                  __________________________________________
                  
                                AD&D Rules FAQ

                  for every CRPG based on the AD&D ruleset:

                       Baldur's Gate
                       Baldur's Gate 2: Shadows of Amn
                       Champions of Krynn
                       Curse of the Azure Bonds
                       Dark Queen of Krynn
                       Death Knights of Krynn
                       Descent to Undermountain
                       Dungeon Hack
                       Eye of the Beholder 2
                       Eye of the Beholder 3
                       Eye of the Beholder
                       Gateway to the Savage Frontier
                       Hillsfar
                       Icewind Dale
                       Menzoberranzen
                       Planescape: Torment
                       Pool of Radiance
                       Pools of Darkness
                       Secret of the Silver Blades
                       Treasures of the Savage Frontier
                       Warriors of the Eternal Sun (Genesis)
                  __________________________________________
                  

                                 August 20, 2000
                                  Version  2.1

                        Written by:  Dan Simpson
                             Email:  manymoose@hotmail.com



                                      Notes
-------------------------------------------------------------------------------
You will find the most up to date version of this FAQ at:

  http://www.gamefaqs.com/
  http://www.gamewinners.com/

Having written a number of FAQs for AD&D games (Baldur's Gate, Icewind Dale,
and Planescape: Torment), I often get questions on the basics of the ruleset.
What is THAC0?  What is AC?  How does magic work?  Since I've done so many
different AD&D games, I didn't want to duplicate information in each one, and
so I have created this file.  So the purpose of this document is to explain
these concepts to people who aren't familiar with the AD&D ruleset.

3rd Edition Note:  This document works mostly for the 2nd Edition ruleset.  
                   There are several upcoming 3rd Edition rules games -- namely 
                   Neverwinter Nights and Pool of Radiance II: Ruins of Myth 
                   Drannor.  These are not covered in this FAQ as I have no 
                   idea about the 3rd Edition rules.  And in case you are 
                   curious, as of the 3rd Edition the "Advanced" in AD&D is 
                   being dropped.  Why?  The "basic" D&D is out of print, so 
                   there was nothing for AD&D to be "advanced" from.

This document is divided up into a series of Articles, such as the first which
is "Thac0 and Armor Class (AC)".
-------------------------------------------------------------------------------

__________________
What's New in 2.1:

    Added a Dexterity Note to the Article on THAC0, and some other small
    changes.

  A complete version history can be found in the Final Words... section at the
  end of the FAQ.


-------------------------------------------------------------------------------
Table of Contents
-------------------------------------------------------------------------------

  Articles

    .  Basic Concepts
    1.  THAC0 and Armor Class (AC)
    2.  Magic
    3.  Levels                           (forthcoming)
    4.  Multiclassing and Dual Classing  (forthcoming)

  Frequently Asked Questions

  Final Words...


-------------------------------------------------------------------------------
Article :  Basic Concepts
-------------------------------------------------------------------------------

  Dice = Everyone knows what dice are.  The most recognized form of dice is the
         "D6" or the six sided die.  If you find a weapon that deals out 3d6
         worth of Damage, then that means the weapon uses 3 six sided dice for
         a Damage Range of 3 to 18.

  +,-  = Throughout AD&D there are modifiers in both the positive and negative
         directions.  Any + modifier improves a stat, any - modifier degrades
         a stat.  Why is this distinction important?  Some stats are improved
         by decreasing their number, THAC0 for instance.  If you find a +2
         Sword, it improves your THAC0 by 2, which is actually a decrease in 
         the overall THAC0 number.  If you had started with 20 you would get 
         18.


-------------------------------------------------------------------------------
Article 1:  THAC0 and Armor Class (AC)
-------------------------------------------------------------------------------

  THAC0 = "To Hit Armor Class 0", of a 20 sided dice the number needed to hit 
          an enemy with an AC of 0.  For example, if the THAC0 is 19, a roll of 
          19 or higher is needed to hit an enemy with an AC of 0.  A roll of
          1 is always a miss, and a roll of 20 is always a hit, called
          CRITICAL MISS and CRITICAL HIT respectively.

  AC    = Armor Class, roughly how difficult a figure is to hit.  AC starts 
          with a base score of 10 and is improved by lowering the number.
          Therefore a 0 AC is better than a 10, and a -10 is better still.

  These two things are what determines when a hit (that scores damage) is made.
  THAC0 is the offensive end of the roll, and AC is the defensive end of the
  roll.

  A successful hit is decided when the attacker's THAC0 - enemy AC is greater
  than or equal to the random roll.  If a 20 THAC0 Fighter attacks a 0 AC
  goblin then you must roll a perfect 20. (The game itself usually does the
  rolling for you, but it still follows these mechanics) Even if the goblin's
  AC was -400, if you roll a 20 you will still hit it.  If the goblin has 10 AC
  then you need only roll a 10 or better, etc.

  THAC0 Explained:
  ----------------

    THAC0 defaults at 20 and is gradually lowered when levels are gained.
    Depending on the class (i.e. Fighter, Cleric, Mage) of the person involved
    the THAC0 will decrease at different rates.  For a Fighter (or Ranger, or
    Paladin) THAC0 decreases by a score of 1 per level.  A level 1 Fighter 
    starts at 20 THAC0, but by level 10 he is at 11. (He has gained 9 levels, 
    and so loses 9 THAC0)  The lower the THAC0 the better, and there is no 
    limit to how low it can go.

    THAC0 Progression by Level & Class Chart:
                                            Level
      Group     1   2   3   4   5   6   7   8   9   10  11  12  13  14  15  16
      -----     --------------------------------------------------------------
      Warrior   20  19  18  17  16  15  14  13  12  11  10   9   8   7   6   5
      Wizard    20  20  20  19  19  19  18  18  18  17  17  17  16  16  16  15
      Priest    20  20  20  18  18  18  16  16  16  14  14  14  12  12  12  10
      Rogue     20  20  19  19  18  18  17  17  16  16  15  15  14  14  13  13

      Patterns
      --------
      Warrior   1 every level
      Wizard    1 every 3 levels
      Priest    2 every 3 levels
      Rogue     1 every 2 levels

    At this point we're still just referring to RAW THAC0, there are still
    several things that modify it before it is used.  There are, in fact, four
    main things that modify THAC0 from here:  Strength, Weapon, Special 
    Effects, and Proficiency.  A super low strength score will raise your THAC0 
    (which is bad), while super high Strengths will lower your THAC0 (which is 
    good).

    STRENGTH as a THAC0 modifier

        STR     THAC0 Adj.                    STR      THAC0 Adj.
         3         -3                          17         +1
         4         -2                          18         +1
         5         -2                        18/01-50     +1
         6         -1                        18/51-75     +2
         7         -1                        18/76-90     +2
         8          0                        18/91-99     +2
         9          0                        18/00        +3
        10          0                          19         +3
        11          0                          20         +3
        12          0                          21         +4
        13          0                          22         +4
        14          0                          23         +5
        15          0                          24         +6
        16          0                          25         +7

    Notice how any improvement in THAC0 is denoted by a +3 or a +4, while in
    fact these numbers are how much your THAC0 is DECREASED.  A level 1 Fighter 
    has 20 THAC0, but if he has 18/00 STR, his THAC0 is decreased to 17.

    The weapon used also has an effect on THAC0, both by the weapon itself and
    also through Proficiency (although Proficiency is an optional rule, and
    of the games listed at the top, only Baldur's Gate, Planescape: Torment,
    Icewind Dale, and Baldur's Gate II follow this rule).  Generally speaking,
    the amount the THAC0 is changed is the number after the +.  A Long Sword +1
    would improve THAC0 by 1 point.  There are exceptions to this, some weapons
    won't have a + but improve THAC0 anyway, and some will say +1, but will in
    fact improve THAC0 more than 1 point.  In these cases, checking that items
    information will reveal how it modifies THAC0 (only available in some 
    games).

    Special Effects can be either a spell that improves THAC0 (Bless, for
    instance), or an Item that improves THAC0, but isn't a weapon, such as an
    Amulet of Thac0 +1.

    Proficiency was introduced to show what your character is skilled in, or
    not skilled in.  It has only really been used since Baldur's Gate in 1998.
    Since proficiency represents your character's knowledge of the weapon being
    used, using a weapon that you don't have proficiency in will result in a
    penalty to THAC0 and to Damage.

    PROFICIENCY as a THAC0 Modifier: (Baldur's Gate I & II, Icewind Dale,
                                      Planescape: Torment only)

      Level of Proficiency    Points Spent    Bonus to Hit

      Non-Proficient               0            -2 (Warrior)
                                                -5 (Wizard)
                                                -3 (Priest or Rogue)
      Proficient                   1             0 (but there is no penalty)
      Specialized                  2            +1
      Master                       3            +3
      High Master                  4            +3
      Grand Master                 5            +3

    As you can see, a Wizard using a weapon that he isn't proficient in will
    result in a steep penalty, so he could have 20 THAC0, but because he is
    using the wrong weapon his THAC0 leaps up to 25.

    Dexterity Note:  Dexterity has one small effect on THAC0, but only towards
                     the use of MISSILE WEAPONS (bows, crossbows, etc.).  At
                     a DEX of 16 you get a +1 to hit, 17 & 18 +2, and 19 +3.

  Armor Class Explained:
  ----------------------

    Armor Class isn't really about armor.  It is the composite of Armor and
    Dexterity that determines how hard it is for a damaging hit to be made.
    The base Armor Class (AC) is 10.  Anything lower is better and makes your
    character harder to hit.

    The first facet of Armor Class is your Dexterity Score.  The higher the
    Dexterity, the lower (better) your Armor Class.  This reflects your 
    character's ability to dodge attacks.

    DEXTERITY as an Armor Class Modifier

        DEX       AC Adj.                      DEX      AC Adj.
         3         +4                          14          0
         4         +3                          15         -1
         5         +2                          16         -2
         6         +1                          17         -3
         7          0                          18         -4
         8          0                          19         -4
         9          0                          20         -4
        10          0                          21         -5
        11          0                          22         -5
        12          0                          23         -5
        13          0                          24         -6
                                               25         -6

    Whether you are on level 1 or level 20 your AC is still determined by the
    same two factors, DEX and Armor.  So, a level 1 Fighter with a Dex of 18
    would have an AC of 6 (before putting any armor on, BASE AC(10) + 
    DEX ADJ.(-4) = AC).  A level 20 fighter who has no armor would have the
    same AC with the same DEX.

    Which brings us to the BULK of where AC is made up, Armor.  We will divide
    armor into two categories, actual Armor (such as Plate Mail Armor) and
    support Items (such as Ring of Protection +1).

    Armor usually lists what your AC will be based from the Base AC itself.
    So Leather Armor will list its AC as AC 7.  What this means is that if you
    had the base AC of 10, wearing Leather Armor will decrease your AC to 8.
    If you do NOT have the Base AC (and who does), it still decreases your AC
    by 2 points.  If we wanted to determine the AC of our 18 DEX Fighter
    wearing Leather Armor we would need to take the Leather Armor AC(8) +
    Dexterity Bonus(-4) to get 4.  In this way you can think of your Armor's
    AC as REPLACING your Base AC.  So instead of starting at 10, with Leather
    Armor you would start at 8.

    Armor as an AC modifier (not all armors are in all games)

         Armor                  AC

         Leather Armor           8
         Studded Leather         7
         Hide Armor              6
         Scale Mail              6
         Brigandine Armor        6
         Chain Mail              5
         Ring Mail               5
         Elven Chainmail         5
         Drow Chainmail          4
         Banded/Splint Mail      4
         Plate Mail              3
         Field Plate             2
         Full Plate              1

    If an armor is said to be +1, or +2 that means that the armor has an extra
    special bonus attached that further lowers AC by that number.  So a Chain
    Mail +4 would have an AC score of 1 rather than 5.

    In addition to your Armor, AC is also determined by special items being
    worn by the character.  The most common special item is the common shield
    which improves AC by one point (our 4 AC, 18 DEX Leather Armor Fighter
    would then drop to 3 AC with a Shield).  There are various varieties of
    shields, but they all do the same job.  Other items would be Rings of
    Protection or Cloaks of Protection.  These all improve the AC of the
    wearer.

      Note:  Some games (Baldur's Gate, for example) allow only ONE extra 
             protective item (not counting shields) to be worn at a time.  This 
             includes Magic Armors.  So, if you wore a Chainmail +1, you
             couldn't wear a Ring of Protection +1.  Or, if you had that
             Ring of Protection +1 you couldn't wear the Cloak of 
             Protection +1.


-------------------------------------------------------------------------------
Article 2:  Magic
-------------------------------------------------------------------------------

  The Magic System used in AD&D is different from almost every other magic
  system out there.  For one thing, there is no "Mana" system, or anything
  similar that most games run on.  So, how does Magic work in the AD&D games?

  First, magic is divided into two main categories, MAGIC-USER and PRIEST.
  This is an important distinction as there are some subtle differences between
  the two.

  Who Casts Which Magic

    Magic User         Priest
    ----------         -------
    Mage               Cleric
    Bard               Paladin (at experience level 9)
                       Ranger (at experience level 8)
                       Druid

  Separate from your EXPERIENCE LEVEL is your spellcaster's SPELL LEVEL.  This
  is an important distinction that a lot of novices miss.  A level 6 mage
  CANNOT cast level 6 spells.  In fact, a mage can't cast level 6 spells until
  he has reached EXPERIENCE LEVEL 12.  There are 9 Wizard SPELL LEVELS but
  only 7 Priest SPELL LEVELS.  However, when a spell says that it becomes more
  powerful "for every 3 levels of the caster" it is referring to EXPERIENCE
  LEVELS rather than SPELL LEVELS.  It's easiest to remember that you gain a
  SPELL LEVEL at every other EXPERIENCE LEVEL.  So a mage starts at level 1,
  and can cast level 1 spells, at level 2, still just level 1 spells, but level
  3, he gains abilities in the 2nd level spells.

  How powerful a spellcaster you are depends on the class of the magic-user or 
  priest and on the stats as well.  The Mage, Druid and Cleric are the only
  classes who can learn all spell levels.  Druids and Clerics can only cast
  the 6th and 7th level spells if they have wisdoms of at least 17 or 18
  respectively. (7th level is as far as Priest spells go)

  Spell Level Limit

    Mage          * Depends on Intelligence, see Intelligence Chart below *
    Bard          6
    Ranger        3
    Paladin       4

  This way a Bard can learn up to 6th level wizard spells, and a Ranger can
  learn up to 3rd, but no farther.  You won't find Bards casting level 7 spells
  as it can't happen.

  Now that we understand who can do what, let's talk about how magic works
  more specifically.  There are three steps towards casting a spell (depending
  on the game).

    1. Add a spell to spellbook.  Priests do this automatically and know every
       spell for their spell level.  Mages need to find a spell scroll and
       scribe that spell into their spell book.  Since Mages have to actually
       find a scroll and scribe it in, there is a chance that they might fail,
       which is based on their intelligence. (Clerics already know all spells
       so they can't fail)  There is an intelligence chart later in this 
       article.  Mages are further limited by the number of spells they can
       learn per spell level, again this relates to intelligence.

    2. Memorize the spell.  Once the spell is in your spellbook, you need to
       decide which spells you want to "memorize".  Only spells that you have
       memorized can be cast, and they can only be cast once per memorization.
       So if you memorize one Magic Missile, then you can cast one Magic
       Missile.  The number of spells that you can memorize per spell level
       are listed below.  The memorization process usually involves Resting for
       a set amount of time.

    3. And then you can actually cast the spell.  Again, you only get to cast
       a memorized spell once before needing Rest to rememorize it.  If you
       memorized a spell more than once (and you can memorize one spell as
       many times as you have free slots), you can cast it as many times as it
       was memorized.

  Spell Progression Charts by Class

    CLERIC / DRUID

           Spell Levels ---->         1   2   3   4   5   6*  7**

      Exp. Level
           1                          1   -   -   -   -   -   -
           2                          2   -   -   -   -   -   -
           3                          2   1   -   -   -   -   -
           4                          3   2   -   -   -   -   -
           5                          3   3   1   -   -   -   -
           6                          3   3   2   -   -   -   -
           7                          3   3   2   1   -   -   -
           8                          3   3   3   2   -   -   -
           9                          4   4   3   2   1   -   -
          10                          4   4   3   2   2   -   -
          11                          5   4   4   3   2   1   -
          12                          6   5   5   3   2   2   -
          13                          6   6   6   4   2   2   -
          14                          6   6   6   5   3   2   1
          15                          6   6   6   6   4   2   1
          16                          7   7   7   6   4   3   1
          17                          7   7   7   7   5   3   2
          18                          8   8   8   8   6   4   2
          19                          9   9   8   8   6   4   2
          20                          9   9   9   8   7   5   2

          * Use of 6th level spells requires a WIS of 17 or greater
          ** Use of 7th level spells requires a WIS of 18 or greater

    PALADIN

           Spell Levels ---->         1   2   3   4

      Exp. Level    Casting Level*

           9            1             1   -   -   -
          10            2             2   -   -   -
          11            3             2   1   -   -
          12            4             2   2   -   -
          13            5             2   2   1   -
          14            6             3   2   1   -
          15            7             3   2   1   1
          16            8             3   3   2   1
          17            9             3   3   3   1
          18            9             3   3   3   1
          19            9             3   3   3   2
          20            9             3   3   3   3

          * Casting Level is the effective EXPERIENCE LEVEL the Paladin is for
            purposes of spellcasting.  If a spell is more powerful for higher
            EXP LEVELS, this is the level they're referring to, not his actual
            EXP LEVEL.

    RANGER

           Spell Levels ---->         1   2   3

      Exp. Level    Casting Level*

           9            1             1   -   -
          10            2             2   -   -
          11            3             2   1   -
          12            4             2   2   -
          13            5             2   2   1
          14            6             3   2   1
          15            7             3   2   2
          16            8             3   3   3

          * Casting Level is the effective EXPERIENCE LEVEL the Paladin is for
            purposes of spellcasting.  If a spell is more powerful for higher
            EXP LEVELS, this is the level they're referring to, not his actual
            EXP LEVEL.

    MAGE

           Spell Levels ---->         1   2   3   4   5   6   7   8   9

      Exp. Level
           1                          1   -   -   -   -   -   -   -   -
           2                          2   -   -   -   -   -   -   -   -
           3                          2   1   -   -   -   -   -   -   -
           4                          3   2   -   -   -   -   -   -   -
           5                          4   2   1   -   -   -   -   -   -
           6                          4   2   2   -   -   -   -   -   -
           7                          4   3   2   1   -   -   -   -   -
           8                          4   3   3   2   -   -   -   -   -
           9                          4   3   3   2   1   -   -   -   -
          10                          4   4   3   2   2   -   -   -   -
          11                          4   4   4   3   3   -   -   -   -
          12                          4   4   4   4   4   1   -   -   -
          13                          5   5   5   4   4   2   -   -   -
          14                          5   5   5   4   4   2   1   -   -
          15                          5   5   5   5   5   2   1   -   -
          16                          5   5   5   5   5   3   2   1   -
          17                          5   5   5   5   5   3   3   2   -
          18                          5   5   5   5   5   3   3   2   1
          19                          5   5   5   5   5   3   3   3   1
          20                          5   5   5   5   5   4   3   3   2

    BARD

           Spell Levels ---->         1   2   3   4   5   6

      Exp. Level
           1                          -   -   -   -   -   -
           2                          1   -   -   -   -   -
           3                          2   -   -   -   -   -
           4                          2   1   -   -   -   -
           5                          3   1   -   -   -   -
           6                          3   2   -   -   -   -
           7                          3   2   1   -   -   -
           8                          3   3   1   -   -   -
           9                          3   3   2   -   -   -
          10                          3   3   2   1   -   -
          11                          3   3   3   1   -   -
          12                          3   3   3   2   -   -
          13                          3   3   3   2   1   -
          14                          3   3   3   3   1   -
          15                          3   3   3   3   2   -
          16                          4   3   3   3   2   1
          17                          4   4   3   3   3   1
          18                          4   4   4   3   3   2
          19                          4   4   4   4   3   2
          20                          4   4   4   4   4   3

  The final concept that we'll deal with here are the Stat bonuses as they
  relate to spellcasting.  The two stats in question are, of course, WISDOM and
  INTELLIGENCE.  Only Priests gain extra casting spells per level (the number
  of spells which can be memorized and cast), however Mages are very dependent
  upon Intelligence for other things, such as % to scribe a spell into their
  spellbook and how many spells they can know per spell level.  A lot of games
  don't deal with some of these stats.

  Intelligence as it relates to Mages

    Intelligence       Max Spell Level    % to Learn Spell   # Spells / Level
         8                  --  can't cast magic at these levels  --
         9                  4th                 35%                6
        10                  5th                 40                 7
        11                  5th                 45                 7
        12                  6th                 50                 7
        13                  6th                 55                 9
        14                  7th                 60                 9
        15                  7th                 65                11
        16                  8th                 70                11
        17                  8th                 75                14
        18                  9th                 85                18
        19                  9th                 95               All
        20                  9th                 96               All
        21                  9th                 97               All
        22                  9th                 98               All
        23                  9th                 99               All
        24                  9th                100               All
        25                  9th                100               All

  So a Mage with only 17 INT can't learn 9th level spells, has a 75% chance to
  copy a scroll into his spellbook, and can only learn 14 spells per level
  anyway.  Thus we see why having an 18 INT mage is important.

  Wisdom as it relates to Priests

    Wisdom        Bonus Spells          % Spell Failure
      8               --  can't cast spells at this level  --
      9               0                        20
     10               0                        15
     11               0                        10
     12               0                         5
     13           +1 1st level                  0
     14           +1 1st level                  0
     15           +1 2nd level                  0
     16           +1 2nd level                  0
     17           +1 3rd level                  0
     18           +1 4th level                  0
     19           +1 1st & +1 4th               0
     20           +1 2nd & +1 4th               0
     21           +1 3rd & +1 5th               0
     22           +1 4th & +1 5th               0
     23           +2 5th                        0
     24           +2 6th                        0
     25           +1 6th & +1 7th

  Note:  Bonus spells are cumulative, so an 18 WIS cleric would get +2 1st
         level, +2 2nd level, +1 3rd level and +1 4th level spells.  While a
         13 WIS cleric would get only +1 1st level.

  Also Note:  Paladins and Rangers don't get Bonus Spells.

  Final Note:  If you, or any spellcaster, is hit while casting their spell,
               the spell is interrupted and won't be cast.


-------------------------------------------------------------------------------
Article 3:  Levels
-------------------------------------------------------------------------------

-------------------------------------------------------------------------------
Article 4:  Multiclassing and Dual Classing
-------------------------------------------------------------------------------


-------------------------------------------------------------------------------
Frequently Asked Questions
-------------------------------------------------------------------------------

  Q:  What is a CRPG?

  A:  Computer Role Playing Game.


  Q:  Aren't there other AD&D games that you didn't mention in your list?  What
      about the Dragonlance games?

  A:  I am completely unfamiliar with those games to be able to say how they
      implemented the rules.  They might not even be based on the AD&D ruleset
      for all I know.


  Q:  Why don't my stats improve when I get a level?

  A:  Stats such as Strength and Dexterity are considered "set" when you start
      your adventure.  Other stats such as HP and THAC0 improve as you go up
      in level.  This is a more realistic (though I use that term loosely)
      system than most of the others out there in which your stats improve
      upon every level up.  Killing monsters doesn't make you stronger, 
      smarter, or faster, it merely gives the experience allowing you to kill
      monsters easier.


  Q:  I'm stuck in [game], where is the [whatever]?

  A:  Of the games listed, I have made only 4 walkthroughs, Dungeon Hack, 
      Baldur's Gate, Icewind Dale and Planescape: Torment.  If your question 
      isn't about one of those games, and has nothing to do with the general 
      rules system, don't ask.


  Q:  Where can I get any of these old games, like Dungeon Hack or Pool of
      Radiance?

  A:  Try the Interplay Forgotten Realms Archives Silver Edition.  You can find
      it online here for only $15:

        http://www.gamestop.com/product-detail.jsp?origin=sear&sku=643062

      Just don't expect Baldur's Gate style action, these games are quite
      primitive.


-------------------------------------------------------------------------------
Final Words...
-------------------------------------------------------------------------------

This FAQ was written entirely using the GWD Text Editor:  (shareware)
  http://www.gwdsoft.com/

_________________________
Special Thanks: (Credits)

  Leo Wang for some pointers
  Edward Lacey for pointing out Dexterity as a THAC0 modifier
  CJayC for posting this FAQ
  Anyone who emails me with nice things to say, you are appreciated!

_________________________
Shameless Self Promotion:

  I have also written FAQs for:
    NES:      Disney Adventures in the Magic Kingdom
              Final Fantasy -- Magic FAQ
              The Legend of Zelda
    SNES:     Aerobiz
              Aerobiz Supersonic
              Utopia: Creation of a Nation
    Genesis:  StarFlight
    PSX:      Thousand Arms -- Walkthrough
                            -- Forging/Dating FAQ
    PC:       Baldur's Gate & Tales of the Sword Coast -- FAQ/Walkthrough
                                                          NPC List
                                                          Creature List
              Colonization -- the Single Colony Strategy Guide
                           -- the Cheat Guide
              Drakan: Order of the Flame
              Dungeon Hack
              Icewind Dale -- FAQ/Walkthrough
                              Items List
              Master of Magic (revision)
              Messiah
              Pharaoh (currently being edited by Red Phoenix)
              Planescape: Torment  -- FAQ/Walkthrough
                                      Items Listing
              Rollercoaster Tycoon
              Sid Meier's Alpha Centauri
              The Sims
              Ultima 4: Quest of the Avatar
              Ultima 7: The Black Gate
              Ultima 7 Part 2: Serpent Isle
              Ultima Underworld -- Keyboard Commands
              Ultima Underworld II -- Keyboard Commands
                                   -- Spell List
  All of my FAQs can be found at:
    http://www.gamefaqs.com/features/recognition/2203.html
    

________________
Version History:

  Version 1.0  August 15, 2000  19k

  Version 2.0  August 17, 2000  33k

    Added the Magic Article.

  Version 2.1  August 20, 2000  34k

    Added a Dexterity Note to the Article on THAC0, and some other small
    changes.


_______________________________________________________________________________

This Document is Copyright 2000 by Dan Simpson

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This FAQ may be posted on any site so long as NOTHING IS CHANGED and you EMAIL 
ME telling me that you are posting it.  You may not charge for, or in any way 
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