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diff --git a/lib/mods/theme/help/birth.txt b/lib/mods/theme/help/birth.txt new file mode 100644 index 00000000..9e7da8dd --- /dev/null +++ b/lib/mods/theme/help/birth.txt @@ -0,0 +1,659 @@ +|||||oy +~~~~~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). +These stats will increase automatically every 5 levels, until the limit for +each statistic has been reached or until you reach level 50 (whichever +comes first.) Note that this automatic gain is given to +a character only once, so if you restart a character from an old savefile, +he will be considered a descendant of the original character and will not start +gaining stats every 5 levels until he reaches the point where the original +character died. + +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_dragon.txt*0[Dragon] *****r_hielf.txt*0[High-Elf] *****r_rohank.txt*0[Rohan Knight] + *****r_dunad.txt*0[Dunadan] *****r_hobbit.txt*0[Hobbit] *****r_eagle.txt*0[Eagle] + *****r_dwarf.txt*0[Dwarf] *****r_human.txt*0[Human] *****r_troll.txt*0[Troll] + *****r_elf.txt*0[Elf] *****r_druadan.txt*0[Druadan] *****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] *****r_demon.txt*0[Demon] +~~~~~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_zomb.txt*0[Zombie] *****rm_vamp.txt*0[Vampire] + +Dragon subraces: + + *****rm_red.txt*0[Red] *****rm_blue.txt*0[Blue] + *****rm_black.txt*0[Black] *****rm_white.txt*0[White] + *****rm_green.txt*0[Green] *****rm_ether.txt*0[Ethereal] + +Demon subraces: + + *****rm_narrog.txt*0[Narrog] *****rm_drarog.txt*0[Draugrog] + *****rm_aewrog.txt*0[Aewrog] *****rm_lygrog.txt*0[Lygrog] + *****rm_hurog.txt*0[Hurog] *****rm_limrog.txt*0[Limrog] + *****rm_sarnrog.txt*0[Sarnrog] *****rm_rawrog.txt*0[Rawrog] + *****rm_cabrog.txt*0[Caborrog] *****rm_adanrog.txt*0[Adanrog] + +~~~~~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_archer.txt*0[Archer] *****c_mimic.txt*0[Mimic] *****c_rogue.txt*0[Rogue] + *****c_ascet.txt*0[Ascetic] *****c_mindcr.txt*0[Mindcrafter] *****c_runecr.txt*0[Runecrafter] + *****c_assass.txt*0[Assassin] *****c_monk.txt*0[Monk] *****c_sorcer.txt*0[Sorceror] + *****c_axemas.txt*0[Axemaster] *****c_necro.txt*0[Necromancer] *****c_stonewr.txt*0[Stonewright] + *****c_bard.txt*0[Bard] *****c_palad.txt*0[Paladin] *****c_swordm.txt*0[Swordmaster] + *****c_clairv.txt*0[Clairvoyant] *****c_peacemag.txt*0[Peace-mage] *****c_symbia.txt*0[Symbiant] + *****c_pr_drk.txt*0[Dark-Priest] *****c_polear.txt*0[Polearmmaster] *****c_thaum.txt*0[Thaumaturgist] + *****c_demono.txt*0[Demonologist] *****c_posses.txt*0[Possessor] *****c_trapper.txt*0[Trapper] + *****c_druid.txt*0[Druid] *****c_pr_eru.txt*0[Priest(Eru)] *****c_unbel.txt*0[Unbeliever] + *****c_geoman.txt*0[Geomancer] *****c_pr_mand.txt*0[Priest(Mandos)] *****c_wainrid.txt*0[Wainrider] + *****c_hafted.txt*0[Haftedmaster] *****c_pr_man.txt*0[Priest(Manwe)] *****c_warper.txt*0[Warper] + *****c_lorema.txt*0[Loremaster] *****c_pr_ulmo.txt*0[Priest(Ulmo)] *****c_warmage.txt*0[War-mage] + *****c_mage.txt*0[Mage] *****c_pr_varda.txt*0[Priest(Varda)] *****c_warrio.txt*0[Warrior] + *****c_mercen.txt*0[Mercenary] *****c_ranger.txt*0[Ranger] + +#####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_tulkas.txt*0[Tulkas] + *****g_manwe.txt*0[Manwe Sulimo] *****g_aule.txt*0[Aule] + *****g_varda.txt*0[Varda Elentari] *****g_ulmo.txt*0[Ulmo] + *****g_yavann.txt*0[Yavanna Kementari] *****g_mandos.txt*0[Mandos] + *****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 +Dragon No No No Yes Yes Yes +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 +Druadan Yes Yes Yes No No Yes +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 +Eagle No No No Yes Yes Yes +Troll Yes No No No No No +Wood Elf Yes Yes No Yes Yes Yes +Yeek Yes Yes Yes Yes Yes Yes +Easterling Yes Yes No No No No +Demon 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% + Dragon +3 +2 +2 -2 +2 -5 9 +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% + Druadan -2 -3 +2 +3 +2 -2 9 +15% + 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% + Eagle +6 +2 +1 -2 +3 +6 12 +200% + Troll +4 -4 -2 -4 +3 -6 12 +37% + Wood Elf +2 +2 -3 +5 0 +1 7 +30% + Yeek -5 -5 -5 -5 -5 -5 6 -75% + Easterling +2 -2 -2 -2 +2 -1 10 +40% + Demon 0 0 0 0 0 -1 10 +70% +~~~~~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 +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% + + +#####R Dragons: + Red +3 0 0 0 0 0 +0 +0% + Black 0 0 0 0 0 +3 +0 +0% + Green 0 0 0 0 +3 0 +0 +0% + Blue 0 0 0 +3 0 0 +0 +0% + White 0 +3 0 0 0 0 +0 +0% + Ethereal 0 0 +3 0 0 0 +0 +0% + +#####R Demons: + (Narrog) -1 +1 +1 +1 -1 -2 +1 +20% + (Aewrog) -2 0 0 0 +3 0 +1 +0% + (Hurog) 0 0 0 0 0 -1 +0 -10% 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