TEXT: Strength
  Dexterity
  Constitution
  Intelligence
  Wisdom
  Charisma
  Score
  To Hit
  Damage
  Open
  Doors
  Carry
  Modifier
  (pounds)
  Missile
  Weapon
  To Hit
  Effect on
  AC
  Hit Point
  Modifier
  Raise
  Dead
  Survival
  Max.
  Add’l
  Lang’s
  Max.
  Spell
  Level
  Chance to
  Under’d
  New Spell
  Min. / Max. # of Basic
  Spells Understandable
  / Level
  +5% XP
  Award
  Max. #
  Special
  Hirelings
  3
  -2
  -1
  1
  -10
  -1
  +1 [-1]
  -1
  50%
  0
  4
  30%
  2 / 4
  0
  1
  4
  -2
  -1
  1
  -10
  -1
  +1 [-1]
  -1
  50%
  0
  4
  30%
  2 / 4
  0
  1
  5
  -1
  0
  1
  -5
  -1
  +1 [-1]
  -1
  50%
  0
  4
  30%
  2 / 4
  0
  2
  6
  -1
  0
  1
  -5
  -1
  +1 [-1]
  -1
  50%
  0
  4
  30%
  2 / 4
  0
  2
  7
  0
  0
  1-2
  0
  -1
  +1 [-1]
  -1
  50%
  0
  4
  30%
  2 / 4
  0
  3
  8
  0
  0
  1-2
  0
  -1
  +1 [-1]
  -1
  50%
  1
  5
  40%
  3 / 5
  0
  3
  9
  0
  0
  1-2
  5
  0
  0
  0
  75%
  1
  5
  45%
  3 / 5
  0
  4
  10
  0
  0
  1-2
  5
  0
  0
  0
  75%
  2
  5
  50%
  4 / 6
  0
  4
  11
  0
  0
  1-2
  5
  0
  0
  0
  75%
  2
  6
  50%
  4 / 6
  0
  4
  12
  0
  0
  1-2
  5
  0
  0
  0
  75%
  3
  6
  55%
  4 / 6
  0
  4
  13
  1
  0
  1-2
  10
  1
  -1 [+1]
  1
  100%
  3
  7
  65%
  5 / 8
  5%
  5
  14
  1
  0
  1-2
  10
  1
  -1 [+1]
  1
  100%
  4
  7
  65%
  5 / 8
  5%
  5
  15
  1
  0
  1-2
  10
  1
  -1 [+1]
  1
  100%
  4
  8
  75%
  6 / 10
  5%
  5
  16
  1
  1
  1-3
  15
  1
  -1 [+1]
  1
  100%
  5
  8
  75%
  6 / 10
  5%
  6
  17
  2
  2
  1-4
  30
  1
  -1 [+1]
  1
  100%
  5
  9
  85%
  7 / All
  5%
  6
  18
  2
  3
  1-5
  50
  1
  -1 [+1]
  1
  100%
  6
  9
  95%
  8 / All
  5%
  7
  Table 1 to 5: Strength, Dexterity, Constitution, Intelligence, and Charisma
  Table 25: Base Movement Rate
  Weight Carried*
  Base Movement Rate
  Up to 75 pounds
  12
  76 to 100 pounds
  9
  101 to 150 pounds
  6
  151 to 300 pounds†
  3
  * Carry Modifier (from Strength , if any, is added to
  the total. For example, an adventurer with a Carry
  Modifier of +10 can carry up to 85 pounds before
  dropping from a Movement Rate of 12 to a
  Movement Rate of 9, while a person with a Carry
  Modifier of -10 would drop to a Movement Rate of 9
  even if carrying only 66 pounds of equipment.
  † 300-pound maximum.
  Table 33: Turning Undead
  Clerical Level
  CL of Undead Specific Undead
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10-13 14-17 18+
  1
  Skeleton
  10
  7
  4
  T
  T
  D
  D
  D
  D
  D
  D
  D
  2
  Zombie
  13
  10
  7
  4
  T
  T
  D
  D
  D
  D
  D
  D
  3
  Ghoul
  16
  13
  10
  7
  4
  T
  T
  D
  D
  D
  D
  D
  4
  Shadow *
  19
  16
  13
  10
  7
  4
  T
  T
  D
  D
  D
  D
  5
  Wight
  20
  19
  16
  13
  10
  7
  4
  T
  T
  D
  D
  D
  6
  -
  20
  19
  16
  13
  10
  7
  4
  T
  T
  D
  D
  7
  Wraith
  -
  -
  20
  19
  16
  13
  10
  7
  4
  T
  T
  D
  8
  Mummy
  -
  -
  -
  20
  19
  16
  13
  10
  7
  4
  T
  T
  9
  Spectre
  -
  -
  -
  -
  20
  19
  16
  13
  10
  7
  4
  T
  10
  Vampire **
  -
  -
  -
  -
  -
  20
  19
  16
  13
  10
  7
  T
  11
  Vampire **
  -
  -
  -
  -
  -
  -
  20
  19
  16
  13
  10
  7
  12
  -
  -
  -
  -
  -
  -
  -
  20
  19
  16
  13
  10
  13
  Lich
  -
  -
  -
  -
  -
  -
  -
  -
  20
  19
  16
  13
  * Shadows might
  not be undead
  creatures in your
  campaign.
  ** Vampires and
  more-powerful
  undead cannot be
  turned
  automatically.
  Table 6, 14, and 17: Thieving Skills - stated in the following order; Thief / Assassin / Monk.
  Level
  Climb Walls
  Delicate Tasks
  & Traps
  Hear Sounds
  Hide in
  Shadows
  Move Silently
  Open Locks
  1
  85 / - / 85%
  15 / - / 15%
  3in6 / - / 3in6
  10 / - / 10%
  20 / - / 20%
  10 / - / 10%
  2
  86 / - / 86%
  20 / - / 20%
  3in6 / - / 3in6
  15 / - / 15%
  25 / - / 25%
  15 / - / 15%
  3
  87 / 85 / 87%
  25 / 15 / 25%
  4in6 / 3in6 / 4in6
  20 / 10 / 20%
  30 / 20 / 30%
  20 / 10 / 20%
  4
  88 / 86 / 88%
  30 / 20 / 30%
  4in6 / 3in6 / 4in6
  25 / 15 / 25%
  35 / 25 / 35%
  25 / 15 / 25%
  5
  89 / 87 / 89%
  35 / 25 / 35%
  4in6 / 4in6 / 4in6
  30 / 20 / 30%
  40 / 30 / 40%
  30 / 20 / 30%
  6
  90 / 88 / 90%
  40 / 30 / 40%
  4in6 / 4in6 / 4in6
  35 / 25 / 35%
  45 / 35 / 45%
  35 / 25 / 35%
  7
  91 / 89 / 91%
  45 / 35 / 45%
  5in6 / 4in6 / 5in6
  40 / 30 / 40%
  50 / 40 / 50%
  40 / 30 / 40%
  8
  92 / 90 / 92%
  50 / 40 / 50%
  5in6 / 4in6 / 5in6
  55 / 35 / 55%
  60 / 45 / 60%
  55 / 35 / 55%
  9
  93 / 91 / 93%
  60 / 45 / 60%
  5in6 / 5in6 / 5in6
  65 / 40 / 65%
  70 / 50 / 70%
  65 / 40 / 65%
  10
  94 / 92 / 94%
  70 / 50 / 70%
  5in6 / 5in6 / 5in6
  75 / 55 / 75%
  80 / 60 / 80%
  75 / 55 / 75%
  11
  95 / 93 / 95%
  80 / 60 / 80%
  6in6 / 5in6 / 6in6
  85 / 65 / 85%
  90 / 70 / 90%
  85 / 65 / 85%
  12
  96 / 94 / 96%
  90 / 70 / 90%
  6in6 / 5in6 / 6in6
  95 / 75 / 95%
  100 / 80 / 100%
  95 / 75 / 95%
  13
  97 / 95 / 97%
  100 / 80 / 100%
  6in6 / 6in6 / 6in6
  100 / 85 / 100%
  100 / 90 / 100%
  100 / 85 / 100%
  14
  98 / 95 / 98%
  100 / 80 / 100%
  6in6 / 6in6 / 6in6
  100 / 85 / 100%
  100 / 90 / 100%
  100 / 85 / 100%
  15
  99 / 95 / 99%
  100 / 80 / 100%
  6in6 / 6in6 / 6in6
  100 / 85 / 100%
  100 / 90 / 100%
  100 / 85 / 100%
  16+
  99 / 95 / 99%
  100 / 80 / 100%
  6in6 / 6in6 / 6in6
  100 / 85 / 100%
  100 / 90 / 100%
  100 / 85 / 100%
  Table 20: General Equipment
  Item
  Cost
  Backpack (30-pound capacity)
  5 gp
  Barrel
  2 gp
  Bedroll
  0.2gp
  Bell
  1 gp
  Block and tackle
  5 gp
  Bottle of wine, glass
  2 gp
  Candle
  0.01 gp
  Canvas (per square yard)
  0.1 gp
  Case (map or scroll)
  1 gp
  Chain (10 feet)
  30 gp
  Chalk, 1 piece
  0.05 gp
  Chest
  2 gp
  Crowbar
  0.2 gp
  Table 20: General Equipment
  Item
  Cost
  Fishing net (25 square feet)
  4 gp
  Flask, leather
  0.03 gp
  Flint & steel
  1 gp
  Garlic, charmed
  10 gp
  Grappling hook
  1 gp
  Hammer
  0.5 gp
  Holy symbol, wooden
  1 gp
  Holy symbol, silver
  25 gp
  Holy water (flask)
  25 gp
  Ink (1-ounce bottle)
  1 gp
  Ladder (10 foot)
  0.05 gp
  Lamp, bronze
  0.1 gp
  Table 20: General Equipment
  Item
  Cost
  Lantern, bullseye
  12 gp
  Lantern, hooded
  7 gp
  Lock
  20 gp+
  Manacles
  15 gp
  Mirror, small steel
  20 gp
  Musical instrument
  5 gp
  Oil, lamp (1 pint)
  0.1 gp
  Parchment (sheet)
  0.2 gp
  Pole (10 foot)
  0.2 gp
  Pot, iron
  0.5 gp
  Rations, trail (per day)
  0.5 gp
  Rations, dried (per day)
  1 gp
  Table 20: General Equipment
  Item
  Cost
  Rope, hemp (50 feet)
  1 gp
  Rope, silk (50 feet)
  10 gp
  Sack (15 pounds capacity)
  1 gp
  Sack (30 pounds capacity)
  2 gp
  Shovel
  2 gp
  Signal whistle
  0.5 gp
  Spellbook, blank
  25 gp
  Spike, iron
  0.05 gp
  Tent
  10 gp
  Torch
  0.01 gp
  Waterskin
  1 gp
  Wolfsbane
  0.1 gp
  Table 24: Armour
  Armour Type
  Effect on AC from
  a base of 9 [10]
  Weight*
  (pounds)
  Cost
  Shield
  -1 [+1]
  10
  15 gp
  Leather
  -2 [+2]
  25
  5 gp
  Ring
  -3 [+3]
  40
  30 gp
  Chain
  -4 [+4]
  50
  75 gp
  Plate
  -6 [+6]
  70
  100 gp
  * Magical armour weighs half
  stated weight.
  Standard Swords & Wizardry Coinage Conversion
  Type Platinum
  Gold
  Silver
  Copper
  Platinum
  1
  10
  100
  1,000
  Gold
  0.1
  1
  10
  100
  Silver
  0.01
  0.1
  1
  10
  Copper
  0.001
  0.01
  0.1
  1
  Swords & Wizardry Complete Cheat Sheets
  Art and Design by MonkeyBlood Design & Publishing (r1)
  Swords & Wizardry, S&W, and Mythmere Games are trademarks of Matthew J. Finch.
  Glynn Seal, MonkeyBlood Design & Publishing are not affiliated with Matthew J. Finch, Mythmere Games™, or Frog God Games.
  
  Table 10: Fighter
  Parrying Ability
  Dexterity
  Score
  Penalty to
  Enemy Attacks
  14
  -1
  15
  -2
  16
  -3
  17
  -4
  18
  -5
  Table 26: Indoor, Underground, and City Movement
  Description
  Speed
  Results
  Walking
  Base movement rate x 20 feet
  per turn
  Mapping and careful observation of the
  surroundings are possible.
  Running
  Base movement rate x 40 feet
  per turn
  No mapping permitted. Characters are
  automatically surprised and have no chance to
  surprise others. The sound of running may attract
  the attention of enemies.
  Combat
  Base movement rate divided by
  3x10 feet, is how far the character
  can move in one round. Thus:
  Base movement of 6 = 20ft
  Base movement of 9 = 30ft
  Base movement of 12 = 40ft.
  Dashing around, battling your foes. Alternatively,
  running for your life.
  Table 27: Outdoor Movement
  Description
  Speed
  Results
  Hiking
  Base movement rate in
  miles/day
  No forced march checks
  required.
  Forced
  March
  Double base movement rate
  in miles/day
  Forced march checks
  required once per day. (4d6
  vs. Strength)
  Combat
  Base movement rate divided
  by 3x10 yards (not feet), is
  how far the character can
  move in one round.
  Battling your foes, or
  running for your life.
  Table 22: Melee Weapons
  Weapon
  Damage
  Weight
  Cost
  Axe, battle *†
  1d8
  15
  5 gp
  Axe, hand ‡
  1d6
  5
  1 gp
  Club
  1d4
  10
  0 gp
  Dagger ‡
  1d4
  2
  2 gp
  Flail (two-handed)
  1d8
  10
  8 gp
  Hammer, war
  1d4+1
  10
  1 gp
  Lance
  2d4+1
  15
  6 gp
  Mace, heavy
  1d6
  10
  10 gp
  Polearm (two-handed)
  1d8+1
  15
  10 gp
  Spear *†‡
  1d6
  10
  1 gp
  Staff (two-handed)
  1d6
  10
  0 gp
  Sword, bastard *†
  1d8
  10
  20 gp
  Sword, long
  1d8
  10
  15 gp
  Sword, short
  1d6
  5
  8 gp
  Sword, two-handed
  1d10
  15
  30 gp
  * Weapon can be used either one- or two-handed.
  † When wielded two-handed, gain +1 damage bonus.
  ‡ Can be used as both a melee and a missile weapon.
  * Shooting or throwing beyond this range is at a –2 penalty to hit. The weapon cannot
  reach farther than twice this range. Outdoors, these range increments are tripled.
  Table 23: Missile Weapons
  Weapon
  Damage
  Rate of Fire
  Range*
  Weight
  Cost
  Arrows (20)
  1d6
  By weapon
  By weapon
  1
  2 gp
  Axe, hand
  1d6
  1
  10ft
  5
  1 gp
  Bolts, heavy (20)
  1d6+1
  By weapon
  By weapon
  1
  2 gp
  Bolts, light (20)
  1d4+1
  By weapon
  By weapon
  1
  2 gp
  Bow, long
  See Arrows
  2
  70ft
  5
  60 gp
  Bow, short
  See Arrows
  2
  50ft
  5
  15 gp
  Crossbow, heavy
  See Bolts, heavy
  1/2
  80ft
  5
  20 gp
  Crossbow, light
  See Bolts, light
  1
  60ft
  5
  12 gp
  Dagger
  1d4
  1
  10ft
  2
  2 gp
  Dart
  1d3
  3
  15ft
  1
  0.2 gp
  Javelin
  1d6
  1
  20ft
  5
  0.5 gp
  Sling
  See Stones, sling
  1
  40ft
  1
  0.2 gp
  Spear
  1d6
  1
  20ft
  10
  1 gp
  Stones, sling (20)
  1d4
  By weapon
  By weapon
  5
  0 gp
  Table 21: Transportation
  Type
  Cost
  Cart, Hand
  10 gp
  Horse, Riding
  40 gp
  Horse, War
  200 gp
  Mule
  20 gp
  Rowboat
  20 gp
  Wagon
  50 gp
  Desc AC
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  -1
  -2
  -3
  -4
  -5
  -6
  -7
  -8
  -9
  Asc AC [10]
  [11]
  [12]
  [13]
  [14]
  [15]
  [16]
  [17]
  [18]
  [19]
  [20]
  [21]
  [22]
  [23]
  [24]
  [25]
  [26]
  [27]
  [28]
  Hit Dice
  Monster Attack Roll (d20 + modifiers) Required to Hit Opponent’s Armour Class
  < 1
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  1
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  2
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  3
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  4
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  5
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  6
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  7
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  8
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  9
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  10
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  11
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  12
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  13
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  14
  1
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15+
  1
  1
  1
  1
  1
  1
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  Table 32: Monster Attack Table
  Simplified Attack Table (Base To-Hit bonuses per Level)
  Lvl/HD
  Monster
  Clr, Drd,
  Mnk
  Ftr, Pal,
  Rgr
  M-U, Thf,
  Ass
  < 1
  0
  0
  0
  0
  1
  +1
  0
  0
  0
  2
  +2
  0
  0
  0
  3
  +3
  +1
  +1
  0
  4
  +4
  +1
  +2
  +1
  5
  +5
  +2
  +2
  +1
  6
  +6
  +2
  +3
  +2
  7
  +7
  +3
  +4
  +2
  8
  +8
  +3
  +5
  +3
  9
  +9
  +4
  +6
  +3
  10
  +10
  +5
  +7
  +4
  11
  +11
  +5
  +7
  +5
  12
  +12
  +6
  +8
  +5
  13
  +13
  +7
  +9
  +5
  14
  +14
  +7
  +9
  +6
  15
  +15
  +8
  +10
  +6
  16
  +15
  +8
  +11
  +7
  17
  +15
  +9
  +12
  +7
  18
  +15
  +10
  +12
  +7
  19
  +15
  +10
  +13
  +7
  20
  +15
  +11
  +13
  +8
  
  OGL
  Product Identity: The following items are hereby identified as Product Identity,
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  OPEN GAME LICENSE
  Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a. © 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000-2003, Wizards of the Coast,
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy
  Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and
  Dave Arneson.
  Swords & Wizardry Core Rules. Copyright 2008, Matthew J. Finch
  Swords & Wizardry Complete Rules. Copyright 2010, Matthew J. Finch
  The Midderlands. © 2017, Glynn Seal (MonkeyBlood Design/MBD
  Publishing); Authors: Glynn Seal, Edwin Nagy and Mark Nolan.
  The Midderlands - Additions. © 2017, Glynn Seal (MonkeyBlood
  Design/MBD Publishing); Authors: Glynn Seal, and Edwin Nagy.
  The Midderlands - Additions II. © 2017, Glynn Seal (MonkeyBlood Design
  & Publishing); Author: Glynn Seal.
  The Midderlands Expanded. © 2018, Glynn Seal (MonkeyBlood Design &
  Publishing); Authors: Glynn Seal, Edwin Nagy and Mark Nolan.
  The Midderlands - GM Screen. © 2018, Glynn Seal (MonkeyBlood Design &
  Publishing); Author: Glynn Seal.
  The Midderlands Swords & Wizardry Complete Cheat Sheets. © 2018,
  Glynn Seal (MonkeyBlood Design & Publishing); Author: Glynn Seal.
  
SOURCE: textdata/thevault/Swords & Wizardry (osr) [multi]/SnW 1e & 2e/Adventures & Settings/The Midderlands/The Midderlands Complete Cheat Sheet (S+W).pdf