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=============================== Character Birth ===============================
This file describes your character and his creation. It discusses the
races and classes available in Oangband and explains "maximize" and "preserve".
Racial and class tables are provided at the bottom.
=== Creating a Character ===
Oangband is a role-playing game, in which you, the player, control a character
in a world of magic and cold steel. 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 his future adventures.
You choose a race, a class, and may set minimum values for vital statistics
(be careful not to ask for too much). You may start the entire process over
at any time by pressing 'S'.
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. On others, the character name specifies
special "pref" files. And the character name is used on the high score list.
=== Races ===
There are thirteen different races that you can choose from in Oangband,
representing most of the speaking peoples found in Tolkien's books, plus Gnomes.
Some races cannot realistically choose all professions, and each race has its
own adjustments to a character's stats and abilities. Most races also have
intrinsic abilities.
Maiar are especially designed for new and inexperienced players, and are
not recommended for the veteran. Dunedain and High-Elves are good choices for
players whose spellcasters of other races die too quickly.
Human:
Humans are the base characters. All other races are compared to them.
Humans can choose any class and are average at everything. Humans tend
to go up levels faster than any other race (except Half-Orcs) because
of their shorter life spans. They have a slight bonus to fighting
skill when using swords and crossbows, and have more hit points than
many other races, but otherwise they have no racial adjustments or
intrinsics.
Half-Elf:
Half-elves tend to be smarter and more agile than humans, but are not
as strong. Half-elves are slightly better at searching, disarming,
saving throws, stealth, shooting (especially with bows), and magic, but
they are not as good at hand weapons, and have slightly fewer hit
points. Half-elves may choose any class and do not receive any intrin-
sic abilities.
Elf:
Elves are better magicians then humans, but not as good at fighting.
They tend to be smarter, wiser, and more dexterous than either humans
or half-elves, but lack the strength or the hit points of either.
Elves are better at searching, disarming, perception, shooting
(especially with bows), and magic, but they are not as good at hand
weapons. They are very stealthy. Elves may choose any class except
Paladin. They resist light effects intrinsically.
Hobbits:
Hobbits are very good at bows (especially slings), throwing, and have
good saving throws. They are even better at searching, disarming,
perception, and stealth; so they make excellent rogues, but prefer to
be called burglars. They will be much weaker than humans, and no good
at melee fighting. They have few hit points, but can sometimes endure
ailments that would lay other races low. Hobbits have fair infra-
vision, so they can detect warm creatures at a distance. Hobbits can
choose between being a warrior, mage, rogue, druid, or assassin. They
have no special abilities.
Gnome:
Gnomes are the pudgy pranksters of the dungeon; if they can kill some-
thing in a humorous way, so much the better... They, like hobbits, live
in the earth in burrow-like homes. Gnomes make excellent mages, are
the best magical device users of any race, and are good at searching,
disarming, and perception. They are reasonably stealthy. They have
lower strength and fewer hitpoints than humans so they are not very
good at fighting with hand weapons. Gnomes have good infra-vision, so
they can detect warm-blooded creatures at a distance. A gnome may
choose between being a warrior, mage, priest, rogue, necromancer, or
assassin. Gnomes are intrinsically protected against paralysis and
some slowing effects.
Dwarf:
Dwarves are the headstrong miners and fighters of legend. Since dun-
geons are the natural home of dwarves, they are excellent choices for
a warrior, priest, or necromancer. Dwarves tend to be stronger and
tougher but less intelligent and dexterous than humans. They gain a
small bonus to combat skill when using polearms, but don't know the
first thing about bows. Because they are so headstrong and 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 draw-
back, 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.
Half-Orc:
Half-Orcs can become warriors, priests, rogues, necromancers, or
assassins, doing their best to make great constitutions and loads of
hit points make up for poor magical and dungeon survival skills. Both
their intelligence and wisdom are suspect, but they do know hand-to-
hand combat, are tough and strong, and advance as quickly as humans do.
Half-Orcs are, let's face it, ugly. They tend to pay more for goods
in town. Because of their preference to living underground to on the
surface, half-orcs resist darkness attacks.
Half-Troll:
Half-Trolls are incredibly strong, and have more hit points than any
other character race. They are also very stupid and clumsy. They
will make great warriors, iffy priests, and rather interesting
necromancers. They are bad at searching, disarming, perception, and
stealth. They need to eat a lot. 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.
Dunadan:
Dunedain are a race of hardy men from the West. This elder race sur-
passes the abilities of other humans in every field, and have amazing
wisdom and constitution. However, being men of the world, very little
is new to them, and levels are very hard to gain... They may play any
class. Their constitution cannot be reduced.
High-Elf:
High-elves are a race of undying beings dating from the beginning of
the world. They attain experience levels even more slowly than Dune-
dain. They are masters of all skills, and are agile 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 other elves.
Maia: (Special race for players new to Oangband. Score is reduced by 50%)
The Maiar, lesser deities of the created world, often take tangible
form and mingle among earthly beings. They can be found among the
ranks of wise counselors, peerless warriors, mighty wizards and
necromancers; indeed they can play any class with credit. Their vital
statistics put all other races to shame, their standard abilities are
always good and sometimes superlative, and they recover divinely
quickly from all sorts of wounds, poison, stunning, confusion, blind-
ness, and paralyzation. (They do not, however, get any innate resis-
tances or special abilities). Despite all these qualities, Maiar
advance fairly quickly, making them the perfect race for those desiring
a character able to survive the perils of an unfamiliar game.
Shadow Fairy:
Also known as Fays, these beings were created neither by the powers of
good nor of evil but, for all anyone knows, appeared when the world
was formed out of primeval darkness and void. They are physically weak
and perilously frail, but possess considerable powers of intellect and
understanding. They know little of combat, and only have modest
advantages in disarming and magical device skill - but all this is
offset by incomparable concealment. Not merely can Shadow Fairies
wreath themselves in murk and gloomy night, thus gaining by far the
highest stealth of any race, but they never aggravate monsters. (If
they normally would, they suffer a penalty of three to stealth).
Shadow Fairies must beware of bright light.
Ent:
Clad in bark-like skin, and with bodies like the trunks of trees, Ents
can nevertheless move about perfectly well. They have poor dungeon
survival skills, and are bad at archery and with polearms, but can
fight better than average with other weapons. As long as they stay
away from fire (fire damage is increased by 33%. Resistances operate
normally after this.), Ents will find themselves well capable of sur-
viving many a bitter fight. As they age, Ents slowly lose the relative
suppleness of their sapling youth, trading dexterity for increased
strength and constitution. Members of this wise race can never gain
feather fall by any means, but will slowly acquire the ability needed
to tear rock apart with their weaponless hands.
=== Classes ===
Nine different classes are available in Oangband. Some classes are not re-
commended for certain races; for instance, a Half-Troll would be a very confused
Paladin. More information about magics available to each class con be found in
the help file "magic.txt". For the first few adventures it is suggested that
you run a warrior, rogue, or paladin. The pure spellcasters generally require a
more experienced player that is familiar with survival techniques.
Warrior:
The great melee fighter, capable of doing more damage and surviving
longer at close quarters than any other class. So skilled in combat
can a warrior become that he gains permanent protection from fear at
level 30, learns to probe for weaknesses (see the help doc "magic.txt")
at level 35, can spread attacks out among weaker monsters at level 40,
and regenerates intrinsically at level 45. He is unchallengable with
melee weapons, and is also good with all missile launchers, getting an
extra shot with bows (level 35) and crossbows (level 40). His biggest
drawback is his ignorance of spells and many magical items. Most of
his dungeon survival skills are mediocre. A Warrior learns no magical
spells, and has poor magical defences. He has very fast, strong
pseudo-ID. His prime stat is Strength, and a good Dexterity and
Constitution can really help at times.
Mage:
Master of sorcery. A mage is not really happy without an assortment
of magical devices to use in addition to his spells. He can master
the higher level magical devices far more easily than anyone else.
A mage fights very poorly, except with the lightest of weapons, and is
almost as bad at archery. He is stealthy at low levels, but his magic
betrays his presence later on. Most of his other skills are mediocre.
He has excellent magical defences, but dangerously poor physical ones.
He has very slow, weak pseudo-ID. Intelligence is his primary stat,
and a high Constitution is very useful.
Priest:
Covenanted with a mighty and generous god. He explores the dungeon only
to destroy the evil that lurks within, and if treasure just happens to
fall into his pack, well, so much more to the glory of his church!
A priest is spoilt for choice with protection and healing prayers, and
possesses an unequalled collection of knowledge gaining prayers. He is
a fair fighter with blunt weapons and miserable with edged. He is poor
at archery. His magical defences are excellent, and his physical ones
acceptable. Priests are familiar with magic items. He has merely
mediocre stealth and dungeon survival skills. Priests gain +1 to light
radius at level 35 and above and permanent protection against evil at
level 50. He has very fast but weak pseudo-ID. Wisdom is a Priest's
primary stat.
Rogue:
The flexible dungeon sneaker. First in line when dungeon survival
skills were handed out. He can fight very well with light weapons and
is dangerous with a sling (gets extra shots at 20th and 40th level).
He is clumsy with heavy weapons. He has decent magical skills. A
Rogue will have a fairly decent collection of spells to improve his
natural skills, aid in battle, and gain information, but almost no
ability to deal magical damage. He can fight hand-to-hand more
quietly than can any other class, and gets the most effective sneak
attacks against sleeping monsters. Rogues have the unique capacity of
filching purses and setting traps (use the '+' command). See the help
file "combat.txt for more details. Unfortunately, no shopkeeper trusts
a rogue, and so members of this class will pay dearly for goods in
town. A Rogue has acceptable physical and magical defences. He has
fairly fast, strong pseudo-ID. His primary stats are Intelligence
and Dexterity.
Ranger:
An archer skilled in nature lore. He is better than any other class
with any missile weapon except slings. A Ranger gets one extra shot
with any missile weapon (25th level for slings, 45th for xbows), and
two with bows (20th and 40th level). He is a merely acceptable melee
fighter, yet not as limited to light weapons as is a Rogue. A ranger
can use magical items effectively, and finds his spells handy but not
critical. A Ranger has decent dungeon survival skills, and good
stealth. He has acceptable magical and physical defences. He has
fairly slow, weak pseudo-ID. His primary stats are Wisdom and Dex-
terity.
Paladin:
A champion of the Faith. A paladin is the second best melee fighter
available. As long as he sticks to priestly weapons, his mastery of
the elements and of battle prayers will render him formidable to his
foes. Missile weapons and magical devices confuse him. He has little
stealth, and poor dungeon survival skills, but can survive as well or
better than any other class in battle or against magic. He has a sub-
set of the priestly prayers. Plus one to light radius at level 45 and
above. He has moderately-paced, strong pseudo-ID. His primary stats
are Wisdom and Strength.
Druid:
At one with nature. He possesses a wide and varied range of healing,
dungeon alteration, and knowledge spells, plus a large number of spells
to hinder and reduce foes. Can fight well bare-handed and acceptably
with slings, but not with other missile weapons or any melee weapon.
Although a druid can do a lot of damage, his spells are more random
than are those of other realms. He has decent magical skill, fairly
high stealth, and good magical defences. A Druid will have decent
dungeon survival skills. He has extremely slow, weak pseudo-ID. His
primary stat is Wisdom.
Necromancer:
Dealer in death. He has an unsurpassed collection of highly deadly
combat spells, and can dish out damage like nobody's business. His
magical item ability is acceptable, but virtually all of his other
skills are poor, and he has a hard time protecting himself. Fortu-
ately, at higher levels his magic can help with some of these prob-
lems. He has slow, weak pseudo-ID. His primary stat is Intelligence,
and he needs to watch his Constitution.
Assassin:
The death-dealing stalker. He is better than a Rogue at melee, but is
still limited to reasonably light weapons. An Assassin is deadly with
lighter missile launchers, and can eventually poison missiles, but gets
no innate extra shots. He is a master at using thrown weapons against
sleeping monsters. He has rather good stealth, but lacks protection
if caught. His other dungeon survival skills are good, and he has
access to a sub-set of the necromantic spells. He can shoot missiles
and throw objects more quietly than any other class, and makes little
noise in melee as well. An Assassin will have mediocre magic skill,
and poor magical defences. He has fairly fast, strong pseudo-ID.
His primary stats are Intelligence and Strength.
=== Combinations of Race and Class (recommendations only) ===
Warrior Priest Ranger Druid Assassin
Mage Rogue Paladin Necro
Human Yes Yes Yes Yes Yes Yes Yes Yes Yes
Half-Elf Yes Yes Yes Yes Yes Yes Yes Yes Yes
Elf Yes Yes Yes Yes Yes No Yes Yes Yes
Hobbit Yes Yes No Yes No No Yes No Yes
Gnome Yes Yes Yes Yes No No No Yes Yes
Dwarf Yes No Yes No No No No Yes No
Half-Orc Yes No Yes Yes No No No Yes Yes
Half-Troll Yes No Yes No No No No Yes No
Dunadan Yes Yes Yes Yes Yes Yes Yes Yes Yes
High-Elf Yes Yes Yes Yes Yes No Yes Yes Yes
Maia Yes Yes Yes Yes Yes Yes Yes Yes Yes
Shadow Fairy Yes Yes Yes Yes Yes No Yes Yes Yes
Ent Yes No Yes No Yes No Yes No Yes
=== Stat Bonus and Hit Point Tables ===
STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level
Human 0 0 0 0 0 0 10 +0%
Half-Elf -1 +1 0 +1 -1 +1 9 +10%
Elf -1 +2 +1 +1 -2 +1 8 +25%
Hobbit -2 +2 +1 +3 +2 +1 7 +15%
Gnome -1 +2 0 +2 +0 -2 8 +20%
Dwarf +2 -2 +2 -2 +2 -3 11 +25%
Half-Orc +2 -1 -1 0 +2 -3 11 +0%
Half-Troll +4 -4 -2 -4 +3 -6 12 +10%
Dunadan +1 +1 +3 +2 +3 +2 10 +100%
High-Elf +1 +3 -1 +3 +1 +5 10 +100%
Maia +4 +3 +3 +3 +4 +5 12 +25%*
Shadow Fairy -2 +2 +2 +1 -1 0 7 +20%
Ent +2 0 +2 -3 +2 0 12 +30%
* : Also halves your score.
STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level
Warrior +5 -2 -2 +2 +2 -1 +9 +00%
Mage -4 +3 0 +1 -2 +1 +0 +25%
Priest -1 -3 +3 -1 0 +2 +2 +20%
Rogue +2 +1 -2 +3 +1 -5 +5 +30%
Ranger +2 0 +1 +1 +1 +1 +5 +30%
Paladin +3 -3 +1 0 +2 +2 +7 +35%
Druid -2 -2 +3 +2 0 +1 +0 +20%
Necromancer -3 +3 -3 -1 0 -2 +0 +25%
Assassin +2 +1 -3 +2 +0 -2 +4 +30%
=== Ability Tables ===
See the help file "abilattr" for complete explanations of what each
ability does for your character.
Abilities are ranked on a comparative scale ranging from 1 to 10.
disarm device save stealth search percep melee shooting
Human 5 5 5 5 5 5 5 5
Half-Elf 6 6 6 6 7 6 4 6
Elf 7 8 7 8 8 7 3 7
Hobbit 10 8 9 8 10 10 1 7
Gnome 9 10 6 6 7 7 2 5
Dwarf 4 5 9 3 6 6 8 4
Half-Orc 4 4 4 4 4 4 6 4
Half-Troll 3 3 3 3 3 3 9 3
Dunadan 7 6 6 6 6 8 7 7
High-Elf 8 9 9 7 7 9 5 9
Maia 9 9 10 6 7 10 10 10
Shadow Fairy 8 6 5 10+ 10 10 2 4
Ent 3 5 7 6 3 5 7 3
disarm device save stealth search percep melee missile
Warrior 5 4 5 3 4 4 10 8
Mage 3 10 6 5->2 5 6 3 3
Priest 3 6 8 4 5 5 5* 5
Rogue 9 6 6 8 10 10 6 8
Ranger 5 6 6 5 6 7 6 10
Paladin 3 3 6 3 3 3 9* 4
Druid 4 5 7 6 6 7 4 6
Necromancer 3 6 4 4 4 4 3 3
Assassin 7 5 3 7 8 8 7 9
* : With blunt weapons; otherwise much worse (use the 'I'nspect
command to find out which weapons are blunt)