Glossary

A B C D E F G H I J K L M N O P Q R S T U V W X Y Z 

Combat - Equipment - Primary Ability Scores - Professions - Secondary Ability Scores 

 

A

Armour Bypass

Combat
(Main Rulebook, p66)

The die used by a weapon on a successful hit to attempt to bypass the target's armour.

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Armour Factor

Combat
(Main Rulebook, p66)

A measure of how likely the armour is to protect the character from injury during combat.

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Assassin

Professions
(Main Rulebook, p41)

Assassins make a craft of murder, mastering the arts of stealth, trickery, and poison to ply their trade.

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Attack

Secondary Ability Scores
(Main Rulebook, p66)

A measure of a character's ability to strike a telling blow with melee and ranged weapons.

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B

Barbarian

Professions
(Main Rulebook, p27)

Barbarians are better in attack, but defensively less skilful, than Knights. Their fighting style is fast and mobile, and heavy armour hampers them. They are able to go berserk in combat, making their attacks still more ferocious.

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C

Critical Hit

Combat
(Main Rulebook, p66)

A melee or ranged attack that was made by rolling a 1 on the d20 hit roll. Critical hits automatically hit and bypass armour, although shields may still block them.

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D

Defence

Secondary Ability Scores
(Main Rulebook, p66)

A measure of a character's ability to defend against melee weapon attacks.

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E

Elemental Focus

Equipment
(Main Rulebook, p37)

Elementalists require an item of specialist equipment to focus their spells, without which their spells cost twice the normal Magic Point cost to cast.

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Elementalist

Professions
(Main Rulebook, p35)

Elementalists are specialist magicians, harnessing the power of the natural elements with their magic. Like sorcerers, they tend not to be skilled with conventional weapons.

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Evasion

Secondary Ability Scores
(Main Rulebook, p71)

A measure of a character's ability to move out of the way of fast-moving objects and attacks.

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F

 

G

 

H

Healing Potion

Equipment
(Main Rulebook, p139)

Heals 7 Health Points if taken as a full potion or 2 Health Points if only half the potion is drunk.

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Health Points

Secondary Ability Scores
(Main Rulebook, p68)

A measure of the character's health, reduced by injury until the character falls unconscious, when Health Points reach zero, or dies, when they reach -3.

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Hunter

Professions
(Main Rulebook, p0)

Hunters stalk the wilderness for sustenance, not only able to survive in inhospitable terrain, but can even turn it into a weapon.

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I

Intelligence

Primary Ability Scores
(Main Rulebook, p18)

A measure of how clever a character is (so a player who rolls low for this ought to role-play as though his or her character really is dim-witted).

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J

 

K

Knave

Professions
(Main Rulebook, p0)

Knaves are socially skilled folks living by their lightning-quick wits and charismatic personalities, masters of persuasion and deception.

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Knight

Professions
(Main Rulebook, p25)

Knights are the best all-around fighters in Dragon Warriors. Though physically less robust than barbarians, they are able to wear heavy armour without losing any of their combat skills.

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L

Lantern

Equipment
(Main Rulebook, p60)

A lantern will illuminate objects up to 15m away for up to 2 hours on a single flask of oil.

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Looks

Primary Ability Scores
(Main Rulebook, p18)

A measure of a character's appearance and personal charm; this has no bearing on his or her adventuring skills, but you should certainly take it into account when deciding how non-player characters (NPCs) would react to the character.

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M

Magic Points

Secondary Ability Scores
(Main Rulebook, p73)

A measure of some magic-using professions' reserves of magical energy with which to power their spells.

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Magical Attack

Secondary Ability Scores
(Main Rulebook, p75)

A measure of a character's ability to direct magical attacks.

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Magical Defence

Secondary Ability Scores
(Main Rulebook, p75)

A measure of a character's ability to resist magical attacks.

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Mystic

Professions
(Main Rulebook, p33)

Mystics use magic of a sort, but this is a personal magic that comes from the mystic's mastery of his or her own mind rather than some external source. A mystic is a good all-rounder, not quite so magically strong as a sorcerer, but reasonably capable in combat and with a few other useful special abilities.

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N

 

O

 

P

Perception

Secondary Ability Scores
(Main Rulebook, p62)

A measure of a character's ability to detect concealed or camouflaged people, objects, and clues.

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Potion of Dexterity

Equipment
(Main Rulebook, p139)

Temporarily increases Reflexes by 4 points, up to a maximum of 18.

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Potion of Occult Acuity

Equipment
(Main Rulebook, p139)

Temporarily increases Psychic Talent by 4 points, up to a maximum of 18.

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Potion of Strength

Equipment
(Main Rulebook, p139)

Temporarily increases Strength by 4 points, up to a maximum of 18.

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Priest

Professions
(Main Rulebook, p0)

Priests are both spiritual leaders and scholars, learned in religion, history, cultures, languages, and legends.

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Psychic Talent

Primary Ability Scores
(Main Rulebook, p18)

A measure of a character's basic ability to resist (and in some cases use) magic.

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Q

 

R

Rank

Secondary Ability Scores
(Main Rulebook, p129)

A character's rank indicates his or her level of expertise as an adventurer.

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Reflexes

Primary Ability Scores
(Main Rulebook, p18)

A measure of a character's dexterity, agility, and speed of reactions.

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Replenishment Potion

Equipment
(Main Rulebook, p139)

If drunk by a sorcerer, it restores 2d4 Magic Points. If drunk by a mystic, if he or she is not psychically fatigued, he or she may subtract 1 from his or her next psychic fatigue check or, if the mystic is psychically fatigued, this potion enables him or her to cast an extra spell of up to fourth level.

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S

Sorcerer

Professions
(Main Rulebook, p30)

Sorcerers are the most common and general magic-wielding character profession - if any of these rare individuals can be called 'common'. They are relatively ineffective in mundane combat but can blast their foes with magic.

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Speed

Combat
(Main Rulebook, p71)

A measure of the difficulty to dodge an attack that must be evaded rather than blocked.

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Spell Expiry Roll

Combat
(Main Rulebook, p77)

A check made at the end of each combat round to determine whether a durational spell continues to function into the next round.

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Stealth

Secondary Ability Scores
(Main Rulebook, p62)

A measure of a character's ability to move quietly and hide.

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Strength

Primary Ability Scores
(Main Rulebook, p18)

A measure of a character's fitness and physical toughness.

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T

 

U

 

V

 

W

Warlock

Professions
(Main Rulebook, p38)

Warlocks combine magic with swordplay, able to wear armour and use their magic to boost their combat abilities.

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X

 

Y

 

Z

 

Combat

Armour Bypass

(Main Rulebook, p66)

The die used by a weapon on a successful hit to attempt to bypass the target's armour.

Return to Top

Armour Factor

(Main Rulebook, p66)

A measure of how likely the armour is to protect the character from injury during combat.

Return to Top

Critical Hit

(Main Rulebook, p66)

A melee or ranged attack that was made by rolling a 1 on the d20 hit roll. Critical hits automatically hit and bypass armour, although shields may still block them.

Return to Top

Speed

(Main Rulebook, p71)

A measure of the difficulty to dodge an attack that must be evaded rather than blocked.

Return to Top

Spell Expiry Roll

(Main Rulebook, p77)

A check made at the end of each combat round to determine whether a durational spell continues to function into the next round.

Return to Top

 

Equipment

Elemental Focus

(Main Rulebook, p37)

Elementalists require an item of specialist equipment to focus their spells, without which their spells cost twice the normal Magic Point cost to cast.

Return to Top

Healing Potion

(Main Rulebook, p139)

Heals 7 Health Points if taken as a full potion or 2 Health Points if only half the potion is drunk.

Return to Top

Lantern

(Main Rulebook, p60)

A lantern will illuminate objects up to 15m away for up to 2 hours on a single flask of oil.

Return to Top

Potion of Dexterity

(Main Rulebook, p139)

Temporarily increases Reflexes by 4 points, up to a maximum of 18.

Return to Top

Potion of Occult Acuity

(Main Rulebook, p139)

Temporarily increases Psychic Talent by 4 points, up to a maximum of 18.

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Potion of Strength

(Main Rulebook, p139)

Temporarily increases Strength by 4 points, up to a maximum of 18.

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Replenishment Potion

(Main Rulebook, p139)

If drunk by a sorcerer, it restores 2d4 Magic Points. If drunk by a mystic, if he or she is not psychically fatigued, he or she may subtract 1 from his or her next psychic fatigue check or, if the mystic is psychically fatigued, this potion enables him or her to cast an extra spell of up to fourth level.

Return to Top

 

Primary Ability Scores

Intelligence

(Main Rulebook, p18)

A measure of how clever a character is (so a player who rolls low for this ought to role-play as though his or her character really is dim-witted).

Return to Top

Looks

(Main Rulebook, p18)

A measure of a character's appearance and personal charm; this has no bearing on his or her adventuring skills, but you should certainly take it into account when deciding how non-player characters (NPCs) would react to the character.

Return to Top

Psychic Talent

(Main Rulebook, p18)

A measure of a character's basic ability to resist (and in some cases use) magic.

Return to Top

Reflexes

(Main Rulebook, p18)

A measure of a character's dexterity, agility, and speed of reactions.

Return to Top

Strength

(Main Rulebook, p18)

A measure of a character's fitness and physical toughness.

Return to Top

 

Professions

Assassin

(Main Rulebook, p41)

Assassins make a craft of murder, mastering the arts of stealth, trickery, and poison to ply their trade.

Return to Top

Barbarian

(Main Rulebook, p27)

Barbarians are better in attack, but defensively less skilful, than Knights. Their fighting style is fast and mobile, and heavy armour hampers them. They are able to go berserk in combat, making their attacks still more ferocious.

Return to Top

Elementalist

(Main Rulebook, p35)

Elementalists are specialist magicians, harnessing the power of the natural elements with their magic. Like sorcerers, they tend not to be skilled with conventional weapons.

Return to Top

Hunter

(Main Rulebook, p0)

Hunters stalk the wilderness for sustenance, not only able to survive in inhospitable terrain, but can even turn it into a weapon.

Return to Top

Knave

(Main Rulebook, p0)

Knaves are socially skilled folks living by their lightning-quick wits and charismatic personalities, masters of persuasion and deception.

Return to Top

Knight

(Main Rulebook, p25)

Knights are the best all-around fighters in Dragon Warriors. Though physically less robust than barbarians, they are able to wear heavy armour without losing any of their combat skills.

Return to Top

Mystic

(Main Rulebook, p33)

Mystics use magic of a sort, but this is a personal magic that comes from the mystic's mastery of his or her own mind rather than some external source. A mystic is a good all-rounder, not quite so magically strong as a sorcerer, but reasonably capable in combat and with a few other useful special abilities.

Return to Top

Priest

(Main Rulebook, p0)

Priests are both spiritual leaders and scholars, learned in religion, history, cultures, languages, and legends.

Return to Top

Sorcerer

(Main Rulebook, p30)

Sorcerers are the most common and general magic-wielding character profession - if any of these rare individuals can be called 'common'. They are relatively ineffective in mundane combat but can blast their foes with magic.

Return to Top

Warlock

(Main Rulebook, p38)

Warlocks combine magic with swordplay, able to wear armour and use their magic to boost their combat abilities.

Return to Top

 

Secondary Ability Scores

Attack

(Main Rulebook, p66)

A measure of a character's ability to strike a telling blow with melee and ranged weapons.

Return to Top

Defence

(Main Rulebook, p66)

A measure of a character's ability to defend against melee weapon attacks.

Return to Top

Evasion

(Main Rulebook, p71)

A measure of a character's ability to move out of the way of fast-moving objects and attacks.

Return to Top

Health Points

(Main Rulebook, p68)

A measure of the character's health, reduced by injury until the character falls unconscious, when Health Points reach zero, or dies, when they reach -3.

Return to Top

Magic Points

(Main Rulebook, p73)

A measure of some magic-using professions' reserves of magical energy with which to power their spells.

Return to Top

Magical Attack

(Main Rulebook, p75)

A measure of a character's ability to direct magical attacks.

Return to Top

Magical Defence

(Main Rulebook, p75)

A measure of a character's ability to resist magical attacks.

Return to Top

Perception

(Main Rulebook, p62)

A measure of a character's ability to detect concealed or camouflaged people, objects, and clues.

Return to Top

Rank

(Main Rulebook, p129)

A character's rank indicates his or her level of expertise as an adventurer.

Return to Top

Stealth

(Main Rulebook, p62)

A measure of a character's ability to move quietly and hide.

Return to Top