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diff --git a/lib/help/birth.html b/lib/help/birth.html deleted file mode 100644 index 661081f5..00000000 --- a/lib/help/birth.html +++ /dev/null @@ -1,504 +0,0 @@ -<!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> -</body> -</html> |