DragonOuest Addenda As of June 1980 [31.3] (correction) If a Namer has a Rank with a counterspell, 30 + (3 (three) x Rank] is added to the Magic Resistance of a being or object over which that counterspell is cast. Correct the chart in rule 31.4 also. [32 and 39) (clarification) A Namer is the only type of character who can dispell magic other than a magical entity he has summoned. A counterspell performed as a ritual is used for this purpose. For example, an Adept of the College of Fire could banish a fire elemental, but could not dispell a ward he had created. [47.7] (clarification) When a demon aids a character in attaining Rank with a skill, he does so for only one Rank at a time. If the character wishes to enjoy the benefits conferred by a demon teacher during a second (or third, etc.) gain in Rank, the demon must be summoned again and another deal struck. [48.4] (correction and omission) Delete the last paragraph. Add: A character usually has a chance of failure when using a non-magical skill. Unless the ability is described as an exception to this rule, the maximum chance to succeed with it is never greater than (90+Rank)%. A character always fails to use an ability if the roll is greater than the modified chance or 100 (regardless of Rank). [65] (correction) All movement rates are in yards per minute, not feet. This correction applies to the demon movement rates as well (see 47). (addition) The movement rate for humans and shapechangers is 250 yards per minute. [75] A Skeleton has a Movement Rate of 150 yards per minute. [81.4] The weight of a Warhorse is 1/2 ton, not 1/2 pound. [87.7] (clarification) The Experience Point cost to increase in Rank with a giant weapon (e.g., Giant Axe) is equal to the cost for the non-giant equivalent of that weapon (in the example, the EP costs for an axe would be used to determine the amount necessary to achieve Rank with a Giant Axe). Key to Adventure and Character Record Abbreviations ID#: Identification Number. If the GM has more than ten characters in his campaign, he may wish to assign each character an ID number to aid him in record-keeping. Exm: Experience Multiple (see 6.). Nr. of Adv: Number of Adventures. The number of adventures in which the character has participated. Ambi: Ambidextrous. PS: Physical Strength. AG: Agility. MA: Magic Aptitude. MD: Manual Dexterity. EN: Endurance. WP: Willpower. APA: Action Point Allowance. FT: Fatigue. PC: Perception. BC: Base Chance. Dm: Damage. Rg: Range. C: Class. Rn or RV: Readiness Number. Protect: Protection Rating. AG Mod. Agility Modifier. MD Mod: Manual Dexterity Modifier. Adventure #: Adventure Number. The GM may wish to keep track of each adventure by assigning them unique identity numbers. Note: In the Money section of the Character Record, the last column should read "Value in Silver Pennies". NB submitted by John Kula (kula@telus.net) on behalf of the Strategy Gaming Society (http://www.boardgamegeek.com/~sgs), originally collected by Andrew Webber (gbm@wwwebbers.com)