Index
Generation of a hero and level improvements
Prologue
Creation of a hero
Virtues
Flaws
Exchange of attributes
A hero's birthday
Stamina
Weight and load capacity
Movement
Strategical movement
Tactical maneuvering
Swimming
Level improvement
Improving virtues
Improving flaws
Improving talents
Improving magic talents
Improving life energy
Improving astral energy
Talents and talent points
The talent test
Simpler and harder tests
Automatic success and failure
Some notes
Starting values for TaP
Talents in Arkania
Physical talents
Society
Nature
Knowledge
Crafts
Intuitive talents
Brothers in Arms
Standard fighting rules
Expanded fighting rules
Some (important) notes
Battle Lore
Basic values and fighting techniques as talents
Determination of basic values for AT and PA
Improvement of AT and PA
Fighting techniques as talents
Long-range combat (overview)
Initiative
Before the real fight - a math lesson
The avoidance value
In combat - AT and PA
Hit points (HP) and damage
Armour and handicap
Arkanian armour
Incapability and death
Fighting turns (FT) and normal turns (NT)
Option: aimed attacks (AT+)
Parade
Shields
Option: Brilliant attack
Option: High STRENGTH attacks
Option: Blunders
Option: Break factor
Unarmed combat
Long-range combat
Archery and throwing
Table: Missile Weapons
Option: precise aiming (LR+)
Table: Tests for long-range weapons
Prepare long-range weapons
Changing weapons
"There is not just one, there are thousands of 'em..."
Particular combat situations
Arkanian weapons
Magic in Arkania
Option: Magical resistance (MR)
Spells and magical talents (MTaP)
Heroes of the Black Eye
The elf
The dwarf
The magician
The Novadi
The thief
The Thorwaler
The warrior
Arkanian monsters and animals
Ork
Goblin
Ogre
Animals
Monsters
The Undead
Arkania - The world
Geography
Politics and history
The Gods of Arkania