The purpose of this document is to detail how race and class can be separated when using the D&D Rules
Cyclopedia. This document also details very simple class options that can be employed to mimic classes
found in other forms of Dungeons and Dragons.
The first section gives details for seven standard player character races that can be used in your game. The
ability score requirements for playing a member of that race are listed first. After that, it is noted in each
description that a character’s prime requisites, experience bonus criteria, and hit dice are always a functionof the character’s class. The maximum level for all characters is 36th. However, all non-humans havedifferent advancement tables showing the experience points needed for each level. Humans have the fastest
advancement tables; they are based on the four human character classes found in the Rules Cyclopedia.
Demi-human advancement tables have been derived by taking into account the experience point “addition”
each race receives in the Variant Rules section of the Cyclopedia. The allowed armor and weapons arelisted for that race next. Any special abilities and damage resistances come after. All languages known bycharacters of that race are shown next. The last section details the adjustments that apply to a character’ssaving throws. This number is not a penalty, even though it is negative. Lower the character’s saving throwby this amount, with the base saving throw coming from the character’s class saving throw chart. Demihuman minimum saving throws are not always ‘2’ either. The lowest saving throw a member of that race
can have is shown. For example, dwarves have a -4 adjustment to their Magic Wands saving throw. Thismeans that a dwarven cleric will start with an 8 (12 – 4), a dwarven fighter with a 9 (13 – 4), and a dwarven
thief with a 10 (14 – 4). The lowest saving throw that any dwarven character can have in Magic Wands is‘3’ as listed in the entry for dwarves.
Following this section is a similar section for humanoids. Humanoids have ability score adjustments andmaximums, unlike humans and demi-humans. This section is primarily for DMs who may want to create
NPCs of humanoid races that also have a character class. The Orcs of Thar gazetteer supplement was used
as inspiration.
The five basic classes from the Rules Cyclopedia are detailed next. After this, six multi-class options arelisted. Four basic classes are paired with one another to simulate a class that is actually a multi-class aspresented in other early forms of D&D. Following these two sections, a number of class options aredescribed. These entail some of the higher level options described, such as knight and druid, that should bemade available to 1st level characters. Other options represent simplified “sub-classes” that can be taken as
options at 1st level, such as bard, illusionist, and assassin. For hit dice and top out hit points, two values arelisted for each class. The first represents the standard hit dice and top out hit points found in the Rules
Cyclopedia. The second values represent the higher hit dice found in AD&D. Either can be used,
depending on the preference of the DM. A short discussion on using all of the options presented in thisdocument follows. Finally, experience point charts for the various races are given. The illusionist spell list
and a note about the mystic’s acrobatics special ability ends the document.
Although this document details quite a number of changes and additions, DMs can ignore most of thesevarious options and simply use this document to divorce race from class. If this is desired, use only thedwarf, elf, halfling, and human races along with the cleric, fighter, magic-user, and thief classes. Then you
will have sixteen race-class combinations as opposed to the seven that are described in the Rules Cyclopedia.

Ability Score Requirements:
Prime Requisites:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Damage Resistance:
Languages:
Saving Throw Adjustment
Death Ray or Poison:
Magic Wands:
Paralysis or Turn to Stone:
Dragon Breath:Rod, Staff, or Spell:

Ability Score Requirements:
Prime Requisites:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Damage Resistance:
Languages:
Saving Throw Adjustment
Death Ray or Poison:
Magic Wands:
Paralysis or Turn to Stone:
Dragon Breath:Rod, Staff, or Spell:

Constitution 9 or better.
By Class.
By Class.
By Class.
36th. Dwarven advancement tables are different from humanadvancement tables.
By Class.
By Class. Furthermore, dwarves are limited to Small and Medium
melee/thrown weapons, shortbows, and crossbows.
Infravision, 1 in 3 chance to detect traps, sliding walls, sloping corridors,
and new construction.
Half damage from spells at 1,400,000 XP.
Common, dwarf, gnome, goblin, kobold, alignment language.
Adjustment / Minimum Saving Throw-4 / 2-4 / 3-4 / 4-2 / 4-4 / 3

Intelligence 9 or better.
By Class.
By Class.
By Class.
36th. Elven advancement tables are different from human advancement
tables.
By Class.
By Class.
Infravision, 1 in 3 chance to detect secret and hidden doors, immunity toghoul paralysis.
Half damage from dragon breath at 1,600,000 XP.
Common, elf, gnoll, hobgoblin, orc, alignment language.
Adjustment / Minimum Saving Throw-0 / 2-0 / 4-0 / 4-0 / 3-0 / 3

Ability Score Requirements:
Prime Requisites:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Damage Resistance:
Languages:
Saving Throw Adjustment
Death Ray or Poison:
Magic Wands:
Paralysis or Turn to Stone:
Dragon Breath:Rod, Staff, or Spell:

Ability Score Requirements:
Prime Requisites:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Damage Resistance:
Languages:
Saving Throw Adjustment
Death Ray or Poison:
Magic Wands:
Paralysis or Turn to Stone:
Dragon Breath:Rod, Staff, or Spell:

Dexterity of 9 or better and a Constitution of 9 or better.
By Class.
By Class.
By Class.
36th. Gnomish advancement tables are different from humanadvancement tables.
By Class.
By Class. Furthermore, gnomes are limited to Small melee/thrownweapons, shortbows, and light crossbows.
Infravision, 1 in 3 chance to detect traps, sliding walls, sloping corridors,
and new construction, -2 AC vs. monsters larger than man-size, +1 to
attack roll with missile weapons, +1 to individual initiative.
Half damage from spells at 300,000 XP. Half damage from dragon breathat 2,100,000 XP.
Common, dwarf, gnome, goblin, kobold, alignment language.
Adjustment / Minimum Saving Throw-4 / 2-4 / 3-4 / 4-2 / 4-4 / 3

Dexterity of 9 or better and a Constitution of 9 or better.
By Class.
By Class.
By Class.
36th. Halfling advancement tables are different from human advancement
tables.
By Class.
By Class. Furthermore, halflings are limited to Small melee/thrownweapons, shortbows, and light crossbows.
-2 AC vs. monsters larger than man-size, +1 to attack roll with missile
weapons, +1 to individual initiative, 90% chance to hide motionless inwoodlands, 33% chance to hide motionless in dimly lit building interiors.
Half damage from spells at 300,000 XP. Half damage from dragon breathat 2,100,000 XP.
Common and alignment language.
Adjustment / Minimum Saving Throw-4 / 2-4 / 3-4 / 4-2 / 5-4 / 4

Ability Score Requirements:
Prime Requisites:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Damage Resistance:
Languages:
Saving Throw Adjustments:

Ability Score Requirements:
Prime Requisites:
Experience Bonus:
Hit Dice:
Maximum Level:

Intelligence of 6 or better.
By Class.
By Class.
By Class.
36th. Half-elven advancement tables are different from humanadvancement tables.
By Class.
By Class.
Infravision, 1 in 3 chance to detect secret and hidden doors.
None
Common, elf, gnoll, hobgoblin, orc, alignment language.
None.

Armor:
Weapons:
Special Abilities:
Damage Resistance:
Languages:
Saving Throw Adjustments:

Strength of 6 or better and an Intelligence of 17 or lower.
By Class.
By Class.
By Class.
36th. Half-orcish advancement tables are different from humanadvancement tables.
By Class.
By Class.
Infravision.
None
Common, orc, alignment language.
None.

Ability Score Requirements:
Prime Requisites:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Damage Resistance:
Languages:
Saving Throws Adjustments:

None.
By Class.
By Class.
By Class.
36th. Humans have the best advancement tables.
By Class.
By Class.
None.
None.
Common, alignment language.
None.

When rolling ability scores for humanoids, any score of 17 or 18 in Intelligence and Wisdom is re-rolled until
16 or lower is obtained. After all scores are rolled, apply the racial adjustments.

Ability Score Adj./Max:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Languages:

Str +1/18; Int -3/13; Wis -2/14; Dex +0/18; Con +1/18; Cha +0/18*
By Class. Furthermore, halve all XP earned.
Three hit dice at 1st level. By class thereafter.
36th. Bugbears use the gnome/halfling advancement tables.
By Class. Base armor class is 9.
By Class.
None.
Bugbear.

Ability Score Adj./Max:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Languages:

Str +1/18; Int -3/13; Wis -2/14; Dex +1/18; Con +0/18; Cha +0/18*
By Class.
Two hit dice at 1st level. By class thereafter.
36th. Gnolls use the gnome/halfling advancement tables.
By Class. Base armor class is 9.
By Class.
None.
Gnoll.

Ability Score Adj./Max:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Languages:

Str -3/15; Int -1/15; Wis +0/16; Dex +1/18; Con +1/18; Cha +0/18*
By Class.
By Class.
36th. Goblins use the gnome/halfling advancement tables.
By Class. Base armor class is 9.
By Class. Furthermore, goblins are limited to Small melee/thrownweapons, shortbows, and light crossbows.
Infravision. -1 to attack rolls when fighting in daylight.
Goblin.

Ability Score Adj./Max:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Languages:

Str +1/18; Int +0/16; Wis +0/16; Dex -1/17; Con +1/18; Cha +0/18*
By Class.
By Class.
36th. Hobgoblins use the gnome/halfling advancement tables.
By Class. Base armor class is 9.
By Class.
None.
Hobgoblin.

Ability Score Adj./Max:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Languages:

Str -4/14; Int -1/15; Wis +0/16; Dex +3/18; Con +0/18; Cha +0/18*
By Class.
By Class.
36th. Kobolds use the gnome/halfling advancement tables.
By Class. Base armor class is 9.
By Class. Furthermore, kobolds are limited to Small melee/thrownweapons, shortbows, and light crossbows.
Infravision.
Kobold.

Ability Score Adj./Max:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Languages:

Str +2/18; Int -4/12; Wis -1/15; Dex -1/17; Con +1/18; Cha +0/18*
By Class. Furthermore, award one-third normal XP.
Four hit dice at 1st level. By class thereafter.
36th. Ogres use the gnome/halfling advancement tables.
By Class. Base armor class is 9.
By Class.
None.
Ogre.

Ability Score Adj./Max:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Languages:

Str +1/18; Int -3/13; Wis +0/16; Dex -1/17; Con +0/18; Cha +0/18*
By Class.
By Class.
36th. Orcs use the gnome/halfling advancement tables.
By Class. Base armor class is 9.
By Class.
Infravision. -1 to attack rolls when fighting in daylight.
Orc.

Ability Score Adj./Max:
Experience Bonus:
Hit Dice:
Maximum Level:
Armor:
Weapons:
Special Abilities:
Languages:

Str +2/18; Int -4/12; Wis -2/14; Dex -2/16; Con +0/18; Cha -2/16*
By Class. Furthermore, award one-fifth normal XP.
Six hit dice at 1st level. By class thereafter.
36th. Trolls use the gnome/halfling advancement tables.
By Class. Base armor class is 9.
By Class.
Regeneration (see Troll monster entry in the Rules Cyclopedia).
Troll.

* Consider a humanoid’s Charisma to be 21 minus the actual Charisma score when dealing with humanoid
races and the listed score when dealing with humans and demi-humans. Therefore, “low” Charisma
humanoids are the leaders in humanoid society and those who would be able to interact better with humans
and demi-humans are the outcasts and freaks.

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Wisdom.
If Wis is 13 or better, +5%; if Wis is 16 or better, +10%.
If Wis is 6-8, -10%; if Wis is 3-5, -20%.
d6 with +1 per level after 9th.
d8 with +2 per level after 9th.
36th, use cleric advancement charts.
Any (lawful, chaotic, or neutral).
Any, plus shield.
No edged or pointed weapons; all other weapons permitted. Racial limitations
apply.
As cleric.
As cleric.
See the Rules Cyclopedia for rules concerning clerics.

Strength.
If Str is 13 or better, +5%; if Str is 16 or better, +10%.
If Str is 6-8, -10%; if Str is 3-5, -20%.
d8 with +2 per level after 9th.
d10 with +3 per level after 9th.
36th, use fighter advancement charts.
Any (lawful, chaotic, or neutral).
Any, shields allowed.
Any. Racial limitations apply. Fighters have Basic Mastery in all weapons.
As fighter.
As fighter.
See the Rules Cyclopedia for rules concerning fighters. Fighters (including multiclass fighters) are the only characters who can take advantage of Weapon Mastery.
No other characters, including the fighter subclasses, can use Weapon Mastery.
Subtract four from the number of slots they receive (0 at 1st level, 1 at 3rd, etc.).

Intelligence.
If Int is 13 or better, +5%; if Int is 16 or better, +10%.
If Int is 6-8, -10%; if Int is 3-5, -20%.
d4 with +1 per level after 9th.
d4 with +1 per level after 9th.
36th, use magic-user advancement charts.
Any (lawful, chaotic, or neutral).
None, no shield permitted.
Dagger only.
As magic-user.
As magic-user.
See the Rules Cyclopedia for rules concerning magic-users.

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Strength and Dexterity. Both Wisdom and Dexterity must be 13 or higher.
If Str is 13 or better, +5%; if Str is 16 or better, +10%.
If Str is 6-8, -10%; if Str is 3-5, -20%.
d6 with +2 per level after 9th.
d8 with +2 per level after 9th.
36th, use fighter advancement charts.
Any (lawful, chaotic, or neutral). Most are lawful.
None, no shield permitted.
Any. Racial limitations apply.
As fighter.
As fighter.
See the Rules Cyclopedia for rules concerning mystics. See the Variant Rules
section for progression to 36th level. However, the mystic gains their special
abilities at different levels. Consult the Mystic Special Abilities Table. Levels 1
through 6 remain unchanged. For each level above 6th, the mystic must advancethree character levels to gain the special abilities shown. This corresponds to 9th
level (instead of 7th level), 12th instead of 8th, 15th (9th), 18th (10th), 21st (11th),
24th (12th), 27th (13th), 30th (14th), 33rd (15th) and finally at 36th level the
mystic gains the abilities listed for 16th level. The numbers of mystics at higher
levels uses this new level scheme (seven each from 18th to 20th, from 21st to
23rd, and 24th to 26th for a total of 21; five each from 27th to 29th, 30th to
32nd, and 33rd to 35th for a total of 15; and three of 36th level). The mystic only
has to challenge when reaching levels evenly divisible by three (and thus entering a“band” of levels, like “18th to 20th”). The mystic does gain the fighter combat
options upon attaining 9th level (that doesn’t change). Also, do allow the mystic’s
saving throws to improve beyond 16th level.

Dexterity.
If Dex is 13 or better, +5%; if Dex is 16 or better, +10%.
If Dex is 6-8, -10%; if Dex is 3-5, -20%.
d4 with +2 per level after 9th.
d6 with +2 per level after 9th.
36th, use thief advancement charts.
Any (lawful, chaotic, or neutral).
Leather armor only, shield not permitted.
Any missile weapon, any one-handed melee weapon. Racial limitations apply.
As thief.
As thief.
See the Rules Cyclopedia for rules concerning thieves.

The following six multi-class combinations with suggested one-word names are available.

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Strength and Intelligence.
If Str and Int are 13 or better, +5%; if both are 16 or better, +10%.
If at least one prime requisite is 6-8, -10%; if at least one is 3-5, -20%.
d6 with +1 per level after 9th.
d7 with +2 per level after 9th. To roll a d7, roll a d8 and re-roll any ‘8.’
36th, use “F/M” advancement charts.
Any, plus shield. A gish can cast magical spells while wearing armor or using ashield.
Any weapon. Racial limitations apply.
As fighter.
Better of fighter or magic-user.
As fighter and magic-user.

Strength and Wisdom.
If Str and Wis are 13 or better, +5%; if both are 16 or better, +10%.
If at least one prime requisite is 6-8, -10%; if at least one is 3-5, -20%.
d7 with +2 per level after 9th.
d9 with +2 per level after 9th. To roll a d9, roll a d10 and re-roll any ’10.’
36th, use “F/C” advancement charts.
Any, plus shield.
Any weapon. Racial limitations apply.
As fighter.
Better of fighter or cleric.
As fighter and cleric.

Strength and Dexterity.
If Str and Dex are 13 or better, +5%; if both are 16 or better, +10%.
If at least one prime requisite is 6-8, -10%; if at least one is 3-5, -20%.
d6 with +2 per level after 9th.
d8 with +2 per level after 9th.
36th, use “F/T” advancement charts.
Any, plus shield. However, a maximum of leather armor and no shield if
performing thieving skills.
Any weapon. Racial limitations apply.
As fighter.
Better of fighter or thief.
As fighter and thief.

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Intelligence and Wisdom.
If Int and Wis are 13 or better, +5%; if both are 16 or better, +10%.
If at least one prime requisite is 6-8, -10%; if at least one is 3-5, -20%.
d5 with +1 per level after 9th. To roll a d5, roll a d10 and halve (round up).
d6 with +1 per level after 9th.
36th, use “C/M” advancement charts.
Any, plus shield. A theurge can cast magical spells while wearing armor or using ashield.
No edged or pointed weapons (however, daggers are permitted); all other weapons
permitted. Racial limitations apply.
As cleric.
Better of cleric or magic-user.
As cleric and magic-user.

Wisdom and Dexterity.
If Wis and Dex are 13 or better, +5%; if both are 16 or better, +10%.
If at least one prime requisite is 6-8, -10%; if at least one is 3-5, -20%.
d5 with +2 per level after 9th.
d7 with +2 per level after 9th.
36th, use “C/T” advancement charts.
Any, plus shield. However, a maximum of leather armor and no shield if
performing thieving skills.
Any missile weapon; any one-handed melee weapon; any two-handed melee
weapon that isn't edged or pointed (such as staff). Racial limitations apply.
As cleric and thief.
Better of cleric or thief.
As cleric and thief.

Intelligence and Dexterity.
If Int and Dex are 13 or better, +5%; if both are 16 or better, +10%.
If at least one prime requisite is 6-8, -10%; if at least one is 3-5, -20%.
d4 with +1 per level after 9th.
d5 with +1 per level after 9th.
36th, use “M/T” advancement charts.
Leather armor only, shields not permitted. A rogue can cast magical spells while
wearing leather armor.
Any missile weapon; any one-handed melee weapon. Racial limitations apply.
As thief.
Better of magic-user or thief.
As magic-user and thief.

All class options listed below can be taken at 1st level. If the DM permits, options can be chosen at laterlevels by characters having the class listed in parenthesis. Characters may only choose one option for thatclass, multiple options are not allowed. For example, a thief can choose to be a bard or an assassin, but not
both. Multi-class characters may choose two options, one for each class as long as they are compatible. A
fighter/thief cannot, for instance, become a paladin/assassin.

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Strength.
If Str is 13 or better, +5%; if Str is 16 or better, +10%.
If Str is 6-8, -10%; if Str is 3-5, -20%.
d8 with +2 per level after 9th.
d10 with +3 per level after 9th.
36th, use fighter advancement charts.
Chaotic and/or evil (if the nine alignments are used). Some avengers are “good.”
Any, shields allowed.
Any. Racial limitations apply.
As fighter.
As fighter.
See the Rules Cyclopedia for rules concerning avengers.

Dexterity.
If Dex is 13 or better, +5%; if Dex is 16 or better, +10%.
If Dex is 6-8, -10%; if Dex is 3-5, -20%.
d4 with +2 per level after 9th.
d6 with +2 per level after 9th.
36th, use thief advancement charts.
Any (lawful, chaotic, or neutral). All assassins are typically “evil” however.
Leather armor only, shield not permitted.
Any missile weapon, any one-handed melee weapon. Racial limitations apply.
As thief.
As thief.
As thief of two-thirds assassin level (round up). Assassins also have special abilities
derived from the Headsman (Thug) monster listed in the Rules Cyclopedia.
Assassins of 6th level or higher may disguise themselves and are 90% undetectablein their disguises. At 10th level, assassins may use all three alignment languages.
Assassins can surprise on a 1-3 roll of a d6 (not the normal 1-2) if they makepreparations beforehand as listed in the Headsman entry. If a prepared assassin
gains surprise, an opponent may be slain with a single blow, as a Thug. However,the DM may rule that an assassination attempt cannot be made or is unsuccessful
regardless of any roll. Assassins are typically neutral, but can be lawful or chaotic.
All are evil, regardless of alignment, as the secret killing of intelligent beings isalmost always at odds with the ethos of goodness.

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Intelligence and Dexterity.
If Int and Dex are 13 or better, +5%; if both are 16 or better, +10%.
If at least one prime requisite is 6-8, -10%; if at least one is 3-5, -20%.
d4 with +2 per level after 9th.
d6 with +2 per level after 9th.
36th, use thief advancement charts.
Any (lawful, chaotic, or neutral).
Leather armor only, shield not permitted.
Any missile weapon, any one-handed melee weapon. Racial limitations apply.
As thief.
As thief.
As thief of two-thirds bard level (round up), as magic-user of one-third bard level(round down). Bards can cast spells from both the magic-user and illusionist spell
lists. Bards can counter the effects of sound-based attacks by playing theirinstrument. This applies to the attacks of harpies, shriekers, banshees and the like.
Bards are immune to sound-based attacks.

Constitution.
If Con is 13 or better, +5%; if Con is 16 or better, +10%.
If Con is 6-8, -10%; if Con is 3-5, -20%.
d10 with +3 per level after 9th.
d12 with +4 per level after 9th.
36th, use fighter advancement charts.
Any (lawful, chaotic, or neutral). Berserkers are almost never lawful.
Any, shields allowed.
Any. Racial limitations apply.
As fighter.
As fighter.
Berserker is an option much like paladin and avenger. Lawful berserkers are rare.
The berserker’s special ability is rage. If the berserker decides to rage, he receives
a +2 to attack rolls and damage rolls. A berserker may rage one time per day forevery four experience levels (round up). The rage lasts for a number of combat
rounds equal to the character’s level. The berserker may decide to come out of arage at any time after initiating it but loses all remaining rounds. Berserkers may
become land-owning or traveling fighters at 9th level or above but never any of thefighter sub-class options (such as knight, avenger, or ranger).

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Wisdom.
If Wis is 13 or better, +5%; if Wis is 16 or better, +10%.
If Wis is 6-8, -10%; if Wis is 3-5, -20%.
d6 with +1 per level after 9th.
d8 with +2 per level after 9th.
36th, use cleric advancement charts.
Neutral only (or at least one neutral component if the nine alignments are used).
Leather armor, shield permitted if made of only wood and leather (but see below).
No edged or pointed weapons; all other weapons permitted as long as they are notmade of metal (but see below). Racial limitations apply.
As cleric.
As cleric.
See the Rules Cyclopedia for most rules concerning druids. There are a few
changes, however. Druids have the ability to use polymorph self (as the magic-userspell) a number of times per day equal to their level divided by three (round down).
When using this special ability, druids are limited to taking the forms of normal
animals, giant animals, prehistoric animals, humanoids, dragons, or lowlifes. All of
the druid’s equipment melds into the new form, unless it is made of “dead”
material. Contrary to what is listed in the Rules Cyclopedia, druids can use “dead”
weapons and armor, but are loath to do so because of this limitation. Refer to theRules Cyclopedia for additional details on the druid class.

Intelligence and Dexterity.
If Int and Dex are 13 or better, +5%; if both are 16 or better, +10%.
If at least one prime requisite is 6-8, -10%; if at least one is 3-5, -20%.
d4 with +1 per level after 9th.
d4 with +1 per level after 9th.
36th, use magic-user advancement charts.
Any (lawful, chaotic, or neutral).
None, no shield permitted.
Dagger only.
As magic-user.
As magic-user.
As magic-user of the same level. However, illusionists have their own spell list,
which is distinct from that of magic-users. DMs can use either the AD&D illusionist
spell list, with appropriate conversions or the Labyrinth Lord Advanced Edition
Companion illusionist spell list. Illusionists use the spell/level chart from the clericclass as a cleric one level higher than their illusionist level. For example, a 1st levelillusionist has one 1st level spell per day (as a 2nd level cleric). Note, illusionist do
not use cleric spells, they just use the cleric spell/level chart (because illusionist
spells go from 1st to 7th level).

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Strength.
If Str is 13 or better, +5%; if Str is 16 or better, +10%.
If Str is 6-8, -10%; if Str is 3-5, -20%.
d8 with +2 per level after 9th.
d10 with +3 per level after 9th.
36th, use fighter advancement charts.
Any (lawful, chaotic, or neutral).
Any, shields allowed.
Any. Racial limitations apply.
As fighter.
As fighter.
See the Rules Cyclopedia for most rules concerning knights. One additional special
ability applies. As the most elite of fighters, knights use the monster attack tables
when wielding melee weapons. Treat a knight’s level as his “hit dice” and use theattack roll table for monsters. If the knight has a Constitution bonus (a positive
modifier) then use the “plus” row. For example, a 1st level knight with Constitution
13 uses the “1+ to 2” row and needs an 18 to hit armor class zero with melee
weapons. All other rules concerning knights from the Rules Cyclopedia applies.

Strength.
If Str is 13 or better, +5%; if Str is 16 or better, +10%.
If Str is 6-8, -10%; if Str is 3-5, -20%.
d8 with +2 per level after 9th.
d10 with +3 per level after 9th.
36th, use fighter advancement charts.
Lawful and/or good (if nine alignments are used). They are almost always “good.”
Any, shields allowed.
Any. Racial limitations apply.
As fighter.
As fighter.
See the Rules Cyclopedia for rules concerning paladins.

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Strength.
If Str is 13 or better, +5%; if Str is 16 or better, +10%.
If Str is 6-8, -10%; if Str is 3-5, -20%.
d8 with +2 per level after 9th.
d10 with +3 per level after 9th.
36th, use fighter advancement charts.
Neutral only (or at least one neutral component if the nine alignments are used).
Any, shields allowed.
Any. Racial limitations apply.
As fighter.
As fighter.
Ranger is an option much like paladin and avenger. The prerequisites and special
abilities of the ranger are listed below:
1. The ranger makes a pact of mutual aid and protection with a neutral druidicalorder. A ranger must always maintain a neutral component of alignment.
2. The ranger gains the ability to detect danger (as the druid spell) as often as once
per round simply by concentrating.
3. The ranger gains spellcasting ability as a druid of one-third his fighter level(round down) if his Wisdom is 13 or better.
4. Rangers gain no ability to turn undead.
5. A ranger can travel with a number of hirelings equal to or less than his druid
spellcasting level.
6. A ranger must assist decent and honest folk (as paladins do). Although he isneutral with respect to law and chaos, he is still good-hearted.
7. The DM may determine that the ranger gains additional special abilities that
relate to overland travel and woodcraft.

Charisma.
If Cha is 13 or better, +5%; if Cha is 16 or better, +10%.
If Cha is 6-8, -10%; if Cha is 3-5, -20%.
d4 with +1 per level after 9th.
d4 with +1 per level after 9th.
36th, use magic-user advancement charts.
Any (lawful, chaotic, or neutral).
None, no shield permitted.
Dagger only.
As magic-user.
As magic-user.
As magic-user of the same level. Sorcerers use the magic-user spells per level chart
but add two additional spells at each spell level they can cast. For example, at 1stlevel a sorcerer has three 1st level spell slots and at 10th level they have five spell
slots for each spell level from 1st to 4th and four spell slots for 5th level spells.
However, a sorcerer’s spell selection is limited as their magic is innate. They don’t
have spellbooks. They know a number of spells of each spell level equal to theactual spell slots shown on the magic-user table (meaning they know one 1st level
spell at the start of play and at 10th level they will know three spells of each spelllevel from 1st to 4th and two 5th level spells).

Prime Requisites:
Experience Bonus:
Standard Hit Dice:
Higher Hit Dice:
Maximum Level:
Alignment:
Armor:
Weapons:
Attack Progression:
Saving Throws:
Special Abilities:

Charisma.
If Cha is 13 or better, +5%; if Cha is 16 or better, +10%.
If Cha is 6-8, -10%; if Cha is 3-5, -20%.
d4 with +2 per level after 9th.
d6 with +2 per level after 9th.
36th, use magic-user advancement charts.
Any (lawful, chaotic, or neutral). Many are chaotic.
Leather armor only, shield not permitted.
Any missile weapon, any one-handed melee weapon. Racial limitations apply.
As magic-user.
As magic-user.
As magic-user of the same level. The warlock uses the magic-user spells per day
table and gets a number of spell slots equal to what is shown for 1st level spells
only (they do not get any of the spell slots shown for 2nd through 9th level spells).
These spell slots can be used to cast any of the spells the warlock knows, regardlessof spell level. A warlock may rest uninterrupted for six full turns and regain all lost
spell slots. All spell slots are also completely regained after a night’s rest, like amagic-user. Warlocks may chooose their spells from spell lists available in the
campaign (usually cleric, illusionist, and magic-user). Warlocks know three spells at
1st level and gain one additional spell per level up to 13th level. At 14th level andhigher, they do not gain an additional spell per experience level. Upon gaining
each new experience level they may choose a spell of a level they can cast. The
maximum spell level a warlock may choose is equal to the maximum spell level thata magic-user of that level can cast (but no higher than 5th level). At levels where amagic-user would gain 6th, 7th, 8th, and 9th level spell slots, the warlock chooses
one spell of the appropriate level. Once chosen, this spell may not be changed.
They may cast this spell once per day (i.e., only a night’s rest allows this spell to be
cast again, the one hour rest won’t replenish the lost spell).

During character generation, the player has a lot more options now when using the Rules Cyclopedia.
Players must choose a race for their character as well as a class or multi-class. Furthermore, there arevarious class options, normally available at 9th level, that should be considered at start.
Implement these options in the following manner:
1. Choose a race for your character.
2. Decide whether you want a character with a single class or two classes.
3. Choose your class or multi-class.
4. Once you have chosen your class or classes, decide if you want to choose one (or two) option(s) for yourcharacter’s class(es).

Under these basic rules, there are no racial limitations on class selection. Your DM may have restrictions
depending on the nature of the campaign world. Some typical restrictions are listed below.
Dwarf
Elf
Gnome
Halfling
Half-Elf
Half-Orc
HumansLimited to cleric, fighter, and thief.
Limited to cleric, fighter, magic-user, and thief.
Limited to cleric, fighter, illusionist (magic-user option), and thief.
Limited to cleric, fighter, and thief.
Limited to cleric, fighter, magic-user, and thief.
Limited to cleric, fighter, and thief.
All classes (cleric, fighter, magic-user, mystic, and thief).

Non-humans may choose any multi-class based on two classes that are permitted. A typical restriction forhumans is that they may not pursue a multi-class. It is worth repeating that these are merely typical
restrictions based on previous versions of D&D. This document does not necessarily advocate using theserestrictions.

Any two of the cleric, fighter, magic-user, and thief classes may be combined as a multi-class. It is suggested
that due to the nature of the mystic class, no character should pursue a multi-class option using mystic.
However, if the DM desires to use multi-class mystics, then the mystic can take the place of the fighter classin any multi-class combination. Use the appropriate advancement charts (such as “F/M” for mystic/magicusers and “F/C” for mystic/clerics). If a multi-class character takes two classes that have the sameadvancement chart (like fighter/mystic or warlock/illusionist), double the experience points at each level andapply the demi-human XP Add after if the character is a dwarf, elf, gnome, half-elf, or half-orc.

All class options are listed below:
ClericLand-Owning Cleric, Traveling Cleric, and Druid. These three are mutually exclusive. Thismeans that a cleric can choose only one of these options.

Fighter

Land-Owning Fighter, and Traveling Fighter (Paladin, Knight, Avenger, Berserker, orRanger). Land-Owning and Traveling are mutually exclusive. Paladin, Knight, Avenger,
Berserker, and Ranger are mutually exclusive. This means that a fighter can choose to be apaladin, knight, avenger, berserker, ranger or (eventually) a land-owning fighter, but canchoose only one of these options.

Magic-user

Independent Wizard, Magist, and Magus. These three are mutually exclusive. Any of thesecan be coupled with illusionist, however.

Thief

Land-Owning Thief and Traveling Thief. These two are mutually exclusive. A thief also has
the options of being an assassin, bard, or remaining a classic thief. These options are alsomutually exclusive. An option from the first set can be combined with an option from thesecond set, such as “land-owning assassin” and “traveling bard.”

MysticMystics have no class options.

A character with a multi-class can choose one class option for each of his classes unless the DM deems thetwo options incompatible. Some examples of possible incompatibility include: choosing a land-owning
option from one class and a traveling option from the other; choosing two options with seemingly
incompatible alignments (such as paladin/assassin and druid/avenger); and choosing two options that don’t“feel right” together (like berserker/magic-user or druid/knight). DMs, as always, reserve the right to allow
or forbid any combination of options.
ExamplesA simple list of character type examples might prove helpful. Note that these represent just a few of themany options available.
1. Dwarven berserker (a dwarf fighter with the berserker option)
2. Elven druid/magic-user (an elven cleric/magic-user with the druid option)
3. Gnomish illusionist/assassin (a gnomish character that has taken two options)4. Halfling ranger/thief (a halfling fighter/thief with the ranger option)
5. Half-elven paladin/cleric (a half-elven fighter/cleric with the paladin option)
6. Half-orc fighter (just a straight up half-orc fighter. He can be a land-owner at higher levels)
7. Human illusionist (a human character with the illusionist option)
8. Half-orc avenger/assassin (a nasty character)
9. Human mystic/magic-user (unarmored, unarmed, and exceptionally deadly)
There are many, many combinations and character types that can be created with this system. The DM
exercises final authority on what’s allowed in the campaign, as ever.

LevelClericFighter

M-U

Thief

F/M

F/C

F/T

C/M

C/T

M/T

1

0

0

0

0

0

0

0

0

0

0

2

1,500

2,000

2,500

1,200

4,500

3,500

3,200

4,000

2,700

3,700

3

3,000

4,000

5,000

2,400

9,000

7,000

6,400

8,000

5,400

7,400

4

6,000

8,000

10,0004,800

18,00014,00012,80016,00010,80014,8005

12,00016,00020,0009,600

36,00028,00025,60032,00021,60029,6006

25,00032,00040,00020,00072,00057,00052,00065,00045,00060,000750,00064,00080,00040,000144,000

114,000

104,000

130,000

90,000120,000

8

100,000

120,000

150,000

80,000270,000

220,000

200,000

250,000

180,000

230,000

9200,000

240,000

300,000

160,000

540,000

440,000

400,000

500,000

360,000

460,000

10

300,000

360,000

450,000

280,000

810,000

660,000

640,000

750,000

580,000

730,000

11

400,000

480,000

600,000

400,000

1,080,000

880,000

880,000

1,000,000

800,000

1,000,000

12

500,000

600,000

750,000

520,000

1,350,000

1,100,000

1,120,000

1,250,000

1,020,000

1,270,000

13

600,000

720,000

900,000

640,000

1,620,000

1,320,000

1,360,000

1,500,000

1,240,000

1,540,000

14

700,000

840,000

1,050,000

760,000

1,890,000

1,540,000

1,600,000

1,750,000

1,460,000

1,810,000

15

800,000

960,000

1,200,000

880,000

2,160,000

1,760,000

1,840,000

2,000,000

1,680,000

2,080,000

16

900,000

1,080,000

1,350,000

1,000,000

2,430,000

1,980,000

2,080,000

2,250,000

1,900,000

2,350,000

17

1,000,000

1,200,000

1,500,000

1,120,000

2,700,000

2,200,000

2,320,000

2,500,000

2,120,000

2,620,000

18

1,100,000

1,320,000

1,650,000

1,240,000

2,970,000

2,420,000

2,560,000

2,750,000

2,340,000

2,890,000

19

1,200,000

1,440,000

1,800,000

1,360,000

3,240,000

2,640,000

2,800,000

3,000,000

2,560,000

3,160,000

20

1,300,000

1,560,000

1,950,000

1,480,000

3,510,000

2,860,000

3,040,000

3,250,000

2,780,000

3,430,000

21

1,400,000

1,680,000

2,100,000

1,600,000

3,780,000

3,080,000

3,280,000

3,500,000

3,000,000

3,700,000

22

1,500,000

1,800,000

2,250,000

1,720,000

4,050,000

3,300,000

3,520,000

3,750,000

3,220,000

3,970,000

23

1,600,000

1,920,000

2,400,000

1,840,000

4,320,000

3,520,000

3,760,000

4,000,000

3,440,000

4,240,000

24

1,700,000

2,040,000

2,550,000

1,960,000

4,590,000

3,740,000

4,000,000

4,250,000

3,660,000

4,510,000

25

1,800,000

2,160,000

2,700,000

2,080,000

4,860,000

3,960,000

4,240,000

4,500,000

3,880,000

4,780,000

26

1,900,000

2,280,000

2,850,000

2,200,000

5,130,000

4,180,000

4,480,000

4,750,000

4,100,000

5,050,000

27

2,000,000

2,400,000

3,000,000

2,320,000

5,400,000

4,400,000

4,720,000

5,000,000

4,320,000

5,320,000

28

2,100,000

2,520,000

3,150,000

2,440,000

5,670,000

4,620,000

4,960,000

5,250,000

4,540,000

5,590,000

29

2,200,000

2,640,000

3,300,000

2,560,000

5,940,000

4,840,000

5,200,000

5,500,000

4,760,000

5,860,000

30

2,300,000

2,760,000

3,450,000

2,680,000

6,210,000

5,060,000

5,440,000

5,750,000

4,980,000

6,130,000

31

2,400,000

2,880,000

3,600,000

2,800,000

6,480,000

5,280,000

5,680,000

6,000,000

5,200,000

6,400,000

32

2,500,000

3,000,000

3,750,000

2,920,000

6,750,000

5,500,000

5,920,000

6,250,000

5,420,000

6,670,000

33

2,600,000

3,120,000

3,900,000

3,040,000

7,020,000

5,720,000

6,160,000

6,500,000

5,640,000

6,940,000

34

2,700,000

3,240,000

4,050,000

3,160,000

7,290,000

5,940,000

6,400,000

6,750,000

5,860,000

7,210,000

35

2,800,000

3,360,000

4,200,000

3,280,000

7,560,000

6,160,000

6,640,000

7,000,000

6,080,000

7,480,000

36

2,900,000

3,480,000

4,350,000

3,400,000

7,830,000

6,380,000

6,880,000

7,250,000

6,300,000

7,750,000

LevelClericFighter

M-U

Thief

F/M

F/C

F/T

C/M

C/T

M/T

1

0

0

0

0

0

0

0

0

0

0

2

1,700

2,200

2,700

1,400

4,700

3,700

3,400

4,200

2,900

3,900

3

3,400

4,400

5,400

2,800

9,400

7,400

6,800

8,400

5,800

7,800

4

6,800

8,800

10,8005,600

18,80014,80013,60016,80011,60015,6005

13,00017,00021,00010,60037,00029,00026,60033,00022,60030,6006

28,00035,00043,00023,00075,00060,00055,00068,00048,00063,000756,00070,00086,00046,000150,000

120,000

110,000

136,000

96,000126,000

8

120,000

140,000

170,000

100,000

290,000

240,000

220,000

270,000

200,000

250,000

9

230,000

270,000

330,000

190,000

570,000

470,000

430,000

530,000

390,000

490,000

10

340,000

400,000

490,000

320,000

850,000

700,000

680,000

790,000

620,000

770,000

11

450,000

530,000

650,000

450,000

1,130,000

930,000

930,000

1,050,000

850,000

1,050,000

12

560,000

660,000

810,000

580,000

1,410,000

1,160,000

1,180,000

1,310,000

1,080,000

1,330,000

13680,000

800,000

980,000

720,000

1,700,000

1,400,000

1,440,000

1,580,000

1,320,000

1,620,000

14

860,000

1,000,000

1,210,000

920,000

2,050,000

1,700,000

1,760,000

1,910,000

1,620,000

1,970,000

15

1,040,000

1,200,000

1,440,000

1,120,000

2,400,000

2,000,000

2,080,000

2,240,000

1,920,000

2,320,000

16

1,220,000

1,400,000

1,670,000

1,320,000

2,750,000

2,300,000

2,400,000

2,570,000

2,220,000

2,670,000

17

1,400,000

1,600,000

1,900,000

1,520,000

3,100,000

2,600,000

2,720,000

2,900,000

2,520,000

3,020,000

18

1,580,000

1,800,000

2,130,000

1,720,000

3,450,000

2,900,000

3,040,000

3,230,000

2,820,000

3,370,000

19

1,760,000

2,000,000

2,360,000

1,920,000

3,800,000

3,200,000

3,360,000

3,560,000

3,120,000

3,720,000

20

1,940,000

2,200,000

2,590,000

2,120,000

4,150,000

3,500,000

3,680,000

3,890,000

3,420,000

4,070,000

21

2,120,000

2,400,000

2,820,000

2,320,000

4,500,000

3,800,000

4,000,000

4,220,000

3,720,000

4,420,000

22

2,300,000

2,600,000

3,050,000

2,520,000

4,850,000

4,100,000

4,320,000

4,550,000

4,020,000

4,770,000

23

2,480,000

2,800,000

3,280,000

2,720,000

5,200,000

4,400,000

4,640,000

4,880,000

4,320,000

5,120,000

24

2,660,000

3,000,000

3,510,000

2,920,000

5,550,000

4,700,000

4,960,000

5,210,000

4,620,000

5,470,000

25

2,840,000

3,200,000

3,740,000

3,120,000

5,900,000

5,000,000

5,280,000

5,540,000

4,920,000

5,820,000

26

3,020,000

3,400,000

3,970,000

3,320,000

6,250,000

5,300,000

5,600,000

5,870,000

5,220,000

6,170,000

27

3,200,000

3,600,000

4,200,000

3,520,000

6,600,000

5,600,000

5,920,000

6,200,000

5,520,000

6,520,000

28

3,380,000

3,800,000

4,430,000

3,720,000

6,950,000

5,900,000

6,240,000

6,530,000

5,820,000

6,870,000

29

3,560,000

4,000,000

4,660,000

3,920,000

7,300,000

6,200,000

6,560,000

6,860,000

6,120,000

7,220,000

30

3,740,000

4,200,000

4,890,000

4,120,000

7,650,000

6,500,000

6,880,000

7,190,000

6,420,000

7,570,000

31

3,920,000

4,400,000

5,120,000

4,320,000

8,000,000

6,800,000

7,200,000

7,520,000

6,720,000

7,920,000

32

4,100,000

4,600,000

5,350,000

4,520,000

8,350,000

7,100,000

7,520,000

7,850,000

7,020,000

8,270,000

33

4,280,000

4,800,000

5,580,000

4,720,000

8,700,000

7,400,000

7,840,000

8,180,000

7,320,000

8,620,000

34

4,460,000

5,000,000

5,810,000

4,920,000

9,050,000

7,700,000

8,160,000

8,510,000

7,620,000

8,970,000

35

4,640,000

5,200,000

6,040,000

5,120,000

9,400,000

8,000,000

8,480,000

8,840,000

7,920,000

9,320,000

36

4,820,000

5,400,000

6,270,000

5,320,000

9,750,000

8,300,000

8,800,000

9,170,000

8,220,000

9,670,000

LevelClericFighter

M-U

Thief

F/M†

F/C

F/T

C/M

C/T

M/T

1

0

0

0

0

0

0

0

0

0

0

2

2,000

2,500

3,000

1,700

4,000

4,000

3,700

4,500

3,200

4,200

3

4,000

5,000

6,000

3,400

8,000

8,000

7,400

9,000

6,400

8,400

4

8,000

10,00012,0006,800

16,00016,00014,80018,00012,80016,8005

16,00020,00024,00013,60032,00032,00029,60036,00025,60033,600

6

33,00040,00048,00028,00064,00065,00060,00073,00053,00068,000770,00084,000100,000

60,000120,000

134,000

124,000

150,000

110,000

140,000

8

150,000

170,000

200,000

130,000

250,000

270,000

250,000

300,000

230,000

280,000

9

250,000

290,000

350,000

210,000

450,000

490,000

450,000

550,000

410,000

510,000

10

350,000

410,000

500,000

330,000

650,000

710,000

690,000

800,000

630,000

780,000

11

450,000

530,000

650,000

450,000

850,000

930,000

930,000

1,050,000

850,000

1,050,000

12

600,000

700,000

850,000

620,000

1,100,000

1,200,000

1,220,000

1,350,000

1,120,000

1,370,000

13

750,000

870,000

1,050,000

790,000

1,350,000

1,470,000

1,510,000

1,650,000

1,390,000

1,690,000

14

900,000

1,040,000

1,250,000

960,000

1,600,000

1,740,000

1,800,000

1,950,000

1,660,000

2,010,000

15

1,050,000

1,210,000

1,450,000

1,130,000

1,850,000

2,010,000

2,090,000

2,250,000

1,930,000

2,330,000

16

1,200,000

1,380,000

1,650,000

1,300,000

2,100,000

2,280,000

2,380,000

2,550,000

2,200,000

2,650,000

17

1,350,000

1,550,000

1,850,000

1,470,000

2,350,000

2,550,000

2,670,000

2,850,000

2,470,000

2,970,000

18

1,500,000

1,720,000

2,050,000

1,640,000

2,600,000

2,820,000

2,960,000

3,150,000

2,740,000

3,290,000

19

1,650,000

1,890,000

2,250,000

1,810,000

2,850,000

3,090,000

3,250,000

3,450,000

3,010,000

3,610,000

20

1,800,000

2,060,000

2,450,000

1,980,000

3,100,000

3,360,000

3,540,000

3,750,000

3,280,000

3,930,000

21

1,900,000

2,180,000

2,600,000

2,100,000

3,300,000

3,580,000

3,780,000

4,000,000

3,500,000

4,200,000

22

2,000,000

2,300,000

2,750,000

2,220,000

3,500,000

3,800,000

4,020,000

4,250,000

3,720,000

4,470,000

23

2,100,000

2,420,000

2,900,000

2,340,000

3,700,000

4,020,000

4,260,000

4,500,000

3,940,000

4,740,000

24

2,200,000

2,540,000

3,050,000

2,460,000

3,900,000

4,240,000

4,500,000

4,750,000

4,160,000

5,010,000

25

2,300,000

2,660,000

3,200,000

2,580,000

4,100,000

4,460,000

4,740,000

5,000,000

4,380,000

5,280,000

26

2,400,000

2,780,000

3,350,000

2,700,000

4,300,000

4,680,000

4,980,000

5,250,000

4,600,000

5,550,000

27

2,500,000

2,900,000

3,500,000

2,820,000

4,500,000

4,900,000

5,220,000

5,500,000

4,820,000

5,820,000

28

2,600,000

3,020,000

3,650,000

2,940,000

4,700,000

5,120,000

5,460,000

5,750,000

5,040,000

6,090,000

29

2,700,000

3,140,000

3,800,000

3,060,000

4,900,000

5,340,000

5,700,000

6,000,000

5,260,000

6,360,000

30

2,800,000

3,260,000

3,950,000

3,180,000

5,100,000

5,560,000

5,940,000

6,250,000

5,480,000

6,630,000

31

2,900,000

3,380,000

4,100,000

3,300,000

5,300,000

5,780,000

6,180,000

6,500,000

5,700,000

6,900,000

32

3,000,000

3,500,000

4,250,000

3,420,000

5,500,000

6,000,000

6,420,000

6,750,000

5,920,000

7,170,000

33

3,100,000

3,620,000

4,400,000

3,540,000

5,700,000

6,220,000

6,660,000

7,000,000

6,140,000

7,440,000

34

3,200,000

3,740,000

4,550,000

3,660,000

5,900,000

6,440,000

6,900,000

7,250,000

6,360,000

7,710,000

35

3,300,000

3,860,000

4,700,000

3,780,000

6,100,000

6,660,000

7,140,000

7,500,000

6,580,000

7,980,000

36

3,400,000

3,980,000

4,850,000

3,900,000

6,300,000

6,880,000

7,380,000

7,750,000

6,800,000

8,250,000†Note that Elven Fighter/Magic-users use the “legacy” advancement chart, which is more favorable.

LevelClericFighter

M-U

Thief

F/M

F/C

F/T

C/M

C/T

M/T

1

0

0

0

0

0

0

0

0

0

0

2

1,500

2,000

2,500

1,200

4,500

3,500

3,200

4,000

2,700

3,700

3

3,000

4,000

5,000

2,400

9,000

7,000

6,400

8,000

5,400

7,400

4

6,000

8,000

10,0004,800

18,00014,00012,80016,00010,80014,8005

12,00016,00020,0009,600

36,00028,00025,60032,00021,60029,6006

25,00032,00040,00020,00072,00057,00052,00065,00045,00060,000750,00064,00080,00040,000144,000

114,000

104,000

130,000

90,000120,000

8

100,000

120,000

150,000

80,000270,000

220,000

200,000

250,000

180,000

230,000

9

260,000

300,000

360,000

220,000

600,000

500,000

460,000

560,000

420,000

520,000

10

540,000

600,000

690,000

520,000

1,050,000

900,000

880,000

990,000

820,000

970,000

11

820,000

900,000

1,020,000

820,000

1,500,000

1,300,000

1,300,000

1,420,000

1,220,000

1,420,000

12

1,100,000

1,200,000

1,350,000

1,120,000

1,950,000

1,700,000

1,720,000

1,850,000

1,620,000

1,870,000

13

1,380,000

1,500,000

1,680,000

1,420,000

2,400,000

2,100,000

2,140,000

2,280,000

2,020,000

2,320,000

14

1,660,000

1,800,000

2,010,000

1,720,000

2,850,000

2,500,000

2,560,000

2,710,000

2,420,000

2,770,000

15

1,940,000

2,100,000

2,340,000

2,020,000

3,300,000

2,900,000

2,980,000

3,140,000

2,820,000

3,220,000

16

2,220,000

2,400,000

2,670,000

2,320,000

3,750,000

3,300,000

3,400,000

3,570,000

3,220,000

3,670,000

172,500,000

2,700,000

3,000,000

2,620,000

4,200,000

3,700,000

3,820,000

4,000,000

3,620,000

4,120,000

18

2,780,000

3,000,000

3,330,000

2,920,000

4,650,000

4,100,000

4,240,000

4,430,000

4,020,000

4,570,000

19

2,960,000

3,200,000

3,560,000

3,120,000

5,000,000

4,400,000

4,560,000

4,760,000

4,320,000

4,920,000

20

3,140,000

3,400,000

3,790,000

3,320,000

5,350,000

4,700,000

4,880,000

5,090,000

4,620,000

5,270,000

21

3,320,000

3,600,000

4,020,000

3,520,000

5,700,000

5,000,000

5,200,000

5,420,000

4,920,000

5,620,000

22

3,500,000

3,800,000

4,250,000

3,720,000

6,050,000

5,300,000

5,520,000

5,750,000

5,220,000

5,970,000

23

3,680,000

4,000,000

4,480,000

3,920,000

6,400,000

5,600,000

5,840,000

6,080,000

5,520,000

6,320,000

24

3,860,000

4,200,000

4,710,000

4,120,000

6,750,000

5,900,000

6,160,000

6,410,000

5,820,000

6,670,000

25

4,040,000

4,400,000

4,940,000

4,320,000

7,100,000

6,200,000

6,480,000

6,740,000

6,120,000

7,020,000

26

4,220,000

4,600,000

5,170,000

4,520,000

7,450,000

6,500,000

6,800,000

7,070,000

6,420,000

7,370,000

27

4,400,000

4,800,000

5,400,000

4,720,000

7,800,000

6,800,000

7,120,000

7,400,000

6,720,000

7,720,000

28

4,580,000

5,000,000

5,630,000

4,920,000

8,150,000

7,100,000

7,440,000

7,730,000

7,020,000

8,070,000

29

4,760,000

5,200,000

5,860,000

5,120,000

8,500,000

7,400,000

7,760,000

8,060,000

7,320,000

8,420,000

30

4,940,000

5,400,000

6,090,000

5,320,000

8,850,000

7,700,000

8,080,000

8,390,000

7,620,000

8,770,000

31

5,120,000

5,600,000

6,320,000

5,520,000

9,200,000

8,000,000

8,400,000

8,720,000

7,920,000

9,120,000

32

5,300,000

5,800,000

6,550,000

5,720,000

9,550,000

8,300,000

8,720,000

9,050,000

8,220,000

9,470,000

33

5,480,000

6,000,000

6,780,000

5,920,000

9,900,000

8,600,000

9,040,000

9,380,000

8,520,000

9,820,000

34

5,660,000

6,200,000

7,010,000

6,120,000

10,250,000

8,900,000

9,360,000

9,710,000

8,820,000

10,170,000

35

5,840,000

6,400,000

7,240,000

6,320,000

10,600,000

9,200,000

9,680,000

10,040,000

9,120,000

10,520,000

36

6,020,000

6,600,000

7,470,000

6,520,000

10,950,000

9,500,000

10,000,000

10,370,000

9,420,000

10,870,000

LevelClericFighter

M-U

Thief

F/M†

F/C

F/T

C/M

C/T

M/T

1

0

0

0

0

0

0

0

0

0

0

2

1,750

2,250

2,750

1,450

4,250

3,750

3,450

4,250

2,950

3,950

3

3,500

4,500

5,500

2,900

8,500

7,500

6,900

8,500

5,900

7,900

4

7,000

9,000

11,0005,800

17,00015,00013,80017,00011,80015,8005

14,00018,00022,00011,60034,00030,00027,60034,00023,60031,6006

29,00036,00044,00024,00068,00061,00056,00069,00049,00064,000760,00074,00090,00050,000132,000

124,000

114,000

140,000

100,000

130,000

8

125,000

145,000

175,000

105,000

260,000

245,000

225,000

275,000

205,000

255,000

9

225,000

265,000

325,000

185,000

495,000

465,000

425,000

525,000

385,000

485,000

10

325,000

385,000

475,000

305,000

730,000

685,000

665,000

775,000

605,000

755,000

11

425,000

505,000

625,000

425,000

965,000

905,000

905,000

1,025,000

825,000

1,025,000

12

550,000

650,000

800,000

570,000

1,225,000

1,150,000

1,170,000

1,300,000

1,070,000

1,320,000

13

675,000

795,000

975,000

715,000

1,485,000

1,395,000

1,435,000

1,575,000

1,315,000

1,615,000

14

800,000

940,000

1,150,000

860,000

1,745,000

1,640,000

1,700,000

1,850,000

1,560,000

1,910,000

15925,000

1,085,000

1,325,000

1,005,000

2,005,000

1,885,000

1,965,000

2,125,000

1,805,000

2,205,000

16

1,050,000

1,230,000

1,500,000

1,150,000

2,265,000

2,130,000

2,230,000

2,400,000

2,050,000

2,500,000

17

1,175,000

1,375,000

1,675,000

1,295,000

2,525,000

2,375,000

2,495,000

2,675,000

2,295,000

2,795,000

18

1,300,000

1,520,000

1,850,000

1,440,000

2,785,000

2,620,000

2,760,000

2,950,000

2,540,000

3,090,000

19

1,425,000

1,665,000

2,025,000

1,585,000

3,045,000

2,865,000

3,025,000

3,225,000

2,785,000

3,385,000

20

1,550,000

1,810,000

2,200,000

1,730,000

3,305,000

3,110,000

3,290,000

3,500,000

3,030,000

3,680,000

21

1,650,000

1,930,000

2,350,000

1,850,000

3,540,000

3,330,000

3,530,000

3,750,000

3,250,000

3,950,000

22

1,750,000

2,050,000

2,500,000

1,970,000

3,775,000

3,550,000

3,770,000

4,000,000

3,470,000

4,220,000

23

1,850,000

2,170,000

2,650,000

2,090,000

4,010,000

3,770,000

4,010,000

4,250,000

3,690,000

4,490,000

24

1,950,000

2,290,000

2,800,000

2,210,000

4,245,000

3,990,000

4,250,000

4,500,000

3,910,000

4,760,000

25

2,050,000

2,410,000

2,950,000

2,330,000

4,480,000

4,210,000

4,490,000

4,750,000

4,130,000

5,030,000

26

2,150,000

2,530,000

3,100,000

2,450,000

4,715,000

4,430,000

4,730,000

5,000,000

4,350,000

5,300,000

27

2,250,000

2,650,000

3,250,000

2,570,000

4,950,000

4,650,000

4,970,000

5,250,000

4,570,000

5,570,000

28

2,350,000

2,770,000

3,400,000

2,690,000

5,185,000

4,870,000

5,210,000

5,500,000

4,790,000

5,840,000

29

2,450,000

2,890,000

3,550,000

2,810,000

5,420,000

5,090,000

5,450,000

5,750,000

5,010,000

6,110,000

30

2,550,000

3,010,000

3,700,000

2,930,000

5,655,000

5,310,000

5,690,000

6,000,000

5,230,000

6,380,000

31

2,650,000

3,130,000

3,850,000

3,050,000

5,890,000

5,530,000

5,930,000

6,250,000

5,450,000

6,650,000

32

2,750,000

3,250,000

4,000,000

3,170,000

6,125,000

5,750,000

6,170,000

6,500,000

5,670,000

6,920,000

33

2,850,000

3,370,000

4,150,000

3,290,000

6,360,000

5,970,000

6,410,000

6,750,000

5,890,000

7,190,000

34

2,950,000

3,490,000

4,300,000

3,410,000

6,595,000

6,190,000

6,650,000

7,000,000

6,110,000

7,460,000

35

3,050,000

3,610,000

4,450,000

3,530,000

6,830,000

6,410,000

6,890,000

7,250,000

6,330,000

7,730,000

36

3,150,000

3,730,000

4,600,000

3,650,000

7,065,000

6,630,000

7,130,000

7,500,000

6,550,000

8,000,000†Note that Half-Elven Fighter/Magic-users advance at a better rate, the mean between elves and humans.

This chart shows you how much to add to the human advancement charts at each level based on thecharacter’s race. To get the multiclass advancement tables, add the experience points required by humans
for both classes and then add the amounts shown below.
Level

Dwarf

Elf†

Gnome

Halfling

Half-elf†

Half-orc

1

+0

+0

+0

+0

+0

+0

2

+200

+500

+0

+0

+250

+200

3

+400

+1,000

+0

+0

+500

+400

4

+800

+2,000+0+0+1,000+800

5+1,000+4,000+0+0+2,000+1,0006+3,000+8,000+0+0+4,000+3,0007+6,000+20,000+0+0+10,000+6,0008+20,000+50,000+0+0+25,000+20,000

9+30,000+50,000+60,000+60,000+25,000+30,000

10+40,000+50,000+240,000+240,000+25,000+40,000

11+50,000+50,000+420,000+420,000+25,000+50,000

12+60,000+100,000+600,000+600,000+50,000+60,000

13+80,000+150,000+780,000+780,000+75,000+80,000

14+160,000+200,000+960,000+960,000+100,000+160,00015+240,000+250,000+1,140,000+1,140,000+125,000+240,000

16+320,000+300,000+1,320,000+1,320,000+150,000+320,000

17+400,000+350,000+1,500,000+1,500,000+175,000+400,000

18+480,000+400,000+1,680,000+1,680,000+200,000+480,000

19+560,000+450,000+1,760,000+1,760,000+225,000+560,00020+640,000+500,000+1,840,000+1,840,000+250,000+640,000

21+720,000+500,000+1,920,000+1,920,000+250,000+720,000

22+800,000+500,000+2,000,000+2,000,000+250,000+800,000

23+880,000+500,000+2,080,000+2,080,000+250,000+880,000

24+960,000+500,000+2,160,000+2,160,000+250,000+960,00025+1,040,000+500,000+2,240,000+2,240,000+250,000+1,040,000

26+1,120,000+500,000+2,320,000+2,320,000+250,000+1,120,000

27+1,200,000+500,000+2,400,000+2,400,000+250,000+1,200,00028+1,280,000+500,000+2,480,000+2,480,000+250,000+1,280,000

29+1,360,000+500,000+2,560,000+2,560,000+250,000+1,360,00030+1,440,000+500,000+2,640,000+2,640,000+250,000+1,440,000

31+1,520,000+500,000+2,720,000+2,720,000+250,000+1,520,000

32+1,600,000+500,000+2,800,000+2,800,000+250,000+1,600,000

33+1,680,000+500,000+2,880,000+2,880,000+250,000+1,680,000

34+1,760,000+500,000+2,960,000+2,960,000+250,000+1,760,000

35+1,840,000+500,000+3,040,000+3,040,000+250,000+1,840,000

36+1,920,000+500,000+3,120,000+3,120,000+250,000+1,920,000†Elven and half-elven Fighter/Magic-users are a special case.

The illusionist spell list below is taken from the Labyrinth Lord Advanced Edition Companion. Because
illusionists in this Rules Cyclopedia Addendum are modeled on the magic-user class, but use the clericspells/day chart as their illusionist level, plus one. Consult the Labyrinth Lord AEC for spell descriptions.
LEVEL 1
1. Auditory Illusion
2. Color Spray
3. Dancing Lights
4. Darkness Globe
5. Detect Illusion
6. Detect Invisibility
7. Doppelganger
8. Hypnotism
9. Light
10. Phantasmal Force
11. Refraction
12. Wall of Vapor
LEVEL 2
1. Blindness
2. Blur
3. Deafness
4. Detect Magic
5. Fog Cloud
6. Hypnotic Pattern
7. Invisibility
8. Magic Mouth
9. Mirror Image
10. Misdirection
11. Phantasmal Force, Greater
12. Ventriloquism
LEVEL 3
1. Continual Light (reversible)
2. Dispel Phantasm
3. Fear
4. Hallucinatory Terrain
5. Illusionary Script
6. Invisibility 10' Radius
7. Nondetection
8. Paralyze
9. Rope Trick
10. Spectral Force
11. Suggestion

LEVEL 4
1. Confusion
2. Illusory Stamina
3. Implant Emotion
4. Invisibility, Greater
5. Massmorph
6. Minor Creation
7. Phantasmal Killer
8. Phantasmal Monsters
LEVEL 5
1. Confusion, Greater
2. Major Creation
3. Maze
4. Phantasmal Door
5. Phantasmal Monsters, Greater
6. Project Image
7. Shadow Evocation
8. Summon Shadow
LEVEL 6
1. Conjure Animals
2. Phantasmal Monsters, Advanced
3. Shadow Evocation, Greater
4. Spectral Force, Permanent
5. Spectral Force, Programmed
6. Suggestion, Mass
7. True Seeing
8. Veil

LEVEL 7
1. Astral Spell
2. Limited Wish
3. Prismatic Spray
4. Prismatic Wall
5. Vision

The mystic’s acrobatics special ability can be added on to another class by raising the experience point totalof that class’ advancement table. Use the following additions. This would be especially appropriate forthieves if you want to simulate the thief-acrobat class.
Level

XP Add-On

Level

XP Add-On

Level

XP Add-On

Level

XP Add-On

1

+0

10

+90,000

19+360,000

28+630,000

2

+500

11

+120,000

20+390,000

29+660,000

3+1,00012+150,00021+420,00030+690,000

4+2,00013+180,00022+450,000

31+720,000

5+4,00014+210,000

23+480,00032+750,000

6+8,00015+240,00024+510,000

33+780,000

7+16,000

16+270,00025+540,000

34+810,0008+30,000

17+300,000

26+570,000

35+840,000

9+60,000

18+330,000

27+600,00036+870,000

Thus, the experience points required for a 36th level human thief-acrobat would be 3,400,000 XP plus
870,000 XP for a total of 4,270,000 XP. The experience point total for a 36th level halfling or gnome
fighter/magic-user with acrobatics is 11,820,000 XP and is the most required for 36th level in the entiregame.

It is obvious that a wealth of information and additional gaming materials can be gleaned from other editionsof D&D, vis. AD&D. What should be used from other editions, and how should it be used?

There are thousands of spells detailed for other editions of D&D. All difficulties in converting spells from
AD&D or D&D Third Edition cannot be anticipated. When deciding to use a spell, the DM should read thespell description carefully and compare that spell to others in the Rules Cyclopedia of the same level and forthe same class. Range, Duration, and Effect are the only spell statistics, all others should be ignored. Thesestatistics should remain the same, if possible. If this is not possible, find spells that are close to the spell you
want to use in your campaign and adjust the spell statistics accordingly. Make sure that the new spell isneither too weak nor too powerful and obeys all of the established conventions for spells in the Rules
Cyclopedia.
All spells should convert to the same spell level as the source material. For 8th and 9th level cleric and druid
spells converted from D&D Third Edition, use the following guideline. Make these spells 7th level andrequire the cleric or druid to be at least 22nd level to use spells that were formerly 8th level and 27th level touse spells that were formerly 9th level. The precedent for such a guideline is the cleric version of the wish
spell on page 40 which requires that the cleric be 36th level.
Illusionists in AD&D have seven levels of spells, while specialist illusionists in D&D Third Edition have nine.
The spell level of illusionist spells found in AD&D should take precedence over their equivalents in D&D
Third Edition. Also check the effects of spells having the same name. The shades spell in AD&D is a 6th
level illusionist spell and is the equivalent of shadow conjuration, greater in D&D Third Edition. The shades
spell in Third Edition actually has no equivalent in other forms of D&D and would make a good 9th level
spell for illusionists in this system. The 7th level illusionist spell weird in AD&D and the 9th level illusionist
spell weird in Third Edition are entirely different spells and both can be used, for instance.
One last note, if the spell already has a version in the Rules Cyclopedia, use that version.

When using a monster from another version of D&D, make sure that you keep its “power level” the same
during the conversion. You can do this by first comparing the instances of one type of monster that appears
in both versions (such as hill giant or chimera). The monster chosen should be roughly the same hit dice as
the monster that you’re converting. You can also check other monster types with similar abilities or roles.
Another method is to find two monsters that have equivalents in both the Rules Cyclopedia and the system
you’re taking the new monster from. One monster should be slightly more powerful while the other slightly
less. Once you’ve converted the monster for use with the Rules Cyclopedia make sure that your creation’s
power level is still in between the two monsters you chose for comparison.
If a monster already has a version in the Rules Cyclopedia, use that version. Appendix 2 in the Rules
Cyclopedia offers good information on conversions from AD&D 2nd Edition.

It should be fairly easy to convert magical items from other forms of D&D. Many magical items are more
complicated, but this should not be a problem for most groups. As always, if an item already exists in theRules Cyclopedia, just use that item. Experience points are never gained for magical items according to theRules Cyclopedia.

If you wish to use the skills found in D&D Third Edition, then use the following guidelines. Assume that thecharacter has the number of indicated ranks in each skill:
Class Skill Ranks = 3 + 1 rank per level (1st to 12th level) + 1 rank per three levels (13th to 36th)
Cross-Class Skill Ranks = 1 rank per two levels (1st to 12th) + 1 rank per six levels (13th to 36th)
The table below summarizes these formulae:

Level

Class Skill
Ranks

X-Class
Skill
Ranks

Level

Class Skill
Ranks

X-Class
Skill
Ranks

Level

Class Skill
Ranks

X-Class
Skill
Ranks

1

4

0

2

5

3
4

Level

Class Skill
Ranks

X-Class
Skill
Ranks

10

13

5

19

17

7

28

20

8

1

11

14

5

20

17

7

29

20

8

6

1

12

7

2

13

15

6

21

15

6

22

18

7

30

21

9

18

7

31

21

9

5

8

2

14

15

6

23

18

7

32

21

9

6

9

3

15

16

6

24

19

8

33

22

9

7
8

10

3

16

11

4

17

16

6

25

19

8

34

22

9

16

6

26

19

8

35

22

9

9

12

4

18

17

7

27

20

8

36

23

10

To determine whether a skill is a class skill or a cross-class skill, simply find the closest character class inThird Edition matching a character’s class as detailed in this Addendum. For multi-classed characters, use
the class lists from both classes, but subtract three from each class skill unless it appears on both class skill
lists.

Most feats from Third Edition are unnecessary, because the game presented in the Rules Cyclopedia is sodifferent from that of Third Edition. However, you may wish to use certain class special abilities to further
round out their equivalents in this addendum. Take care that you do not make one class dominate all others.
For example, if you were to grant rangers all of the special abilities found in AD&D, they would instantly
become better than any other fighting character class. Use class abilities sparingly, if at all, and always tie
their acquisition to something actually occurring in the game world. For instance, perhaps a ranger
character learns the secret of tracking from an extremely high level ranger and thus, you introduce “tracking”
into your campaign.

If you wish to use the two-axis alignment system, you certainly can. Look to AD&D for inspiration on the
new alignments for each of your monsters. The recommended alignments for character classes are listed
below. You may, of course, allow any alignment desired.
Class

Recommended Alignments

Cleric

Class

Any
Druid

Fighter

Recommended Alignments

Magic-user

Any

True Neutral

Illusionist

Any

Any

Sorcerer

Any

Avengerany chaotic (most are non-good as well)

Berserker

usually non-lawful

KnightAny

RangerNeutral Good and True Neutral

Paladin

Lawful Good and Lawful Neutral

Warlock

Any

Thief

Any (most are non-good)
Assassinany evilBard

any neutral

MysticAny (most are lawful)Multi-classedalignments that will meet both restrictions

Equipment found in other editions should translate directly. If a player must have his fighter use a Bohemian
Ear-Spoon, then let him. For weapons, always use the S-M damage. Keep in mind that the armor classsystem in the Rules Cyclopedia is slightly different than the system found in other forms of D&D. If you
want to use an armor type found in another variant of D&D, make sure the AC of that type translates
appropriately. Suggested armor classes are listed below. Costs should be based on the cost of the armor
providing the same AC in the Rules Cyclopedia. For example, a chain shirt costs the same as scale mail.
Encumbrance is likewise the same. Essentially, the game effects of other armor types are the same, it is theflavor that is different. An unarmored character by the Rules Cyclopedia is AC 9. However, in other formsof D&D the unarmored character is AC 10. To account for this difference, two new armor types are
created. Padded armor gives its wearer AC 8 and can be worn by all characters except for magic-users.
However, AC 9 is granted by heavy clothing, an adventurer’s outfit, heavy robes, and the like. It is assumed
now that all “unarmored” characters are actually wearing this type of garment, which magic-users can takefull advantage of. Thus the “unarmored” AC remains 9. However, for the truly unarmored (the naked, thescantily clad, or the pajama wearer) the DM should make that AC 10. Thus, the 10-point / 9-point AC
discrepancy is solved.
Armor
Class

Cost

Enc

Armor

Armor Class

Cost

Enc

Heavy Clothing

9

5 gp

50 cn

Elfin Chain Mail

5--

200 cnPadded8

10 gp

100 cnSplint Mail

4

50 gp

450 cnLeather (cuir boulli)

7

20 gp

200 cnBanded Mail

4

50 gp

450 cnStudded Leather

7

20 gp

200 cnBronze Plate Mail

4

50 gp

450 cn

Hide

7

20 gp

200 cnPlate Mail

3

60 gp

500 cnRing Mail

7

20 gp

200 cnHalf-Plate

3

60 gp

500 cnChain Shirt

6

30 gp

300 cnField Plate

2

100 gp550 cnScale Mail

6

30 gp

300 cnFull Plate (3rd Ed.)2

100 gp550 cnChain Mail

5

40 gp

400 cnFull Plate (UA)1

150 gp600 cnBreastplate

5

40 gp

400 cnSuit Armor0

250 gp750 cnArmor

All of the other D&D game settings can be used with the Rules Cyclopedia coupled with this addendum.
There is a class equivalent for all classes found in AD&D (original and 2nd Edition). You must keep in mind
that high level characters in the Rules Cyclopedia have higher levels than those in other forms of D&D.
After 12th level, a Rules Cyclopedia character has three levels for every level an AD&D character would
have. Most classes from Third Edition are represented as well, though the sorcerer class poses somedifficulty. All of the important monsters you need are listed in the Rules Cyclopedia. Most game settings
contain flavor which can be used with any sort of rules system. Thus, a DM should have no difficultyrunning a Rules Cyclopedia campaign set in the World of Greyhawk, the Forgotten Realms, or even more
exotic settings. Settings that are psionic-heavy, like Dark Sun, may not be especially suitable for a Rules
Cyclopedia campaign, however.

Modules written for AD&D can be used almost as-is for a Rules Cyclopedia game. NPCs of all classes
except for magic-user should have one hit point subtracted per hit die. Keep in mind that traits like ThAC0,
saving throws, spells, AC, and other factors are slightly different between editions, but not frightfully so.
Using modules from Third Edition would be a greater challenge because the game system is extremely
different compared to other forms of D&D existing in the 20th century. For the most part, running an old
module shouldn’t be a problem.

There are probably thousands of game books pertaining to D&D that can be used for inspiration. Actualchanges in rules should not be used, but other types of information might prove useful. For instance, theAD&D 2nd Edition class kits may not be suitable from a rules standpoint, but may be useful for ideas fordifferent character types that can be roleplayed.

Another source of inspiration are the 360 or so issues of Dragon Magazine. These magazines containcountless character classes, spells, monsters, rulings, modules, and other game materials. Because thedifferences in earlier D&D are so miniscule, most material should be suitable for a game featuring the Rules
Cyclopedia, if the DM wants to add complexity.

The intent is not to make the D&D Rules Cyclopedia a lesser clone of AD&D. If you find that you’re adding
so many rules and drawing so many things from AD&D, you may just want to switch over to that system.
The idea is that you start with a campaign that draws straight from the Rules Cyclopedia while adding one
change - divorcing character race from character class. After that, as DM, add whatever elements you wantto your particular game such that it represents exactly the kind of D&D you want to play. By starting withsomething simple, you can add complexity as the campaign progresses and as the players are ready for it.
With this, you can essentially reinvent D&D, having the progress of your campaign mimic the slow
incremental changes that the game has seen over four decades. What you end up with will be uniquely
yours and your group’s. By the end of a campaign, you will have made an entirely new game just for yourgroup, with its own idiosyncrasies, house rulings, ideas, and flavor. This effort is not unlike the original
campaigns that took place in the beginning days of Dungeons & Dragons.