1 === Races, Classes and Personalities ===
3 This file describes about the races, classes and personalities
4 available in Hengband; racial, class, personality tables are provided
11 There are thirty seven different races that you can choose from in
12 Hengband. Each race has various strengths and weaknesses and its own
13 adjustments to a character's stats and abilities. Many races also
14 have intrinsic abilities and powers. Their racial powers can be used
15 by the racial/class power command ("U"/"O").
21 The human is the base character. All other races are compared to
22 them. Humans can choose any class and are average at
23 everything. Humans tend to go up levels faster than most other
24 races because of their shorter life spans. No racial adjustments
25 or intrinsics occur to characters choosing human.
31 Half-elves tend to be smarter and faster than humans, but not as
32 strong. Half-elves are slightly better at searching, disarming,
33 saving throws, stealth, bows, and magic, but they are not as good
34 at hand weapons. Half-elves may choose any class and do not
35 receive any intrinsic abilities.
41 Elves are better magicians then humans, but not as good at
42 fighting. They tend to be smarter and faster than either humans
43 or half-elves and also have better wisdom. Elves are better at
44 searching, disarming, perception, stealth, bows, and magic, but
45 they are not as good at hand weapons. They resist light effects
52 Hobbits, or Halflings, are very good at bows, throwing, and have
53 good saving throws. They also are very good at searching,
54 disarming, perception, and stealth; so they make excellent rogues,
55 but prefer to be called burglars. They are much weaker than
56 humans, and no good at melee fighting. Halflings have fair
57 infravision, so they can detect warm creatures at a distance.
58 They have their dexterity sustained.
64 Gnomes are smaller than dwarves but larger than Halflings. They,
65 like the hobbits, live in the earth in burrow-like homes. Gnomes
66 make excellent mages, and have very good saving throws. They are
67 good at searching, disarming, perception, and stealth. They have
68 lower strength than humans so they are not very good at fighting
69 with hand weapons. Gnomes have fair infra-vision, so they can
70 detect warm-blooded creatures at a distance. Gnomes are
71 intrinsically protected against paralysis.
77 Dwarves are the headstrong miners and fighters of legend. Dwarves
78 tend to be stronger and tougher but slower and less intelligent
79 than humans. Because they are so headstrong and are somewhat
80 wise, they resist spells which are cast on them. They are very
81 good at searching, perception, fighting, and bows. Dwarves have a
82 miserable stealth. They can never be blinded.
88 Half-orcs make excellent warriors, but are terrible at magic.
89 They are as bad as dwarves at stealth, and horrible at searching,
90 disarming, and perception. Half-orcs are quite ugly, and tend to
91 pay more for goods in town. Because of their preference to living
92 underground to on the surface, half-orcs resist darkness attacks.
98 Half-Trolls are incredibly strong, and have more hit points than
99 most other races. They are also very stupid and slow. They are
100 bad at searching, disarming, perception, and stealth. They are so
101 ugly that a Half-Orc grimaces in their presence. They also happen
102 to be fun to run... Half-trolls always have their strength
103 sustained. At higher levels, Half-Trolls regenerate wounds
104 automatically, and if he or her is warrior slowly.
110 The Amberites are a reputedly immortal race, who are endowed with
111 numerous advantages in addition to their longevity. They are very
112 tough and their constitution cannot be reduced, and their ability
113 to heal wounds far surpasses that of any other race. Having seen
114 virtually everything, very little is new to them, and they gain
115 levels much slower than the other races.
121 High-elves are a race of immortal beings dating from the beginning
122 of time. They are masters of all skills, and are strong and
123 intelligent, although their wisdom is sometimes suspect.
124 High-elves begin their lives able to see the unseen, and resist
125 light effects just like regular elves. However, there are few
126 things that they have not seen already, and experience is very
127 hard for them to gain.
133 Barbarians are hardy men of the north. They are fierce in combat,
134 and their wrath is feared throughout the world. Combat is their
135 life: they feel no fear, and they learn to enter battle frenzy at
136 will even sooner than half-trolls. Barbarians are, however,
137 suspicious of magic, which makes magic devices fairly hard for
144 Half-Ogres are like Half-Orcs, only more so. They are big, bad,
145 and stupid. For warriors, they have all the necessary attributes,
146 and they can even become wizards: after all, they are related to
147 Ogre Magi, from whom they have learned the skill of setting
148 trapped runes once their level is high enough. Like Half-Orcs,
149 they resist darkness, and like Half-Trolls, they have their
156 Half-Giants limited intelligence makes it difficult for them to
157 become full spellcasters, but with their huge strength they make
158 excellent warriors. Their thick skin makes them resistant to
159 shards, and like Half-Ogres and Half-Trolls, they have their
166 Half-mortal descendants of the mighty titans, these immensely
167 powerful creatures put almost any other race to shame. They may
168 lack the fascinating special powers of certain other races, but
169 their enhanced attributes more than make up for that. They learn
170 to estimate the strengths of their foes, and their love for law
171 and order makes them resistant to the effects of Chaos.
177 With but one eye, a Cyclops can see more than many with two eyes.
178 They are headstrong, and loud noises bother them very little.
179 They are not quite qualified for the magic using professions, but
180 as a certain Mr. Ulysses can testify, their accuracy with thrown
181 rocks can be deadly...
187 Yeeks are among the most pathetic creatures. Fortunately, their
188 horrible screams can scare away less confident foes, and their
189 skin becomes more and more resistant to acid, as they gain
190 experience. But having said that, even a mediocre monster can
191 wipe the proverbial floor with an unwary Yeek.
197 Klackons are bizarre semi-intelligent ant-like insectoid
198 creatures. They make great fighters, but their mental abilities
199 are severely limited. Obedient and well-ordered, they can never
200 be confused. They are also very nimble, and become faster as they
201 advance levels. They are also very acidic, inherently resisting
202 acid, and capable of spitting acid at higher levels.
208 Kobolds are a weak goblin race. They love poisoned weapons, and
209 can learn to throw poisoned darts (of which they carry an
210 unlimited supply). They are also inherently resistant to poison,
211 although they are not one of the more powerful races.
217 The hated and persecuted race of nocturnal dwarves, these
218 cave-dwellers are not much bothered by darkness. Their natural
219 inclination to magical items has made them immune to effects which
220 could drain away magical energy.
226 Another dark, cave-dwelling race, likewise unhampered by darkness
227 attacks, the Dark Elves have a long tradition and knowledge of
228 magic. They have an inherent magic missile attack available to
229 them at a low level. With their keen sight, they also learn to
230 see invisible things as their relatives High-Elves do, but at a
237 A humanoid race with dragon-like attributes. As they advance
238 levels, they gain new elemental resistances (up to Poison
239 Resistance), and they also have a breath weapon, which becomes
240 more powerful with experience. The exact type of the breath
241 weapon depends on the Draconian's class and level. With their
242 wings, they can easily escape any pit trap unharmed.
248 A secretive and mysterious ancient race. Their civilization may
249 well be older than any other on our planet, and their intelligence
250 and wisdom are naturally sustained, and are so great that they
251 enable Mind Flayers to become more powerful spellcasters than any
252 other race, even if their physical attributes are a good deal less
253 admirable. As they advance levels, they gain the powers of See
254 Invisible and Telepathy.
260 A demon-creature from the nether-world, naturally resistant to
261 fire attacks, and capable of learning fire bolt and fire ball
262 attacks. They are little loved by other races, but can perform
263 fairly well in most professions. As they advance levels, they
264 gain the powers of See Invisible.
270 A Golem is an artificial creature, built from a lifeless raw
271 material like clay, and awakened to life. They are nearly
272 mindless, making them useless for professions which rely on magic,
273 but as warriors they are very tough. They are resistant to
274 poison, they can see invisible things, and move freely. At higher
275 levels, they also become resistant to attacks which threaten to
276 drain away their life force. Golems gain very little nutrition
277 from ordinary food, but can absorb mana from staves and wands as
278 their power source. Golems also gain a natural armor class bonus
279 from their tough body.
285 There are two types of skeletons: the ordinary, warrior-like
286 skeletons, and the spell-using skeletons, which are also called
287 liches. As undead beings, skeletons need to worry very little
288 about poison or attacks that can drain life. They do not really
289 use eyes for perceiving things, and are thus not fooled by
290 invisibility. Their bones are resistant to sharp shrapnel, and
291 they will quickly become resistant to cold. Although the magical
292 effects of these will affect the skeleton even without entering
293 the skeleton's (non-existent) belly, the potion or food itself
294 will fall through the skeleton's jaws, giving no nutritional
295 benefit. They can absorb mana from staves and wands as their
302 Much like Skeletons, Zombies too are undead horrors: they are
303 resistant to life-draining attacks, and can learn to restore their
304 life-force. Like skeletons, they become resistant to cold-based
305 attacks (actually earlier than skeletons), resist poison and can
306 see invisible. While still vulnerable to cuts (unlike skeletons),
307 Zombies are resistant to Nether. Like Golems, they gain very
308 little nutrition from the food of mortals, but can absorb mana
309 from staves and wands as their energy source.
315 One of the mightier undead creatures, the Vampire is an
316 awe-inspiring sight. Yet this dread creature has a serious
317 weakness: the bright rays of sun are its bane, and it will need to
318 flee the surface to the deep recesses of earth until the sun
319 finally sets. Darkness, on the other hand, only makes the Vampire
320 stronger. As undead, the Vampire has a firm hold on its life
321 force, and resists nether attacks. The Vampire also resists cold
322 and poison based attacks. It is, however, susceptible to its
323 perpetual hunger for fresh blood, which can only be satiated by
324 sucking the blood from a nearby monster.
330 Another powerful undead creature: the Spectre is a ghastly
331 apparition, surrounded by an unearthly green glow. They exist
332 only partially on our plane of existence: half-corporeal, they can
333 pass through walls, although the density of the wall will hurt
334 them in the process of doing this. As undead, they have a firm
335 hold on their life force, see invisible, and resist poison and
336 cold. They also resist nether. At higher levels they develop
337 telepathic abilities. Spectres make superb spellcasters, but
338 their physical form is very weak. They gain very little nutrition
339 from the food of mortals, but can absorb mana from staves and
340 wands as their energy source.
346 One of the several fairy races, Sprites are very small. They have
347 tiny wings and can fly over traps that may open up beneath them.
348 They enjoy sunlight intensely, and need worry little about light
349 based attacks. Although physically among the weakest races,
350 Sprites are very talented in magic, and can become highly skilled
351 wizards. Sprites have the special power of spraying Sleeping
352 Dust, and at higher levels they learn to fly faster.
358 "This race is a blasphemous abomination produced by Chaos. It is
359 not an independent race but rather a humanoid creature, most often
360 a human, twisted by the Chaos, or a nightmarish crossbreed of a
361 human and a beast. All Beastmen are accustomed to Chaos so much
362 that they are untroubled by confusion and sound, although raw
363 logrus can still have effects on them. Beastmen revel in chaos,
364 as it twists them more and more. Beastmen are subject to
365 mutations: when they have been created, they receive a random
366 mutation. After that, every time they advance a level they have a
367 small chance of gaining yet another mutation.
373 The Ents are a powerful race dating from the beginning of the
374 world, oldest of all animals or plants who inhabit Arda. Spirits
375 of the land, they were summoned to guard the forests of
376 Middle-earth. Being much like trees they are very clumsy but
377 strong, and very susceptible to fire. They gain very little
378 nutrition from the food of mortals, but they can absorb water from
379 potions as their nutrition.
385 Archons are a higher class of angels. They are good at all
386 skills, and are strong, wise, and are a favorite with any people.
387 They are able to see the unseen, and their wings allow them to
388 safely fly over traps and other dangerous places. However,
389 belonging to a higher plane as they do, the experiences of this
390 world do not leave a strong impression on them and they gain
397 Balrogs are a higher class of demons. They are strong,
398 intelligent and tough. They do not believe in gods, and are not
399 suitable for priest at all. Balrog are resistant to fire and
400 nether, and have a firm hold on their life force. They also
401 eventually learn to see invisible things. They are good at almost
402 all skills except stealth. They gain very little nutrition from
403 the food of mortals, and need human corpses as sacrifices to
404 regain their vitality.
410 Dunedain are a race of hardy men from the West. This elder race
411 surpasses human abilities in every field, especially constitution.
412 However, being men of the world, very little is new to them, and
413 levels are very hard for them to gain. Their constitution cannot
420 Shadow Fairies are one of the several fairy races. They have
421 wings, and can fly over traps that may open up beneath them.
422 Shadow Fairies must beware of sunlight, as they are vulnerable to
423 bright light. They are physically weak, but have advantages in
424 using magic and are amazingly stealthy. Shadow Fairies have a
425 wonderful advantage in that they never aggravate monsters (If
426 their equipment normally aggravates monsters, they only suffer a
427 penalty to stealth, but if they aggravate by their personality
428 itself, the advantage will be lost).
434 A Kutar is an expressionless animal-like living creature. The
435 word 'kuta' means 'absentmindedly' or 'vacantly'. Their
436 absentmindedness hurts their searching and perception skills, but
437 renders them incapable of being confused. Their unearthly
438 calmness and serenity make them among the most stealthy of any
439 race. Kutars, although expressionless, are beautiful and so have
440 a high charisma. Members of this race can learn to expand their
441 body horizontally. This increases armour class, but renders them
442 vulnerable to magical attacks.
448 An android is a artificial creation with a body of machinery.
449 They are poor at spell casting, but they make excellent warriors.
450 They don't acquire experience like other races, but rather gain in
451 power as they attach new equipment to their frame. Rings,
452 amulets, and lights do not influence growth. Androids are
453 resistant to poison, can move freely, and are immune to
454 life-draining attacks. Moreover, because of their hard metallic
455 bodies, they get a bonus to AC. Androids have electronic circuits
456 throughout their body and must beware of electric shocks. They
457 gain very little nutrition from the food of mortals, but they can
458 use flasks of oil as their energy source.
464 There are twenty seven different classes that you can choose from in
465 Hengband. Each class has various strengths and weaknesses and its own
466 adjustments to a character's stats and abilities. Many classes also
467 have intrinsic abilities and powers. These are often linked to the
468 character's experience level and only become available later in the
469 game. Their class powers can be used by the racial/class power
476 A Warrior is a hack-and-slash character, who solves most of his
477 problems by cutting them to pieces, but will occasionally fall
478 back on the help of a magical device. Unfortunately, many
479 high-level devices may be forever beyond their use.
481 Warriors cast no spells. They hate magic. In fact, they even
482 gain experience for destroying high level spellbooks. They have a
483 class power - 'Sword Dancing' - which allows them to conduct a
484 melee attack in six random directions.
490 A Mage is a spell caster that must live by his wits as he cannot
491 hope to simply hack his way through the dungeon like a warrior.
492 In addition to his spellbooks, a Mage should carry a range of
493 magical devices to help him in his endeavors which he can master
494 far more easily than anyone else. A Mage's prime statistic is
495 Intelligence as this determines his spell casting ability.
497 Mages have the least restrictions in choosing and learning spells.
498 They can freely choose any two realms when a character is created.
499 Their natural inclination makes Life magic fairly hard to learn.
500 Otherwise, a mage tends to learn and cast all the spells in his or
501 her realms better than any other character. The ability to choose
502 second realm of magic has a special meaning in Hengband; only
503 second realm can be changed in the middle of the game. You can
504 change second realm by studying ("G") from a spellbook of new
505 realm. They have a class power - 'Eat Magic' - which absorbs mana
506 from wands, staves or rods.
512 A Priest is a character devoted to serving a higher power. They
513 explore the dungeon in the service of their God. Since Priests
514 receive new prayers as gifts from their patron deity, they cannot
515 choose which ones they will learn. Priests are familiar with
516 magical devices which they believe act as foci for divine
517 intervention in the natural order of things. A priest wielding an
518 edged weapon will be so uncomfortable with it that his fighting
519 ability. A Priest's primary stat is Wisdom since this determine
520 his success at praying to his deity.
522 Priest can select from Life, Death, Daemon, or Crusade as a first
523 realm, and choose second realm almost freely. But pairs of a good
524 magic and an evil magic from these four realms are not allowed.
525 Priests can learn all spells in the selected realms, even if not
526 as efficiently as mages. However, when learning spells, priests
527 cannot voluntarily decide which spells to study: they are rewarded
528 with new prayers by their patron deities, with no money-back
529 satisfaction guarantee. Priests which select Life realm or
530 Crusade realm have a class power - 'Bless Weapon' - which blesses
531 any edged weapon to be suitable for priests to wield. Every
532 priest which select Death realm or Daemon realm have a class power
533 - 'Evocation' - which damages, scares and banish all monsters in
540 A Rogue is a character that prefers to live by his cunning, but is
541 capable of fighting his way out of a tight spot. Rogues are good
542 at locating hidden traps and doors and are the masters of
543 disarming traps and picking locks. A rogue has a high stealth
544 allowing him to sneak around many creatures without having to
545 fight, or to get in a telling first blow. A rogue may also
546 backstab a fleeing monster. Intelligence determines a Rogue's
547 spell casting ability.
549 Rogues can select one realm from Sorcery, Death, Trump, Arcane, or
550 Craft. All Rogues have certain limitations on which spells they
551 can learn, and they do not learn new spells very quickly. They
552 have a class power - 'Hit and Away' - which allows them to attack
553 in melee and teleport away from there at once.
559 A Ranger is a combination of a warrior and a mage who has
560 developed a special affinity for the natural world around him. He
561 is a good fighter and also good about a missile weapon such as a
562 bow. A ranger has a good stealth, good perception, good
563 searching, a good saving throw and is good with magical devices.
564 Intelligence determines a Ranger's spell casting ability.
566 All rangers are trained in Nature magic, and all Nature spells are
567 available to them. They even learn these spells almost as fast as
568 mages. They can also select a secondary realm (from Sorcery,
569 Chaos, Death, Trump, Arcane, and Daemon), but they are slow
570 learners here, and may find themselves unable to learn some of the
571 highest level spells. They have a class power - 'Probe Monster' -
572 which allows them to know a monster's HP, speed, and experience
579 A Paladin is a combination of a warrior and a priest. Paladins
580 are very good fighters, but not very good at missile weapons. A
581 paladin lacks much in the way of abilities. He is poor at
582 stealth, perception, searching, and magical devices but has a
583 decent saving throw due to his divine alliance. Wisdom determines
584 a Paladin's success at praying to his deity.
586 Paladins can select a realm from Crusade and Death. Like priests,
587 they cannot select which prayers to learn, but are rewarded with
588 new prayers by their deities. They can learn all spells, but not
589 as fast as priests. They detest paganism so strongly that they
590 will even gain experience for destroying high-level pagan spell-
591 books: 'pagan' means Life or Crusade spellbooks for a Death
592 Paladin and all spellbooks other than Life and Crusade for a
593 Crusade Paladin. Depending on their realm, they have a class
594 power - 'Holy Lance' or 'Hell Lance'.
600 A Warrior-Mage is precisely what the name suggests: a cross
601 between the warrior and mage classes. While their brothers, the
602 rangers, specialize in Nature magic and survival skills, true
603 Warrior-Mages attempt to reach the best of both worlds. As
604 warriors they are much superior to the usual Mage class.
605 Intelligence determines a Warrior-Mage's spell casting ability.
607 Warrior-mages begin the game with Arcane magic, and they can
608 freely select another realm of magic. Although they do not gain
609 new spells as fast as regular mages, they will eventually learn
610 every spell in both realms, thus making them a very competitive
611 choice for players who appreciate Arcane magic. They have two
612 class powers - 'Convert HP to SP' and 'Convert SP to HP' - which
613 allow them to heal HP using mana or gain mana using HP.
616 ***** <Chaos-Warrior>
617 --- Chaos-Warrior ---
619 Chaos Warriors are the feared servants of the terrible Demon Lords
620 of Chaos. Every Chaos Warrior has a Patron Demon and, when
621 gaining a level, may receive a reward from his Patron. He might
622 be healed or polymorphed, his stats could be increased, or he
623 might be rewarded with an awesome weapon. On the other hand, the
624 Patrons might surround him with monsters, drain his stats or wreck
625 his equipment or they might simply ignore him. The Demon Lords of
626 Chaos are chaotic and unpredictable indeed. The exact type of
627 reward depends on both the Patron Demon (different Demons give
628 different rewards) and chance.
630 Chaos Warriors can select a realm from Chaos and Daemon. They are
631 not interested in any other form of magic. They can learn every
632 spell. They have a class power - 'Confusing Light' - which stuns,
633 confuses, and scares all monsters in sight.
639 The Monk character class is very different from all other classes.
640 Their training in martial arts makes them much more powerful with
641 no armor or weapons. To gain the resistances necessary for
642 survival a monk may need to wear some kind of armor, but if the
643 armor he wears is too heavy, it will severely disturb his martial
644 arts maneuvers. As the monk advances levels, new, powerful forms
645 of attack become available. Their defensive capabilities increase
646 likewise, but if armour is being worn, this effect decreases.
647 Wisdom determines a Monk's spell casting ability.
649 The different sects of monks are devoted to different areas of
650 magic. They select a realm from Life, Nature, Craft, and Death.
651 They will eventually learn all prayers in the discipline of their
652 choice. They have two class powers - 'Assume a Posture' and
653 'Double Attack'. They can choose different forms of postures in
654 different situations, and use powerful combinations of attacks for
661 The Mindcrafter is a unique class that uses the powers of the mind
662 instead of magic. These powers are unique to Mindcrafters, and
663 vary from simple extrasensory powers to mental domination of
664 others. Since these powers are developed by the practice of
665 certain disciplines, a Mindcrafter requires no spellbooks to use
666 them. The available powers are simply determined by the
667 character's level. Wisdom determines a Mindcrafter's ability to
670 Mindcrafters gain new mindcrafting powers and their existing ones
671 become stronger as they gain levels. They can use their power
672 even when blinded. They have a class power - 'Clear Mind' - which
673 allows them to rapidly regenerate their mana.
679 High-mages are mages who specialize in one particular field of
680 magic and learn it very well - much better than the ordinary mage.
681 A high mage's prime statistic is intelligence as this determines
682 his spell casting ability.
684 For the price of giving up a second realm of magic, High-mages
685 gain substantial benefits in the mana costs, minimum levels, and
686 failure rates of the spells in their speciality realm. They have
687 a class power - 'Eat Magic' - which absorbs mana from wands,
694 Tourists have visited this world for the purpose of sightseeing.
695 Their fighting skills is bad, and they cannot cast powerful
696 spells. They are the most difficult class to win the game with.
697 Intelligence determines a tourist's spell casting ability.
699 Tourists are always seeing more of the world to add to their stock
700 of information; no other class can compete with their
701 identification skills. They have two class powers - 'Take a
702 Photograph' and 'Identify True'. Their magic is based on Arcane,
703 and - aside from identify - is very weak indeed.
709 Imitators have enough fighting skills to survive, but rely on
710 their unique technique - 'Imitation' - which imitates monster
711 spells/techniques include whose damage/duration value. Dexterity
712 determines general imitation ability, but a stat related to the
713 specific action is often also taken into account.
715 To use imitation, Imitators must see monster's spell at first.
716 When monsters in view use spells, they are added to a temporary
717 spell list which the imitator can choose among. Spells should be
718 imitated quickly, because timing and situation are everything. An
719 imitator can only repeat a spell once each time he observes it.
720 They only have a small long-term memory for spells, which ranges
721 from one to three, depending on their level. When they memorize
722 more spells than this, they will forget the oldest spell in the
723 list. They have a class power - 'Double Revenge' - which allows
724 them to imitate spells at double damage or duration.
730 Beastmasters are in tune with the minds of the creatures of the
731 world of Hengband. They are very good at riding, and have enough
732 fighting ability. They use monsters which summoned or dominated
733 by him as his hands and feet. Beastmasters can cast trump magic,
734 and very good at summoning spell, but they can not summon
735 non-living creatures. Charisma determines a Beastmaster's spell
738 Beastmasters use Trump magic to make good use of their monster
739 domination and riding abilities. They are very good at summoning
740 living creatures, and they learn summoning spells quicker than
741 Mages. However, they cannot summon non-living creatures. They
742 have two class powers - 'Dominate a Living Thing' and 'Dominate
749 Sorcerers are the all-around best magicians, being able to cast
750 any spell from most magic realms without having to learn it. On
751 the downside, they are the worst fighters in the dungeon, being
752 unable to use any weapon but a Wizardstaff.
754 Sorcerers can cast any spell from any spellbooks of all nine magic
755 realms with 'Master' proficiency level without having to learn it.
756 They have a class power - 'Eat Magic' - which absorbs mana from
757 wands, staves or rods.
763 Archers are to bows what warriors are to melee. They are the best
764 class around with any bow, crossbow, or sling. They need a lot of
765 ammunition, but will learn how to make it from junk found in the
766 dungeon. An archer is better than a warrior at stealth,
767 perception, searching and magical devices.
769 Archers have a class power - 'Create Ammo' - which creates stones
770 or shots from pile of rubble, and arrows and crossbow bolts from
777 Magic-Eaters can absorb magic devices, and use these magics as
778 their spells. They are middling-poor at fighting. A
779 Magic-Eater's prime statistic is intelligence.
781 Magic-Eaters can absorb the energy of wands, staffs, and rods, and
782 can then use these magics as if they were carrying all of these
783 absorbed devices. Mana and changes of absorbed devices are
784 regenerated naturally by a Magic-Eater's power, and speed of
785 regeneration is influenced by their intelligence. They have a
786 class power - 'Absorb Magic' - which is used to absorb magic
793 Bards are something like traditional musicians. Their magical
794 attacks are sound-based, and last as long as the Bard has mana.
795 Although a bard cannot sing two or more songs at the same time, he
796 or she does have the advantage that many songs affect all areas in
797 sight. A bard's prime statistic is charisma.
799 The songs are found in four songbooks, of which two are sold in
800 town. There is a special feature of music; many songs continue to
801 be sung until either the Bard chooses to stop, or he runs out of
802 the energy required to sing that type of song. Bards have a class
803 power - 'Stop Singing'.
809 Red Mages are similar to Warrior-Mage; they are decent fighters
810 and spellcasters. Red-Mages can use almost all spells from lower
811 rank spellbooks of all realms, but they cannot cast spells from
812 higher rank spellbooks, and they are extremely slow learners in
813 them. They are not bad at using magical devices and magic
814 resistance, but are bad at other skills. A red-mage's prime
815 statistic is intelligence.
817 Red-Mages can use almost all spells from lower rank spellbooks of
818 all realms: first and second spellbooks of all realms and third
819 and fourth Arcane spellbooks, without having to learn it, but they
820 cannot cast spells from higher rank spellbooks; third and fourth
821 spellbooks for all realms other than Arcane. Since they use all
822 realms at once, they have large penalties in the mana costs,
823 minimum levels, and failure rates of spells. They have a class
824 power - 'Double Magic' - which allows them to cast two spells at
831 Samurai, masters of the art of the blade, are the next strongest
832 fighters after Warriors, and can use various special combat
833 techniques. Samurai are not good at most other skills, and many
834 magical devices may be too difficult for them to use. Wisdom
835 determines a Samurai's ability to use the special combat
836 techniques available to him.
838 Samurai use the art of the blade called Kendo (or Bugei). Books
839 of Kendo are similar to spellbooks, but Samurai don't need to
840 carry them around; the books are needed only when they study new
841 combat techniques. Samurai need a weapon wielded to use the
842 techniques of Kendo, and most techniques will add powerful special
843 properties to their blows; such as flaming, poisoning, vampiric,
844 etc... Their maximum spellpoints don't depend on their level but
845 solely on wisdom, and they can use the class power 'Concentration'
846 to temporarily increase SP beyond its usual maximum value. They
847 have one more class power - 'Assume a Posture'. They can choose
848 different forms of posture in different situations.
854 A ForceTrainer is a master of the spiritual Force. They prefer
855 fighting with neither weapon nor armor. They are not as good
856 fighters as are Monks, but they can use both magic and the
857 spiritual Force. Wielding weapons or wearing heavy armor disturbs
858 use of the Force. Wisdom is a ForceTrainer's primary stat.
860 ForceTrainer use both spellbook magic and the special spiritual
861 power called the Force. They can select a realm from Life,
862 Nature, Craft, Death, and Crusade. To use The Force, you select
863 it just as if it were spellbook 'w'; which means you need to press
864 'm' and then 'w' to select the Force. The most important spell of
865 the Force is 'Improve Force'; each time a ForceTrainer activates
866 it, their Force power becomes more powerful, and their attack
867 power in bare-handed melee fighting is increased temporarily. The
868 strengthened Force can be released at one stroke when a
869 ForceTrainer activates some other Force spell, typically an attack
870 spell. They have a class power - 'Clear Mind' - which allows them
871 to rapidly regenerate their mana.
877 A Blue-Mage is a spell caster that must live by his wits, as he
878 cannot hope to simply hack his way through the dungeon like a
879 warrior. A major difference between the Mage and the Blue-Mage is
880 the method of learning spells: Blue-Mages may learn spells from
881 monsters. A Blue-Mage's prime statistic is Intelligence as this
882 determines his spell casting ability.
884 A Blue-Mage can learn and cast monster ranged attacks, spells, or
885 summons as their own spells; this technique is called Blue magic.
886 Unlike Imitators, Blue-Mages remember their spells permanently,
887 but they must get hit by a monster's spell while their class power
888 'Learning' is active to learn spells. Because of this
889 requirement, they do not learn spells, like healing, that affect
896 Cavalry ride on horses into battle. Although they cannot cast
897 spells, they are proud of their overwhelming offensive strength on
898 horseback. They are good at shooting. At high levels, they learn
899 to forcibly saddle and tame wild monsters. Since they take pride
900 in the body and the soul, they don't use magical devices well.
902 Like Warriors and Archers, the cavalry don't use magic. Since
903 they are very good at riding, they have a class power - 'Rodeo' -
904 which allows them to forcibly saddle and tame wild monsters.
910 A Berserker is a fearful fighter indeed, immune to fear and
911 paralysis. At high levels, Berserkers can reflect bolt spells
912 with their tough flesh. Furthermore, they can fight without
913 weapons, can remove cursed equipment by force, and can even use
914 their special combat techniques when surrounded by an anti-magic
915 barrier. Berserkers, however, cannot use any magical devices or
916 read any scrolls, and are hopeless at all non-combat skills.
917 Since Berserker Amberite or Spectres are quite easy to *win* with,
918 their scores are lowered.
920 Berserkers use a unique system of techniques called 'Rage'. They
921 gain more techniques as they gain levels. They use no magic:
922 indeed, they cannot use any magic devices or activate any
923 artifacts, and cannot read scrolls. To offset these great
924 disadvantages, Berserkers are allowed to have an important class
931 A Weaponsmith can improve weapons and armors for him or herself.
932 They are good at fighting, and they have potential ability to
933 become even better than Warriors using improved equipments. They
934 cannot cast spells, and are poor at skills such as stealth or
937 A Weaponsmith extract the essences of special effects from weapons
938 or armors which have various special abilities, and can add these
939 essences to another weapon or armor. Normally, each equipment can
940 be improved only once, but they can remove a previously added
941 essence from improved equipment to improve it with another
942 essence. To-hit, to-damage bonus, and AC can be improved freely
943 up to a maximum value depending on level. Weaponsmiths have a
944 class power - 'Judgment' - which allows them to identify (later
945 *identify*) weapons and armor.
948 ***** <Mirror-Master>
949 --- Mirror-Master ---
951 Mirror-Masters are spell casters; like other mages, they must live
952 by their wits. They can create magical mirrors, and employ them
953 in the casting of Mirror-Magic spells. Intelligence determines a
954 Mirror-Master's spell casting ability.
956 Mirror-Masters gain more spells and each spell becomes more
957 powerful as they gain levels. They can use their spells even when
958 blinded. For Mirror-Masters, the arrangement of mirrors is very
959 important: Some attack spells reflect from mirrors, and some other
960 spells are effective only against monsters standing on a mirror.
961 A Mirror-Master standing on a mirror has greater ability and, for
962 example, can perform quick teleports. The maximum number of
963 magical Mirrors which can be controlled simultaneously depends on
964 the level, and breaking unnecessary mirrors is important work for
965 them. They have two class powers - 'Break Mirrors', which breaks
966 all mirrors in current dungeon level and 'Mirror Concentration',
967 which allows them to rapidly regenerate their mana on a mirror.
973 A Ninja is a fearful assassin lurking in darkness. He or she can
974 navigate effectively with no light source, catch enemies unawares,
975 and kill with a single blow. Ninjas can use Ninjutsu, and are
976 good at locating hidden traps and doors, disarming traps and
977 picking locks. Since heavy armors, heavy weapons, or shields will
978 restrict their motion greatly, they prefer light clothes, and
979 become faster and more stealthy as they gain levels. A Ninja
980 knows no fear and, at high level, becomes almost immune to poison
981 and able to see invisible things. Dexterity determines a Ninja's
982 ability to use Ninjutsu.
984 A Ninja can use Ninjutsu for lurking and surprise attacks. They
985 gain more Ninjutsu techniques as they gain levels. They have a
986 class power - 'Quick Walk' - which makes their walking speed
991 ***** <ThePersonalities>
992 === The Personality ===
995 There are twelve different personality that you can choose from in
996 Hengband. Each personality has various strengths and weaknesses and
997 its own adjustments to a character's stats and abilities.
1003 "Ordinary" is a personality with no special skills or talents,
1004 with unmodified stats and skills.
1010 "Mighty" raises your physical stats and skills, but reduces stats
1011 and skills which influence magic. It makes your stats suitable
1012 for a warrior. Also it directly influences your hit-points and
1019 "Shrewd" reduces your physical stats, and raises your intelligence
1020 and magical skills. It makes your stats suitable for a mage.
1021 Also it directly influences your hit-points and spell fail rate.
1027 "Pious" deepens your faith in your God. It makes your physical
1028 ability average, and your stats suitable for priest.
1034 "Nimble" renders you highly skilled comparatively well, but
1035 reduces your physical ability.
1041 "Fearless" raises both your melee and magical ability. Stats such
1042 as magic defense and constitution are reduced. Also it has a
1043 direct bad influence on your hit-points.
1049 "Combat" gives you comparatively high melee and shooting
1050 abilities, and average constitution. Other skills such as
1051 stealth, magic defense, and magical devices are weakened. All
1052 "Combat" people have great respect for the legendary "Combat
1053 Echizen". (See "Death Crimson" / Ecole Software Corp.)
1059 A "Lazy" person has no good stats and can do no action well. Also
1060 it has a direct bad influence on your spell fail rate.
1066 "Sexy" rises all of your abilities, but your haughty attitude will
1067 aggravate all monsters. Only females can choose this personality.
1073 A "Lucky" man has poor stats, equivalent to a "Lazy" person.
1074 Mysteriously, however, he can do all things well. Only males can
1075 choose this personality.
1081 A "Patient" person does things carefully. Patient people have
1082 high constitution, and high resilience, but poor abilities in most
1083 other skills. Also it directly influences your hit-points.
1089 "munchkin" is a personality for beginners. It raises all your
1090 stats and skills. With this personality, you can win the game
1091 easily, but gain little honor in doing so.
1095 ***** <StatBonusTable>
1096 === Stat Bonus Tables ===
1098 Each of the races, classes, and personalities has certain
1099 modifications to their starting statistics an experience penalty. The
1100 experience penalty is designed to 'balance' the races with better
1101 starting statistics and abilities by requiring them to earn more
1102 experience before advancing a level.
1105 --- Table 1 - Race Statistic Bonus Table ---
1107 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1108 Human +0 +0 +0 +0 +0 +0 10 +0%
1109 Half-Elf -1 +1 +1 +1 -1 +1 9 +10%
1110 Elf -1 +2 +0 +1 -2 +2 8 +20%
1111 Hobbit -2 +1 +1 +3 +2 +1 7 +10%
1112 Gnome -1 +2 +0 +2 +1 -1 8 +20%
1113 Dwarf +2 -2 +2 -2 +2 -1 11 +25%
1114 Half-Orc +2 -1 +0 +0 +1 -2 10 +10%
1115 Half-Troll +4 -4 -1 -3 +3 -3 12 +25%
1116 Amberite +1 +2 +2 +2 +3 +2 10 +125%
1117 High-Elf +1 +3 -1 +3 +1 +3 10 +100%
1118 Barbarian +3 -2 -1 +1 +2 +0 11 +20%
1119 Half-Ogre +3 -2 +0 -1 +3 -2 12 +45%
1120 Half-Giant +4 -2 -2 -2 +3 -2 13 +60%
1121 Half-Titan +5 +1 +2 -2 +3 +1 14 +155%
1122 Cyclops +4 -3 -2 -3 +4 -3 13 +50%
1123 Yeek -2 +1 +1 +1 -2 -4 7 +0%
1124 Klackon +2 -1 -1 +1 +2 -1 12 +90%
1125 Kobold +1 -1 +0 +1 +0 -2 9 +25%
1126 Nibelung +1 -1 +2 +0 +2 -2 11 +70%
1127 Dark-Elf -1 +3 +2 +2 -2 +1 9 +50%
1128 Draconian +2 +1 +1 +1 +2 -1 11 +120%
1129 Mindflayer -3 +4 +4 +0 -2 -3 9 +40%
1130 Imp +0 -1 -1 +1 +2 -1 10 +15%
1131 Golem +4 -5 -5 -2 +4 -2 12 +100%
1132 Skeleton +0 +1 -2 +0 +1 -2 10 +45%
1133 Zombie +2 -6 -6 +1 +4 -3 13 +50%
1134 Vampire +3 +3 -1 -1 +1 +2 11 +100%
1135 Spectre -5 +4 -1 +2 +0 -3 7 +110%
1136 Sprite -4 +3 +3 +3 -2 +2 7 +45%
1137 Beastman +2 -2 -1 -1 +2 -2 11 +40%
1138 Ent +2 +0 +2 -3 +2 +0 12 +40%
1139 Archon +2 +0 +4 +1 +2 +3 11 +135%
1140 Balrog +4 +2 -10 +2 +3 -5 12 +150%
1141 Dunadan +1 +2 +2 +2 +3 +2 10 +80%
1142 Shadow-Fairy -2 +2 +2 +1 -1 +0 7 +20%
1143 Kutar +0 -1 -1 +1 +2 +3 11 +40%
1144 Android +4 -5 -5 +0 +4 -2 13 +100%
1147 --- Table 2 - Class Statistic Bonus Table ---
1149 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1150 Warrior +4 -2 -2 +2 +2 -1 +9 +0%
1151 Mage -4 +3 +0 +1 -2 +1 +0 +30%
1152 Priest -1 -3 +3 -1 +0 +2 +2 +20%
1153 Rogue +2 +1 -2 +3 +1 -1 +6 +25%
1154 Ranger +2 +2 +0 +1 +1 +1 +4 +40%
1155 Paladin +3 -3 +1 +0 +2 +2 +6 +35%
1156 Warrior-Mage +2 +2 +0 +1 +0 +1 +4 +40%
1157 Chaos-Warrior +2 +1 -1 +0 +2 -2 +6 +25%
1158 Monk +2 -1 +1 +3 +2 +1 +6 +30%
1159 Mindcrafter -1 +0 +3 -1 -1 +2 +2 +25%
1160 High-Mage -4 +4 +0 +0 -2 +1 +0 +30%
1161 Tourist -1 -1 -1 -1 -1 -1 +0 -30%
1162 Imitator +0 +1 -1 +2 +0 +1 +5 +10%
1163 BeastMaster +1 -1 -1 +1 +0 +2 +3 +20%
1164 Sorcerer -5 +6 -2 +2 +0 -2 +4 +60%
1165 Archer +2 -1 -1 +2 +1 +0 +6 +10%
1166 Magic-Eater -1 +2 +1 +2 -2 +1 +3 +30%
1167 Bard -2 +1 +2 -1 -2 +4 +2 +40%
1168 Red-Mage +2 +2 -1 +1 +0 -1 +4 +40%
1169 Samurai +3 -2 +1 +2 +1 +0 +6 +30%
1170 ForceTrainer +0 -1 +3 +2 +1 +1 +2 +35%
1171 Blue-Mage -4 +4 -1 +1 -2 -1 +2 +30%
1172 Cavalry +2 -2 -2 +2 +2 +0 +5 +20%
1173 Berserker +8 -20 -20 +4 +4 -5 +11 +60%
1174 Weaponsmith +3 -1 -1 +1 +0 -1 +6 +30%
1175 Mirror-Master -2 +3 +1 -1 -2 +1 +2 +30%
1176 Ninja +0 -1 -1 +3 +2 -1 +2 +20%
1179 --- Table 3 - Personality Statistic Bonus Table ---
1181 STR INT WIS DEX CON CHR Hit Dice
1182 Ordinary +0 +0 +0 +0 +0 +0 +0
1183 Mighty +2 -2 -1 +0 +1 +0 +1
1184 Shrewd -2 +2 +0 +1 -1 -1 -1
1185 Pious +0 -1 +2 -1 +0 +1 +0
1186 Nimble -1 +1 -1 +2 -1 -1 +0
1187 Fearless +2 +1 +1 -1 -1 +0 -1
1188 Combat +1 -1 -2 +2 +0 +1 +0
1189 Lazy -2 -2 -2 -2 -2 -2 -1
1190 Sexy +1 +1 +1 +1 +1 +3 +0
1191 Lucky -2 -2 -2 -2 -2 +2 +0
1192 Patient -1 -1 +1 -2 +2 +0 +1
1193 Munchkin +10 +10 +10 +10 +10 +10 +15
1196 ***** <SkillBonusTable>
1197 === Ability Tables ===
1199 Each of the races, classes, and personalities has certain
1200 modifications to their starting abilities. Players may also receive an
1201 additional level-based bonus to certain skills which is based on their
1202 class. For example mages improve their magical device skill more
1203 rapidly than warriors. As noted above, some skills will not improve
1204 unless magically enhanced.
1206 --- Table 4 - Race Skill Bonus Table ---
1208 Dsrm Dvce Save Stlh Srch Prcp Melee Bows Infra
1209 Human +0 +0 +0 +0 +0 +10 +0 +0 None
1210 Half-Elf +2 +3 +2 +1 +6 +11 -1 +5 20 feet
1211 Elf +5 +6 +4 +2 +8 +12 -5 +15 30 feet
1212 Hobbit +15 +12 +10 +5 +12 +15 -10 +20 40 feet
1213 Gnome +10 +8 +7 +3 +6 +13 -8 +12 40 feet
1214 Dwarf +2 +7 +6 -1 +7 +10 +15 +0 50 feet
1215 Half-Orc -3 -3 -2 -1 +0 +7 +12 -5 30 feet
1216 Half-Troll -5 -8 -5 -2 -1 +5 +20 -10 30 feet
1217 Amberite +4 +5 +3 +2 +3 +13 +15 +10 None
1218 High-Elf +4 +13 +12 +4 +3 +14 +10 +25 40 feet
1219 Barbarian -2 -10 +2 -1 +1 +7 +12 +10 None
1220 Half-Ogre -3 -5 -3 -2 -1 +5 +20 +0 30 feet
1221 Half-Giant -6 -8 -3 -2 -1 +5 +25 +5 30 feet
1222 Half-Titan -5 +5 +1 -2 +1 +8 +25 +0 None
1223 Cyclops -4 -5 -3 -2 -2 +5 +20 +12 10 feet
1224 Yeek +2 +4 +6 +3 +5 +15 -5 -5 20 feet
1225 Klackon +10 +5 +3 +0 -1 +10 +5 +5 20 feet
1226 Kobold -2 -3 -1 -1 +1 +8 +10 -8 30 feet
1227 Nibelung +3 +5 +6 +1 +5 +10 +9 +0 50 feet
1228 Dark-Elf +5 +10 +12 +3 +8 +12 -5 +10 50 feet
1229 Draconian -2 +5 +2 +0 +1 +10 +5 +5 20 feet
1230 Mindflayer +10 +15 +9 +2 +5 +12 -10 -5 40 feet
1231 Imp -3 +2 -1 +1 -1 +10 +5 -5 30 feet
1232 Golem -5 -5 +6 -1 -1 +8 +20 +0 40 feet
1233 Skeleton -5 +0 +3 -1 -1 +8 +10 +0 20 feet
1234 Zombie -5 -5 +5 -1 -1 +5 +15 +0 20 feet
1235 Vampire +4 +8 +6 +4 +1 +8 +5 +0 50 feet
1236 Spectre +10 +15 +12 +5 +5 +14 -15 -5 50 feet
1237 Sprite +10 +8 +6 +4 +10 +10 -12 +0 40 feet
1238 Beastman -5 -2 -1 -1 -1 +5 +12 +5 None
1239 Ent -5 +2 +5 -1 +0 +9 +15 -5 None
1240 Archon +0 +12 +8 +2 +2 +11 +10 +10 30 feet
1241 Balrog -3 +12 +15 -2 +1 +8 +20 +0 50 feet
1242 Dunadan +4 +5 +3 +2 +3 +13 +15 +10 None
1243 Shadow-Fairy +7 +8 +0 +6 +12 +15 -10 -5 40 feet
1244 Kutar -2 +5 +5 +5 -2 +6 +0 -5 None
1245 Android +0 -5 +0 -2 +3 +14 +20 +10 None
1248 --- Table 5 - Class Skill Bonus Table ---
1250 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1251 Warrior 25+12 18+7 31+10 1 14 2 70+30 55+30
1252 Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1253 Priest 25+7 35+11 40+12 2 16 8 48+13 35+11
1254 Rogue 45+15 37+12 36+10 5 32 24 60+21 66+18
1255 Ranger 30+8 37+11 36+10 3 24 16 56+18 72+28
1256 Paladin 20+7 24+10 34+11 1 12 2 68+21 40+18
1257 Warrior-Mage 30+7 35+10 36+10 2 18 16 50+15 25+11
1258 Chaos-Warrior 20+7 25+11 34+10 1 14 12 65+20 40+17
1259 Monk 45+15 34+11 36+10 5 32 24 64+18 60+18
1260 Mindcrafter 30+10 33+11 38+10 3 22 16 50+14 40+18
1261 High-Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1262 Tourist 15+5 18+7 28+9 1 12 2 40+11 20+11
1263 Imitator 25+7 30+10 36+10 2 18 16 60+18 50+20
1264 BeastMaster 20+7 25+10 32+10 2 18 16 52+14 63+25
1265 Sorcerer 30+7 48+18 75+13 2 12 22 0+0 0+0
1266 Archer 38+12 24+10 35+10 4 24 16 56+18 82+36
1267 Magic-Eater 25+7 42+16 36+10 2 20 16 48+13 35+11
1268 Bard 20+8 33+13 34+11 -5 16 20 34+10 20+8
1269 Red-Mage 20+7 34+11 34+11 1 16 10 56+18 25+11
1270 Samurai 25+12 18+7 32+10 2 16 6 70+23 40+18
1271 ForceTrainer 30+10 34+11 38+11 4 32 24 50+14 40+15
1272 Blue-Mage 30+7 40+16 36+11 3 20 16 40+6 25+7
1273 Cavalry 20+10 18+7 32+10 1 16 10 60+22 66+26
1274 Berserker -inf -inf -inf -inf -inf -inf 120+50 -inf
1275 Weaponsmith 30+10 28+10 28+10 1 20 10 60+21 45+15
1276 Mirror-Master 30+10 33+11 40+12 3 14 16 34+6 30+10
1277 Ninja 45+15 24+10 36+10 8 48 32 70+25 66+18
1279 For character classes, there are two figures: the first figure is the
1280 base level of the ability, while the second figure is the bonus that
1281 the character gains to this skill every ten levels. So, to find out
1282 the total skill value of any character's skills, add the "race" value
1283 to the "class" value, and then the bonus once for every ten levels
1284 that the character has.
1287 --- Table 6 - Personality Skill Bonus Table ---
1289 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1290 Ordinary +0 +0 +0 +0 +0 +0 +0 +0
1291 Mighty -5 -5 -3 -1 -2 -2 +10 +0
1292 Shrewd +3 +8 +2 +0 -2 +5 -8 -5
1293 Pious -5 +2 +4 -1 +3 -2 -3 -6
1294 Nimble +7 +2 -1 +1 +5 +5 +0 +10
1295 Fearless -5 +5 -2 +0 +2 -2 +10 +10
1296 Combat -2 -3 -3 +0 -1 +2 +5 +5
1297 Lazy -5 -5 -3 -1 -4 -2 -8 -8
1298 Sexy +10 +5 +3 +0 +4 +2 +10 +10
1299 Lucky +10 +7 +3 +2 +10 +8 +15 +15
1300 Patient -5 -3 +3 +1 +0 -3 -6 -6
1301 Munchkin +20 +40 +30 +10 +40 +40 +80 +80
1303 For character personalities, each figure has two meanings; base level
1304 of the ability and the bonus that the character gains to this skill at
1309 Updated : Hengband 1.3.2