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-<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
-<html>
-<head>
- <title>T.o.M.E. Documentation</title>
- <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband.">
- <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike">
-</head>
-<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66">
-<FONT text="#CCCCCC">
-<PRE><TT>
-<A NAME="84"></A><A NAME="11"></A><FONT COLOR="#FF0000"> /----------------------------------------\</FONT>
-<FONT COLOR="#FF0000"> < Creating a Character ></FONT>
-<FONT COLOR="#FF0000"> \----------------------------------------/</FONT>
-
- <A HREF="birth.html#1">Creating a Character</A> <A HREF="birth.html#2">Character Characteristics</A>
- <A HREF="birth.html#3">Races</A> <A HREF="birth.html#4">Race Modifiers</A>
- <A HREF="birth.html#5">Classes</A> <A HREF="birth.html#83">Gods</A>
- <A HREF="birth.html#6">Stats</A> <A HREF="birth.html#7">Abilities</A>
- <A HREF="birth.html#8">Combinations of Race and Class</A> <A HREF="birth.html#9">Stat bonus tables</A>
-
-<A NAME="01"></A><A NAME="12"></A><FONT COLOR="#FF0000">=== Creating a Character ===</FONT>
-
-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.
-
-<A NAME="02"></A><A NAME="13"></A><A NAME="14"></A><A NAME="37"></A><A NAME="82"></A><FONT COLOR="#FF0000">=== Character Characteristics ===</FONT>
-
-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"
-always have the same effects. During character generation, each stat is rolled
-out as a number from 8 to 17, with a normal 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.
-<A NAME="16"></A><A NAME="81"></A><A NAME="17"></A><A NAME="18"></A>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).
-<A NAME="85"></A>Inventory is what you are carrying and/or wearing at the moment. All items you
-carry/wear do 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.)
-<A NAME="86"></A>Some characters start with a weapon. If yours does, you will need to 'w'ield it
-in order to gain its attack capabilities.
-<A NAME="23"></A><A NAME="19"></A><A NAME="20"></A><FONT COLOR="#FF0000"> === Armour Class ===</FONT>
-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.
-<A NAME="21"></A><A NAME="22"></A>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.
-<A NAME="24"></A><A NAME="25"></A>Each character has sanity points (SN), representing how much mental damage the
-character can sustain before death. Sanity points are derived from you wisdom
-and character level. Sanity points may only be regained by magical means and
-won't be regained by resting.
-<A NAME="26"></A><A NAME="27"></A><A NAME="28"></A>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
-
-<A NAME="29"></A><A NAME="30"></A><A NAME="31"></A>Finally, characters that have chosen to follow a <A HREF="gods.html">God</A> 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.
-<A NAME="03"></A><FONT COLOR="#FF0000">=== Races ===</FONT>
-
-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.
-
- <A HREF="r_beorn.html">Beorning</A> <A HREF="r_hafelf.html">Half-Elf</A> <A HREF="r_orc.html">Orc</A>
- <A HREF="r_drkelf.html">Dark Elf</A> <A HREF="r_hafogr.html">Half-Ogre</A> <A HREF="r_pettyd.html">Petty-Dwarf</A>
- <A HREF="r_deathm.html">Death Mold</A> <A HREF="r_hielf.html">High-Elf</A> <A HREF="r_rohank.html">Rohan Knight</A>
- <A HREF="r_dunad.html">Dunadan</A> <A HREF="r_hobbit.html">Hobbit</A> <A HREF="r_thlord.html">Thunderlord</A>
- <A HREF="r_dwarf.html">Dwarf</A> <A HREF="r_human.html">Human</A> <A HREF="r_troll.html">Troll</A>
- <A HREF="r_elf.html">Elf</A> <A HREF="r_kobold.html">Kobold</A> <A HREF="r_wodelf.html">Wood Elf</A>
- <A HREF="r_ent.html">Ent</A> <A HREF="r_maia.html">Maia</A> <A HREF="r_yeek.html">Yeek</A>
- <A HREF="r_gnome.html">Gnome</A>
-
-<A NAME="04"></A><FONT COLOR="#FF0000">=== Race Modifiers ===</FONT>
-
-There are many different race modifiers that you can choose from 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.
-
- <A HREF="rm_class.html">Classical</A> <A HREF="rm_barb.html">Barbarian</A>
- <A HREF="rm_herm.html">Hermit</A> <A HREF="rm_lsoul.html">Lost Soul</A>
- <A HREF="rm_skel.html">Skeleton</A> <A HREF="rm_spec.html">Spectre</A>
- <A HREF="rm_vamp.html">Vampire</A> <A HREF="rm_zomb.html">Zombie</A>
-
-<A NAME="05"></A><FONT COLOR="#FF0000">=== Classes ===</FONT>
-
-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.
-
- <A HREF="c_alchem.html">Alchemist</A> <A HREF="c_mage.html">Mage</A> <A HREF="c_rogue.html">Rogue</A>
- <A HREF="c_archer.html">Archer</A> <A HREF="c_mimic.html">Mimic</A> <A HREF="c_runecr.html">Runecrafter</A>
- <A HREF="c_assass.html">Assassin</A> <A HREF="c_mindcr.html">Mindcrafter</A> <A HREF="c_sorcer.html">Sorceror</A>
- <A HREF="c_axemas.html">Axemaster</A> <A HREF="c_monk.html">Monk</A> <A HREF="c_summon.html">Summoner</A>
- <A HREF="c_bard.html">Bard</A> <A HREF="c_necro.html">Necromancer</A> <A HREF="c_swordm.html">Swordmaster</A>
- <A HREF="c_pr_drk.html">Dark-Priest</A> <A HREF="c_palad.html">Paladin</A> <A HREF="c_symbia.html">Symbiant</A>
- <A HREF="c_demono.html">Demonologist</A> <A HREF="c_polear.html">Polearmmaster</A> <A HREF="c_thaum.html">Thaumaturgist</A>
- <A HREF="c_druid.html">Druid</A> <A HREF="c_posses.html">Possessor</A> <A HREF="c_unbel.html">Unbeliever</A>
- <A HREF="c_geoman.html">Geomancer</A> <A HREF="c_pr_eru.html">Priest(Eru)</A> <A HREF="c_warper.html">Warper</A>
- <A HREF="c_hafted.html">Haftedmaster</A> <A HREF="c_pr_man.html">Priest(Manwe)</A> <A HREF="c_warrio.html">Warrior</A>
- <A HREF="c_lorema.html">Loremaster</A> <A HREF="c_ranger.html">Ranger</A>
-<A NAME="83"></A><FONT COLOR="#FF0000">=== Gods ===</FONT>
-
-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 <A HREF="tome_faq.html#4">altar</A> of that God.
-
-Read <A HREF="gods.html">gods.txt</A> for a little more information about Gods.
-
- <A HREF="g_eru.html">Eru Iluvatar</A> <A HREF="g_manwe.html">Manwe Sulimo</A>
- <A HREF="g_yavann.html">Yavanna Kementari</A> <A HREF="g_tulkas.html">Tulkas</A>
- <A HREF="g_melkor.html">Melkor Bauglir</A>
-
-
-<A NAME="39"></A><A NAME="06"></A><FONT COLOR="#FF0000">=== Stats ===</FONT>
-<A NAME="32"></A><A NAME="34"></A><FONT COLOR="#00FF00"> Strength (STR)</FONT>
- 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.
-<A NAME="33"></A><A NAME="35"></A><FONT COLOR="#00FF00"> Intelligence (INT)</FONT>
- Intelligence affects the spellcasting abilities of mage-like
- spellcasters, mages, rangers, and rogues. Intelligence
- will affect the number of spells you may learn each level as
- well as 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.
-<A NAME="36"></A><A NAME="38"></A><FONT COLOR="#00FF00"> Wisdom (WIS)</FONT>
- The primary function of wisdom is to determine the ability
- of a priest or paladin to use prayers, just like intelligence
- affects spellcasting. Again, high wisdom will increase the
- number of spell points you have and increase the number of
- prayers you can learn each level, while improving 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.
-<A NAME="40"></A><A NAME="41"></A><FONT COLOR="#00FF00"> Dexterity (DEX)</FONT>
- Dexterity is a combination of agility and quickness. A high
- dexterity may allow a character to get multiple blows with
- lighter weapons, thus greatly increasing his kill power, and
- will increase his 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.
-<A NAME="42"></A><A NAME="43"></A><FONT COLOR="#00FF00"> Constitution (CON)</FONT>
- 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.
-<A NAME="44"></A><A NAME="45"></A><FONT COLOR="#00FF00"> Charisma (CHR)</FONT>
- 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.
-
-<A NAME="07"></A><A NAME="46"></A><FONT COLOR="#FF0000">=== Abilities ===</FONT>
-
- 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 <A HREF="skills.html">skill</A> level.
-<A NAME="48"></A><FONT COLOR="#00FF00"> Fighting</FONT>
- 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 <A HREF="skills.html#2">Weaponmastery</A> skill
- and its sub-skills.
-<A NAME="50"></A><FONT COLOR="#00FF00"> Shooting Ability (Bows/Throw)</FONT>
- 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 <A HREF="skills.html#8">Archery</A> skill
- and its sub-skills.
-<A NAME="52"></A><FONT COLOR="#00FF00"> Saving Throw</FONT>
- 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 <A HREF="skills.html#38">Spirituality</A> skill,
- A high wisdom also increases this ability.
-<A NAME="54"></A><FONT COLOR="#00FF00"> Stealth</FONT>
- 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
- <A HREF="skills.html#15">Stealth</A> skill.
-<A NAME="56"></A><FONT COLOR="#00FF00"> Disarming</FONT>
- 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 <A HREF="skills.html#16">Disarming</A> skill.
-<A NAME="58"></A><FONT COLOR="#00FF00"> Magic Device</FONT>
- 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 <A HREF="skills.html#54">Magic-Device</A> skill.
-<A NAME="60"></A><A NAME="61"></A><A NAME="62"></A><FONT COLOR="#00FF00"> Searching Frequency (Perception)</FONT>
- Perception is the ability to notice something without
- actively seeking it out. This skill is based upon race,
- class and the <A HREF="skills.html#14">Sneakiness</A> skill.
-<A NAME="63"></A><FONT COLOR="#00FF00"> Searching Ability (Searching)</FONT>
- 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 <A HREF="skills.html#14">Sneakiness</A> skill.
-<A NAME="66"></A><FONT COLOR="#00FF00"> Infra-vision</FONT>
- 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 Angband'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.
-
-<A NAME="08"></A><A NAME="67"></A><A NAME="68"></A><A NAME="69"></A><A NAME="70"></A><FONT COLOR="#FF0000">=== Combinations of Race and Class ===</FONT>
-
-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.
-
-<FONT COLOR="#00FFFF"> Warrior Archer Rogue Mage Priest Loremaster</FONT>
-<FONT COLOR="#00FFFF"></FONT>
-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
-<A NAME="09"></A><A NAME="71"></A><A NAME="72"></A><FONT COLOR="#FF0000">=== Stat Bonus Tables ===</FONT>
-
-Stat, hit dice, and experience points per level modifications due to race
-are listed in the following table.
-<A NAME="75"></A><FONT COLOR="#00FF00">Races:</FONT>
-<FONT COLOR="#00FFFF"> STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level</FONT>
- 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%
-<A NAME="76"></A><FONT COLOR="#00FF00">Race Modifiers:</FONT>
-<FONT COLOR="#00FFFF"> STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level</FONT>
- 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 +1 +1 +2 -3 -6 -4 +80%
- Vampire +3 +2 -3 -2 +1 -4 +1 +100%
- Zombie +2 -6 -6 +1 +4 -5 +3 +45%
-
-<A NAME="77"></A><FONT COLOR="#00FF00">Classes:</FONT>
-<FONT COLOR="#00FFFF"> STR INT WIS DEX CON CHR</FONT>
- 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
-<A NAME="10"></A><A NAME="74"></A><FONT COLOR="#FF0000">=== Ability Tables ===</FONT>
-
-<A NAME="78"></A><FONT COLOR="#00FF00">Races:</FONT>
-<FONT COLOR="#00FFFF"> Dsrm Dvce Save Stlh Srch Prcp HtH Misl Infra</FONT>
- Beorning -6 -8 -6 -2 -1 +5 +25 +5 30 feet
- Dark Elf +5 +15 +20 +3 +8 +12 -5 +10 50 feet
- Death Mold +15 -5 +15 +25 +0 +10 +25 +25 10 feet
- Dunadan +4 +5 +5 +2 +3 +13 +15 +10 None
- Dwarf +2 +9 +10 -1 +7 +10 +15 +0 50 feet
- Elf +5 +6 +6 +2 +8 +12 -5 +15 30 feet
- Ent +5 +5 +20 -6 +5 +4 +15 +5 50 feet
- Gnome +10 +12 +12 +3 +6 +13 -8 +12 40 feet
- Half-Elf +2 +3 +3 +1 +6 +11 -1 +5 20 feet
- Half-Ogre -3 -5 -5 -2 -1 +5 +20 +0 30 feet
- High-Elf +4 +20 +20 +4 +3 +14 +10 +25 40 feet
- Hobbit +15 +18 +18 +5 +12 +15 -10 +20 40 feet
- Human +0 +0 +0 +0 +0 +10 +0 +0 None
- Kobold -2 -3 -2 -1 +1 +8 +10 -8 30 feet
- Maia +0 +0 +0 +0 +0 +10 +0 +0 None
- Orc -3 -3 -3 -1 +0 +7 +12 -5 30 feet
- Petty Dwarf +3 +5 +10 +1 +5 +10 +9 +0 50 feet
- RohanKnight +10 +5 +5 -8 +1 +1 +5 +5 None
- Thunderlord +6 0 +10 -16 +30 +10 +15 +5 None
- Troll -5 -8 -8 -2 -1 +5 +20 -10 30 feet
- Wood Elf +5 +6 +6 +5 +8 +12 -25 +40 40 feet
- Yeek -5 -5 -10 +0 -5 +0 -10 -10 20 feet
-<A NAME="79"></A><FONT COLOR="#00FF00">Race Modifiers:</FONT>
-<FONT COLOR="#00FFFF"> Dsrm Dvce Save Stlh Srch Prcp HtH Misl Infra</FONT>
- Classical +0 +0 +0 +0 +0 +0 +0 +0 +0 feet
- Barbarian -2 -10 +2 -2 +0 +1 +12 +5 +0 feet
- Hermit +5 +10 +5 +3 +4 +10 -5 -5 +10 feet
- Lost Soul +0 +0 +0 +0 +0 +0 +0 +0 +0 feet
- Skeleton -5 -5 +5 -1 -1 +8 +8 +0 +10 feet
- Spectre +2 +8 +7 +2 +2 +7 -5 -2 +30 feet
- Vampire +0 +0 +0 +0 +0 +0 +0 +0 +0 feet
- Zombie -2 -2 +5 -1 -1 +2 +5 +0 +10 feet
-</TT></PRE>
-</FONT>
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