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").
20 The human is the base character. All other races are compared to
21 them. Humans can choose any class and are average at
22 everything. Humans tend to go up levels faster than most other
23 races because of their shorter life spans. No racial adjustments
24 or intrinsics occur to characters choosing human.
29 Half-elves tend to be smarter and faster than humans, but not as
30 strong. Half-elves are slightly better at searching, disarming,
31 saving throws, stealth, bows, and magic, but they are not as good
32 at hand weapons. Half-elves may choose any class and do not
33 receive any intrinsic abilities.
38 Elves are better magicians then humans, but not as good at
39 fighting. They tend to be smarter and faster than either humans
40 or half-elves and also have better wisdom. Elves are better at
41 searching, disarming, perception, stealth, bows, and magic, but
42 they are not as good at hand weapons. They resist light effects
48 Hobbits, or Halflings, are very good at bows, throwing, and have
49 good saving throws. They also are very good at searching,
50 disarming, perception, and stealth; so they make excellent rogues,
51 but prefer to be called burglars. They are much weaker than
52 humans, and no good at melee fighting. Halflings have fair
53 infravision, so they can detect warm creatures at a distance.
54 They have their dexterity sustained.
59 Gnomes are smaller than dwarves but larger than Halflings. They,
60 like the hobbits, live in the earth in burrow-like homes. Gnomes
61 make excellent mages, and have very good saving throws. They are
62 good at searching, disarming, perception, and stealth. They have
63 lower strength than humans so they are not very good at fighting
64 with hand weapons. Gnomes have fair infra-vision, so they can
65 detect warm-blooded creatures at a distance. Gnomes are
66 intrinsically protected against paralysis.
71 Dwarves are the headstrong miners and fighters of legend. Dwarves
72 tend to be stronger and tougher but slower and less intelligent
73 than humans. Because they are so headstrong and are somewhat
74 wise, they resist spells which are cast on them. They are very
75 good at searching, perception, fighting, and bows. Dwarves have a
76 miserable stealth. They can never be blinded.
81 Half-orcs make excellent warriors, but are terrible at magic.
82 They are as bad as dwarves at stealth, and horrible at searching,
83 disarming, and perception. Half-orcs are quite ugly, and tend to
84 pay more for goods in town. Because of their preference to living
85 underground to on the surface, half-orcs resist darkness attacks.
90 Half-Trolls are incredibly strong, and have more hit points than
91 most other races. They are also very stupid and slow. They are
92 bad at searching, disarming, perception, and stealth. They are so
93 ugly that a Half-Orc grimaces in their presence. They also happen
94 to be fun to run... Half-trolls always have their strength
95 sustained. At higher levels, Half-Trolls regenerate wounds
96 automatically, and if he or her is warrior slowly.
101 The Amberites are a reputedly immortal race, who are endowed with
102 numerous advantages in addition to their longevity. They are very
103 tough and their constitution cannot be reduced, and their ability
104 to heal wounds far surpasses that of any other race. Having seen
105 virtually everything, very little is new to them, and they gain
106 levels much slower than the other races.
111 High-elves are a race of immortal beings dating from the beginning
112 of time. They are masters of all skills, and are strong and
113 intelligent, although their wisdom is sometimes suspect.
114 High-elves begin their lives able to see the unseen, and resist
115 light effects just like regular elves. However, there are few
116 things that they have not seen already, and experience is very
117 hard for them to gain.
122 Barbarians are hardy men of the north. They are fierce in combat,
123 and their wrath is feared throughout the world. Combat is their
124 life: they feel no fear, and they learn to enter battle frenzy at
125 will even sooner than half-trolls. Barbarians are, however,
126 suspicious of magic, which makes magic devices fairly hard for
132 Half-Ogres are like Half-Orcs, only more so. They are big, bad,
133 and stupid. For warriors, they have all the necessary attributes,
134 and they can even become wizards: after all, they are related to
135 Ogre Magi, from whom they have learned the skill of setting
136 trapped runes once their level is high enough. Like Half-Orcs,
137 they resist darkness, and like Half-Trolls, they have their
143 Half-Giants limited intelligence makes it difficult for them to
144 become full spellcasters, but with their huge strength they make
145 excellent warriors. Their thick skin makes them resistant to
146 shards, and like Half-Ogres and Half-Trolls, they have their
152 Half-mortal descendants of the mighty titans, these immensely
153 powerful creatures put almost any other race to shame. They may
154 lack the fascinating special powers of certain other races, but
155 their enhanced attributes more than make up for that. They learn
156 to estimate the strengths of their foes, and their love for law
157 and order makes them resistant to the effects of Chaos.
162 With but one eye, a Cyclops can see more than many with two eyes.
163 They are headstrong, and loud noises bother them very little.
164 They are not quite qualified for the magic using professions, but
165 as a certain Mr. Ulysses can testify, their accuracy with thrown
166 rocks can be deadly...
171 Yeeks are among the most pathetic creatures. Fortunately, their
172 horrible screams can scare away less confident foes, and their
173 skin becomes more and more resistant to acid, as they gain
174 experience. But having said that, even a mediocre monster can
175 wipe the proverbial floor with an unwary Yeek.
180 Klackons are bizarre semi-intelligent ant-like insectoid
181 creatures. They make great fighters, but their mental abilities
182 are severely limited. Obedient and well-ordered, they can never
183 be confused. They are also very nimble, and become faster as they
184 advance levels. They are also very acidic, inherently resisting
185 acid, and capable of spitting acid at higher levels.
190 Kobolds are a weak goblin race. They love poisoned weapons, and
191 can learn to throw poisoned darts (of which they carry an
192 unlimited supply). They are also inherently resistant to poison,
193 although they are not one of the more powerful races.
198 The hated and persecuted race of nocturnal dwarves, these
199 cave-dwellers are not much bothered by darkness. Their natural
200 inclination to magical items has made them immune to effects which
201 could drain away magical energy.
206 Another dark, cave-dwelling race, likewise unhampered by darkness
207 attacks, the Dark Elves have a long tradition and knowledge of
208 magic. They have an inherent magic missile attack available to
209 them at a low level. With their keen sight, they also learn to
210 see invisible things as their relatives High-Elves do, but at a
216 A humanoid race with dragon-like attributes. As they advance
217 levels, they gain new elemental resistances (up to Poison
218 Resistance), and they also have a breath weapon, which becomes
219 more powerful with experience. The exact type of the breath
220 weapon depends on the Draconian's class and level. With their
221 wings, they can easily escape any pit trap unharmed.
226 A secretive and mysterious ancient race. Their civilization may
227 well be older than any other on our planet, and their intelligence
228 and wisdom are naturally sustained, and are so great that they
229 enable Mind Flayers to become more powerful spellcasters than any
230 other race, even if their physical attributes are a good deal less
231 admirable. As they advance levels, they gain the powers of See
232 Invisible and Telepathy.
237 A demon-creature from the nether-world, naturally resistant to
238 fire attacks, and capable of learning fire bolt and fire ball
239 attacks. They are little loved by other races, but can perform
240 fairly well in most professions. As they advance levels, they
241 gain the powers of See Invisible.
246 A Golem is an artificial creature, built from a lifeless raw
247 material like clay, and awakened to life. They are nearly
248 mindless, making them useless for professions which rely on magic,
249 but as warriors they are very tough. They are resistant to
250 poison, they can see invisible things, and move freely. At higher
251 levels, they also become resistant to attacks which threaten to
252 drain away their life force. Golems gain very little nutrition
253 from ordinary food. Golems also gain a natural armor class bonus
254 from their tough body.
259 There are two types of skeletons: the ordinary, warrior-like
260 skeletons, and the spell-using skeletons, which are also called
261 liches. As undead beings, skeletons need to worry very little
262 about poison or attacks that can drain life. They do not really
263 use eyes for perceiving things, and are thus not fooled by
264 invisibility. Their bones are resistant to sharp shrapnel, and
265 they will quickly become resistant to cold. Although the magical
266 effects of these will affect the skeleton even without entering
267 the skeleton's (non-existent) belly, the potion or food itself
268 will fall through the skeleton's jaws, giving no nutritional
274 Much like Skeletons, Zombies too are undead horrors: they are
275 resistant to life-draining attacks, and can learn to restore their
276 life-force. Like skeletons, they become resistant to cold-based
277 attacks (actually earlier than skeletons), resist poison and can
278 see invisible. While still vulnerable to cuts (unlike skeletons),
279 Zombies are resistant to Nether. Like Golems, they gain very
280 little nutrition from the food of mortals.
285 One of the mightier undead creatures, the Vampire is an
286 awe-inspiring sight. Yet this dread creature has a serious
287 weakness: the bright rays of sun are its bane, and it will need to
288 flee the surface to the deep recesses of earth until the sun
289 finally sets. Darkness, on the other hand, only makes the Vampire
290 stronger. As undead, the Vampire has a firm hold on its life
291 force, and resists nether attacks. The Vampire also resists cold
292 and poison based attacks. It is, however, susceptible to its
293 perpetual hunger for fresh blood, which can only be satiated by
294 sucking the blood from a nearby monster.
299 Another powerful undead creature: the Spectre is a ghastly
300 apparition, surrounded by an unearthly green glow. They exist
301 only partially on our plane of existence: half-corporeal, they can
302 pass through walls, although the density of the wall will hurt
303 them in the process of doing this. As undead, they have a firm
304 hold on their life force, see invisible, and resist poison and
305 cold. They also resist nether. At higher levels they develop
306 telepathic abilities. Spectres make superb spellcasters, but
307 their physical form is very weak.
312 One of the several fairy races, Sprites are very small. They have
313 tiny wings and can fly over traps that may open up beneath them.
314 They enjoy sunlight intensely, and need worry little about light
315 based attacks. Although physically among the weakest races,
316 Sprites are very talented in magic, and can become highly skilled
317 wizards. Sprites have the special power of spraying Sleeping
318 Dust, and at higher levels they learn to fly faster.
323 "This race is a blasphemous abomination produced by Chaos. It is
324 not an independent race but rather a humanoid creature, most often
325 a human, twisted by the Chaos, or a nightmarish crossbreed of a
326 human and a beast. All Beastmen are accustomed to Chaos so much
327 that they are untroubled by confusion and sound, although raw
328 logrus can still have effects on them. Beastmen revel in chaos,
329 as it twists them more and more. Beastmen are subject to
330 mutations: when they have been created, they receive a random
331 mutation. After that, every time they advance a level they have a
332 small chance of gaining yet another mutation.
337 The Ents are a powerful race dating from the beginning of the
338 world, oldest of all animals or plants who inhabit Arda. Spirits
339 of the land, they were summoned to guard the forests of
340 Middle-earth. Being much like trees they are very clumsy but
341 strong, and very susceptible to fire.
346 Archons are a higher class of angels. They are good at all
347 skills, and are strong, wise, and are a favorite with any people.
348 They are able to see the unseen, and their wings allow them to
349 safely fly over traps and other dangerous places. However,
350 belonging to a higher plane as they do, the experiences of this
351 world do not leave a strong impression on them and they gain
357 Balrogs are a higher class of demons. They are strong,
358 intelligent and tough. They do not believe in gods, and are not
359 suitable for priest at all. Balrog are resistant to fire and
360 nether, and have a firm hold on their life force. They also
361 eventually learn to see invisible things. They are good at almost
362 all skills except stealth.
367 Dunedain are a race of hardy men from the West. This elder race
368 surpasses human abilities in every field, especially constitution.
369 However, being men of the world, very little is new to them, and
370 levels are very hard for them to gain. Their constitution cannot
376 Shadow Fairies are one of the several fairy races. They have
377 wings, and can fly over traps that may open up beneath them.
378 Shadow Fairies must beware of sunlight, as they are vulnerable to
379 bright light. They are physically weak, but have advantages in
380 using magic and are amazingly stealthy. Shadow Fairies have a
381 wonderful advantage in that they never aggravate monsters (If
382 their equipment normally aggravates monsters, they only suffer a
383 penalty to stealth, but if they aggravate by their personality
384 itself, the advantage will be lost).
389 A Kutar is an expressionless animal-like living creature. The
390 word 'kuta' means 'absentmindedly' or 'vacantly'. Their
391 absentmindedness hurts their searching and perception skills, but
392 renders them incapable of being confused. Their unearthly
393 calmness and serenity make them among the most stealthy of any
394 race. Kutars, although expressionless, are beautiful and so have
395 a high charisma. Members of this race can learn to expand their
396 body horizontally. This increases armour class, but renders them
397 vulnerable to magical attacks.
402 An android is a artificial creation with a body of machinery.
403 They are poor at spell casting, but they make excellent warriors.
404 They don't acquire experience like other races, but rather gain in
405 power as they attach new equipment to their frame. Rings,
406 amulets, and lights do not influence growth. Androids are
407 resistant to poison, can move freely, and are immune to
408 life-draining attacks. Moreover, because of their hard metallic
409 bodies, they get a bonus to AC. Androids have electronic circuits
410 throughout their body and must beware of electric shocks.
416 There are twenty seven different classes that you can choose from in
417 Hengband. Each class has various strengths and weaknesses and its own
418 adjustments to a character's stats and abilities. Many classes also
419 have intrinsic abilities and powers. These are often linked to the
420 character's experience level and only become available later in the
421 game. Their class powers can be used by the racial/class power
427 A Warrior is a hack-and-slash character, who solves most of his
428 problems by cutting them to pieces, but will occasionally fall
429 back on the help of a magical device. Unfortunately, many
430 high-level devices may be forever beyond their use.
432 Warriors cast no spells. They hate magic. In fact, they even
433 gain experience for destroying high level spellbooks. They have a
434 class power - 'Sword Dancing' - which allows them to conduct a
435 melee attack in six random directions.
440 A Mage is a spell caster that must live by his wits as he cannot
441 hope to simply hack his way through the dungeon like a warrior.
442 In addition to his spellbooks, a Mage should carry a range of
443 magical devices to help him in his endeavors which he can master
444 far more easily than anyone else. A Mage's prime statistic is
445 Intelligence as this determines his spell casting ability.
447 Mages have the least restrictions in choosing and learning spells.
448 They can freely choose any two realms when a character is created.
449 Their natural inclination makes Life magic fairly hard to learn.
450 Otherwise, a mage tends to learn and cast all the spells in his or
451 her realms better than any other character. The ability to choose
452 second realm of magic has a special meaning in Hengband; only
453 second realm can be changed in the middle of the game. You can
454 change second realm by studying ("G") from a spellbook of new
455 realm. They have a class power - 'Eat Magic' - which absorbs mana
456 from wands, staves or rods.
461 A Priest is a character devoted to serving a higher power. They
462 explore the dungeon in the service of their God. Since Priests
463 receive new prayers as gifts from their patron deity, they cannot
464 choose which ones they will learn. Priests are familiar with
465 magical devices which they believe act as foci for divine
466 intervention in the natural order of things. A priest wielding an
467 edged weapon will be so uncomfortable with it that his fighting
468 ability. A Priest's primary stat is Wisdom since this determine
469 his success at praying to his deity.
471 Priest can select from Life, Death, Daemon, or Crusade as a first
472 realm, and choose second realm almost freely. But pairs of a good
473 magic and a bad magic from these four realms are are not allowed.
474 Priests can learn all spells in the selected realms, even if not
475 as efficiently as mages. However, when learning spells, priests
476 cannot voluntarily decide which spells to study: they are rewarded
477 with new prayers by their patron deities, with no money-back
478 satisfaction guarantee. Priests which select Life realm or
479 Crusade realm have a class power - 'Bless Weapon' - which blesses
480 any edged weapon to be suitable for priests to wield. Every
481 priest which select Death realm or Daemon realm have a class power
482 - 'Evocation' - which damages, scares and banish all monsters in
488 A Rogue is a character that prefers to live by his cunning, but is
489 capable of fighting his way out of a tight spot. Rogues are good
490 at locating hidden traps and doors and are the masters of
491 disarming traps and picking locks. A rogue has a high stealth
492 allowing him to sneak around many creatures without having to
493 fight, or to get in a telling first blow. A rogue may also
494 backstab a fleeing monster. Intelligence determines a Rogue's
495 spell casting ability.
497 Rogues can select one realm from Sorcery, Death, Trump, Arcane, or
498 Craft. All Rogues have certain limitations on which spells they
499 can learn, and they do not learn new spells very quickly. They
500 have a class power - 'Hit and Away' - which allows them to attack
501 in melee and teleport away from there at once.
506 A Ranger is a combination of a warrior and a mage who has
507 developed a special affinity for the natural world around him. He
508 is a good fighter and also good about a missile weapon such as a
509 bow. A ranger has a good stealth, good perception, good
510 searching, a good saving throw and is good with magical devices.
511 Intelligence determines a Ranger's spell casting ability.
513 All rangers are trained in Nature magic, and all Nature spells are
514 available to them. They even learn these spells almost as fast as
515 mages. They can also select a secondary realm (from Sorcery,
516 Chaos, Death, Trump, Arcane, and Daemon), but they are slow
517 learners here, and may find themselves unable to learn some of the
518 highest level spells. They have a class power - 'Probe Monster' -
519 which allows them to know a monster's HP, speed, and experience
525 A Paladin is a combination of a warrior and a priest. Paladins
526 are very good fighters, but not very good at missile weapons. A
527 paladin lacks much in the way of abilities. He is poor at
528 stealth, perception, searching, and magical devices but has a
529 decent saving throw due to his divine alliance. Wisdom determines
530 a Paladin's success at praying to his deity.
532 Paladins can select a realm from Crusade and Death. Like priests,
533 they cannot select which prayers to learn, but are rewarded with
534 new prayers by their deities. They can learn all spells, but not
535 as fast as priests. They detest paganism so strongly that they
536 will even gain experience for destroying high-level pagan spell-
537 books: 'pagan' means Life or Crusade spellbooks for a Death
538 Paladin and all spellbooks other than Life and Crusade for a
539 Crusade Paladin. Depending on their realm, they have a class
540 power - 'Holy Lance' or 'Hell Lance'.
545 A Warrior-Mage is precisely what the name suggests: a cross
546 between the warrior and mage classes. While their brothers, the
547 rangers, specialize in Nature magic and survival skills, true
548 Warrior-Mages attempt to reach the best of both worlds. As
549 warriors they are much superior to the usual Mage class.
550 Intelligence determines a Warrior-Mage's spell casting ability.
552 Warrior-mages begin the game with Arcane magic, and they can
553 freely select another realm of magic. Although they do not gain
554 new spells as fast as regular mages, they will eventually learn
555 every spell in both realms, thus making them a very competitive
556 choice for players who appreciate Arcane magic. They have two
557 class powers - 'Convert HP to SP' and 'Convert SP to HP' - which
558 allow them to heal HP using mana or gain mana using HP.
561 --- Chaos-Warrior ---
563 Chaos Warriors are the feared servants of the terrible Demon Lords
564 of Chaos. Every Chaos Warrior has a Patron Demon and, when
565 gaining a level, may receive a reward from his Patron. He might
566 be healed or polymorphed, his stats could be increased, or he
567 might be rewarded with an awesome weapon. On the other hand, the
568 Patrons might surround him with monsters, drain his stats or wreck
569 his equipment or they might simply ignore him. The Demon Lords of
570 Chaos are chaotic and unpredictable indeed. The exact type of
571 reward depends on both the Patron Demon (different Demons give
572 different rewards) and chance.
574 Chaos Warriors can select a realm from Chaos and Daemon. They are
575 not interested in any other form of magic. They can learn every
576 spell. They have a class power - 'Confusing Light' - which stuns,
577 confuses, and scares all monsters in sight.
582 The Monk character class is very different from all other classes.
583 Their training in martial arts makes them much more powerful with
584 no armor or weapons. To gain the resistances necessary for
585 survival a monk may need to wear some kind of armor, but if the
586 armor he wears is too heavy, it will severely disturb his martial
587 arts maneuvers. As the monk advances levels, new, powerful forms
588 of attack become available. Their defensive capabilities increase
589 likewise, but if armour is being worn, this effect decreases.
590 Wisdom determines a Monk's spell casting ability.
592 The different sects of monks are devoted to different areas of
593 magic. They select a realm from Life, Nature, Craft, and Death.
594 They will eventually learn all prayers in the discipline of their
595 choice. They have two class powers - 'Assume a Posture' and
596 'Double Attack'. They can choose different forms of postures in
597 different situations, and use powerful combinations of attacks for
603 The Mindcrafter is a unique class that uses the powers of the mind
604 instead of magic. These powers are unique to Mindcrafters, and
605 vary from simple extrasensory powers to mental domination of
606 others. Since these powers are developed by the practice of
607 certain disciplines, a Mindcrafter requires no spellbooks to use
608 them. The available powers are simply determined by the
609 character's level. Wisdom determines a Mindcrafter's ability to
612 Mindcrafters gain new mindcrafting powers and their existing ones
613 become stronger as they gain levels. They can use their power
614 even when blinded. They have a class power - 'Clear Mind' - which
615 allows them to rapidly regenerate their mana.
620 High-mages are mages who specialize in one particular field of
621 magic and learn it very well - much better than the ordinary mage.
622 A high mage's prime statistic is intelligence as this determines
623 his spell casting ability.
625 For the price of giving up a second realm of magic, High-mages
626 gain substantial benefits in the mana costs, minimum levels, and
627 failure rates of the spells in their speciality realm. They have
628 a class power - 'Eat Magic' - which absorbs mana from wands,
634 Tourists have visited this world for the purpose of sightseeing.
635 Their fighting skills is bad, and they cannot cast powerful
636 spells. They are the most difficult class to win the game with.
637 Intelligence determines a tourist's spell casting ability.
639 Tourists are always seeing more of the world to add to their stock
640 of information; no other class can compete with their
641 identification skills. They have two class powers - 'Take a
642 Photograph' and 'Identify True'. Their magic is based on Arcane,
643 and - aside from identify - is very weak indeed.
648 Imitators have enough fighting skills to survive, but rely on
649 their unique technique - 'Imitation' - which imitates monster
650 spells/techniques include whose damage/duration value. Dexterity
651 determines general imitation ability, but a stat related to the
652 specific action is often also taken into account.
654 To use imitation, Imitators must see monster's spell at first.
655 When monsters in view use spells, they are added to a temporary
656 spell list which the imitator can choose among. Spells should be
657 imitated quickly, because timing and situation are everything. An
658 imitator can only repeat a spell once each time he observes it.
659 They only have a small long-term memory for spells, which ranges
660 from one to three, depending on their level. When they memorize
661 more spells than this, they will forget the oldest spell in the
662 list. They have a class power - 'Double Revenge' - which allows
663 them to imitate spells at double damage or duration.
668 Beastmasters are in tune with the minds of the creatures of the
669 world of Hengband. They are very good at riding, and have enough
670 fighting ability. They use monsters which summoned or dominated
671 by him as his hands and feet. Beastmasters can cast trump magic,
672 and very good at summoning spell, but they can not summon
673 non-living creatures. Charisma determines a Beastmaster's spell
676 Beastmasters use Trump magic to make good use of their monster
677 domination and riding abilities. They are very good at summoning
678 living creatures, and they learn summoning spells quicker than
679 Mages. However, they cannot summon non-living creatures. They
680 have two class powers - 'Dominate a Living Thing' and 'Dominate
686 Sorcerers are the all-around best magicians, being able to cast
687 any spell from most magic realms without having to learn it. On
688 the downside, they are the worst fighters in the dungeon, being
689 unable to use any weapon but a Wizardstaff.
691 Sorcerers can cast any spell from any spellbooks of all nine magic
692 realms with 'Master' proficiency level without having to learn it.
693 They have a class power - 'Eat Magic' - which absorbs mana from
694 wands, staves or rods.
699 Archers are to bows what warriors are to melee. They are the best
700 class around with any bow, crossbow, or sling. They need a lot of
701 ammunition, but will learn how to make it from junk found in the
702 dungeon. An archer is better than a warrior at stealth,
703 perception, searching and magical devices.
705 Archers have a class power - 'Create Ammo' - which creates stones
706 or shots from pile of rubble, and arrows and crossbow bolts from
712 Magic-Eaters can absorb magic devices, and use these magics as
713 their spells. They are middling-poor at fighting. A
714 Magic-Eater's prime statistic is intelligence.
716 Magic-Eaters can absorb the energy of wands, staffs, and rods, and
717 can then use these magics as if they were carrying all of these
718 absorbed devices. Mana and changes of absorbed devices are
719 regenerated naturally by a Magic-Eater's power, and speed of
720 regeneration is influenced by their intelligence. They have a
721 class power - 'Absorb Magic' - which is used to absorb magic
727 Bards are something like traditional musicians. Their magical
728 attacks are sound-based, and last as long as the Bard has mana.
729 Although a bard cannot sing two or more songs at the same time, he
730 or she does have the advantage that many songs affect all areas in
731 sight. A bard's prime statistic is charisma.
733 The songs are found in four songbooks, of which two are sold in
734 town. There is a special feature of music; many songs continue to
735 be sung until either the Bard chooses to stop, or he runs out of
736 the energy required to sing that type of song. Bards have a class
737 power - 'Stop Singing'.
742 Red Mages are similar to Warrior-Mage; they are decent fighters
743 and spellcasters. Red-Mages can use almost all spells from lower
744 rank spellbooks of all realms, but they cannot cast spells from
745 higher rank spellbooks, and they are extremely slow learners in
746 them. They are not bad at using magical devices and magic
747 resistance, but are bad at other skills. A red-mage's prime
748 statistic is intelligence.
750 Red-Mages can use almost all spells from lower rank spellbooks of
751 all realms: first and second spellbooks of all realms and third
752 and fourth Arcane spellbooks, without having to learn it, but they
753 cannot cast spells from higher rank spellbooks; third and fourth
754 spellbooks for all realms other than Arcane. Since they use all
755 realms at once, they have large penalties in the mana costs,
756 minimum levels, and failure rates of spells. They have a class
757 power - 'Double Magic' - which allows them to cast two spells at
763 Samurai, masters of the art of the blade, are the next strongest
764 fighters after Warriors, and can use various special combat
765 techniques. Samurai are not good at most other skills, and many
766 magical devices may be too difficult for them to use. Wisdom
767 determines a Samurai's ability to use the special combat
768 techniques available to him.
770 Samurai use the art of the blade called Kendo (or Bugei). Books
771 of Kendo are similar to spellbooks, but Samurai don't need to
772 carry them around; the books are needed only when they study new
773 combat techniques. Samurai need a weapon wielded to use the
774 techniques of Kendo, and most techniques will add powerful special
775 properties to their blows; such as flaming, poisoning, vampiric,
776 etc... Their maximum spellpoints don't depend on their level but
777 solely on wisdom, and they can use the class power 'Concentration'
778 to temporarily increase SP beyond its usual maximum value. They
779 have one more class power - 'Assume a Posture'. They can choose
780 different forms of posture in different situations.
785 A ForceTrainer is a master of the spiritual Force. They prefer
786 fighting with neither weapon nor armor. They are not as good
787 fighters as are Monks, but they can use both magic and the
788 spiritual Force. Wielding weapons or wearing heavy armor disturbs
789 use of the Force. Wisdom is a ForceTrainer's primary stat.
791 ForceTrainer use both spellbook magic and the special spiritual
792 power called the Force. They can select a realm from Life,
793 Nature, Craft, Death, and Crusade. To use The Force, you select
794 it just as if it were spellbook 'w'; which means you need to press
795 'm' and then 'w' to select the Force. The most important spell of
796 the Force is 'Improve Force'; each time a ForceTrainer activates
797 it, their Force power becomes more powerful, and their attack
798 power in bare-handed melee fighting is increased temporarily. The
799 strengthened Force can be released at one stroke when a
800 ForceTrainer activates some other Force spell, typically an attack
801 spell. They have a class power - 'Clear Mind' - which allows them
802 to rapidly regenerate their mana.
807 A Blue-Mage is a spell caster that must live by his wits, as he
808 cannot hope to simply hack his way through the dungeon like a
809 warrior. A major difference between the Mage and the Blue-Mage is
810 the method of learning spells: Blue-Mages may learn spells from
811 monsters. A Blue-Mage's prime statistic is Intelligence as this
812 determines his spell casting ability.
814 A Blue-Mage can learn and cast monster spells/techniques as their
815 own spell; this technique is called Blue magic. Unlike Imitators,
816 Blue-Mages remember their spells permanently, but they must learn
817 spells from monsters by activating their class power 'Learning',
818 and they can learn only attack and summoning spells.
823 Cavalry ride on horses into battle. Although they cannot cast
824 spells, they are proud of their overwhelming offensive strength on
825 horseback. They are good at shooting. At high levels, they learn
826 to forcibly saddle and tame wild monsters. Since they take pride
827 in the body and the soul, they don't use magical devices well.
829 Like Warriors and Archers, the cavalry don't use magic. Since
830 they are very good at riding, they have a class power - 'Rodeo' -
831 which allows them to forcibly saddle and tame wild monsters.
836 A Berserker is a fearful fighter indeed, immune to fear and
837 paralysis. At high levels, Berserkers can reflect bolt spells
838 with their tough flesh. Furthermore, they can fight without
839 weapons, can remove cursed equipment by force, and can even use
840 their special combat techniques when surrounded by an anti-magic
841 barrier. Berserkers, however, cannot use any magical devices or
842 read any scrolls, and are hopeless at all non-combat skills.
843 Since Berserker Amberite or Spectres are quite easy to *win* with,
844 their scores are lowered.
846 Berserkers use a unique system of techniques called 'Rage'. They
847 gain more techniques as they gain levels. They use no magic:
848 indeed, they cannot use any magic devices or activate any
849 artifacts, and cannot read scrolls. To offset these great
850 disadvantages, Berserkers are allowed to have two important class
851 powers - 'Satisfy Hunger' and 'Recall'.
856 A Weaponsmith can improve weapons and armors for him or herself.
857 They are good at fighting, and they have potential ability to
858 become even better than Warriors using improved equipments. They
859 cannot cast spells, and are poor at skills such as stealth or
862 A Weaponsmith extract the essences of special effects from weapons
863 or armors which have various special abilities, and can add these
864 essences to another weapon or armor. Normally, each equipment can
865 be improved only once, but they can remove a previously added
866 essence from improved equipment to improve it with another
867 essence. To-hit, to-damage bonus, and AC can be improved freely
868 up to a maximum value depending on level. Weaponsmiths have a
869 class power - 'Judgment' - which allows them to identify (later
870 *identify*) weapons and armor.
873 --- Mirror-Master ---
875 Mirror-Masters are spell casters; like other mages, they must live
876 by their wits. They can create magical mirrors, and employ them
877 in the casting of Mirror-Magic spells. Intelligence determines a
878 Mirror-Master's spell casting ability.
880 Mirror-Masters gain more spells and each spell becomes more
881 powerful as they gain levels. They can use their spells even when
882 blinded. For Mirror-Masters, the arrangement of mirrors is very
883 important: Some attack spells reflect from mirrors, and some other
884 spells are effective only against monsters standing on a mirror.
885 A Mirror-Master standing on a mirror has greater ability and, for
886 example, can perform quick teleports. The maximum number of
887 magical Mirrors which can be controlled simultaneously depends on
888 the level, and breaking unnecessary mirrors is important work for
889 them. They have two class powers - 'Break Mirrors', which breaks
890 all mirrors in current dungeon level and 'Mirror Concentration',
891 which allows them to rapidly regenerate their mana on a mirror.
896 A Ninja is a fearful assassin lurking in darkness. He or she can
897 navigate effectively with no light source, catch enemies unawares,
898 and kill with a single blow. Ninjas can use Ninjutsu, and are
899 good at locating hidden traps and doors, disarming traps and
900 picking locks. Since heavy armors, heavy weapons, or shields will
901 restrict their motion greatly, they prefer light clothes, and
902 become faster and more stealthy as they gain levels. A Ninja
903 knows no fear and, at high level, becomes almost immune to poison
904 and able to see invisible things. Dexterity determines a Ninja's
905 ability to use Ninjutsu.
907 A Ninja can use Ninjutsu for lurking and surprise attacks. They
908 gain more Ninjutsu techniques as they gain levels. They have a
909 class power - 'Quick Walk' - which makes their walking speed
914 ***** <ThePersonalities>
915 === The Personality ===
918 There are twelve different personality that you can choose from in
919 Hengband. Each personality has various strengths and weaknesses and
920 its own adjustments to a character's stats and abilities.
925 "Ordinary" is a personality with no special skills or talents,
926 with unmodified stats and skills.
931 "Mighty" raises your physical stats and skills, but reduces stats
932 and skills which influence magic. It makes your stats suitable
938 "Shrewd" reduces your physical stats, and raises your intelligence
939 and magical skills. It makes your stats suitable for a mage.
944 "Pious" deepens your faith in your God. It makes your physical
945 ability average, and your stats suitable for priest.
950 "Nimble" renders you highly skilled comparatively well, but
951 reduces your physical ability.
956 "Fearless" raises both your melee and magical ability. Stats such
957 as magic defense and constitution are reduced.
962 "Combat" gives you comparatively high melee and shooting
963 abilities, and average constitution. Other skills such as
964 stealth, magic defense, and magical devices are weakened. All
965 "Combat" people have great respect for the legendary "Combat
966 Echizen". (See "Death Crimson" / Ecole Software Corp.)
971 A "Lazy" person has no good stats and can do no action well.
976 "Sexy" rises all of your abilities, but your haughty attitude will
977 aggravate all monsters. Only females can choose this personality.
982 A "Lucky" man has poor stats, equivalent to a "Lazy" person.
983 Mysteriously, however, he can do all things well. Only males can
984 choose this personality.
989 A "Patient" person does things carefully. Patient people have
990 high constitution, and high resilience, but poor abilities in most
996 "munchkin" is a personality for beginners. It raises all your
997 stats and skills. With this personality, you can win the game
998 easily, but gain little honor in doing so.
1002 ***** <StatBonusTable>
1003 === Stat Bonus Tables ===
1005 Each of the races, classes, and personalities has certain
1006 modifications to their starting statistics an experience penalty. The
1007 experience penalty is designed to 'balance' the races with better
1008 starting statistics and abilities by requiring them to earn more
1009 experience before advancing a level.
1012 --- Table 1 - Race Statistic Bonus Table ---
1014 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1015 Human +0 +0 +0 +0 +0 +0 10 +0%
1016 Half-Elf -1 +1 +1 +1 -1 +1 9 +10%
1017 Elf -1 +2 +0 +1 -2 +2 8 +20%
1018 Hobbit -2 +1 +1 +3 +2 +1 7 +10%
1019 Gnome -1 +2 +0 +2 +1 -1 8 +20%
1020 Dwarf +2 -2 +2 -2 +2 -1 11 +25%
1021 Half-Orc +2 -1 +0 +0 +1 -2 10 +10%
1022 Half-Troll +4 -4 -1 -3 +3 -3 12 +25%
1023 Amberite +1 +2 +2 +2 +3 +2 10 +125%
1024 High-Elf +1 +3 -1 +3 +1 +3 10 +100%
1025 Barbarian +3 -2 -1 +1 +2 +0 11 +20%
1026 Half-Ogre +3 -2 +0 -1 +3 -2 12 +45%
1027 Half-Giant +4 -2 -2 -2 +3 -2 13 +60%
1028 Half-Titan +5 +1 +2 -2 +3 +1 14 +155%
1029 Cyclops +4 -3 -2 -3 +4 -3 13 +50%
1030 Yeek -2 +1 +1 +1 -2 -4 7 +0%
1031 Klackon +2 -1 -1 +1 +2 -1 12 +90%
1032 Kobold +1 -1 +0 +1 +0 -2 9 +25%
1033 Nibelung +1 -1 +2 +0 +2 -2 11 +70%
1034 Dark-Elf -1 +3 +2 +2 -2 +1 9 +50%
1035 Draconian +2 +1 +1 +1 +2 -1 11 +120%
1036 Mindflayer -3 +4 +4 +0 -2 -3 9 +40%
1037 Imp +0 -1 -1 +1 +2 -1 10 +15%
1038 Golem +4 -5 -5 -2 +4 -2 12 +100%
1039 Skeleton +0 +1 -2 +0 +1 -2 10 +45%
1040 Zombie +2 -6 -6 +1 +4 -3 13 +50%
1041 Vampire +3 +3 -1 -1 +1 +2 11 +100%
1042 Spectre -5 +4 -1 +2 +0 -3 7 +110%
1043 Sprite -4 +3 +3 +3 -2 +2 7 +45%
1044 Beastman +2 -2 -1 -1 +2 -2 11 +40%
1045 Ent +2 +0 +2 -3 +2 +0 12 +40%
1046 Archon +2 +0 +4 +1 +2 +3 11 +135%
1047 Balrog +4 +2 -10 +2 +3 -5 12 +150%
1048 Dunadan +1 +2 +2 +2 +3 +2 10 +80%
1049 Shadow-Fairy -2 +2 +2 +1 -1 +0 7 +20%
1050 Kutar +0 -1 -1 +1 +2 +3 11 +40%
1051 Android +4 -5 -5 +0 +4 -2 13 +100%
1054 --- Table 2 - Class Statistic Bonus Table ---
1056 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1057 Warrior +4 -2 -2 +2 +2 -1 +9 +0%
1058 Mage -4 +3 +0 +1 -2 +1 +0 +30%
1059 Priest -1 -3 +3 -1 +0 +2 +2 +20%
1060 Rogue +2 +1 -2 +3 +1 -1 +6 +25%
1061 Ranger +2 +2 +0 +1 +1 +1 +4 +40%
1062 Paladin +3 -3 +1 +0 +2 +2 +6 +35%
1063 Warrior-Mage +2 +2 +0 +1 +0 +1 +4 +40%
1064 Chaos-Warrior +2 +1 -1 +0 +2 -2 +6 +25%
1065 Monk +2 -1 +1 +3 +2 +1 +6 +30%
1066 Mindcrafter -1 +0 +3 -1 -1 +2 +2 +25%
1067 High-Mage -4 +4 +0 +0 -2 +1 +0 +30%
1068 Tourist -1 -1 -1 -1 -1 -1 +0 -30%
1069 Imitator +0 +1 -1 +2 +0 +1 +5 +10%
1070 BeastMaster +1 -1 -1 +1 +0 +2 +3 +20%
1071 Sorcerer -5 +6 -2 +2 +0 -2 +4 +60%
1072 Archer +2 -1 -1 +2 +1 +0 +6 +10%
1073 Magic-Eater -1 +2 +1 +2 -2 +1 +3 +30%
1074 Bard -2 +1 +2 -1 -2 +4 +2 +40%
1075 Red-Mage +2 +2 -1 +1 +0 -1 +4 +40%
1076 Samurai +3 -2 +1 +2 +1 +0 +6 +30%
1077 ForceTrainer +0 -1 +3 +2 +1 +1 +2 +35%
1078 Blue-Mage -4 +4 -1 +1 -2 -1 +2 +30%
1079 Cavalry +2 -2 -2 +2 +2 +0 +5 +20%
1080 Berserker +8 -20 -20 +4 +4 -5 +11 +60%
1081 Weaponsmith +3 -1 -1 +1 +0 -1 +6 +30%
1082 Mirror-Master -2 +3 +1 -1 -2 +1 +2 +30%
1083 Ninja +0 -1 -1 +3 +2 -1 +2 +20%
1086 --- Table 3 - Personality Statistic Bonus Table ---
1088 STR INT WIS DEX CON CHR Hit Dice
1089 Ordinary +0 +0 +0 +0 +0 +0 +0
1090 Mighty +2 -2 -1 +0 +1 +0 +1
1091 Shrewd -2 +2 +0 +1 -1 -1 -1
1092 Pious +0 -1 +2 -1 +0 +1 +0
1093 Nimble -1 +1 -1 +2 -1 -1 +0
1094 Fearless +2 +1 +1 -1 -1 +0 -1
1095 Combat +1 -1 -2 +2 +0 +1 +0
1096 Lazy -2 -2 -2 -2 -2 -2 -1
1097 Sexy +1 +1 +1 +1 +1 +3 +0
1098 Lucky -2 -2 -2 -2 -2 +2 +0
1099 Patient -1 -1 +1 -2 +2 +0 +1
1100 Munchkin +10 +10 +10 +10 +10 +10 +15
1103 ***** <SkillBonusTable>
1104 === Ability Tables ===
1106 Each of the races, classes, and personalities has certain
1107 modifications to their starting abilities. Players may also receive an
1108 additional level-based bonus to certain skills which is based on their
1109 class. For example mages improve their magical device skill more
1110 rapidly than warriors. As noted above, some skills will not improve
1111 unless magically enhanced.
1113 --- Table 4 - Race Skill Bonus Table ---
1115 Dsrm Dvce Save Stlh Srch Prcp Melee Bows Infra
1116 Human +0 +0 +0 +0 +0 +10 +0 +0 None
1117 Half-Elf +2 +3 +2 +1 +6 +11 -1 +5 20 feet
1118 Elf +5 +6 +4 +2 +8 +12 -5 +15 30 feet
1119 Hobbit +15 +12 +10 +5 +12 +15 -10 +20 40 feet
1120 Gnome +10 +8 +7 +3 +6 +13 -8 +12 40 feet
1121 Dwarf +2 +7 +6 -1 +7 +10 +15 +0 50 feet
1122 Half-Orc -3 -3 -2 -1 +0 +7 +12 -5 30 feet
1123 Half-Troll -5 -8 -5 -2 -1 +5 +20 -10 30 feet
1124 Amberite +4 +5 +3 +2 +3 +13 +15 +10 None
1125 High-Elf +4 +13 +12 +4 +3 +14 +10 +25 40 feet
1126 Barbarian -2 -10 +2 -1 +1 +7 +12 +10 None
1127 Half-Ogre -3 -5 -3 -2 -1 +5 +20 +0 30 feet
1128 Half-Giant -6 -8 -3 -2 -1 +5 +25 +5 30 feet
1129 Half-Titan -5 +5 +1 -2 +1 +8 +25 +0 None
1130 Cyclops -4 -5 -3 -2 -2 +5 +20 +12 10 feet
1131 Yeek +2 +4 +6 +3 +5 +15 -5 -5 20 feet
1132 Klackon +10 +5 +3 +0 -1 +10 +5 +5 20 feet
1133 Kobold -2 -3 -1 -1 +1 +8 +10 -8 30 feet
1134 Nibelung +3 +5 +6 +1 +5 +10 +9 +0 50 feet
1135 Dark-Elf +5 +10 +12 +3 +8 +12 -5 +10 50 feet
1136 Draconian -2 +5 +2 +0 +1 +10 +5 +5 20 feet
1137 Mindflayer +10 +15 +9 +2 +5 +12 -10 -5 40 feet
1138 Imp -3 +2 -1 +1 -1 +10 +5 -5 30 feet
1139 Golem -5 -5 +6 -1 -1 +8 +20 +0 40 feet
1140 Skeleton -5 +0 +3 -1 -1 +8 +10 +0 20 feet
1141 Zombie -5 -5 +5 -1 -1 +5 +15 +0 20 feet
1142 Vampire +4 +8 +6 +4 +1 +8 +5 +0 50 feet
1143 Spectre +10 +15 +12 +5 +5 +14 -15 -5 50 feet
1144 Sprite +10 +8 +6 +4 +10 +10 -12 +0 40 feet
1145 Beastman -5 -2 -1 -1 -1 +5 +12 +5 None
1146 Ent -5 +2 +5 -1 +0 +9 +15 -5 None
1147 Archon +0 +12 +8 +2 +2 +11 +10 +10 30 feet
1148 Balrog -3 +12 +15 -2 +1 +8 +20 +0 50 feet
1149 Dunadan +4 +5 +3 +2 +3 +13 +15 +10 None
1150 Shadow-Fairy +7 +8 +0 +6 +12 +15 -10 -5 40 feet
1151 Kutar -2 +5 +5 +5 -2 +6 +0 -5 None
1152 Android +0 -5 +0 -2 +3 +14 +20 +10 None
1155 --- Table 5 - Class Skill Bonus Table ---
1157 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1158 Warrior 25+12 18+7 31+10 1 14 2 70+30 55+30
1159 Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1160 Priest 25+7 35+11 40+12 2 16 8 48+13 35+11
1161 Rogue 45+15 37+12 36+10 5 32 24 60+21 66+18
1162 Ranger 30+8 37+11 36+10 3 24 16 56+18 72+28
1163 Paladin 20+7 24+10 34+11 1 12 2 68+21 40+18
1164 Warrior-Mage 30+7 35+10 36+10 2 18 16 50+15 25+11
1165 Chaos-Warrior 20+7 25+11 34+10 1 14 12 65+20 40+17
1166 Monk 45+15 34+11 36+10 5 32 24 64+18 60+18
1167 Mindcrafter 30+10 33+11 38+10 3 22 16 50+14 40+18
1168 High-Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1169 Tourist 15+5 18+7 28+9 1 12 2 40+11 20+11
1170 Imitator 25+7 30+10 36+10 2 18 16 60+18 50+20
1171 BeastMaster 20+7 25+10 32+10 2 18 16 52+14 63+25
1172 Sorcerer 30+7 48+18 75+13 2 12 22 0+0 0+0
1173 Archer 38+12 24+10 35+10 4 24 16 56+18 82+36
1174 Magic-Eater 25+7 42+16 36+10 2 20 16 48+13 35+11
1175 Bard 20+8 33+13 34+11 -5 16 20 34+10 20+8
1176 Red-Mage 20+7 34+11 34+11 1 16 10 56+18 25+11
1177 Samurai 25+12 18+7 32+10 2 16 6 70+23 40+18
1178 ForceTrainer 30+10 34+11 38+11 4 32 24 50+14 40+15
1179 Blue-Mage 30+7 40+16 36+11 3 20 16 40+6 25+7
1180 Cavalry 20+10 18+7 32+10 1 16 10 60+22 66+26
1181 Berserker -inf -inf -inf -inf -inf -inf 120+50 -inf
1182 Weaponsmith 30+10 28+10 28+10 1 20 10 60+21 45+15
1183 Mirror-Master 30+10 33+11 40+12 3 14 16 34+6 30+10
1184 Ninja 45+15 24+10 36+10 8 48 32 70+25 66+18
1186 For character classes, there are two figures: the first figure is the
1187 base level of the ability, while the second figure is the bonus that
1188 the character gains to this skill every ten levels. So, to find out
1189 the total skill value of any character's skills, add the "race" value
1190 to the "class" value, and then the bonus once for every ten levels
1191 that the character has.
1194 --- Table 6 - Personality Skill Bonus Table ---
1196 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1197 Ordinary +0 +0 +0 +0 +0 +0 +0 +0
1198 Mighty -5 -5 -3 -1 -2 -2 +10 +0
1199 Shrewd +3 +8 +2 +0 -2 +5 -8 -5
1200 Pious -5 +2 +4 -1 +3 -2 -3 -6
1201 Nimble +7 +2 -1 +1 +5 +5 +0 +10
1202 Fearless -5 +5 -2 +0 +2 -2 +10 +10
1203 Combat -2 -3 -3 +0 -1 +2 +5 +5
1204 Lazy -5 -5 -3 -1 -4 -2 -8 -8
1205 Sexy +10 +5 +3 +0 +4 +2 +10 +10
1206 Lucky +10 +7 +3 +2 +10 +8 +15 +15
1207 Patient -5 -3 +3 +1 +0 -3 -6 -6
1208 Munchkin +20 +40 +30 +10 +40 +40 +80 +80
1210 For character personalities, each figure has two meanings; base level
1211 of the ability and the bonus that the character gains to this skill at
1216 Updated : Hengband 1.1.0