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 infravision, 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 a warrior, require food less often.
111 The Amberites are a reputedly immortal race, who are endowed with
112 numerous advantages in addition to their longevity. They are very
113 tough and their constitution cannot be reduced. Their ability to
114 heal wounds far surpasses that of any other race. Having seen
115 virtually everything, very little is new to them, and they gain
116 levels much slower than the other races.
122 High-elves are a race of immortal beings dating from the beginning
123 of time. They are masters of all skills, and are strong and
124 intelligent, although their wisdom is sometimes suspect.
125 High-elves begin their lives able to see the unseen, and resist
126 light effects just like regular elves. However, there are few
127 things that they have not seen already, and experience is very
128 hard for them to gain.
134 Barbarians are hardy men of the north. They are fierce in combat,
135 and their wrath is feared throughout the world. Combat is their
136 life: they feel no fear, and they learn to enter battle frenzy at
137 will even sooner than half-trolls. Barbarians are, however,
138 suspicious of magic, which makes magic devices fairly hard for
145 Half-Ogres are like Half-Orcs, only more so. They are big, bad,
146 and stupid. For warriors, they have all the necessary attributes,
147 and they can even become wizards: after all, they are related to
148 Ogre Magi, from whom they have learned the skill of setting
149 trapped runes once their level is high enough. Like Half-Orcs,
150 they resist darkness, and like Half-Trolls, they have their
157 Half-Giants' limited intelligence makes it difficult for them to
158 become full spellcasters, but, with their great strength, they
159 make excellent warriors. Their thick skin makes them resistant
160 to shards, and, like Half-Ogres and Half-Trolls, they have their
167 Half-mortal descendants of the mighty titans, these immensely
168 powerful creatures put almost any other race to shame. They may
169 lack the fascinating special powers of certain other races, but
170 their enhanced attributes more than make up for that. They learn
171 to estimate the strengths of their foes, and their love for law
172 and order makes them resistant to the effects of Chaos.
178 With but one eye, a Cyclops can see more than many with two eyes.
179 They are headstrong, and loud noises bother them very little.
180 They are not quite qualified for the magic using professions, but
181 as a certain Mr. Ulysses can testify, their accuracy with thrown
182 rocks can be deadly...
188 Yeeks are among the most pathetic creatures. Fortunately, their
189 horrible screams can scare away less confident foes, and their
190 skin becomes more and more resistant to acid, as they gain
191 experience. But having said that, even a mediocre monster can
192 wipe the proverbial floor with an unwary Yeek.
198 Klackons are bizarre semi-intelligent ant-like insectoid
199 creatures. They make great fighters, but their mental abilities
200 are severely limited. Obedient and well-ordered, they can never
201 be confused. They are also very nimble, and become faster as they
202 advance levels. They are also very acidic, inherently resisting
203 acid, and capable of spitting acid at higher levels.
209 Kobolds are a weak goblin race. They love poisoned weapons, and
210 can learn to throw poisoned darts (of which they carry an
211 unlimited supply). They are also inherently resistant to poison,
212 although they are not one of the more powerful races.
218 The hated and persecuted race of nocturnal dwarves, these
219 cave-dwellers are not much bothered by darkness. Their natural
220 inclination to magical items has made them immune to effects which
221 could drain away magical energy.
227 Another dark, cave-dwelling race, likewise unhampered by darkness
228 attacks, the Dark Elves have a long tradition and knowledge of
229 magic. They have an inherent magic missile attack available to
230 them at a low level. With their keen sight, they also learn to
231 see invisible things as their relatives High-Elves do, but at a
238 A humanoid race with dragon-like attributes. As they advance
239 levels, they gain new elemental resistances (up to Poison
240 Resistance), and they also have a breath weapon, which becomes
241 more powerful with experience. The exact type of the breath
242 weapon depends on the Draconian's class and level. With their
243 wings, they can easily escape any pit trap unharmed.
249 A secretive and mysterious ancient race. Their civilization may
250 well be older than any other on our planet, and their intelligence
251 and wisdom are naturally sustained, and are so great that they
252 enable Mind Flayers to become more powerful spellcasters than any
253 other race, even if their physical attributes are a good deal less
254 admirable. As they advance levels, they gain the powers of See
255 Invisible and Telepathy.
261 A demon-creature from the nether-world, naturally resistant to
262 fire attacks, and capable of learning fire bolt and fire ball
263 attacks. They are little loved by other races, but can perform
264 fairly well in most professions. As they advance levels, they
265 gain the powers of See Invisible.
271 A Golem is an artificial creature, built from a lifeless raw
272 material like clay, and awakened to life. They are nearly
273 mindless, making them useless for professions which rely on magic,
274 but as warriors they are very tough. They are resistant to
275 poison, they can see invisible things, and move freely. At higher
276 levels, they also become resistant to attacks which threaten to
277 drain away their life force. Golems gain very little nutrition
278 from ordinary food, but can absorb mana from staves and wands as
279 their power source. Golems also gain a natural armor class bonus
280 from their tough body.
286 There are two types of skeletons: the ordinary, warrior-like
287 skeletons, and the spell-using skeletons, which are also called
288 liches. As undead beings, skeletons need to worry very little
289 about poison or attacks that can drain life. They do not really
290 use eyes for perceiving things, and are thus not fooled by
291 invisibility. Their bones are resistant to sharp shrapnel, and
292 they will quickly become resistant to cold. Although the magical
293 effects of these will affect the skeleton even without entering
294 the skeleton's (non-existent) belly, the potion or food itself
295 will fall through the skeleton's jaws, giving no nutritional
296 benefit. They can absorb mana from staves and wands as their
303 Much like Skeletons, Zombies too are undead horrors: they are
304 resistant to life-draining attacks, and can learn to restore their
305 life-force. Like skeletons, they become resistant to cold-based
306 attacks (actually earlier than skeletons), resist poison and can
307 see invisible. While still vulnerable to cuts (unlike skeletons),
308 Zombies are resistant to Nether. Like Golems, they gain very
309 little nutrition from the food of mortals, but can absorb mana
310 from staves and wands as their energy source.
316 One of the mightier undead creatures, the Vampire is an
317 awe-inspiring sight. Yet this dread creature has a serious
318 weakness: the bright rays of sun are its bane, and it will need to
319 flee the surface to the deep recesses of earth until the sun
320 finally sets. Darkness, on the other hand, only makes the Vampire
321 stronger. As undead, the Vampire has a firm hold on its life
322 force, and resists nether attacks. The Vampire also resists cold
323 and poison based attacks. It is, however, susceptible to its
324 perpetual hunger for fresh blood, which can only be satiated by
325 sucking the blood from a nearby monster.
331 Another powerful undead creature: the Spectre is a ghastly
332 apparition, surrounded by an unearthly green glow. They exist
333 only partially on our plane of existence: half-corporeal, they can
334 pass through walls, although the density of the wall will hurt
335 them in the process of doing this. As undead, they have a firm
336 hold on their life force, see invisible, and resist poison and
337 cold. They also resist nether. At higher levels they develop
338 telepathic abilities. Spectres make superb spellcasters, but
339 their physical form is very weak. They gain very little nutrition
340 from the food of mortals, but can absorb mana from staves and
341 wands as their energy source.
347 One of several fairy races, Sprites are very small. They have
348 tiny wings and can fly over traps that may open up beneath them.
349 They enjoy sunlight intensely, and need worry little about light
350 based attacks. Although physically among the weakest races,
351 Sprites are very talented in magic, and can become highly skilled
352 wizards. Sprites have the special power of spraying Sleeping
353 Dust, and at higher levels they learn to fly faster.
359 This race is a blasphemous abomination produced by Chaos. It is
360 not an independent race but rather a humanoid creature, most often
361 a human, twisted by the Chaos, or a nightmarish crossbreed of a
362 human and a beast. All Beastmen are accustomed to Chaos so much
363 that they are untroubled by confusion and sound, although raw
364 logrus can still have effects on them. Beastmen revel in chaos,
365 as it twists them more and more. Beastmen are subject to
366 mutations: when they have been created, they receive a random
367 mutation. After that, every time they advance a level they have a
368 small chance of gaining yet another mutation.
374 The Ents are a powerful race dating from the beginning of the
375 world, oldest of all animals or plants who inhabit Arda. Spirits
376 of the land, they were summoned to guard the forests of
377 Middle-earth. Being much like trees they are very clumsy but
378 strong, and very susceptible to fire. They gain very little
379 nutrition from the food of mortals, but they can absorb water from
380 potions as their nutrition.
386 Archons are a higher class of angels. They are good at all
387 skills, and are strong, wise, and are a favorite with any people.
388 They are able to see the unseen, and their wings allow them to
389 safely fly over traps and other dangerous places. However,
390 belonging to a higher plane as they do, the experiences of this
391 world do not leave a strong impression on them and they gain
398 Balrogs are a higher class of demons. They are strong,
399 intelligent and tough. They do not believe in gods, and are not
400 suitable for priest at all. Balrog are resistant to fire and
401 nether, and have a firm hold on their life force. They also
402 eventually learn to see invisible things. They are good at almost
403 all skills except stealth. They gain very little nutrition from
404 the food of mortals, and need human corpses as sacrifices to
405 regain their vitality.
411 Dunedain are a race of hardy men from the West. This elder race
412 surpasses human abilities in every field, especially constitution.
413 However, being men of the world, very little is new to them, and
414 levels are very hard for them to gain. Their constitution cannot
421 Shadow Fairies are one of several fairy races. They have wings,
422 and can fly over traps that may open up beneath them. Shadow
423 Fairies must beware of sunlight, as they are vulnerable to
424 bright light. They are physically weak, but have advantages in
425 using magic and are amazingly stealthy. Shadow Fairies have a
426 wonderful advantage in that they never aggravate monsters (If
427 their equipment normally aggravates monsters, they only suffer a
428 penalty to stealth, but if they aggravate by their personality
429 itself, the advantage will be lost).
435 A Kutar is an expressionless animal-like living creature. The
436 word 'kuta' means 'absentmindedly' or 'vacantly'. Their
437 absentmindedness hurts their searching and perception skills, but
438 renders them incapable of being confused. Their unearthly
439 calmness and serenity make them among the most stealthy of any
440 race. Kutars, although expressionless, are beautiful and so have
441 a high charisma. Members of this race can learn to expand their
442 body horizontally. This increases armour class, but renders them
443 vulnerable to magical attacks.
449 An android is a artificial creation with a body of machinery.
450 They are poor at spell casting, but they make excellent warriors.
451 They don't acquire experience like other races, but rather gain in
452 power as they attach new equipment to their frame. Rings,
453 amulets, and lights do not influence growth. Androids are
454 resistant to poison, can move freely, and are immune to
455 life-draining attacks. Moreover, because of their hard metallic
456 bodies, they get a bonus to AC. Androids have electronic circuits
457 throughout their body and must beware of electric shocks. They
458 gain very little nutrition from the food of mortals, but they can
459 use flasks of oil as their energy source.
465 There are twenty seven different classes that you can choose from in
466 Hengband. Each class has various strengths and weaknesses and its own
467 adjustments to a character's stats and abilities. Many classes also
468 have intrinsic abilities and powers. These are often linked to the
469 character's experience level and only become available later in the
470 game. Their class powers can be used by the racial/class power
477 A Warrior is a hack-and-slash character, who solves most of his
478 or her problems by cutting them to pieces, but will occasionally
479 fall back on the help of a magical device. Unfortunately, many
480 high-level devices may be forever beyond their use.
482 Warriors cast no spells. They hate magic. In fact, they even
483 gain experience for destroying high level spellbooks. They have a
484 class power - 'Sword Dancing' - which allows them to conduct a
485 melee attack in six random directions.
491 A Mage is a spell caster that must live by his or her wits as
492 a mage cannot hope to simply hack his or her way through the
493 dungeon like a warrior. In addition to spellbooks, a mage
494 should carry a range of magical devices to help his or her
495 endeavors. A mage can master those devices far more easily
496 than anyone else. A Mage's prime statistic is Intelligence
497 as this determines his or her 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. He
515 or she explores the dungeon in the service of a God. Since
516 Priests receive new prayers as gifts from their patron deity,
517 they cannot choose which ones they will learn. Priests are
518 familiar with magical devices which they believe act as foci for
519 divine intervention in the natural order of things. A priest
520 wielding an edged weapon will be so uncomfortable with it that
521 his or her fighting ability decreases. A Priest's primary stat
522 is Wisdom since this determines the success of the prayers to
525 Priest can select from Life, Death, Daemon, or Crusade as a first
526 realm, and choose a second realm almost freely. But pairs of a
527 good magic and an evil magic from these four realms are not allowed.
528 Priests can learn all spells in the selected realms, even if not
529 as efficiently as mages. However, when learning spells, priests
530 cannot voluntarily decide which spells to study: they are rewarded
531 with new prayers by their patron deities, with no money-back
532 satisfaction guarantee. Priests which select Life realm or
533 Crusade realm have a class power - 'Bless Weapon' - which blesses
534 any edged weapon to be suitable for priests to wield. Every
535 priest which select Death realm or Daemon realm have a class power
536 - 'Evocation' - which damages, scares and banish all monsters in
543 A Rogue is a character that prefers to live by his or her cunning,
544 but is capable of fighting out of a tight spot. Rogues are good
545 at locating hidden traps and doors and are the masters of disarming
546 traps and picking locks. A rogue is very stealthy, allowing him or
547 her to sneak around many creatures without having to fight or to
548 get in a telling first blow. A rogue may also backstab a fleeing
549 monster. Intelligence determines a Rogue's 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
563 developed a special affinity for the natural world around him.
564 He or she is a good fighter and also good with missile weapons
565 such as bows. A ranger has good stealth, good perception, good
566 searching, good saving throws and is good with magical devices.
567 Intelligence determines a Ranger's spell casting ability.
569 All rangers are trained in Nature magic, and all Nature spells are
570 available to them. They even learn these spells almost as fast as
571 mages. They can also select a secondary realm (from Sorcery,
572 Chaos, Death, Trump, Arcane, and Daemon), but they are slow
573 learners here, and may find themselves unable to learn some of the
574 highest level spells. They have a class power - 'Probe Monster' -
575 which allows them to know a monster's HP, speed, and experience
582 A Paladin is a combination of a warrior and a priest. Paladins
583 are very good fighters, but not very good at missile weapons. A
584 paladin lacks much in the way of abilities. He or she is poor at
585 stealth, perception, searching, and magical devices but has a
586 decent saving throw due to his divine alliance. Wisdom determines
587 a Paladin's success at praying to his deity.
589 Paladins can select a realm from Crusade and Death. Like priests,
590 they cannot select which prayers to learn, but are rewarded with
591 new prayers by their deities. They can learn all spells, but not
592 as fast as priests. They detest paganism so strongly that they
593 will even gain experience for destroying high-level pagan spell-
594 books: 'pagan' means Life or Crusade spellbooks for a Death
595 Paladin and all spellbooks other than Life and Crusade for a
596 Crusade Paladin. Depending on their realm, they have a class
597 power - 'Holy Lance' or 'Hell Lance'.
603 A Warrior-Mage is precisely what the name suggests: a cross
604 between the warrior and mage classes. Unlike rangers, who
605 specialize in Nature magic and survival skills, true Warrior-
606 Mages attempt to reach the best of both worlds. As warriors
607 they are much superior to the usual Mage class. Intelligence
608 determines a Warrior-Mage's spell casting ability.
610 Warrior-mages begin the game with Arcane magic, and they can
611 freely select another realm of magic. Although they do not gain
612 new spells as fast as regular mages, they will eventually learn
613 every spell in both realms, thus making them a very competitive
614 choice for players who appreciate Arcane magic. They have two
615 class powers - 'Convert HP to SP' and 'Convert SP to HP' - which
616 allow them to heal HP using mana or gain mana using HP.
619 ***** <Chaos-Warrior>
620 --- Chaos-Warrior ---
622 Chaos Warriors are the feared servants of the terrible Demon Lords
623 of Chaos. Every Chaos Warrior has a Patron Demon and, when
624 gaining a level, may receive a reward from his or her Patron. He
625 or she might be healed or polymorphed, given an awesome weapon,
626 or have his or stats increased. On the other hand, the Patron
627 might surround the Chaos Warrior with monsters, drain his or her
628 stats, wreck or her equipment, or simply ignore the Chaos Warrior.
629 The Demon Lords of Chaos are chaotic and unpredictable indeed.
630 The exact type of reward depends on both the Patron Demon
631 (different Demons give different rewards) and chance.
633 Chaos Warriors can select a realm from Chaos and Daemon. They are
634 not interested in any other form of magic. They can learn every
635 spell. They have a class power - 'Confusing Light' - which stuns,
636 confuses, and scares all monsters in sight.
642 The Monk character class is very different from all other classes.
643 Their training in martial arts makes them much more powerful with
644 no armor or weapons. To gain the resistances necessary for
645 survival a monk may need to wear some kind of armor, but if the
646 armor he or she wears is too heavy, it will severely disturb his
647 or her martial arts maneuvers. As the monk advances levels, new,
648 powerful forms of attack become available. Their defensive
649 capabilities increase likewise, but if armour is being worn, this
650 effect decreases. Wisdom determines a Monk's spell casting ability.
652 The different sects of monks are devoted to different areas of
653 magic. They select a realm from Life, Nature, Craft, and Death.
654 They will eventually learn all prayers in the discipline of their
655 choice. They have two class powers - 'Assume a Posture' and
656 'Double Attack'. They can choose different forms of postures in
657 different situations, and use powerful combinations of attacks for
664 The Mindcrafter is a unique class that uses the powers of the mind
665 instead of magic. These powers are unique to Mindcrafters, and
666 vary from simple extrasensory powers to mental domination of
667 others. Since these powers are developed by the practice of
668 certain disciplines, a Mindcrafter requires no spellbooks to use
669 them. The available powers are simply determined by the
670 character's level. Wisdom determines a Mindcrafter's ability to
673 Mindcrafters gain new mindcrafting powers and their existing ones
674 become stronger as they gain levels. They can use their power
675 even when blinded. They have a class power - 'Clear Mind' - which
676 allows them to rapidly regenerate their mana.
682 High-mages are mages who specialize in one particular field of
683 magic and learn it very well - much better than the ordinary mage.
684 A high mage's prime statistic is intelligence as this determines
685 his spell casting ability.
687 For the price of giving up a second realm of magic, High-mages
688 gain substantial benefits in the mana costs, minimum levels, and
689 failure rates of the spells in their speciality realm. They have
690 a class power - 'Eat Magic' - which absorbs mana from wands,
693 And then, only High-Mages are able to cast Hex spells.
699 Tourists have visited this world for the purpose of sightseeing.
700 Their fighting skills are bad, and they cannot cast powerful
701 spells. They are the most difficult class to win the game with.
702 Intelligence determines a tourist's spell casting ability.
704 Tourists are always seeing more of the world to add to their stock
705 of information; no other class can compete with their
706 identification skills. They have two class powers - 'Take a
707 Photograph' and 'Identify True'. Their magic is based on Arcane,
708 and - aside from identify - is very weak indeed.
714 Imitators have enough fighting skills to survive, but rely on
715 their unique technique - 'Imitation' - which imitates monster
716 spells/techniques include whose damage/duration value. Dexterity
717 determines general imitation ability, but a stat related to the
718 specific action is often also taken into account.
720 To use imitation, Imitators must see monster's spell at first.
721 When monsters in view use spells, they are added to a temporary
722 spell list which the imitator can choose among. Spells should be
723 imitated quickly, because timing and situation are everything. An
724 imitator can only repeat a spell once each time he or she observes
725 it. They only have a small long-term memory for spells, which
726 ranges from one to three, depending on their level. When they
727 memorize more spells than this, they will forget the oldest spell
728 in the list. They have a class power - 'Double Revenge' - which
729 allows them to imitate spells at double damage or duration.
735 Beastmasters are in tune with the minds of the creatures of the
736 world of Hengband. They are very good at riding, and have enough
737 fighting ability. The monsters that a beastmaster summons or
738 dominates become the beastmaster's hands and feet. Beastmasters
739 can cast trump magic, and are very good at summoning spells, but
740 they can not summon non-living creatures. Charisma determines a
741 Beastmaster's spell casting ability.
743 Beastmasters use Trump magic to make good use of their monster
744 domination and riding abilities. They are very good at summoning
745 living creatures, and they learn summoning spells quicker than
746 Mages. However, they cannot summon non-living creatures. They
747 have two class powers - 'Dominate a Living Thing' and 'Dominate
754 Sorcerers are the all-around best magicians, being able to cast
755 any spell from most magic realms without having to learn it. On
756 the downside, they are the worst fighters in the dungeon, being
757 unable to use any weapon but a Wizardstaff.
759 Sorcerers can cast any spell from any spellbooks of all nine magic
760 realms with 'Master' proficiency level without having to learn it.
761 They have a class power - 'Eat Magic' - which absorbs mana from
762 wands, staves or rods.
768 Archers are to bows what warriors are to melee. They are the best
769 class around with any bow, crossbow, or sling. They need a lot of
770 ammunition, but will learn how to make it from junk found in the
771 dungeon. An archer is better than a warrior at stealth,
772 perception, searching and magical devices.
774 Archers have a class power - 'Create Ammo' - which creates stones
775 or shots from pile of rubble, and arrows and crossbow bolts from
782 Magic-Eaters can absorb magic devices, and use these magics as
783 their spells. They are middling-poor at fighting. A
784 Magic-Eater's prime statistic is intelligence.
786 Magic-Eaters can absorb the energy of wands, staffs, and rods, and
787 can then use these magics as if they were carrying all of these
788 absorbed devices. Mana and changes of absorbed devices are
789 regenerated naturally by a Magic-Eater's power, and speed of
790 regeneration is influenced by their intelligence. They have a
791 class power - 'Absorb Magic' - which is used to absorb magic
798 Bards are something like traditional musicians. Their magical
799 attacks are sound-based, and last as long as the Bard has mana.
800 Although a bard cannot sing two or more songs at the same time, he
801 or she does have the advantage that many songs affect all areas in
802 sight. A bard's prime statistic is charisma.
804 The songs are found in four songbooks, of which two are sold in
805 town. There is a special feature of music; many songs continue to
806 be sung until either the Bard chooses to stop, or he runs out of
807 the energy required to sing that type of song. Bards have a class
808 power - 'Stop Singing'.
814 Red Mages are similar to Warrior-Mage; they are decent fighters
815 and spellcasters. Red-Mages can use almost all spells from lower
816 rank spellbooks of all realms, but they cannot cast spells from
817 higher rank spellbooks, and they are extremely slow learners in
818 them. They are not bad at using magical devices and magic
819 resistance, but are bad at other skills. A red-mage's prime
820 statistic is intelligence.
822 Red-Mages can use almost all spells from lower rank spellbooks of
823 all realms: first and second spellbooks of all realms and third
824 and fourth Arcane spellbooks, without having to learn it, but they
825 cannot cast spells from higher rank spellbooks; third and fourth
826 spellbooks for all realms other than Arcane. Since they use all
827 realms at once, they have large penalties in the mana costs,
828 minimum levels, and failure rates of spells. They have a class
829 power - 'Double Magic' - which allows them to cast two spells at
836 Samurai, masters of the art of the blade, are the next strongest
837 fighters after Warriors, and can use various special combat
838 techniques. Samurai are not good at most other skills, and many
839 magical devices may be too difficult for them to use. Wisdom
840 determines a Samurai's ability to use the special combat
841 techniques available to him.
843 Samurai use the art of the blade called Kendo (or Bugei). Books
844 of Kendo are similar to spellbooks, but Samurai don't need to
845 carry them around; the books are needed only when they study new
846 combat techniques. Samurai need a weapon wielded to use the
847 techniques of Kendo, and most techniques will add powerful special
848 properties to their blows; such as flaming, poisoning, vampiric,
849 etc... Their maximum spellpoints don't depend on their level but
850 solely on wisdom, and they can use the class power 'Concentration'
851 to temporarily increase SP beyond its usual maximum value. They
852 have one more class power - 'Assume a Posture'. They can choose
853 different forms of posture in different situations.
859 A ForceTrainer is a master of the spiritual Force. They prefer
860 fighting with neither weapons nor armor. They are not as good
861 fighters as are Monks, but they can use both magic and the
862 spiritual Force. Wielding weapons or wearing heavy armor disturbs
863 use of the Force. Wisdom is a ForceTrainer's primary stat.
865 ForceTrainer use both spellbook magic and the special spiritual
866 power called the Force. They can select a realm from Life,
867 Nature, Craft, Death, and Crusade. To use The Force, you select
868 it just as if it were spellbook 'w'; which means you need to press
869 'm' and then 'w' to select the Force. The most important spell of
870 the Force is 'Improve Force'; each time a ForceTrainer activates
871 it, their Force power becomes more powerful, and their attack
872 power in bare-handed melee fighting is increased temporarily. The
873 strengthened Force can be released at one stroke when a
874 ForceTrainer activates some other Force spell, typically an attack
875 spell. They have a class power - 'Clear Mind' - which allows them
876 to rapidly regenerate their mana.
882 A Blue-Mage is a spell caster that must live by his or her wits,
883 as a Blue-Mage cannot hope to simply hack his or her way through
884 the dungeon like a warrior. A major difference between the Mage
885 and the Blue-Mage is the method of learning spells: Blue-Mages
886 may learn spells from monsters. A Blue-Mage's prime statistic
887 is Intelligence as this determines his or her spell casting ability.
889 A Blue-Mage can learn and cast monster ranged attacks, spells, or
890 summons as their own spells; this technique is called Blue magic.
891 Unlike Imitators, Blue-Mages remember their spells permanently,
892 but they must get hit by a monster's spell while their class power
893 'Learning' is active to learn spells. Because of this
894 requirement, they do not learn spells, like healing, that affect
901 Cavalry ride on horses into battle. Although they cannot cast
902 spells, they are proud of their overwhelming offensive strength on
903 horseback. They are good at shooting. At high levels, they learn
904 to forcibly saddle and tame wild monsters. Since they take pride
905 in the body and the soul, they don't use magical devices well.
907 Like Warriors and Archers, the cavalry don't use magic. Since
908 they are very good at riding, they have a class power - 'Rodeo' -
909 which allows them to forcibly saddle and tame wild monsters.
915 A Berserker is a fearful fighter indeed, immune to fear and
916 paralysis. At high levels, Berserkers can reflect bolt spells
917 with their tough flesh. Furthermore, they can fight without
918 weapons, can remove cursed equipment by force, and can even use
919 their special combat techniques when surrounded by an anti-magic
920 barrier. Berserkers, however, cannot use any magical devices or
921 read any scrolls, and are hopeless at all non-combat skills.
922 Since Berserker Spectres are quite easy to *win* with, their
925 Berserkers use a unique system of techniques called 'Rage'. They
926 gain more techniques as they gain levels. They use no magic:
927 indeed, they cannot use any magic devices or activate any
928 artifacts, and cannot read scrolls. To offset these great
929 disadvantages, Berserkers are allowed to have an important class
936 A Weaponsmith can improve weapons and armor for him or herself.
937 They are good at fighting, and they have potential ability to
938 become even better than Warriors using improved equipment. They
939 cannot cast spells, and are poor at skills such as stealth or
942 A Weaponsmith extract the essences of special effects from weapons
943 or armor which have various special abilities, and can add these
944 essences to another weapon or armor. Normally, each item can
945 be improved only once, but they can remove a previously added
946 essence from improved equipment to improve it with another
947 essence. To-hit, to-damage bonus, and AC can be improved freely
948 up to a maximum value depending on level. Weaponsmiths have a
949 class power - 'Judgment' - which allows them to identify (later
950 *identify*) weapons and armor.
953 ***** <Mirror-Master>
954 --- Mirror-Master ---
956 Mirror-Masters are spell casters; like other mages, they must live
957 by their wits. They can create magical mirrors, and employ them
958 in the casting of Mirror-Magic spells. Intelligence determines a
959 Mirror-Master's spell casting ability.
961 Mirror-Masters gain more spells and each spell becomes more
962 powerful as they gain levels. They can use their spells even when
963 blinded. For Mirror-Masters, the arrangement of mirrors is very
964 important: Some attack spells reflect from mirrors, and some other
965 spells are effective only against monsters standing on a mirror.
966 A Mirror-Master standing on a mirror has greater ability and, for
967 example, can perform quick teleports. The maximum number of
968 magical Mirrors which can be controlled simultaneously depends on
969 the level, and breaking unnecessary mirrors is important work for
970 them. They have two class powers - 'Break Mirrors', which breaks
971 all mirrors in current dungeon level and 'Mirror Concentration',
972 which allows them to rapidly regenerate their mana on a mirror.
978 A Ninja is a fearful assassin lurking in darkness. He or she can
979 navigate effectively with no light source, catch enemies unawares,
980 and kill with a single blow. Ninjas can use Ninjutsu, and are
981 good at locating hidden traps and doors, disarming traps and
982 picking locks. Since heavy armor, heavy weapons, or shields will
983 restrict their motion greatly, they prefer light clothes, and
984 become faster and more stealthy as they gain levels. A Ninja
985 knows no fear and, at high level, becomes almost immune to poison
986 and able to see invisible things. Dexterity determines a Ninja's
987 ability to use Ninjutsu.
989 A Ninja can use Ninjutsu for lurking and surprise attacks. They
990 gain more Ninjutsu techniques as they gain levels. They have a
991 class power - 'Quick Walk' - which makes their walking speed
997 Snipers are specialists in marksmanship, but not like archers who
998 fire off arrow after arrow in swift succession. They don't just
999 increase accuracy and power of shots by concentration, they can use
1000 fearsome archery techniques.
1002 What they require is powerful bows or crossbows, good quality
1003 ammunition and the fortitude to bear up without flinching under
1006 Snipers know their enemies well and can shoot them from the shadows.
1007 They have no time for magic.
1011 ***** <ThePersonalities>
1012 === The Personality ===
1015 There are twelve different personality that you can choose from in
1016 Hengband. Each personality has various strengths and weaknesses and
1017 its own adjustments to a character's stats and abilities.
1023 "Ordinary" is a personality with no special skills or talents,
1024 with unmodified stats and skills.
1030 "Mighty" raises your physical stats and skills, but reduces stats
1031 and skills which influence magic. It makes your stats suitable
1032 for a warrior. Also it directly influences your hit-points and
1039 "Shrewd" reduces your physical stats, and raises your intelligence
1040 and magical skills. It makes your stats suitable for a mage.
1041 Also it directly influences your hit-points and spell fail rate.
1047 "Pious" deepens your faith in your God. It makes your physical
1048 ability average, and your stats suitable for priest.
1054 "Nimble" improves most skills except for melee combat.
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