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. Golems also gain a natural armor class bonus
278 from their tough body.
284 There are two types of skeletons: the ordinary, warrior-like
285 skeletons, and the spell-using skeletons, which are also called
286 liches. As undead beings, skeletons need to worry very little
287 about poison or attacks that can drain life. They do not really
288 use eyes for perceiving things, and are thus not fooled by
289 invisibility. Their bones are resistant to sharp shrapnel, and
290 they will quickly become resistant to cold. Although the magical
291 effects of these will affect the skeleton even without entering
292 the skeleton's (non-existent) belly, the potion or food itself
293 will fall through the skeleton's jaws, giving no nutritional
300 Much like Skeletons, Zombies too are undead horrors: they are
301 resistant to life-draining attacks, and can learn to restore their
302 life-force. Like skeletons, they become resistant to cold-based
303 attacks (actually earlier than skeletons), resist poison and can
304 see invisible. While still vulnerable to cuts (unlike skeletons),
305 Zombies are resistant to Nether. Like Golems, they gain very
306 little nutrition from the food of mortals.
312 One of the mightier undead creatures, the Vampire is an
313 awe-inspiring sight. Yet this dread creature has a serious
314 weakness: the bright rays of sun are its bane, and it will need to
315 flee the surface to the deep recesses of earth until the sun
316 finally sets. Darkness, on the other hand, only makes the Vampire
317 stronger. As undead, the Vampire has a firm hold on its life
318 force, and resists nether attacks. The Vampire also resists cold
319 and poison based attacks. It is, however, susceptible to its
320 perpetual hunger for fresh blood, which can only be satiated by
321 sucking the blood from a nearby monster.
327 Another powerful undead creature: the Spectre is a ghastly
328 apparition, surrounded by an unearthly green glow. They exist
329 only partially on our plane of existence: half-corporeal, they can
330 pass through walls, although the density of the wall will hurt
331 them in the process of doing this. As undead, they have a firm
332 hold on their life force, see invisible, and resist poison and
333 cold. They also resist nether. At higher levels they develop
334 telepathic abilities. Spectres make superb spellcasters, but
335 their physical form is very weak.
341 One of the several fairy races, Sprites are very small. They have
342 tiny wings and can fly over traps that may open up beneath them.
343 They enjoy sunlight intensely, and need worry little about light
344 based attacks. Although physically among the weakest races,
345 Sprites are very talented in magic, and can become highly skilled
346 wizards. Sprites have the special power of spraying Sleeping
347 Dust, and at higher levels they learn to fly faster.
353 "This race is a blasphemous abomination produced by Chaos. It is
354 not an independent race but rather a humanoid creature, most often
355 a human, twisted by the Chaos, or a nightmarish crossbreed of a
356 human and a beast. All Beastmen are accustomed to Chaos so much
357 that they are untroubled by confusion and sound, although raw
358 logrus can still have effects on them. Beastmen revel in chaos,
359 as it twists them more and more. Beastmen are subject to
360 mutations: when they have been created, they receive a random
361 mutation. After that, every time they advance a level they have a
362 small chance of gaining yet another mutation.
368 The Ents are a powerful race dating from the beginning of the
369 world, oldest of all animals or plants who inhabit Arda. Spirits
370 of the land, they were summoned to guard the forests of
371 Middle-earth. Being much like trees they are very clumsy but
372 strong, and very susceptible to fire.
378 Archons are a higher class of angels. They are good at all
379 skills, and are strong, wise, and are a favorite with any people.
380 They are able to see the unseen, and their wings allow them to
381 safely fly over traps and other dangerous places. However,
382 belonging to a higher plane as they do, the experiences of this
383 world do not leave a strong impression on them and they gain
390 Balrogs are a higher class of demons. They are strong,
391 intelligent and tough. They do not believe in gods, and are not
392 suitable for priest at all. Balrog are resistant to fire and
393 nether, and have a firm hold on their life force. They also
394 eventually learn to see invisible things. They are good at almost
395 all skills except stealth.
401 Dunedain are a race of hardy men from the West. This elder race
402 surpasses human abilities in every field, especially constitution.
403 However, being men of the world, very little is new to them, and
404 levels are very hard for them to gain. Their constitution cannot
411 Shadow Fairies are one of the several fairy races. They have
412 wings, and can fly over traps that may open up beneath them.
413 Shadow Fairies must beware of sunlight, as they are vulnerable to
414 bright light. They are physically weak, but have advantages in
415 using magic and are amazingly stealthy. Shadow Fairies have a
416 wonderful advantage in that they never aggravate monsters (If
417 their equipment normally aggravates monsters, they only suffer a
418 penalty to stealth, but if they aggravate by their personality
419 itself, the advantage will be lost).
425 A Kutar is an expressionless animal-like living creature. The
426 word 'kuta' means 'absentmindedly' or 'vacantly'. Their
427 absentmindedness hurts their searching and perception skills, but
428 renders them incapable of being confused. Their unearthly
429 calmness and serenity make them among the most stealthy of any
430 race. Kutars, although expressionless, are beautiful and so have
431 a high charisma. Members of this race can learn to expand their
432 body horizontally. This increases armour class, but renders them
433 vulnerable to magical attacks.
439 An android is a artificial creation with a body of machinery.
440 They are poor at spell casting, but they make excellent warriors.
441 They don't acquire experience like other races, but rather gain in
442 power as they attach new equipment to their frame. Rings,
443 amulets, and lights do not influence growth. Androids are
444 resistant to poison, can move freely, and are immune to
445 life-draining attacks. Moreover, because of their hard metallic
446 bodies, they get a bonus to AC. Androids have electronic circuits
447 throughout their body and must beware of electric shocks.
453 There are twenty seven different classes that you can choose from in
454 Hengband. Each class has various strengths and weaknesses and its own
455 adjustments to a character's stats and abilities. Many classes also
456 have intrinsic abilities and powers. These are often linked to the
457 character's experience level and only become available later in the
458 game. Their class powers can be used by the racial/class power
465 A Warrior is a hack-and-slash character, who solves most of his
466 problems by cutting them to pieces, but will occasionally fall
467 back on the help of a magical device. Unfortunately, many
468 high-level devices may be forever beyond their use.
470 Warriors cast no spells. They hate magic. In fact, they even
471 gain experience for destroying high level spellbooks. They have a
472 class power - 'Sword Dancing' - which allows them to conduct a
473 melee attack in six random directions.
479 A Mage is a spell caster that must live by his wits as he cannot
480 hope to simply hack his way through the dungeon like a warrior.
481 In addition to his spellbooks, a Mage should carry a range of
482 magical devices to help him in his endeavors which he can master
483 far more easily than anyone else. A Mage's prime statistic is
484 Intelligence as this determines his spell casting ability.
486 Mages have the least restrictions in choosing and learning spells.
487 They can freely choose any two realms when a character is created.
488 Their natural inclination makes Life magic fairly hard to learn.
489 Otherwise, a mage tends to learn and cast all the spells in his or
490 her realms better than any other character. The ability to choose
491 second realm of magic has a special meaning in Hengband; only
492 second realm can be changed in the middle of the game. You can
493 change second realm by studying ("G") from a spellbook of new
494 realm. They have a class power - 'Eat Magic' - which absorbs mana
495 from wands, staves or rods.
501 A Priest is a character devoted to serving a higher power. They
502 explore the dungeon in the service of their God. Since Priests
503 receive new prayers as gifts from their patron deity, they cannot
504 choose which ones they will learn. Priests are familiar with
505 magical devices which they believe act as foci for divine
506 intervention in the natural order of things. A priest wielding an
507 edged weapon will be so uncomfortable with it that his fighting
508 ability. A Priest's primary stat is Wisdom since this determine
509 his success at praying to his deity.
511 Priest can select from Life, Death, Daemon, or Crusade as a first
512 realm, and choose second realm almost freely. But pairs of a good
513 magic and an evil magic from these four realms are not allowed.
514 Priests can learn all spells in the selected realms, even if not
515 as efficiently as mages. However, when learning spells, priests
516 cannot voluntarily decide which spells to study: they are rewarded
517 with new prayers by their patron deities, with no money-back
518 satisfaction guarantee. Priests which select Life realm or
519 Crusade realm have a class power - 'Bless Weapon' - which blesses
520 any edged weapon to be suitable for priests to wield. Every
521 priest which select Death realm or Daemon realm have a class power
522 - 'Evocation' - which damages, scares and banish all monsters in
529 A Rogue is a character that prefers to live by his cunning, but is
530 capable of fighting his way out of a tight spot. Rogues are good
531 at locating hidden traps and doors and are the masters of
532 disarming traps and picking locks. A rogue has a high stealth
533 allowing him to sneak around many creatures without having to
534 fight, or to get in a telling first blow. A rogue may also
535 backstab a fleeing monster. Intelligence determines a Rogue's
536 spell casting ability.
538 Rogues can select one realm from Sorcery, Death, Trump, Arcane, or
539 Craft. All Rogues have certain limitations on which spells they
540 can learn, and they do not learn new spells very quickly. They
541 have a class power - 'Hit and Away' - which allows them to attack
542 in melee and teleport away from there at once.
548 A Ranger is a combination of a warrior and a mage who has
549 developed a special affinity for the natural world around him. He
550 is a good fighter and also good about a missile weapon such as a
551 bow. A ranger has a good stealth, good perception, good
552 searching, a good saving throw and is good with magical devices.
553 Intelligence determines a Ranger's spell casting ability.
555 All rangers are trained in Nature magic, and all Nature spells are
556 available to them. They even learn these spells almost as fast as
557 mages. They can also select a secondary realm (from Sorcery,
558 Chaos, Death, Trump, Arcane, and Daemon), but they are slow
559 learners here, and may find themselves unable to learn some of the
560 highest level spells. They have a class power - 'Probe Monster' -
561 which allows them to know a monster's HP, speed, and experience
568 A Paladin is a combination of a warrior and a priest. Paladins
569 are very good fighters, but not very good at missile weapons. A
570 paladin lacks much in the way of abilities. He is poor at
571 stealth, perception, searching, and magical devices but has a
572 decent saving throw due to his divine alliance. Wisdom determines
573 a Paladin's success at praying to his deity.
575 Paladins can select a realm from Crusade and Death. Like priests,
576 they cannot select which prayers to learn, but are rewarded with
577 new prayers by their deities. They can learn all spells, but not
578 as fast as priests. They detest paganism so strongly that they
579 will even gain experience for destroying high-level pagan spell-
580 books: 'pagan' means Life or Crusade spellbooks for a Death
581 Paladin and all spellbooks other than Life and Crusade for a
582 Crusade Paladin. Depending on their realm, they have a class
583 power - 'Holy Lance' or 'Hell Lance'.
589 A Warrior-Mage is precisely what the name suggests: a cross
590 between the warrior and mage classes. While their brothers, the
591 rangers, specialize in Nature magic and survival skills, true
592 Warrior-Mages attempt to reach the best of both worlds. As
593 warriors they are much superior to the usual Mage class.
594 Intelligence determines a Warrior-Mage's spell casting ability.
596 Warrior-mages begin the game with Arcane magic, and they can
597 freely select another realm of magic. Although they do not gain
598 new spells as fast as regular mages, they will eventually learn
599 every spell in both realms, thus making them a very competitive
600 choice for players who appreciate Arcane magic. They have two
601 class powers - 'Convert HP to SP' and 'Convert SP to HP' - which
602 allow them to heal HP using mana or gain mana using HP.
605 ***** <Chaos-Warrior>
606 --- Chaos-Warrior ---
608 Chaos Warriors are the feared servants of the terrible Demon Lords
609 of Chaos. Every Chaos Warrior has a Patron Demon and, when
610 gaining a level, may receive a reward from his Patron. He might
611 be healed or polymorphed, his stats could be increased, or he
612 might be rewarded with an awesome weapon. On the other hand, the
613 Patrons might surround him with monsters, drain his stats or wreck
614 his equipment or they might simply ignore him. The Demon Lords of
615 Chaos are chaotic and unpredictable indeed. The exact type of
616 reward depends on both the Patron Demon (different Demons give
617 different rewards) and chance.
619 Chaos Warriors can select a realm from Chaos and Daemon. They are
620 not interested in any other form of magic. They can learn every
621 spell. They have a class power - 'Confusing Light' - which stuns,
622 confuses, and scares all monsters in sight.
628 The Monk character class is very different from all other classes.
629 Their training in martial arts makes them much more powerful with
630 no armor or weapons. To gain the resistances necessary for
631 survival a monk may need to wear some kind of armor, but if the
632 armor he wears is too heavy, it will severely disturb his martial
633 arts maneuvers. As the monk advances levels, new, powerful forms
634 of attack become available. Their defensive capabilities increase
635 likewise, but if armour is being worn, this effect decreases.
636 Wisdom determines a Monk's spell casting ability.
638 The different sects of monks are devoted to different areas of
639 magic. They select a realm from Life, Nature, Craft, and Death.
640 They will eventually learn all prayers in the discipline of their
641 choice. They have two class powers - 'Assume a Posture' and
642 'Double Attack'. They can choose different forms of postures in
643 different situations, and use powerful combinations of attacks for
650 The Mindcrafter is a unique class that uses the powers of the mind
651 instead of magic. These powers are unique to Mindcrafters, and
652 vary from simple extrasensory powers to mental domination of
653 others. Since these powers are developed by the practice of
654 certain disciplines, a Mindcrafter requires no spellbooks to use
655 them. The available powers are simply determined by the
656 character's level. Wisdom determines a Mindcrafter's ability to
659 Mindcrafters gain new mindcrafting powers and their existing ones
660 become stronger as they gain levels. They can use their power
661 even when blinded. They have a class power - 'Clear Mind' - which
662 allows them to rapidly regenerate their mana.
668 High-mages are mages who specialize in one particular field of
669 magic and learn it very well - much better than the ordinary mage.
670 A high mage's prime statistic is intelligence as this determines
671 his spell casting ability.
673 For the price of giving up a second realm of magic, High-mages
674 gain substantial benefits in the mana costs, minimum levels, and
675 failure rates of the spells in their speciality realm. They have
676 a class power - 'Eat Magic' - which absorbs mana from wands,
683 Tourists have visited this world for the purpose of sightseeing.
684 Their fighting skills is bad, and they cannot cast powerful
685 spells. They are the most difficult class to win the game with.
686 Intelligence determines a tourist's spell casting ability.
688 Tourists are always seeing more of the world to add to their stock
689 of information; no other class can compete with their
690 identification skills. They have two class powers - 'Take a
691 Photograph' and 'Identify True'. Their magic is based on Arcane,
692 and - aside from identify - is very weak indeed.
698 Imitators have enough fighting skills to survive, but rely on
699 their unique technique - 'Imitation' - which imitates monster
700 spells/techniques include whose damage/duration value. Dexterity
701 determines general imitation ability, but a stat related to the
702 specific action is often also taken into account.
704 To use imitation, Imitators must see monster's spell at first.
705 When monsters in view use spells, they are added to a temporary
706 spell list which the imitator can choose among. Spells should be
707 imitated quickly, because timing and situation are everything. An
708 imitator can only repeat a spell once each time he observes it.
709 They only have a small long-term memory for spells, which ranges
710 from one to three, depending on their level. When they memorize
711 more spells than this, they will forget the oldest spell in the
712 list. They have a class power - 'Double Revenge' - which allows
713 them to imitate spells at double damage or duration.
719 Beastmasters are in tune with the minds of the creatures of the
720 world of Hengband. They are very good at riding, and have enough
721 fighting ability. They use monsters which summoned or dominated
722 by him as his hands and feet. Beastmasters can cast trump magic,
723 and very good at summoning spell, but they can not summon
724 non-living creatures. Charisma determines a Beastmaster's spell
727 Beastmasters use Trump magic to make good use of their monster
728 domination and riding abilities. They are very good at summoning
729 living creatures, and they learn summoning spells quicker than
730 Mages. However, they cannot summon non-living creatures. They
731 have two class powers - 'Dominate a Living Thing' and 'Dominate
738 Sorcerers are the all-around best magicians, being able to cast
739 any spell from most magic realms without having to learn it. On
740 the downside, they are the worst fighters in the dungeon, being
741 unable to use any weapon but a Wizardstaff.
743 Sorcerers can cast any spell from any spellbooks of all nine magic
744 realms with 'Master' proficiency level without having to learn it.
745 They have a class power - 'Eat Magic' - which absorbs mana from
746 wands, staves or rods.
752 Archers are to bows what warriors are to melee. They are the best
753 class around with any bow, crossbow, or sling. They need a lot of
754 ammunition, but will learn how to make it from junk found in the
755 dungeon. An archer is better than a warrior at stealth,
756 perception, searching and magical devices.
758 Archers have a class power - 'Create Ammo' - which creates stones
759 or shots from pile of rubble, and arrows and crossbow bolts from
766 Magic-Eaters can absorb magic devices, and use these magics as
767 their spells. They are middling-poor at fighting. A
768 Magic-Eater's prime statistic is intelligence.
770 Magic-Eaters can absorb the energy of wands, staffs, and rods, and
771 can then use these magics as if they were carrying all of these
772 absorbed devices. Mana and changes of absorbed devices are
773 regenerated naturally by a Magic-Eater's power, and speed of
774 regeneration is influenced by their intelligence. They have a
775 class power - 'Absorb Magic' - which is used to absorb magic
782 Bards are something like traditional musicians. Their magical
783 attacks are sound-based, and last as long as the Bard has mana.
784 Although a bard cannot sing two or more songs at the same time, he
785 or she does have the advantage that many songs affect all areas in
786 sight. A bard's prime statistic is charisma.
788 The songs are found in four songbooks, of which two are sold in
789 town. There is a special feature of music; many songs continue to
790 be sung until either the Bard chooses to stop, or he runs out of
791 the energy required to sing that type of song. Bards have a class
792 power - 'Stop Singing'.
798 Red Mages are similar to Warrior-Mage; they are decent fighters
799 and spellcasters. Red-Mages can use almost all spells from lower
800 rank spellbooks of all realms, but they cannot cast spells from
801 higher rank spellbooks, and they are extremely slow learners in
802 them. They are not bad at using magical devices and magic
803 resistance, but are bad at other skills. A red-mage's prime
804 statistic is intelligence.
806 Red-Mages can use almost all spells from lower rank spellbooks of
807 all realms: first and second spellbooks of all realms and third
808 and fourth Arcane spellbooks, without having to learn it, but they
809 cannot cast spells from higher rank spellbooks; third and fourth
810 spellbooks for all realms other than Arcane. Since they use all
811 realms at once, they have large penalties in the mana costs,
812 minimum levels, and failure rates of spells. They have a class
813 power - 'Double Magic' - which allows them to cast two spells at
820 Samurai, masters of the art of the blade, are the next strongest
821 fighters after Warriors, and can use various special combat
822 techniques. Samurai are not good at most other skills, and many
823 magical devices may be too difficult for them to use. Wisdom
824 determines a Samurai's ability to use the special combat
825 techniques available to him.
827 Samurai use the art of the blade called Kendo (or Bugei). Books
828 of Kendo are similar to spellbooks, but Samurai don't need to
829 carry them around; the books are needed only when they study new
830 combat techniques. Samurai need a weapon wielded to use the
831 techniques of Kendo, and most techniques will add powerful special
832 properties to their blows; such as flaming, poisoning, vampiric,
833 etc... Their maximum spellpoints don't depend on their level but
834 solely on wisdom, and they can use the class power 'Concentration'
835 to temporarily increase SP beyond its usual maximum value. They
836 have one more class power - 'Assume a Posture'. They can choose
837 different forms of posture in different situations.
843 A ForceTrainer is a master of the spiritual Force. They prefer
844 fighting with neither weapon nor armor. They are not as good
845 fighters as are Monks, but they can use both magic and the
846 spiritual Force. Wielding weapons or wearing heavy armor disturbs
847 use of the Force. Wisdom is a ForceTrainer's primary stat.
849 ForceTrainer use both spellbook magic and the special spiritual
850 power called the Force. They can select a realm from Life,
851 Nature, Craft, Death, and Crusade. To use The Force, you select
852 it just as if it were spellbook 'w'; which means you need to press
853 'm' and then 'w' to select the Force. The most important spell of
854 the Force is 'Improve Force'; each time a ForceTrainer activates
855 it, their Force power becomes more powerful, and their attack
856 power in bare-handed melee fighting is increased temporarily. The
857 strengthened Force can be released at one stroke when a
858 ForceTrainer activates some other Force spell, typically an attack
859 spell. They have a class power - 'Clear Mind' - which allows them
860 to rapidly regenerate their mana.
866 A Blue-Mage is a spell caster that must live by his wits, as he
867 cannot hope to simply hack his way through the dungeon like a
868 warrior. A major difference between the Mage and the Blue-Mage is
869 the method of learning spells: Blue-Mages may learn spells from
870 monsters. A Blue-Mage's prime statistic is Intelligence as this
871 determines his spell casting ability.
873 A Blue-Mage can learn and cast monster spells/techniques as their
874 own spell; this technique is called Blue magic. Unlike Imitators,
875 Blue-Mages remember their spells permanently, but they must learn
876 spells from monsters by activating their class power 'Learning',
877 and they can learn only attack and summoning spells.
883 Cavalry ride on horses into battle. Although they cannot cast
884 spells, they are proud of their overwhelming offensive strength on
885 horseback. They are good at shooting. At high levels, they learn
886 to forcibly saddle and tame wild monsters. Since they take pride
887 in the body and the soul, they don't use magical devices well.
889 Like Warriors and Archers, the cavalry don't use magic. Since
890 they are very good at riding, they have a class power - 'Rodeo' -
891 which allows them to forcibly saddle and tame wild monsters.
897 A Berserker is a fearful fighter indeed, immune to fear and
898 paralysis. At high levels, Berserkers can reflect bolt spells
899 with their tough flesh. Furthermore, they can fight without
900 weapons, can remove cursed equipment by force, and can even use
901 their special combat techniques when surrounded by an anti-magic
902 barrier. Berserkers, however, cannot use any magical devices or
903 read any scrolls, and are hopeless at all non-combat skills.
904 Since Berserker Amberite or Spectres are quite easy to *win* with,
905 their scores are lowered.
907 Berserkers use a unique system of techniques called 'Rage'. They
908 gain more techniques as they gain levels. They use no magic:
909 indeed, they cannot use any magic devices or activate any
910 artifacts, and cannot read scrolls. To offset these great
911 disadvantages, Berserkers are allowed to have two important class
912 powers - 'Satisfy Hunger' and 'Recall'.
918 A Weaponsmith can improve weapons and armors for him or herself.
919 They are good at fighting, and they have potential ability to
920 become even better than Warriors using improved equipments. They
921 cannot cast spells, and are poor at skills such as stealth or
924 A Weaponsmith extract the essences of special effects from weapons
925 or armors which have various special abilities, and can add these
926 essences to another weapon or armor. Normally, each equipment can
927 be improved only once, but they can remove a previously added
928 essence from improved equipment to improve it with another
929 essence. To-hit, to-damage bonus, and AC can be improved freely
930 up to a maximum value depending on level. Weaponsmiths have a
931 class power - 'Judgment' - which allows them to identify (later
932 *identify*) weapons and armor.
935 ***** <Mirror-Master>
936 --- Mirror-Master ---
938 Mirror-Masters are spell casters; like other mages, they must live
939 by their wits. They can create magical mirrors, and employ them
940 in the casting of Mirror-Magic spells. Intelligence determines a
941 Mirror-Master's spell casting ability.
943 Mirror-Masters gain more spells and each spell becomes more
944 powerful as they gain levels. They can use their spells even when
945 blinded. For Mirror-Masters, the arrangement of mirrors is very
946 important: Some attack spells reflect from mirrors, and some other
947 spells are effective only against monsters standing on a mirror.
948 A Mirror-Master standing on a mirror has greater ability and, for
949 example, can perform quick teleports. The maximum number of
950 magical Mirrors which can be controlled simultaneously depends on
951 the level, and breaking unnecessary mirrors is important work for
952 them. They have two class powers - 'Break Mirrors', which breaks
953 all mirrors in current dungeon level and 'Mirror Concentration',
954 which allows them to rapidly regenerate their mana on a mirror.
960 A Ninja is a fearful assassin lurking in darkness. He or she can
961 navigate effectively with no light source, catch enemies unawares,
962 and kill with a single blow. Ninjas can use Ninjutsu, and are
963 good at locating hidden traps and doors, disarming traps and
964 picking locks. Since heavy armors, heavy weapons, or shields will
965 restrict their motion greatly, they prefer light clothes, and
966 become faster and more stealthy as they gain levels. A Ninja
967 knows no fear and, at high level, becomes almost immune to poison
968 and able to see invisible things. Dexterity determines a Ninja's
969 ability to use Ninjutsu.
971 A Ninja can use Ninjutsu for lurking and surprise attacks. They
972 gain more Ninjutsu techniques as they gain levels. They have a
973 class power - 'Quick Walk' - which makes their walking speed
978 ***** <ThePersonalities>
979 === The Personality ===
982 There are twelve different personality that you can choose from in
983 Hengband. Each personality has various strengths and weaknesses and
984 its own adjustments to a character's stats and abilities.
990 "Ordinary" is a personality with no special skills or talents,
991 with unmodified stats and skills.
997 "Mighty" raises your physical stats and skills, but reduces stats
998 and skills which influence magic. It makes your stats suitable
999 for a warrior. Also it directly influences your hit-points and
1006 "Shrewd" reduces your physical stats, and raises your intelligence
1007 and magical skills. It makes your stats suitable for a mage.
1008 Also it directly influences your hit-points and spell fail rate.
1014 "Pious" deepens your faith in your God. It makes your physical
1015 ability average, and your stats suitable for priest.
1021 "Nimble" renders you highly skilled comparatively well, but
1022 reduces your physical ability.
1028 "Fearless" raises both your melee and magical ability. Stats such
1029 as magic defense and constitution are reduced. Also it has a
1030 direct bad influence on your hit-points.
1036 "Combat" gives you comparatively high melee and shooting
1037 abilities, and average constitution. Other skills such as
1038 stealth, magic defense, and magical devices are weakened. All
1039 "Combat" people have great respect for the legendary "Combat
1040 Echizen". (See "Death Crimson" / Ecole Software Corp.)
1046 A "Lazy" person has no good stats and can do no action well. Also
1047 it has a direct bad influence on your spell fail rate.
1053 "Sexy" rises all of your abilities, but your haughty attitude will
1054 aggravate all monsters. Only females can choose this personality.
1060 A "Lucky" man has poor stats, equivalent to a "Lazy" person.
1061 Mysteriously, however, he can do all things well. Only males can
1062 choose this personality.
1068 A "Patient" person does things carefully. Patient people have
1069 high constitution, and high resilience, but poor abilities in most
1070 other skills. Also it directly influences your hit-points.
1076 "munchkin" is a personality for beginners. It raises all your
1077 stats and skills. With this personality, you can win the game
1078 easily, but gain little honor in doing so.
1082 ***** <StatBonusTable>
1083 === Stat Bonus Tables ===
1085 Each of the races, classes, and personalities has certain
1086 modifications to their starting statistics an experience penalty. The
1087 experience penalty is designed to 'balance' the races with better
1088 starting statistics and abilities by requiring them to earn more
1089 experience before advancing a level.
1092 --- Table 1 - Race Statistic Bonus Table ---
1094 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1095 Human +0 +0 +0 +0 +0 +0 10 +0%
1096 Half-Elf -1 +1 +1 +1 -1 +1 9 +10%
1097 Elf -1 +2 +0 +1 -2 +2 8 +20%
1098 Hobbit -2 +1 +1 +3 +2 +1 7 +10%
1099 Gnome -1 +2 +0 +2 +1 -1 8 +20%
1100 Dwarf +2 -2 +2 -2 +2 -1 11 +25%
1101 Half-Orc +2 -1 +0 +0 +1 -2 10 +10%
1102 Half-Troll +4 -4 -1 -3 +3 -3 12 +25%
1103 Amberite +1 +2 +2 +2 +3 +2 10 +125%
1104 High-Elf +1 +3 -1 +3 +1 +3 10 +100%
1105 Barbarian +3 -2 -1 +1 +2 +0 11 +20%
1106 Half-Ogre +3 -2 +0 -1 +3 -2 12 +45%
1107 Half-Giant +4 -2 -2 -2 +3 -2 13 +60%
1108 Half-Titan +5 +1 +2 -2 +3 +1 14 +155%
1109 Cyclops +4 -3 -2 -3 +4 -3 13 +50%
1110 Yeek -2 +1 +1 +1 -2 -4 7 +0%
1111 Klackon +2 -1 -1 +1 +2 -1 12 +90%
1112 Kobold +1 -1 +0 +1 +0 -2 9 +25%
1113 Nibelung +1 -1 +2 +0 +2 -2 11 +70%
1114 Dark-Elf -1 +3 +2 +2 -2 +1 9 +50%
1115 Draconian +2 +1 +1 +1 +2 -1 11 +120%
1116 Mindflayer -3 +4 +4 +0 -2 -3 9 +40%
1117 Imp +0 -1 -1 +1 +2 -1 10 +15%
1118 Golem +4 -5 -5 -2 +4 -2 12 +100%
1119 Skeleton +0 +1 -2 +0 +1 -2 10 +45%
1120 Zombie +2 -6 -6 +1 +4 -3 13 +50%
1121 Vampire +3 +3 -1 -1 +1 +2 11 +100%
1122 Spectre -5 +4 -1 +2 +0 -3 7 +110%
1123 Sprite -4 +3 +3 +3 -2 +2 7 +45%
1124 Beastman +2 -2 -1 -1 +2 -2 11 +40%
1125 Ent +2 +0 +2 -3 +2 +0 12 +40%
1126 Archon +2 +0 +4 +1 +2 +3 11 +135%
1127 Balrog +4 +2 -10 +2 +3 -5 12 +150%
1128 Dunadan +1 +2 +2 +2 +3 +2 10 +80%
1129 Shadow-Fairy -2 +2 +2 +1 -1 +0 7 +20%
1130 Kutar +0 -1 -1 +1 +2 +3 11 +40%
1131 Android +4 -5 -5 +0 +4 -2 13 +100%
1134 --- Table 2 - Class Statistic Bonus Table ---
1136 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1137 Warrior +4 -2 -2 +2 +2 -1 +9 +0%
1138 Mage -4 +3 +0 +1 -2 +1 +0 +30%
1139 Priest -1 -3 +3 -1 +0 +2 +2 +20%
1140 Rogue +2 +1 -2 +3 +1 -1 +6 +25%
1141 Ranger +2 +2 +0 +1 +1 +1 +4 +40%
1142 Paladin +3 -3 +1 +0 +2 +2 +6 +35%
1143 Warrior-Mage +2 +2 +0 +1 +0 +1 +4 +40%
1144 Chaos-Warrior +2 +1 -1 +0 +2 -2 +6 +25%
1145 Monk +2 -1 +1 +3 +2 +1 +6 +30%
1146 Mindcrafter -1 +0 +3 -1 -1 +2 +2 +25%
1147 High-Mage -4 +4 +0 +0 -2 +1 +0 +30%
1148 Tourist -1 -1 -1 -1 -1 -1 +0 -30%
1149 Imitator +0 +1 -1 +2 +0 +1 +5 +10%
1150 BeastMaster +1 -1 -1 +1 +0 +2 +3 +20%
1151 Sorcerer -5 +6 -2 +2 +0 -2 +4 +60%
1152 Archer +2 -1 -1 +2 +1 +0 +6 +10%
1153 Magic-Eater -1 +2 +1 +2 -2 +1 +3 +30%
1154 Bard -2 +1 +2 -1 -2 +4 +2 +40%
1155 Red-Mage +2 +2 -1 +1 +0 -1 +4 +40%
1156 Samurai +3 -2 +1 +2 +1 +0 +6 +30%
1157 ForceTrainer +0 -1 +3 +2 +1 +1 +2 +35%
1158 Blue-Mage -4 +4 -1 +1 -2 -1 +2 +30%
1159 Cavalry +2 -2 -2 +2 +2 +0 +5 +20%
1160 Berserker +8 -20 -20 +4 +4 -5 +11 +60%
1161 Weaponsmith +3 -1 -1 +1 +0 -1 +6 +30%
1162 Mirror-Master -2 +3 +1 -1 -2 +1 +2 +30%
1163 Ninja +0 -1 -1 +3 +2 -1 +2 +20%
1166 --- Table 3 - Personality Statistic Bonus Table ---
1168 STR INT WIS DEX CON CHR Hit Dice
1169 Ordinary +0 +0 +0 +0 +0 +0 +0
1170 Mighty +2 -2 -1 +0 +1 +0 +1
1171 Shrewd -2 +2 +0 +1 -1 -1 -1
1172 Pious +0 -1 +2 -1 +0 +1 +0
1173 Nimble -1 +1 -1 +2 -1 -1 +0
1174 Fearless +2 +1 +1 -1 -1 +0 -1
1175 Combat +1 -1 -2 +2 +0 +1 +0
1176 Lazy -2 -2 -2 -2 -2 -2 -1
1177 Sexy +1 +1 +1 +1 +1 +3 +0
1178 Lucky -2 -2 -2 -2 -2 +2 +0
1179 Patient -1 -1 +1 -2 +2 +0 +1
1180 Munchkin +10 +10 +10 +10 +10 +10 +15
1183 ***** <SkillBonusTable>
1184 === Ability Tables ===
1186 Each of the races, classes, and personalities has certain
1187 modifications to their starting abilities. Players may also receive an
1188 additional level-based bonus to certain skills which is based on their
1189 class. For example mages improve their magical device skill more
1190 rapidly than warriors. As noted above, some skills will not improve
1191 unless magically enhanced.
1193 --- Table 4 - Race Skill Bonus Table ---
1195 Dsrm Dvce Save Stlh Srch Prcp Melee Bows Infra
1196 Human +0 +0 +0 +0 +0 +10 +0 +0 None
1197 Half-Elf +2 +3 +2 +1 +6 +11 -1 +5 20 feet
1198 Elf +5 +6 +4 +2 +8 +12 -5 +15 30 feet
1199 Hobbit +15 +12 +10 +5 +12 +15 -10 +20 40 feet
1200 Gnome +10 +8 +7 +3 +6 +13 -8 +12 40 feet
1201 Dwarf +2 +7 +6 -1 +7 +10 +15 +0 50 feet
1202 Half-Orc -3 -3 -2 -1 +0 +7 +12 -5 30 feet
1203 Half-Troll -5 -8 -5 -2 -1 +5 +20 -10 30 feet
1204 Amberite +4 +5 +3 +2 +3 +13 +15 +10 None
1205 High-Elf +4 +13 +12 +4 +3 +14 +10 +25 40 feet
1206 Barbarian -2 -10 +2 -1 +1 +7 +12 +10 None
1207 Half-Ogre -3 -5 -3 -2 -1 +5 +20 +0 30 feet
1208 Half-Giant -6 -8 -3 -2 -1 +5 +25 +5 30 feet
1209 Half-Titan -5 +5 +1 -2 +1 +8 +25 +0 None
1210 Cyclops -4 -5 -3 -2 -2 +5 +20 +12 10 feet
1211 Yeek +2 +4 +6 +3 +5 +15 -5 -5 20 feet
1212 Klackon +10 +5 +3 +0 -1 +10 +5 +5 20 feet
1213 Kobold -2 -3 -1 -1 +1 +8 +10 -8 30 feet
1214 Nibelung +3 +5 +6 +1 +5 +10 +9 +0 50 feet
1215 Dark-Elf +5 +10 +12 +3 +8 +12 -5 +10 50 feet
1216 Draconian -2 +5 +2 +0 +1 +10 +5 +5 20 feet
1217 Mindflayer +10 +15 +9 +2 +5 +12 -10 -5 40 feet
1218 Imp -3 +2 -1 +1 -1 +10 +5 -5 30 feet
1219 Golem -5 -5 +6 -1 -1 +8 +20 +0 40 feet
1220 Skeleton -5 +0 +3 -1 -1 +8 +10 +0 20 feet
1221 Zombie -5 -5 +5 -1 -1 +5 +15 +0 20 feet
1222 Vampire +4 +8 +6 +4 +1 +8 +5 +0 50 feet
1223 Spectre +10 +15 +12 +5 +5 +14 -15 -5 50 feet
1224 Sprite +10 +8 +6 +4 +10 +10 -12 +0 40 feet
1225 Beastman -5 -2 -1 -1 -1 +5 +12 +5 None
1226 Ent -5 +2 +5 -1 +0 +9 +15 -5 None
1227 Archon +0 +12 +8 +2 +2 +11 +10 +10 30 feet
1228 Balrog -3 +12 +15 -2 +1 +8 +20 +0 50 feet
1229 Dunadan +4 +5 +3 +2 +3 +13 +15 +10 None
1230 Shadow-Fairy +7 +8 +0 +6 +12 +15 -10 -5 40 feet
1231 Kutar -2 +5 +5 +5 -2 +6 +0 -5 None
1232 Android +0 -5 +0 -2 +3 +14 +20 +10 None
1235 --- Table 5 - Class Skill Bonus Table ---
1237 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1238 Warrior 25+12 18+7 31+10 1 14 2 70+30 55+30
1239 Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1240 Priest 25+7 35+11 40+12 2 16 8 48+13 35+11
1241 Rogue 45+15 37+12 36+10 5 32 24 60+21 66+18
1242 Ranger 30+8 37+11 36+10 3 24 16 56+18 72+28
1243 Paladin 20+7 24+10 34+11 1 12 2 68+21 40+18
1244 Warrior-Mage 30+7 35+10 36+10 2 18 16 50+15 25+11
1245 Chaos-Warrior 20+7 25+11 34+10 1 14 12 65+20 40+17
1246 Monk 45+15 34+11 36+10 5 32 24 64+18 60+18
1247 Mindcrafter 30+10 33+11 38+10 3 22 16 50+14 40+18
1248 High-Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1249 Tourist 15+5 18+7 28+9 1 12 2 40+11 20+11
1250 Imitator 25+7 30+10 36+10 2 18 16 60+18 50+20
1251 BeastMaster 20+7 25+10 32+10 2 18 16 52+14 63+25
1252 Sorcerer 30+7 48+18 75+13 2 12 22 0+0 0+0
1253 Archer 38+12 24+10 35+10 4 24 16 56+18 82+36
1254 Magic-Eater 25+7 42+16 36+10 2 20 16 48+13 35+11
1255 Bard 20+8 33+13 34+11 -5 16 20 34+10 20+8
1256 Red-Mage 20+7 34+11 34+11 1 16 10 56+18 25+11
1257 Samurai 25+12 18+7 32+10 2 16 6 70+23 40+18
1258 ForceTrainer 30+10 34+11 38+11 4 32 24 50+14 40+15
1259 Blue-Mage 30+7 40+16 36+11 3 20 16 40+6 25+7
1260 Cavalry 20+10 18+7 32+10 1 16 10 60+22 66+26
1261 Berserker -inf -inf -inf -inf -inf -inf 120+50 -inf
1262 Weaponsmith 30+10 28+10 28+10 1 20 10 60+21 45+15
1263 Mirror-Master 30+10 33+11 40+12 3 14 16 34+6 30+10
1264 Ninja 45+15 24+10 36+10 8 48 32 70+25 66+18
1266 For character classes, there are two figures: the first figure is the
1267 base level of the ability, while the second figure is the bonus that
1268 the character gains to this skill every ten levels. So, to find out
1269 the total skill value of any character's skills, add the "race" value
1270 to the "class" value, and then the bonus once for every ten levels
1271 that the character has.
1274 --- Table 6 - Personality Skill Bonus Table ---
1276 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1277 Ordinary +0 +0 +0 +0 +0 +0 +0 +0
1278 Mighty -5 -5 -3 -1 -2 -2 +10 +0
1279 Shrewd +3 +8 +2 +0 -2 +5 -8 -5
1280 Pious -5 +2 +4 -1 +3 -2 -3 -6
1281 Nimble +7 +2 -1 +1 +5 +5 +0 +10
1282 Fearless -5 +5 -2 +0 +2 -2 +10 +10
1283 Combat -2 -3 -3 +0 -1 +2 +5 +5
1284 Lazy -5 -5 -3 -1 -4 -2 -8 -8
1285 Sexy +10 +5 +3 +0 +4 +2 +10 +10
1286 Lucky +10 +7 +3 +2 +10 +8 +15 +15
1287 Patient -5 -3 +3 +1 +0 -3 -6 -6
1288 Munchkin +20 +40 +30 +10 +40 +40 +80 +80
1290 For character personalities, each figure has two meanings; base level
1291 of the ability and the bonus that the character gains to this skill at
1296 Updated : Hengband 1.3.0