Combat Statistics

Attack Advancement:

Unlike other AD&D games, this game will be using the ascending armor classes and attack bonuses typical of 3rd edition and other d20 system games. The character’s attack advancement, based on their class group, can be found below. Note that some classes (such as the Crusader or Lone Wolf) use a different attack advancement from the group they otherwise belong to (see the individual class descriptions). Multi-class character use the higher attack bonus from either of their classes, at their current level in that class.

Character Attack Bonus
Level Warrior Priest Rogue Wizard
1 +0 +0 +0 +0
2 +1 +0 +0 +0
3 +2 +1 +1 +0
4 +3 +2 +1 +1
5 +4 +2 +2 +1
6 +5 +3 +2 +1
7 +6 +4 +3 +2
8 +7 +4 +3 +2
9 +8 +5 +4 +2
10 +9 +6 +4 +3
11 +10 +6 +5 +3
12 +11 +7 +5 +3
13 +12 +8 +6 +4
14 +13 +8 +6 +4
15 +14 +9 +7 +4
16 +15 +10 +7 +5
17 +16 +10 +8 +5
18 +17 +11 +8 +5
19 +18 +12 +9 +6
20 +19 +12 +9 +6

Save Advancement:

The saving throw is a die roll that gives a chance, however slim, that the character or creature finds some way to save himself from certain destruction (or at least lessen the damage of a successful attack). More often than not, the saving throw represents an instinctive act on the part of the character—diving to the ground just as a fireball scorches the group, blanking the mind just as a mental battle begins, blocking the worst of an acid spray with a shield. The exact action is not important—DMs and players can think of lively and colorful explanations of why a saving throw succeeded or failed. Explanations tailored to the events of the moment enhance the excitement of the game.

To make a saving throw, a player rolls a 20-sided die (1d20). The result must be equal to or greater than the character’s saving throw number (see below). The number a character needs to roll varies depending upon the character’s group, his level, and what the character is trying to save himself from. Saving throws are made in a variety of situations: For attacks involving paralyzation, poison, or death magic (PPDM); petrification or polymorph (PP); rod, staff, or wand (RSW); breath weapon (BW); and spells (Spell). The type of saving throw a character must roll is determined by the specific spell, monster, magical item, or situation involved.

No save is made if the target voluntarily chooses not to resist the effect of a spell or special attack. This is the case even if the character was duped as to the exact nature of the spell. When a character announces that he is not resisting the spell’s power, that spell (or whatever) has its full effect. The intention not to resist must be clearly stated or set up through trickery, however. If a character is attacked by surprise or caught unawares, he is normally allowed a saving throw. The DM can modify this saving throw, making the chance of success worse, if the situation warrants it. As a guideline, modifiers for situations should range from -4 to +4.

Note that some classes (such as the Shadow Walker) use a different saving throw advancement from the group they otherwise belong to (see the individual class descriptions). Multi-class character use the better saving throw number from either of their classes, at their current level in that class.

In addition to saving throws, characters may also be called on (rarely) to make checks against the possibility of Fear, Horror, and Madness. These are beyond mere Morale checks, as most Adventurers can be considered to be beyond fear. After all, what truly frightens a 10th-level wizard? Admittedly, the answer to that question is “not much”. Still, at some point in the game, characters may see things that reek of the supernatural and macabre, and on thankfully rare occasions, encounter things the human mind was simply not designed to comprehend.

Warrior Saves
Level PPDM RSW PP BW Spell Fear Horror Madness
0 16 18 17 20 19 13 19 19
1-2 14 16 15 17 17 12 18 18
3-4 13 15 14 16 16 11 17 17
5-6 11 13 12 13 14 10 16 16
7-8 10 12 11 12 13 9 15 15
9-10 8 10 9 9 11 7 14 14
11-12 7 9 8 8 10 6 13 13
13-14 5 7 6 5 8 4 12 12
15-16 4 6 5 4 7 2 10 11
17+ 3 5 4 4 6 2 8 10
Priest Saves
Level PPDM RSW PP BW Spell Fear Horror Madness
1-3 10 14 13 16 15 13 15 18
4-6 9 13 12 15 14 12 14 17
7-9 7 11 10 13 12 10 12 15
10-12 6 10 9 12 11 9 11 14
13-15 5 9 8 11 10 5 9 12
16-18 4 8 7 10 9 3 7 11
19+ 2 6 5 8 7 2 2 8
Rogue Saves
Level PPDM RSW PP BW Spell Fear Horror Madness
1-4 13 14 12 16 15 15 15 18
5-8 12 12 11 15 13 13 13 16
9-12 11 10 10 14 11 11 11 14
13-16 10 8 9 13 9 7 9 12
17-20 9 6 8 12 7 3 5 10
21+ 8 4 7 11 5 2 3 8
Wizard Saves
Level PPDM RSW PP BW Spell Fear Horror Madness
1-5 14 11 13 15 12 16 14 18
6-10 13 9 11 13 10 14 12 16
11-15 11 7 9 11 8 10 9 13
16-20 10 5 7 9 6 6 6 11
21+ 8 3 5 7 4 2 2 8
Psionicist Saves
Level PPDM RSW PP BW Spell Fear Horror Madness
1-4 13 15 10 16 15 15 17 16
5-8 12 13 9 15 14 13 15 14
9-12 11 11 8 13 12 11 13 12
13-16 10 9 7 12 11 7 11 10
17-20 9 7 6 11 9 3 7 8
21+ 8 5 5 9 7 4 5 6

Experience Advancement

See individual class entries to see what experience chart your class(es) use. They are presented together here for ease of comparison.

Level Fighter Warrior Wizard Cleric Specialty Priest Rogue Lone Wolf Psionicist
1 0 0 0 0 0 0 0 0
2 2000 2250 2500 1500 2000 1250 1500 2200
3 4000 4500 5000 3000 4000 2500 3000 4400
4 8000 9000 10000 6000 7500 5000 6000 8800
5 16000 18000 20000 13000 12500 10000 15000 16500
6 32000 36000 40000 27500 20000 20000 30000 30000
7 64000 75000 60000 55000 35000 40000 60000 55000
8 125000 150000 90000 110000 60000 70000 112500 100000
9 250000 300000 135000 225000 90000 110000 210000 200000
10 500000 600000 250000 450000 125000 160000 435000 400000
11 750000 900000 375000 675000 200000 220000 660000 600000
12 1000000 1200000 750000 900000 300000 440000 885000 800000
13 1250000 1500000 1125000 1125000 750000 660000 1110000 1000000
14 1500000 1800000 1500000 1350000 1500000 880000 1335000 1200000
15 1750000 2100000 1875000 1575000 3000000 1100000 1560000 1500000
16 2000000 2400000 2250000 1800000 3500000 1320000 1785000 1800000
17 2250000 2700000 2625000 2025000 4000000 1540000 2010000 2100000
18 2500000 3000000 3000000 2250000 4500000 1760000 2235000 2400000
19 2750000 3300000 3375000 2475000 5000000 1980000 2460000 2700000
20 3000000 3600000 3750000 2700000 5500000 2200000 2685000 3000000

Combat Statistics

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