1 === Races, Classes and Personalities ===
3 This file describes about the races, classes and personalities
4 available in Hengband; racial, class, personality tables are provided
11 There are thirty seven different races that you can choose from in
12 Hengband. Each race has various strengths and weaknesses and its own
13 adjustments to a character's stats and abilities. Many races also
14 have intrinsic abilities and powers. Their racial powers can be used
15 by the racial/class power command ("U"/"O").
21 The human is the base character. All other races are compared to
22 them. Humans can choose any class and are average at
23 everything. Humans tend to go up levels faster than most other
24 races because of their shorter life spans. No racial adjustments
25 or intrinsics occur to characters choosing human.
31 Half-elves tend to be smarter and faster than humans, but not as
32 strong. Half-elves are slightly better at searching, disarming,
33 saving throws, stealth, bows, and magic, but they are not as good
34 at hand weapons. Half-elves may choose any class and do not
35 receive any intrinsic abilities.
41 Elves are better magicians then humans, but not as good at
42 fighting. They tend to be smarter and faster than either humans
43 or half-elves and also have better wisdom. Elves are better at
44 searching, disarming, perception, stealth, bows, and magic, but
45 they are not as good at hand weapons. They resist light effects
52 Hobbits, or Halflings, are very good at bows, throwing, and have
53 good saving throws. They also are very good at searching,
54 disarming, perception, and stealth; so they make excellent rogues,
55 but prefer to be called burglars. They are much weaker than
56 humans, and no good at melee fighting. Halflings have fair
57 infravision, so they can detect warm creatures at a distance.
58 They have a strong hold on their life force, and are thus
59 intrinsically resistant to life draining.
65 Gnomes are smaller than dwarves but larger than Halflings. They,
66 like the hobbits, live in the earth in burrow-like homes. Gnomes
67 make excellent mages and have very good saving throws. They are
68 good at searching, disarming, perception, and stealth. They have
69 lower strength than humans so they are not very good at fighting
70 with hand weapons. Gnomes have fair infra-vision, so they can
71 detect warm-blooded creatures at a distance. Gnomes are
72 intrinsically protected against paralysis.
78 Dwarves are the headstrong miners and fighters of legend. Dwarves
79 tend to be stronger and tougher but slower and less intelligent
80 than humans. Because they are so headstrong and are somewhat
81 wise, they resist spells which are cast on them. They are very
82 good at searching, perception, fighting, and bows. Dwarves have
83 miserable stealth. They can never be blinded.
89 Half-orcs make excellent warriors, but are terrible at magic.
90 They are as bad as dwarves at stealth, and horrible at searching,
91 disarming, and perception. Half-orcs are quite ugly, and tend to
92 pay more for goods in town. Because of their preference to living
93 underground to on the surface, half-orcs resist darkness attacks.
99 Half-Trolls are incredibly strong and have more hit points than
100 most other races. They are also very stupid and slow. They are
101 bad at searching, disarming, perception, and stealth. They are so
102 ugly that a Half-Orc grimaces in their presence. They also happen
103 to be fun to run... Half-trolls always have their strength
104 sustained. At higher levels, Half-Trolls regenerate wounds
105 automatically, and, if he or she is a warrior, require food less
112 The Amberites are a reputedly immortal race, who are endowed with
113 numerous advantages in addition to their longevity. They are very
114 tough and their constitution cannot be reduced. Their ability to
115 heal wounds far surpasses that of any other race. Having seen
116 virtually everything, very little is new to them, and they gain
117 levels much slower than the other races.
123 High-elves are a race of immortal beings dating from the beginning
124 of time. They are masters of all skills, and are strong and
125 intelligent, although their wisdom is sometimes suspect.
126 High-elves begin their lives able to see the unseen, and resist
127 light effects just like regular elves. However, there are few
128 things that they have not seen already, and experience is very
129 hard for them to gain.
135 Barbarians are hardy men of the north. They are fierce in combat,
136 and their wrath is feared throughout the world. Combat is their
137 life: they feel no fear, and they learn to enter battle frenzy at
138 will even sooner than half-trolls. Barbarians are, however,
139 suspicious of magic, which makes magic devices fairly hard for
146 Half-Ogres are like Half-Orcs, only more so. They are big, bad,
147 and stupid. For warriors, they have all the necessary attributes,
148 and they can even become wizards: after all, they are related to
149 Ogre Magi, from whom they have learned the skill of setting
150 trapped runes once their level is high enough. Like Half-Orcs,
151 they resist darkness, and like Half-Trolls, they have their
158 Half-Giants' limited intelligence makes it difficult for them to
159 become full spellcasters, but with their great strength they make
160 excellent warriors. Their thick skin makes them resistant to
161 shards, and like Half-Ogres and Half-Trolls, they have their
168 Half-mortal descendants of the mighty titans, these immensely
169 powerful creatures put almost any other race to shame. They may
170 lack the fascinating special powers of certain other races, but
171 their enhanced attributes more than make up for that. They learn
172 to estimate the strengths of their foes, and their love for law
173 and order makes them resistant to the effects of Chaos.
179 With but one eye, a Cyclops can see more than many with two eyes.
180 They are headstrong, and loud noises bother them very little.
181 They are not quite qualified for the magic using professions, but
182 as a certain Mr. Ulysses can testify, their accuracy with thrown
183 rocks can be deadly...
189 Yeeks are among the most pathetic creatures. Fortunately, their
190 horrible screams can scare away less confident foes, and their
191 skin becomes more and more resistant to acid, as they gain
192 experience. But having said that, even a mediocre monster can
193 wipe the proverbial floor with an unwary Yeek.
199 Klackons are bizarre semi-intelligent ant-like insectoid
200 creatures. They make great fighters, but their mental abilities
201 are severely limited. Obedient and well-ordered, they can never
202 be confused. They are also very nimble, and become faster as they
203 advance levels. They are also very acidic, inherently resisting
204 acid, and capable of spitting acid at higher levels.
210 Kobolds are a weak goblin race. They love poisoned weapons, and
211 can learn to throw poisoned darts (of which they carry an
212 unlimited supply). They are also inherently resistant to poison,
213 although they are not one of the more powerful races.
219 The hated and persecuted race of nocturnal dwarves, these
220 cave-dwellers are not much bothered by darkness. Their natural
221 inclination to magical items has made them immune to effects which
222 could drain away magical energy.
228 Another dark, cave-dwelling race, likewise unhampered by darkness
229 attacks, the Dark Elves have a long tradition and knowledge of
230 magic. They have an inherent magic missile attack available to
231 them at a low level. With their keen sight, they also learn to
232 see invisible things as their relatives High-Elves do, but at a
239 A humanoid race with dragon-like attributes. As they advance
240 levels, they gain new elemental resistances (up to Poison
241 Resistance), and they also have a breath weapon, which becomes
242 more powerful with experience. The exact type of the breath
243 weapon depends on the Draconian's class and level. With their
244 wings, they can easily escape any pit trap unharmed.
250 A secretive and mysterious ancient race. Their civilization may
251 well be older than any other on our planet, and their intelligence
252 and wisdom are naturally sustained, and are so great that they
253 enable Mind Flayers to become more powerful spellcasters than any
254 other race, even if their physical attributes are a good deal less
255 admirable. As they advance levels, they gain the powers of See
256 Invisible and Telepathy.
262 A demon-creature from the nether-world, naturally resistant to
263 fire attacks, and capable of learning fire bolt and fire ball
264 attacks. They are little loved by other races, but can perform
265 fairly well in most professions. As they advance levels, they
266 gain the powers of See Invisible.
272 A Golem is an artificial creature, built from a lifeless raw
273 material like clay, and awakened to life. They are nearly
274 mindless, making them useless for professions which rely on magic,
275 but as warriors they are very tough. They are resistant to
276 poison, they can see invisible things, and move freely. At higher
277 levels, they also become resistant to attacks which threaten to
278 drain away their life force. Golems gain very little nutrition
279 from ordinary food, but can absorb mana from staves and wands as
280 their power source. Golems also gain a natural armor class bonus
281 from their tough body.
287 There are two types of skeletons: the ordinary, warrior-like
288 skeletons, and the spell-using skeletons, which are also called
289 liches. As undead beings, skeletons need to worry very little
290 about poison or attacks that can drain life. They do not really
291 use eyes for perceiving things, and are thus not fooled by
292 invisibility. Their bones are resistant to sharp shrapnel, and
293 they will quickly become resistant to cold. Although the magical
294 effects of these will affect the skeleton even without entering
295 the skeleton's (non-existent) belly, the potion or food itself
296 will fall through the skeleton's jaws, giving no nutritional
297 benefit. They can absorb mana from staves and wands as their
304 Much like Skeletons, Zombies too are undead horrors: they are
305 resistant to life-draining attacks, and can learn to restore their
306 life-force. Like skeletons, they become resistant to cold-based
307 attacks (actually earlier than skeletons), resist poison and can
308 see invisible. While still vulnerable to cuts (unlike skeletons),
309 Zombies are resistant to Nether. Like Golems, they gain very
310 little nutrition from the food of mortals, but can absorb mana
311 from staves and wands as their energy source.
317 One of the mightier undead creatures, the Vampire is an
318 awe-inspiring sight. Yet this dread creature has a serious
319 weakness: the bright rays of sun are its bane, and it will need to
320 flee the surface to the deep recesses of earth until the sun
321 finally sets. Darkness, on the other hand, only makes the Vampire
322 stronger. As undead, the Vampire has a firm hold on its life
323 force, and resists nether attacks. The Vampire also resists cold
324 and poison based attacks. It is, however, susceptible to its
325 perpetual hunger for fresh blood, which can only be satiated by
326 sucking the blood from a nearby monster.
332 Another powerful undead creature: the Spectre is a ghastly
333 apparition, surrounded by an unearthly green glow. They exist
334 only partially on our plane of existence: half-corporeal, they can
335 pass through walls, although the density of the wall will hurt
336 them in the process of doing this. As undead, they have a firm
337 hold on their life force, see invisible, and resist poison and
338 cold. They also resist nether. At higher levels they develop
339 telepathic abilities. Spectres make superb spellcasters, but
340 their physical form is very weak. They gain very little nutrition
341 from the food of mortals, but can absorb mana from staves and
342 wands as their energy source.
348 One of the several fairy races, Sprites are very small. They have
349 tiny wings and can fly over traps that may open up beneath them.
350 They enjoy sunlight intensely, and need worry little about light
351 based attacks. Although physically among the weakest races,
352 Sprites are very talented in magic, and can become highly skilled
353 wizards. Sprites have the special power of spraying Sleeping
354 Dust, and at higher levels they learn to fly faster.
360 "This race is a blasphemous abomination produced by Chaos. It is
361 not an independent race but rather a humanoid creature, most often
362 a human, twisted by the Chaos, or a nightmarish crossbreed of a
363 human and a beast. All Beastmen are accustomed to Chaos so much
364 that they are untroubled by confusion and sound, although raw
365 logrus can still have effects on them. Beastmen revel in chaos,
366 as it twists them more and more. Beastmen are subject to
367 mutations: when they have been created, they receive a random
368 mutation. After that, every time they advance a level they have a
369 small chance of gaining yet another mutation.
375 The Ents are a powerful race dating from the beginning of the
376 world, oldest of all animals or plants who inhabit Arda. Spirits
377 of the land, they were summoned to guard the forests of
378 Middle-earth. Being much like trees they are very clumsy but
379 strong, and very susceptible to fire. They gain very little
380 nutrition from the food of mortals, but they can absorb water from
381 potions as their nutrition.
387 Archons are a higher class of angels. They are good at all
388 skills, and are strong, wise, and are a favorite with any people.
389 They are able to see the unseen, and their wings allow them to
390 safely fly over traps and other dangerous places. However,
391 belonging to a higher plane as they do, the experiences of this
392 world do not leave a strong impression on them and they gain
399 Balrogs are a higher class of demons. They are strong,
400 intelligent and tough. They do not believe in gods, and are not
401 suitable for priest at all. Balrog are resistant to fire and
402 nether, and have a firm hold on their life force. They also
403 eventually learn to see invisible things. They are good at almost
404 all skills except stealth. They gain very little nutrition from
405 the food of mortals, and need human corpses as sacrifices to
406 regain their vitality.
412 Dunedain are a race of hardy men from the West. This elder race
413 surpasses human abilities in every field, especially constitution.
414 However, being men of the world, very little is new to them, and
415 levels are very hard for them to gain. Their constitution cannot
422 Shadow Fairies are one of the several fairy races. They have
423 wings, and can fly over traps that may open up beneath them.
424 Shadow Fairies must beware of sunlight, as they are vulnerable to
425 bright light. They are physically weak, but have advantages in
426 using magic and are amazingly stealthy. Shadow Fairies have a
427 wonderful advantage in that they never aggravate monsters (If
428 their equipment normally aggravates monsters, they only suffer a
429 penalty to stealth, but if they aggravate by their personality
430 itself, the advantage will be lost).
436 A Kutar is an expressionless animal-like living creature. The
437 word 'kuta' means 'absentmindedly' or 'vacantly'. Their
438 absentmindedness hurts their searching and perception skills, but
439 renders them incapable of being confused. Their unearthly
440 calmness and serenity make them among the most stealthy of any
441 race. Kutars, although expressionless, are beautiful and so have
442 a high charisma. Members of this race can learn to expand their
443 body horizontally. This increases armour class, but renders them
444 vulnerable to magical attacks.
450 An android is a artificial creation with a body of machinery.
451 They are poor at spell casting, but they make excellent warriors.
452 They don't acquire experience like other races, but rather gain in
453 power as they attach new equipment to their frame. Rings,
454 amulets, and lights do not influence growth. Androids are
455 resistant to poison, can move freely, and are immune to
456 life-draining attacks. Moreover, because of their hard metallic
457 bodies, they get a bonus to AC. Androids have electronic circuits
458 throughout their body and must beware of electric shocks. They
459 gain very little nutrition from the food of mortals, but they can
460 use flasks of oil as their energy source.
466 There are twenty seven different classes that you can choose from in
467 Hengband. Each class has various strengths and weaknesses and its own
468 adjustments to a character's stats and abilities. Many classes also
469 have intrinsic abilities and powers. These are often linked to the
470 character's experience level and only become available later in the
471 game. Their class powers can be used by the racial/class power
478 A Warrior is a hack-and-slash character, who solves most of his
479 problems by cutting them to pieces, but will occasionally fall
480 back on the help of a magical device. Unfortunately, many
481 high-level devices may be forever beyond their use.
483 Warriors cast no spells. They hate magic. In fact, they even
484 gain experience for destroying high level spellbooks. They have a
485 class power - 'Sword Dancing' - which allows them to conduct a
486 melee attack in six random directions.
492 A Mage is a spell caster that must live by his wits as he cannot
493 hope to simply hack his way through the dungeon like a warrior.
494 In addition to his spellbooks, a Mage should carry a range of
495 magical devices to help him in his endeavors which he can master
496 far more easily than anyone else. A Mage's prime statistic is
497 Intelligence as this determines his spell casting ability.
499 Mages have the least restrictions in choosing and learning spells.
500 They can freely choose any two realms when a character is created.
501 Their natural inclination makes Life magic fairly hard to learn.
502 Otherwise, a mage tends to learn and cast all the spells in his or
503 her realms better than any other character. The ability to choose
504 second realm of magic has a special meaning in Hengband; only
505 second realm can be changed in the middle of the game. You can
506 change second realm by studying ("G") from a spellbook of new
507 realm. They have a class power - 'Eat Magic' - which absorbs mana
508 from wands, staves or rods.
514 A Priest is a character devoted to serving a higher power. They
515 explore the dungeon in the service of their God. Since Priests
516 receive new prayers as gifts from their patron deity, they cannot
517 choose which ones they will learn. Priests are familiar with
518 magical devices which they believe act as foci for divine
519 intervention in the natural order of things. A priest wielding an
520 edged weapon will be so uncomfortable with it that his fighting
521 ability. A Priest's primary stat is Wisdom since this determine
522 his success at praying to his deity.
524 Priest can select from Life, Death, Daemon, or Crusade as a first
525 realm, and choose second realm almost freely. But pairs of a good
526 magic and an evil magic from these four realms are not allowed.
527 Priests can learn all spells in the selected realms, even if not
528 as efficiently as mages. However, when learning spells, priests
529 cannot voluntarily decide which spells to study: they are rewarded
530 with new prayers by their patron deities, with no money-back
531 satisfaction guarantee. Priests which select Life realm or
532 Crusade realm have a class power - 'Bless Weapon' - which blesses
533 any edged weapon to be suitable for priests to wield. Every
534 priest which select Death realm or Daemon realm have a class power
535 - 'Evocation' - which damages, scares and banish all monsters in
542 A Rogue is a character that prefers to live by his cunning, but is
543 capable of fighting his way out of a tight spot. Rogues are good
544 at locating hidden traps and doors and are the masters of
545 disarming traps and picking locks. A rogue has a high stealth
546 allowing him to sneak around many creatures without having to
547 fight, or to get in a telling first blow. A rogue may also
548 backstab a fleeing monster. Intelligence determines a Rogue's
549 spell casting ability.
551 Rogues can select one realm from Sorcery, Death, Trump, Arcane, or
552 Craft. All Rogues have certain limitations on which spells they
553 can learn, and they do not learn new spells very quickly. They
554 have a class power - 'Hit and Away' - which allows them to attack
555 in melee and teleport away from there at once.
561 A Ranger is a combination of a warrior and a mage who has
562 developed a special affinity for the natural world around him. He
563 is a good fighter and also good about a missile weapon such as a
564 bow. A ranger has a good stealth, good perception, good
565 searching, good saving throw and is good with magical devices.
566 Intelligence determines a Ranger's spell casting ability.
568 All rangers are trained in Nature magic, and all Nature spells are
569 available to them. They even learn these spells almost as fast as
570 mages. They can also select a secondary realm (from Sorcery,
571 Chaos, Death, Trump, Arcane, and Daemon), but they are slow
572 learners here, and may find themselves unable to learn some of the
573 highest level spells. They have a class power - 'Probe Monster' -
574 which allows them to know a monster's HP, speed, and experience
581 A Paladin is a combination of a warrior and a priest. Paladins
582 are very good fighters, but not very good at missile weapons. A
583 paladin lacks much in the way of abilities. He is poor at
584 stealth, perception, searching, and magical devices but has a
585 decent saving throw due to his divine alliance. Wisdom determines
586 a Paladin's success at praying to his deity.
588 Paladins can select a realm from Crusade and Death. Like priests,
589 they cannot select which prayers to learn, but are rewarded with
590 new prayers by their deities. They can learn all spells, but not
591 as fast as priests. They detest paganism so strongly that they
592 will even gain experience for destroying high-level pagan spell-
593 books: 'pagan' means Life or Crusade spellbooks for a Death
594 Paladin and all spellbooks other than Life and Crusade for a
595 Crusade Paladin. Depending on their realm, they have a class
596 power - 'Holy Lance' or 'Hell Lance'.
602 A Warrior-Mage is precisely what the name suggests: a cross
603 between the warrior and mage classes. While their brothers, the
604 rangers, specialize in Nature magic and survival skills, true
605 Warrior-Mages attempt to reach the best of both worlds. As
606 warriors they are much superior to the usual Mage class.
607 Intelligence determines a Warrior-Mage's spell casting ability.
609 Warrior-mages begin the game with Arcane magic, and they can
610 freely select another realm of magic. Although they do not gain
611 new spells as fast as regular mages, they will eventually learn
612 every spell in both realms, thus making them a very competitive
613 choice for players who appreciate Arcane magic. They have two
614 class powers - 'Convert HP to SP' and 'Convert SP to HP' - which
615 allow them to heal HP using mana or gain mana using HP.
618 ***** <Chaos-Warrior>
619 --- Chaos-Warrior ---
621 Chaos Warriors are the feared servants of the terrible Demon Lords
622 of Chaos. Every Chaos Warrior has a Patron Demon and, when
623 gaining a level, may receive a reward from his Patron. He might
624 be healed or polymorphed, his stats could be increased, or he
625 might be rewarded with an awesome weapon. On the other hand, the
626 Patrons might surround him with monsters, drain his stats or wreck
627 his equipment or they might simply ignore him. The Demon Lords of
628 Chaos are chaotic and unpredictable indeed. The exact type of
629 reward depends on both the Patron Demon (different Demons give
630 different rewards) and chance.
632 Chaos Warriors can select a realm from Chaos and Daemon. They are
633 not interested in any other form of magic. They can learn every
634 spell. They have a class power - 'Confusing Light' - which stuns,
635 confuses, and scares all monsters in sight.
641 The Monk character class is very different from all other classes.
642 Their training in martial arts makes them much more powerful with
643 no armor or weapons. To gain the resistances necessary for
644 survival a monk may need to wear some kind of armor, but if the
645 armor he wears is too heavy, it will severely disturb his martial
646 arts maneuvers. As the monk advances levels, new, powerful forms
647 of attack become available. Their defensive capabilities increase
648 likewise, but if armour is being worn, this effect decreases.
649 Wisdom determines a Monk's spell casting ability.
651 The different sects of monks are devoted to different areas of
652 magic. They select a realm from Life, Nature, Craft, and Death.
653 They will eventually learn all prayers in the discipline of their
654 choice. They have two class powers - 'Assume a Posture' and
655 'Double Attack'. They can choose different forms of postures in
656 different situations, and use powerful combinations of attacks for
663 The Mindcrafter is a unique class that uses the powers of the mind
664 instead of magic. These powers are unique to Mindcrafters, and
665 vary from simple extrasensory powers to mental domination of
666 others. Since these powers are developed by the practice of
667 certain disciplines, a Mindcrafter requires no spellbooks to use
668 them. The available powers are simply determined by the
669 character's level. Wisdom determines a Mindcrafter's ability to
672 Mindcrafters gain new mindcrafting powers and their existing ones
673 become stronger as they gain levels. They can use their power
674 even when blinded. They have a class power - 'Clear Mind' - which
675 allows them to rapidly regenerate their mana.
681 High-mages are mages who specialize in one particular field of
682 magic and learn it very well - much better than the ordinary mage.
683 A high mage's prime statistic is intelligence as this determines
684 his spell casting ability.
686 For the price of giving up a second realm of magic, High-mages
687 gain substantial benefits in the mana costs, minimum levels, and
688 failure rates of the spells in their speciality realm. They have
689 a class power - 'Eat Magic' - which absorbs mana from wands,
692 And then, only High-Mages are able to cast Hex spells.
698 Tourists have visited this world for the purpose of sightseeing.
699 Their fighting skills is bad, and they cannot cast powerful
700 spells. They are the most difficult class to win the game with.
701 Intelligence determines a tourist's spell casting ability.
703 Tourists are always seeing more of the world to add to their stock
704 of information; no other class can compete with their
705 identification skills. They have two class powers - 'Take a
706 Photograph' and 'Identify True'. Their magic is based on Arcane,
707 and - aside from identify - is very weak indeed.
713 Imitators have enough fighting skills to survive, but rely on
714 their unique technique - 'Imitation' - which imitates monster
715 spells/techniques include whose damage/duration value. Dexterity
716 determines general imitation ability, but a stat related to the
717 specific action is often also taken into account.
719 To use imitation, Imitators must see monster's spell at first.
720 When monsters in view use spells, they are added to a temporary
721 spell list which the imitator can choose among. Spells should be
722 imitated quickly, because timing and situation are everything. An
723 imitator can only repeat a spell once each time he observes it.
724 They only have a small long-term memory for spells, which ranges
725 from one to three, depending on their level. When they memorize
726 more spells than this, they will forget the oldest spell in the
727 list. They have a class power - 'Double Revenge' - which allows
728 them to imitate spells at double damage or duration.
734 Beastmasters are in tune with the minds of the creatures of the
735 world of Hengband. They are very good at riding, and have enough
736 fighting ability. They use monsters which summoned or dominated
737 by him as his hands and feet. Beastmasters can cast trump magic,
738 and very good at summoning spell, but they can not summon
739 non-living creatures. Charisma determines a Beastmaster's spell
742 Beastmasters use Trump magic to make good use of their monster
743 domination and riding abilities. They are very good at summoning
744 living creatures, and they learn summoning spells quicker than
745 Mages. However, they cannot summon non-living creatures. They
746 have two class powers - 'Dominate a Living Thing' and 'Dominate
753 Sorcerers are the all-around best magicians, being able to cast
754 any spell from most magic realms without having to learn it. On
755 the downside, they are the worst fighters in the dungeon, being
756 unable to use any weapon but a Wizardstaff.
758 Sorcerers can cast any spell from any spellbooks of all nine magic
759 realms with 'Master' proficiency level without having to learn it.
760 They have a class power - 'Eat Magic' - which absorbs mana from
761 wands, staves or rods.
767 Archers are to bows what warriors are to melee. They are the best
768 class around with any bow, crossbow, or sling. They need a lot of
769 ammunition, but will learn how to make it from junk found in the
770 dungeon. An archer is better than a warrior at stealth,
771 perception, searching and magical devices.
773 Archers have a class power - 'Create Ammo' - which creates stones
774 or shots from pile of rubble, and arrows and crossbow bolts from
781 Magic-Eaters can absorb magic devices, and use these magics as
782 their spells. They are middling-poor at fighting. A
783 Magic-Eater's prime statistic is intelligence.
785 Magic-Eaters can absorb the energy of wands, staffs, and rods, and
786 can then use these magics as if they were carrying all of these
787 absorbed devices. Mana and changes of absorbed devices are
788 regenerated naturally by a Magic-Eater's power, and speed of
789 regeneration is influenced by their intelligence. They have a
790 class power - 'Absorb Magic' - which is used to absorb magic
797 Bards are something like traditional musicians. Their magical
798 attacks are sound-based, and last as long as the Bard has mana.
799 Although a bard cannot sing two or more songs at the same time, he
800 or she does have the advantage that many songs affect all areas in
801 sight. A bard's prime statistic is charisma.
803 The songs are found in four songbooks, of which two are sold in
804 town. There is a special feature of music; many songs continue to
805 be sung until either the Bard chooses to stop, or he runs out of
806 the energy required to sing that type of song. Bards have a class
807 power - 'Stop Singing'.
813 Red Mages are similar to Warrior-Mage; they are decent fighters
814 and spellcasters. Red-Mages can use almost all spells from lower
815 rank spellbooks of all realms, but they cannot cast spells from
816 higher rank spellbooks, and they are extremely slow learners in
817 them. They are not bad at using magical devices and magic
818 resistance, but are bad at other skills. A red-mage's prime
819 statistic is intelligence.
821 Red-Mages can use almost all spells from lower rank spellbooks of
822 all realms: first and second spellbooks of all realms and third
823 and fourth Arcane spellbooks, without having to learn it, but they
824 cannot cast spells from higher rank spellbooks; third and fourth
825 spellbooks for all realms other than Arcane. Since they use all
826 realms at once, they have large penalties in the mana costs,
827 minimum levels, and failure rates of spells. They have a class
828 power - 'Double Magic' - which allows them to cast two spells at
835 Samurai, masters of the art of the blade, are the next strongest
836 fighters after Warriors, and can use various special combat
837 techniques. Samurai are not good at most other skills, and many
838 magical devices may be too difficult for them to use. Wisdom
839 determines a Samurai's ability to use the special combat
840 techniques available to him.
842 Samurai use the art of the blade called Kendo (or Bugei). Books
843 of Kendo are similar to spellbooks, but Samurai don't need to
844 carry them around; the books are needed only when they study new
845 combat techniques. Samurai need a weapon wielded to use the
846 techniques of Kendo, and most techniques will add powerful special
847 properties to their blows; such as flaming, poisoning, vampiric,
848 etc... Their maximum spellpoints don't depend on their level but
849 solely on wisdom, and they can use the class power 'Concentration'
850 to temporarily increase SP beyond its usual maximum value. They
851 have one more class power - 'Assume a Posture'. They can choose
852 different forms of posture in different situations.
858 A ForceTrainer is a master of the spiritual Force. They prefer
859 fighting with neither weapon nor armor. They are not as good
860 fighters as are Monks, but they can use both magic and the
861 spiritual Force. Wielding weapons or wearing heavy armor disturbs
862 use of the Force. Wisdom is a ForceTrainer's primary stat.
864 ForceTrainer use both spellbook magic and the special spiritual
865 power called the Force. They can select a realm from Life,
866 Nature, Craft, Death, and Crusade. To use The Force, you select
867 it just as if it were spellbook 'w'; which means you need to press
868 'm' and then 'w' to select the Force. The most important spell of
869 the Force is 'Improve Force'; each time a ForceTrainer activates
870 it, their Force power becomes more powerful, and their attack
871 power in bare-handed melee fighting is increased temporarily. The
872 strengthened Force can be released at one stroke when a
873 ForceTrainer activates some other Force spell, typically an attack
874 spell. They have a class power - 'Clear Mind' - which allows them
875 to rapidly regenerate their mana.
881 A Blue-Mage is a spell caster that must live by his wits, as he
882 cannot hope to simply hack his way through the dungeon like a
883 warrior. A major difference between the Mage and the Blue-Mage is
884 the method of learning spells: Blue-Mages may learn spells from
885 monsters. A Blue-Mage's prime statistic is Intelligence as this
886 determines his spell casting ability.
888 A Blue-Mage can learn and cast monster ranged attacks, spells, or
889 summons as their own spells; this technique is called Blue magic.
890 Unlike Imitators, Blue-Mages remember their spells permanently,
891 but they must get hit by a monster's spell while their class power
892 'Learning' is active to learn spells. Because of this
893 requirement, they do not learn spells, like healing, that affect
900 Cavalry ride on horses into battle. Although they cannot cast
901 spells, they are proud of their overwhelming offensive strength on
902 horseback. They are good at shooting. At high levels, they learn
903 to forcibly saddle and tame wild monsters. Since they take pride
904 in the body and the soul, they don't use magical devices well.
906 Like Warriors and Archers, the cavalry don't use magic. Since
907 they are very good at riding, they have a class power - 'Rodeo' -
908 which allows them to forcibly saddle and tame wild monsters.
914 A Berserker is a fearful fighter indeed, immune to fear and
915 paralysis. At high levels, Berserkers can reflect bolt spells
916 with their tough flesh. Furthermore, they can fight without
917 weapons, can remove cursed equipment by force, and can even use
918 their special combat techniques when surrounded by an anti-magic
919 barrier. Berserkers, however, cannot use any magical devices or
920 read any scrolls, and are hopeless at all non-combat skills.
921 Since Berserker Spectres are quite easy to *win* with, their
924 Berserkers use a unique system of techniques called 'Rage'. They
925 gain more techniques as they gain levels. They use no magic:
926 indeed, they cannot use any magic devices or activate any
927 artifacts, and cannot read scrolls. To offset these great
928 disadvantages, Berserkers are allowed to have an important class
935 A Weaponsmith can improve weapons and armors for him or herself.
936 They are good at fighting, and they have potential ability to
937 become even better than Warriors using improved equipments. They
938 cannot cast spells, and are poor at skills such as stealth or
941 A Weaponsmith extract the essences of special effects from weapons
942 or armors which have various special abilities, and can add these
943 essences to another weapon or armor. Normally, each equipment can
944 be improved only once, but they can remove a previously added
945 essence from improved equipment to improve it with another
946 essence. To-hit, to-damage bonus, and AC can be improved freely
947 up to a maximum value depending on level. Weaponsmiths have a
948 class power - 'Judgment' - which allows them to identify (later
949 *identify*) weapons and armor.
952 ***** <Mirror-Master>
953 --- Mirror-Master ---
955 Mirror-Masters are spell casters; like other mages, they must live
956 by their wits. They can create magical mirrors, and employ them
957 in the casting of Mirror-Magic spells. Intelligence determines a
958 Mirror-Master's spell casting ability.
960 Mirror-Masters gain more spells and each spell becomes more
961 powerful as they gain levels. They can use their spells even when
962 blinded. For Mirror-Masters, the arrangement of mirrors is very
963 important: Some attack spells reflect from mirrors, and some other
964 spells are effective only against monsters standing on a mirror.
965 A Mirror-Master standing on a mirror has greater ability and, for
966 example, can perform quick teleports. The maximum number of
967 magical Mirrors which can be controlled simultaneously depends on
968 the level, and breaking unnecessary mirrors is important work for
969 them. They have two class powers - 'Break Mirrors', which breaks
970 all mirrors in current dungeon level and 'Mirror Concentration',
971 which allows them to rapidly regenerate their mana on a mirror.
977 A Ninja is a fearful assassin lurking in darkness. He or she can
978 navigate effectively with no light source, catch enemies unawares,
979 and kill with a single blow. Ninjas can use Ninjutsu, and are
980 good at locating hidden traps and doors, disarming traps and
981 picking locks. Since heavy armors, heavy weapons, or shields will
982 restrict their motion greatly, they prefer light clothes, and
983 become faster and more stealthy as they gain levels. A Ninja
984 knows no fear and, at high level, becomes almost immune to poison
985 and able to see invisible things. Dexterity determines a Ninja's
986 ability to use Ninjutsu.
988 A Ninja can use Ninjutsu for lurking and surprise attacks. They
989 gain more Ninjutsu techniques as they gain levels. They have a
990 class power - 'Quick Walk' - which makes their walking speed
996 Snipers are specialists in marksmanship, but not like archers who
997 fire off arrow after arrow in swift succession. They don't just
998 increase accuracy and power of shots by concentration, they can use
999 fearsome archery techniques.
1001 What they require is powerful bows or crossbows, good quality
1002 ammunition and the fortitude to bear up without flinching under
1005 Snipers know their enemies well and can shoot them from the shadows.
1006 They have no time for magic.
1010 ***** <ThePersonalities>
1011 === The Personality ===
1014 There are twelve different personality that you can choose from in
1015 Hengband. Each personality has various strengths and weaknesses and
1016 its own adjustments to a character's stats and abilities.
1022 "Ordinary" is a personality with no special skills or talents,
1023 with unmodified stats and skills.
1029 "Mighty" raises your physical stats and skills, but reduces stats
1030 and skills which influence magic. It makes your stats suitable
1031 for a warrior. Also it directly influences your hit-points and
1038 "Shrewd" reduces your physical stats, and raises your intelligence
1039 and magical skills. It makes your stats suitable for a mage.
1040 Also it directly influences your hit-points and spell fail rate.
1046 "Pious" deepens your faith in your God. It makes your physical
1047 ability average, and your stats suitable for priest.
1053 "Nimble" renders you highly skilled comparatively well, but
1054 reduces your physical ability.
1060 "Fearless" raises both your melee and magical ability. Stats such
1061 as magic defense and constitution are reduced. Also it has a
1062 direct bad influence on your hit-points.
1068 "Combat" gives you comparatively high melee and shooting
1069 abilities, and average constitution. Other skills such as
1070 stealth, magic defense, and magical devices are weakened. All
1071 "Combat" people have great respect for the legendary "Combat
1072 Echizen". (See "Death Crimson" / Ecole Software Corp.)
1078 A "Lazy" person has no good stats and can do no action well. Also
1079 it has a direct bad influence on your spell fail rate.
1085 "Sexy" rises all of your abilities, but your haughty attitude will
1086 aggravate all monsters. Only females can choose this personality.
1092 A "Lucky" man has poor stats, equivalent to a "Lazy" person.
1093 Mysteriously, however, he can do all things well. Only males can
1094 choose this personality.
1100 A "Patient" person does things carefully. Patient people have
1101 high constitution, and high resilience, but poor abilities in most
1102 other skills. Also it directly influences your hit-points.
1108 "munchkin" is a personality for beginners. It raises all your
1109 stats and skills. With this personality, you can win the game
1110 easily, but gain little honor in doing so.
1114 ***** <StatBonusTable>
1115 === Stat Bonus Tables ===
1117 Each of the races, classes, and personalities has certain
1118 modifications to their starting statistics an experience penalty. The
1119 experience penalty is designed to 'balance' the races with better
1120 starting statistics and abilities by requiring them to earn more
1121 experience before advancing a level.
1124 --- Table 1 - Race Statistic Bonus Table ---
1126 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1127 Human +0 +0 +0 +0 +0 +0 10 +0%
1128 Half-Elf -1 +1 +1 +1 -1 +1 9 +10%
1129 Elf -1 +2 +0 +1 -2 +2 8 +20%
1130 Hobbit -2 +1 +1 +3 +2 +1 7 +10%
1131 Gnome -1 +2 +0 +2 +1 -1 8 +20%
1132 Dwarf +2 -2 +2 -2 +2 -1 11 +25%
1133 Half-Orc +2 -1 +0 +0 +1 -2 10 +10%
1134 Half-Troll +4 -4 -1 -3 +3 -3 12 +25%
1135 Amberite +1 +2 +2 +2 +3 +2 10 +125%
1136 High-Elf +1 +3 -1 +3 +1 +3 10 +100%
1137 Barbarian +3 -2 -1 +1 +2 +0 11 +20%
1138 Half-Ogre +3 -2 +0 -1 +3 -2 12 +45%
1139 Half-Giant +4 -2 -2 -2 +3 -2 13 +60%
1140 Half-Titan +5 +1 +2 -2 +3 +1 14 +155%
1141 Cyclops +4 -3 -2 -3 +4 -3 13 +50%
1142 Yeek -2 +1 +1 +1 -2 -4 7 +0%
1143 Klackon +2 -1 -1 +1 +2 -1 12 +90%
1144 Kobold +1 -1 +0 +1 +0 -2 9 +25%
1145 Nibelung +1 -1 +2 +0 +2 -2 11 +70%
1146 Dark-Elf -1 +3 +2 +2 -2 +1 9 +50%
1147 Draconian +2 +1 +1 +1 +2 -1 11 +120%
1148 Mindflayer -3 +4 +4 +0 -2 -3 9 +40%
1149 Imp +0 -1 -1 +1 +2 -1 10 +15%
1150 Golem +4 -5 -5 -2 +4 -2 12 +100%
1151 Skeleton +0 +1 -2 +0 +1 -2 10 +45%
1152 Zombie +2 -6 -6 +1 +4 -3 13 +50%
1153 Vampire +3 +3 -1 -1 +1 +2 11 +100%
1154 Spectre -5 +4 -1 +2 +0 -3 7 +110%
1155 Sprite -4 +3 +3 +3 -2 +2 7 +45%
1156 Beastman +2 -2 -1 -1 +2 -2 11 +40%
1157 Ent +2 +0 +2 -3 +2 +0 12 +40%
1158 Archon +2 +0 +4 +1 +2 +3 11 +135%
1159 Balrog +4 +2 -10 +2 +3 -5 12 +150%
1160 Dunadan +1 +2 +2 +2 +3 +2 10 +80%
1161 Shadow-Fairy -2 +2 +2 +1 -1 +0 7 +20%
1162 Kutar +0 -1 -1 +1 +2 +3 11 +40%
1163 Android +4 -5 -5 +0 +4 -2 13 +100%
1166 --- Table 2 - Class Statistic Bonus Table ---
1168 STR INT WIS DEX CON CHR Hit Dice Exp Penalty
1169 Warrior +4 -2 -2 +2 +2 -1 +9 +0%
1170 Mage -4 +3 +0 +1 -2 +1 +0 +30%
1171 Priest -1 -3 +3 -1 +0 +2 +2 +20%
1172 Rogue +2 +1 -2 +3 +1 -1 +6 +25%
1173 Ranger +2 +2 +0 +1 +1 +1 +4 +40%
1174 Paladin +3 -3 +1 +0 +2 +2 +6 +35%
1175 Warrior-Mage +2 +2 +0 +1 +0 +1 +4 +40%
1176 Chaos-Warrior +2 +1 -1 +0 +2 -2 +6 +25%
1177 Monk +2 -1 +1 +3 +2 +1 +6 +30%
1178 Mindcrafter -1 +0 +3 -1 -1 +2 +2 +25%
1179 High-Mage -4 +4 +0 +0 -2 +1 +0 +30%
1180 Tourist -1 -1 -1 -1 -1 -1 +0 -30%
1181 Imitator +0 +1 -1 +2 +0 +1 +5 +10%
1182 BeastMaster +1 -1 -1 +1 +0 +2 +3 +20%
1183 Sorcerer -5 +6 -2 +2 +0 -2 +4 +60%
1184 Archer +2 -1 -1 +2 +1 +0 +6 +10%
1185 Magic-Eater -1 +2 +1 +2 -2 +1 +3 +30%
1186 Bard -2 +1 +2 -1 -2 +4 +2 +40%
1187 Red-Mage +2 +2 -1 +1 +0 -1 +4 +40%
1188 Samurai +3 -2 +1 +2 +1 +0 +6 +30%
1189 ForceTrainer +0 -1 +3 +2 +1 +1 +2 +35%
1190 Blue-Mage -4 +4 -1 +1 -2 -1 +2 +30%
1191 Cavalry +2 -2 -2 +2 +2 +0 +5 +20%
1192 Berserker +8 -20 -20 +4 +4 -5 +11 +60%
1193 Weaponsmith +3 -1 -1 +1 +0 -1 +6 +30%
1194 Mirror-Master -2 +3 +1 -1 -2 +1 +2 +30%
1195 Ninja +0 -1 -1 +3 +2 -1 +2 +20%
1196 Sniper +2 -1 -1 +2 +1 +0 +2 +20%
1199 --- Table 3 - Personality Statistic Bonus Table ---
1201 STR INT WIS DEX CON CHR Hit Dice
1202 Ordinary +0 +0 +0 +0 +0 +0 +0
1203 Mighty +2 -2 -1 +0 +1 +0 +1
1204 Shrewd -2 +2 +0 +1 -1 -1 -1
1205 Pious +0 -1 +2 -1 +0 +1 +0
1206 Nimble -1 +1 -1 +2 -1 -1 +0
1207 Fearless +2 +1 +1 -1 -1 +0 -1
1208 Combat +1 -1 -2 +2 +0 +1 +0
1209 Lazy -2 -2 -2 -2 -2 -2 -1
1210 Sexy +1 +1 +1 +1 +1 +3 +0
1211 Lucky -2 -2 -2 -2 -2 +2 +0
1212 Patient -1 -1 +1 -2 +2 +0 +1
1213 Munchkin +10 +10 +10 +10 +10 +10 +15
1216 ***** <SkillBonusTable>
1217 === Ability Tables ===
1219 Each of the races, classes, and personalities has certain
1220 modifications to their starting abilities. Players may also receive an
1221 additional level-based bonus to certain skills which is based on their
1222 class. For example mages improve their magical device skill more
1223 rapidly than warriors. As noted above, some skills will not improve
1224 unless magically enhanced.
1226 --- Table 4 - Race Skill Bonus Table ---
1228 Dsrm Dvce Save Stlh Srch Prcp Melee Bows Infra
1229 Human +0 +0 +0 +0 +0 +10 +0 +0 None
1230 Half-Elf +2 +3 +2 +1 +6 +11 -1 +5 20 feet
1231 Elf +5 +6 +4 +2 +8 +12 -5 +15 30 feet
1232 Hobbit +15 +12 +10 +5 +12 +15 -10 +20 40 feet
1233 Gnome +10 +8 +7 +3 +6 +13 -8 +12 40 feet
1234 Dwarf +2 +7 +6 -1 +7 +10 +15 +0 50 feet
1235 Half-Orc -3 -3 -2 -1 +0 +7 +12 -5 30 feet
1236 Half-Troll -5 -8 -5 -2 -1 +5 +20 -10 30 feet
1237 Amberite +4 +5 +3 +2 +3 +13 +15 +10 None
1238 High-Elf +4 +13 +12 +4 +3 +14 +10 +25 40 feet
1239 Barbarian -2 -10 +2 -1 +1 +7 +12 +10 None
1240 Half-Ogre -3 -5 -3 -2 -1 +5 +20 +0 30 feet
1241 Half-Giant -6 -8 -3 -2 -1 +5 +25 +5 30 feet
1242 Half-Titan -5 +5 +1 -2 +1 +8 +25 +0 None
1243 Cyclops -4 -5 -3 -2 -2 +5 +20 +12 10 feet
1244 Yeek +2 +4 +6 +3 +5 +15 -5 -5 20 feet
1245 Klackon +10 +5 +3 +0 -1 +10 +5 +5 20 feet
1246 Kobold -2 -3 -1 -1 +1 +8 +10 -8 30 feet
1247 Nibelung +3 +5 +6 +1 +5 +10 +9 +0 50 feet
1248 Dark-Elf +5 +10 +12 +3 +8 +12 -5 +10 50 feet
1249 Draconian -2 +5 +2 +0 +1 +10 +5 +5 20 feet
1250 Mindflayer +10 +15 +9 +2 +5 +12 -10 -5 40 feet
1251 Imp -3 +2 -1 +1 -1 +10 +5 -5 30 feet
1252 Golem -5 -5 +6 -1 -1 +8 +20 +0 40 feet
1253 Skeleton -5 +0 +3 -1 -1 +8 +10 +0 20 feet
1254 Zombie -5 -5 +5 -1 -1 +5 +15 +0 20 feet
1255 Vampire +4 +8 +6 +4 +1 +8 +5 +0 50 feet
1256 Spectre +10 +15 +12 +5 +5 +14 -15 -5 50 feet
1257 Sprite +10 +8 +6 +4 +10 +10 -12 +0 40 feet
1258 Beastman -5 -2 -1 -1 -1 +5 +12 +5 None
1259 Ent -5 +2 +5 -1 +0 +9 +15 -5 None
1260 Archon +0 +12 +8 +2 +2 +11 +10 +10 30 feet
1261 Balrog -3 +12 +15 -2 +1 +8 +20 +0 50 feet
1262 Dunadan +4 +5 +3 +2 +3 +13 +15 +10 None
1263 Shadow-Fairy +7 +8 +0 +6 +12 +15 -10 -5 40 feet
1264 Kutar -2 +5 +5 +5 -2 +6 +0 -5 None
1265 Android +0 -5 +0 -2 +3 +14 +20 +10 None
1268 --- Table 5 - Class Skill Bonus Table ---
1270 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1271 Warrior 25+12 18+7 31+10 1 14 2 70+30 55+30
1272 Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1273 Priest 25+7 35+11 40+12 2 16 8 48+13 35+11
1274 Rogue 45+15 37+12 36+10 5 32 24 60+21 66+18
1275 Ranger 30+8 37+11 36+10 3 24 16 56+18 72+28
1276 Paladin 20+7 24+10 34+11 1 12 2 68+21 40+18
1277 Warrior-Mage 30+7 35+10 36+10 2 18 16 50+15 25+11
1278 Chaos-Warrior 20+7 25+11 34+10 1 14 12 65+20 40+17
1279 Monk 45+15 34+11 36+10 5 32 24 64+18 60+18
1280 Mindcrafter 30+10 33+11 38+10 3 22 16 50+14 40+18
1281 High-Mage 30+7 40+15 38+11 3 16 20 34+6 20+7
1282 Tourist 15+5 18+7 28+9 1 12 2 40+11 20+11
1283 Imitator 25+7 30+10 36+10 2 18 16 60+18 50+20
1284 BeastMaster 20+7 25+10 32+10 2 18 16 52+14 63+25
1285 Sorcerer 30+7 48+18 75+13 2 12 22 0+0 0+0
1286 Archer 38+12 24+10 35+10 4 24 16 56+18 82+36
1287 Magic-Eater 25+7 42+16 36+10 2 20 16 48+13 35+11
1288 Bard 20+8 33+13 34+11 -5 16 20 34+10 20+8
1289 Red-Mage 20+7 34+11 34+11 1 16 10 56+18 25+11
1290 Samurai 25+12 18+7 32+10 2 16 6 70+23 40+18
1291 ForceTrainer 30+10 34+11 38+11 4 32 24 50+14 40+15
1292 Blue-Mage 30+7 40+16 36+11 3 20 16 40+6 25+7
1293 Cavalry 20+10 18+7 32+10 1 16 10 60+22 66+26
1294 Berserker -inf -inf -inf -inf -inf -inf 120+50 -inf
1295 Weaponsmith 30+10 28+10 28+10 1 20 10 60+21 45+15
1296 Mirror-Master 30+10 33+11 40+12 3 14 16 34+6 30+10
1297 Ninja 45+15 24+10 36+10 8 48 32 70+25 66+18
1298 Sniper 25+12 24+10 28+10 5 32 18 35+12 72+28
1300 For character classes, there are two figures: the first figure is the
1301 base level of the ability, while the second figure is the bonus that
1302 the character gains to this skill every ten levels. So, to find out
1303 the total skill value of any character's skills, add the "race" value
1304 to the "class" value, and then the bonus once for every ten levels
1305 that the character has.
1308 --- Table 6 - Personality Skill Bonus Table ---
1310 Dsrm Dvce Save Stlh Srch Prcp Melee Bows
1311 Ordinary +0 +0 +0 +0 +0 +0 +0 +0
1312 Mighty -5 -5 -3 -1 -2 -2 +10 +0
1313 Shrewd +3 +8 +2 +0 -2 +5 -8 -5
1314 Pious -5 +2 +4 -1 +3 -2 -3 -6
1315 Nimble +7 +2 -1 +1 +5 +5 +0 +10
1316 Fearless -5 +5 -2 +0 +2 -2 +10 +10
1317 Combat -2 -3 -3 +0 -1 +2 +5 +5
1318 Lazy -5 -5 -3 -1 -4 -2 -8 -8
1319 Sexy +10 +5 +3 +0 +4 +2 +10 +10
1320 Lucky +10 +7 +3 +2 +10 +8 +15 +15
1321 Patient -5 -3 +3 +1 +0 -3 -6 -6
1322 Munchkin +20 +40 +30 +10 +40 +40 +80 +80
1324 For character personalities, each figure has two meanings; base level
1325 of the ability and the bonus that the character gains to this skill at
1330 Updated : Hengband 1.7.2