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 a strong hold on their life force, and are thus
59 intrinsically resistant to life draining.
65 Gnomes are smaller than dwarves but larger than Halflings. They,
66 like the hobbits, live in the earth in burrow-like homes. Gnomes
67 make excellent mages and have very good saving throws. They are
68 good at searching, disarming, perception, and stealth. They have
69 lower strength than humans so they are not very good at fighting
70 with hand weapons. Gnomes have fair infra-vision, so they can
71 detect warm-blooded creatures at a distance. Gnomes are
72 intrinsically protected against paralysis.
78 Dwarves are the headstrong miners and fighters of legend. Dwarves
79 tend to be stronger and tougher but slower and less intelligent
80 than humans. Because they are so headstrong and are somewhat
81 wise, they resist spells which are cast on them. They are very
82 good at searching, perception, fighting, and bows. Dwarves have
83 miserable stealth. They can never be blinded.
89 Half-orcs make excellent warriors, but are terrible at magic.
90 They are as bad as dwarves at stealth, and horrible at searching,
91 disarming, and perception. Half-orcs are quite ugly, and tend to
92 pay more for goods in town. Because of their preference to living
93 underground to on the surface, half-orcs resist darkness attacks.
99 Half-Trolls are incredibly strong and have more hit points than
100 most other races. They are also very stupid and slow. They are
101 bad at searching, disarming, perception, and stealth. They are so
102 ugly that a Half-Orc grimaces in their presence. They also happen
103 to be fun to run... Half-trolls always have their strength
104 sustained. At higher levels, Half-Trolls regenerate wounds
105 automatically, and, if he or she is a warrior, require food less
112 The Amberites are a reputedly immortal race, who are endowed with
113 numerous advantages in addition to their longevity. They are very
114 tough and their constitution cannot be reduced. Their ability to
115 heal wounds far surpasses that of any other race. Having seen
116 virtually everything, very little is new to them, and they gain
117 levels much slower than the other races.
123 High-elves are a race of immortal beings dating from the beginning
124 of time. They are masters of all skills, and are strong and
125 intelligent, although their wisdom is sometimes suspect.
126 High-elves begin their lives able to see the unseen, and resist
127 light effects just like regular elves. However, there are few
128 things that they have not seen already, and experience is very
129 hard for them to gain.
135 Barbarians are hardy men of the north. They are fierce in combat,
136 and their wrath is feared throughout the world. Combat is their
137 life: they feel no fear, and they learn to enter battle frenzy at
138 will even sooner than half-trolls. Barbarians are, however,
139 suspicious of magic, which makes magic devices fairly hard for
146 Half-Ogres are like Half-Orcs, only more so. They are big, bad,
147 and stupid. For warriors, they have all the necessary attributes,
148 and they can even become wizards: after all, they are related to
149 Ogre Magi, from whom they have learned the skill of setting
150 trapped runes once their level is high enough. Like Half-Orcs,
151 they resist darkness, and like Half-Trolls, they have their
158 Half-Giants' limited intelligence makes it difficult for them to
159 become full spellcasters, but, with their great strength, they
160 make excellent warriors. Their thick skin makes them resistant
161 to shards, and like Half-Ogres and Half-Trolls, they have their
168 Half-mortal descendants of the mighty titans, these immensely
169 powerful creatures put almost any other race to shame. They may
170 lack the fascinating special powers of certain other races, but
171 their enhanced attributes more than make up for that. They learn
172 to estimate the strengths of their foes, and their love for law
173 and order makes them resistant to the effects of Chaos.
179 With but one eye, a Cyclops can see more than many with two eyes.
180 They are headstrong, and loud noises bother them very little.
181 They are not quite qualified for the magic using professions, but
182 as a certain Mr. Ulysses can testify, their accuracy with thrown
183 rocks can be deadly...
189 Yeeks are among the most pathetic creatures. Fortunately, their
190 horrible screams can scare away less confident foes, and their
191 skin becomes more and more resistant to acid, as they gain
192 experience. But having said that, even a mediocre monster can
193 wipe the proverbial floor with an unwary Yeek.
199 Klackons are bizarre semi-intelligent ant-like insectoid
200 creatures. They make great fighters, but their mental abilities
201 are severely limited. Obedient and well-ordered, they can never
202 be confused. They are also very nimble, and become faster as they
203 advance levels. They are also very acidic, inherently resisting
204 acid, and capable of spitting acid at higher levels.
210 Kobolds are a weak goblin race. They love poisoned weapons, and
211 can learn to throw poisoned darts (of which they carry an
212 unlimited supply). They are also inherently resistant to poison,
213 although they are not one of the more powerful races.
219 The hated and persecuted race of nocturnal dwarves, these
220 cave-dwellers are not much bothered by darkness. Their natural
221 inclination to magical items has made them immune to effects which
222 could drain away magical energy.
228 Another dark, cave-dwelling race, likewise unhampered by darkness
229 attacks, the Dark Elves have a long tradition and knowledge of
230 magic. They have an inherent magic missile attack available to
231 them at a low level. With their keen sight, they also learn to
232 see invisible things as their relatives High-Elves do, but at a
239 A humanoid race with dragon-like attributes. As they advance
240 levels, they gain new elemental resistances (up to Poison
241 Resistance), and they also have a breath weapon, which becomes
242 more powerful with experience. The exact type of the breath
243 weapon depends on the Draconian's class and level. With their
244 wings, they can easily escape any pit trap unharmed.
250 A secretive and mysterious ancient race. Their civilization may
251 well be older than any other on our planet, and their intelligence
252 and wisdom are naturally sustained, and are so great that they
253 enable Mind Flayers to become more powerful spellcasters than any
254 other race, even if their physical attributes are a good deal less
255 admirable. As they advance levels, they gain the powers of See
256 Invisible and Telepathy.
262 A demon-creature from the nether-world, naturally resistant to
263 fire attacks, and capable of learning fire bolt and fire ball
264 attacks. They are little loved by other races, but can perform
265 fairly well in most professions. As they advance levels, they
266 gain the powers of See Invisible.
272 A Golem is an artificial creature, built from a lifeless raw
273 material like clay, and awakened to life. They are nearly
274 mindless, making them useless for professions which rely on magic,
275 but as warriors they are very tough. They are resistant to
276 poison, they can see invisible things, and move freely. At higher
277 levels, they also become resistant to attacks which threaten to
278 drain away their life force. Golems gain very little nutrition
279 from ordinary food, but can absorb mana from staves and wands as
280 their power source. Golems also gain a natural armor class bonus
281 from their tough body.
287 There are two types of skeletons: the ordinary, warrior-like
288 skeletons, and the spell-using skeletons, which are also called
289 liches. As undead beings, skeletons need to worry very little
290 about poison or attacks that can drain life. They do not really
291 use eyes for perceiving things, and are thus not fooled by
292 invisibility. Their bones are resistant to sharp shrapnel, and
293 they will quickly become resistant to cold. Although the magical
294 effects of these will affect the skeleton even without entering
295 the skeleton's (non-existent) belly, the potion or food itself
296 will fall through the skeleton's jaws, giving no nutritional
297 benefit. They can absorb mana from staves and wands as their
304 Much like Skeletons, Zombies too are undead horrors: they are
305 resistant to life-draining attacks, and can learn to restore their
306 life-force. Like skeletons, they become resistant to cold-based
307 attacks (actually earlier than skeletons), resist poison and can
308 see invisible. While still vulnerable to cuts (unlike skeletons),
309 Zombies are resistant to Nether. Like Golems, they gain very
310 little nutrition from the food of mortals, but can absorb mana
311 from staves and wands as their energy source.
317 One of the mightier undead creatures, the Vampire is an
318 awe-inspiring sight. Yet this dread creature has a serious
319 weakness: the bright rays of sun are its bane, and it will need to
320 flee the surface to the deep recesses of earth until the sun
321 finally sets. Darkness, on the other hand, only makes the Vampire
322 stronger. As undead, the Vampire has a firm hold on its life
323 force, and resists nether attacks. The Vampire also resists cold
324 and poison based attacks. It is, however, susceptible to its
325 perpetual hunger for fresh blood, which can only be satiated by
326 sucking the blood from a nearby monster.
332 Another powerful undead creature: the Spectre is a ghastly
333 apparition, surrounded by an unearthly green glow. They exist
334 only partially on our plane of existence: half-corporeal, they can
335 pass through walls, although the density of the wall will hurt
336 them in the process of doing this. As undead, they have a firm
337 hold on their life force, see invisible, and resist poison and
338 cold. They also resist nether. At higher levels they develop
339 telepathic abilities. Spectres make superb spellcasters, but
340 their physical form is very weak. They gain very little nutrition
341 from the food of mortals, but can absorb mana from staves and
342 wands as their energy source.
348 One of the several fairy races, Sprites are very small. They have
349 tiny wings and can fly over traps that may open up beneath them.
350 They enjoy sunlight intensely, and need worry little about light
351 based attacks. Although physically among the weakest races,
352 Sprites are very talented in magic, and can become highly skilled
353 wizards. Sprites have the special power of spraying Sleeping
354 Dust, and at higher levels they learn to fly faster.
360 This race is a blasphemous abomination produced by Chaos. It is
361 not an independent race but rather a humanoid creature, most often
362 a human, twisted by the Chaos, or a nightmarish crossbreed of a
363 human and a beast. All Beastmen are accustomed to Chaos so much
364 that they are untroubled by confusion and sound, although raw
365 logrus can still have effects on them. Beastmen revel in chaos,
366 as it twists them more and more. Beastmen are subject to
367 mutations: when they have been created, they receive a random
368 mutation. After that, every time they advance a level they have a
369 small chance of gaining yet another mutation.
375 The Ents are a powerful race dating from the beginning of the
376 world, oldest of all animals or plants who inhabit Arda. Spirits
377 of the land, they were summoned to guard the forests of
378 Middle-earth. Being much like trees they are very clumsy but
379 strong, and very susceptible to fire. They gain very little
380 nutrition from the food of mortals, but they can absorb water from
381 potions as their nutrition.
387 Archons are a higher class of angels. They are good at all
388 skills, and are strong, wise, and are a favorite with any people.
389 They are able to see the unseen, and their wings allow them to
390 safely fly over traps and other dangerous places. However,
391 belonging to a higher plane as they do, the experiences of this
392 world do not leave a strong impression on them and they gain
399 Balrogs are a higher class of demons. They are strong,
400 intelligent and tough. They do not believe in gods, and are not
401 suitable for priest at all. Balrog are resistant to fire and
402 nether, and have a firm hold on their life force. They also
403 eventually learn to see invisible things. They are good at almost
404 all skills except stealth. They gain very little nutrition from
405 the food of mortals, and need human corpses as sacrifices to
406 regain their vitality.
412 Dunedain are a race of hardy men from the West. This elder race
413 surpasses human abilities in every field, especially constitution.
414 However, being men of the world, very little is new to them, and
415 levels are very hard for them to gain. Their constitution cannot
422 Shadow Fairies are one of the several fairy races. They have
423 wings, and can fly over traps that may open up beneath them.
424 Shadow Fairies must beware of sunlight, as they are vulnerable to
425 bright light. They are physically weak, but have advantages in
426 using magic and are amazingly stealthy. Shadow Fairies have a
427 wonderful advantage in that they never aggravate monsters (If
428 their equipment normally aggravates monsters, they only suffer a
429 penalty to stealth, but if they aggravate by their personality
430 itself, the advantage will be lost).
436 A Kutar is an expressionless animal-like living creature. The
437 word 'kuta' means 'absentmindedly' or 'vacantly'. Their
438 absentmindedness hurts their searching and perception skills, but
439 renders them incapable of being confused. Their unearthly
440 calmness and serenity make them among the most stealthy of any
441 race. Kutars, although expressionless, are beautiful and so have
442 a high charisma. Members of this race can learn to expand their
443 body horizontally. This increases armour class, but renders them
444 vulnerable to magical attacks.
450 An android is a artificial creation with a body of machinery.
451 They are poor at spell casting, but they make excellent warriors.
452 They don't acquire experience like other races, but rather gain in
453 power as they attach new equipment to their frame. Rings,
454 amulets, and lights do not influence growth. Androids are
455 resistant to poison, can move freely, and are immune to
456 life-draining attacks. Moreover, because of their hard metallic
457 bodies, they get a bonus to AC. Androids have electronic circuits
458 throughout their body and must beware of electric shocks. They
459 gain very little nutrition from the food of mortals, but they can
460 use flasks of oil as their energy source.
466 There are twenty seven different classes that you can choose from in
467 Hengband. Each class has various strengths and weaknesses and its own
468 adjustments to a character's stats and abilities. Many classes also
469 have intrinsic abilities and powers. These are often linked to the
470 character's experience level and only become available later in the
471 game. Their class powers can be used by the racial/class power
478 A Warrior is a hack-and-slash character, who solves most of his
479 problems by cutting them to pieces, but will occasionally fall
480 back on the help of a magical device. Unfortunately, many
481 high-level devices may be forever beyond their use.
483 Warriors cast no spells. They hate magic. In fact, they even
484 gain experience for destroying high level spellbooks. They have a
485 class power - 'Sword Dancing' - which allows them to conduct a
486 melee attack in six random directions.
492 A Mage is a spell caster that must live by his wits as he cannot
493 hope to simply hack his way through the dungeon like a warrior.
494 In addition to his spellbooks, a Mage should carry a range of
495 magical devices to help him in his endeavors which he can master
496 far more easily than anyone else. A Mage's prime statistic is
497 Intelligence as this determines his spell casting ability.
499 Mages have the least restrictions in choosing and learning spells.
500 They can freely choose any two realms when a character is created.
501 Their natural inclination makes Life magic fairly hard to learn.
502 Otherwise, a mage tends to learn and cast all the spells in his or
503 her realms better than any other character. The ability to choose
504 second realm of magic has a special meaning in Hengband; only
505 second realm can be changed in the middle of the game. You can
506 change second realm by studying ("G") from a spellbook of new
507 realm. They have a class power - 'Eat Magic' - which absorbs mana
508 from wands, staves or rods.
514 A Priest is a character devoted to serving a higher power. They
515 explore the dungeon in the service of their God. Since Priests
516 receive new prayers as gifts from their patron deity, they cannot
517 choose which ones they will learn. Priests are familiar with
518 magical devices which they believe act as foci for divine
519 intervention in the natural order of things. A priest wielding an
520 edged weapon will be so uncomfortable with it that his fighting
521 ability decreases. A Priest's primary stat is Wisdom since this
522 determines his success at praying to his deity.
524 Priest can select from Life, Death, Daemon, or Crusade as a first
525 realm, and choose second realm almost freely. But pairs of a good
526 magic and an evil magic from these four realms are not allowed.
527 Priests can learn all spells in the selected realms, even if not
528 as efficiently as mages. However, when learning spells, priests
529 cannot voluntarily decide which spells to study: they are rewarded
530 with new prayers by their patron deities, with no money-back
531 satisfaction guarantee. Priests which select Life realm or
532 Crusade realm have a class power - 'Bless Weapon' - which blesses
533 any edged weapon to be suitable for priests to wield. Every
534 priest which select Death realm or Daemon realm have a class power
535 - 'Evocation' - which damages, scares and banish all monsters in
542 A Rogue is a character that prefers to live by his cunning, but is
543 capable of fighting his way out of a tight spot. Rogues are good
544 at locating hidden traps and doors and are the masters of
545 disarming traps and picking locks. A rogue has a high stealth
546 allowing him to sneak around many creatures without having to
547 fight, or to get in a telling first blow. A rogue may also
548 backstab a fleeing monster. Intelligence determines a Rogue's
549 spell casting ability.
551 Rogues can select one realm from Sorcery, Death, Trump, Arcane, or
552 Craft. All Rogues have certain limitations on which spells they
553 can learn, and they do not learn new spells very quickly. They
554 have a class power - 'Hit and Away' - which allows them to attack
555 in melee and teleport away from there at once.
561 A Ranger is a combination of a warrior and a mage who has
563 developed a special affinity for the natural world around him.
564 He is a good fighter and also good with missile weapons such as
565 bows. A ranger has a good stealth, good perception, good
566 searching, a good saving throw and is good with magical devices.
567 Intelligence determines a Ranger's spell casting ability.
569 All rangers are trained in Nature magic, and all Nature spells are
570 available to them. They even learn these spells almost as fast as
571 mages. They can also select a secondary realm (from Sorcery,
572 Chaos, Death, Trump, Arcane, and Daemon), but they are slow
573 learners here, and may find themselves unable to learn some of the
574 highest level spells. They have a class power - 'Probe Monster' -
575 which allows them to know a monster's HP, speed, and experience
582 A Paladin is a combination of a warrior and a priest. Paladins
583 are very good fighters, but not very good at missile weapons. A
584 paladin lacks much in the way of abilities. He is poor at
585 stealth, perception, searching, and magical devices but has a
586 decent saving throw due to his divine alliance. Wisdom determines
587 a Paladin's success at praying to his deity.
589 Paladins can select a realm from Crusade and Death. Like priests,
590 they cannot select which prayers to learn, but are rewarded with
591 new prayers by their deities. They can learn all spells, but not
592 as fast as priests. They detest paganism so strongly that they
593 will even gain experience for destroying high-level pagan spell-
594 books: 'pagan' means Life or Crusade spellbooks for a Death
595 Paladin and all spellbooks other than Life and Crusade for a
596 Crusade Paladin. Depending on their realm, they have a class
597 power - 'Holy Lance' or 'Hell Lance'.
603 A Warrior-Mage is precisely what the name suggests: a cross
604 between the warrior and mage classes. While their brothers, the
605 rangers, specialize in Nature magic and survival skills, true
606 Warrior-Mages attempt to reach the best of both worlds. As
607 warriors they are much superior to the usual Mage class.
608 Intelligence determines a Warrior-Mage's spell casting ability.
610 Warrior-mages begin the game with Arcane magic, and they can
611 freely select another realm of magic. Although they do not gain
612 new spells as fast as regular mages, they will eventually learn
613 every spell in both realms, thus making them a very competitive
614 choice for players who appreciate Arcane magic. They have two
615 class powers - 'Convert HP to SP' and 'Convert SP to HP' - which
616 allow them to heal HP using mana or gain mana using HP.
619 ***** <Chaos-Warrior>
620 --- Chaos-Warrior ---
622 Chaos Warriors are the feared servants of the terrible Demon Lords
623 of Chaos. Every Chaos Warrior has a Patron Demon and, when
624 gaining a level, may receive a reward from his Patron. He might
625 be healed or polymorphed, his stats could be increased, or he
626 might be rewarded with an awesome weapon. On the other hand, the
627 Patrons might surround him with monsters, drain his stats or wreck
628 his equipment or they might simply ignore him. The Demon Lords of
629 Chaos are chaotic and unpredictable indeed. The exact type of
630 reward depends on both the Patron Demon (different Demons give
631 different rewards) and chance.
633 Chaos Warriors can select a realm from Chaos and Daemon. They are
634 not interested in any other form of magic. They can learn every
635 spell. They have a class power - 'Confusing Light' - which stuns,
636 confuses, and scares all monsters in sight.
642 The Monk character class is very different from all other classes.
643 Their training in martial arts makes them much more powerful with
644 no armor or weapons. To gain the resistances necessary for
645 survival a monk may need to wear some kind of armor, but if the
646 armor he wears is too heavy, it will severely disturb his martial
647 arts maneuvers. As the monk advances levels, new, powerful forms
648 of attack become available. Their defensive capabilities increase
649 likewise, but if armour is being worn, this effect decreases.
650 Wisdom determines a Monk's spell casting ability.
652 The different sects of monks are devoted to different areas of
653 magic. They select a realm from Life, Nature, Craft, and Death.
654 They will eventually learn all prayers in the discipline of their
655 choice. They have two class powers - 'Assume a Posture' and
656 'Double Attack'. They can choose different forms of postures in
657 different situations, and use powerful combinations of attacks for
664 The Mindcrafter is a unique class that uses the powers of the mind
665 instead of magic. These powers are unique to Mindcrafters, and
666 vary from simple extrasensory powers to mental domination of
667 others. Since these powers are developed by the practice of
668 certain disciplines, a Mindcrafter requires no spellbooks to use
669 them. The available powers are simply determined by the
670 character's level. Wisdom determines a Mindcrafter's ability to
673 Mindcrafters gain new mindcrafting powers and their existing ones
674 become stronger as they gain levels. They can use their power
675 even when blinded. They have a class power - 'Clear Mind' - which
676 allows them to rapidly regenerate their mana.
682 High-mages are mages who specialize in one particular field of
683 magic and learn it very well - much better than the ordinary mage.
684 A high mage's prime statistic is intelligence as this determines
685 his spell casting ability.
687 For the price of giving up a second realm of magic, High-mages
688 gain substantial benefits in the mana costs, minimum levels, and
689 failure rates of the spells in their speciality realm. They have
690 a class power - 'Eat Magic' - which absorbs mana from wands,
693 And then, only High-Mages are able to cast Hex spells.
699 Tourists have visited this world for the purpose of sightseeing.
700 Their fighting skills are bad, and they cannot cast powerful
701 spells. They are the most difficult class to win the game with.
702 Intelligence determines a tourist's spell casting ability.
704 Tourists are always seeing more of the world to add to their stock
705 of information; no other class can compete with their
706 identification skills. They have two class powers - 'Take a
707 Photograph' and 'Identify True'. Their magic is based on Arcane,
708 and - aside from identify - is very weak indeed.
714 Imitators have enough fighting skills to survive, but rely on
715 their unique technique - 'Imitation' - which imitates monster
716 spells/techniques include whose damage/duration value. Dexterity
717 determines general imitation ability, but a stat related to the
718 specific action is often also taken into account.
720 To use imitation, Imitators must see monster's spell at first.
721 When monsters in view use spells, they are added to a temporary
722 spell list which the imitator can choose among. Spells should be
723 imitated quickly, because timing and situation are everything. An
724 imitator can only repeat a spell once each time he observes it.
725 They only have a small long-term memory for spells, which ranges
726 from one to three, depending on their level. When they memorize
727 more spells than this, they will forget the oldest spell in the
728 list. They have a class power - 'Double Revenge' - which allows
729 them to imitate spells at double damage or duration.
735 Beastmasters are in tune with the minds of the creatures of the
736 world of Hengband. They are very good at riding, and have enough
737 fighting ability. They use monsters which summoned or dominated
738 by him as his hands and feet. Beastmasters can cast trump magic,
739 and are very good at summoning spells, but they can not summon
740 non-living creatures. Charisma determines a Beastmaster's spell
743 Beastmasters use Trump magic to make good use of their monster
744 domination and riding abilities. They are very good at summoning
745 living creatures, and they learn summoning spells quicker than
746 Mages. However, they cannot summon non-living creatures. They
747 have two class powers - 'Dominate a Living Thing' and 'Dominate
754 Sorcerers are the all-around best magicians, being able to cast
755 any spell from most magic realms without having to learn it. On
756 the downside, they are the worst fighters in the dungeon, being
757 unable to use any weapon but a Wizardstaff.
759 Sorcerers can cast any spell from any spellbooks of all nine magic
760 realms with 'Master' proficiency level without having to learn it.
761 They have a class power - 'Eat Magic' - which absorbs mana from
762 wands, staves or rods.
768 Archers are to bows what warriors are to melee. They are the best
769 class around with any bow, crossbow, or sling. They need a lot of
770 ammunition, but will learn how to make it from junk found in the
771 dungeon. An archer is better than a warrior at stealth,
772 perception, searching and magical devices.
774 Archers have a class power - 'Create Ammo' - which creates stones
775 or shots from pile of rubble, and arrows and crossbow bolts from
782 Magic-Eaters can absorb magic devices, and use these magics as
783 their spells. They are middling-poor at fighting. A
784 Magic-Eater's prime statistic is intelligence.
786 Magic-Eaters can absorb the energy of wands, staffs, and rods, and
787 can then use these magics as if they were carrying all of these
788 absorbed devices. Mana and changes of absorbed devices are
789 regenerated naturally by a Magic-Eater's power, and speed of
790 regeneration is influenced by their intelligence. They have a
791 class power - 'Absorb Magic' - which is used to absorb magic
798 Bards are something like traditional musicians. Their magical
799 attacks are sound-based, and last as long as the Bard has mana.
800 Although a bard cannot sing two or more songs at the same time, he
801 or she does have the advantage that many songs affect all areas in
802 sight. A bard's prime statistic is charisma.
804 The songs are found in four songbooks, of which two are sold in
805 town. There is a special feature of music; many songs continue to
806 be sung until either the Bard chooses to stop, or he runs out of
807 the energy required to sing that type of song. Bards have a class
808 power - 'Stop Singing'.
814 Red Mages are similar to Warrior-Mage; they are decent fighters
815 and spellcasters. Red-Mages can use almost all spells from lower
816 rank spellbooks of all realms, but they cannot cast spells from
817 higher rank spellbooks, and they are extremely slow learners in
818 them. They are not bad at using magical devices and magic
819 resistance, but are bad at other skills. A red-mage's prime
820 statistic is intelligence.
822 Red-Mages can use almost all spells from lower rank spellbooks of
823 all realms: first and second spellbooks of all realms and third
824 and fourth Arcane spellbooks, without having to learn it, but they
825 cannot cast spells from higher rank spellbooks; third and fourth
826 spellbooks for all realms other than Arcane. Since they use all
827 realms at once, they have large penalties in the mana costs,
828 minimum levels, and failure rates of spells. They have a class
829 power - 'Double Magic' - which allows them to cast two spells at
836 Samurai, masters of the art of the blade, are the next strongest
837 fighters after Warriors, and can use various special combat
838 techniques. Samurai are not good at most other skills, and many
839 magical devices may be too difficult for them to use. Wisdom
840 determines a Samurai's ability to use the special combat
841 techniques available to him.
843 Samurai use the art of the blade called Kendo (or Bugei). Books
844 of Kendo are similar to spellbooks, but Samurai don't need to
845 carry them around; the books are needed only when they study new
846 combat techniques. Samurai need a weapon wielded to use the
847 techniques of Kendo, and most techniques will add powerful special
848 properties to their blows; such as flaming, poisoning, vampiric,
849 etc... Their maximum spellpoints don't depend on their level but
850 solely on wisdom, and they can use the class power 'Concentration'
851 to temporarily increase SP beyond its usual maximum value. They
852 have one more class power - 'Assume a Posture'. They can choose
853 different forms of posture in different situations.
859 A ForceTrainer is a master of the spiritual Force. They prefer
860 fighting with neither weapons nor armor. They are not as good
861 fighters as are Monks, but they can use both magic and the
862 spiritual Force. Wielding weapons or wearing heavy armor disturbs
863 use of the Force. Wisdom is a ForceTrainer's primary stat.
865 ForceTrainer use both spellbook magic and the special spiritual
866 power called the Force. They can select a realm from Life,
867 Nature, Craft, Death, and Crusade. To use The Force, you select
868 it just as if it were spellbook 'w'; which means you need to press
869 'm' and then 'w' to select the Force. The most important spell of
870 the Force is 'Improve Force'; each time a ForceTrainer activates
871 it, their Force power becomes more powerful, and their attack
872 power in bare-handed melee fighting is increased temporarily. The
873 strengthened Force can be released at one stroke when a
874 ForceTrainer activates some other Force spell, typically an attack
875 spell. They have a class power - 'Clear Mind' - which allows them
876 to rapidly regenerate their mana.
882 A Blue-Mage is a spell caster that must live by his wits, as he
883 cannot hope to simply hack his way through the dungeon like a
884 warrior. A major difference between the Mage and the Blue-Mage is
885 the method of learning spells: Blue-Mages may learn spells from
886 monsters. A Blue-Mage's prime statistic is Intelligence as this
887 determines his spell casting ability.
889 A Blue-Mage can learn and cast monster ranged attacks, spells, or
890 summons as their own spells; this technique is called Blue magic.
891 Unlike Imitators, Blue-Mages remember their spells permanently,
892 but they must get hit by a monster's spell while their class power
893 'Learning' is active to learn spells. Because of this
894 requirement, they do not learn spells, like healing, that affect
901 Cavalry ride on horses into battle. Although they cannot cast
902 spells, they are proud of their overwhelming offensive strength on
903 horseback. They are good at shooting. At high levels, they learn
904 to forcibly saddle and tame wild monsters. Since they take pride
905 in the body and the soul, they don't use magical devices well.
907 Like Warriors and Archers, the cavalry don't use magic. Since
908 they are very good at riding, they have a class power - 'Rodeo' -
909 which allows them to forcibly saddle and tame wild monsters.
915 A Berserker is a fearful fighter indeed, immune to fear and
916 paralysis. At high levels, Berserkers can reflect bolt spells
917 with their tough flesh. Furthermore, they can fight without
918 weapons, can remove cursed equipment by force, and can even use
919 their special combat techniques when surrounded by an anti-magic
920 barrier. Berserkers, however, cannot use any magical devices or
921 read any scrolls, and are hopeless at all non-combat skills.
922 Since Berserker Spectres are quite easy to *win* with, their
925 Berserkers use a unique system of techniques called 'Rage'. They
926 gain more techniques as they gain levels. They use no magic:
927 indeed, they cannot use any magic devices or activate any
928 artifacts, and cannot read scrolls. To offset these great
929 disadvantages, Berserkers are allowed to have an important class
936 A Weaponsmith can improve weapons and armor for him or herself.
937 They are good at fighting, and they have potential ability to
938 become even better than Warriors using improved equipment. They
939 cannot cast spells, and are poor at skills such as stealth or
942 A Weaponsmith extract the essences of special effects from weapons
943 or armor which have various special abilities, and can add these
944 essences to another weapon or armor. Normally, each item can
945 be improved only once, but they can remove a previously added
946 essence from improved equipment to improve it with another
947 essence. To-hit, to-damage bonus, and AC can be improved freely
948 up to a maximum value depending on level. Weaponsmiths have a
949 class power - 'Judgment' - which allows them to identify (later
950 *identify*) weapons and armor.
953 ***** <Mirror-Master>
954 --- Mirror-Master ---
956 Mirror-Masters are spell casters; like other mages, they must live
957 by their wits. They can create magical mirrors, and employ them
958 in the casting of Mirror-Magic spells. Intelligence determines a
959 Mirror-Master's spell casting ability.
961 Mirror-Masters gain more spells and each spell becomes more
962 powerful as they gain levels. They can use their spells even when
963 blinded. For Mirror-Masters, the arrangement of mirrors is very
964 important: Some attack spells reflect from mirrors, and some other
965 spells are effective only against monsters standing on a mirror.
966 A Mirror-Master standing on a mirror has greater ability and, for
967 example, can perform quick teleports. The maximum number of
968 magical Mirrors which can be controlled simultaneously depends on
969 the level, and breaking unnecessary mirrors is important work for
970 them. They have two class powers - 'Break Mirrors', which breaks
971 all mirrors in current dungeon level and 'Mirror Concentration',
972 which allows them to rapidly regenerate their mana on a mirror.
978 A Ninja is a fearful assassin lurking in darkness. He or she can
979 navigate effectively with no light source, catch enemies unawares,
980 and kill with a single blow. Ninjas can use Ninjutsu, and are
981 good at locating hidden traps and doors, disarming traps and
982 picking locks. Since heavy armor, heavy weapons, or shields will
983 restrict their motion greatly, they prefer light clothes, and
984 become faster and more stealthy as they gain levels. A Ninja
985 knows no fear and, at high level, becomes almost immune to poison
986 and able to see invisible things. Dexterity determines a Ninja's
987 ability to use Ninjutsu.
989 A Ninja can use Ninjutsu for lurking and surprise attacks. They
990 gain more Ninjutsu techniques as they gain levels. They have a
991 class power - 'Quick Walk' - which makes their walking speed
997 Snipers are specialists in marksmanship, but not like archers who
998 fire off arrow after arrow in swift succession. They don't just
999 increase accuracy and power of shots by concentration, they can use
1000 fearsome archery techniques.
1002 What they require is powerful bows or crossbows, good quality
1003 ammunition and the fortitude to bear up without flinching under
1006 Snipers know their enemies well and can shoot them from the shadows.
1007 They have no time for magic.
1011 ***** <ThePersonalities>
1012 === The Personality ===
1015 There are twelve different personality that you can choose from in
1016 Hengband. Each personality has various strengths and weaknesses and
1017 its own adjustments to a character's stats and abilities.
1023 "Ordinary" is a personality with no special skills or talents,
1024 with unmodified stats and skills.
1030 "Mighty" raises your physical stats and skills, but reduces stats
1031 and skills which influence magic. It makes your stats suitable
1032 for a warrior. Also it directly influences your hit-points and
1039 "Shrewd" reduces your physical stats, and raises your intelligence
1040 and magical skills. It makes your stats suitable for a mage.
1041 Also it directly influences your hit-points and spell fail rate.
1047 "Pious" deepens your faith in your God. It makes your physical
1048 ability average, and your stats suitable for priest.
1054 "Nimble" renders you highly skilled comparatively well, but
1055 reduces your physical ability.
1061 "Fearless" raises both your melee and magical ability. Stats such
1062 as magic defense and constitution are reduced. Also it has a
1063 direct bad influence on your hit-points.
1069 "Combat" gives you comparatively high melee and shooting
1070 abilities, and average constitution. Other skills such as
1071 stealth, magic defense, and magical devices are weakened. All
1072 "Combat" people have great respect for the legendary "Combat
1073 Echizen". (See "Death Crimson" / Ecole Software Corp.)
1079 A "Lazy" person has no good stats and can do no action well. Also
1080 it has a direct bad influence on your spell fail rate.
1086 "Sexy" rises all of your abilities, but your haughty attitude will
1087 aggravate all monsters. Only females can choose this personality.
1093 A "Lucky" man has poor stats, equivalent to a "Lazy" person.
1094 Mysteriously, however, he can do all things well. Only males can
1095 choose this personality.
1101 A "Patient" person does things carefully. Patient people have
1102 high constitution, and high resilience, but poor abilities in most
1103 other skills. Also it directly influences your hit-points.
1109 "munchkin" is a personality for beginners. It raises all your
1110 stats and skills. With this personality, you can win the game
1111 easily, but gain little honor in doing so.
1115 ***** <StatBonusTable>
1116 === Stat Bonus Tables ===
1118 Each of the races, classes, and personalities has certain
1119 modifications to their starting statistics an experience penalty. The
1120 experience penalty is designed to 'balance' the races with better
1121 starting statistics and abilities by requiring them to earn more
1122 experience before advancing a level.
1125 --- Table 1 - Race Statistic Bonus Table ---
1127 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1128 Human +0 +0 +0 +0 +0 +0 10 +0%
1129 Half-Elf -1 +1 +1 +1 -1 +1 9 +10%
1130 Elf -1 +2 +0 +1 -2 +2 8 +20%
1131 Hobbit -2 +1 +1 +3 +2 +1 7 +10%
1132 Gnome -1 +2 +0 +2 +1 -1 8 +20%
1133 Dwarf +2 -2 +2 -2 +2 -1 11 +25%
1134 Half-Orc +2 -1 +0 +0 +1 -2 10 +10%
1135 Half-Troll +4 -4 -1 -3 +3 -3 12 +25%
1136 Amberite +1 +2 +2 +2 +3 +2 10 +125%
1137 High-Elf +1 +3 -1 +3 +1 +3 10 +100%
1138 Barbarian +3 -2 -1 +1 +2 +0 11 +20%
1139 Half-Ogre +3 -2 +0 -1 +3 -2 12 +45%
1140 Half-Giant +4 -2 -2 -2 +3 -2 13 +60%
1141 Half-Titan +5 +1 +2 -2 +3 +1 14 +155%
1142 Cyclops +4 -3 -2 -3 +4 -3 13 +50%
1143 Yeek -2 +1 +1 +1 -2 -4 7 +0%
1144 Klackon +2 -1 -1 +1 +2 -1 12 +90%
1145 Kobold +1 -1 +0 +1 +0 -2 9 +25%
1146 Nibelung +1 -1 +2 +0 +2 -2 11 +70%
1147 Dark-Elf -1 +3 +2 +2 -2 +1 9 +50%
1148 Draconian +2 +1 +1 +1 +2 -1 11 +120%
1149 Mindflayer -3 +4 +4 +0 -2 -3 9 +40%
1150 Imp +0 -1 -1 +1 +2 -1 10 +15%
1151 Golem +4 -5 -5 -2 +4 -2 12 +100%
1152 Skeleton +0 +1 -2 +0 +1 -2 10 +45%
1153 Zombie +2 -6 -6 +1 +4 -3 13 +50%
1154 Vampire +3 +3 -1 -1 +1 +2 11 +100%
1155 Spectre -5 +4 -1 +2 +0 -3 7 +110%
1156 Sprite -4 +3 +3 +3 -2 +2 7 +45%
1157 Beastman +2 -2 -1 -1 +2 -2 11 +40%
1158 Ent +2 +0 +2 -3 +2 +0 12 +40%
1159 Archon +2 +0 +4 +1 +2 +3 11 +135%
1160 Balrog +4 +2 -10 +2 +3 -5 12 +150%
1161 Dunadan +1 +2 +2 +2 +3 +2 10 +80%
1162 Shadow-Fairy -2 +2 +2 +1 -1 +0 7 +20%
1163 Kutar +0 -1 -1 +1 +2 +3 11 +40%
1164 Android +4 -5 -5 +0 +4 -2 13 +100%
1167 --- Table 2 - Class Statistic Bonus Table ---
1169 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1170 Warrior +4 -2 -2 +2 +2 -1 +9 +0%
1171 Mage -4 +3 +0 +1 -2 +1 +0 +30%
1172 Priest -1 -3 +3 -1 +0 +2 +2 +20%
1173 Rogue +2 +1 -2 +3 +1 -1 +6 +25%
1174 Ranger +2 +2 +0 +1 +1 +1 +4 +40%
1175 Paladin +3 -3 +1 +0 +2 +2 +6 +35%
1176 Warrior-Mage +2 +2 +0 +1 +0 +1 +4 +40%
1177 Chaos-Warrior +2 +1 -1 +0 +2 -2 +6 +25%
1178 Monk +2 -1 +1 +3 +2 +1 +6 +30%
1179 Mindcrafter -1 +0 +3 -1 -1 +2 +2 +25%
1180 High-Mage -4 +4 +0 +0 -2 +1 +0 +30%
1181 Tourist -1 -1 -1 -1 -1 -1 +0 -30%
1182 Imitator +0 +1 -1 +2 +0 +1 +5 +10%
1183 BeastMaster +1 -1 -1 +1 +0 +2 +3 +20%
1184 Sorcerer -5 +6 -2 +2 +0 -2 +4 +60%
1185 Archer +2 -1 -1 +2 +1 +0 +6 +10%
1186 Magic-Eater -1 +2 +1 +2 -2 +1 +3 +30%
1187 Bard -2 +1 +2 -1 -2 +4 +2 +40%
1188 Red-Mage +2 +2 -1 +1 +0 -1 +4 +40%
1189 Samurai +3 -2 +1 +2 +1 +0 +6 +30%
1190 ForceTrainer +0 -1 +3 +2 +1 +1 +2 +35%
1191 Blue-Mage -4 +4 -1 +1 -2 -1 +2 +30%
1192 Cavalry +2 -2 -2 +2 +2 +0 +5 +20%
1193 Berserker +8 -20 -20 +4 +4 -5 +11 +60%
1194 Weaponsmith +3 -1 -1 +1 +0 -1 +6 +30%
1195 Mirror-Master -2 +3 +1 -1 -2 +1 +2 +30%
1196 Ninja +0 -1 -1 +3 +2 -1 +2 +20%
1197 Sniper +2 -1 -1 +2 +1 +0 +2 +20%
1200 --- Table 3 - Personality Statistic Bonus Table ---
1202 STR INT WIS DEX CON CHR Hit Dice
1203 Ordinary +0 +0 +0 +0 +0 +0 +0
1204 Mighty +2 -2 -1 +0 +1 +0 +1
1205 Shrewd -2 +2 +0 +1 -1 -1 -1
1206 Pious +0 -1 +2 -1 +0 +1 +0
1207 Nimble -1 +1 -1 +2 -1 -1 +0
1208 Fearless +2 +1 +1 -1 -1 +0 -1
1209 Combat +1 -1 -2 +2 +0 +1 +0
1210 Lazy -2 -2 -2 -2 -2 -2 -1
1211 Sexy +1 +1 +1 +1 +1 +3 +0
1212 Lucky -2 -2 -2 -2 -2 +2 +0
1213 Patient -1 -1 +1 -2 +2 +0 +1
1214 Munchkin +10 +10 +10 +10 +10 +10 +15
1217 ***** <SkillBonusTable>
1218 === Ability Tables ===
1220 Each of the races, classes, and personalities has certain
1221 modifications to their starting abilities. Players may also receive an
1222 additional level-based bonus to certain skills which is based on their
1223 class. For example mages improve their magical device skill more
1224 rapidly than warriors. As noted above, some skills will not improve
1225 unless magically enhanced.
1227 --- Table 4 - Race Skill Bonus Table ---
1229 Dsrm Dvce Save Stlh Srch Prcp Melee Bows Infra
1230 Human +0 +0 +0 +0 +0 +10 +0 +0 None
1231 Half-Elf +2 +3 +2 +1 +6 +11 -1 +5 20 feet
1232 Elf +5 +6 +4 +2 +8 +12 -5 +15 30 feet
1233 Hobbit +15 +12 +10 +5 +12 +15 -10 +20 40 feet
1234 Gnome +10 +8 +7 +3 +6 +13 -8 +12 40 feet
1235 Dwarf +2 +7 +6 -1 +7 +10 +15 +0 50 feet
1236 Half-Orc -3 -3 -2 -1 +0 +7 +12 -5 30 feet
1237 Half-Troll -5 -8 -5 -2 -1 +5 +20 -10 30 feet
1238 Amberite +4 +5 +3 +2 +3 +13 +15 +10 None
1239 High-Elf +4 +13 +12 +4 +3 +14 +10 +25 40 feet
1240 Barbarian -2 -10 +2 -1 +1 +7 +12 +10 None
1241 Half-Ogre -3 -5 -3 -2 -1 +5 +20 +0 30 feet
1242 Half-Giant -6 -8 -3 -2 -1 +5 +25 +5 30 feet
1243 Half-Titan -5 +5 +1 -2 +1 +8 +25 +0 None
1244 Cyclops -4 -5 -3 -2 -2 +5 +20 +12 10 feet
1245 Yeek +2 +4 +6 +3 +5 +15 -5 -5 20 feet
1246 Klackon +10 +5 +3 +0 -1 +10 +5 +5 20 feet
1247 Kobold -2 -3 -1 -1 +1 +8 +10 -8 30 feet
1248 Nibelung +3 +5 +6 +1 +5 +10 +9 +0 50 feet
1249 Dark-Elf +5 +10 +12 +3 +8 +12 -5 +10 50 feet
1250 Draconian -2 +5 +2 +0 +1 +10 +5 +5 20 feet
1251 Mindflayer +10 +15 +9 +2 +5 +12 -10 -5 40 feet
1252 Imp -3 +2 -1 +1 -1 +10 +5 -5 30 feet
1253 Golem -5 -5 +6 -1 -1 +8 +20 +0 40 feet
1254 Skeleton -5 +0 +3 -1 -1 +8 +10 +0 20 feet
1255 Zombie -5 -5 +5 -1 -1 +5 +15 +0 20 feet
1256 Vampire +4 +8 +6 +4 +1 +8 +5 +0 50 feet
1257 Spectre +10 +15 +12 +5 +5 +14 -15 -5 50 feet
1258 Sprite +10 +8 +6 +4 +10 +10 -12 +0 40 feet
1259 Beastman -5 -2 -1 -1 -1 +5 +12 +5 None
1260 Ent -5 +2 +5 -1 +0 +9 +15 -5 None
1261 Archon +0 +12 +8 +2 +2 +11 +10 +10 30 feet
1262 Balrog -3 +12 +15 -2 +1 +8 +20 +0 50 feet
1263 Dunadan +4 +5 +3 +2 +3 +13 +15 +10 None
1264 Shadow-Fairy +7 +8 +0 +6 +12 +15 -10 -5 40 feet
1265 Kutar -2 +5 +5 +5 -2 +6 +0 -5 None
1266 Android +0 -5 +0 -2 +3 +14 +20 +10 None
1269 --- Table 5 - Class Skill Bonus Table ---
1271 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1272 Warrior 25+12 18+7 31+10 1 14 2 70+30 55+30
1273 Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1274 Priest 25+7 35+11 40+12 2 16 8 48+13 35+11
1275 Rogue 45+15 37+12 36+10 5 32 24 60+21 66+18
1276 Ranger 30+8 37+11 36+10 3 24 16 56+18 72+28
1277 Paladin 20+7 24+10 34+11 1 12 2 68+21 40+18
1278 Warrior-Mage 30+7 35+10 36+10 2 18 16 50+15 25+11
1279 Chaos-Warrior 20+7 25+11 34+10 1 14 12 65+20 40+17
1280 Monk 45+15 34+11 36+10 5 32 24 64+18 60+18
1281 Mindcrafter 30+10 33+11 38+10 3 22 16 50+14 40+18
1282 High-Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1283 Tourist 15+5 18+7 28+9 1 12 2 40+11 20+11
1284 Imitator 25+7 30+10 36+10 2 18 16 60+18 50+20
1285 BeastMaster 20+7 25+10 32+10 2 18 16 52+14 63+25
1286 Sorcerer 30+7 48+18 75+13 2 12 22 0+0 0+0
1287 Archer 38+12 24+10 35+10 4 24 16 56+18 82+36
1288 Magic-Eater 25+7 42+16 36+10 2 20 16 48+13 35+11
1289 Bard 20+8 33+13 34+11 -5 16 20 34+10 20+8
1290 Red-Mage 20+7 34+11 34+11 1 16 10 56+18 25+11
1291 Samurai 25+12 18+7 32+10 2 16 6 70+23 40+18
1292 ForceTrainer 30+10 34+11 38+11 4 32 24 50+14 40+15
1293 Blue-Mage 30+7 40+16 36+11 3 20 16 40+6 25+7
1294 Cavalry 20+10 18+7 32+10 1 16 10 60+22 66+26
1295 Berserker -inf -inf -inf -inf -inf -inf 120+50 -inf
1296 Weaponsmith 30+10 28+10 28+10 1 20 10 60+21 45+15
1297 Mirror-Master 30+10 33+11 40+12 3 14 16 34+6 30+10
1298 Ninja 45+15 24+10 36+10 8 48 32 70+25 66+18
1299 Sniper 25+12 24+10 28+10 5 32 18 35+12 72+28
1301 For character classes, there are two figures: the first figure is the
1302 base level of the ability, while the second figure is the bonus that
1303 the character gains to this skill every ten levels. So, to find out
1304 the total skill value of any character's skills, add the "race" value
1305 to the "class" value, and then the bonus once for every ten levels
1306 that the character has.
1309 --- Table 6 - Personality Skill Bonus Table ---
1311 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1312 Ordinary +0 +0 +0 +0 +0 +0 +0 +0
1313 Mighty -5 -5 -3 -1 -2 -2 +10 +0
1314 Shrewd +3 +8 +2 +0 -2 +5 -8 -5
1315 Pious -5 +2 +4 -1 +3 -2 -3 -6
1316 Nimble +7 +2 -1 +1 +5 +5 +0 +10
1317 Fearless -5 +5 -2 +0 +2 -2 +10 +10
1318 Combat -2 -3 -3 +0 -1 +2 +5 +5
1319 Lazy -5 -5 -3 -1 -4 -2 -8 -8
1320 Sexy +10 +5 +3 +0 +4 +2 +10 +10
1321 Lucky +10 +7 +3 +2 +10 +8 +15 +15
1322 Patient -5 -3 +3 +1 +0 -3 -6 -6
1323 Munchkin +20 +40 +30 +10 +40 +40 +80 +80
1325 For character personalities, each figure has two meanings; base level
1326 of the ability and the bonus that the character gains to this skill at
1331 Updated : Hengband 1.7.2