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AD&D tabele za Baldur`s gate 1

 

Character Ability Score Tables:

Ability Score

 Strength

Dexterity

Constitution
 Hit Adj.  Dam. Adj.  Wt Allow Bashing %   Miss. Att Adj AC Adj HP Adj Res. Surv.
3 -3 -1 5 3 -3 +4 -2 40
4 -2 -1 15 4 -2 +3 -1 45
5 -2 -1 15 4 -1 +2 -1 50
6 -1 0 30 6 0 +1 -1 55
7 -1 0 30 6 0 0 0 60
8 0 0 50 8 0 0 0 65
9 0 0 50 8 0 0 0 70
10 0 0 70 10 0 0 0 75
11 0 0 70 10 0 0 0 80
12 0 0 90 12 0 0 0 85
13 0 0 90 12 0 0 0 90
14 0 0 120  14 0 0 0 92
15 0 0 120 14 0 -1 +1 94
16 0 +1 150 16 +1 -2 +2 96
17 +1 +1 170 18 +2 -3 +2(+3) 98
18 +1 +2 200 20 +2 -4 +2(+4) 100
18/01-50 +1 +3 220 25 - - - -
18/51-75 +2 +3 250 30 - - - -
18/76-90 +2 +4 280 35  - - - -
18/91-99 +2 +5 320 40 - - - -
 18/00 +3 +6 400 45 - - - -
19 +3 +7 500 50 +3 -4 +2(+5) 100
20 +3 +8 600 55 +3 -4 +2(+5) 100
21 +4 +9 700 60 +4 -5 +2(+6) 100
22 +4 +10 800 65 +4 -5 +2(+6) 100
23 +5 +11 1000 70 +4 -5 +2(+6) 100
24 +6 +12 1200 75 +5 -6 +2(+7) 100
25 +7 +14 1600 80 +5 -6 +2(+7) 100

Strength

Hit Adj: Added or subtracted from the attack roll during combat. A positive number makes the opponent easier to hit.

Dam Adj: Added or subtracted fromthe damage inflicted by a successful melee attack.

Wt Allow: The character's weight allowance -- how much they can carry without being encumbered.

Bashing %: This is the percentage chance a character has to bash open a locked door or chest

 

Dexterity

Miss. Att Adj: Added or subtracted from the to hit roll when using a ranged weapon. A positive number makes the opponent easier to hit.

AC Adj: Added or subtracted from the character's AC. Since a lower AC is better, a lower or more negative number is better.

 

Constitution

HP Adj: This number is added to the Hit Point roll a character makes when going up a level or when starting the game. Numbers in parentheses are for warriors only (Warriors are Fighters, Rangers and Paladins only - ed.)

Res. Surv.: The percentage chance the character will successfully be Resurrected or Raised from the dead by magic.

 

 Ability Score Intelligence Wisdom  Charisma
Spell Level   % to Learn Spell  Max # Spells/Level  Lore Bonus  Mag Def Adj Bonus Spells  % Spell Failure   Lore Bonus Reaction Adj 
- - - -20 -3 50 -20 -5
4 - - - -20 -2 - 45 -20 -4
5 - - - -20 -1 - 40 -20 -3
6 - - - -20 -1 - 35 -20 -2
7 - - - -10 -1 - 30 -10 -1
8 - - - -10 0 - 25 -10 0
9 4th 35 6 -10 0 0 20 -10 0
10 5th 40 7 0 0 0 15 0 0
11 5th 45 7 0 0 0 10 0 0
12 6th 50 7 0 0 0 5 0 0
13 6th 55 9 0 0 1st 0 0 +1
14 7th 60 9 0 0 1st 0 0 +2
15 7th 65 11 +3 +1 2nd 0 +3 +3
16 8th 70 11 +5 +2 2nd 0 +5 +4
17 8th 75 14 +7 +3 3rd 0 +7 +4
18 9th 85 18 +10 +4 4th 0 +10 +5
19 9th 95 All +12 +4 1st,4th 0 +12 +8
20 9th 96 All +15 +4 2nd,4th 0 +15 +9
21 9th 97 All +20 +4 3rd,5th 0 +20 +10
22 9th 98 All +25 +4 4th,5th 0 +25 +11
23 9th 99 All +30 +4 5th,5th 0 +30 +12
24 9th 100 All +35 +4 6th,6th 0 +35 +13
25 9th 100 All +40 +4 6th,7th 0 +40 +14

Intelligence

Spell Level: The highest level of spells a wizard with this intelligence can comprehend and use.

% to Learn Spell: The percentage chance that a wizard can learn a spell and add it to his spellbook. This number also represents the wizard's chance to successfully cast a spell from a scroll. For every spell level higher than the wizard can comprehend, the wizard receives a -10% penalty. For example, a wizard who can cast 3rd-level spells trying to use a 5th-level spell scroll, has a -20% penalty.

Max # Spells/Level: This is the maximum number of spells that a wizard can have in his spell book per level of spell. That is, a 3rd-level wizard with an Intelligence of 16 could learn a maximum of 11 1st-level and 11 2nd-level spells.

Lore Bonus: This bonus is added to the character's Lore ability. This is cumulative with the Lore bonus for Wisdom.

 

Wisdom

Mag Def Adj: Applies to saving throws against magical spells that attack the mind.

Bonus Spells: This is the number of additional spells a priest receives for exceptional Wisdom. The bonus spells are cumulative as you move down the table. Thus, a priest with 17 in Wisdom gains two 1st-, two 2nd-, and one 3rd-level spell as bonuses to their normal spellcasting abilities. These spells become available only when the priest can normally access spells of the appropriate level.

% Spell Failure: The chance that a spell attempt by a priest or druid character will fail before being successfully cast.

Lore Bonus: This bonus is added to the character's Lore ability. This is cumulative with the Lore bonus for Intelligence.

 

Charisma

Reaction Adj: This is the penalty or bonus due the character when dealing with NPCs or intelligent creatures. For encounter reactions, the computer generates a number between 8 and 12, then applies the modifier. The results indicate the reaction of the encounter to your party:

1-7: Hostile reaction

8-14: Neutral reaction

15-20: Friendly reaction

 

 

 

Thieving Ability Modifiers (* the numbers in parentheses reflect the base ability of a 1st-level thief before racial/Dexterity modifiers are applied.)
Race Dexterity Pick Pockets(15) Open Locks(10) Detect Traps(5)

Stealth(10)

(Move Silently/Hide in Shadows)

Dwarf - +10 +15 -
Elf +5 -5 - +10
Gnome - +5 +10 +5
Half Elf +10 - - +5
Halfling +5 +5 +5 +15
9 -15 -10 -10 -20
10 -10 -5 -10 -15
11 -5 - -5 -10
12 - - - -5
13-15 - - - -
16 - +5 - -
17 +5 +10 - +5
18 +10 +15 +5 +10
19 +15 +20 +10 +15
20 +20 +25 +15 +18
21 +25 +30 +20 +20
22 +30 +35 +25 +23
23 +35 +40 +30 +25
24 +40 +45 +35 +30
25 +45 +50 +40 +35

 

Experience Tables

 

Warriors
Level Fighter Paladin/Ranger Hit Dice (d10)
1 0 0 1
2 2,000 2,250 2
3 4,000 4,500 3
4 8,000 9,000 4
5 16,000 18,000 5
6 32,000 36,000 6
7 64,000 75,000 7
8 125,000 150,000 8

 

 

Rogues
Level Thief/Bard Hit Dice (d6)
1 0 1
2 1,250 2
3 2,500 3
4 5,000 4
5 10,000 5
6 20,000 6
7 40,000 7
8 70,000 8

 

 

Priests
Level Cleric Druid Hit Dice (d8)
1 0 0 1
2 1,500 2,00 2
3 3,000 4,000 3
4 6,000 7,500 4
5 13,000 12,500 5
6 27,500 20,000 6
7 55,000 35,000 7
8 110,000 60,000 8

 

 

Wizards
Level Wizard Hit Dice (d4)
1 0 1
2 2,500 2
3 5,000 3
4 10,000 4
5 20,000 5
6 40,000 6
7 60,000 7
8 90,000 8

 

 

Colors of the Schools
 Specialist School Spell Effect Coloration Opposition School*
Abjurer Abjuration Green Alteration
Transmuter Alteration Blue Abjuration, Necromany
Conjurer Conjuration/Summoning Orange Divination
Diviner Divination White/Pearl Conjuration/Summoning
Enchanter Enchantment/Charm Magenta Invocation
Illusionist Illusion Multicolored Necromancy
Invoker Invocation Red Enchantment/Charm, Conjuration/Summoning
Necromancer Necromancy Ice/Blue Illusion

* The opposition schools are the schools of magic that the specialist cannot comprehend or cast spells from.

 

Spell Progression ( Spellcaster level is 1st vertical column, spell level is top row )

Wizard Level 1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 4 2 1 - - - - - -
6 4 2 2 - - - - - -
7 4 3 2 1 - - - - -

Priest/Druid Lvl 1 2 3 4 5 6* 7**
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 3 3 1 - - - -
6 3 3 2 - - - -
7 3 3 2 1 - - -
8 3 3 3 2 - - -

Note: Priests with high Wisdom receive additional spells

*usable by priests with 17 or greater wisdom

**usable by priests with 18 or greater wisdom

Bard Level 1 2 3 4 5 6
1 - - - - - -
2 1 - - - - -
3 2 - - - - -
4 2 1 - - - -
5 3 1 - - - -
6 3 2 - - - -
7 3 2 1 - - -
8 3 3 1 - - -

 

Melee Weapons

 Weapon 1 or 2 handed Type* Speed Factor Damage Usable by**
Arrow - P - 1-6 -
Bolt - P - 1-10 -
Battle Axe 1 S 7 1-8 F,R,P,B
Dagger/Throwing Dagger 1 P 2 1-4 F,R,P,T,M,B
Club 1 B 4 1-6 F,R,P,T,B,C,D
Flail 1 B 7 1-6+1 F,R,P,B,C
Mace 1 B 7 1-6+1 F,R,P,B,C
Throwing Axe 1 S 4 1-6 F,R,P,B
Morning Star 1 B 7 2-8 F,R,P,B,C
Dart 1 P 2 1-3 F,R,P,M,T,B,D
Halberd 2 P/S 9 1-10 F,R,P,B
Quarterstaff 2 B 4 1-6 F,R,P,T,B,C,D,M
Sling Stone 1 B - 1-4+1 -
Bastard Sword 1 S 8 2-8 F,R,P,B
Long Sword 1 S 5 1-8 F,R,P,B
Short Sword 1 P 3 1-6 F,R,P,T,B
War Hammer 1 B 4 1-4+1 F,R,P,B,C
Spear 2 P 6 1-6 F,R,P,B,D
Two-Handed Sword 2 S 10 1-10 F,R,P,B

*P = Piercing, S = Slashing, B = Blunt

**F = Fighter, R = Ranger, P = Paladin, B = Bard, T = Thief, C = Cleric, D = Druid, M = Mage

OK, first, we have the groups of weapons in which you gain proficiency in. I don't know if the Euro manual has this info, so I'll put it in just in case.

There are 8 groups of weapons in which you can gain proficiency. Proficiency means you can use the weapon without looking like a fool (and without penalty to hit.) The less combat oriented your class (ie, like a mage or cleric is less battle savvy than a fighter), the worse the penalty to hit with a weapon type you're not proficient in. The groups and the weapons that belong in them are in the table.

Weapon speed : How fast your weapon is. In AD&D, each character and monster rolls 1d10 (a 10 sided dice) to see who goes first. The lowest number is fastest. However, if you are wielding a weapon, you add its speed factor to your roll, and then any other modifications (like Haste or Slow spells). This final result is used to see who goes first. For example : John, a fighter wielding a long sword (speed 5), is fighting a wyvern (natural weapons - speed 0.) John rolls a 4, and the wyvern rolls a 7. However, since John has his long sword, his final speed is 9, which means he goes after the wyvern in combat. So, how is this important? Well, imagine a 1st level character and a hobgoblin in a setting without initiative (speed.) Let's say that both hit, and both do enough damage with each hit to kill the other. Who dies? Or when a mage is hit while casting a spell - did it happen before he finished casting? Etc. Note that spells have their own speed factors - generally, the rule is 1 point/level of the spell. So a 1st level spell is +1 to your speed, while a 3rd level fireball is +3. Also, magical weapons take away 1 point from the speed for each + the weapon has (eg, a long sword +2 would be speed 3, instead of 5.)

Weapon Type : Either piercing, bashing/blunt or slashing. Clerics can only use blunt style weapons, which consists of the blunt group and the spiked group. Other classes are limited in other ways - thieves can use long swords but not two-handed swords, even though they are both slashing and both in the Large Sword group. This is pretty transparent in the game - when you buy items for a character, and have that character selected, it'll mark in red the items he/she can't use. Anyway, how is Weapon Type important? Well, some monsters can't be hit by this or that weapon type, and other monsters take half damage from some kinds of weapons (eg, skeletal creatures take only half damage from non-blunt weapons, since they have no flesh to slash, just bones to break - at which blunt weapons excel but slashing and piercing weapons suck.) Finally, different types of armors have modifiers against slashing, piercing and bashing weapons - a warrior in full plate gets a -4 bonus against slashing weapons, since full plate is specifically designed to protect against them. These bonuses are listed in the armor description, and do have a decent effect on the game - nothing critical, but might save you or hurt you a few times.) -- ed.

 

Ranged Weapons
Weapon 1 or 2 handed ROF* Speed Factor Bonus to Hit Bonus to Damage Usable By
Composite Long Bow 2 2 7 +1 +2 F,R,P
Long Bow 2 2 8 +1 - F,R,P,B
Short Bow 2 2 6 - - F,R,P,T,B
Dagger/Throwing Dagger 1 2 2 - - F,R,P,M,B,T
Throwing Axe 1 1 4 - - F,R,P
Sling 1 1 6 - - F,R,P,T,B,C,D,M
Darts 1 3 2 - - F,R,P,T,M,D
Heavy Crossbow 2 1 10 - +2 F,R,P,B
Light Crossbow 2 1 7 - - F,R,P,B

*ROF = Rate of Fire

 

Armor
Armor Armor Class Usable By
Buckler (-1 modifier)* F,R,P,T,B,C,D
Small Shield (-1 modifier)* F,R,P,C
Medium Shield (-1 modifier)* F,R,P,C
Large Shield (-1 modifier)* F,R,P,C
Leather 8 F,R,P,T,B,C,D
Studded Leather 7 F,R,P,T,B,C,D
Chain Mail 5 F,R,P,B,C
Splint Mail 4 F,R,P,C
Plate Mail 3 F,R,P,C
Full Plate Armor 1 F,R,P,C

*Some shields are heavier than others and they offer increasingly better protection. Here are the effects of shields in the game:

Buckler: gives a -1 to Armor Class but does not protect against missile or piercing weapons.

Small Shield: gives -1 to Armor Class, but it does not protect against missile weapons

Medium Shield: gives -1 to Armor Class

Large Shield: gives -1 to Armor Class and -2 against missile weapons

 

Armor vs. Weapon Types
Armor Slashing Piercing Bludgeoning
Leather Armor 0 +2 0
Studder Leather -2 -1 0
Chain Mail +2 0 +2
Splint Mail 0 -1 -2
Plate Mail -3 0 0
Full Plate -4 -3 0

( Note : Negative is good, positive is bad )

 

Start Reputation
 Alignment Starting Reputation
Lawful Good 12
Neutral Good 11
Chaotic Good 11
Lawful Neutral 10
Neutral 10
Chaotic Neutral 10
Lawful Evil 9
Neutral Evil 9
Chaotic Evil 8

 

Effects of Actions on Reputation
Reputation Level Killing an Innocent Injuring an Innocent Stealing Killing a Flaming Fist Soldier Giving Money to the Church*
20 (hero) -10 -2 -1 -10 -
19 -10 -2 -1 -10 -
18 -9 -2 -1 -9 -
17 -8 -1 -1 -9 +1 (500)
16 -7 -1 -1 -9 +1 (400)
15 -6 -1 -1 -8 +1 (300)
14 -5 -1 -1 -8 +1 (300)
13 -5 -1 -1 -7 +1 (200)
12 -5 -1 -1 -7 +1 (200)
11 -4 -1 -1 -6 +1 (100)
10 (start) -4 -1 -1 -6 +1 (100)
9 -3 -1 -1 -5 +1 (100)
8 -2 -1 0 -5 +1 (100)
7 -2 -1 0 -4 +1 (100)
6 -2 -1 0 -3 +1 (200)
5 -2 -1 0 -2 +1 (200)
4 -1 0 0 -2 +1 (200)
3 -1 0 0 -1 +1 (300)
2 -1 0 0 -1 +1 (400)
1 (villain) 0 0 0 0 +1 (500)

*the numbers in parentheses indicate the amount of gold pieces that must be donated in order to increase reputation

 

Reputation Reaction Adjustments
Reputation Effect
20 The party receives a +4 reaction adjustment
18-19 The party receives a +3 reaction adjustment
16-17 The party receives a +2 reaction adjustment
14-15 The party receives a +1 reaction adjustment
8-13 No adjustment
7 The party receives a -1 reaction adjustment
6 The party receives a -2 reaction adjustment
5 The party receives a -3 reaction adjustment. Whenever the party enters a new area, there will be a 10% chance of a group of Flaming Fist spawning in and moving toward the party.
4 The party receives a -4 reaction adjustment. Whenever the party enters a new area, there will be a 20% chance of a group of Flaming Fist spawning in and moving toward the party.
3 The party receives a -5 reaction adjustment. Whenever the party enters a new area, there will be a 30% chance of a group of Flaming Fist spawning in and moving toward the party.
2 The party receives a -6 reaction adjustment. Whenever the party enters a new area, there will be a 50% chance of a group of Flaming Fist spawning in and moving toward the party.
1 The party receives a -7 reaction adjustment. Whenever the party enters a new area, a group of warriors will spawn and move toward the party.
0 The player can no longer buy items. Whenever the party enters a new area, a group of warriors will spawn and move toward the party. The player always receives a hostile reaction from NPCs.

 

NPC Reactions Toward Reputation
Reputation Alignment
Good Neutral Evil
1 Break Break Happy
2 Break Angry Happy
3 Angry Angry Happy
4 Angry Unhappy Happy
5 Angry Unhappy Happy
6 Unhappy Neutral Happy
7 Unhappy Neutral Neutral
8 Unhappy Neutral Neutral
9 Neutral Neutral Neutral
10 Neutral Neutral Neutral
11 Neutral Neutral Neutral
12 Happy Neutral Neutral
13 Happy Neutral Unhappy
14 Happy Neutral Unhappy
15 Happy Neutral Unhappy
16 Happy Neutral Unhappy
17 Happy Neutral Unhappy
18 Happy Neutral Unhappy
19 Happy Unhappy Break
20 Happy Unhappy Break

 

Reputation Effect on Item Cost
Reputation Percentage cost of item from base cost
20 -50%
19 -40%
18 -30%
17 -20%
16 -10%
15 -10%
14 Neutral
13 Neutral
12 Neutral
11 Neutral
10 Neutral
9 +10%
8 +20%
7 +20%
6 +30%
5 +40%
4 +50%
3 +100%
2

Stores will not sell items
1

 

Effects of Specialization
Level of Proficiency Points Spent Bonus to Hit Bonus to Damage Attacks per Round**
Proficient 1 0 0 1
Specialized* 2 +1 +2 3/2
Master 3 +3 +3 3/2
High Master 4 +3 +4 3/2
Grand Master 5 +3 +5 2

*Note that Paladins and Rangers cannot hone their skills beyond "specialized" ( All other classes can only gain proficiency )

**Note that this refers to attacks with melee weapons only, and that Fighters, Rangers and Paladins also gain an extra attack at level 7.

 

Base Lore / Level
Class Base Lore per Level*
Bard 10
Thief 3
Mage 3
Other 1

*Note that high/low Wisdom and Intelligence give a one time bonus/penalty for the character.