| Size | Examples | Average Weight | Weight Range | Average Height for Human |
|---|---|---|---|---|
| -15 | Small insect | 2.3 g | 1.7 - 3.5 g | 5.3 cm |
| -14 | Large insect | 4.6 g | 3.5 - 6.9 g | 6.7 cm |
| -13 | 9.2 g | 6.9 - 14 g | 8.4 cm | |
| -12 | Center of eye | 18 g | 14 - 27 g | 11 cm |
| -11 | 37 g | 27 - 56 g | 13 cm | |
| -10 | Eye | 73 g | 56 - 110 g | 17 cm |
| -9 | Apple | 150 g | 110 - 230 g | 21 cm |
| -8 | Heart | 290 g | 230 - 440 g | 27 cm |
| -7 | Throat | 590 g | 440 - 890 g | 34 cm |
| -6 | Head, Rabbit | 1.2 kg | 890 g - 1.8 kg | 43 cm |
| -5 | Arm | 2.3 kg | 1.8 - 3.5 kg | 54 cm |
| -4 | Infant | 4.7 kg | 3.5 - 7.1 kg | 67 cm |
| -3 | Leg, Small child | 9.4 kg | 7.1 - 14 kg | 85 cm |
| -2 | Fox, Child | 19 kg | 14 - 29 kg | 110 cm |
| -1 | Torso, Adolescent, Dog, Wolf | 38 kg | 29 - 57 kg | 130 cm |
| 0 | Normal human, Deer | 75 kg | 57 - 110 kg | 170 cm |
| 1 | Large human | 150 kg | 110 - 230 kg | 210 cm |
| 2 | Giant blood, Bear | 300 kg | 230 - 450 kg | 270 cm |
| 3 | Lesser giant, Horse, Moose | 600 kg | 450 - 900 kg | 340 cm |
| 4 | 1.2 t | 900 kg - 1.8 t | 4.3 m | |
| 5 | 2.4 t | 1.8 - 3.6 t | 5.4 m | |
| 6 | Greater giant | 4.8 t | 3.6 - 7.2 t | 6.8 m |
| 7 | Elephant | 9.6 t | 7.2 - 14 t | 8.6 m |
| 8 | Lesser dragon | 19 t | 14 - 29 t | 11 m |
| 9 | Greater dragon | 38 t | 29 - 57 t | 14 m |
| 10 | Great wurm | 77 t | 57 - 120 t | 17 m |
| 11 | 150 t | 120 - 230 t | 22 m | |
| 12 | 310 t | 230 - 470 t | 27 m | |
| 13 | 610 t | 470 - 920 t | 34 m | |
| 14 | 1200 t | 920 - 1800 t | 43 m | |
| 15 | 2500 t | 1800 - 3800 t | 54 m |
Note that the Height for human column is purely theoretical [weight1/weight2 = (height1/height2)^3], and does not take into account the need for a different body structure.
The table is derived from the following assumptions:
The body parts are examples for ease factor modifications when aiming at a specific part of a body (a called shot). In melee there is an additional -3 penalty to attack and defense on the round you target a specific body part, since you have to adjust your fighting accordingly. The penalty does not apply if hitting this particular body part is the (or a, see Mastered skills rule below) chosen specialisation for the weapon skill. (Note that this implies an effective -1 on normal fighting, since the specialty bonus is lost then. However, this kind of specialty would be a good choice for a second specialty, see Mastered skills rule below).
Not only the body, but also body parts have a maximum of damage they can sustain. If the maximum is reached, the body part ceases to function. In the case of heart and a stab through an eye to the brain (just hitting the eye means blindness in that eye) this means death. In the case of torso, head and throat it means incapacitation.
| Body part | Size | Body levels | Relative BL | Effect |
|---|---|---|---|---|
| Through eye to brain | -12 | 1 | 1 | Death |
| Eye | -10 | 1 | 1 | Blindness |
| Heart | -8 | 1 | 1 | Death |
| Throat | -7 | 1 | 20 % | Incapacitated |
| Head | -6 | 2 | 40% | Incapacitated |
| Arm | -5 | 2 | 40% | Cannot use limb |
| Leg | -3 | 3 | 60% | Cannot use limb |
| Torso | -1 | 4 | 80% | Incapacitated |
| Whole Body | 0 | 5 | 100% | Incapacitated |
It is not possible to reliably just blind someone with a bow shot (but it is possible in melee). An attacker can only declare that (s)he aims for the eye. After a -10 modifier is applied, if damage is 5 or 6 the target is blinded in that eye, and if the damage is 7+ the target dies. Damage in the range of 1-4 (no body levels lost) mean slight eye damage, and may cause temporarily impaired vision.
Any hit in a non-specified location is considered to hit the Whole Body. The relative body levels (eye, heart and brain have always just one body level) are used for approximating non-humans.
Note that although the heart seems to be an easy one-shot kill when compared to the eye, it is usually covered with armor whereas the eye is not.
Once a (non-magical) skill score reaches 5, you are considered a professional and may not increase it further as such. Instead you may spend further experience points on either mastering the skill (similar benefits as in mastering spells), or developing specialties. Mastering a skill requires an additional 5 experience points, and includes making a "master piece" or equivalent test for some crafts. Specialties begin at 5, and you may increase them normally. Exempli Gratia: An armourer has 5 in craft Armor [ring armor]. He may now start to make his master piece, to prove himself a master of his craft, which will require a further 5 experience points. Once done, he may call himself a master armourer, and receives the benefits of mastering a skill. Another thing the armourer can do is to start developing specialties. He would start with crafting ring armour. By spending 6 experience points, he would have the skill Craft Armor [ring armor] 5 and its specialty Craft ring armor 6 (+1 for the specialty in the skill). The first specialty developed must be the one chosen as a specialty in the basic skill. Also, this specialty must never be lower than another specialty (without the +1 modifier). After the armorer has acquired the specialty Craft ring armor 6, he may either start developing a new speciality (e.g. Craft scale armor), or he may further develop the Craft ring armor specialty.
Should there ever be a master so skillful that his spesialisation score reaches 10, he must further specialise himself if he wishes to improve his expertise. To continue the previous example, the master artisan who had the skill Craft Armor [ring armor] 5 and the specialty craft Ring Armor 10, would have to select a further area of specialisation if he wished to improve himself (specialities cannot be further mastered). Possible specialties include Craft Full Ring Armor, Craft Hauberk Ring armor and Craft Cuirass Ring Armor. Thus, after spending another 11 experience points, the master artisan would have the skill Craft Armor [ring armor] 5 and the specialties Craft Ring Armor 10 and e.g. Craft Hauberk Ring Armor 11.
Since picking specializations for abilities is often omitted, the specializations tend to be picked later. To regulate this somewhat, a specialization may only be chosen: