1 === Creating a Character ===
3 Hengband is a role playing game, in which you, the player, control a
4 character in the world of Hengband. Perhaps the most important thing
5 you control is the birth of your character, in which you choose or
6 allow to be chosen various attributes that will affect the future life
9 Character creation, or birth, is controlled through a variety of
10 choices as to constraints on the type of character you wish to play,
11 followed by a series of random calculations to generate ("roll up") a
12 random character matching the appropriate constraints.
14 Once your character has been generated, you will be given the choice
15 to generate a new character obeying the same constraints, and once you
16 have generated more than one character, you can switch back and forth
17 between the two most recent characters, until you are presented with a
18 character that you feel comfortable with.
20 You may start the entire process over at any time by pressing 'S' at
24 ***** <CharAttributes>
25 === Character Attributes ===
27 Once you begin character generation you will be asked to choose your
28 character's four primary attributes - its sex, race, class and
29 personality. If you have selected a spellcasting class, you will also
30 be prompted for your choice of magic realm(s). Your character's sex
31 has a minimal effect on game play, but some personalities are
32 restricted to male only or female only. More details of attributes
33 are found in the Races, Classes and Personalities section (see
34 raceclas.hlp [a]) and the Magic System section (see magic.hlp [b]).
36 Each character has a few secondary attributes, height, weight, social
37 class, and background history, which are randomly determined, but
38 which are affected by the sex and race of the character. In general,
39 these attributes are only used to provide "flavor" to the character,
40 to assist in the roll playing, but they do have a few minor effects on
41 the game. For example, background history affects social class, which
42 affects the amount of money the character will start with. And weight
43 affects riding ability.
45 In addition to these attributes, there are several statistics which
46 are used to determine your character's relative skills and abilities
50 --- Primary Statistics ---
52 Each character has six primary statistics or 'stats'. These are
53 strength, intelligence, wisdom, dexterity, constitution and charisma,
54 which modify the abilities of the character in a variety of ways. For
55 example, strength affects your carrying capacity, the amount of damage
56 you to a monster when you hit it and the number of blows per round you
57 get with a weapon. A more complete discussion of the primary
58 statistics is contained later in this document (see below [c]).
62 Experience affects almost everything else about your character.
63 Experience can be gained as your character kills monsters, casts
64 spells or prays for the first time, learns about an object kind by
65 using it, disarms traps and unlocks doors. Certain classes may also
66 gain experience by destroying specific dungeon spell books and there
67 are potions in the dungeon that will boost your experience if you
70 When your character's experience crosses certain fixed boundaries, you
71 will attain a new experience level (up to a maximum of 50). When this
72 happens, your hitpoints, mana (if any), certain skills such as melee
73 fighting and bows and throws will all increase. Some races and
74 classes will also gain new powers and abilities when crossing certain
75 experience thresholds.
77 Deep down inside, the real objective of the game is to increase your
78 experience, and certain other characteristics, and also to collect
79 useful items, to give you a decent chance against the great Serpent of
80 Chaos. Certain monsters can "drain" your experience, and thus your
81 level, which will cause you to lose all of the effects of the higher
82 level. Luckily, you can restore drained experience through magical
83 means, or by simply regaining the experience all over again.
87 Each character has some gold, which can be used to buy items and
88 services from the shops and other buildings on the town level. Gold
89 can be obtained by selling items to the shops, taking it from the
90 corpses of dead monsters, mining it and by finding it lying on the
93 Each character starts out with some gold, the amount of which is based
94 on the character's social class, charisma, and other stats (less
95 powerful characters start with more gold). Each character also starts
96 out with a few useful items, which may be kept, or sold to a
97 shop-keeper for more gold.
101 Each character has hit points, representing how much damage the
102 character can sustain before he dies. Your hit points are derived
103 from your race, class, level, and constitution, and can be boosted by
104 magical means. Hit points may be regained by resting, or by a variety
107 --- Spell Points (Mana) ---
109 Each character has spell points, or mana, which represents how many
110 spells a character can cast. Your spell points (sometimes called
111 mana) are derived from your class, level, a primary stat of your
112 class, and race modifier of that stat. Spell points may be regained
113 by resting, or by a few magical means.
115 --- Character Skills ---
117 Each character also has several primary skills: disarming, magic
118 devices, saving throws, stealth, searching, perception, melee and bows
119 and throws, which are derived from the character's race, class,
120 experience level, stats and their current equipment. These skills
121 have fairly obvious effects, but will be described more completely
122 below. The starting abilities of a character are based upon race and
123 class. Abilities may be adjusted by high or low stats, and may
124 increase with the level of the character (see below for details [d]).
128 === Birth Options ===
130 During character generation you may press '=' at any time to access
131 the birth options. A more detailed description of the various birth
132 options can be found in the section on the Options Page (see
133 option.txt#Birth [e]). Some options have "(*)" mark that means
134 these options effect to the difficulty of the game and effect to
135 estimation of your score.
137 Perhaps one of the most important features of the birth options is the
138 ability to decide what type of town level you want. The various town
139 options are discussed on the Town page (see dungeon.txt#TownLevel
144 === The Auto-Roller ===
146 The auto-roller is a quick means of generating start-up characters
147 based on a set of user-selected criteria. If you choose to use the
148 auto-roller, you will be presented with a column giving the maximum
149 possible statistics (see below [c]) for your choice of race, class and
150 personality (see raceclas.hlp [a]). Then you can specify your desired
151 statistics using keypad or cursor keys.
153 Once you have specified your desired statistics, the computer will
154 then randomly roll successive start-up characters and compare them to
155 your specified criteria. Each stat is rolled as a number from 8 to
156 17, with a normal distribution, and is then immediately modified based
157 upon the race, class and personality which you have chosen. The exact
158 quantum of this modification can be found in the stat bonus table (see
159 raceclas.txt#StatBonusTable [h]).
161 Once a character that matches or exceeds your expectations has been
162 rolled, Hengband stops to ask you whether you accept or not. If you
163 accept the rolled character (by pressing Enter), you will be asked for
164 its name. If not, you may press 'r' to resume rolling and searching
165 for the next match or, if this is not your first match, 'p' to return
166 to the previous character which met your criteria.
168 Note: The statistics are not independent of each other and trying to
169 maximize each one using the auto-roller will not work. A good idea is
170 to specify statistics close to maximum that are critical for your
171 class (for example, high wisdom for priests, intelligence for mages
172 and strength and dexterity for warriors). You should set minimum
173 acceptable levels for the remaining statistics rather than looking for
176 If you select not to use the auto-roller, the computer will roll one
177 random character at a time and then display it for you to either
178 accept or reject. The 'r', 'p' and Enter keys will work as outlined
182 ***** <BackgroundEditor>
183 === Background Edit-Mode ===
185 The computer will randomly generate background information text of the
186 character for you. But you can modify or rewrite it after rolling up
187 the character in Background edit-mode. Use key-pad or cursor keys to
188 move cursor, the Enter key to finish edit-mode, and the Escape key to
189 finish edit-mode with discarding changes. Use Ctrl-A key to load the
190 background information text from "histpref-<<playername>>.prf" or
191 "histpref.prf" on lib/user.
193 You can use conditional expressions like other pref files. Background
194 information text can be modified in background information pref files
195 as lines of the form "H:<str>". Text area is not much large, so too
196 long text will cut down.
202 Once you have generated a character and dead or quit game, you will be
203 asked whether you want to use quick start or not at start up. If you
204 choose to use quick start, you get new character with exactly same
205 race, class, stat, background and etc.. as your last chatacter.
209 === Primary Statistics ===
211 Each character has six primary "stats", strength, intelligence,
212 wisdom, dexterity, constitution, and charisma, which modify the
213 abilities of the character in a variety of ways. Every stat has a
214 numerical value, ranging from a minimum of 3, up to a normal maximum
215 of 18, and even higher, into the "percentile" range, represented as
216 "18/01" through "18/130". True maximum of each base stat is randomly
217 ranging from 18/70 to 18/130, and average of all your stat maximums
218 are always 18/100. These maximums are chosen randomly when your
219 character is created or your character quaff a Potion of New Life.
220 Actually, every stat can be raised even above these maximum of base
221 stat by modification from race, class, personality and magical
222 equipment, up to a pure maximum of 18/220, which is represented as
225 Traditionally, a percentile stat such as "18/50" has been thought of as
226 representing a value part way between 18 and 19, and this is one way to
227 think of them. However, often, the best way to view the "bonus" values
228 after the "18/" is as "tenth" points, since it often takes the same
229 magic to raise a stat from, say, 4 to 5, or 16 to 17, as it does from,
230 say, 18/40 to 18/50. The important thing to remember is that almost all
231 internal calculations "ignore" the final digit of any "bonus", so that,
232 for example, "18/40" and "18/49" are always have the same effects.
234 --- The Primary Statistics ---
237 Strength is critical to fighting effectively in melee combat and
238 with missile weapons. A high strength will improve your chances
239 of getting multiple blows with your melee weapon and, in
240 addition, will dramatically increase the amount of damage done
241 with each hit. Strength also has a marginal effect on your
242 chance to hit your opponent. Characters with low strength may
243 receive penalties. Strength is also useful in tunneling, bashing
244 and in carrying heavy items without being slowed down.
247 Intelligence affects the spellcasting abilities of mage-like
248 spellcasters (high mages, mages, warrior-mages, rangers, chaos
249 warriors and rogues). Intelligence will affect the number of
250 spells these classes may learn each level, the number of spell
251 points they receive and their spell fail rates. These classes
252 cannot learn spells if their intelligence is 7 or lower. Also,
253 intelligent characters are better at using magic devices, picking
254 locks and disarming traps.
257 Wisdom affects the ability of priest-like spellcasters (priests,
258 paladins and monks) to use prayers. WIS will affect the number
259 of spells these classes may learn each level, the number of spell
260 points they receive and their spell fail rates. In addition, WIS
261 is also used to determine a Mindcrafter's ability to use his or
262 her mental powers. These classes cannot learn spells if their
263 wisdom is 7 or lower. Wise character's will have better chances
264 of resisting magical spells cast upon them by monsters.
267 Dexterity is a combination of agility and quickness. A high
268 dexterity may allow a character to get multiple blows with
269 lighter weapons, thus greatly increasing his kill power, and will
270 increase his chances of hitting with any weapon and dodging blows
271 from enemies. Dexterity is also useful in picking locks,
272 disarming traps, and protecting yourself from some of the thieves
273 that inhabit the dungeons.
276 Constitution is a character's ability to resist damage to his
277 body, and to recover from damage received. Therefore a character
278 with a high constitution will receive more hit points and also
279 recover them faster while resting.
282 Charisma represents a character's personality and physical
283 appearance. A character with a high charisma will receive better
284 prices from store owners, whereas a character with a very low
285 charisma may be robbed blind. A high charisma will also mean
286 more starting money for the character. Charisma is also used
287 when calculating the success of a Mindcrafter at dominating a
291 ***** <PrimarySkills>
292 === Primary Skills ===
294 Characters possess some different abilities which can help them to
295 survive. The starting abilities of a character are based upon race
296 and class. Abilities may be adjusted by high or low stats, and may
297 increase with the level of the character with the rate of increase
298 dependent upon the level of the character.
301 Melee is the ability to hit and do damage with weapons or fists.
302 Normally a character gets a single blow from any weapon, but if
303 his dexterity and strength are high enough, he may receive more
304 blows per round with lighter weapons. Strength and dexterity
305 both modify the ability to hit an opponent. This skill increases
306 with the level of the character.
309 Using ranged missile weapons (and throwing objects) is included in
310 this skill. Different stats apply to different weapons, but this
311 ability may modify the distance an object is thrown/fired, the
312 amount of damage done, and the ability to hit a creature. This
313 skill increases with the level of the character.
316 A Saving Throw is the ability of a character to resist the
317 effects of a spell cast on him by another person/creature. This
318 does not include spells cast on the player by his own stupidity,
319 such as quaffing a nasty potion. This ability increases with the
320 level of the character, but then most high level creatures are
321 better at casting spells, so it tends to even out. A high wisdom
322 also increases this ability.
325 The ability to move silently about is very useful. Characters
326 with good stealth can usually surprise their opponents, gaining
327 the first blow. Also, creatures may fail to notice a stealthy
328 character entirely, allowing a player to avoid certain fights.
329 This skill is based entirely upon race and class, and will never
330 improve unless magically enhanced.
333 Disarming is the ability to remove traps (safely), and includes
334 picking locks on traps and doors. A successful disarming will
335 gain the character some experience. A trap must be found before
336 it can be disarmed. Dexterity and intelligence both modify the
337 ability to disarm, and this ability increases with the level of
341 Using a magical device such as a wand or staff requires
342 experience and knowledge. Spell users such as magi and priests
343 are therefore much better at using a magical device than say a
344 warrior. This skill is modified by intelligence, and increases
345 with the level of the character.
347 Perception (Searching Frequency)
348 Perception is the ability to notice something without actively
349 seeking it out. This skill is based entirely upon race and
350 class, and will never improve unless magically enhanced.
352 Searching (Searching Ability)
353 To search is to actively look for secret doors, floor traps, and
354 traps on chests. Rogues are the best at searching, but magi,
355 rangers, and priests are also good at it. This skill is based
356 entirely upon race and class, and will never improve unless
360 Infra-vision is the ability to see heat sources. Since most of
361 the dungeon is cool or cold, infra-vision will not allow the
362 player to see walls and objects. Infra-vision will allow a
363 character to see any warm-blooded creatures up to a certain
364 distance. This ability works equally well with or with out a
365 light source. The majority of Hengband's creatures are
366 cold-blooded, and will not be detected unless lit up by a light
367 source. Most non human races have innate infra-vision ability.
368 Humans can gain infra-vision only if it is magically enhanced.
372 === Proficiency Levels ===
374 In Hengband, characters possess different proficiency levels or
375 experiences for each weapon type, spells, and a few other skills. The
376 starting proficiency levels and the maximum proficiency levels of a
377 character are based upon class. Each proficiency level may increase
378 when you practice with it, and can be checked by the 'Check various
379 information' command (~).
381 For weapon proficiency, you need to hit monsters many times with a
382 weapon of that type to practice. And your to-hit bonus of the weapon
383 will increases with the proficiency level of it. The rate of increase
384 is dependent upon the level of the character and the level of the
387 For spell proficiency, you need to cast the spell many times in a deep
388 level of the dungeon to practice. And the fail-rate and mana
389 consumption rate of the spell decreases when the proficiency level
390 increases. The level of the dungeon you need is dependent upon the
391 level of the character and the level of the spell.
393 The effect of the proficiency level of the Dual Wielding and the
394 Martial Arts is almost same as the weapon proficiency; These will
395 effect upon your to-hit bonus of dual wielding combat or bare handed
398 For the proficiency level of the Riding, you need to attack in melee
399 or shoot with missile weapon when riding. And your speed increases up
400 to the mount's speed when the proficiency level increases. (see
401 monster.txt#Pets [i])
407 Updated : Zangband DevTeam
408 Updated : Hengband 1.5.2
410 ***** [a] raceclas.hlp
412 ***** [c] birth.txt#PrimaryStats
413 ***** [d] birth.txt#PrimarySkills
414 ***** [e] option.txt#Birth
415 ***** [f] town.txt#TownLevel
416 ***** [h] raceclas.txt#StatBonusTable
417 ***** [i] monster.txt#Pets