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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.
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.
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. The maximum number of hit points is derived from your
race, class, level, and constitution, and you can never have more hit points
than the maximum. 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). 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.
=== 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 ca