Each
time a player advances levels, some of their attributes will automatically
raise, these are listed in the chart below. Other ways to raise these
are through magical equipment, spells, or rigorous training. The 'd' means
die roll, a 5d10 would be 5-50. Saving Throws are on a 1-99 percent scale,
with the first number being the base stat, or what your class starts at
level 1 with. The second number is the points per level that saving
throw raises. Remember to include constitution
bonuses when calculating your attributes. Refer to the Races'
Attribute Chart to view your starting attributes based on race. Click
on the name of the attribute to view more information on them. View
your class's attributes compared to other classes.
Being protectors of the weak, Rangers themselves
are quite protected by their attributes, and will spend a great deal of
their free time practicing breathing techniques, flexing, strengthening
their mana, or otherwise excersising themselves. Rangers gain large
amounts of health, mana and movement. Their THACOs are slightly better
then average, and the protection Rangers gain against special attacks is
comparable only to Paladins, who gain blessings directly from their deities.
Health | Mana | Mana Bonus | Movement | THACO | Save vs. Paralysis | Save vs. Fire | Save vs. Poison | Save vs. Breath Weapon | Save vs. Spells |
7d10 | 10 | 1.5 x level of ranger | 1d3 | 3 | 15 (+1) | 15 (+1) | 15 (+1) | 15 (+1) | 15 (+1) |