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authorBardur Arantsson <bardur@scientician.net>2010-01-08 20:28:34 +0100
committerBardur Arantsson <bardur@scientician.net>2010-01-08 23:46:06 +0100
commit6aa48afdd57d03314fdf4be6c9da911c32277c84 (patch)
tree2dc401f9aae2dc6736d2fc3811c8f8099d3eabe6 /lib/help/birth.txt
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+~~~~~84|Birth
+~~~~~11|Character
+#####R /----------------------------------------\
+#####R < Creating a Character >
+#####R \----------------------------------------/
+
+ *****birth.txt*01[Creating a Character] *****birth.txt*02[Character Characteristics]
+ *****birth.txt*03[Races] *****birth.txt*04[Race Modifiers]
+ *****birth.txt*05[Classes] *****birth.txt*83[Gods]
+ *****birth.txt*06[Stats] *****birth.txt*07[Abilities]
+ *****birth.txt*08[Combinations of Race and Class] *****birth.txt*09[Stat bonus tables]
+
+~~~~~01|Character|Creating a Character
+~~~~~12|Creating a Character
+#####R=== Creating a Character ===
+
+ToME is a roleplaying game, in which you, the player, control a
+character in the various dungeons and places of Arda. Perhaps the most
+important thing you control is the birth of your character, in which you
+choose or allow to be chosen various attributes that will affect the future
+life of your character.
+
+Character creation, or birth, is controlled through a variety of choices
+as to constraints on the type of character you wish to play, followed by
+a series of random calculations to generate ("roll up") a random character
+matching the appropriate constraints.
+
+Once your character has been generated, you will be given the choice to
+generate a new character obeying the same constraints, and once you have
+generated more than one character, you can switch back and forth between
+the two most recent characters, until you are presented with a personality
+that you feel comfortable with.
+
+You may start the entire process over at any time.
+
+Once you have accepted a character you will asked to provide a name for the
+character. In general, the actual choice of a name is not important, but do
+keep in mind that it may have some effect on the game itself. For example,
+on some machines, the character name determines the filename that will be
+used to save the character to disk. On others, the character name specifies
+special "pref" files. And the character name is used on the high score list.
+
+~~~~~02|Character|Characteristics
+~~~~~13|Character|Stats 1
+~~~~~14|Stats|Display
+~~~~~37|Display
+~~~~~82|Stats
+#####R=== Character Characteristics ===
+
+Each character has four primary attributes -- gender, race, race modifier and
+class -- that are chosen before the character is generated, and all but gender
+stay fixed for the entire life of that character. These attributes have many
+effects, which will be mentioned as they come up. Keep in mind that in the
+current version of ToME, your choice of race may restrict your choice
+of class.
+
+Each character has a few secondary attributes -- height, weight, social class,
+and background history -- which are randomly determined, but which are affected
+by the gender and race of the character. In general, these attributes are only
+used to provide "flavor" to the character, to assist in the role playing, but
+they do have a few minor effects on the game. For example, background history
+affects social class, which affects the amount of money the character will
+start with.
+
+Each character also has six primary "stats": strength (STR), intelligence
+(INT), wisdom (WIS), dexterity (DEX), constitution (CON), and charisma (CHR).
+
+By default, primary statistics are represented in a linear way rather than a
+percentile way. You can change to percentile via the game option sequence '=',
+'5' (ToME options), arrow down to 'stats are represented in a linear way', and
+type 'n' for no. Don't forget to save your options when you are done.
+
+These stats modify the abilities of the character in a variety of ways. Every
+stat has a numerical value, ranging from a minimum of 3, up to a normal maximum
+of 18, and even higher, into the "percentile" range, represented as "18/01"
+through "18/100". Actually, every stat can be raised even above 18/100 by
+magical means, up to a pure maximum of 18/220, which is represented as
+"18/***". Traditionally, a percentile stat such as "18/50" has been though of
+as representing a value part way between 18 and 19, and this is one way to
+think of them. However, often, the best way to view the "bonus" values after
+the "18/" is as "tenth" points, since it often takes the same magic to raise a
+stat from, say, 4 to 5, or 16 to 17, as it does from, say, 18/40 to 18/50. The
+important thing to remember is that almost all internal calculations "ignore"
+the final digit of any "bonus", so that, for example, "18/40" and "18/49"
+generally have the same effects. During character generation, each stat is
+rolled out as a number from 8 to 17, with a normal (bell-curve) distribution,
+and is then immediately modified based on the race and class of the character.
+
+Each character also has several primary "skills" -- disarming, magic devices,
+saving throws, stealth, searching ability, searching frequency, fighting skill,
+and shooting skill -- which are derived from the character's race, class, level,
+stats, and current equipment. These skills have rather obvious effects, but
+will be described more completely below.
+
+Each character may have one or more "intrinsic racial skills", based on
+the race of the character. These may include special resistances, abilities
+such as infravision, or even activatable powers such as food creation.
+~~~~~16|Gold
+~~~~~81|Abbreviations
+~~~~~17|Abbreviations|AU
+~~~~~18|Money
+Money in ToME is referred to in gold pieces, also frequently abbreviated as AU
+(the chemical symbol for gold).
+
+Each character starts with some gold, which can be used to buy items from the
+shops in town. Additionally, gold can be obtained by several means:
+
+ * selling items you have, or find, to the shops
+ * taking it from dead monsters
+ * finding it lying around on the floor in the dungeon
+ * digging it out of the walls in certain dungeons
+
+Each character starts out with some gold. The amount you start with is based on
+social class (higher is better), charisma (higher is better), and some other
+stats (less powerful characters start with more gold).
+~~~~~85|Inventory - starting info
+Inventory is what you are carrying and/or wearing at the moment. All items you
+carry/wear have a certain weight. If the weight is very heavy for your
+strength, it can slow you down, and that is not a good thing for your
+character's continuing health. When your character is first created, all items
+you are granted upon creation will be in your inventory. Sometimes starting
+inventory includes something other than a weapon or armor (for example, a light
+source, scroll, potion, or food.)
+~~~~~86|Weapons - starting info
+Some characters start with a weapon. If yours does, you will need to 'w'ield it
+in order to gain its attack capabilities.
+~~~~~23|Character|Armor Class
+~~~~~19|Armor|Armor Class
+~~~~~20|Abbreviations|AC
+#####R === Armour Class ===
+Each character has an armor class, representing how well the character can
+avoid damage. The armor class is affected by dexterity, the equipment, and
+sometimes the race. The higher the AC, the better.
+
+The numbers following a piece of armor's name indicate how good it is. A Metal
+Cap [3,+0] is not as good as an Iron Helm [5,+0], AC-wise, since the 5 is a
+bigger number than the 3. On the other hand, an Iron Helm is heavier than a
+Metal Cap, and that may make a difference to you.
+
+The plusses following the first number (e.g. the +0) indicate a magical bonus.
+If the plus number is more than zero, it should be added on to the base
+number. E.g. a Metal Cap [3,+3] has a higher AC than an Iron Helm [5,+0].
+
+Some characters start with armor. If yours does, you need will need to 'w'ield
+it in order to gain its protection.
+~~~~~21|Abbreviations|HP
+~~~~~22|Character|Hit Points
+Each character has hit points (HP), representing how much damage the character
+can sustain before death. Hit points are derived from your race, class,
+level, and constitution, and can be temporarily boosted by magical means.
+Hit points may be regained by resting, or by a variety of magical means.
+~~~~~24|Abbreviations|SN
+~~~~~25|Character|Sanity Points
+Each character has sanity points (SN), representing how much mental damage the
+character can sustain before death. Sanity points are derived from your wisdom
+and character level. Sanity points may only be regained by magical means and
+won't be regained by resting.
+~~~~~26|Abbreviations|SP
+~~~~~27|Magic|Mana
+~~~~~28|Character|Mana
+Each character has a certain amount of mana. The amount of mana represents how
+many spells of a certain difficulty a character can cast. When a spell is
+cast, you lose amount of mana corresponding to the 'cost' of the spell.
+
+When all mana is gone, or the cost of a given spell is greater than the amount
+of mana you have left, you may attempt to cast a spell; beware, as there are
+consequences to such a rash act.
+
+Spell points may be regained by resting. They can also be restored by a few
+magical means.
+
+Your spell points are derived from your Magic skill, player level and the
+greatest of INT and WIS.
+
+Your total spell points are additionally affected by:
+
+ * your character's race modifier
+ * character class
+
+Your total spell points may be affected by:
+
+ * your encumbrance
+ * what you wear
+
+~~~~~29|Abbreviations|Pt
+~~~~~30|Gods|Piety
+~~~~~31|Character|Piety
+Finally, characters that have chosen to follow a *****gods.txt*0[God] will have piety points
+(Pt). These points represent the character's standing with their God, a
+standing which may rise or fall over time. A character may spend piety points
+to cast a spell granted by his/her God. Spent piety points can be regained in
+different fashions, depending on which God is involved -- each is pleased or
+displeased by assorted actions. Pleasing your God gains you piety, while
+displeasing your god will lose you piety.
+
+In addition to forming the basis for God-granted spells, accumulated piety
+points may also confer various benefits or penalties upon your character,
+depending on the God involved. For example, followers of Eru who have
+accmulated lots of piety points gain a WIS bonus. The actual rules are
+quite specific to each God.
+~~~~~03|Races
+#####R=== Races ===
+
+There are lots different races that you can choose from in ToME. Some
+races are restricted as to what profession they may be, and each race has
+its own adjustments to a character's stats and abilities. Most races also
+have intrinsic abilities, which can be accessed via the "U" command (original
+keyset, or "O" in the roguelike keyset).
+
+ *****r_beorn.txt*0[Beorning] *****r_hafelf.txt*0[Half-Elf] *****r_orc.txt*0[Orc]
+ *****r_drkelf.txt*0[Dark Elf] *****r_hafogr.txt*0[Half-Ogre] *****r_pettyd.txt*0[Petty-Dwarf]
+ *****r_deathm.txt*0[Death Mold] *****r_hielf.txt*0[High-Elf] *****r_rohank.txt*0[Rohan Knight]
+ *****r_dunad.txt*0[Dunadan] *****r_hobbit.txt*0[Hobbit] *****r_thlord.txt*0[Thunderlord]
+ *****r_dwarf.txt*0[Dwarf] *****r_human.txt*0[Human] *****r_troll.txt*0[Troll]
+ *****r_elf.txt*0[Elf] *****r_kobold.txt*0[Kobold] *****r_wodelf.txt*0[Wood Elf]
+ *****r_ent.txt*0[Ent] *****r_maia.txt*0[Maia] *****r_yeek.txt*0[Yeek]
+ *****r_gnome.txt*0[Gnome]
+
+~~~~~04|Race Modifiers
+#####R=== Race Modifiers ===
+
+There are many different race modifiers from which you can choose in ToME.
+Some are restricted as to what race they can be used with, and each one has
+its own adjustments to a character's stats and abilities. Most also have
+intrinsic abilities. If you are not asked for a race modifier, it is because
+your race only supports the classical form.
+
+ *****rm_class.txt*0[Classical] *****rm_barb.txt*0[Barbarian]
+ *****rm_herm.txt*0[Hermit] *****rm_lsoul.txt*0[Lost Soul]
+ *****rm_skel.txt*0[Skeleton] *****rm_spec.txt*0[Spectre]
+ *****rm_vamp.txt*0[Vampire] *****rm_zomb.txt*0[Zombie]
+
+~~~~~05|Classes
+#####R=== Classes ===
+
+Once a race has been chosen, you will need to pick a class. Some classes will
+not be available to certain races, for instance, a Troll cannot become a
+Paladin. For the first few adventures it is suggested that you run a warrior
+or rogue. Spell casting generally requires a more experienced player that is
+familiar with survival techniques.
+
+ *****c_alchem.txt*0[Alchemist] *****c_mage.txt*0[Mage] *****c_rogue.txt*0[Rogue]
+ *****c_archer.txt*0[Archer] *****c_mimic.txt*0[Mimic] *****c_runecr.txt*0[Runecrafter]
+ *****c_assass.txt*0[Assassin] *****c_mindcr.txt*0[Mindcrafter] *****c_sorcer.txt*0[Sorceror]
+ *****c_axemas.txt*0[Axemaster] *****c_monk.txt*0[Monk] *****c_summon.txt*0[Summoner]
+ *****c_bard.txt*0[Bard] *****c_necro.txt*0[Necromancer] *****c_swordm.txt*0[Swordmaster]
+ *****c_pr_drk.txt*0[Dark-Priest] *****c_palad.txt*0[Paladin] *****c_symbia.txt*0[Symbiant]
+ *****c_demono.txt*0[Demonologist] *****c_polear.txt*0[Polearmmaster] *****c_thaum.txt*0[Thaumaturgist]
+ *****c_druid.txt*0[Druid] *****c_posses.txt*0[Possessor] *****c_unbel.txt*0[Unbeliever]
+ *****c_geoman.txt*0[Geomancer] *****c_pr_eru.txt*0[Priest(Eru)] *****c_warper.txt*0[Warper]
+ *****c_hafted.txt*0[Haftedmaster] *****c_pr_man.txt*0[Priest(Manwe)] *****c_warrio.txt*0[Warrior]
+ *****c_lorema.txt*0[Loremaster] *****c_ranger.txt*0[Ranger]
+~~~~~83
+#####R=== Gods ===
+
+Once a class has been chosen you may be given the option to choose a god. Some
+classes (notably most Priests) will be given a God to worship automatically.
+Some classes are not necessarily suited to following a God, and Gods are not
+recommended for new players. You can also choose your mind about who (if
+anyone) to worship during the game by finding an *****tome_faq.txt*04[altar] of that God.
+
+Read *****gods.txt*0[gods.txt] for a little more information about Gods.
+
+ *****g_eru.txt*0[Eru Iluvatar] *****g_manwe.txt*0[Manwe Sulimo]
+ *****g_yavann.txt*0[Yavanna Kementari] *****g_tulkas.txt*0[Tulkas]
+ *****g_melkor.txt*0[Melkor Bauglir]
+
+
+~~~~~39|Character|Stats 2
+~~~~~06|Stats|Individual explanations
+#####R=== Stats ===
+~~~~~32|Stats|Strength
+~~~~~34|Strength
+#####G Strength (STR)
+ Strength is important in fighting with weapons and in melee
+ combat. A high strength can improve your chances of hitting
+ as well as the amount of damage done with each hit. Char-
+ acters with low strengths may receive penalties. Strength
+ is also useful in tunnelling and in carrying heavy items.
+~~~~~33|Stats|Intelligence
+~~~~~35|Intelligence
+#####G Intelligence (INT)
+ Intelligence affects the spellcasting abilities of mage-like
+ spell schools (whether these spells are learned directly through
+ their associated skills, or indirectly through the Prayer
+ skill), as well as some of the special abilities of various
+ classes (e.g. Symbiants). Intelligence will affect the number
+ of spell points you receive. A high intelligence may also
+ improve your chances of successfully casting a spell. You cannot
+ learn spells if your intelligence is 7 or lower. A good
+ intelligence can also help with using magic devices, picking
+ locks, and disarming traps.
+~~~~~36|Stats|Wisdom
+~~~~~38|Wisdom
+#####G Wisdom (WIS)
+ The primary function of wisdom is to determine the ability
+ of a priest or paladin to use prayers (God-granted spells), just
+ like intelligence affects mage spells. Again, high wisdom will
+ increase the number of spell points you have (even though
+ prayers use piety points), and will improve the chance that a
+ prayer will be successful. A good wisdom can also help to
+ improve your chances of resisting magical spells cast
+ upon you by monsters.
+~~~~~40|Stats|Dexterity
+~~~~~41|Dexterity
+#####G Dexterity (DEX)
+ Dexterity is a combination of agility and quickness. A high
+ dexterity may allow your character to get multiple blows with
+ lighter weapons, thus greatly increasing your kill power, and
+ will increase your chances of hitting with any weapon and
+ dodging blows from enemies. Dexterity is also useful in
+ picking locks, disarming traps, and protecting yourself from
+ some of the thieves that inhabit the dungeons. The unscrupulous
+ adventurer may also find dexterity effective in obtaining items
+ from stores without rendering payment.
+~~~~~42|Stats|Constitution
+~~~~~43|Constitution
+#####G Constitution (CON)
+ Constitution is a character's ability to resist damage to his
+ body, and to recover from damage received. Therefore a
+ character with a high constitution will receive more hit
+ points and also recover them faster while resting.
+~~~~~44|Stats|Charisma
+~~~~~45|Charisma
+#####G Charisma (CHR)
+ Charisma represents a character's personality and physical
+ appearance. A character with a high charisma will receive
+ better prices from store owners, whereas a character with a
+ very low charisma may be robbed blind. A high charisma will
+ also mean more starting money for the character.
+~~~~~07
+~~~~~46|Character|Abilities
+#####R=== Abilities ===
+
+ Characters possess some different abilities which can help them
+ to survive. The starting abilities of a character are based upon
+ race and class. Abilities may be adjusted by high or low stats,
+ and increase with the corresponding *****skills.txt*0[skill] level.
+~~~~~48|Attacking monsters|Fighting ability
+#####G Fighting
+ Fighting is the ability to hit and do damage with weapons or
+ fists. Normally a character gets a single blow from any
+ weapon, but if his dexterity and strength are high enough,
+ he may receive more blows per round with lighter weapons.
+ Strength and dexterity both modify the ability to hit an
+ opponent. This skill increases with the *****skills.txt*02[Weaponmastery] skill
+ and its sub-skills.
+~~~~~50|Attacking monsters|Shooting
+#####G Shooting Ability (Bows/Throw)
+ Using ranged missile weapons (and throwing objects) is
+ included in this skill. Different stats apply to different
+ weapons, but this ability may modify the distance an object
+ is thrown/fired, the amount of damage done, and the ability
+ to hit a creature. This skill increases with the *****skills.txt*08[Archery] skill
+ and its sub-skills.
+~~~~~52|Saving throw
+#####G Saving Throw
+ A Saving Throw is the ability of a character to resist the
+ effects of a spell cast on him by another person/creature.
+ This does not include spells cast on the player by his own
+ stupidity, such as quaffing a nasty potion. This ability
+ increases with the *****skills.txt*38[Spirituality] skill,
+ A high wisdom also increases this ability.
+~~~~~54|Stealth
+#####G Stealth
+ The ability to move silently about is very useful. Charac-
+ ters with good stealth can usually surprise their opponents,
+ gaining the first blow. Also, creatures may fail to notice
+ a stealthy character entirely, allowing a player to avoid
+ certain fights. This skill is based upon race, class and the
+ *****skills.txt*15[Stealth] skill.
+~~~~~56|Disarming traps
+#####G Disarming
+ Disarming is the ability to remove traps (safely), and
+ includes picking locks on traps and doors. A successful
+ disarming will gain the character some experience. A trap
+ must be found before it can be disarmed. Dexterity and
+ intelligence both modify the ability to disarm, and this
+ ability increases with the *****skills.txt*16[Disarming] skill.
+~~~~~58|Magical Devices
+#####G Magic Device
+ Using a magical device such as a wand or staff requires
+ experience and knowledge. Spell users such as magi and
+ priests are therefore much better at using a magical device
+ than say a warrior. This skill is modified by intelligence,
+ and increases with the *****skills.txt*54[Magic-Device] skill.
+~~~~~60|Searching
+~~~~~61|Searching|Searching Frequency - Perception
+~~~~~62|Perception
+#####G Searching Frequency (Perception)
+ Perception is the ability to notice something without
+ actively seeking it out. This skill is based upon race,
+ class and the *****skills.txt*14[Sneakiness] skill.
+~~~~~63|Searching|Searching Ability
+#####G Searching Ability (Searching)
+ To search is to actively look for secret doors, floor traps,
+ and traps on chests. Rogues are the best at searching, but
+ magi, rangers, and priests are also good at it. This skill
+ is based upon race, class and the *****skills.txt*14[Sneakiness] skill.
+~~~~~66|Infra-vision
+#####G Infra-vision
+ Infra-vision is the ability to see heat sources. Since most
+ of the dungeon is cool or cold, infra-vision will not allow
+ the player to see walls and objects. Infra-vision will allow
+ a character to see any warm-blooded creatures up to a cer-
+ tain distance. This ability works equally well with or with
+ out a light source. The majority of ToME's creatures are
+ cold-blooded, and will not be detected unless lit up by a
+ light source. Most non-human races have innate infra-vision
+ ability. Humans can gain infra-vision only through magic
+ enhancement.
+
+~~~~~08|Character|Race and Class Combinations
+~~~~~67|Races|Combinations with class
+~~~~~68|Classes|Combinations with Race
+~~~~~69|Tables
+~~~~~70|Tables|Combinations of Race and Class
+#####R=== Combinations of Race and Class ===
+
+These are the classes that are recommended for different races. You can
+still select a race that is not in the chart, but these combinations are
+either rather poor (like a zombie mage), a concept so silly that they
+are not recommended, or an incredibly unfair combination of race and class.
+If you pick a combination that is not on the chart, don't complain if things
+don't turn out as you expected them to.
+
+#####B Warrior Archer Rogue Mage Priest Loremaster
+#####B
+Beorning Yes No Yes No No Yes
+Dark Elf Yes Yes Yes Yes Yes No
+Death Mold No No No Yes Yes No
+Dunadan Yes Yes Yes Yes Yes Yes
+Dwarf Yes No No No Yes No
+Elf Yes Yes No Yes Yes Yes
+Ent Yes No No No Yes Yes
+Gnome Yes No Yes Yes No No
+Half-Elf Yes Yes Yes Yes Yes Yes
+Half-Ogre Yes No No No Yes No
+High-Elf Yes Yes No Yes Yes Yes
+Hobbit Yes Yes Yes Yes No Yes
+Human Yes Yes Yes Yes Yes Yes
+Kobold Yes Yes Yes No No No
+Maia Yes Yes Yes Yes Yes Yes
+Orc Yes Yes Yes No Yes No
+Petty Dwarf Yes No Yes No No No
+RohanKnight Yes No No No Yes No
+Thunderlord Yes Yes No Yes Yes No
+Troll Yes No No No No No
+Wood Elf Yes Yes No Yes Yes Yes
+Yeek Yes Yes Yes Yes Yes Yes
+~~~~~09|Character|Stat Bonus Table
+~~~~~71|Stats|Bonus table
+~~~~~72|Tables|Stat bonuses
+#####R=== Stat Bonus Tables ===
+
+Stat, hit dice, and experience points per level modifications due to race
+are listed in the following table.
+~~~~~75|Races|Stat Bonuses
+#####GRaces:
+#####B STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level
+ Beorning +4 -2 -2 -1 +3 -5 12 +50%
+ Dark Elf -1 +3 +2 +2 -2 +1 9 +50%
+ Death Mold +10 0 +10 +0 +10 -15 15 +150%
+ Dunadan +1 +2 +2 +2 +3 +2 10 +80%
+ Dwarf +2 -2 +2 -2 +2 -3 11 +25%
+ Elf -1 +2 +2 +1 -2 +2 8 +20%
+ Ent +10 -3 +2 -5 +11 -3 14 +110%
+ Gnome -1 +2 0 +2 +1 -2 8 +35%
+ Half-Elf 0 +1 +1 +1 -1 +1 9 +10%
+ Half-Ogre +3 -1 -1 -1 +3 -3 12 +30%
+ High-Elf +1 +3 +2 +3 +1 +5 10 +100%
+ Hobbit -2 +2 +1 +3 +2 +1 7 +10%
+ Human 0 0 0 0 0 0 10 +0%
+ Kobold +1 -1 0 +1 0 -4 9 +25%
+ Maia 0 0 0 0 0 0 10 +0%
+ Petty Dwarf +1 -1 +2 0 +2 -4 11 +35%
+ Orc +2 -1 0 +1 +1 -4 10 +10%
+ RohanKnight +4 -2 +3 +1 +4 +2 10 +120%
+ Thunderlord +6 +2 +1 +1 +3 +8 12 +300%
+ Troll +4 -4 -2 -4 +3 -6 12 +37%
+ Wood Elf -3 +2 +1 +5 -4 +1 7 +30%
+ Yeek -5 -5 -5 -5 -5 -5 6 -75%
+~~~~~76|Race Modifiers|Stat Bonuses
+#####GRace Modifiers:
+#####B STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level
+ Classical 0 0 0 0 0 0 +0 +0%
+ Barbarian +2 -3 -2 +1 +1 -3 +1 +25%
+ Hermit -3 +1 +1 -3 -3 +1 -3 +20%
+ Lost Soul 0 0 0 0 0 0 +0 +0%
+ Skeleton 0 -2 -2 0 +1 -4 +0 +45%
+ Spectre -5 +2 +2 +2 -3 -6 -4 +80%
+ Vampire +3 +2 -3 -2 +1 -4 +1 +100%
+ Zombie +2 -6 -6 +1 +4 -5 +3 +45%
+
+~~~~~77|Classes|Stat Bonuses
+#####GClasses:
+#####B STR INT WIS DEX CON CHR
+ Axemaster +5 -2 -2 +2 +2 -1
+ Demonologist +5 -2 -2 +2 +2 -1
+ Haftedmaster +5 -2 -2 +2 +2 -1
+ Polearmmaster +5 -2 -2 +2 +2 -1
+ Swordmaster +5 -2 -2 +2 +2 -1
+ Unbeliever +5 -2 -2 +2 +2 -1
+ Warrior +5 -2 -2 +2 +2 -1
+
+ Alchemist -5 +3 0 +1 -2 +1
+ Geomancer -5 +3 0 +1 -2 +1
+ Mage -5 +3 0 +1 -2 +1
+ Necromancer -5 +3 0 +1 -2 +1
+ Runecrafter -5 +3 0 +1 -2 +1
+ Sorceror -5 +3 0 +1 -2 +1
+ Thaumaturgist -5 +3 0 +1 -2 +1
+ Warper -5 +3 0 +1 -2 +1
+
+ Archer +2 +1 0 +2 +1 +1
+ Ranger +2 +2 0 +2 +1 +1
+
+ Assassin +2 +1 -2 +3 +1 -1
+ Rogue +2 +1 -2 +3 +1 -1
+
+ Bard +1 -2 +1 +1 0 +1
+ Loremaster +1 -2 +1 +1 0 +1
+ Mimic +1 -2 +1 +1 0 +1
+ Monk +1 -2 +1 +1 0 +1
+ Possessor +1 -2 +1 +1 0 +1
+ Summoner +1 -2 +1 +1 0 +1
+ Symbiant +1 -2 +1 +1 0 +1
+
+ Dark-Priest -1 -3 +3 -1 0 +2
+ Druid -1 -3 +3 -1 0 +2
+ Mindcrafter -1 -3 +3 -1 0 +2
+ Paladin -1 -3 +3 -1 0 +2
+ Priest(Eru) -1 -3 +3 -1 0 +2
+ Priest(Manwe) -1 -3 +3 -1 0 +2
+~~~~~10|Character|Skill tables
+~~~~~74|Tables|Skill Tables
+#####R=== Skill Tables ===
+
+~~~~~78|Races|Skill table
+#####GRaces:
+#####B Disarm Devices Sprtlty Stealth Sneak Wepnmas Archery
+ Beorning -0.6 -0.8 -3.0 -2.0 -0.1 +2.5 +0.5
+ Dark-Elf +0.5 +1.5 +10.0 +3.0 +0.8 -0.5 +1.0
+ DeathMold +1.5 -0.5 +7.5 +25 0 +2.5 +2.5
+ Dunadan +0.4 +0.5 +2.5 +2.0 +0.8 +1.5 +1.0
+ Dwarf +0.2 +0.9 +5.0 -1.0 +0.7 +1.5 +0.5
+ Elf +0.5 +0.6 +3.0 +2.0 +0.8 -0.5 +1.5
+ Ent +0.5 +0.5 +10.0 -6.0 +0.5 -0.3 -0.2
+ Gnome +1.0 +1.2 +6.0 +3.0 +0.6 -0.8 +1.2
+ Half-Elf +0.2 +0.3 +1.5 +1.0 +0.6 -0.1 +0.5
+ Half-Ogre -0.3 -0.5 -2.5 -2.0 -0.1 +2.0 0
+ High-Elf +0.4 +2.0 +10.0 +4.0 +0.3 +1.0 +2.5
+ Hobbit +1.5 +1.8 +9.0 +5.0 +1.2 -1.0 +2.0
+ Human 0 0 0 0 0 0 0
+ Kobold -0.2 -0.3 -1.0 -1.0 +0.1 +1.0 -0.8
+ Maia 0 0 0 0 0 0 0
+ Orc -0.3 -0.3 -1.0 -1.0 0 +1.2 -0.5
+ Petty Dwarf +0.3 +0.5 +5.0 +1.0 +0.5 0 0
+ RohanKnight +1.0 +0.5 +2.5 -8.0 +0.1 +0.1 +0.5
+ Thunderlord +0.6 0 +5.0 -16.0 +3.0 +1.5 +0.5
+ Troll -0.5 -0.8 -4.0 -2.0 -0.1 +2.0 -1.0
+ Wood-Elf +0.5 +0.6 +3.0 +5.0 +0.8 -2.5 +4.0
+ Yeek -0.5 -0.5 -2.5 -5.0 -0.5 -0.5 -0.5
+
+In addition to the racial starting bonuses for the standard skills listed
+above, there are some special bonuses to the skill modifier:
+
+ Beorning +1.0 Bearform-combat modifier (also 1.0 points to start)
+ Dark-Elf +0.2 Magic modifier
+ DeathMold +0.2 Necromancy modifier
+ Dwarf +0.2 Axe-mastery modifier
+ Ent +0.2 Barehand-combat modifier;
+ +0.6 Boulder-throwing modifier
+ Hobbit +0.3 Sling-mastery modifier
+ Maia Not allowed to use Prayer (modifier reduced to 0.000)
+ RohanKnight +0.2 Weaponmastery modifier
+ Wood-Elf +0.2 Archery modifier
+
+(If the character's class does not normally possess the skill, this racial
+modifier bonus will grant the skill at a starting level of 0.000.)
+
+~~~~~79|Race Modifiers|Skill table
+#####GRace Modifiers:
+#####B Disarm Devices Sprtlty Stealth Sneak Wepnmas Archery
+ Classical 0 0 0 0 0 0 0
+ Barbarian -0.2 -1.0 +0.2 -2.0 +0.0 +1.2 +0.5
+ Hermit +0.5 +1.0 +0.5 +3.0 +0.4 -0.5 -0.5
+ Lost Soul 0 0 0 0 0 0 0
+ Skeleton -0.5 -0.5 +0.5 -1.0 -0.1 +0.8 0
+ Spectre +0.2 +0.8 +0.7 +2.0 +0.2 -0.5 -0.2
+ Vampire 0 0 0 0 0 0 0
+ Zombie -0.2 -0.2 +0.5 -1.0 -0.1 +0.5 0