good saving throws. They also are very good at searching,
disarming, perception, and stealth; so they make excellent rogues,
but prefer to be called burglars. They are much weaker than
- humans, and no good at melee fighting. Halflings have fair
+ humans and no good at melee fighting. Halflings have fair
infravision, so they can detect warm creatures at a distance.
- They have a strong hold on their life force, and are thus
+ They have a strong hold on their life force and are thus
intrinsically resistant to life draining.
make excellent mages and have very good saving throws. They are
good at searching, disarming, perception, and stealth. They have
lower strength than humans so they are not very good at fighting
- with hand weapons. Gnomes have fair infra-vision, so they can
+ with hand weapons. Gnomes have fair infravision, so they can
detect warm-blooded creatures at a distance. Gnomes are
intrinsically protected against paralysis.
Half-orcs make excellent warriors, but are terrible at magic.
They are as bad as dwarves at stealth, and horrible at searching,
- disarming, and perception. Half-orcs are quite ugly, and tend to
+ disarming, and perception. Half-orcs are quite ugly and tend to
pay more for goods in town. Because of their preference to living
underground to on the surface, half-orcs resist darkness attacks.
ugly that a Half-Orc grimaces in their presence. They also happen
to be fun to run... Half-trolls always have their strength
sustained. At higher levels, Half-Trolls regenerate wounds
- automatically, and, if he or she is a warrior, require food less
- often.
+ automatically, and, if a warrior, require food less often.
***** <Amberite>
Half-Giants' limited intelligence makes it difficult for them to
become full spellcasters, but, with their great strength, they
make excellent warriors. Their thick skin makes them resistant
- to shards, and like Half-Ogres and Half-Trolls, they have their
+ to shards, and, like Half-Ogres and Half-Trolls, they have their
strength sustained.
A demon-creature from the nether-world, naturally resistant to
fire attacks, and capable of learning fire bolt and fire ball
- attacks. They are little loved by other races, but can perform
+ attacks. They are little loved by other races but can perform
fairly well in most professions. As they advance levels, they
gain the powers of See Invisible.
***** <Sprite>
--- Sprite ---
- One of the several fairy races, Sprites are very small. They have
+ One of several fairy races, Sprites are very small. They have
tiny wings and can fly over traps that may open up beneath them.
They enjoy sunlight intensely, and need worry little about light
based attacks. Although physically among the weakest races,
***** <Shadow-Fairy>
--- Shadow Fairy ---
- Shadow Fairies are one of the several fairy races. They have
- wings, and can fly over traps that may open up beneath them.
- Shadow Fairies must beware of sunlight, as they are vulnerable to
+ Shadow Fairies are one of several fairy races. They have wings,
+ and can fly over traps that may open up beneath them. Shadow
+ Fairies must beware of sunlight, as they are vulnerable to
bright light. They are physically weak, but have advantages in
using magic and are amazingly stealthy. Shadow Fairies have a
wonderful advantage in that they never aggravate monsters (If
--- Warrior ---
A Warrior is a hack-and-slash character, who solves most of his
- problems by cutting them to pieces, but will occasionally fall
- back on the help of a magical device. Unfortunately, many
+ or her problems by cutting them to pieces, but will occasionally
+ fall back on the help of a magical device. Unfortunately, many
high-level devices may be forever beyond their use.
Warriors cast no spells. They hate magic. In fact, they even
***** <Mage>
--- Mage ---
- A Mage is a spell caster that must live by his wits as he cannot
- hope to simply hack his way through the dungeon like a warrior.
- In addition to his spellbooks, a Mage should carry a range of
- magical devices to help him in his endeavors which he can master
- far more easily than anyone else. A Mage's prime statistic is
- Intelligence as this determines his spell casting ability.
+ A Mage is a spell caster that must live by his or her wits as
+ a mage cannot hope to simply hack his or her way through the
+ dungeon like a warrior. In addition to spellbooks, a mage
+ should carry a range of magical devices to help his or her
+ endeavors. A mage can master those devices far more easily
+ than anyone else. A Mage's prime statistic is Intelligence
+ as this determines his or her spell casting ability.
Mages have the least restrictions in choosing and learning spells.
They can freely choose any two realms when a character is created.
***** <Priest>
--- Priest ---
- A Priest is a character devoted to serving a higher power. They
- explore the dungeon in the service of their God. Since Priests
- receive new prayers as gifts from their patron deity, they cannot
- choose which ones they will learn. Priests are familiar with
- magical devices which they believe act as foci for divine
- intervention in the natural order of things. A priest wielding an
- edged weapon will be so uncomfortable with it that his fighting
- ability decreases. A Priest's primary stat is Wisdom since this
- determines his success at praying to his deity.
+ A Priest is a character devoted to serving a higher power. He
+ or she explores the dungeon in the service of a God. Since
+ Priests receive new prayers as gifts from their patron deity,
+ they cannot choose which ones they will learn. Priests are
+ familiar with magical devices which they believe act as foci for
+ divine intervention in the natural order of things. A priest
+ wielding an edged weapon will be so uncomfortable with it that
+ his or her fighting ability decreases. A Priest's primary stat
+ is Wisdom since this determines the success of the prayers to
+ his or her deity.
Priest can select from Life, Death, Daemon, or Crusade as a first
realm, and choose a second realm almost freely. But pairs of a
***** <Rogue>
--- Rogue ---
- A Rogue is a character that prefers to live by his cunning, but is
- capable of fighting his way out of a tight spot. Rogues are good
- at locating hidden traps and doors and are the masters of
- disarming traps and picking locks. A rogue has a high stealth
- allowing him to sneak around many creatures without having to
- fight, or to get in a telling first blow. A rogue may also
- backstab a fleeing monster. Intelligence determines a Rogue's
- spell casting ability.
+ A Rogue is a character that prefers to live by his or her cunning,
+ but is capable of fighting out of a tight spot. Rogues are good
+ at locating hidden traps and doors and are the masters of disarming
+ traps and picking locks. A rogue is very stealthy, allowing him or
+ her to sneak around many creatures without having to fight or to
+ get in a telling first blow. A rogue may also backstab a fleeing
+ monster. Intelligence determines a Rogue's spell casting ability.
Rogues can select one realm from Sorcery, Death, Trump, Arcane, or
Craft. All Rogues have certain limitations on which spells they
--- Ranger ---
A Ranger is a combination of a warrior and a mage who has
-
- developed a special affinity for the natural world around him.
- He is a good fighter and also good with missile weapons such as
- bows. A ranger has a good stealth, good perception, good
- searching, a good saving throw and is good with magical devices.
+ developed a special affinity for the natural world. He or she
+ is a good fighter and also good with missile weapons such as
+ bows. A ranger has good stealth, good perception, good
+ searching, good saving throws and is good with magical devices.
Intelligence determines a Ranger's spell casting ability.
All rangers are trained in Nature magic, and all Nature spells are
A Paladin is a combination of a warrior and a priest. Paladins
are very good fighters, but not very good at missile weapons. A
- paladin lacks much in the way of abilities. He is poor at
+ paladin lacks much in the way of abilities. He or she is poor at
stealth, perception, searching, and magical devices but has a
decent saving throw due to his divine alliance. Wisdom determines
- a Paladin's success at praying to his deity.
+ a Paladin's success at praying to his or her deity.
Paladins can select a realm from Crusade and Death. Like priests,
they cannot select which prayers to learn, but are rewarded with
--- Warrior-Mage ---
A Warrior-Mage is precisely what the name suggests: a cross
- between the warrior and mage classes. While their brothers, the
- rangers, specialize in Nature magic and survival skills, true
- Warrior-Mages attempt to reach the best of both worlds. As
- warriors they are much superior to the usual Mage class.
- Intelligence determines a Warrior-Mage's spell casting ability.
+ between the warrior and mage classes. Unlike rangers, who
+ specialize in Nature magic and survival skills, true Warrior-
+ Mages attempt to reach the best of both worlds. As warriors
+ they are much superior to the usual Mage class. Intelligence
+ determines a Warrior-Mage's spell casting ability.
Warrior-mages begin the game with Arcane magic, and they can
freely select another realm of magic. Although they do not gain
Chaos Warriors are the feared servants of the terrible Demon Lords
of Chaos. Every Chaos Warrior has a Patron Demon and, when
- gaining a level, may receive a reward from his Patron. He might
- be healed or polymorphed, his stats could be increased, or he
- might be rewarded with an awesome weapon. On the other hand, the
- Patrons might surround him with monsters, drain his stats or wreck
- his equipment or they might simply ignore him. The Demon Lords of
- Chaos are chaotic and unpredictable indeed. The exact type of
- reward depends on both the Patron Demon (different Demons give
- different rewards) and chance.
+ gaining a level, may receive a reward from his or her Patron. He
+ or she might be healed or polymorphed, given an awesome weapon,
+ or have his or her stats increased. On the other hand, the Patron
+ might surround the Chaos Warrior with monsters, drain his or her
+ stats, wreck his or her equipment, or simply ignore the Chaos
+ Warrior. The Demon Lords of Chaos are chaotic and unpredictable
+ indeed. The exact type of reward depends on both the Patron Demon
+ (different Demons give different rewards) and chance.
Chaos Warriors can select a realm from Chaos and Daemon. They are
not interested in any other form of magic. They can learn every
Their training in martial arts makes them much more powerful with
no armor or weapons. To gain the resistances necessary for
survival a monk may need to wear some kind of armor, but if the
- armor he wears is too heavy, it will severely disturb his martial
- arts maneuvers. As the monk advances levels, new, powerful forms
- of attack become available. Their defensive capabilities increase
- likewise, but if armour is being worn, this effect decreases.
- Wisdom determines a Monk's spell casting ability.
+ armor he or she wears is too heavy, it will severely disturb his
+ or her martial arts maneuvers. As the monk advances levels, new,
+ powerful forms of attack become available. Their defensive
+ capabilities increase likewise, but if armour is being worn, this
+ effect decreases. Wisdom determines a Monk's spell casting ability.
The different sects of monks are devoted to different areas of
magic. They select a realm from Life, Nature, Craft, and Death.
High-mages are mages who specialize in one particular field of
magic and learn it very well - much better than the ordinary mage.
A high mage's prime statistic is intelligence as this determines
- his spell casting ability.
+ his or her spell casting ability.
For the price of giving up a second realm of magic, High-mages
gain substantial benefits in the mana costs, minimum levels, and
When monsters in view use spells, they are added to a temporary
spell list which the imitator can choose among. Spells should be
imitated quickly, because timing and situation are everything. An
- imitator can only repeat a spell once each time he observes it.
- They only have a small long-term memory for spells, which ranges
- from one to three, depending on their level. When they memorize
- more spells than this, they will forget the oldest spell in the
- list. They have a class power - 'Double Revenge' - which allows
- them to imitate spells at double damage or duration.
+ imitator can only repeat a spell once each time he or she observes
+ it. They only have a small long-term memory for spells, which
+ ranges from one to three, depending on their level. When they
+ memorize more spells than this, they will forget the oldest spell
+ in the list. They have a class power - 'Double Revenge' - which
+ allows them to imitate spells at double damage or duration.
***** <BeastMaster>
Beastmasters are in tune with the minds of the creatures of the
world of Hengband. They are very good at riding, and have enough
- fighting ability. They use monsters which summoned or dominated
- by him as his hands and feet. Beastmasters can cast trump magic,
- and are very good at summoning spells, but they can not summon
- non-living creatures. Charisma determines a Beastmaster's spell
- casting ability.
+ fighting ability. The monsters that a beastmaster summons or
+ dominates become the beastmaster's hands and feet. Beastmasters
+ can cast trump magic, and are very good at summoning spells, but
+ they can not summon non-living creatures. Charisma determines a
+ Beastmaster's spell casting ability.
Beastmasters use Trump magic to make good use of their monster
domination and riding abilities. They are very good at summoning
techniques. Samurai are not good at most other skills, and many
magical devices may be too difficult for them to use. Wisdom
determines a Samurai's ability to use the special combat
- techniques available to him.
+ techniques available to him or her.
Samurai use the art of the blade called Kendo (or Bugei). Books
of Kendo are similar to spellbooks, but Samurai don't need to
***** <Blue-Mage>
--- Blue-Mage ---
- A Blue-Mage is a spell caster that must live by his wits, as he
- cannot hope to simply hack his way through the dungeon like a
- warrior. A major difference between the Mage and the Blue-Mage is
- the method of learning spells: Blue-Mages may learn spells from
- monsters. A Blue-Mage's prime statistic is Intelligence as this
- determines his spell casting ability.
+ A Blue-Mage is a spell caster that must live by his or her wits,
+ as a Blue-Mage cannot hope to simply hack his or her way through
+ the dungeon like a warrior. A major difference between the Mage
+ and the Blue-Mage is the method of learning spells: Blue-Mages
+ may learn spells from monsters. A Blue-Mage's prime statistic
+ is Intelligence as this determines his or her spell casting ability.
A Blue-Mage can learn and cast monster ranged attacks, spells, or
summons as their own spells; this technique is called Blue magic.