by the racial/class power command ("U"/"O").
+***** <Human>
--- Human ---
The human is the base character. All other races are compared to
or intrinsics occur to characters choosing human.
+***** <Half-Elf>
--- Half-Elf ---
Half-elves tend to be smarter and faster than humans, but not as
receive any intrinsic abilities.
+***** <Elf>
--- Elf ---
Elves are better magicians then humans, but not as good at
intrinsically.
+***** <Hobbit>
--- Hobbits ---
Hobbits, or Halflings, are very good at bows, throwing, and have
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 their dexterity sustained.
+ They have a strong hold on their life force and are thus
+ intrinsically resistant to life draining.
+***** <Gnome>
--- Gnome ---
Gnomes are smaller than dwarves but larger than Halflings. They,
like the hobbits, live in the earth in burrow-like homes. Gnomes
- make excellent mages, and have very good saving throws. They are
+ 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.
+***** <Dwarf>
--- Dwarf ---
Dwarves are the headstrong miners and fighters of legend. Dwarves
tend to be stronger and tougher but slower and less intelligent
than humans. Because they are so headstrong and are somewhat
wise, they resist spells which are cast on them. They are very
- good at searching, perception, fighting, and bows. Dwarves have a
+ good at searching, perception, fighting, and bows. Dwarves have
miserable stealth. They can never be blinded.
+***** <Half-Orc>
--- Half-Orc ---
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.
+***** <Half-Troll>
--- Half-Troll ---
- Half-Trolls are incredibly strong, and have more hit points than
+ Half-Trolls are incredibly strong and have more hit points than
most other races. They are also very stupid and slow. They are
bad at searching, disarming, perception, and stealth. They are so
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 her is warrior slowly.
+ automatically, and, if a warrior, require food less often.
+***** <Amberite>
--- Amberites ---
The Amberites are a reputedly immortal race, who are endowed with
numerous advantages in addition to their longevity. They are very
- tough and their constitution cannot be reduced, and their ability
- to heal wounds far surpasses that of any other race. Having seen
+ tough and their constitution cannot be reduced. Their ability to
+ heal wounds far surpasses that of any other race. Having seen
virtually everything, very little is new to them, and they gain
levels much slower than the other races.
+***** <High-Elf>
--- High-Elf ---
High-elves are a race of immortal beings dating from the beginning
hard for them to gain.
+***** <Barbarian>
--- Barbarian ---
Barbarians are hardy men of the north. They are fierce in combat,
them to use.
+***** <Half-Ogre>
--- Half-Ogre ---
Half-Ogres are like Half-Orcs, only more so. They are big, bad,
strength sustained.
+***** <Half-Giant>
--- Half-Giant ---
- Half-Giants limited intelligence makes it difficult for them to
- become full spellcasters, but with their huge strength they make
- excellent warriors. Their thick skin makes them resistant to
- shards, and like Half-Ogres and Half-Trolls, they have their
+ 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
strength sustained.
+***** <Half-Titan>
--- Half-Titan ---
Half-mortal descendants of the mighty titans, these immensely
and order makes them resistant to the effects of Chaos.
+***** <Cyclops>
--- Cyclops ---
With but one eye, a Cyclops can see more than many with two eyes.
rocks can be deadly...
+***** <Yeek>
--- Yeek ---
Yeeks are among the most pathetic creatures. Fortunately, their
wipe the proverbial floor with an unwary Yeek.
+***** <Klackon>
--- Klackon ---
Klackons are bizarre semi-intelligent ant-like insectoid
acid, and capable of spitting acid at higher levels.
+***** <Kobold>
--- Kobold ---
Kobolds are a weak goblin race. They love poisoned weapons, and
although they are not one of the more powerful races.
+***** <Nibelung>
--- Nibelung ---
The hated and persecuted race of nocturnal dwarves, these
could drain away magical energy.
+***** <Dark-Elf>
--- Dark Elf ---
Another dark, cave-dwelling race, likewise unhampered by darkness
higher level.
+***** <Draconian>
--- Draconian ---
A humanoid race with dragon-like attributes. As they advance
wings, they can easily escape any pit trap unharmed.
+***** <Mindflayer>
--- Mind Flayer ---
A secretive and mysterious ancient race. Their civilization may
Invisible and Telepathy.
+***** <Imp>
--- Imp ---
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.
+***** <Golem>
--- Golem ---
A Golem is an artificial creature, built from a lifeless raw
poison, they can see invisible things, and move freely. At higher
levels, they also become resistant to attacks which threaten to
drain away their life force. Golems gain very little nutrition
- from ordinary food. Golems also gain a natural armor class bonus
+ from ordinary food, but can absorb mana from staves and wands as
+ their power source. Golems also gain a natural armor class bonus
from their tough body.
+***** <Skeleton>
--- Skeleton ---
There are two types of skeletons: the ordinary, warrior-like
effects of these will affect the skeleton even without entering
the skeleton's (non-existent) belly, the potion or food itself
will fall through the skeleton's jaws, giving no nutritional
- benefit.
+ benefit. They can absorb mana from staves and wands as their
+ energy source.
+***** <Zombie>
--- Zombie ---
Much like Skeletons, Zombies too are undead horrors: they are
attacks (actually earlier than skeletons), resist poison and can
see invisible. While still vulnerable to cuts (unlike skeletons),
Zombies are resistant to Nether. Like Golems, they gain very
- little nutrition from the food of mortals.
+ little nutrition from the food of mortals, but can absorb mana
+ from staves and wands as their energy source.
+***** <Vampire>
--- Vampire ---
One of the mightier undead creatures, the Vampire is an
sucking the blood from a nearby monster.
+***** <Spectre>
--- Spectre ---
Another powerful undead creature: the Spectre is a ghastly
hold on their life force, see invisible, and resist poison and
cold. They also resist nether. At higher levels they develop
telepathic abilities. Spectres make superb spellcasters, but
- their physical form is very weak.
+ their physical form is very weak. They gain very little nutrition
+ from the food of mortals, but can absorb mana from staves and
+ wands as their energy source.
+***** <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,
Dust, and at higher levels they learn to fly faster.
+***** <Beastman>
--- Beastman ---
- "This race is a blasphemous abomination produced by Chaos. It is
+ This race is a blasphemous abomination produced by Chaos. It is
not an independent race but rather a humanoid creature, most often
a human, twisted by the Chaos, or a nightmarish crossbreed of a
human and a beast. All Beastmen are accustomed to Chaos so much
small chance of gaining yet another mutation.
+***** <Ent>
--- Ent ---
The Ents are a powerful race dating from the beginning of the
world, oldest of all animals or plants who inhabit Arda. Spirits
of the land, they were summoned to guard the forests of
Middle-earth. Being much like trees they are very clumsy but
- strong, and very susceptible to fire.
+ strong, and very susceptible to fire. They gain very little
+ nutrition from the food of mortals, but they can absorb water from
+ potions as their nutrition.
+***** <Archon>
--- Archon ---
Archons are a higher class of angels. They are good at all
levels slowly.
+***** <Balrog>
--- Balrog ---
Balrogs are a higher class of demons. They are strong,
suitable for priest at all. Balrog are resistant to fire and
nether, and have a firm hold on their life force. They also
eventually learn to see invisible things. They are good at almost
- all skills except stealth.
+ all skills except stealth. They gain very little nutrition from
+ the food of mortals, and need human corpses as sacrifices to
+ regain their vitality.
---- Dunedain ---
+***** <Dunadan>
+--- Dunadan ---
Dunedain are a race of hardy men from the West. This elder race
surpasses human abilities in every field, especially constitution.
be reduced.
+***** <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
itself, the advantage will be lost).
+***** <Kutar>
--- Kutar ---
A Kutar is an expressionless animal-like living creature. The
vulnerable to magical attacks.
+***** <Android>
--- Android ---
An android is a artificial creation with a body of machinery.
resistant to poison, can move freely, and are immune to
life-draining attacks. Moreover, because of their hard metallic
bodies, they get a bonus to AC. Androids have electronic circuits
- throughout their body and must beware of electric shocks.
+ throughout their body and must beware of electric shocks. They
+ gain very little nutrition from the food of mortals, but they can
+ use flasks of oil as their energy source.
***** <TheClasses>
command("U"/"O").
+***** <Warrior>
--- 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
melee attack in six random directions.
+***** <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.
from wands, staves or rods.
+***** <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. A Priest's primary stat is Wisdom since this determine
- 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 second realm almost freely. But pairs of a good
- magic and a bad magic from these four realms are are not allowed.
+ realm, and choose a second realm almost freely. But pairs of a
+ good magic and an evil magic from these four realms are not allowed.
Priests can learn all spells in the selected realms, even if not
as efficiently as mages. However, when learning spells, priests
cannot voluntarily decide which spells to study: they are rewarded
sight.
+***** <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
in melee and teleport away from there at once.
+***** <Ranger>
--- 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 about a missile weapon such as a
- bow. 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
required to evolve.
+***** <Paladin>
--- Paladin ---
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
power - 'Holy Lance' or 'Hell Lance'.
+***** <Warrior-Mage>
--- 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
allow them to heal HP using mana or gain mana using HP.
+***** <Chaos-Warrior>
--- Chaos-Warrior ---
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
confuses, and scares all monsters in sight.
+***** <Monk>
--- Monk ---
The Monk character class is very different from all other classes.
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.
the finishing blow.
+***** <Mindcrafter>
--- Mindcrafter ---
The Mindcrafter is a unique class that uses the powers of the mind
allows them to rapidly regenerate their mana.
+***** <High-Mage>
--- High-Mage ---
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
a class power - 'Eat Magic' - which absorbs mana from wands,
staves, or rods.
+ And then, only High-Mages are able to cast Hex spells.
+
+***** <Tourist>
--- Tourist ---
Tourists have visited this world for the purpose of sightseeing.
- Their fighting skills is bad, and they cannot cast powerful
+ Their fighting skills are bad, and they cannot cast powerful
spells. They are the most difficult class to win the game with.
Intelligence determines a tourist's spell casting ability.
and - aside from identify - is very weak indeed.
+***** <Imitator>
--- Imitator ---
Imitators have enough fighting skills to survive, but rely on
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>
--- 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 very good at summoning spell, 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
Living Things'.
+***** <Sorcerer>
--- Sorcerer ---
Sorcerers are the all-around best magicians, being able to cast
wands, staves or rods.
+***** <Archer>
--- Archer ---
Archers are to bows what warriors are to melee. They are the best
bones.
+***** <Magic-Eater>
--- Magic-Eater ---
Magic-Eaters can absorb magic devices, and use these magics as
devices.
+***** <Bard>
--- Bard ---
Bards are something like traditional musicians. Their magical
power - 'Stop Singing'.
+***** <Red-Mage>
--- Red-Mage ---
Red Mages are similar to Warrior-Mage; they are decent fighters
once.
+***** <Samurai>
--- Samurai ---
Samurai, masters of the art of the blade, are the next strongest
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
different forms of posture in different situations.
+***** <ForceTrainer>
--- ForceTrainer ---
A ForceTrainer is a master of the spiritual Force. They prefer
- fighting with neither weapon nor armor. They are not as good
+ fighting with neither weapons nor armor. They are not as good
fighters as are Monks, but they can use both magic and the
spiritual Force. Wielding weapons or wearing heavy armor disturbs
use of the Force. Wisdom is a ForceTrainer's primary stat.
to rapidly regenerate their mana.
+***** <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 spells/techniques as their
- own spell; this technique is called Blue magic. Unlike Imitators,
- Blue-Mages remember their spells permanently, but they must learn
- spells from monsters by activating their class power 'Learning',
- and they can learn only attack and summoning spells.
+ A Blue-Mage can learn and cast monster ranged attacks, spells, or
+ summons as their own spells; this technique is called Blue magic.
+ Unlike Imitators, Blue-Mages remember their spells permanently,
+ but they must get hit by a monster's spell while their class power
+ 'Learning' is active to learn spells. Because of this
+ requirement, they do not learn spells, like healing, that affect
+ the monster itself.
+***** <Cavalry>
--- Cavalry ---
Cavalry ride on horses into battle. Although they cannot cast
which allows them to forcibly saddle and tame wild monsters.
+***** <Berserker>
--- Berserker ---
A Berserker is a fearful fighter indeed, immune to fear and
their special combat techniques when surrounded by an anti-magic
barrier. Berserkers, however, cannot use any magical devices or
read any scrolls, and are hopeless at all non-combat skills.
- Since Berserker Amberite or Spectres are quite easy to *win* with,
- their scores are lowered.
+ Since Berserker Spectres are quite easy to *win* with, their
+ scores are lowered.
Berserkers use a unique system of techniques called 'Rage'. They
gain more techniques as they gain levels. They use no magic:
indeed, they cannot use any magic devices or activate any
artifacts, and cannot read scrolls. To offset these great
- disadvantages, Berserkers are allowed to have two important class
- powers - 'Satisfy Hunger' and 'Recall'.
+ disadvantages, Berserkers are allowed to have an important class
+ power - 'Recall'.
+***** <Weaponsmith>
--- Weaponsmith ---
- A Weaponsmith can improve weapons and armors for him or herself.
+ A Weaponsmith can improve weapons and armor for him or herself.
They are good at fighting, and they have potential ability to
- become even better than Warriors using improved equipments. They
+ become even better than Warriors using improved equipment. They
cannot cast spells, and are poor at skills such as stealth or
magic defense.
A Weaponsmith extract the essences of special effects from weapons
- or armors which have various special abilities, and can add these
- essences to another weapon or armor. Normally, each equipment can
+ or armor which have various special abilities, and can add these
+ essences to another weapon or armor. Normally, each item can
be improved only once, but they can remove a previously added
essence from improved equipment to improve it with another
essence. To-hit, to-damage bonus, and AC can be improved freely
*identify*) weapons and armor.
+***** <Mirror-Master>
--- Mirror-Master ---
Mirror-Masters are spell casters; like other mages, they must live
which allows them to rapidly regenerate their mana on a mirror.
+***** <Ninja>
--- Ninja ---
A Ninja is a fearful assassin lurking in darkness. He or she can
navigate effectively with no light source, catch enemies unawares,
and kill with a single blow. Ninjas can use Ninjutsu, and are
good at locating hidden traps and doors, disarming traps and
- picking locks. Since heavy armors, heavy weapons, or shields will
+ picking locks. Since heavy armor, heavy weapons, or shields will
restrict their motion greatly, they prefer light clothes, and
become faster and more stealthy as they gain levels. A Ninja
knows no fear and, at high level, becomes almost immune to poison
extremely fast.
+***** <Sniper>
+--- Sniper ---
+ Snipers are specialists in marksmanship, but not like archers who
+ fire off arrow after arrow in swift succession. They don't just
+ increase accuracy and power of shots by concentration, they can use
+ fearsome archery techniques.
+
+ What they require is powerful bows or crossbows, good quality
+ ammunition and the fortitude to bear up without flinching under
+ any situation.
+
+ Snipers know their enemies well and can shoot them from the shadows.
+ They have no time for magic.
+
+
***** <ThePersonalities>
=== The Personality ===
its own adjustments to a character's stats and abilities.
+***** <Ordinary>
--- Ordinary ---
"Ordinary" is a personality with no special skills or talents,
with unmodified stats and skills.
+***** <Mighty>
--- Mighty ---
"Mighty" raises your physical stats and skills, but reduces stats
and skills which influence magic. It makes your stats suitable
- for a warrior.
+ for a warrior. Also it directly influences your hit-points and
+ spell fail rate.
+***** <Shrewd>
--- Shrewd ---
"Shrewd" reduces your physical stats, and raises your intelligence
and magical skills. It makes your stats suitable for a mage.
+ Also it directly influences your hit-points and spell fail rate.
+***** <Pious>
--- Pious ---
"Pious" deepens your faith in your God. It makes your physical
ability average, and your stats suitable for priest.
+***** <Nimble>
--- Nimble ---
- "Nimble" renders you highly skilled comparatively well, but
- reduces your physical ability.
+ "Nimble" improves most skills except for melee combat.
+***** <Fearless>
--- Fearless ---
"Fearless" raises both your melee and magical ability. Stats such
- as magic defense and constitution are reduced.
+ as magic defense and constitution are reduced. Also it has a
+ direct bad influence on your hit-points.
+***** <Combat>
--- Combat ---
"Combat" gives you comparatively high melee and shooting
Echizen". (See "Death Crimson" / Ecole Software Corp.)
+***** <Lazy>
--- Lazy ---
- A "Lazy" person has no good stats and can do no action well.
+ A "Lazy" person has no good stats and can do no action well. Also
+ it has a direct bad influence on your spell fail rate.
+***** <Sexy>
--- Sexy ---
"Sexy" rises all of your abilities, but your haughty attitude will
aggravate all monsters. Only females can choose this personality.
+***** <Lucky>
--- Lucky ---
A "Lucky" man has poor stats, equivalent to a "Lazy" person.
choose this personality.
+***** <Patient>
--- Patient ---
A "Patient" person does things carefully. Patient people have
high constitution, and high resilience, but poor abilities in most
- other skills.
+ other skills. Also it directly influences your hit-points.
+***** <Munchkin>
--- Munchkin ---
- "munchkin" is a personality for beginners. It raises all your
+ "Munchkin" is a personality for beginners. It raises all your
stats and skills. With this personality, you can win the game
easily, but gain little honor in doing so.
Weaponsmith +3 -1 -1 +1 +0 -1 +6 +30%
Mirror-Master -2 +3 +1 -1 -2 +1 +2 +30%
Ninja +0 -1 -1 +3 +2 -1 +2 +20%
+Sniper +2 -1 -1 +2 +1 +0 +2 +20%
--- Table 3 - Personality Statistic Bonus Table ---
Weaponsmith 30+10 28+10 28+10 1 20 10 60+21 45+15
Mirror-Master 30+10 33+11 40+12 3 14 16 34+6 30+10
Ninja 45+15 24+10 36+10 8 48 32 70+25 66+18
+Sniper 25+12 24+10 28+10 5 32 18 35+12 72+28
For character classes, there are two figures: the first figure is the
base level of the ability, while the second figure is the bonus that
--
-Updated : Hengband 1.1.0
+Updated : Hengband 1.7.2