parent nodes: Adventure | All Spells | Carrying Capacity | movement | Wilderness

Carrying Capacity

Normal mink player characters are able to carry up to 60 carry points and still be considered lightly loaded, or up to 150 carry points and be considered heavily loaded.

These figures are affected by Strength; each +1 of Strength bonus adds 10% to the capacity of the character, while each -1 deducts 20%. Thus, carrying capacities for normal characters are as shown below (rounded to the nearest 5 pounds for convenience):


Strength Light Load Heavy Load
-------- ---------- ----------
3 25 60
4-5 35 90
6-8 50 120
9-12 60 150
13-15 65 165
16-17 70 180
18 80 195

Movement and Encumbrance

The movement rate of a character or creature is expressed as the number of feet it can move per combat round. The normal player character races can all move 40’ per round. When exploring a dungeon, time is expressed in turns, as explained above; normal movement per turn is 3 times the movement rate per round.

This may seem slow, but this rate of movement includes such things as drawing maps, watching out for traps and monsters (though they may still surprise the party), etc. In a combat situation, on the other hand, everyone is moving around swiftly, and such things as drawing maps are not important.

A character’s movement rate is adjusted by his or her Encumbrance (the load he or she is carrying) as follows:

Armor Type Lightly Loaded Heavily Loaded
------------------------------ -------------- --------------
No Armor or Magic Leather 40’ 30’
Leather Armor or Magic Metal 30’ 20’
Metal Armor 20’ 10’

Count the weight of armor worn when calculating encumbrance, because armor counts both for bulk and restrictiveness as well as for weight. Magic armor counts for its full weight but is not as bulky and restrictive as normal armor, thus granting an improved movement rate.