After making racial and other adjustments to the prime attributes (PSTR, MDEX etc.) there are a number of other game factors to be calculated from them, these are known as secondary statistics. The list below shows first how to calculate the statistic and then provides an explanation of how it is used within the game. If you are reading through these rules for the first time you will find that many of the secondary statistic descriptions refer to obscure game terms that you have not yet come across, but fear not, all these references will become clear to you when you reach the section of the rules in which they are used. For now all you need worry about is calculating the statistic and writing it in the appropriate box on the character sheet.
Unless stated otherwise in the following stat descriptions fractions are rounded down if less than .5 and rounded up if greater or equal to .5

Encumbrance Factor ENF=ENC/(PSTR*2) (Round to nearest)
Combat Speed CSP=(30-AGIL)/3
Awareness Factor AWF=(90-MSTR-INTL-MEMR)/4
Perception Adjustment PAD=5-(INTL/2)
To Hit Adjustment THA=MDEX-10
Evasion EVA=(AGIL/2)-(SIZE/4) (Round up)
Parry Adjustment PAA=((AGIL+MDEX)/2)-10 (Round up)
To Parry TPA=(PSTR+AGIL)/2 (Round up)
Penetration adjustment PEA=PSTR-10
Damage Adjustment DAA=(PSTR-10)/3 (Drop all fractions)
General Hit Points GEN=(1.5*PSTR)+SIZE
Wound Class WOC=(28-GEN)/10 (Note 1)
Shock Hit Points SHK=GEN+(MSTR-11)
Shock Class SOC=(28-SHK)/10 (Note 1)
Spell Points SPP=(2*MSTR)+(2*INTL)+MEMR
Word Magic Failure Chance WFC=(11-MSTR)^2 (0 for 11 or more)
Short Magic Failure Chance SFC=(11-INTL)^2 (0 for 11 or more)
Long Magic Failure Chance LFC=(11-MEMR)^2 (0 for 11 or more)

Note 1. Negative wound or shock classes should be rounded downwards at each .5 margin so that -0.5 would become -1, -1.5 would become -2 etc.

The encumbrance factor of a character determines whether he is hampered or slowed in movement and combat. If a character has an encumbrance factor greater than 0 then he will have to add the ENF to his CSP (combat speed) in combat and also subtract 10% from all manoeuvring or movement related skills for every point of ENF. Don't bother calculating this figure yet, wait until you have your armour and equipment sorted out. Round any fractions to the nearest whole number when calculating encumbrance factor. Note that encumbrance due to armour does not effect combat skills other than to slow combat speed.
Eg If Tim had a ENF of 2 he would have to add 2 to his CSP and subtract 20% from skills such as RUN.

A characters combat speed is how fast he moves when striking with a weapon. The lower the value the faster you are. Combat speed will be discussed in more detail later in COMBAT.
Eg Tim's combat speed is (30-17)/3=4

The awareness factor is an indication of how aware a character is of his surroundings. Find the Awareness box on your character sheet and write your AWF in the two areas to the side of the 0, write AWF*2 in the areas below those and write AWF*3 in the area at the tail of the arrow.
These areas are called awareness bands 0 (in front),1 (in front and to the side),2 (behind and to the side) and 3 (directly behind your character) . Any opponent fighting from behind or to the side of your character will be standing in one of these bands. While in this position your foe may add your awareness (according to band) to his TO HIT chance and you must subtract it from your chance to hit him . Therefore an opponent striking from behind gets AWF*3 added to his to hit, but if he moved into one of the adjacent bands he would only have AWF*2 added to his to hit.
Awareness factor can be further adjusted if you are wearing anything on your head. See the Awareness factor modifications for helms in EQUIPMENT.
Eg Tim's awareness factor is (90-17-21-20)/4=8 He writes 8, 16 and 24 in the relevant slots in his awareness box.

When a combat is first initiated each participant must make and initiative roll on a d10. Each individuals PAD is added to the roll and that figure is used as the base for your combat timings. The modified roll CAN be less than 0. See COMBAT for more detail.
eg Tim's PAD is 5-(21/2)=-6
In his first combat he rolls 7 on a d10 and adds -6 to it. This gives him a modified initiative of 1.

Dextrous characters are more likely to land a blow in combat and so their chance to hit is modified according to their manual dexterity. To use the THA simply add it to any other bonuses that a character has according to weapon, hand etc and that is the chance that you have to hit. Characters with low MDEX will have a penalty to hit.
Eg Olania has manual dexterity of 18 which gives her a THA of +8 (18- 10=8).

A character's evasion is subtracted from the to hit of his opponent in combat. Small and agile characters are more difficult to hit than large and clumsy characters.
Eg Tim has and EVA of 7 [(17/2)-(6/4)=7]. Tim's opponents must therefore subtract 7% from his chance to strike Tim in combat.

Dextrous and agile characters are more likely to be able to parry their opponents blows than clumsy ones. Add the PAA to any other parry modifiers.
Eg Tim's PAA is +4 ((10+17)/2)-10 (round up)

This is the number of points of damage a characters parry can withhold before collapsing from the sheer force of a blow. If the damage caused by a parried blow exceeds the characters TO PARRY then any excess damage is delivered to a random hit location as normal.
Eg Tim's TPA is 15 (12+17)/2 (round up)

Strong characters are more likely to penetrate the armour (and bones) of anyone that they strike and so the PEA is added to their chance to penetrate armour etc. See COMBAT for more detail on penetration.
Eg Olania has a physical strength of 13 which gives her a PEA of 3 (13- 10=3). She adds 3 to her percentage to penetrate armour and bones.

The stronger that a character is the more damage that is inflicted and so DAA is added to any damage inflicted with a melee weapon. Some monsters have huge strengths which makes them very deadly. Drop ALL fractions when calculating Damage Adjustment.
Eg Tim has a physical strength of 12 which gives him a DAA of 0 [(12- 10)/3=0]. Note that DAA is ALWAYS rounded down.

A characters hit points are an indication of how sturdy he is and are reduced whenever any damage is inflicted. Dandanon has location hit points too which means that different areas of the body have there own hit points. Damage inflicted as a blow is subtracted from both location and general hit points. Blood loss due to wounds is subtracted from general hit points only.

Location hit points are calculated as follows:
Head GEN/5
Neck GEN/5
Arms GEN/4
Chest GEN/2
Belly GEN/2
Pelvis GEN/3
Legs GEN/3

Round down if less than .5 and round up if greater or equal to .5.
Eg Tim has 24 General hit points ((1.5*12)+6=24) His general location hit points are as follows:
Head 24/5=5
Neck 24/5=5
Arms 24/4=6
Chest 24/2=12
Belly 24/2=12
Pelvis 24/3=8
Legs 24/3=8

WOUND CLASS (WOC) (see note 1)
A characters wound class is subtracted from damage taken before the wound table is consulted, but it DOES NOT reduce the amount of damage that you actually take from the blow. Low hit point creatures and characters may suffer more serious wounds because of their 'weedy' nature. Large monsters like giants and trolls are unlikely to be wounded with a dagger blow.
Eg Tim's wound class is 0 [(28-24)/10=0

Shock hit points represent the stunning/winding effects that being struck by a weapon causes, particularly with denting weapons. Shock hit points have locations too and are calculated as follows.

Head SHK/5
Neck SHK/5
Arms SHK/4
Chest SHK/2
Belly SHK/2
Pelvis SHK/3
Legs SHK/3

Round down if less than .5 and round up if greater or equal to .5.
Eg Tim's shock hit points are 30 (24+17-11=30) and his location shock hit points are:
Head 30/5=6
Neck 30/5=6
Arms 30/4=8
Chest 30/2=15
Belly 30/2=15
Pelvis 30/3=10
Legs 30/3=10

SHOCK CLASS (SOC) (see note 1)
When a character takes shock damage in combat he is slowed by a number of combat segments equal to the damage, a good Shock Class reduces this slowing effect. Add the characters Shock Class (good classes are always a negative number) to the Shock taken to find the amount of time he is slowed (in segments).
Eg Tim's shock class is 0 [(28-30)/10=0].

Spell points are used by spell casters to cast their mighty magics. They are recovered at a rate of one eighth per hour of rest. Eight hours rest is needed to recharge fully.
Eg Tim's high mental attributes give him 96 [(17*2)+(21*2)+20] magic points. He'll make a mighty spell caster!
This calculation gives the characters base number of spell points and is multiplied by his magic level if he is a spell caster. See magic for more details.

Word magics require a single word to unleash their power, but are expensive to cast. A low mental strength means that you have a chance of the spell failing to work.
Eg Tim's word magic failure is 0 because his mental strength is greater than 10. If it was 8 though he would have a 9% chance of failure (11-8=3 and 3*3=9).

Short magics take seconds to cast, the maximum casting time being equal to a characters intelligence in seconds. Low intelligence gives a chance of spell failure.

Long magics take minutes, or even hours to cast, but they produce the most powerful effects. The casting time can be up to five times the characters memory in minutes. A low memory gives a chance for spell failure.