SPI on AD&D (22.42)
Thinking for Yourself (93.10)

New : Front-end Alignments : "Quasi-alignments" of the people you game with (124.44)
Level Progression for Players and Dungeon Masters (28.32)
The AD&D National Player Rating System (35.24)
The RPGA Player Ranking System (84.53)
Adventuring with Shaky Hands : When there's a will, there's a way to play (53.26)

Don't Just Think About It ... Take the AD&D exam (47.6) (47.57)
How Much Do You Know About Science in a Fantasy World? (60.33) (60.70)
Adventure Trivia! : What is the airspeed of an unladen carpet of flying? (117.26, 87)
U 2 Kan Ern Big Bucks! : Take this exam and join the adventuring horde! (128.86)

Be A Creative Game-Player (45.20)
When Choosing a DM, Be Choosy! (48.28)
When Game Masters Go Bad : Keeping your GM on the sunny side (135.25)

PREFACE
Uniformity, Conformity, or Neither? (39.36)

INTRODUCTION
Introduction (D&D.M&M.4)
Scope (D&D.M&M.5)
Equipment (D&D.M&M.5)

THE GAME
Individuals do make a Difference (66.57)

Notes on Women and Magic -- Bringing the distaff gamer into D&D (3.7)
Women Want Equality : And why not? (39.16)
Points to Ponder (39.17)
Dungeons Aren't Supposed to be 'For Men Only' (57.31)
 

CHARACTERS
Characters (D&D.M&M.6) (Greyhawk 4) (Blackmoor 1)

CREATING THE PLAYER CHARACTER
Starting from Scratch (39.20)
 


The Six Main Skills : What AD&D game abilities mean in real terms (107.16)
Room for Improvement? : Examining the issue of increasing ability scores (107.22)

How to Use Non-Prime-Requisite Character Attributes (1.7) (Proto- abillity checks)

INTELLIGENCE
A Touch of Genius : Putting intelligence to work in AD&D gaming (117.28)

DEXTERITY
Combat Modifications for Dexterity (3.30)

CHARISMA
Make Charisma Count for More (63.19)

Notice Anything Different? : The perception score : A new way of looking at things (133.12)

A Hero's Reward : The hero-point system for the AD&D game (118.59)


RACES
Demi-Humans (129.7)
Tone Down the Demi-Humans (105.10)

The Wings of Eagles : The aarakocra as a PC and NPC race (124.34)

Hey, Wanna Be a Kobold? : Humanoids as player characters in AD&D games (141.38)
The Uldra : A new character race for AD&D games (119.36)

Fantasy Genetics I : Humanoid Races in Review (44.16)
Fantasy Genetics III : What Do You Get When You Cross ...? (44.19)
Fantasy Genetics IV : Half + Half Isn't Always Full (44.20)

CHARACTER RACE TABLE I : CHARACTER CLASS LIMITATIONS
All About the Druid / Ranger : A classy explanation, better late than never (100.9)

CHARACTER RACE TABLE II : CLASS LEVEL LIMITATIONS
Demi-Humans Get a Lift : The last word on level limits and abilities (95.8)
New Jobs for Demi-Humans : Dwarven clerics, elven rangers, and that's not all (96.8)

DWARVES
A Special Section : Dwarves (58.23)
A New View of Dwarves (3.26)
The Dwarven Point of View (58.24)
A Quick Look at Dwarves (27.20)
Bazaar of the Bizarre (58.27)
Sage Advice (58.28)
Old Dwarvish is Still New to Scholars of Language Lore (66.51)
Runestones (69.12)
Worth it's Weight in Gold : A dwarf's beard is more than hair (109.28)
AL : Magic of the Dwarven Priests (129.8)

ELVES
ALL ABOUT ELVES (60.5)
The Elven Point of View (60.6)
Sage Advice (60.13)
Elvish Tactics in Fantasy Miniatures (28.17)
Children of the Deep : Aquatic elves in the AD&D game (116.28)

Children of the Spider Goddess : The darkest elves' point of view (129.20)

GNOMES
The Gnomish Point of View (61.28)

The Folk of the Underworld : The svirfneblin point of view (131.32)

HALFLING
The Halfling Point of View (59.49)
Don't Sell Them Short! : Halfling guardians : Defenders of the small folk (129.26)

HALF-ELF
The Half-Elven Point of View (60.14)

HALF-OGRE
The Whole Half-Ogre : Ideas for finishing what EGG started (73.24)
The Half-Ogre, Smiting him hip and thigh (29.8)

HALF-ORC
Half-Orcs : They're rude and crude, and so's their point of view (62.26)
Fantasy Genetics II : Half-Orcs in a variety of styles (44.17)


18
CHARACTER CLASSES
Sage Advice (134.50) (137.68) (139.65)

Levels and Number of Experience Points Necessary to Attain Them (D&D.M&M.16) (Greyhawk 9) (Blackmoor 4)
Statistics Regarding Classes (D&D.M&M.17) (Greyhawk 10) (Blackmoor 6)
Charting the Classes : How do AD&D characters compare? (69.31)
Level Titles Don't Do Justice : They aren't used much, and aren't useful anyway (72.54)

Character Classes to Consider (65.9)
Loyal Readers : EGG answers letters on new classes and takes a long look at comeliness (67.61)

CHARACTER CLASSES TABLE II : ARMOR AND WEAPONS PERMITTED
Clerics Take Note : "No swords" means no swords! (33.20)
Should They Have An Edge? : Yes (Spell-users should be able to use "forbidden" weapons -- but with decreased damage) / No (Rule restrictions on weapon usage are firm but fair) (66.6)

THE CAVALIER
Chivalry (125.17)
The Orders of Chivalry : Orders of knighthood in the AD&D game (125.18)
Glory, Danger, and Wounds : Cavaliers and their pursuit of honor (125.42)

The Chivalrous Cavalier (72.6)
The Elven Cavalier (114.26)
"Surely, You Joust!" : The "game" of chivalry and knighthood for AD&D games (118.22)
A Day at the Faire : Life at a typical fantasy tournament (118.30)
The Fairest of the Fairs : Fairs and festivals for fantasy game campaigns (137.54)

THE PALADIN
It's Not Easy Being Good (51.12)
Thou Shalt Play This Way : Ten commandments for paladins (51.35)

THE CLERIC
The Cleric Collection : Three ways to give the class more flash (85.8)
Keepers of the Faith (140.15)

Next Time, Try a Cleric (39.24)
Reflections of a Real-Life Cleric (41.6)
The Role of the Cleric : Warriors with wisdom (52.6)
This Land is My Land ... (52.8)
The Sense of Sacrifices (52.10)
Sage Advice (52.11)
Here's to your Health : Second thoughts on first-aid in the AD&D game (85.9)
Fantasy Clerics and Clerical Fallacies : Addressing the myth of clerical healing (140.30)
Special Skills, Special Thrills : Varying powers helps avoid cleric stereotypes (85.12)
Clerics Must be Deity-Bound : How one acts depends on who one worships (85.16)
Clerics Live By Other Rules : Giving and taking away can be okay (92.6)
First, Spread the Faith : Clerics need to keep their mission in mind (92.9)
The More, the Merrier : How clerics can "find" new followers (92.13)
Clout for Clerics : Giving them a full complement of followers (113.42)
Hammer of Thor, Spear of Zeus : Weapons of choice for clerics (115.38)
So Many Gods, So Little Time : Designing unique clerics and pantheons (140.24)

THE BARBARIAN CLERIC
The Barbarian Cleric : No tribe is complete without one of these (109.14)

THE DRUID
THE WOODLAND CREED (119.9)
The Druid and the DM (48.21)
Druid in a Dungeon? Why not? (48.22)
Life Beyond 15th Level : New rules for druids with nowhere to go (93.8)
Underestimating Druids (is a bad practice) : A new look at the nature-lover's class (119.10)
"Is there a Doctor in the Forest?" : The druid as healer and protector (119.18)
On Becoming the Great Druid : Rites of ascension in druidic circles (119.22)
Higher Aspirations : How druids get their start in life (120.48)
The New, Improved Druid : Additional abilities for the sylvan sect (139.49)

THE SAVANT
The Savant : A Q&A character for the AD&D game (140.16)

THE FIGHTER
No Quarter! Combat maneuvers for fighters - only (127.22)

WEAPON SPECIALIZATION
Specialization (Cut down to size) : A revised weapon specialization system for the AD&D game (140.38)
Specialization and Game Balance (104.28)
D&D Option : Weapon Damage (2.29) (Proto-specialization rules)

THE BARBARIAN
The Big, Bad Barbarian (63.8)
The Real Barbarians (72.24)

THE RANGER
Official Changes for Rangers : New rules to clear up tracking and hacking (94.8)
The Ranger Redefined : Systems for giving the class more skills (106.24)
More Range for Rangers : New tables for determing a PC's followers (106.33)

THE MAGIC-USER
Wizards : The Arcane Arts (123.15)
The Arcane Arts (130.8)
Into the Wizard's World (139.15)
Spelling Out a Strategy for Hostile Magic-Users (38.47)
The Mystic College : Magical academies for AD&D game sorcerers (123.16)
Where Wizards Meet : One sorcerer is strong, but a guild of them is mighty -- indeed (139.21)

THE THIEF
The Rogues of Role-Playing (104.8)
Thieves (115.9)
The Well-Rounded Thief : Not everyone steals for the same reason (104.9)
Race is Ahead of Class : Demi-human thieves act according to heritage (104.11)
The Thief : A special look (47.20)
Thieves' Cant : A primer for the language of larceny (66.34)
Was it Worth the Risk? : A DM's guide to pickpocketing success (104.16)
Thief's Climb Should be Leveled Out (73.60)
Lords of the Night : Behind the scenes at the local thieves' guild (115.10)
A Den of Thieves : The care and management of a thieves' guild (115.14)
The Art of Climbing Walls : A modified system for thieves (115.27)
Getting up in the World : Defining and changing the climbing rules (115.32)
Honor Among Thieves : Oaths and codes of the thieves' guild (115.29)
Tools of the (Thieving) Trade : A look at a thief's best friend (115.35)

THE ASSASSIN
The First Assassins (22.3)
The Assassin's Guild (64.24)
You Haven't Lived Until You've Done : The Assassin's Run (64.30)
The Handy Art of Forgery : An assassin's pen can be mightier than his dagger (96.28)

THE THIEF-ACROBAT
A "Split Class" for Nimble Characters : The Thief-Acrobat (69.20)

Bureaucrats and Politicians (74.8)
Let Them Entertain You (69.54)
Rules to Lose By : The Hopeless Character Class (96.54)
The Idiot Class (3.28)
Duh Jock (72.50)

33
ALIGNMENT
Character Alignment, Including Monsters (D&D.M&M.9)
For King and Country : An alignment system based on cause and effect (101.18)
Play a Villain? An evil idea (57.31)
Alignment  : A new view of the nine philosophies seihposolihp enin eht fo weiv wen A : tnemngilA (60.71)

34
ESTABLISHING THE CHARACTER
Historical Names Make for Better Games (49.32)
A New Name? It's Elementary! : Old English makes a meaningful source (72.56)

Birth Tables for D&D (3.14)
What Good PCs are Made Of : Play characters with more substance than statistics (96.10)

CHARACTER LANGUAGES
Languages (D&D.M&M.12)
Languages, Or, Could you repeat that in Auld Wormish? (1.9)
Language Rules Leave Lots of Room for Creativity in Your Game (66.45)
Fantasy Philology : Playing the fluency percentages (66.49)
Language Lessons I : Even Orcish is Logical (75.54)
Language Lessons I : All Games Need Names, But don't make a game out of naming! (75.58)
The Uncommon Tongue : Modify modern english to add spice to your game (109.44)
 

35

MONEY

STARTING MONEY
Money Isn't Everything ... Except to those poor beginning characters (106.18)

EQUIPPING THE CHARACTER
Basic Equipment and Costs (D&D.M&M.13)

Keep Track of Quality (65.13)
Ready for Anything! : Be prepared to carry more than just a sword (69.63)
Knowing What's in Store : Read this before your PC's next buying spree (98.28)

These Are the Breaks : Weapon damage in AD&D action (54.14)
When it Gets Hit, It Gets Hurt : A system for equipment damage (73.34)

ARMOR
Armor, Piece by Piece : Protection isn't an all-or-nothing proposition (112.35)
In Defense of the Shield : Shield-using skills in the AD&D game (127.36)

CLOTHING
Leomund's In a Rut (26.29)

36
MISCELLANEOUS EQUIPMENT & ITEMS
Packing it All Away : The backpack, the wilderness, and the fantasy adventurer (124.54)
Give Them Enough Rope! : What can you do with 50' of rope? (135.17)
Dungeoneer's Shopping Guide (117.22)

TACK AND HARNESS
Warhorses and Barding : From light to heavy, leather to plate (74.4)
A Saddle Isn't Enough (113.45)

TRANSPORT

Chariots for Characters : Adapting ancient vehicles for AD&D game play (81.34)
On a Wing and a Prayer : Gliders and gliding in the AD&D game (124.22)

37
WEAPON PROFICIENCY TABLE
Shield and Weapon Skills (57.10)
Weapons Wear Out, Not Skills (65.19)

37
WEIGHT AND DAMAGE BY WEAPON TYPE
Damage - Weapon Type (Greyhawk 15)

Quarterstaff Fighting Rules (11.26)

Swords : Slicing to a sharp topic (58.55)
An Assortment of Knives : A few new twists on an old weapon (140.54)

Or With A ... Weird One : Stats and facts about strange new weapons for AD&D game play (61.16)
New Weapons from Another "Great Mind" (64.6)

Aiming for Realism in Archery : Longer ranges, truer targets (58.47)
Bowmanship Made More Meaningful : A long bow isn't always a strong bow (58.50)
On Target : Archery competitions for AD&D gaming (118.34)

Arms and Armor of the Conquistadores (25.42)

Firearms : First guns were not that much fun for triggermen or their targets (60.24)
A Second Volley : Taking another shot at firearms, AD&D style (70.31)
Blasters & Blunderbusses : A look at firearm laws, past, present, and future (124.62)

A Short History of Adamanite (17.31)

Inert Weapons : Or, Business as ... Usual??! (39.59)
Inert Weapons : Or, Tiny Toys (43.72)
Inert Weapons : Or, Making Our Streets Safe (45.69)

40
CHARACTER SPELLS
Fire for Effect! Magical fires are a lot hotter than you'd think (123.32)

The Laws of Magic : How the AD&D universe works, and why (106.8)
Magic : Governed by Laws of Theory (18.14)
AD&D's Magic System : How and why it works (33.10)
Protection Circles and the Like, Plus news of the northern central Flanaess (56.17)
The Many Types of Magic : The hows and whys of the spell category system (89.27)

Living in a Material World : Where and how to scrounge up spell components (81.58)

Smoothing Out Some Snags in the AD&D Spell Structure (33.16)

Spellminders : A DRAGON magazine playing aid (58.39)

Spells for Everyone (72.51)
Spells for Everyone, Part II : Incredible non-magical spells that everyone can use! (120.10)

Hold That Person! A definite list of charm-able humanoids (90.16)

SPELL TABLES

Spells Table (Greyhawk 19)

AL : Magic from East to West (130.18)

Spells - Clerics (D&D.M&M.23)

Spells - Magic-Users (D&D.M&M.22)

43
SPELL EXPLANATIONS
Explanations of Spells (D&D.M&M.34) (Greyhawk 21)
 
 

CLERICS

Beefing Up the Cleric (58.5)

Cantrips for Clerics : 0-level magic for deities to dish out (108.28)

Curses! Twenty good ideas for bad tidings (77.18)
Curses -- Never get even, get ahead! (29.13)
The Glyphs of Cerilon (50.32)
AL : Time Heals All Wounds (But these spells help) (134.58)

The Plane Truth : Tuning in to the Outer Planes (120.42)


Cantrips for Druids -- Naturally : New 0-level spells for the woods folk (119.28)

New Druid Spells : Naturally! (71.5)
The Natural Order : Yet more spells for druids everywhere (122.32)
AL : A Walk on the Wild Side (132.58)
AL : Spells of the Wild Cult (142.62)


Get the Most from Your Magic : Spell casting advice for magic-users of all levels (130.10)
The Faces of Magic : Magical disguises for wary wizards (130.30)
Sage Advice (133.72)
BotB : Pages from the Arch-Mages (139.29)

Cantrips : Minor Magics for Would-Be Wizards (59.7)
More Cantrips : Mini-magics for apprentice magic-users (60.16)
New Magic-User Spells (67.4)
Be the First to Cast These New High-Level Spells (68.24)
Arcane Lore : A new column of spells and enchantments (123.36)
AL : The Spells of Odeen the Arch-Mage (124.50)

Familiars with a Special Use : New 'pets' that match the magic-users who call them (86.12)
A Cast of Strange Familiars : M-U's best friend comes in many shapes and sizes (84.10)
Spelling Bee : Magic Missile (63.57)
Seeing is Believing : Examining the three varieties of invisibility (105.20)
Rogue Stones and Gemjumping (116.55)
Crystalbrittle, Energy Drain (42.17)
A Rare Way of Viewing the Wish : High-level help comes once in a lifetime (73.62)
Best Wishes! : Guidelines for getting and giving (49.62)
Wishing Makes It So (49.65)
A Visit to an Interesting Place (36.30)

Illusory Solutions : Illusions, illusionists, and an illusions table (131.16)
Hold On to Your Illusions! : Keeping illusions (and illusionists) in balance (130.24)
Arcane Lore : A legacy of illusions (127.62)
Now You See It, Now You Don't : Shedding light on illusions in AD&D (43.31)
Is it Really Real? : Be careful with Phantasmal Force : Illusions can kill if used with skill, but 'fake' healing is only a feeling! (66.29)
Familiarity Factor Prevents Illusionists from Stealing the Show (66.31)
To Believe or Not to Believe? : That is the question on illusions and wisdom (128.18)

94
ILLUSIONIST SPELLS
MMM : Illusionist Additions (1.23)
Now You See It : Cantrips for the aspiring illusionist (61.6)
New Spells for Illusionists (66.22)
Advanced Illusion and Philosopher's Stone (59.10)

SUCCESSFUL ADVENTURES
Excerpt from an Interview with a Rust Monster (14.14)
An Excerpt from an Interview with an Iron Golem* (* as translated by the author) (25.29)
It's the Little Things that Count (38.45)
All for All, Not One for One (73.74)
Be Aware and Take Care : Basic principles of successful adventuring (79.60)
Battles Above the Dungeon : Basic combat tactics for the wide-open spaces (95.55)

APPENDIX I : PSIONICS
MIND GAMES : PSIONICS IN THE AD&D WORLD (78.6)
Psionics is Different ... And that's putting it rather mildly (78.7)
Sage Advice (78.16)
Overhauling the System : A three-part remedy for problems with psionics (78.22)
And Now, the Psionicist : A class that moves psionics into the mainstream (78.26)
The Deryni (78.34)
Heroes and Villains of the Deryni : Characters spanning 200 years of fictional history (78.38)
Spells Can be Psionic, Too : How and why magic resembles mental powers (78.70)

APPENDIX II : BARDS
Singing a New Tune : A different bard, not quite so hard (56.5)
Sage Advice (56.9)
Songs Instead of Spells (56.10)
Diarmuid's Last Jest : "He who laughs last..." (60.48)

In Defense of Extraordinary Characters (24.41)
Ways to Handle High-Level Headaches (45.21)

Artist of the Month (60.52)

Everything We Think You Need to Know About Sex in the AD&D World (72.52)