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Angband is a roleplaying game, in which you, the player, control a
character in the world of Angband. Perhaps the most important thing you
control is the birth of your character, in which you choose or allow to
be chosen various attributes that will affect the future life of your
character.
At the character creation screen you will be prompted to select the sex,
race and class of your character. You also have the option to change
the 'birth options' at this time. These need to be set at the character
creation menu and cannot be altered later in the game. They are
discussed with the rest of the options in the "options" help file.
=== Character Characteristics ===
Each character has three primary attributes: sex, race, and class. These
are chosen at the beginning and which will stay fixed for the entire
life of that character. The sex of your character is purely for
flavour, but the race and class have many effects which are discussed in
detail below.
Each character has a few secondary attributes: height, weight, social
class, and background history. These are randomly determined, but are
affected by the sex and race of the character. In general, these
attributes are only used to provide flavour to the character, to assist
in the role playing, but they do have a few minor effects on the game.
For example, background history affects social class, which affects the
starting money. (Not a lot, in the case of some races: for instance,
Half-Trolls are always going to be the scum of society, even if their
father was the Clan Chief.)
Each character also has six primary "stats": strength, intelligence,
wisdom, dexterity, constitution, and charisma, which modify the
abilities of the character in a variety of ways. Every stat has a
numerical value, ranging from a minimum of 3, up to a normal maximum of
18, and even higher, into the "percentile" range, represented as "18/01"
through "18/100": this is the maximum that can be achieved
intrinsically, for any given stat. These stats can be modified further
by equipment, race and class bonuses up to a maximum of 18/220.
Each character also has several primary "skills": disarming, magic
devices, saving throws, stealth, searching ability, searching frequency,
fighting skill, and shooting skill, which are derived from the
character's race, class, level, stats, and current equipment. These
skills have rather obvious effects, but will be described more
completely below.
Each character may have one or more "racially intrinsic skills", based
on the race of the character. These may include special resistances, or
abilities such as infravision.
Each character has a number of "experience points", which increases as
the character defeats monsters and attempts new spells and uses new
items. Characters also have a level, which is based on experience. The
amount of experience required to gain a new level is dependent on the
character race and class. Races and classes with more intrinsic
benefits require more experience to gain levels. As the experience
rises, so does the level, and as the level rises, certain other
abilities and characteristics rise as well. All characters start at 0
experience and at the first level.
Each character has some gold, which can be used to buy items from the
shops in the town, and which can be obtained not only from selling items
to the shops, but also by taking it from dead monsters and by finding it
in the dungeon. Each character starts out with some gold, the amount of
which is based on the character's social class (higher is better),
charisma (higher is better), and stats (less powerful characters start
with more gold). Each character also starts out with a few useful
items, which may be kept, or sold to a shop-keeper for more gold.
However, especially valuable items will never sell for the full price,
as each shopkeeper has a maximum that he is prepared to pay for any
item. The more generous shopkeepers may buy your items for up to 30,000
gold pieces: but some are really stingy, and will pay no more than
5,000.
Each character has an "armour class", abbreviated to AC, representing
how well the character can avoid damage. The armour class is affected
by dexterity and equipment, so the concept includes both avoiding blows
and being able to take blows without being hurt. Armour class on
equipment is always denoted in [square brackets], usually as a figure of
[X,+Y] where X is the intrinsic AC of the armour in question, and Y is
the magical bonus to armour class provided by that item.
Each character has "hit points", or hp, representing how much damage the
character can sustain before he dies. How many hit points a character
has is determined by race, class, level and constitution, as follows:
each race has a basic "hit dice" number - for instance, a Dwarf's basic
hit die is 11, while a hobbit's is 7. This is modified by class: for
instance, a warrior gets a +9 bonus to the hit die, while a mage gets no
bonus and a priest +2, so a dwarven warrior's total hit die will be
(11+9)=20 - meaning that he gets between 1 and 20 hit points per level.
If he were a priest, his hit dice would be (11+2)=13, and get between 1
and 13 hit points per level. The hobbit mage would get only 1-7 hps per
level. (All characters get the maximum at first level: thereafter it is
a random roll of 1dX where X is the hit die number, when the character
goes up in level.) This is further modified by constitution - a
character with high constitution will get a flat bonus of a certain
number of hit points per level (recalculated right back to level 1: if
you gain an extra hit point per level, and you are 42nd level, you will
suddenly be 42 hit points better off.)
Each character has spell points, or mana, which limits how many spells
(or prayers) a character can cast (or pray). The maximum number of
spell points is derived from your class, level, and intelligence (for
spells) or wisdom (for prayers), and you can never have more spell
points than the maximum. Spell points may be regained by resting, or by
magical means. Warriors never have any spell points. If a character
gains enough wisdom or intelligence to get more spell points, the result
is calculated right back to first level, just as with constitution and
hit points.
Lastly, each character has a base speed. Speed determines the amount of
"energy" your character acquires in the game, and therefore how often
you can take actions which use up energy (like moving or attacking).
All beginning characters move at normal speed and the only way to
increase speed is by magical means and equipment bonuses. Characters
who are carrying too much weight will move more slowly. Extra speed is
one of the most important boons in the game and therefore one of the
rarest and most sought after.
=== Races ===
There are eleven different races that you can choose to play in Angband.
Each race has its own adjustments to a character's stats and abilities.
Most races also have intrinsic abilities. The bonuses to statistics and
the experience penalty will be displayed next to the races as you move
to select one.
***** <Human>
Human
The human is the base character. All other races are com-
pared to them. Humans are average at everything and tend to go
up levels faster than any other race due to their shorter life
spans. No racial adjustments or intrinsics occur to human
characters. Humans do not have any infravision.
***** <Half-Elf>
Half-Elf
Half-elves tend to be smarter and faster than a human, but
not as wise or strong. Half-elves are slightly better at magic,
disarming, saving throws, stealth, archery and searching, but
they are not as good at hand-to-hand combat. Half-elves are
immune to dexterity draining, and have weak infravision.
***** <Elf>
Elf
Elves are better magicians than humans, but not as good at
fighting. They tend to be smarter and faster than humans,
though not as wise or strong. Elves are better at searching,
disarming, perception, stealth, archery and magic, but they are
not as good at hand-to-hand combat. They are resistant to
attacks involving bright light, are immune to dexterity
draining, and have fair infravision.
***** <Hobbit>
Hobbit
Hobbits, or Halflings, are very good at shooting, throwing, and
have good saving throws. They also are very good at search-
ing, disarming, perception, and stealth; so they make excel-
lent rogues, but prefer to be called burglars. They will be
much weaker than humans, and not good at melee fighting.
Halflings have fair infravision. They have a strong hold
on their life force, and are thus resistant to life
draining. Hobbits are very partial to mushrooms and can
identify them when found.
***** <Gnome>
Gnome
Gnomes are smaller than dwarves but larger than halflings.
They, like the halflings, live in the earth in burrow-like
homes. Gnomes make excellent mages, and have very good saving
throws. They are good at searching, disarming, perception,
and stealth. They have lower strength than humans so they
are not very good at fighting with hand weapons. Gnomes have
good infravision, so they can detect warm-blooded creatures
up to 40 feet away. Gnomes are intrinsically protected against
paralysis and some slowing effects. Gnomes are excellent at
using wands and staves and can identify them when found.
***** <Dwarf>
Dwarf
Dwarves are the headstrong miners and fighters of legend.
Since dungeons are the natural home of a dwarf, they are
excellent choices for a warrior or priest - or indeed, that
combination of the two, the paladin. Dwarves tend to be
stronger and tougher but slower and less intelligent than
humans. Because they are so headstrong and are somewhat wise,
they resist spells which are cast on them. Dwarves also have
excellent infravision. They can never be blinded. Dwarves
are excellent at digging, and can sense nearby buried treasure.
They have one big drawback, though. Dwarves are loudmouthed and
proud, singing in loud voices, arguing with themselves for no
good reason, screaming out challenges at imagined foes. In
other words, dwarves have a miserable stealth.
***** <Half-Orc>
Half-Orc
Half-Orcs make excellent warriors and decent priests, but
are terrible at magic. They are as bad as dwarves at stealth,
and horrible at searching, disarming, and perception.
Half-Orcs are, let's face it, ugly. They tend to pay more for
goods in town. Half-Orcs do make good warriors and rogues,
for the simple reason that Half-Orcs tend to have great
constitution and lots of hit points. Because of their
preference to living underground to on the surface, half-orcs
resist darkness attacks. They have fair infravision.
***** <Half-Troll>
Half-Troll
Half-Trolls are incredibly strong, and have more hit points
than any other character race. They are also very stupid and
slow. They will make great warriors and iffy priests. They
are bad at searching, disarming, perception, and stealth.
They are so ugly that a Half-Orc grimaces in their presence.
Half-trolls always have their strength sustained, and they
regenerate quickly like other trolls. Unfortunately, this
regeneration also requires them to eat more food than other
races. They have fair infravision.
***** <Dunadan>
Dunadan
Dunedain are a race of hardy men from the West. This elder
race surpasses human abilities in every field, especially
constitution. However, being men of the world, very little is
new to them, and levels are very hard to gain... their
hardiness ensures that their constitution cannot be reduced.
They have no infravision.
***** <High-Elf>
High-Elf
High-Elves are descended from those among the Elves who heard
and answered the call from the Valar at the very beginning of
time, before the sun and moon were made, and lived in the
Blessed Realm for many thousands of years before returning to
mortal lands. Because of this, they are far superior in terms
of abilities when compared to their lesser Elven kindred. They
can also see into the invisible world of ghosts and wraiths.
However, they find new experience even harder to come by than
Dunedain. Like normal Elves, they resist attacks involving
bright light. They have good infravision and can even see
cold-blooded invisible creatures.
***** <Kobold>
Kobold
Kobolds are a race of small dog-headed humanoids that dwell
underground. They have excellent infravision, and are
intrinsically resistant to poisons of all kinds. They have
a good dexterity and constitution. However, they are
weaker than humans, and also not noted for great
intelligence. Furthermore, they are ugly, and not
trusted in town. And while their constitution makes them
tough, it still cannot prevent the fact that they are not the
biggest of creatures, and have few hit points.
=== Classes ===
Once a race has been chosen, you will need to pick a class. The class
is the character's occupation and determines stat bonuses, abilities,
hit dice, and what spells (if any) the character can learn.
***** <Warrior>
Warrior
A Warrior is a hack-and-slash character, who solves most of
his problems by cutting them to pieces, but will occasionally
fall back on the help of a magical device. His prime stats
are strength, constitution, and dexterity, and he will strike
more blows with melee weapons than any other class. A Warrior
will be excellent at fighting, shooting and throwing, but bad
at most other skills. A warrior has bad stealth and cannot
learn any spells.
***** <Mage>
Mage
A Mage must live by his wits. He cannot hope to simply hack
his way through the dungeon, and so must therefore use his
magic to defeat, deceive, confuse, and escape. A mage is
not really complete without an assortment of magical devices
to use in addition to his spells. He can master the higher
level magical devices far easier than anyone else, and has
the excellent saving throws to resist effects of spells cast at
him. However, he is incredibly weak, getting few hit dice
and suffering strong penalties to strength and constitution.
Intelligence is his primary stat and at high levels he can
cast many spells without a chance of failure. There is no
rule that says a mage cannot become a good fighter, but
spells are his true realm and he will get fewer blows with
melee weapons than other classes.
***** <Priest>
Priest
A Priest is a character of holy devotion. They explore the
dungeon only to destroy the evil that lurks within, and if
treasure just happens to fall into their packs, well, so
much more to the glory of their church! Priests receive
their spells from a deity, and therefore do not choose which
spells they will learn. They are familiar with magical
devices, preferring to call them "instruments of God", but
are not as good as a mage in their use. Priests have great
saving throws, and make decent fighters, but they are not
as good at using sharp weapons (swords and polearms) owing to
the Church's strictures about shedding blood, so they are
better off using blunt weapons such as maces. Wisdom is the
priest's primary stat and at high enough levels they can cast
many prayers without a chance of failure. Priests have poor
stealth.
***** <Rogue>
Rogue
A Rogue is a character that prefers to live by his cunning,
but is capable of fighting his way out of a tight spot. He
is the master of traps and locks, no device being impossible
for him to overcome. A rogue has a high stealth allowing
him to sneak around many creatures without having to fight,
or sneak up and get the first blow. A rogue's perception is
higher than any other class, and many times he will notice a
trap or secret door before having to search. A rogue is
better than warriors or paladins with magical devices, but
still cannot rely on their performance. Rogues can also
learn a few spells, but not the powerful offensive spells
mages can use, and there will always be a chance of failure
even with the simplest spells. A rogue's primary stats are
dexterity and intelligence.
***** <Ranger>
Ranger
A Ranger is a warrior/mage and a very powerful class. He is
a good fighter, and the best of all the classes with missile
weapons, especially bows. The ranger learns spells much more
slowly than a mage, but is capable of learning all but the
most powerful spells. Because a ranger is really a dual
class character, more experience is required for him to
advance. A ranger has good stealth, good perception, good
searching, a good saving throw, and is good with magical
devices. His primary stats are strength, intelligence and
dexterity.
***** <Paladin>
Paladin
A Paladin is a warrior/priest. He is a very good fighter,
second only to the warrior class, but not very good at mis-
sile weapons. He receives prayers at a slower pace then the
priest, but can use all but the most powerful prayers.
Because a paladin is really a dual class character, it
requires more experience to advance him. A paladin lacks
much in the way of abilities. He is poor at stealth, per-
ception, searching, and magical devices. He has a decent
saving throw due to his divine alliance. His primary stats
are strength and wisdom.
=== Stats ===
After gender, race and class are selected, you will be able to decide
what stat levels your character will have, by allocating a finite number
of "points" between the six statistics. These points can be allocated
by selection or with a random roller (as described below in the "Stat
Rollers" section). Each race/class combination also has a recommended
default setting for these statistics. Statistics can be permanently
raised by various potions in the dungeon up to 18/100. They can also be
temporarily drained by some monster attacks.
Strength
Strength is important in fighting with weapons and in melee
combat. A high strength can improve your chances of hitting
as well as the amount of damage done with each hit. Char-
acters with low strengths may receive penalties. Strength
raises the amount of weight you can carry before being slowed.
It also allows you to get extra blows with heavier weapons.
Strength is one of the most important stats in the beginning
of the game.
Intelligence
Intelligence affects the spellcasting abilities of mage-like
spellcasters: mages, rangers, and rogues. Intelligence
will affect the number of spells you may learn each level as
well as the number of spell points you receive. Intelligence
is the most important stat for mages. A high
intelligence may also improve your chances of successfully
casting a spell. You cannot learn spells if your intelligence
is 7 or lower. A good intelligence can also help with using
magic devices, picking locks, and disarming traps.
Wisdom
The primary function of wisdom is to determine the ability
of a priest or paladin to use prayers, just like intelligence
affects spellcasting. Again, high wisdom will increase the
number of mana points you have and increase the number of
prayers you can learn each level, while improving the chance
that a prayer will be successful. A good wisdom increases
your saving throw, thereby improving your chances of resisting
magical spells cast upon you by monsters.
Dexterity
Dexterity is a combination of agility and quickness. A high
dexterity may allow a character to get multiple blows with
lighter weapons. Dexterity also increases a character's
chances of hitting with any weapon and of dodging blows from
enemies. Dexterity is also useful in picking locks, disarming
traps, and protecting yourself from some of the thieves that
inhabit the dungeons. Indeed, if the character has a high
enough dexterity, thieves will never be successful in stealing
from him.
Constitution
Constitution is a character's ability to resist damage to his
body, and to recover from damage received. Therefore a
character with a high constitution will receive more hit
points and also recover them faster while resting. Constitution
is less important in the beginning of the game, but will be the
most important stat at the end.
Charisma
Charisma represents a character's personality and physical
appearance. A character with a high charisma will receive
better prices from store owners, whereas a character with a
very low charisma may be robbed blind.
=== Skills ===
Characters possess some different skills which can help them to survive.
The starting skill levels of a character are based upon race and class.
Skill levels may be adjusted by high or low stats, and may increase with
the level of the character.
Infravision
Infravision is the ability to see heat sources. Since most
of the dungeon is cool or cold, infravision will not allow
the player to see walls and objects. Infravision will allow
a character to see any warm-blooded creatures up to a cer-
tain distance. This ability works equally well with or with-
out a light source. However, some of Angband's creatures are
cold-blooded, and will not be detected unless lit up by a
light source. All non-human races have innate infravision.
Humans (including Dunedain) cannot gain infravision unless it
is magically enhanced. Infravision does not increase with
character level, and is purely dependent on race and on
magical equipment.
Fighting
Fighting is the ability to hit and do damage with weapons or
fists. Normally a character gets a single blow from any
weapon, but if his dexterity and strength are high enough,
he may receive more blows with lighter weapons. Strength and
dexterity both modify the ability to hit an opponent. This
skill increases with the level of the character. Inspecting a
weapon will show you how quickly you can attack with it.
Shooting Ability
Using ranged missile weapons (and throwing objects) is
included in this skill. Different stats apply to different
weapons, but this ability may modify the distance an object
is thrown/fired, the amount of damage done, and the ability
to hit a creature. This skill increases with the level of
the character.
Saving Throws
A Saving Throw is the ability of a character to resist the
effects of a spell cast on him by another person/creature.
This does not include spells cast on the player by his own
stupidity, such as quaffing a nasty potion. This ability
increases with the level of the character, but then most
high level creatures are better at casting spells, so it
tends to even out. A high wisdom also increases this abil-
ity. It is possible to get 100% saving throw, making you
immune to many attacks.
Stealth
The ability to move silently about is very useful. Charac-
ters with good stealth can usually surprise their opponents,
gaining the first blow. Also, creatures may fail to notice
a stealthy character entirely, allowing a player to avoid
certain fights. This skill is based entirely upon race and
class, and will never improve unless magically enhanced.
Disarming
Disarming is the ability to remove traps safely, and also
includes picking locks on traps and doors. A successful
disarming or lock picking will gain the character a small
amount of experience. A trap must be found before it can
be disarmed. Dexterity and intelligence both modify the
ability to disarm, and this ability increases with the
level of the character.
Magical Devices
Using a magical device such as a wand or staff requires
experience and knowledge. Spell users such as mages and
priests are therefore much better at using a magical device
than say a warrior. This skill is modified by intelligence,
and increases with the level of the character.
Searching Frequency (Perception)
Perception is the ability to notice something without
actively seeking it out. This skill is based entirely upon
race and class, and will never improve unless magically
enhanced.
Searching Ability (Searching)
To search is to actively look for secret doors, floor traps,
and traps on chests. Rogues are the best at searching, but
mages, rangers, and priests are also good at it. This skill
is based entirely upon race and class, and will never
improve unless magically enhanced.
=== Stat Bonus Tables ===
Stats, hit dice, infravision and experience point modifications due to
race and class are listed in the following table. To get the total hit
dice and XP modifier, add the "race" and "class" numbers: for instance,
a Dwarf Priest has a hit die of 11+2=13 (i.e. he will get 1d13 hit
points per level, adjusted for constitution) and an XP modifier of
20+20=40%.
STR INT WIS DEX CON CHR HD (base) XP/level Infra
Human 0 0 0 0 0 0 10 +0% None
Half-Elf -1 +1 0 +1 -1 +1 9 +10% 20 feet
Elf -1 +2 +1 +1 -2 +1 8 +20% 30 feet
Hobbit -2 +2 +1 +3 +2 +1 7 +10% 40 feet
Gnome -1 +2 0 +2 +1 -2 8 +25% 40 feet
Dwarf +2 -3 +2 -2 +2 -3 11 +20% 50 feet
Half-Orc +2 -1 0 0 +1 -4 10 +10% 30 feet
Half-Troll +4 -4 -2 -4 +3 -6 12 +20% 30 feet
Dunadan +1 +2 +2 +2 +3 +2 10 +80% None
High-Elf +1 +3 -1 +3 +1 +5 10 +100% 40 feet
Kobold -1 -1 0 +2 +2 -2 8 +15% 50 feet
STR INT WIS DEX CON CHR HD (bonus) XP/level
Warrior +5 -2 -2 +2 +2 -1 9 +0%
Mage -5 +3 0 +1 -2 +1 0 +30%
Priest -1 -3 +3 -1 0 +2 2 +20%
Rogue +2 +1 -2 +3 +1 -1 6 +25%
Ranger +2 +2 0 +1 +1 +1 4 +30%
Paladin +3 -3 +1 0 +2 +2 6 +35%
=== Ability Tables ===
Disarm Device Save Stealth Search Percep Fight Bows
Human 0 0 0 0 0 10 0 0
Half-Elf 2 3 3 1 6 11 -1 5
Elf 5 6 6 1 8 12 -5 15
Hobbit 15 18 18 4 12 15 -10 20
Gnome 10 12 12 3 6 13 -8 12
Dwarf 2 9 9 -1 7 10 15 0
Half-Orc -3 -3 -3 -1 0 7 12 -5
Half-Troll -5 -8 -8 -2 -1 5 20 -10
Dunadan 4 5 5 2 3 13 15 10
High-Elf 4 20 20 3 3 14 10 25
Kobold 10 5 0 4 15 15 -5 10
Disarm Device Save Stealth Search Percep Fight Bows
Warrior 25(+10) 18(+7) 18(+10) 1(+0) 14(+0) 7(+0) 70(+45) 55(+45)
Mage 30(+7) 36(+13) 30(+9) 2(+0) 16(+0) 20(+0) 34(+15) 20(+15)
Priest 25(+7) 30(+10) 32(+12) 2(+0) 16(+0) 8(+0) 48(+20) 35(+20)
Rogue 45(+15) 32(+10) 28(+10) 5(+0) 32(+0) 24(+0) 60(+40) 66(+30)
Ranger 30(+8) 32(+10) 28(+10) 3(+0) 24(+0) 16(+0) 56(+30) 72(+45)
Paladin 20(+7) 25(+10) 25(+11) 1(+0) 12(+0) 2(+0) 68(+35) 40(+30)
For character classes, there are two figures: the first figure is the
base level of the skill, while the second figure (in parentheses) is
the bonus that the character gains to this skill every ten levels. So,
to find out the total skill value of any character's skills, add the
race value to the class value, and then the bonus once for every ten
levels that the character has.
Please note, however, that these numbers are only good for comparing
characters to each other in the absence of other bonuses from high stats
(strength bonus to-dam, dex bonus to-hit, wisdom bonus to saving throw,
intelligence bonus to magical device usage, etc.) or wearing magical
items.
=== Stat rollers ===
There are currently two different ways to determine the starting stats of
your character - you can choose which one to use from the birth screen.
***** <Point-based>
Point-based
The point-based method allows you to "buy" improvements to
your basic stats by "spending" points on them. You have a
fixed number of points to spend, and making small changes
to a stat costs proportionally less than making large changes.
Any unspent points are converted into your starting money that
you can use to buy equipment at the start of the game.
On selecting this option, you will find that the points have
already been assigned to default recommended values. These
represent an expert's opinion for the ideal point spending.
However, you are free to reallocate them as you wish.
This is the recommended birth method.
***** <Standard roller>
Standard roller
The standard roller simply rolls three six-sided dice for each
stat, leaving everything to chance. You can press 'r' to re-roll
the dice, or simply accept what luck has offered.
===Character Name===
Once you have accepted a character you will asked to provide a name for
the character. In general, the actual choice of a name is not
important, but do keep in mind that it may have some effect on the game
itself. For example, on some machines, the character name determines
the filename that will be used to save the character to disk. The
character name is used on the high score list.
You can play a dynasty of characters. If you use a roman numeral at the
end of your character name (like "Fred I" or "Pimplesnarg XVI"), the
game will automatically increment the numeral each time you die.
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