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=== Creating a Character === |
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Angband is a roleplaying game, in which you, the player, control a character |
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in the world of Angband. Perhaps the most important thing you control is the |
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birth of your character, in which you choose or allow to be chosen various |
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attributes that will affect the future life of your character. |
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Character creation, or birth, is controlled through a variety of choices |
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as to constraints on the type of character you wish to play, followed by |
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a series of random calculations to generate ("roll up") a random character |
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matching the appropriate constraints. |
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Once your character has been generated, you will be given the choice to |
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generate a new character obeying the same constraints, and once you have |
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generated more than one character, you can switch back and forth between |
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the two most recent characters, until you are presented with a personality |
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that you feel comfortable with. |
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You may start the entire process over at any time. |
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Once you have accepted a character you will asked to provide a name for the |
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character. In general, the actual choice of a name is not important, but do |
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keep in mind that it may have some effect on the game itself. For example, |
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on some machines, the character name determines the filename that will be |
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used to save the character to disk. On others, the character name specifies |
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special "pref" files. And the character name is used on the high score list. |
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=== Character Characteristics === |
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Each character has three primary attributes, sex, race, and class, that |
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are chosen before the character is generated, and which will stay fixed |
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for the entire life of that character. These attributes have many effects, |
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which will be mentioned as they come up. |
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Each character has a few secondary attributes, height, weight, social class, |
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and background history, which are randomly determined, but which are affected |
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by the sex and race of the character. In general, these attributes are only |
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used to provide "flavor" to the character, to assist in the role playing, but |
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they do have a few minor effects on the game. For example, background history |
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affects social class, which affects the starting money. (Not a lot, in the case |
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of some races: for instance, Half-Trolls are always going to be the scum of |
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society, even if their father was the Clan Chief.) |
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Each character also has six primary "stats", strength, intelligence, wisdom, |
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dexterity, constitution, and charisma, which modify the abilities of the |
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character in a variety of ways. Every stat has a numerical value, ranging |
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from a minimum of 3, up to a normal maximum of 18, and even higher, into |
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the "percentile" range, represented as "18/01" through "18/100": this is the |
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maximum that can be achieved intrinsically, for any given stat. If the |
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character is started with the option of "maximize effect of race/class |
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bonuses" (from the Birth Options menu, and this is set as "on" by default), |
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the maximum figure of 18/100 is further adjusted by the adjustments for |
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race and class - for instance, a Half-Troll Warrior will max out at 18/190 |
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strength, but only 18/40 intelligence, whereas a Hobbit Mage will be able |
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to reach 18/150 intelligence but only 18/30 strength. Equipment may add |
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bonuses or penalties to this, and raise the player's stats beyond the normal |
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intrinsic limits: the stats may go as high as they like, with the right choice |
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of equipment, but the effects of having higher stats largely stop at 18/200. |
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Each character also has several primary "skills", disarming, magic devices, |
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saving throws, stealth, searching ability, searching frequency, fighting skill, |
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and shooting skill, which are derived from the character's race, class, level, |
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stats, and current equipment. These skills have rather obvious effects, but |
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will be described more completely below. |
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Each character may have one or more "racially intrinsic skills", based on |
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the race of the character. These may include special resistances, or even |
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abilities such as infravision. |
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Each character has experience, which increases as the character becomes more |
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experienced, and a level, which is based on experience, and also on race and |
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class. As the experience rises, so does the level, and as the level rises, |
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certain other abilities and characteristics rise as well. Deep down inside, |
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the real objective of the game is to increase your experience, and certain |
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other characteristics, and also to collect useful items, to give you a decent |
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chance against Morgoth. Certain monsters can "drain" your experience, and |
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thus your level, which will cause you to lose all of the effects of the higher |
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level. Luckily, you can restore drained experience through magical means, or |
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by simply regaining the experience all over again. |
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Each character has some gold, which can be used to buy items from the shops |
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in the town, and which can be obtained not only from selling items to the |
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shops, but also by taking it from dead monsters and by finding it hidden in |
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the dungeon. Each character starts out with some gold, the amount of which |
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is based on the characters social class (higher is better), charisma (higher |
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is better), and other stats (less powerful characters start with more gold). |
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Each character also starts out with a few useful items, which may be kept, |
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or sold to a shop-keeper for more gold. However, especially valuable items |
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will never sell for the full price, as each shopkeeper has a maximum that |
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he is prepared to pay for any item. The more generous shopkeepers may buy |
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your items for up to 30,000 gold pieces: but some are really stingy, and |
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will pay no more than 5,000. |
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Each character has an armor class, representing how well the character can |
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avoid damage. The armor class is affected by dexterity and the equipment. |
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Armor class on equipment is always denoted in [square brackets], usually as |
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a figure of [X,+Y] where X is the intrinsic AC of the armor in question, and |
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Y is the magical bonus to armor class provided by that item. |
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Each character has hit points, representing how much damage the character can |
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sustain before he dies. How many hit points a character has is determined by |
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race, class, level and constitution, as follows: each race has a basic "hit |
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dice" number - for instance, a Dwarf's basic hit die is 11, while a hobbit's is |
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7. This is modified by class: for instance, a warrior gets a +9 bonus to the |
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hit die, while a mage gets no bonus and a priest +2, so a dwarven warrior's |
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total hit die will be (11+9)=20 - meaning that he gets between 1 and 20 hit |
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points per level. If he were a priest, his hit dice would be (11+2)=13, and get |
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between 1 and 13 hit points per level. The hobbit mage would get only 1-7 hps |
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per level. (All characters get the maximum at first level: thereafter it is |
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a random roll of 1dX where X is the hit die number, when the character goes up |
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in level.) This is further modified by constitution - a character with high |
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constitution will get a flat bonus of a certain number of hit points per level |
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(recalculated right back to level 1: if you gain an extra hit point per level, |
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and you are 42nd level, you will suddenly be 42 hit points better off.) |
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Each character has spell points, or mana, which represents how many spells |
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(or prayers) a character can cast (or pray). The maximum number of spell |
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points is derived from your class, level, and intelligence (for spells) or |
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wisdom (for prayers), and you can never have more spell points than the |
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maximum. Spell points may be regained by resting, or by magical means. |
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Warriors never have any spell points. If a character gains enough wisdom or |
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intelligence to get more spell points, the result is calculated right back to |
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first level, just as with constitution and hit points. |
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=== Races === |
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There are eleven different races that you can choose from in Angband. Some |
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races are restricted as to what profession they may be, and each race has |
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its own adjustments to a character's stats and abilities. Most races also |
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have intrinsic abilities. |
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***** <Human> |
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Human |
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The human is the base character. All other races are com- |
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pared to them. Humans can choose any class and are average |
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at everything. Humans tend to go up levels faster than any |
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other race because of their shorter life spans. No racial |
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adjustments or intrinsics occur to characters choosing human. |
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***** <Half-Elf> |
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Half-Elf |
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Half-elves tend to be smarter and faster than a human, but |
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not as wise or strong. Half-elves are slightly better at magic, |
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disarming, saving throws, stealth, bows and searching, but they |
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are not as good at hand weapons. Half-elves may choose any |
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class and have their dexterity sustained. |
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***** <Elf> |
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Elf |
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Elves are better magicians then humans, but not as good at |
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fighting. They tend to be smarter and faster than either |
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humans or half-elves, but their wisdom and strength are low. |
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Elves are better at searching, disarming, perception, stealth, |
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bows and magic, but they are not as good at hand weapons. |
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Elves are creatures more of magic than religion, and may thus |
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not be priests or paladins: and they are resistant to attacks |
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involving bright light, and have their dexterity sustained. |
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***** <Hobbit> |
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Hobbits |
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Hobbits, or Halflings, are very good at bows, throwing, and |
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have good saving throws. They also are very good at search- |
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ing, disarming, perception, and stealth; so they make excel- |
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lent rogues, but prefer to be called burglars. They will be |
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much weaker than humans, and not good at melee fighting. |
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Halflings have fair infravision, so they can detect warm |
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creatures at a distance. Hobbits may be warriors, rogues or |
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rangers. They have a strong hold on their life force, and |
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are thus intrinsically resistant to life draining. |
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***** <Gnome> |
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Gnome |
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Gnomes are smaller than dwarves but larger than halflings. |
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They, like the halflings, live in the earth in burrow-like |
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homes. Gnomes make excellent mages, and have very good saving |
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throws. They are good at searching, disarming, perception, |
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and stealth. They have lower strength than humans so they |
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are not very good at fighting with hand weapons. Gnomes have |
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fair infra-vision, so they can detect warm-blooded creatures |
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at a distance. A gnome may choose between being a warrior, |
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mage, priest, or rogue. Gnomes are intrinsically protected |
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against paralysis and some slowing effects. |
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***** <Dwarf> |
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Dwarf |
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Dwarves are the headstrong miners and fighters of legend. |
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Since dungeons are the natural home of a dwarf, they are |
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excellent choices for a warrior or priest - or indeed, that |
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combination of the two, the paladin. Dwarves tend to be |
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stronger and tougher but slower and less intelligent than |
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humans. Because they are so headstrong and are somewhat wise, |
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they resist spells which are cast on them. Dwarves also have |
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very good infra-vision because they live underground. They |
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do have one big drawback, though. Dwarves are loudmouthed and |
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proud, singing in loud voices, arguing with themselves for no |
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good reason, screaming out challenges at imagined foes. In |
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other words, dwarves have a miserable stealth. They can never |
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be blinded. |
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***** <Half-Orc> |
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Half-Orc |
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Half-Orcs make excellent warriors and decent priests, but |
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are terrible at magic. They are as bad as dwarves at stealth, |
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and horrible at searching, disarming, and perception. |
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Half-Orcs are, let's face it, ugly. They tend to pay more for |
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goods in town. Half-Orcs do make good warriors and rogues, |
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for the simple reason that Half-Orcs tend to have great |
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constitutions and lots of hit points. Because of their |
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preference to living underground to on the surface, half-orcs |
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resist darkness attacks. |
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***** <Half-Troll> |
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Half-Troll |
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Half-Trolls are incredibly strong, and have more hit points |
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than any other character race. They are also very stupid and |
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slow. They will make great warriors and iffy priests. They |
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are bad at searching, disarming, perception, and stealth. |
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They are so ugly that a Half-Orc grimaces in their presence. |
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They also happen to be fun to run... Half-trolls always have |
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their strength sustained, and they regenerate like other trolls. |
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Unfortunately, this regeneration also requires them to eat more |
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food than other races. |
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***** <Dunadan> |
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Dunadan |
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Dunedain are a race of hardy men from the West. This elder |
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race surpasses human abilities in every field, especially |
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constitution. However, being men of the world, very little is |
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new to them, and levels are very hard to gain... They can |
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play all classes except the rogue, as Dunedain are too noble to |
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stoop to petty crime (when a Dunadan goes evil, he does it in |
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a much bigger way.) Their constitution cannot be reduced. |
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***** <High-Elf> |
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High-Elf |
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High-Elves are descended from those among the Elves who heard |
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and answered the call from the Valar at the very beginning of |
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time, before the sun and moon were made, and lived in the |
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Blessed Realm for many thousands of years before returning to |
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mortal lands. Because of this, they are far superior in terms |
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of abilities when compared to their lesser Elven kindred, and |
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are able to be priests as well as all the other classes that |
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normal Elves can be. They can also see into the invisible |
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world of ghosts and wraiths. However, they find new experience |
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even harder to come by than Dunedain: and their wisdom is |
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still a little suspect. And like normal Elves, they resist |
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attacks involving bright light. High Elves cannot be rogues |
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(for the same reasons as Dunedain cannot be rogues) or paladins, |
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but may be all other classes. |
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***** <Kobold> |
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Kobold |
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Kobolds are a race of small dog-headed humanoids that dwell |
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underground. They can see in the dark better than almost |
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any other race, and are intrinsically resistant to poisons |
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of all kinds. They have a good dexterity and constitution. |
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However, they are weaker than humans, and also not noted for |
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great intelligence. Furthermore, they are ugly, and not |
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trusted in town. And while their constitution makes them |
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tough, it still cannot prevent the fact that they are not the |
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biggest of creatures, and have few hit points. They can be |
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warriors, rangers, rogues or priests. |
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=== Classes === |
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Once a race has been chosen, you will need to pick a class. Some |
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classes will not be available to certain races, for instance, a |
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Half-Troll cannot become a Paladin. |
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***** <Warrior> |
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Warrior |
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A Warrior is a hack-and-slash character, who solves most of |
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his problems by cutting them to pieces, but will occasionally |
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fall back on the help of a magical device. His prime stats |
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are Strength and Constitution, and a good Dexterity can |
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really help at times. A Warrior will be good at Fighting |
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and Throwing/Bows, but bad at most other skills. |
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***** <Mage> |
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Mage |
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A Mage must live by his wits. He cannot hope to simply hack |
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his way through the dungeon, and so must therefore use his |
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magic to defeat, deceive, confuse, and escape. A mage is |
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not really complete without an assortment of magical devices |
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to use in addition to his spells. He can master the higher |
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level magical devices far easier than anyone else, and has |
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the best saving throw to resist effects of spells cast at |
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him. Intelligence and Dexterity are his primary stats. |
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There is no rule that says a mage cannot become a good |
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fighter, but spells are his true realm. |
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***** <Priest> |
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Priest |
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A Priest is a character of holy devotion. They explore the |
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dungeon only to destroy the evil that lurks within, and if |
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treasure just happens to fall into their packs, well, so |
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much more to the glory of their church! Priests receive |
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their spells from a deity, and therefore do not choose which |
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spells they will learn. They are familiar with magical |
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devices, preferring to call them "instruments of God", but |
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are not as good as a mage in their use. Priests have good |
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saving throws, and make decent fighters, but they are not |
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as good at using sharp weapons (swords and polearms) owing to |
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the Church's strictures about shedding blood: so they are |
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better off using blunt weapons such as maces. Wisdom and |
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Charisma are the priest's primary stats. |
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***** <Rogue> |
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Rogue |
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A Rogue is a character that prefers to live by his cunning, |
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but is capable of fighting his way out of a tight spot. He |
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is the master of traps and locks, no device being impossible |
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for him to overcome. A rogue has a high stealth allowing |
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him to sneak around many creatures without having to fight, |
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or sneak up and get the first blow. A rogue's perception is |
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higher than any other class, and many times he will notice a |
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trap or secret door before having to search. A rogue is |
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better than warriors or paladins with magical devices, but |
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still cannot rely on their performance. Rogues can also |
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learn a few spells, but not the powerful offensive spells |
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mages can use. A rogue's primary stats are Dexterity and |
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Intelligence. |
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***** <Ranger> |
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Ranger |
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A Ranger is a warrior/mage. He is a good fighter, and the |
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best of all the classes with a missile weapon such as a bow. |
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The ranger learns spells much more slowly than a mage, but |
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is capable of learning all but the most powerful spells. |
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Because a ranger is really a dual class character, more |
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experience is required for him to advance. A ranger has a |
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good stealth, good perception, good searching, a good saving |
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throw, and is good with magical devices. His primary stats |
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are Strength, Intelligence and Dexterity. |
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***** <Paladin> |
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Paladin |
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A Paladin is a warrior/priest. He is a very good fighter, |
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second only to the warrior class, but not very good at mis- |
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sile weapons. He receives prayers at a slower pace then the |
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priest, but can use all but the most powerful prayers. |
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Because a paladin is really a dual class character, it |
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requires more experience to advance him. A paladin lacks |
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much in the way of abilities. He is poor at stealth, per- |
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ception, searching, and magical devices. He has a decent |
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saving throw due to his divine alliance. His primary stats |
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are Strength and Charisma, although Wisdom is necessary for |
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his spells. |
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| 353 |
|
|---|
| 354 |
=== Stats === |
|---|
| 355 |
|
|---|
| 356 |
Strength |
|---|
| 357 |
Strength is important in fighting with weapons and in melee |
|---|
| 358 |
combat. A high strength can improve your chances of hitting |
|---|
| 359 |
as well as the amount of damage done with each hit. Char- |
|---|
| 360 |
acters with low strengths may receive penalties. Strength |
|---|
| 361 |
is also useful in tunnelling and in carrying heavy items. |
|---|
| 362 |
|
|---|
| 363 |
Intelligence |
|---|
| 364 |
Intelligence affects the spellcasting abilities of mage-like |
|---|
| 365 |
spellcasters, mages, rangers, and rogues. Intelligence |
|---|
| 366 |
will affect the number of spells you may learn each level as |
|---|
| 367 |
well as the number of spell points you receive. A high |
|---|
| 368 |
intelligence may also improve your chances of successfully |
|---|
| 369 |
casting a spell. You cannot learn spells if your intelligence |
|---|
| 370 |
is 7 or lower. A good intelligence can also help with using |
|---|
| 371 |
magic devices, picking locks, and disarming traps. |
|---|
| 372 |
|
|---|
| 373 |
Wisdom |
|---|
| 374 |
The primary function of wisdom is to determine the ability |
|---|
| 375 |
of a priest or paladin to use prayers, just like intelligence |
|---|
| 376 |
affects spellcasting. Again, high wisdom will increase the |
|---|
| 377 |
number of spell points you have and increase the number of |
|---|
| 378 |
prayers you can learn each level, while improving the chance |
|---|
| 379 |
that a prayer will be successful. A good wisdom can also |
|---|
| 380 |
help to improve your chances of resisting magical spells cast |
|---|
| 381 |
upon you by monsters. |
|---|
| 382 |
|
|---|
| 383 |
Dexterity |
|---|
| 384 |
Dexterity is a combination of agility and quickness. A high |
|---|
| 385 |
dexterity may allow a character to get multiple blows with |
|---|
| 386 |
lighter weapons, thus greatly increasing his kill power, and |
|---|
| 387 |
will increase his chances of hitting with any weapon and |
|---|
| 388 |
dodging blows from enemies. Dexterity is also useful in |
|---|
| 389 |
picking locks, disarming traps, and protecting yourself from |
|---|
| 390 |
some of the thieves that inhabit the dungeons. Indeed, if |
|---|
| 391 |
the character has a high enough dexterity, thieves will |
|---|
| 392 |
never be successful in stealing from the player. |
|---|
| 393 |
|
|---|
| 394 |
Constitution |
|---|
| 395 |
Constitution is a character's ability to resist damage to his |
|---|
| 396 |
body, and to recover from damage received. Therefore a |
|---|
| 397 |
character with a high constitution will receive more hit |
|---|
| 398 |
points and also recover them faster while resting. |
|---|
| 399 |
|
|---|
| 400 |
Charisma |
|---|
| 401 |
Charisma represents a character's personality and physical |
|---|
| 402 |
appearance. A character with a high charisma will receive |
|---|
| 403 |
better prices from store owners, whereas a character with a |
|---|
| 404 |
very low charisma may be robbed blind. |
|---|
| 405 |
|
|---|
| 406 |
|
|---|
| 407 |
=== Abilities === |
|---|
| 408 |
|
|---|
| 409 |
Characters possess some different abilities which can help them |
|---|
| 410 |
to survive. The starting abilities of a character are based upon |
|---|
| 411 |
race and class. Abilities may be adjusted by high or low stats, |
|---|
| 412 |
and may increase with the level of the character. |
|---|
| 413 |
|
|---|
| 414 |
Infra-vision |
|---|
| 415 |
Infra-vision is the ability to see heat sources. Since most |
|---|
| 416 |
of the dungeon is cool or cold, infra-vision will not allow |
|---|
| 417 |
the player to see walls and objects. Infra-vision will allow |
|---|
| 418 |
a character to see any warm-blooded creatures up to a cer- |
|---|
| 419 |
tain distance. This ability works equally well with or with |
|---|
| 420 |
out a light source. However, many of Angband's creatures are |
|---|
| 421 |
cold-blooded, and will not be detected unless lit up by a |
|---|
| 422 |
light source. All non human races have innate infra-vision |
|---|
| 423 |
ability. Humans (including Dunedain) cannot gain infra-vision |
|---|
| 424 |
unless it is magically enhanced. Infravision does not increase |
|---|
| 425 |
with character level, and is purely dependent on race and on |
|---|
| 426 |
magical equipment. |
|---|
| 427 |
|
|---|
| 428 |
Fighting |
|---|
| 429 |
Fighting is the ability to hit and do damage with weapons or |
|---|
| 430 |
fists. Normally a character gets a single blow from any |
|---|
| 431 |
weapon, but if his dexterity and strength are high enough, |
|---|
| 432 |
he may receive more blows per round with lighter weapons. |
|---|
| 433 |
Strength and dexterity both modify the ability to hit an |
|---|
| 434 |
opponent. This skill increases with the level of the char- |
|---|
| 435 |
acter. |
|---|
| 436 |
|
|---|
| 437 |
Shooting Ability |
|---|
| 438 |
Using ranged missile weapons (and throwing objects) is |
|---|
| 439 |
included in this skill. Different stats apply to different |
|---|
| 440 |
weapons, but this ability may modify the distance an object |
|---|
| 441 |
is thrown/fired, the amount of damage done, and the ability |
|---|
| 442 |
to hit a creature. This skill increases with the level of |
|---|
| 443 |
the character. |
|---|
| 444 |
|
|---|
| 445 |
Saving Throws |
|---|
| 446 |
A Saving Throw is the ability of a character to resist the |
|---|
| 447 |
effects of a spell cast on him by another person/creature. |
|---|
| 448 |
This does not include spells cast on the player by his own |
|---|
| 449 |
stupidity, such as quaffing a nasty potion. This ability |
|---|
| 450 |
increases with the level of the character, but then most |
|---|
| 451 |
high level creatures are better at casting spells, so it |
|---|
| 452 |
tends to even out. A high wisdom also increases this abil- |
|---|
| 453 |
ity. |
|---|
| 454 |
|
|---|
| 455 |
Stealth |
|---|
| 456 |
The ability to move silently about is very useful. Charac- |
|---|
| 457 |
ters with good stealth can usually surprise their opponents, |
|---|
| 458 |
gaining the first blow. Also, creatures may fail to notice |
|---|
| 459 |
a stealthy character entirely, allowing a player to avoid |
|---|
| 460 |
certain fights. This skill is based entirely upon race and |
|---|
| 461 |
class, and will never improve unless magically enhanced. |
|---|
| 462 |
|
|---|
| 463 |
Disarming |
|---|
| 464 |
Disarming is the ability to remove traps safely, and also |
|---|
| 465 |
includes picking locks on traps and doors. A successful |
|---|
| 466 |
disarming will gain the character some experience. A trap |
|---|
| 467 |
must be found before it can be disarmed. Dexterity and |
|---|
| 468 |
intelligence both modify the ability to disarm, and this |
|---|
| 469 |
ability increases with the level of the character. |
|---|
| 470 |
|
|---|
| 471 |
Magical Devices |
|---|
| 472 |
Using a magical device such as a wand or staff requires |
|---|
| 473 |
experience and knowledge. Spell users such as mages and |
|---|
| 474 |
priests are therefore much better at using a magical device |
|---|
| 475 |
than say a warrior. This skill is modified by intelligence, |
|---|
| 476 |
and increases with the level of the character. |
|---|
| 477 |
|
|---|
| 478 |
Searching Frequency (Perception) |
|---|
| 479 |
Perception is the ability to notice something without |
|---|
| 480 |
actively seeking it out. This skill is based entirely upon |
|---|
| 481 |
race and class, and will never improve unless magically |
|---|
| 482 |
enhanced. |
|---|
| 483 |
|
|---|
| 484 |
Searching Ability (Searching) |
|---|
| 485 |
To search is to actively look for secret doors, floor traps, |
|---|
| 486 |
and traps on chests. Rogues are the best at searching, but |
|---|
| 487 |
mages, rangers, and priests are also good at it. This skill |
|---|
| 488 |
is based entirely upon race and class, and will never |
|---|
| 489 |
improve unless magically enhanced. |
|---|
| 490 |
|
|---|
| 491 |
|
|---|
| 492 |
|
|---|
| 493 |
=== Combinations of Race and Class (not enforced) === |
|---|
| 494 |
|
|---|
| 495 |
Warrior Mage Priest Rogue Ranger Paladin |
|---|
| 496 |
|
|---|
| 497 |
Human Yes Yes Yes Yes Yes Yes |
|---|
| 498 |
Half-Elf Yes Yes Yes Yes Yes Yes |
|---|
| 499 |
Elf Yes Yes No Yes Yes No |
|---|
| 500 |
Hobbit Yes No No Yes Yes No |
|---|
| 501 |
Gnome Yes Yes Yes Yes No No |
|---|
| 502 |
Dwarf Yes No Yes No No Yes |
|---|
| 503 |
Half-Orc Yes No Yes Yes No No |
|---|
| 504 |
Half-Troll Yes No Yes No No No |
|---|
| 505 |
Dunadan Yes Yes Yes No Yes Yes |
|---|
| 506 |
High-Elf Yes Yes Yes No Yes No |
|---|
| 507 |
|
|---|
| 508 |
|
|---|
| 509 |
=== Stat Bonus Tables === |
|---|
| 510 |
|
|---|
| 511 |
Stat, hit dice, infravision and experience points per level modifications |
|---|
| 512 |
due to race are listed in the following table. To get the total hit dice |
|---|
| 513 |
and XP modifier, add the "race" and "class" numbers: for instance, a |
|---|
| 514 |
Dwarf Priest has a hit die of 11+2=13 (i.e. he will get 1d13 hit points per |
|---|
| 515 |
level, adjusted for constitution) and an XP modifier of 20+20=40%. |
|---|
| 516 |
|
|---|
| 517 |
|
|---|
| 518 |
STR INT WIS DEX CON CHR HD (base) XP/level Infra |
|---|
| 519 |
Human 0 0 0 0 0 0 10 +0% None |
|---|
| 520 |
Half-Elf -1 +1 0 +1 -1 +1 9 +10% 20 feet |
|---|
| 521 |
Elf -1 +2 +1 +1 -2 +1 8 +20% 30 feet |
|---|
| 522 |
Hobbit -2 +2 +1 +3 +2 +1 7 +10% 40 feet |
|---|
| 523 |
Gnome -1 +2 0 +2 +1 -2 8 +25% 40 feet |
|---|
| 524 |
Dwarf +2 -3 +2 -2 +2 -3 11 +20% 50 feet |
|---|
| 525 |
Half-Orc +2 -1 0 0 +1 -4 10 +10% 30 feet |
|---|
| 526 |
Half-Troll +4 -4 -2 -4 +3 -6 12 +20% 30 feet |
|---|
| 527 |
Dunadan +1 +2 +2 +2 +3 +2 10 +80% None |
|---|
| 528 |
High-Elf +1 +3 -1 +3 +1 +5 10 +100% 40 feet |
|---|
| 529 |
Kobold -1 -1 0 +2 +2 -2 8 +15% 50 feet |
|---|
| 530 |
|
|---|
| 531 |
STR INT WIS DEX CON CHR HD (bonus) XP/level |
|---|
| 532 |
Warrior +5 -2 -2 +2 +2 -1 9 +0% |
|---|
| 533 |
Mage -5 +3 0 +1 -2 +1 0 +30% |
|---|
| 534 |
Priest -1 -3 +3 -1 0 +2 2 +20% |
|---|
| 535 |
Rogue +2 +1 -2 +3 +1 -1 6 +25% |
|---|
| 536 |
Ranger +2 +2 0 +1 +1 +1 4 +30% |
|---|
| 537 |
Paladin +3 -3 +1 0 +2 +2 6 +35% |
|---|
| 538 |
|
|---|
| 539 |
|
|---|
| 540 |
|
|---|
| 541 |
=== Ability Tables === |
|---|
| 542 |
|
|---|
| 543 |
Disarm Device Save Stealth Search Percep Fight Bows |
|---|
| 544 |
Human 0 0 0 0 0 10 0 0 |
|---|
| 545 |
Half-Elf 2 3 3 1 6 11 -1 5 |
|---|
| 546 |
Elf 5 6 6 1 8 12 -5 15 |
|---|
| 547 |
Hobbit 15 18 18 4 12 15 -10 20 |
|---|
| 548 |
Gnome 10 12 12 3 6 13 -8 12 |
|---|
| 549 |
Dwarf 2 9 9 -1 7 10 15 0 |
|---|
| 550 |
Half-Orc -3 -3 -3 -1 0 7 12 -5 |
|---|
| 551 |
Half-Troll -5 -8 -8 -2 -1 5 20 -10 |
|---|
| 552 |
Dunadan 4 5 5 2 3 13 15 10 |
|---|
| 553 |
High-Elf 4 20 20 3 3 14 10 25 |
|---|
| 554 |
Kobold 10 5 0 4 15 15 -5 10 |
|---|
| 555 |
|
|---|
| 556 |
Disarm Device Save Stealth Search Percep Fight Bows |
|---|
| 557 |
|
|---|
| 558 |
Warrior 25(+10) 18(+7) 18(+10) 1(+0) 14(+0) 7(+0) 70(+45) 55(+45) |
|---|
| 559 |
Mage 30(+7) 36(+13) 30(+9) 2(+0) 16(+0) 20(+0) 34(+15) 20(+15) |
|---|
| 560 |
Priest 25(+7) 30(+10) 32(+12) 2(+0) 16(+0) 8(+0) 48(+20) 35(+20) |
|---|
| 561 |
Rogue 45(+15) 32(+10) 28(+10) 5(+0) 32(+0) 24(+0) 60(+40) 66(+30) |
|---|
| 562 |
Ranger 30(+8) 32(+10) 28(+10) 3(+0) 24(+0) 16(+0) 56(+30) 72(+45) |
|---|
| 563 |
Paladin 20(+7) 25(+10) 25(+11) 1(+0) 12(+0) 2(+0) 68(+35) 40(+30) |
|---|
| 564 |
|
|---|
| 565 |
For character classes, there are two figures: the first figure is the base |
|---|
| 566 |
level of the ability, while the second figure (in parentheses) is the bonus |
|---|
| 567 |
that the character gains to this skill every ten levels. So, to find out the |
|---|
| 568 |
total skill value of any character's skills, add the "race" value to the |
|---|
| 569 |
"class" value, and then the bonus once for every ten levels that the character |
|---|
| 570 |
has. |
|---|
| 571 |
|
|---|
| 572 |
(Please note, however, that these numbers are only good for comparing |
|---|
| 573 |
characters to each other in the absence of other bonuses from high stats |
|---|
| 574 |
(strength bonus to-dam, dex bonus to-hit, wisdom bonus to saving throw, |
|---|
| 575 |
intelligence bonus to magical device usage, etc.) or wearing magical items.) |
|---|
| 576 |
|
|---|
| 577 |
=== Stat rollers === |
|---|
| 578 |
|
|---|
| 579 |
There are currently three different ways to determine the starting stats of |
|---|
| 580 |
your character - you can choose which one to use from the birth screen. |
|---|
| 581 |
|
|---|
| 582 |
***** <Point-based> |
|---|
| 583 |
Point-based |
|---|
| 584 |
The point-based method allows you to "buy" improvements to |
|---|
| 585 |
your basic stats by "spending" points on them. You have a |
|---|
| 586 |
fixed number of points to spend, and making small changes |
|---|
| 587 |
to a stat costs proportionally less than making large changed. |
|---|
| 588 |
Any unspent points are converted into your starting money that |
|---|
| 589 |
you can use to buy equipment at the start of the game. |
|---|
| 590 |
|
|---|
| 591 |
This is the recommended birth method. |
|---|
| 592 |
|
|---|
| 593 |
***** <Autoroller> |
|---|
| 594 |
Autoroller |
|---|
| 595 |
The autoroller allows you to choose minimum values for your |
|---|
| 596 |
stats, and then repeated "rolls" random characters using |
|---|
| 597 |
Angband's traditional stat-rolling system until your creteria |
|---|
| 598 |
have been met (or an insanely large number of rolls have been |
|---|
| 599 |
made without finding one that matches your choices). |
|---|
| 600 |
|
|---|
| 601 |
***** <Standard roller> |
|---|
| 602 |
Standard roller |
|---|
| 603 |
The standard roller is the traditional Angband method of |
|---|
| 604 |
determining the starting stats for a character, it simply |
|---|
| 605 |
"rolls" up a single set of starting values, and gives you |
|---|
| 606 |
the choice of asking for another "roll" to be made or |
|---|
| 607 |
accepting the current outcome. This can obviously make for |
|---|
| 608 |
harder characters to play than the other two methods as |
|---|
| 609 |
you are less likely to have high values in the stats that might |
|---|
| 610 |
be most useful to you. |
|---|
| 611 |
|
|---|
| 612 |
|
|---|
| 613 |
|
|---|