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Editions of Dungeons & Dragons


Several different editions of the Dungeons & Dragons (D&D) fantasy role-playing game have been produced since 1974.
The current publisher of D&D, Wizards of the Coast, produces new materials only for the most current edition of the
game. Many D&D fans, however, continue to play older versions of the game and some third-party companies continue to
publish materials compatible with these older editions.

After the original edition of D&D was introduced in 1974, the game was split into two branches in 1977: the rules-light
system of Dungeons & Dragons and the more complex, rules-heavy system of Advanced Dungeons & Dragons (AD&D).
The standard game was eventually expanded into a series of five box sets by the mid-1980s before being compiled and
slightly revised in 1991 as the Dungeons & Dragons Rules Cyclopedia. Meanwhile, the 2nd edition of AD&D was published
in 1989. In 2000, the 3rd edition, called simply Dungeons & Dragons, debuted. The 4th edition was published in 2008.
The 5th edition was released in 2014.

Contents
1 Timeline
2 Version history
2.1 Original Dungeons & Dragons
2.2 Advanced Dungeons & Dragons
2.3 Dungeons & Dragons Basic Set and revisions
2.4 Advanced Dungeons & Dragons 2nd edition
2.4.1 Player's Options
2.5 Dungeons & Dragons 3rd edition
2.5.1 Dungeons & Dragons v3.5
2.6 Dungeons & Dragons 4th edition
2.6.1 Dungeons & Dragons Essentials
2.7 Dungeons & Dragons 5th edition
3 Dungeons & Dragons variants
4 International editions
5 References
6 Bibliography
7 External links

Timeline

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Dungeons & Dragons Version History


noting key rule publications
YEAR GAME
1974 Original Dungeons & Dragons

Men & Magic


Monsters & Treasure
The Underworld & Wilderness Adventures

1977 Advanced Dungeons & Dragons Dungeons & Dragons (Basic)

Monster Manual Basic Set (blue box) (levels 13)

1978
Players Handbook

1979
Dungeon Masters Guide
1981 (Core rulebooks complete) Dungeons & Dragons (B/X version)

Basic Set (magenta box)


Expert Set (light blue box) (levels 414)

1983 Dungeons & Dragons (BECMI version)

Basic Set (red box)


Expert Set (blue box)
Companion Set (teal box, levels 1525)

1984
Master Set (black box, levels 2636)

1985
Unearthed Arcana (a "fourth core rulebook") Immortals Set (gold box, levels 36+)

1989 Advanced Dungeons & Dragons 2nd Edition


1991 Player's Handbook Dungeons & Dragons (RC)
Dungeon Master's Guide
Basic Set (Black Box; levels 15)
Monstrous Compendium
Rules Cyclopedia (levels 136)

1992
Wrath of the Immortals (levels 36+)
1993
Monstrous Manual
(Replaces Monstrous Compendium)

1995 Advanced Dungeons & Dragons (2nd edition revised)

Player's Handbook
Dungeon Master Guide
Player's Options
DM Options

2000 Dungeons & Dragons (3rd edition)

Player's Handbook
Dungeon Master's Guide
Monster Manual

2003 Dungeons & Dragons (v. 3.5)


Revised editions of the core rulebooks (compatible with 3rd Ed. via errata)

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2008 Dungeons & Dragons (4th edition)

Player's Handbook
Dungeon Master's Guide
Monster Manual

2010 Dungeons & Dragons Essentials

Rules Compendium
Dungeon Master's Kit
Monster Vault
Heroes of the Fallen Lands
Heroes of the Forgotten Kingdoms

Dungeons & Dragons (5th edition)

Basic Rules (PDF only; limited player options)


Core rulebooks:
2014
Player's Handbook
Dungeon Master's Guide
Monster Manual

Version history

Original Dungeons & Dragons


The original D&D was published as a box set in 1974 and featured only a handful of the
elements for which the game is known today: just three character classes (fighting-man,
magic-user, and cleric); four races (human, dwarf, elf, and hobbit); only a few
monsters; only three alignments (lawful, neutral, and chaotic). The rules assumed that
players owned and played the miniatures wargame Chainmail and used its
measurement and combat systems. An optional combat system was included within the
rules that later developed into the sole combat system of later versions of the game. In
addition, the rules presumed ownership of Outdoor Survival, a board game by then-
unaffiliated company Avalon Hill for outdoor exploration and adventure. D&D was a
radically new gaming concept at the time, and it was difficult for players without prior
tabletop wargaming experience to grasp the vague rules. The release of the Greyhawk
supplement removed the game's dependency on the Chainmail rules,[1] and made it
much easier for new, non-wargaming players to grasp the concepts of play. It also
inadvertently aided the growth of competing game publishers, since just about anyone
who grasped the concepts behind the game could write smoother and easier to use rules The 1974 Dungeons &
Dragons box set
systems and sell them to the growing D&D fanbase (Tunnels & Trolls being the first
such).[2]

Supplements such as Greyhawk, Blackmoor, Eldritch Wizardry and Gods, Demi-Gods & Heroes, published over the next
two years, greatly expanded the rules, character classes, monsters and spells. For example, the original Greyhawk
supplement introduced the thief class, and weapon damage varying by weapon (as opposed to character class). In
addition, many additions and options were published in the magazines The Strategic Review and its successor, The
Dragon.[3]

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Advanced Dungeons & Dragons


An updated version of D&D was released between 1977 and 1979 as Advanced
Dungeons & Dragons (AD&D). The game rules were reorganized and re-codified
across three hardcover rulebooks, compiled by Gary Gygax, incorporating the original
D&D rules and many additions and revisions from supplements and magazine articles.
The three core rulebooks were the Monster Manual (1977), the Player's Handbook
(1978), and the Dungeon Master's Guide (1979). Major additions included classes from
supplements like assassin, druid, monk, paladin, and thief,[4] while bard, illusionist and
ranger, which had previously only appeared in magazine articles, were added to the
core rulebooks.

Later supplements for AD&D included Deities & Demigods (1980), Fiend Folio
(another book of monsters produced semi-autonomously in the UK - 1981), Monster
Manual II (1983), Oriental Adventures and Unearthed Arcana (1985), the latter of The Advanced Dungeons &
which mostly compiled material previously published in Dragon magazine,[5] and Dragons 1st edition Player's
Handbook
others.

Dungeons & Dragons Basic Set and revisions


While AD&D was still in the works, TSR was approached by an outside writer and D&D
enthusiast, John Eric Holmes, who offered to re-edit and rewrite the original rules into
an introductory version of D&D.[6] Although TSR was focused on AD&D at the time, the
project was seen as a profitable enterprise and a way to direct new players to anticipate
the release of the AD&D game. It was published in July 1977 as the Basic Set, collecting
together and organizing the rules from the original D&D boxed set and Greyhawk
supplement into a single booklet, which covered character levels 1 through 3, and
included dice and a beginner's module. The booklet featured a blue cover with artwork
by David C. Sutherland III. The "blue booklet" explained the game's concepts and
method of play in terms that made it accessible to new players not familiar with
tabletop miniatures wargaming. Unusual features of this version included an alignment
system of five alignments as opposed to the three or nine alignments of the other The cover of the first
versions. This Basic Set was very popular and allowed many to discover and experience Dungeons & Dragons Basic
the D&D game for the first time. Although the Basic Set is not fully compatible with Set
AD&D, as some rules were simplified to make the game easier for new players to learn,
players were expected to continue play beyond third level by moving on to the AD&D
version.[7]

Once AD&D had been released, the Basic Set saw a major revision in 1981 by Tom Moldvay, which was immediately
followed by the release of an Expert Set written by David Cook, to accompany the Basic Set, extending it to levels 4
through 14, for players who preferred the simplified introductory ruleset. With this revision, the Basic rules became their
own game, distinct both from original D&D and AD&D. The revised Basic rules can be distinguished from the original
ones by cover colors: the Basic booklet had a red cover, and the Expert booklet a blue one.[8]

Between 1983 and 1985 this system was revised and expanded by Frank Mentzer as a series of five boxed sets, including
the Basic Rules (red cover), Expert Rules (blue), Companion Rules (green, supporting levels 15 through 25), Master Rules
(black, supporting levels 26 through 36), and Immortals Rules (gold, for characters above levels).

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This version was compiled and slightly revised by Aaron Allston in 1991 as the Rules Cyclopedia, a hardback book which
included all the sets except Immortals Rules which was discontinued and replaced with Wrath of the Immortals box set.
While the Rules Cyclopedia included all information required to begin the game, there were also several printings of an
introductory boxed set, named The New Easy-to-Master Dungeons & Dragons Game in early printings, The Classic
Dungeons & Dragons Game in later ones, and commonly called "the black box" to contrast with the earlier red covered
Basic Sets.[9]

Advanced Dungeons & Dragons 2nd edition


In 1987, a small team of designers at TSR led by David "Zeb" Cook began work on the
second edition of the AD&D game, which would take two years to complete.[10] In 1989,
Advanced Dungeons & Dragons 2nd Edition was published, featuring new rules
and characters.[11]

By the end of its first decade, AD&D had expanded to several rulebooks, including three
collections of monsters (Monster Manual, Monster Manual II, Fiend Folio), and two
books governing character skills in wilderness and underground settings. Gygax had
already planned a second edition for the game, which would also have been an update
of the rules, incorporating the material from Unearthed Arcana, Oriental Adventures,
and numerous new innovations from Dragon magazine in the Player's Handbook and
Dungeon Master's Guide and would have consolidated the Monster Manual, Monster
The Advanced Dungeons &
Manual II and Fiend Folio into one volume.[12] Initially, the 2nd edition was planned to
Dragons 2nd edition
consolidate the game, but more changes were made during development, while still Player's Handbook
aiming at backwards compatibility with 1st edition.

The release of AD&D 2nd Edition corresponded with important policy changes at TSR. An effort was made to remove
aspects of the game which had attracted negative publicity, most notably the removal of all mention of demons and devils,
although equivalent fiendish monsters were included, renamed tanar'ri and baatezu, respectively. Moving away from the
moral ambiguity of the 1st edition AD&D, the TSR staff eliminated character classes and races like the assassin and the
half-orc, and stressed heroic roleplaying and player teamwork. The target age of the game was also lowered, with most 2nd
edition products being aimed primarily at teenagers.[13]

The game was again published as three core rulebooks which incorporated the expansions and revisions which had been
published in various supplements over the previous decade. However, the Monster Manual was replaced by the
Monstrous Compendium, a loose-leaf binder in which every monster is given a full page of information, the justification
being that packs of new monsters (often setting-specific) could be purchased and added to the binder without the expense
or inconvenience of a separate book. It was intended that the loose-leaf binder would allow the book to be updated and
customized as needed. This format proved highly susceptibile to wear and tear however, and presented difficulties in
keeping alphabetic order when pages had been printed with monsters on each side. Subsequently, the loose leaf
formatting was abandoned and the Compendium as a core book was replaced by single-volume hardcover Monstrous
Manual in 1993, collecting popular monsters from the Compendium. The edition also greatly increases the power of
dragons. This was done to counter the impression of relative weakness of the game's titular monster.

Numerous mechanical changes were made to the game. The combat system was modified. The minimum number required
to hit a target uses a mathematical formula in which the defender's armor class (AC) is subtracted from the attacker's
THAC0 ("To Hit Armor Class '0'") number, a simplification of 1st edition's attack matrix tables that had appeared as an
optional rule in the 1st edition DMG. Distances are based on in-game units (feet) rather than miniatures-board ones
(inches). Critical hits are offered as optional rules.
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Character creation is modified in many ways. Demi-human races are given higher level maximums to increase their long-
term playability, though they are still restricted in terms of character class flexibility. Character classes are organized into
four groups: warrior (fighter, paladin, ranger), wizard (mage, specialist wizard), priest (cleric, druid), and rogue (thief,
bard). Assassins and monks were removed from the game as character classes, "magic-users" are renamed "mages",
illusionists are made into a subtype of the wizard class, along with new classes specializing in the other schools of magic.
Proficiencies are officially supported in the Player's Handbook and many supplements, rather than being an optional add-
on. Psionics are no longer included in the Player's Handbook, though they later appeared in their own supplement.

Player's Options
In 1995, TSR re-released the core rulebooks for 2nd Edition with new covers, art, and page layouts.[14] These releases were
followed shortly by a series of volumes labelled Player's Option, allowing for alternate rules systems and character
options, as well as a Dungeon Master's Option for high-level campaigns. They consisted of:

Player's Option: Combat & Tactics


Player's Option: Skills & Powers
Player's Option: Spells & Magic
Dungeon Master Option: High-Level Campaigns
Some of the optional rules included the introduction of a point-based system to allow players to pick and choose parts of
classes to make their own class in a similar fashion to non-weapon proficiencies and attacks of opportunity are possible in
combat.

Dungeons & Dragons 3rd edition


A major revision of the AD&D rules was released in 2000. As the Basic game had been
discontinued some years earlier, and the more straightforward title was more
marketable, the word "advanced" was dropped and the new edition was named just
Dungeons & Dragons, but still officially referred to as 3rd edition (or 3E for short). It is
the basis of a broader role-playing system designed around 20-sided dice, called the
d20 System.

Monte Cook, Jonathan Tweet, and Skip Williams all contributed to the 3rd edition
Player's Handbook, Dungeon Master's Guide, and Monster Manual, and then each
designer wrote one of the books based on those contributions.[15]

The d20 system uses a more unified mechanic than earlier editions, resolving nearly all The Dungeons & Dragons
actions with a d20 die roll plus appropriate modifiers. Modifiers based on ability scores 3rd edition Player's
Handbook
follow a standardized formula. Saving throws are reduced from five categories based on
forms of attack to three based on type of defense.

The combat system is greatly expanded, adopting into the core system most of the optional movement and combat system
of the 2nd edition Players Option: Combat and Tactics book. Third edition combat allows for a grid system, encouraging
highly tactical gameplay and facilitating the use of miniatures.

New character options were introduced. The new sorcerer class was introduced. The thief is renamed rogue, a term that
2nd edition uses to classify both the thief and bard classes, and introduces prestige classes, which characters can only
enter at higher character levels, and only if they meet certain character-design prerequisites or fulfill certain in-game
goals. Later products included additional and supplementary rules subsystems such as "epic-level" options for characters
above 20th level, as well as a heavily revised treatment of psionics.
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3rd edition removes previous editions' restrictions on class and race combinations that were intended to track the
preferences of the race, and on the level advancement of non-human characters. Skills and the new system of feats are
introduced replacing non-weapon proficiencies, to allow players to further customize their characters.

The d20 System is presented under the Open Game License, which makes it an open source system for which authors can
write new games and game supplements without the need to develop a unique rules system and, more importantly,
without the need for direct approval from Wizards of the Coast. This makes it easier to market D&D-compatible content
under a broadly recognizable commercial license.

Dungeons & Dragons v3.5


In July 2003, a revised version of the 3rd edition D&D rules (termed v. 3.5)
was released that incorporated numerous small rule changes, as well as
expanding the Dungeon Master's Guide and Monster Manual. This revision
was intentionally a small one focusing on addressing common complaints
about certain aspects of gameplay, hence the "half edition" version number.
The basic rules are fundamentally the same, and many monsters and items are
compatible (or even unchanged) between those editions. New spells are added,
and numerous changes are made to existing spells, while some spells are
removed from the updated Player's Handbook.[16] New feats are added and The Dungeons & Dragons v. 3.5
numerous changes are made to existing feats, while several skills are renamed core rulebooks
or merged with other skills.

Dungeons & Dragons 4th edition


On August 15, 2007, Wizards of the Coast announced the development of D&D 4th
edition. In December 2007, the book Wizards Presents: Races and Classes, the first
preview of 4th Edition, was released. This was followed by a second book in January
2008 named Wizards Presents: Worlds and Monsters. The Player's Handbook,
Monster Manual, and Dungeon Master's Guide were released in June 2008.

Slashdot reported anger from some players and retailers due to the financial
investment in v3.5 and the relatively brief period of time that it had been in
publication.[17] Although many players chose to continue playing older editions, or
other games such as Pathfinder,[18] the initial print run of the 4th edition sold out
during preorders, and Wizards of the Coast announced a second print run prior to the
game's official release.[19]
The Dungeons & Dragons
4th edition Player's
Unlike previous editions with just three core rulebooks, 4th edition core rules include
Handbook
multiple volumes of the Player's Handbook, Dungeon Master's Guide, and Monster
Manual that were released yearly, with each new book becoming a part of the core.[20]
In the first Player's Handbook, the warlock and warlord are included, while the barbarian, bard, druid, sorcerer and monk
are not present. Of those classes, the first four were included in Player's Handbook 2, while the monk class appears in
Player's Handbook 3.

Mechanically, 4th edition saw a major overhaul of the games systems. Changes in spells and other per-encounter
resourcing, giving all classes a similar number of at-will, per-encounter and per-day powers. Powers have a wide range of
effects including inflicting status effects, creating zones, and forced movement, making combat very tactical for all classes

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but essentially requiring use of miniatures, reinforced by the use of squares to express distances. Attack rolls, skill checks
and defense values all get a bonus equal to one-half level, rounded down, rather than increasing at different rates
depending on class or skill point investment. Each skill is either trained (providing a fixed bonus on skill checks, and
sometimes allowing more exotic uses for the skills) or untrained, but in either case all characters also receive a bonus to all
skill rolls based on level. A system of healing surges and short and long rests are introduced to act as resource
management.

The system of prestige classes is replaced. Characters at 11th level choose a "paragon path", a specialty based on their class,
which defines some of their new powers through 20th level. At level 21, an "epic destiny" is chosen in a similar manner.,
the paragon path and the epic destiny replace the prestige class system of 3rd edition. Core rules extend to level 30 rather
than level 20, bringing "epic level" play back into the core rules.

Dungeons & Dragons Essentials


This product line debuted in September 2010 and consisted of ten products intended to lower the barrier of entry into the
game. Essentials uses the D&D 4th edition rule set and provides simple player character options intended for first-time
players.[21][22] Many of the new player character options emulated features from previous editions, such as schools of
magic for the wizard class, as to appeal to older players who had not adopted 4th edition.[23]

The Essentials line contained revisions to the ruleset compiled over the prior two years, in the form of the Rules
Compendium, which condensed rules and errata into one volume, while also updating the rules with newly introduced
changes.[24][25] The player books Heroes of the Fallen Lands and Heroes of the Forgotten Kingdoms contained rules for
creating characters, as well as new builds for each class described in the books.[26] Other Essentials releases included a
Dungeon Master's Kit and Monster Vault, each also containing accessories.

Dungeons & Dragons 5th edition


In January 2012, Wizards of the Coast announced that a new edition of the game, at the
time referred to as D&D Next, was under development.[18] In direct contrast to the
previous editions of the game, D&D Next was developed partly via a public open
playtest.[27] An early build of the new edition debuted at the 2012 Dungeons & Dragons
Experience event to about 500 fans.[28] Public playtesting began on May 24, 2012,[29]
with the final playtest packet released on September 20, 2013.[30]

The 5th edition's Basic Rules, a free PDF containing complete rules for play and a
subset of the player and DM content from the core rulebooks, was released on July 3,
2014.[31] The Starter Set was released on July 15, featuring a set of pre-generated
characters, a set of instructions for basic play, and the adventure module Lost Mine of
Phandelver.[32] The Player's Handbook was released on August 19, 2014.[33] The fifth
The Dungeons & Dragons
edition Monster Manual was released on September 30, 2014.[34] The Dungeon 5th edition Player's
Master's Guide was released on December 9, 2014.[35] The edition returns to having Handbook
only three core rule books, with the Players Handbook containing most major races
and classes.

Mechanically, 5th edition draws heavily on prior editions, while introducing some new mechanics intended to simplify and
streamline play. Actions are now more dependent on checks made with the six core abilities with skills taking a more
supportive role.

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Skills, weapons, items, saving throws and other things that characters are trained in now all use a single proficiency bonus
that increases as character level increases. Multiple defense values have been removed, returning to a single defense value
of armor class and using more traditional saving throws. Saving throws are reworked to be situational checks based on the
six core abilities instead of generic d20 rolls. Feats are now optional features that can be taken instead of ability score
increases and are reworked to be occasional major upgrades instead of frequent minor upgrades.

The "advantage/disadvantage" mechanic was introduced, streamlining conditional and situational modifiers to a simpler
mechanic: rolling two d20s for a situation and taking the higher of the two for "advantage" and the lower of the two for
"disadvantage" and canceling each other out when both apply.

The power system of 4th edition was replaced with more traditional class features that are gained as characters level. Each
spell-casting class uses a unique system to cast their spells, with wizards and clerics using a slightly modified version of the
spell preparation system of previous editions. Healing Surges are replaced by Hit Dice, requiring a character to roll a hit
die during a short rest instead of healing a flat rate of hit points.

Dungeons & Dragons variants


The publication of the System Reference Document (SRD) for 3rd edition under the Open Game License (OGL) allowed
other companies to use the rules to create their own variants of Dungeons & Dragons, providing that they did not use
anything Wizards of the Coast considered trade dress or signature content, known as "product identity" under the terms of
the OGL.[36]

Castles & Crusades, published in 2004 by Troll Lord Games, is an early example of the OGL and SRD being used to
recreate the experience of older editions.[37]

"Retro-clones" are variants created to even more closely simulate previous editions, part of a movement known as the Old
School Revival.[37] Prominent retro-clones include Labyrinth Lord, OSRIC, and Swords & Wizardry.[38]

The Pathfinder Roleplaying Game was first published in 2009 by Paizo Publishing. It is intended to be backward-
compatible with D&D v. 3.5 while adjusting some rules balance, and has been nicknamed "v. 3.75" by some fans.[39][40]
Pathfinder has been one of the best-selling role playing games in the industry.[18]

13th Age is a game designed by Jonathan Tweet, a lead designer of the 3rd Edition, and Rob Heinsoo, a lead designer of
4th Edition, and published by Pelgrane Press in 2013.[41]

International editions
The D&D franchise has been translated and published in several languages around the world.

A particular challenge has been the word dungeon, which in standard English means a single prison cell or oubliette
originally located under a keep. Some languages, like Spanish, Italian, Finnish, and Portuguese, didn't translate the title of
the game and kept it as it is in English: Dungeons & Dragons. In Spanish-speaking countries, the 1983 animated series
was translated in Hispanic America as Calabozos y Dragones and in Spain as Dragones y Mazmorras (calabozo and
mazmorra have in all Spanish-speaking countries the same meaning: a dungeon). In Brazil, the same animated series was
translated as Caverna do Drago (Dragon's Cave). This still brings great confusion amongst Spanish-speaking and
Brazilian gamers about the name of the game, since all Spanish and Brazilian Portuguese translations of the game kept the
original English title. In gaming jargon, however, a dungeon is not a single holding cell but rather a network of
underground passages or subterranea to be explored, such as a cave, ruins or catacombs. Some translations conveyed this
meaning well, e.g. Chinese (Dragons and Underground Castles, or Dragons and Underground Cities). Some
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translations used a false friend of "dungeon", even if it changed the meaning of the title, such as the French Donjons et
dragons (Keeps and Dragons). In Hebrew, the game was published as ( Labyrinths and Dragons).
Additionally, some translations adopted the English word "dungeon" as a game term, leaving it untranslated in the text as
well.

References
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England: Games Workshop. pp. 89. "Chainmail was needed to conduct combat...." "Greyhawk introduced a new
combat system...."
2. Pulsipher, Lewis (AugustSeptember 1977). "Open Box: Tunnels and Trolls". White Dwarf (2). London, England:
Games Workshop. ISSN 0265-8712 (https://www.worldcat.org/issn/0265-8712).
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1). dndclassics.com. Retrieved August 10, 2015.
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(10): 17.
5. Gygax, Gary (March 1985). "Demi-Humans Get a Lift". Dragon. TSR (95): 810.
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External links
The Acaeum: Dungeons & Dragons Knowledge Compendium (http://www.acaeum.com/)

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