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.
Armour Factor
Combat(Main Rulebook, p66)
A measure of how likely the armour is to protect the character from injury during combat.
Assassin
Professions(Main Rulebook, p41)
Assassins make a craft of murder, mastering the arts of stealth, trickery, and poison to ply their trade.
Attack
Secondary Ability Scores(Main Rulebook, p66)
A measure of a character's ability to strike a telling blow with melee and ranged weapons.
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.
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.
D
Defence
Secondary Ability Scores(Main Rulebook, p66)
A measure of a character's ability to defend against melee weapon attacks.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
Magical Attack
Secondary Ability Scores(Main Rulebook, p75)
A measure of a character's ability to direct magical attacks.
Magical Defence
Secondary Ability Scores(Main Rulebook, p75)
A measure of a character's ability to resist magical attacks.
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.
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.
Potion of Dexterity
Equipment(Main Rulebook, p139)
Temporarily increases Reflexes by 4 points, up to a maximum of 18.
Potion of Occult Acuity
Equipment(Main Rulebook, p139)
Temporarily increases Psychic Talent by 4 points, up to a maximum of 18.
Potion of Strength
Equipment(Main Rulebook, p139)
Temporarily increases Strength by 4 points, up to a maximum of 18.
Priest
Professions(Main Rulebook, p0)
Priests are both spiritual leaders and scholars, learned in religion, history, cultures, languages, and legends.
Psychic Talent
Primary Ability Scores(Main Rulebook, p18)
A measure of a character's basic ability to resist (and in some cases use) magic.
Q
R
Rank
Secondary Ability Scores(Main Rulebook, p129)
A character's rank indicates his or her level of expertise as an adventurer.
Reflexes
Primary Ability Scores(Main Rulebook, p18)
A measure of a character's dexterity, agility, and speed of reactions.
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.
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.
Speed
Combat(Main Rulebook, p71)
A measure of the difficulty to dodge an attack that must be evaded rather than blocked.
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.
Stealth
Secondary Ability Scores(Main Rulebook, p62)
A measure of a character's ability to move quietly and hide.
Strength
Primary Ability Scores(Main Rulebook, p18)
A measure of a character's fitness and physical toughness.
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.
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.
Armour Factor
(Main Rulebook, p66)A measure of how likely the armour is to protect the character from injury during combat.
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.
Speed
(Main Rulebook, p71)A measure of the difficulty to dodge an attack that must be evaded rather than blocked.
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.
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.
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.
Lantern
(Main Rulebook, p60)A lantern will illuminate objects up to 15m away for up to 2 hours on a single flask of oil.
Potion of Dexterity
(Main Rulebook, p139)Temporarily increases Reflexes by 4 points, up to a maximum of 18.
Potion of Occult Acuity
(Main Rulebook, p139)Temporarily increases Psychic Talent by 4 points, up to a maximum of 18.
Potion of Strength
(Main Rulebook, p139)Temporarily increases Strength by 4 points, up to a maximum of 18.
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.
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).
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.
Psychic Talent
(Main Rulebook, p18)A measure of a character's basic ability to resist (and in some cases use) magic.
Reflexes
(Main Rulebook, p18)A measure of a character's dexterity, agility, and speed of reactions.
Strength
(Main Rulebook, p18)A measure of a character's fitness and physical toughness.
Professions
Assassin
(Main Rulebook, p41)Assassins make a craft of murder, mastering the arts of stealth, trickery, and poison to ply their trade.
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.
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.
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.
Knave
(Main Rulebook, p0)Knaves are socially skilled folks living by their lightning-quick wits and charismatic personalities, masters of persuasion and deception.
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.
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.
Priest
(Main Rulebook, p0)Priests are both spiritual leaders and scholars, learned in religion, history, cultures, languages, and legends.
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.
Warlock
(Main Rulebook, p38)Warlocks combine magic with swordplay, able to wear armour and use their magic to boost their combat abilities.
Secondary Ability Scores
Attack
(Main Rulebook, p66)A measure of a character's ability to strike a telling blow with melee and ranged weapons.
Defence
(Main Rulebook, p66)A measure of a character's ability to defend against melee weapon attacks.
Evasion
(Main Rulebook, p71)A measure of a character's ability to move out of the way of fast-moving objects and attacks.
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.
Magic Points
(Main Rulebook, p73)A measure of some magic-using professions' reserves of magical energy with which to power their spells.
Magical Attack
(Main Rulebook, p75)A measure of a character's ability to direct magical attacks.
Magical Defence
(Main Rulebook, p75)A measure of a character's ability to resist magical attacks.
Perception
(Main Rulebook, p62)A measure of a character's ability to detect concealed or camouflaged people, objects, and clues.
Rank
(Main Rulebook, p129)A character's rank indicates his or her level of expertise as an adventurer.
Stealth
(Main Rulebook, p62)A measure of a character's ability to move quietly and hide.