even if it has a decent score (by virtue of high abilities or an editor).
Skills | Fighter | Rogue | Thief | Ranger | Bard | Cleric | Mage | Paladin | Ashikari |
---|---|---|---|---|---|---|---|---|---|
Pick Locks | 1 | 2 | 3 | 2 | 2 | 1 | 1 | 1 | 2 |
Disarm Traps | 1 | 2 | 3 | 3 | 2 | 1 | 1 | 1 | 2 |
Deadly Strike | 0 | 2 | 3 | 0 | 2 | 0 | 0 | 0 | 0 |
Trading | 1 | 2 | 2 | 2 | 3 | 2 | 1 | 2 | 1 |
Unarmed Combat | 2 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 2 |
Handheld Arms | 3 | 2 | 2 | 2 | 2 | 2 | 1 | 3 | 3 |
Bows | 3 | 2 | 2 | 3 | 2 | 0 | 0 | 2 | 0 |
Item Ident. | 1 | 1 | 2 | 2 | 2 | 3 | 2 | 2 | 2 |
Read Runes | 1 | 1 | 2 | 2 | 2 | 2 | 3 | 2 | 2 |
Detect Traps | 1 | 2 | 3 | 2 | 2 | 1 | 1 | 1 | 2 |
Fortification1 | 3 | 3 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
Spell Points2 | 0 | 0 | 0 | 2 | 2 | 2 | 2 | 2 | 2 |
Perception | 2 | 3 | 3 | 2 | 2 | 2 | 2 | 2 | 2 |
Mythic Lore | 1 | 1 | 1 | 1 | 3 | 2 | 2 | 1 | 1 |
Attack Evasion3 | 2 | 1 | 1 | 2 | 2 | 1 | 1 | 2 | 3 |
Spell List4 | 0 | 0 | 0 | 0 | 0 | 3 | 3 | 0 | 0 |
Woods Lore | 2 | 2 | 1 | 3 | 2 | 1 | 1 | 2 | 2 |
Mountaineering | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | 1 |
Number of attacks per round, by class and level:
A beginning character starts out capable of one weapon swing per round, and
one bow shot per round. Every X levels (see the chart below), they gain
another attack per round. For example, a fighter gains an extra weapon swing
at levels 3, 6, 9 and so on, and another bow shot at levels 4, 8, 12 and
so on. (Unarmed attacks use the weapon swing amount.)
Levels to gain extra attacks | ||
---|---|---|
Class | Weapon | Bow |
Fighter | 3 | 4 |
Rogue | 3 | 4 |
Thief | 4 | 3 |
Ranger | 4 | 3 |
Bard | 3 | 4 |
Cleric | 4 | 6 |
Elementalist | 6 | 5 |
Sorcerer | 6 | 5 |
Mentalist | 3 | 5 |
Conjuror | 3 | 5 |
Paladin | 3 | 4 |
Ashikari | 3 | 4 |