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The second edition was published in The personality is defined by the same five positive attributes as in the first edition, as well as five new negative ones: Aberglaube , Höhenangst , Raumangst , Goldgier and Totenangst . The positive attributes are determined by 1d6+7 in dice notation , and the negative by 1d6+1 . The player can pick from over 40 different personality types . Again, there are characteristics to access the types. A character also features over 80 skills, called 'talents'; the use of a talent requires testing three characteristics, and the character is able to cast over 100 spells.

The character is defined by five qualities : Mut , Klugheit , Charisma , Geschicklichkeit and Körperkraft . They're determined by 1d6+7 in dice notation . The weight the character can carry is equivalent to strength × 100  ounces .

The participant can choose five different character types : adventurer, warrior, dwarf, elf and mage. All characters can be adventurers, but there are attribute conditions to get the other types .

The rules also provide four more courses that can be chosen during the creation of the character, or occasionally as an evolution of an adventurer or stunt: rider, druid, priest or wood elf. It introduces the aptitudes that are opportunities to handle definite actions , whereas the qualities are frequent indicators. The aptitudes range between 0 and 18 . They have a basis value . When the character reaches a new level, the player can distribute 10 points to boost the aptitudes. The basis value and the cost to increase depend on the type of hero ; the cost also depends on the current aptitude level.

The principles are similar to the second edition except for two additional positive features: Fingerfertigkeit and Intuition ; and two extra negative attributes: Neugier and Jähzorn . The character is thus defined by seven positive and seven negative attributes , and this edition uses the same system of talents.

The rules introduce new spells. From the fifth degree on, it's no longer necessary to speak the words to cast the spell. These principles also describe spells for the druids and wood elves, and priests' miracles: signs of the priest's god, which are very similar to magic spells. The priests do not have astral energy but karma, which works the same way.

Elves, druids, shamans, witches and mages can cast spells and have astral energy factors; the starting value of astral energy points depends on the attribute values the hero has when created. The system relies on the memory of the player; the participant must speak the formulation without reading it during the game. After the formula is correct the spell is cast, and the character loses astral energy points corresponding to the spell.

The extended rules provide for mini figures which allow a finer representation of motion, with the possibility to push back an enemy. They also provide various possibilities like fleeing, charging and sequential attacks from the identical fighter . They replace the master strike with the notions of good attack and great parry . A good attack not parried by a great parry implies a serious effect . When the attack or parry-test die shows 20, this can lead to a fumble. The rules also allow dodging thrown weapons, introduce certain rules for empty-hand and horseback fighting and infection for wounds.

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