Creating a Character
********************

Angband is a roleplaying game, in which you, the player, control a
character in the world of Angband. 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.

At the character creation screen you will be prompted to select the
race and class of your character. You also have the option to change
the 'birth options' at this time. These need to be set at the
character creation menu and cannot be altered later in the game. They
are discussed with the rest of the options in the "options" help file.


Character Characteristics
=========================

Each character has two primary attributes: race and class. These are
chosen at the beginning and which will stay fixed for the entire life
of that character. The race and class have many effects which are
discussed in detail below.

Each character has a few secondary attributes: height, weight, and
background history. These are randomly determined according to the
race of the character, and are only used to provide flavour to the
character to assist in role playing.  There is an opportunity to edit
background history during character birth.

Each character also has five primary "stats": strength, intelligence,
wisdom, dexterity, and constitution; they 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': this is the maximum that can be achieved intrinsically, for
any given stat. These stats can be modified further by equipment, race
and class bonuses up to a maximum of '18/220'.

Each character also has several primary "skills": disarming, magic
devices, saving throws, stealth, searching ability, fighting skill,
shooting skill, and digging 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 "racially intrinsic skills", based
on the race of the character. These may include special resistances,
or abilities such as infravision.

Each character has a number of "experience points", which increases as
the character defeats monsters and attempts new spells and uses new
items. Characters also have a level, which is based on experience. The
amount of experience required to gain a new level is dependent on the
character race and class. Races and classes with more intrinsic
benefits require more experience to gain levels. As the experience
rises, so does the level, and as the level rises, certain other
abilities and characteristics rise as well. All characters start at 0
experience and at the first level.

Each character has some gold, which can be used to buy items from the
shops in the town. A character starts with a fixed amount of gold and
some items. If you play with the starting kit option on (it is on by
default), your character will have a few more useful items but less
gold. A character can find more gold by taking it from dead monsters,
finding it on the floors of the dungeon or by digging out veins of
treasure from the walls of the dungeon. If you play with the no
selling option off (it is on by default), you can sell items to the
shopkeepers for gold. A shopkeeper will usually only buy certain
classes of items, refuse to buy an item the shopkeeper believes is
worthless and offer less gold for an item than she or he would sell it
for. A shopkeeper also has an upper limit for the amount of gold
offered for an item. The more generous shop-keepers will buy an item
for up to 30,000 gold pieces, but some of the stingy ones will only
pay 5,000.

Each character has an "armour class", abbreviated to AC, representing
how well the character can avoid damage. The armour class is affected
by dexterity and equipment, so the concept includes both avoiding
blows and being able to take blows without being hurt. Armour class on
equipment is always denoted in square brackets, usually as a figure of
'[X,+Y]' where X is the intrinsic AC of the armour in question, and Y
is the magical bonus to armour class provided by that item.

Each character has "hit points", or hp, representing how much damage
the character can sustain before they die. How many hit points a
character has is determined by race, class, level and constitution, as
follows: each race has a basic "hit dice" number - for instance, a
Dwarf's basic hit die is 11, while a hobbit's is 7. This is modified
by class: for instance, a warrior gets a +9 bonus to the hit die,
while a mage gets no bonus and a priest +2, so a dwarven warrior's
total hit die will be (11+9)=20 - meaning that they get between 1 and
20 hit points per level. If they were a priest, his hit dice would be
(11+2)=13, and get between 1 and 13 hit points per level. The hobbit
mage would get only 1-7 hps per level. (All characters get the maximum
at first level: thereafter it is a random roll of 1dX where X is the
hit die number, when the character goes up in level.) This is further
modified by constitution - a character with high constitution will get
a flat bonus of a certain number of hit points per level (recalculated
right back to level 1: if you gain an extra hit point per level, and
you are 42nd level, you will suddenly be 42 hit points better off.)

Each character has spell points, or mana, which limits how many spells
(or prayers) a character can cast (or pray). The maximum number of
spell points is derived from your class, level, and intelligence (for
spells) or wisdom (for prayers), and you can never have more spell
points than the maximum. Spell points may be regained by resting, or
by magical means. Warriors never have any spell points. If a character
gains enough wisdom or intelligence to get more spell points, the
result is calculated right back to first level, just as with
constitution and hit points.

Lastly, each character has a base speed. Speed determines the amount
of "energy" your character acquires in the game, and therefore how
often you can take actions which use up energy (like moving or
attacking). All beginning characters move at normal speed and the only
way to increase speed is by magical means and equipment bonuses.
Characters who are carrying too much weight will move more slowly.
Extra speed is one of the most important boons in the game and
therefore one of the rarest and most sought after.


Races
=====

There are eleven different races that you can choose to play in
Angband. Each race has its own adjustments to a character's stats and
abilities. Most races also have intrinsic abilities.  The bonuses to
statistics and the experience penalty will be displayed next to the
races as you move to select one.

Human
   The human is the base character.  All other races are compared to
   them. Humans are average at everything and tend to go up levels
   faster than any other race due to their shorter life spans.  No
   racial adjustments or intrinsics occur to human characters.  Humans
   do not have any infravision.

Half-Elf
   Half-elves tend to be smarter and faster than a human, but not as
   wise or strong. Half-elves are slightly better at magic, disarming,
   saving throws, stealth, archery and searching, but they are not as
   good at hand-to-hand combat. Half-elves are immune to dexterity
   draining, and have weak infravision.

Elf
   Elves are better magicians than humans, but not as good at
   fighting. They tend to be smarter and faster than humans, though
   not as wise or strong. Elves are better at searching, disarming,
   perception, stealth, archery and magic, but they are not as good at
   hand-to-hand combat. They are resistant to attacks involving bright
   light, are immune to dexterity draining, and have fair infravision.

Hobbit
   Hobbits, or Halflings, are very good at shooting, throwing, and
   have good saving throws. They also are very good at searching,
   disarming, perception, and stealth; so they make excellent rogues,
   but prefer to be called burglars. They will be much weaker than
   humans, and not good at melee fighting. Halflings have fair
   infravision. They have a strong hold on their life force, and are
   thus resistant to life draining. Hobbits are very partial to
   mushrooms and can identify them when found.

Gnome
   Gnomes are smaller than dwarves but larger than halflings. They,
   like the halflings, live in the earth in burrow-like homes. Gnomes
   make excellent mages, and have very good saving throws. They are
   good at searching, disarming, perception, and stealth. They have
   lower strength than humans so they are not very good at fighting
   with hand weapons. Gnomes have good infravision.  Gnomes are
   intrinsically protected against paralysis and some slowing effects.
   Gnomes are excellent at using wands and staves and can identify
   them when found.

Dwarf
   Dwarves are the headstrong miners and fighters of legend. Since
   dungeons are the natural home of a dwarf, they are excellent
   choices for a warrior or priest - or indeed, that combination of
   the two, the paladin. Dwarves tend to be stronger and tougher but
   slower and less intelligent than humans. Because they are so
   headstrong and are somewhat wise, they resist spells which are cast
   on them. Dwarves also have excellent infravision. They can never be
   blinded. Dwarves are excellent at digging, and can sense nearby
   buried treasure. They have one big drawback, though. Dwarves are
   loudmouthed and proud, singing in loud voices, arguing with
   themselves for no good reason, screaming out challenges at imagined
   foes. In other words, dwarves have a miserable stealth.

Half-Orc
   Half-Orcs make excellent warriors and decent priests, but are
   terrible at magic. They are as bad as dwarves at stealth, and
   horrible at searching, disarming, and perception. Half-Orcs are,
   let's face it, ugly. They tend to pay more for goods in town. Half-
   Orcs do make good warriors and rogues, for the simple reason that
   Half-Orcs tend to have great constitution and lots of hit points.
   Because of their preference to living underground to on the
   surface, half-orcs resist darkness attacks. They have fair
   infravision.

Half-Troll
   Half-Trolls are incredibly strong, and have more hit points than
   any other character race. They are also very stupid and slow. They
   will make great warriors and iffy priests. They are bad at
   searching, disarming, perception, and stealth. They are so ugly
   that a Half-Orc grimaces in their presence. Half-trolls always have
   their strength sustained, and they regenerate quickly like other
   trolls. Unfortunately, this regeneration also requires them to eat
   more food than other races. They have fair infravision.

Dunadan
   Dunedain are a race of hardy men from the West. This elder race
   surpasses human abilities in every field, especially constitution.
   Their hardiness ensures that their constitution cannot be reduced.
   They have no infravision.

High-Elf
   High-Elves are descended from those among the Elves who heard and
   answered the call from the Valar at the very beginning of time,
   before the sun and moon were made, and lived in the Blessed Realm
   for many thousands of years before returning to mortal lands.
   Because of this, they are far superior in terms of abilities when
   compared to their lesser Elven kindred. They can also see into the
   invisible world of ghosts and wraiths. However, they find new
   experience harder to come by than other races. Like normal Elves,
   they resist attacks involving bright light. They have good
   infravision and can even see cold-blooded invisible creatures.

Kobold
   Kobolds are a race of small dog-headed humanoids that dwell
   underground. They have excellent infravision, and are intrinsically
   resistant to poisons of all kinds. They have a good dexterity and
   constitution. However, they are weaker than humans, and also not
   noted for great intelligence. Furthermore, they are ugly, and not
   trusted in town. And while their constitution makes them tough, it
   still cannot prevent the fact that they are not the biggest of
   creatures, and have few hit points.


Classes
=======

Once a race has been chosen, you will need to pick a class.  The class
is the character's occupation and determines stat bonuses, abilities,
hit dice, and what spells (if any) the character can learn.

Warrior
   A Warrior is a hack-and-slash character, who solves most problems
   by cutting them to pieces, but will occasionally fall back on the
   help of a magical device. Their prime stats are strength,
   constitution, and dexterity, and they will strike more blows with
   melee weapons than any other class. A Warrior will be excellent at
   fighting, shooting and throwing, but bad at most other skills. A
   warrior has bad stealth and cannot learn any spells.

Mage
   A Mage must live by their wits. They cannot hope to simply hack
   their way through the dungeon, and so must therefore use his magic
   to defeat, deceive, confuse, and escape. A mage is not really
   complete without an assortment of magical devices to use in
   addition to his spells. They can master the higher level magical
   devices far easier than anyone else, and has the excellent saving
   throws to resist effects of spells cast at him. However, they are
   incredibly weak, getting few hit dice and suffering strong
   penalties to strength and constitution. Intelligence is their
   primary stat and at high levels they can cast many spells without a
   chance of failure. There is no rule that says a mage cannot become
   a good fighter, but spells are their true realm and they will get
   fewer blows with melee weapons than other classes.

Druid
   A Druid is a lover of nature, and at one with the natural world.
   Druids have control of their environment and direct power over
   creatures, leading even to the ability to take their forms. Druid
   skills are moderate, and they have some fighting ability,
   especially when transformed.  A druid will usually seek to shape
   the flow of events to their purpose rather than using devices or
   missiles, but at high levels they do gain access to potent nature-
   based magic.  Druids rely on their wisdom, and have good saving
   throws.

Priest
   A Priest is a character of holy devotion. They explore the dungeon
   only to destroy the evil that lurks within, and if treasure just
   happens to fall into their packs, well, so much more to the glory
   of their temple! Priests receive their spells from a deity, and
   therefore do not choose which spells they will learn. They are
   familiar with magical devices, preferring to call them "instruments
   of God", but are not as good as a mage in their use. Priests have
   great saving throws, and make passable fighters, better if they can
   find a blessed weapon.  Wisdom is the priest's primary stat and at
   high enough levels they can cast many prayers without a chance of
   failure. Priests have poor stealth.

Necromancer
   A Necromancer seeks to master the spirits of sentient creatures,
   creating servants of their own will. They have chosen a dark and
   wicked path, and run a continual risk of harm to their own body and
   mind. Necromancers love shadows and hate light, automatically
   shrouding themselves in darkness. Their spells require high
   intelligence, and frequently harm the caster or place them in
   danger.  In return they achieve awesome power at high levels. The
   ultimate aim of the necromancer is to supplant the Dark Enemy and
   set up a tyranny in his place.

Paladin
   A Paladin is a warrior/priest. Paladins are very good fighters,
   second only to the warrior class, but not very good at missile
   weapons. They receive prayers at a slower pace than the priest, but
   can use all but the most powerful prayers. A paladin lacks much in
   the way of abilities. Paladins have poor stealth, perception,
   searching, and magical device use. They have a decent saving throw
   due to their divine alliance. Their primary stats are strength and
   wisdom.

Rogue
   A Rogue is a character that prefers to live by their cunning, but
   is capable of fighting their way out of a tight spot. The master of
   traps and locks, to the experienced rogue no device is impossible
   to overcome. A rogue has a high stealth enabling sneaking around
   many creatures without having to fight, or sneaking up and get the
   first blow. They can steal items from monsters, but need to be wary
   of being caught in the act. Rogues' perception is higher than any
   other class, and many times they will notice a trap or secret door
   before having to search. A rogue is better than the more fighting
   oriented classes with magical devices, but still cannot rely on
   their performance. Rogues can also learn a few spells, but not the
   powerful offensive spells mages can use, and there will always be a
   chance of failure even with the simplest spells. A rogue's primary
   stats are dexterity and intelligence.

Ranger
   A Ranger is at home in nature, and good at turning the environment
   to good use. Rangers are good fighters, and the best of all the
   classes with missile weapons, especially bows. The ranger learns
   chiefly spells of survival and forest craft. A ranger has good
   stealth, good perception, good searching, a good saving throw, and
   is good with magical devices. Their primary stats are strength,
   wisdom and dexterity.

Blackguard
   A Blackguard is a brawler of no principle, who lives for the joy of
   maiming and killing. Blackguards prefer heavy weapons and shields,
   and learn a few spells for the purpose of wreaking more
   destruction. Their lust for blood is legendary, with a blackguard
   in full cry nigh on impossible to kill. Blackguards scorn skills
   apart from slaughter, and require strength and intelligence (or
   rat-cunning) to thrive in the dungeon.


Stats
=====

After race and class are selected, you will be able to decide what
stat levels your character will have, by allocating a finite number of
"points" between the five statistics.  These points can be allocated
by selection or with a random roller (as described below in the "Stat
Rollers" section).  Each race/class combination also has a recommended
default setting for these statistics.  Statistics can be permanently
raised by various potions in the dungeon up to 18/100.  They can also
be temporarily drained by some monster attacks.

Strength
   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. Characters with low strengths
   may receive penalties. Strength raises the amount of weight you can
   carry before being slowed. It also allows you to get extra blows
   with heavier weapons. Strength is one of the most important stats
   in the beginning of the game.

Intelligence
   Intelligence affects the spellcasting abilities of spellcasters
   from the arcane and shadow realms: mages, rogues, necromancers and
   blackguards. Intelligence will affect the number of spells you may
   learn each level as well as the number of spell points you receive.
   Intelligence is the most important stat for mages and necromancers.
   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.

Wisdom
   The primary function of wisdom is to determine the ability of a
   priest or paladin to use prayers, and druids and rangers to use
   verses, just like intelligence affects spellcasting. Again, high
   wisdom will increase the number of mana points you have and
   increase the number of prayers or verses you can learn each level,
   while improving your chance of success. A good wisdom increases
   your saving throw, thereby improving your chances of resisting
   magical spells cast upon you by monsters.

Dexterity
   Dexterity is a combination of agility and quickness. A high
   dexterity may allow a character to get multiple blows with lighter
   weapons. Dexterity also increases a character's chances of hitting
   with any weapon and of dodging blows from enemies. Dexterity is
   also useful in picking locks, disarming traps, protecting yourself
   from some of the thieves that inhabit the dungeons, and (for
   rogues) stealing successfully from others. If the character has a
   high enough dexterity, thieves will never be successful in stealing
   from them.

Constitution
   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. Constitution is less important in the
   beginning of the game, but will be the most important stat at the
   end.


Skills
======

Characters possess some different skills which can help them to
survive. The starting skill levels of a character are based upon race
and class. Skill levels may be adjusted by high or low stats, and may
increase with the level of the character.

Infravision
   Infravision is the ability to see heat sources. Since most of the
   dungeon is cool or cold, infravision will not allow the player to
   see walls and objects. Infravision will allow a character to see
   any warm-blooded creatures up to a certain distance. This ability
   works equally well with or without a light source. However, some of
   Angband's creatures are cold-blooded, and will not be detected
   unless lit up by a light source. All non-human races have innate
   infravision. Humans (including Dunedain) cannot gain infravision
   unless it is magically enhanced. Infravision does not increase with
   character level, and is purely dependent on race and on magical
   equipment.

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 with
   high enough dexterity and strength may receive more blows with
   lighter weapons. Strength and dexterity both modify the ability to
   hit an opponent. This skill increases with the level of the
   character. Inspecting a weapon will show you how quickly you can
   attack with it.

Shooting Ability
   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 level of the character.

Saving Throws
   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 level of
   the character, but then most high level creatures are better at
   casting spells, so it tends to even out. A high wisdom also
   increases this ability. It is possible to get 100% saving throw,
   making you immune to many attacks.

Stealth
   The ability to move silently about is very useful. Characters 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 and class, but can be magically enhanced.

Disarming
   Disarming is the ability to remove traps safely, and also includes
   picking locks on traps and doors. A successful disarming will gain
   the character a small amount of experience. A trap must be found
   before it can be disarmed. Traps are either physical or magical
   devices, so the character has two disarming skills.  Dexterity
   modifies disarming of physical traps, and intelligence modifies
   disarming of magical traps. Both these abilities increase with the
   level of the character.

Magical Devices
   Using a magical device such as a wand or staff requires experience
   and knowledge. Spell users such as mages 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 level of
   the character.

Searching (Perception)
   Perception is the ability to notice traps without actively seeking
   them out.  Rogues are the best at searching, but rangers are also
   good at it. This skill is based on race and class, and increases
   with character level.


Stat Bonus Tables
=================

Stats, hit dice, infravision and experience point modifications due to
race and class are listed in the following table.  To get the total
hit dice, add the "race" and "class" numbers: for instance, a Dwarf
Priest has a hit die of 11+2=13 (i.e. they will get 1d13 hit points
per level, adjusted for constitution).

+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Race             | STR | INT | WIS | DEX | CON | HD (base) | XP/level | Infra  |
|==================|=====|=====|=====|=====|=====|===========|==========|========|
| Human            | 0   | 0   | 0   | 0   | 0   | 10        | 100%     | None   |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Half-Elf         | 0   | +1  | -1  | +1  | -1  | 10        | 120%     | 20'    |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Elf              | -1  | +2  | -1  | +1  | -1  | 9         | 120%     | 30'    |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Hobbit           | -2  | +2  | +1  | +3  | +2  | 7         | 120%     | 40'    |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Gnome            | -1  | +2  | 0   | +2  | +1  | 8         | 120%     | 40'    |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Dwarf            | +2  | -3  | +2  | -2  | +2  | 11        | 120%     | 50'    |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Half-Orc         | +2  | -1  | 0   | 0   | +1  | 10        | 120%     | 30'    |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Half-Troll       | +4  | -4  | -2  | -4  | +3  | 12        | 120%     | 30'    |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Dunadan          | +1  | +2  | +2  | +2  | +3  | 10        | 120%     | None   |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| High-Elf         | +1  | +3  | -1  | +3  | +1  | 10        | 145%     | 40'    |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+
| Kobold           | -1  | -1  | 0   | +2  | +2  | 8         | 120%     | 50'    |
+------------------+-----+-----+-----+-----+-----+-----------+----------+--------+

+-------------------+-----+-----+-----+-----+-----+------------+
| Class             | STR | INT | WIS | DEX | CON | HD (bonus) |
|===================|=====|=====|=====|=====|=====|============|
| Warrior           | +3  | -2  | -2  | +2  | +2  | 9          |
+-------------------+-----+-----+-----+-----+-----+------------+
| Mage              | -3  | +3  | +0  | +0  | -2  | 0          |
+-------------------+-----+-----+-----+-----+-----+------------+
| Druid             | -2  | +0  | +3  | -2  | +0  | 2          |
+-------------------+-----+-----+-----+-----+-----+------------+
| Priest            | -1  | -3  | +3  | -1  | +1  | 2          |
+-------------------+-----+-----+-----+-----+-----+------------+
| Necromancer       | -3  | +3  | +0  | +0  | -2  | 2          |
+-------------------+-----+-----+-----+-----+-----+------------+
| Paladin           | +1  | -3  | +1  | -1  | +2  | 6          |
+-------------------+-----+-----+-----+-----+-----+------------+
| Rogue             | +0  | +1  | -3  | +3  | -1  | 4          |
+-------------------+-----+-----+-----+-----+-----+------------+
| Ranger            | +0  | +0  | +2  | +1  | -1  | 5          |
+-------------------+-----+-----+-----+-----+-----+------------+
| Blackguard        | +2  | +0  | -3  | +0  | +2  | 7          |
+-------------------+-----+-----+-----+-----+-----+------------+


Ability Tables
==============

+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Race         | DisarmP | DisarmM | Device | Save  | Stealth | Search | Fight  | Bows  |
|==============|=========|=========|========|=======|=========|========|========|=======|
| Human        | 0       | 0       | 0      | 0     | 0       | 0      | 0      | 0     |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Half-Elf     | 2       | 2       | 3      | 3     | 1       | 3      | -1     | 5     |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Elf          | 5       | 5       | 6      | 6     | 2       | 6      | -5     | 15    |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Hobbit       | 15      | 15      | 18     | 18    | 4       | 6      | -10    | 20    |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Gnome        | 10      | 10      | 22     | 12    | 3       | 4      | -8     | 12    |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Dwarf        | 2       | 2       | 9      | 9     | -1      | 2      | 15     | 0     |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Half-Orc     | -3      | -3      | -3     | -3    | -1      | -3     | 12     | -5    |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Half-Troll   | -5      | -5      | -8     | -8    | -2      | -9     | 20     | -10   |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Dunadan      | 4       | 4       | 5      | 5     | 1       | 3      | 15     | 10    |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| High-Elf     | 4       | 4       | 20     | 20    | 2       | 10     | 10     | 25    |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+
| Kobold       | 10      | 10      | 5      | 0     | 3       | 10     | -5     | 10    |
+--------------+---------+---------+--------+-------+---------+--------+--------+-------+

+--------------+---------+---------+---------+---------+---------+---------+---------+---------+
| Class        | DisarmP | DisarmM | Device  | Save    | Stealth | Search  | Fight   | Bows    |
|==============|=========|=========|=========|=========|=========|=========|=========|=========|
| Warrior      | 25(+15) | 20(+10) | 18(+7)  | 18(+10) | 0(+0)   | 10(+12) | 70(+45) | 55(+45) |
+--------------+---------+---------+---------+---------+---------+---------+---------+---------+
| Mage         | 30(+10) | 35(+12) | 36(+13) | 30(+9)  | 2(+0)   | 10(+12) | 35(+15) | 20(+15) |
+--------------+---------+---------+---------+---------+---------+---------+---------+---------+
| Druid        | 30(+10) | 30(+10) | 24(+10) | 30(+10) | 3(+0)   | 12(+12) | 45(+20) | 40(+30) |
+--------------+---------+---------+---------+---------+---------+---------+---------+---------+
| Priest       | 25(+12) | 25(+12) | 30(+10) | 32(+12) | 2(+0)   | 10(+14) | 45(+20) | 35(+20) |
+--------------+---------+---------+---------+---------+---------+---------+---------+---------+
| Necromancer  | 30(+10) | 35(+12) | 36(+13) | 30(+9)  | 2(+0)   | 10(+12) | 35(+25) | 20(+15) |
+--------------+---------+---------+---------+---------+---------+---------+---------+---------+
| Paladin      | 20(+15) | 20(+10) | 24(+10) | 25(+11) | 0(+0)   | 10(+12) | 65(+40) | 50(+30) |
+--------------+---------+---------+---------+---------+---------+---------+---------+---------+
| Rogue        | 45(+20) | 45(+20) | 32(+10) | 28(+10) | 3(+1)   | 20(+16) | 35(+45) | 66(+30) |
+--------------+---------+---------+---------+---------+---------+---------+---------+---------+
| Ranger       | 40(+15) | 30(+10) | 28(+10) | 32(+10) | 3(+0)   | 15(+15) | 60(+40) | 72(+45) |
+--------------+---------+---------+---------+---------+---------+---------+---------+---------+
| Blackguard   | 20(+15) | 20(+10) | 24(+10) | 25(+11) | 0(+0)   | 10(+12) | 60(+40) | 50(+30) |
+--------------+---------+---------+---------+---------+---------+---------+---------+---------+

For character classes, there are two figures: the first figure is the
base level of the skill, while the second figure (in parentheses) is
the bonus that the character gains to this skill every ten levels. So,
to find out the total skill value of any character's skills, add the
race value to the class value, and then the bonus once for every ten
levels that the character has.

Please note, however, that these numbers are only good for comparing
characters to each other in the absence of other bonuses from high
stats (strength bonus to-dam, dex bonus to-hit, wisdom bonus to saving
throw, intelligence bonus to magical device usage, etc.) or wearing
magical items.


Stat rollers
============

There are currently two different ways to determine the starting stats
of your character - you can choose which one to use from the birth
screen.

Point-based
   The point-based method allows you to "buy" improvements to your
   basic stats by "spending" points on them. You have a fixed number
   of points to spend, and making small changes to a stat costs
   proportionally less than making large changes. Any unspent points
   are converted into your starting money that you can use to buy
   equipment at the start of the game.

   On selecting this option, you will find that the points have
   already been assigned to default recommended values. These
   represent an algorithm's opinion for the ideal point spending.
   However, you are free to reallocate them as you wish.

   This is the recommended birth method.

Standard roller
   The standard roller simply rolls three six-sided dice for each
   stat, leaving everything to chance. You can press "r" to re-roll
   the dice, or simply accept what luck has offered.


Character Name
==============

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. The character name is used on the high score list.

You can play a dynasty of characters. If you use a Roman numeral at
the end of your character name (like "Fred I" or "Pimplesnarg XVI"),
the game will automatically increment the numeral each time you die
(or win!).
