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BIRTH.TXT
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=== 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%