|||||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% (Sarnrog) +2 -1 -2 -2 +2 -1 +2 +20% (Caborrog) -1 +2 +1 0 0 -3 +2 +10% (Draugrog) +1 +1 +1 +1 +1 -1 +0 -20% (Lygrog) -3 +5 +5 +5 -1 -6 +2 +40% (Limrog) -2 +1 +1 +3 -1 -1 +1 +50% (Rawrog) +2 +1 +1 -1 +2 +1 +2 +30% (Adanrog) +1 +1 +1 +1 +1 +1 +3 +50% ~~~~~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 Wainrider +5 -2 -2 +2 +2 -1 Clairvoyant -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 Sniper +2 +2 0 +2 +1 +1 Assassin +2 +1 -2 +3 +1 -1 Rogue +2 +1 -2 +3 +1 -1 Mercenary +2 +1 -2 +3 +1 -1 Ascetic +1 -2 +1 +1 0 +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(Mandos)-1 -3 +3 -1 0 +2 Priest(Manwe) -1 -3 +3 -1 0 +2 Priest(Ulmo) -1 -3 +3 -1 0 +2 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