=== Creating a Character === 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. Character creation, or birth, is controlled through a variety of choices as to constraints on the type of character you wish to play, followed by a series of random calculations to generate ("roll up") a random character matching the appropriate constraints. Once your character has been generated, you will be given the choice to generate a new character obeying the same constraints, and once you have generated more than one character, you can switch back and forth between the two most recent characters, until you are presented with a personality that you feel comfortable with. You may start the entire process over at any time. 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 chatacter name determines the filename that will be used to save the character to disk. On others, the character name specifies special "pref" files. And the character name is used on the high score list. === Character Characteristics === Each character has three primary attributes, sex, race, and class, that are chosen before the character is generated, and which will stay fixed for the entire life of that character. These attributes have many effects, which will be mentioned as they come up. Keep in mind that in the current version of Angband, your choice of race may restrict your choice of class. Each character has a few secondary attributes, height, weight, social class, and background history, which are randomly determined, but which are affected by the sex and race of the character. In general, these attributes are only used to provide "flavor" to the character, to assist in the roll playing, but they do have a few minor effects on the game. For example, background history affects social class, which affects the amount of money the character will start with. And weight affects carrying capacity and bashing ability. 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". Actually, every stat can be raised even above 18/100 by magical means, up to a pure maximum of 18/220, which is represented as "18/***". Traditionally, a percentile stat such as "18/50" has been though of as representing a value part way between 18 and 19, and this is one way to think of them. However, often, the best way to view the "bonus" values after the "18/" is as "tenth" points, since it often takes the same magic to raise a stat from, say, 4 to 5, or 16 to 17, as it does from, say, 18/40 to 18/50. The important thing to remember is that almost all internal calculations "ignore" the final digit of any "bonus", so that, for example, "18/40" and "18/49" are always have the same effects. During character generation, each stat is rolled out as a number from 8 to 17, with a normal distribution, and is then immediately modified based on the race and class of the character. 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 even abilities such as infravision. Each character has experience, which increases as the character becomes more experienced, and a level, which is based on experience, and also on race and class. As the experience rises, so does the level, and as the level rises, certain other abilities and characteristics rise as well. Deep down inside, the real objective of the game is to increase your experience, and certain other characteristics, and also to collect useful items, to give you a decent chance against Morgoth. Certain monsters can "drain" your experience, and thus your level, which will cause you to lose all of the effects of the higher level. Luckily, you can restore drained experience through magical means, or by simply regaining the experience all over again. 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 hidden in the dungeon. Each character starts out with some gold, the amount of which is based on the characters social class (higher is better), charisma (higher is better), sex (female characters start with more gold), and other 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. Each character has an armor class, representing how well the character can avoid damage. The armor class is affected by dexterity and the equipment. Each character has hit points, representing how much damage the character can sustain before he dies. Your hit points are derived from your race, class, level, and constitution, and can be temporarily boosted by magical means. Hit points may be regained by resting, or by a variety of magical means. Each character has spell points, or mana, which represents how many spells (or prayers) a character can cast (or pray). Your spell points are derived from your class, level, and intelligence (for spells) or wisdom (for prayers). Spell points may be regained by resting, or by a few magical means. === Races === There are ten different races that you can choose from in Angband. Some races are restricted as to what profession they may be, and each race has its own adjustments to a character's stats and abilities. Most races also have intrinsic abilities. Human The human is the base character. All other races are com- pared to them. Humans can choose any class and are average at everything. Humans tend to go up levels faster than any other race because of their shorter life spans. No racial adjustments or intrinsics occur to characters choosing human. Half-Elf Half-elves tend to be smarter and faster than a human, but not as strong. Half-elves are slightly better at searching, disarming, saving throws, stealth, bows, and magic, but they are not as good at hand weapons. Half-elves may choose any class and do not receive any intrinsic abilities. Elf Elves are better magicians then humans, but not as good at fighting. They tend to be smarter and faster than either humans or half-elves and also have better wisdom. Elves are better at searching, disarming, perception, stealth, bows, and magic, but they are not as good at hand weapons. Elves may choose any class except Paladin. They resist light effects intrinsically. Hobbits Hobbits, or Halflings, are very good at bows, 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 no good at melee fighting. Halflings have fair infravision, so they can detect warm creatures at a distance. Hobbits can choose between being a warrior, mage, or rogue. They have their dexterity sustained. 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 fair infra-vision, so they can detect warm-blooded creatures at a distance. A gnome may choose between being a warrior, mage, priest, or rogue. Gnomes are intrinsically protected against paralysis and some slowing effects. At higher levels, Gnomes learn to teleport at will. 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. 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 very good infra-vision because they live underground. They do 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. They can never be blinded. Dwarves also learn to study the structure of a dungeon, and can spot things that go unseen by the other races. 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 constitutions and lots of hit points. Because of their preference to living underground to on the surface, half-orcs resist darkness attacks. Upon reaching experience level 3, a half-orc learns to dispel any fear that may be upon him or her. 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. They also happen to be fun to run... Half-trolls always have their strength sustained. At higher levels, Half-Trolls learn to enter a berserk fury, and regenerate wounds automatically. Amberites The Amberites are a reputedly immortal race, who are endowed with numerous advantages, not only their longevity. They are very tough and endurant; their constitution cannot be reduced, and their ability to heal wounds far surpasses that of any other race. Having seen virtually everything, very little is new to them, and they gain levels much slower than the other races. But should they advance high enough, they will learn the innate Amberite powers of Pattern Mindwalking and Shadow Shifting. High-Elf High-elves are a race of immortal beings dating from the beginning of time. They are masters of all skills, and are strong and intelligent, although their wisdom is sometimes suspect. They can play all classes except Paladin, and very well at that. High-elves begin their lives able to see the unseen, and resist light effects just like regular elves. However, there are few things that they have not seen already, and experience is very hard for them to gain. Barbarian Barbarians are hardy men of the north. They are fierce in combat, and their wrath is feared throughout the world. Combat is their life: they feel no fear, and they learn to enter battle frenzy at will even sooner than half-trolls. Barbarians are, however, suspicious of magic, which makes magic devices fairly hard for them to use, and also makes it impossible for them to play Mages. They cannot play Paladins, either, because their wild bloodlust is totally incompatible with the strict discipline of knighthood. Half-Ogre Half-Ogres are like Half-Orcs, but only more so. They are big, bad, and stupid. For warriors, they have all the necessary attributes, and they can even become wizards: after all, they are related to Ogre Magi, from whom they have learned the skill of setting trapped runes once their level is high enough. Like Half- Orcs, they resist darkness, and like Half-Trolls, they have their strength sustained. Half-Giant Half-Giants are not too unusual, as there has been a tradition according to which it is a noble and brave thing to do to consort a giant (especially a giant-maid). Never- theless, the poor offspring of such a union is seldom very popular in the world of men. Their limited intelligence makes it impossible for them to become full spellcasters, but with their huge strength they make excellent warriors. They also love to wander in the wilderness, and can become rangers. No ordinary wall can withstand the fury of a giant, or a half-giant, and at higher levels they can learn the power of magical digging. Their thick skin makes them resistant to shards, and like Half-Ogres and Half-Trolls, they have their strength sustained. Half-Titan Half-mortal descendants of the mighty titans, these immensely powerful creatures put almost any other race to shame. They may lack the fascinating special powers of certain other races, but their enhanced attributes more than make up for that. They learn to estimate the strengths of their foes, and their love for law and order makes them resistant to the effects of Chaos. Cyclops With but one eye, a cyclops can see more than many with two eyes. They are headstrong, and loud noises bother them very little. They are not quite qualified for the magic using professions, but as a certain Mr Ulysses can testify, their accuracy with thrown rocks can be deadly... Yeek Yeeks are among the most pathetic creatures. Fortunately, their horrible screams can scare away less confident foes, and their skin becomes more and more resistant to acid, as they gain experience. But having said that, even a mediocre monster can proverbially wipe the floor with an unwary yeek. Klackon Klackons are bizarre semi-intelligent ant-like insectoid creatures. They make great servants and warriors, but their mental abilities are severely limited. Obedient and well-ordered, they can never be confused. They are also very nimble, and can learn to consciously hasten their moves. Kobold Kobolds are a weak goblin race. They love poisoned weapons, and can learn to throw poisoned darts (of which they carry an unlimited supply). They are also inherently resistant to poison, and can become adequate fighters, although they are not one of the more powerful races. Nibelung The hated and persecuted race of nocturnal dwarves, these cave-dwellers are not much bothered by darkness. Their natural inclination to magical items has made them immune to effects which could drain away magical energy, and like ordinary dwarves, they can examine the dungeon to discover traps and secret doors. Dark Elf Another dark, cave-dwelling race, likewise unhampered by darkness attacks, the Dark Elves have a long tradition and knowledge of magic. With their intelligence they can become superb mages or priests, and they have an inherent magic missile attack available to them at a low level. With their keen sight, they also learn to see invisible things as their relatives High-Elves do, but at a higher level. Draconian A humanoid race with dragon-like attributes. As they advance levels, they gain new elemental resistances (up to Poison Resistance), and they also have a breath weapon, which becomes more powerful with experience. The exact type of the breath weapon depends on the draconian's class and level. With their wings, they can easily escape any pit trap unharmed. Mind Flayer A secretive and mysterious ancient race. Their civilization may well be older than any other on our planet, and their intelligence and wisdom are naturally sustained, and are so great that they enable Mind Flayers to become more powerful spellcasters than any other race, even if their physical attributes are a good deal less admirable. As they advance levels, they gain the powers of See Invisible, Telepathy and a mind blast attack to stun and confuse their enemies. Imp A demon-creature from the nether-world, naturally resistant to fire attack, and capable of learning fire bolt and fire ball attacks. They are little loved by other races, but can perform fairly well in most professions. Golem A golem is an artificial creature, built from a lifeless raw material like clay, and awakened to life. They are nearly mindless, making them useless for professions which rely on magic, but as warriors they are very tough. They are resistant to poison, they can see invisible things, and move freely. At higher levels, they also become resistant to attacks which threaten to drain away their life force. They also learn to temporarily turn their skin into a very hard, stonelike substance. Skeleton There are two types of skeletons: the ordinary, warrior- like skeletons, and the spell-using skeletons, which are also called liches. As undead beings, skeletons need to worry very little about poison or attacks that can drain life. They do not really use eyes for perceiving things, and are thus not fooled by invisibility. Their bones are resistant to sharp shrapnels (not much to cut there), and they will quickly become resistant to cold. Should a skeleton be unlucky enough to lose some of his or her remaining life, he or she will learn to restore it at will. Zombie Much like Skeletons, Zombies too are undead horrors: they are resistant to life-draining attacks, and can learn to restore their life-force. Like skeletons, they become resistant to cold-based attacks (actually earlier than skeletons), resist poison and can see invisible. While still vulnerable to cuts (unlike skeletons), Zombies are resistant to Nether. However, Zombies are, as the name implies, practically mindless: in this company, Groo would seem a genius. === Classes (somewhat outdated) === Once a race has been chosen, you will need to pick a class. Some classes will not be available to certain races, for instance, a Half-Troll cannot become a Paladin. For the first few adventures it is suggested that you run a warrior or rogue. Spell casting generally requires a more experienced player that is familiar with survival techniques. Warrior A Warrior is a hack-and-slash character, who solves most of his problems by cutting them to pieces, but will occasion- ally fall back on the help of a magical device. His prime stats are Strength and Constitution, and a good Dexterity can really help at times. A Warrior will be good at Fight- ing and Throwing/Bows, but bad at most other skills. A Warrior learns no magic. 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 best saving throw to resist effects of spells cast at him. Intelligence and Dexterity are his primary stats. There is no rule that says a mage cannot become a good fighter, but spells are his true realm. A mage can choose any two realms of magic in which he wishes to specialize. 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 dev- ices, preferring to call them instruments of god, but are not as good as a mage in their use. Priests have good sav- ing throws, and make decent fighters, preferring blunt weapons over edged ones. Wisdom and Charisma are the priest's primary stats. There are two types of priests: the 'good' Priests who are trained in Life magic, and the 'evil' dark Priests who have chosen to study Death magic instead. In addition to their primary realm of magic (Life or Death magic), they can select a secondary realm from Nature, Chaos and Sorcery. 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 can not rely on their performance. Rogues can also learn a few spells, but not the powerful offensive spells magi can use. A rogue's primary stats are Intelligence and Dexterity. Rogues who wish to specialize as burglars can choose to study Sorcery while Death magic is available to rogues who wish to become Assassins. Ranger A Ranger is a warrior/mage. He is a good fighter, and the best of the classes with a missile weapon such as a bow. 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 a good stealth, good perception, good searching, a good saving throw, and is good with magical devices. His primary stats are Intelligence and Dexterity. All rangers are trained in Nature magic. They can also select a secondary realm of magic (from Sorcery, Chaos and Death magic), but their skills are more limited in than in their native Nature magic. 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 even receive 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 Charisma. All paladins are trained in Life magic, and they regard the realms of magic as the Devil's work. The variant class, the "Death Knight", is trained in Death magic instead of Life magic. === Stats === 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 is also useful in tunneling and in carrying heavy items. 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. 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 spell 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 can also help to improve 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, thus greatly increasing his kill power, and will increase his chances of hitting with any weapon and 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. 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. 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. A high charisma will also mean more starting money for the character. === Abilities (outdated) === Characters possess some different abilities which can help them to survive. The starting abilities of a character are based upon race and class. Abilities may be adjusted by high or low stats, and may increase with the level of the character. 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 per round with lighter weapons. Strength and dexterity both modify the ability to hit an opponent. This skill increases with the level of the char- acter. 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. 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 includes picking locks on traps and doors. A successful disarming will gain the character some 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 magi 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 magi, rangers, and priests are also good at it. This skill is based entirely upon race and class, and will never improve unless magically enhanced. === Combinations of Race and Class === Warrior Mage Priest Rogue Ranger Paladin Human Yes Yes Yes Yes Yes Yes Half-Elf Yes Yes Yes Yes Yes Yes Elf Yes Yes Yes Yes Yes No Hobbit Yes Yes No Yes No No Gnome Yes Yes Yes Yes No No Dwarf Yes No Yes No No No Half-Orc Yes No Yes Yes No No Half-Troll Yes No Yes No No No Dunadan Yes Yes Yes Yes Yes Yes High-Elf Yes Yes Yes Yes Yes No Barbarian Yes No Yes Yes Yes No Half-Ogre Yes Yes Yes No No No Half-Giant Yes No No No Yes No Half-Titan Yes Yes Yes No No Yes Cyclops Yes No Yes No No No Yeek Yes Yes Yes Yes No No Klackon Yes No No No Yes No Kobold Yes No No Yes No No Nibelung Yes Yes Yes Yes No No Dark Elf Yes Yes Yes Yes Yes No Draconian Yes Yes Yes No No No Mind Flayer No Yes Yes No No No Imp Yes Yes No Yes No No Golem Yes No No No No No Skeleton Yes Yes Yes Yes No No Zombie Yes No No No No No === Miscellaneous === Infra-vision Infra-vision is the ability to see heat sources. Since most of the dungeon is cool or cold, infra-vision will not allow the player to see walls and objects. Infra-vision 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. The majority of Angband's creatures are cold-blooded, and will not be detected unless lit up by a light source. Most non human races have innate infra-vision ability. Human can gain infra-vision only if it is magically enhanced. === Stat Bonus Tables (UPDATED!) === Stat, hit dice, and experience points per level modifications due to race are listed in the following table. STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level Human 0 0 0 0 0 0 10 +0% Half-Elf -1 +1 +1 +1 -1 +1 9 +10% Elf -1 +2 +2 +1 -2 +2 8 +20% Hobbit -2 +2 +1 +3 +2 +1 7 +10% Gnome -1 +2 0 +2 +1 -2 8 +35% Dwarf +2 -2 +2 -2 +2 -3 11 +35% Half-Orc +2 -1 0 0 +1 -4 10 +10% Half-Troll +4 -4 -2 -4 +3 -6 12 +37% Amberite +1 +2 +2 +2 +3 +2 10 +125% High-Elf +1 +3 +2 +3 +1 +5 10 +100% Barbarian +3 -2 -1 +1 +2 -2 11 +20% Half-Ogre +3 -1 -1 -1 +3 -3 12 +30% Half-Giant +4 -2 -2 -2 +3 -3 13 +40% Half-Titan +5 +1 +1 -2 +3 +1 14 +125% Cyclops +4 -3 -3 -3 +4 -6 13 +30% Yeek -2 +1 +1 +1 -2 -7 7 +0% Klackon +2 -1 -1 +1 +2 -2 12 +25% Kobold +1 -1 0 +1 0 -4 9 +25% Nibelung +1 -1 +2 0 +2 -4 11 +35% Dark Elf -1 +3 +2 +2 -2 +1 9 +50% Draconian +2 +1 +1 +1 +2 -3 11 +150% Mind Flayer -3 +4 +4 0 -2 -5 9 +40% Imp -1 -1 -1 +1 +2 -3 10 +10% Golem +4 -5 -5 0 +4 -4 12 +35% Skeleton 0 -2 -2 0 +1 -4 10 +10% Zombie +2 -6 -6 +1 +4 -5 13 +10% STR INT WIS DEX CON CHR Warrior +5 -2 -2 +2 +2 -1 Mage -5 +3 0 +1 -2 +1 Priest -1 -3 +3 -1 0 +2 Rogue +2 +1 -2 +3 +1 -1 Ranger +2 +2 0 +1 +1 +1 Paladin +3 -3 +1 0 +2 +2 === Ability Tables (updated for races) === Dsrm Dvce Save Stlh Srch Prcp HtH Misl Human +0 +0 +0 +0 +0 +10 +0 +0 None Half-Elf +2 +3 +3 +1 +6 +11 -1 +5 20 feet Elf +5 +6 +6 +2 +8 +12 -5 +5 30 feet Hobbit +15 +18 +18 +5 +12 +15 -10 +20 40 feet Gnome +10 +12 +12 +3 +6 +13 -8 +12 40 feet Dwarf +2 +9 +9 -1 +7 +10 +15 +0 50 feet Half-Orc -3 -3 -3 -1 +0 +7 +12 -5 30 feet Half-Troll -5 -8 -8 -2 -1 +5 +20 -10 30 feet Amberite +4 +5 +5 +2 +3 +13 +15 +10 None High-Elf +4 +20 +20 +4 +3 +14 +10 +25 40 feet Barbarian -2 -10 +2 -1 +1 +7 +12 +10 None Half-Ogre -3 -5 -5 -2 -1 +5 +20 +0 30 feet Half-Giant -6 -8 -6 -2 -1 +5 +25 +5 30 feet Half-Titan -5 +5 +2 -2 +1 +8 +25 +0 None Cyclops -4 -5 -5 -2 -2 +5 +20 +12 10 feet Yeek +2 +4 +10 +3 +2 +10 -5 -5 20 feet Klackon +10 +5 +5 +0 -1 +10 +5 +5 20 feet Kobold -2 -3 -2 -1 +1 +8 +10 -8 30 feet Nibelung +3 +5 +10 +1 +5 +10 +9 +0 50 feet Dark Elf +5 +15 +10 +3 +8 +12 -5 +10 50 feet Draconian -2 +5 +3 +0 +1 +10 +5 +5 20 feet Mind Flayer +10 +25 +10 +2 +5 +12 -10 -5 40 feet Imp -3 +2 -1 +1 -1 +10 +5 -5 30 feet Golem -5 -5 +10 -1 -1 +8 +20 +0 40 feet Skeleton -5 -5 +5 -1 -1 +8 +10 +0 20 feet Zombie -5 -5 +8 -1 -1 +5 +15 +0 20 feet Save Stea- Magic Extra Fight Bows Throw lth Disarm Device Percep Search Exp/lev Warrior 10 6 3 2 4 3 2 2 +0% Mage 2 1 10 5 6 10 8 5 +30% Priest 4 3 6 5 3 8 4 4 +20% Rogue 8 9 7 10 10 6 10 10 +25% Ranger 6 10 8 7 6 7 6 6 +30% Paladin 9 5 4 2 2 4 2 2 +35%