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
21 any prompt (with the exception of the prompt for the number of random
22 quests (see below [c])).
25 ***** <CharAttributes>
26 === Character Attributes ===
28 Once you begin character generation you will be asked to choose your
29 character's four primary attributes - its sex, race, class and
30 personality. If you have selected a spellcasting class, you will also
31 be prompted for your choice of magic realm(s). Your character's sex
32 has a minimal effect on game play, but some personalities are
33 restricted to male only or female only. More details of attributes
34 are found in the Races, Classes and Personalities section (see
35 raceclas.hlp [a]) and the Magic System section (see magic.hlp [b]).
37 Each character has a few secondary attributes, height, weight, social
38 class, and background history, which are randomly determined, but
39 which are affected by the sex and race of the character. In general,
40 these attributes are only used to provide "flavor" to the character,
41 to assist in the roll playing, but they do have a few minor effects on
42 the game. For example, background history affects social class, which
43 affects the amount of money the character will start with. And weight
44 affects riding ability.
46 In addition to these attributes, there are several statistics which
47 are used to determine your character's relative skills and abilities
51 --- Primary Statistics ---
53 Each character has six primary statistics or 'stats'. These are
54 strength, intelligence, wisdom, dexterity, constitution and charisma,
55 which modify the abilities of the character in a variety of ways. For
56 example, strength affects your carrying capacity, the amount of damage
57 you to a monster when you hit it and the number of blows per round you
58 get with a weapon. A more complete discussion of the primary
59 statistics is contained later in this document (see below [c]).
63 Experience affects almost everything else about your character.
64 Experience can be gained as your character kills monsters, casts
65 spells or prays for the first time, learns about an object kind by
66 using it, disarms traps and unlocks doors. Certain classes may also
67 gain experience by destroying specific dungeon spell books and there
68 are potions in the dungeon that will boost your experience if you
71 When your character's experience crosses certain fixed boundaries, you
72 will attain a new experience level (up to a maximum of 50). When this
73 happens, your hitpoints, mana (if any), certain skills such as melee
74 fighting and bows and throws will all increase. Some races and
75 classes will also gain new powers and abilities when crossing certain
76 experience thresholds.
78 Deep down inside, the real objective of the game is to increase your
79 experience, and certain other characteristics, and also to collect
80 useful items, to give you a decent chance against the great Serpent of
81 Chaos. Certain monsters can "drain" your experience, and thus your
82 level, which will cause you to lose all of the effects of the higher
83 level. Luckily, you can restore drained experience through magical
84 means, or by simply regaining the experience all over again.
88 Each character has some gold, which can be used to buy items and
89 services from the shops and other buildings on the town level. Gold
90 can be obtained by selling items to the shops, taking it from the
91 corpses of dead monsters, mining it and by finding it lying on the
94 Each character starts out with some gold, the amount of which is based
95 on the character's social class, charisma, and other stats (less
96 powerful characters start with more gold). Each character also starts
97 out with a few useful items, which may be kept, or sold to a
98 shop-keeper for more gold.
102 Each character has hit points, representing how much damage the
103 character can sustain before he dies. Your hit points are derived
104 from your race, class, level, and constitution, and can be boosted by
105 magical means. Hit points may be regained by resting, or by a variety
108 --- Spell Points (Mana) ---
110 Each character has spell points, or mana, which represents how many
111 spells a character can cast. Your spell points (sometimes called
112 mana) are derived from your class, level, a primary stat of your
113 class, and race modifier of that stat. Spell points may be regained
114 by resting, or by a few magical means.
116 --- Character Skills ---
118 Each character also has several primary skills: disarming, magic
119 devices, saving throws, stealth, searching, perception, melee and bows
120 and throws, which are derived from the character's race, class,
121 experience level, stats and their current equipment. These skills
122 have fairly obvious effects, but will be described more completely
123 below. The starting abilities of a character are based upon race and
124 class. Abilities may be adjusted by high or low stats, and may
125 increase with the level of the character (see below for details [d]).
128 ***** <StartupOptions>
129 === Start-up Options ===
131 During character generation you may press '=' at any time to access
132 the start-up options. A more detailed description of the various
133 start-up options can be found in the section on the Options Page (see
134 option.txt#StartUp [e]). Some options have "(*)" mark that means
135 these options effect to the difficulty of the game and effect to
136 estimation of your score.
138 Perhaps one of the most important features of the start-up options is
139 the ability to decide what type of town level you want. The various
140 town options are discussed on the Town page (see dungeon.txt#TownLevel
145 === Random Quests ===
147 Once you have chosen your race, class, personality and (if applicable)
148 your magic realm(s), you will be asked how many random quests you wish
149 to be assigned. You may choose any number between 0 and 10. A more
150 detailed discussion of random quests can be found in the Dungeon
151 section (see dungeon.txt#RandomQuests [g]).
155 === The Auto-Roller ===
157 The auto-roller is a quick means of generating start-up characters
158 based on a set of user-selected criteria. If you choose to use the
159 auto-roller, you will be presented with a column giving the maximum
160 possible statistics (see below [c]) for your choice of race, class and
161 personality (see raceclas.hlp [a]). Then you can specify your desired
162 statistics using keypad or cursor keys.
164 Once you have specified your desired statistics, the computer will
165 then randomly roll successive start-up characters and compare them to
166 your specified criteria. Each stat is rolled as a number from 8 to
167 17, with a normal distribution, and is then immediately modified based
168 upon the race, class and personality which you have chosen. The exact
169 quantum of this modification can be found in the stat bonus table (see
170 raceclas.txt#StatBonusTable [h]).
172 Once a character that matches or exceeds your expectations has been
173 rolled, Hengband stops to ask you whether you accept or not. If you
174 accept the rolled character (by pressing Enter), you will be asked for
175 its name. If not, you may press 'r' to resume rolling and searching
176 for the next match or, if this is not your first match, 'p' to return
177 to the previous character which met your criteria.
179 Note: The statistics are not independent of each other and trying to
180 maximize each one using the auto-roller will not work. A good idea is
181 to specify statistics close to maximum that are critical for your
182 class (for example, high wisdom for priests, intelligence for mages
183 and strength and dexterity for warriors). You should set minimum
184 acceptable levels for the remaining statistics rather than looking for
187 If you select not to use the auto-roller, the computer will roll one
188 random character at a time and then display it for you to either
189 accept or reject. The 'r', 'p' and Enter keys will work as outlined
194 === Primary Statistics ===
196 Each character has six primary "stats", strength, intelligence,
197 wisdom, dexterity, constitution, and charisma, which modify the
198 abilities of the character in a variety of ways. Every stat has a
199 numerical value, ranging from a minimum of 3, up to a normal maximum
200 of 18, and even higher, into the "percentile" range, represented as
201 "18/01" through "18/130". True maximum of each base stat is randomly
202 ranging from 18/70 to 18/130, and average of all your stat maximums
203 are always 18/100. These maximums are chosen randomly when your
204 character is created or your character quaff a Potion of New Life.
205 Actually, every stat can be raised even above these maximum of base
206 stat by modification from race, class, personality and magical
207 equipment, up to a pure maximum of 18/220, which is represented as
210 Traditionally, a percentile stat such as "18/50" has been thought of as
211 representing a value part way between 18 and 19, and this is one way to
212 think of them. However, often, the best way to view the "bonus" values
213 after the "18/" is as "tenth" points, since it often takes the same
214 magic to raise a stat from, say, 4 to 5, or 16 to 17, as it does from,
215 say, 18/40 to 18/50. The important thing to remember is that almost all
216 internal calculations "ignore" the final digit of any "bonus", so that,
217 for example, "18/40" and "18/49" are always have the same effects.
219 --- The Primary Statistics ---
222 Strength is critical to fighting effectively in melee combat and
223 with missile weapons. A high strength will improve your chances
224 of getting multiple blows with your melee weapon and, in
225 addition, will dramatically increase the amount of damage done
226 with each hit. Strength also has a marginal effect on your
227 chance to hit your opponent. Characters with low strength may
228 receive penalties. Strength is also useful in tunneling, bashing
229 and in carrying heavy items without being slowed down.
232 Intelligence affects the spellcasting abilities of mage-like
233 spellcasters (high mages, mages, warrior-mages, rangers, chaos
234 warriors and rogues). Intelligence will affect the number of
235 spells these classes may learn each level, the number of spell
236 points they receive and their spell fail rates. These classes
237 cannot learn spells if their intelligence is 7 or lower. Also,
238 intelligent characters are better at using magic devices, picking
239 locks and disarming traps.
242 Wisdom affects the ability of priest-like spellcasters (priests,
243 paladins and monks) to use prayers. WIS will affect the number
244 of spells these classes may learn each level, the number of spell
245 points they receive and their spell fail rates. In addition, WIS
246 is also used to determine a Mindcrafter's ability to use his or
247 her mental powers. These classes cannot learn spells if their
248 wisdom is 7 or lower. Wise character's will have better chances
249 of resisting magical spells cast upon them by monsters.
252 Dexterity is a combination of agility and quickness. A high
253 dexterity may allow a character to get multiple blows with
254 lighter weapons, thus greatly increasing his kill power, and will
255 increase his chances of hitting with any weapon and dodging blows
256 from enemies. Dexterity is also useful in picking locks,
257 disarming traps, and protecting yourself from some of the thieves
258 that inhabit the dungeons.
261 Constitution is a character's ability to resist damage to his
262 body, and to recover from damage received. Therefore a character
263 with a high constitution will receive more hit points and also
264 recover them faster while resting.
267 Charisma represents a character's personality and physical
268 appearance. A character with a high charisma will receive better
269 prices from store owners, whereas a character with a very low
270 charisma may be robbed blind. A high charisma will also mean
271 more starting money for the character. Charisma is also used
272 when calculating the success of a Mindcrafter at dominating a
276 ***** <PrimarySkills>
277 === Primary Skills ===
279 Characters possess some different abilities which can help them to
280 survive. The starting abilities of a character are based upon race
281 and class. Abilities may be adjusted by high or low stats, and may
282 increase with the level of the character with the rate of increase
283 dependent upon the level of the character.
286 Melee is the ability to hit and do damage with weapons or fists.
287 Normally a character gets a single blow from any weapon, but if
288 his dexterity and strength are high enough, he may receive more
289 blows per round with lighter weapons. Strength and dexterity
290 both modify the ability to hit an opponent. This skill increases
291 with the level of the character.
294 Using ranged missile weapons (and throwing objects) is included in
295 this skill. Different stats apply to different weapons, but this
296 ability may modify the distance an object is thrown/fired, the
297 amount of damage done, and the ability to hit a creature. This
298 skill increases with the level of the character.
301 A Saving Throw is the ability of a character to resist the
302 effects of a spell cast on him by another person/creature. This
303 does not include spells cast on the player by his own stupidity,
304 such as quaffing a nasty potion. This ability increases with the
305 level of the character, but then most high level creatures are
306 better at casting spells, so it tends to even out. A high wisdom
307 also increases this ability.
310 The ability to move silently about is very useful. Characters
311 with good stealth can usually surprise their opponents, gaining
312 the first blow. Also, creatures may fail to notice a stealthy
313 character entirely, allowing a player to avoid certain fights.
314 This skill is based entirely upon race and class, and will never
315 improve unless magically enhanced.
318 Disarming is the ability to remove traps (safely), and includes
319 picking locks on traps and doors. A successful disarming will
320 gain the character some experience. A trap must be found before
321 it can be disarmed. Dexterity and intelligence both modify the
322 ability to disarm, and this ability increases with the level of
326 Using a magical device such as a wand or staff requires
327 experience and knowledge. Spell users such as magi and priests
328 are therefore much better at using a magical device than say a
329 warrior. This skill is modified by intelligence, and increases
330 with the level of the character.
332 Perception (Searching Frequency)
333 Perception is the ability to notice something without actively
334 seeking it out. This skill is based entirely upon race and
335 class, and will never improve unless magically enhanced.
337 Searching (Searching Ability)
338 To search is to actively look for secret doors, floor traps, and
339 traps on chests. Rogues are the best at searching, but magi,
340 rangers, and priests are also good at it. This skill is based
341 entirely upon race and class, and will never improve unless
345 Infra-vision is the ability to see heat sources. Since most of
346 the dungeon is cool or cold, infra-vision will not allow the
347 player to see walls and objects. Infra-vision will allow a
348 character to see any warm-blooded creatures up to a certain
349 distance. This ability works equally well with or with out a
350 light source. The majority of Hengband's creatures are
351 cold-blooded, and will not be detected unless lit up by a light
352 source. Most non human races have innate infra-vision ability.
353 Humans can gain infra-vision only if it is magically enhanced.
357 === Proficiency Levels ===
359 In Hengband, characters possess different proficiency levels or
360 experiences for each weapon type, spells, and a few other skills. The
361 starting proficiency levels and the maximum proficiency levels of a
362 character are based upon class. Each proficiency level may increase
363 when you practice with it, and can be checked by the 'Check various
364 information' command (~).
366 For weapon proficiency, you need to hit monsters many times with a
367 weapon of that type to practice. And your to-hit bonus of the weapon
368 will increases with the proficiency level of it. The rate of increase
369 is dependent upon the level of the character and the level of the
372 For spell proficiency, you need to cast the spell many times in a deep
373 level of the dungeon to practice. And the fail-rate and mana
374 consumption rate of the spell decreases when the proficiency level
375 increases. The level of the dungeon you need is dependent upon the
376 level of the character and the level of the spell.
378 The effect of the proficiency level of the Dual Wielding and the
379 Martial Arts is almost same as the weapon proficiency; These will
380 effect upon your to-hit bonus of dual wielding combat or bare handed
383 For the proficiency level of the Riding, you need to attack in melee
384 or shoot with missile weapon when riding. And your speed increases up
385 to the mount's speed when the proficiency level increases. (see
386 monster.txt#Pets [i])
392 Updated : Zangband DevTeam
393 Updated : Hengband 1.1.0
395 ***** [a] raceclas.hlp
397 ***** [c] birth.txt#PrimaryStats
398 ***** [d] birth.txt#PrimarySkills
399 ***** [e] option.txt#StartUp
400 ***** [f] town.txt#TownLevel
401 ***** [g] dungeon.txt#RandomQuests
402 ***** [h] raceclas.txt#StatBonusTable
403 ***** [i] monster.txt#Pets