Table of Contents
Game Statistics
Player characters are described by a set of statistics that define their abilities, strengths, and weaknesses in the game world.
Ability Scores
The character’s basic physical and mental strengths and weaknesses. There are 6 abilities: Strength (abbreviated STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), Constitution (CON), and Charisma (CHA). A character is ranked in each ability by a number between 3–18. 3 is the worst score possible, 9–12 is average, and 18 is the best. See Ability Scores.
Class
An adventuring profession to which the character belongs. An adventurer’s class defines their main abilities. See Cleric, Dwarf, Elf, Fighter, Halfling, Magic-User, and Thief.
Race
The character’s fantasy species and culture. Unless a demihuman class is selected, the character is assumed to be human.
Level
The character’s experience as an adventurer is denoted by their experience level. Characters typically start play at 1st level (the lowest level of adventurer) and can increase in level through successful adventuring, gaining more powerful abilities as defined by their class. See Experience.
Experience Points (XP)
The character’s advancement in the game is tracked by the accumulation of experience points. Experience points are awarded by the referee after a successful adventure. When the character has accumulated a certain number of experience points—determined by the character’s class—they increase in level. See Experience.
Prime Requisite
The ability score (or scores) of each character class that affects the rate at which the character accumulates experience points. See Prime Requisites.
Alignment
The character (and every other creature) is aligned with one of 3 cosmic principles: Law, Neutrality, or Chaos. This alignment determines how certain magic influences the character and should be used by the player as a guideline for role-playing the character. See Alignment.
Hit Points (hp)
The character’s ability to avoid dying. The character has a maximum hp total and a current hp total, which are tracked separately. When a character is harmed, their current hp total is reduced. If this number reaches 0, the character is dead. Rest or healing can restore lost hit points (see Damage, Death, and Healing), but never above the character’s maximum hp total (this is only increased when the character increases in level).
Hit Dice (HD)
The number of dice used to roll the character’s maximum hit point total. The character has 1 HD per level, to a maximum of 9 HD.
- HD type: The character’s class determines the die type rolled (e.g. d4, d6, d8).
- Hit point bonus: At higher levels, some classes gain a flat bonus to hit points.
Armour Class (AC)
The character’s ability to avoid damage in combat. AC is determined by the character’s armour and their Dexterity score.
Dual format: AC is notated with the descending AC value listed first, followed by the equivalent ascending AC value in square brackets. See Descending / Ascending AC.
Unarmoured AC: An unarmoured character has AC 9 [10].
“To Hit AC 0” (THAC0) / Attack Bonus
The character’s ability to hit foes in combat, determined by their class and level.
Dual format: Attack values are notated with the THAC0 score for descending AC listed first, indicating which row of the attack matrix to use when attacking. The equivalent ascending AC attack bonus is then listed in square brackets. See Descending / Ascending AC.
Attacking: The procedure for making attack rolls is described in Combat.
Saving Throw Values
The character’s ability to avoid certain dangerous or detrimental effects. There are five saving throw categories: death (or poison), wands, paralysis (or petrification), breath attacks, spells (or magic rods or staves). The character’s saving throw values are determined by class and level. See Saving Throws.
Movement Rate
The speed at which the character can move when exploring, travelling, or during combat. Every character has a base movement rate and an encounter movement rate (noted in parentheses). The encounter movement rate is one third of the base movement rate. The default movement rate for characters is 120′ (40′)—a base movement rate of 120′ and an encounter movement rate of 40′.
Overland: The number of miles a character can travel in a day in the wilderness is determined by dividing their base movement rate by five.
Exploration: When exploring unknown areas of a dungeon, characters can move their base movement rate in feet per turn (10 minutes).
Class Abilities
The character’s class denotes a set of special abilities that the character can use, including the ability to use certain types of armour and weapons.
Combat Aptitude
The rate at which the character’s attack and saving throw values improve:
- Martial: Every 3 levels.
- Semi-martial: Every 4 levels.
- Non-martial: Every 5 levels.
Monster Statistics
Most monster statistics are the same as those used for player characters, but the following points are worth noting:
- HD: The monster’s Hit Dice, with the average hp value is listed in parentheses. The HD type for monsters is d8.
- Att: The attacks the creature can make each round.
- MV: Creature’s movement rate.
- SV: Creature’s saving throw values.
- ML: Creature’s morale rating. See Morale.
- AL: Creature’s alignment.
- XP: XP award for defeating creature.
Monster Hit Dice Notation
Asterisks: Asterisks listed with a monster’s HD number indicate that it has special abilities. Defeating such a monster grants additional XP.
Hit point modifiers: Modifiers listed with a monster’s HD (e.g. +3, –1) are applied to the hp total after rolling the specified number of d8s. Monsters with a hit point bonus attack as if they were 1 HD higher (see Attack Matrix) and are treated specially by some spells.
Persons
Some special abilities or magical effects only affect living creatures classified as “persons”. Humans and demihumans of any level / HD are persons, as are human-like monsters of up to 4+1 HD. Monster Types lists which monsters are classified as persons.
