-
Notifications
You must be signed in to change notification settings - Fork 16
Races and classes
This file describes your character and his creation. It discusses the races and classes available in FAangband; racial and class tables are provided at the bottom.
FAangband is a role-playing game, in which you, the player, control a character in the First Age of Middle-Earth. 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 his future adventures.
You choose a race, a class, and may set various birth options. You may start over at any time by pressing 'S'.
Once you have accepted a character you will asked for a name. The actual choice of a name may have some effect on the game itself. It is used to specify character-specific preference files, is shown in the high score list, and, in some operating systems like Macintosh and Windows, is used to save the character to disk.
There are thirteen different races that you can choose from in FAangband,
representing most of the enemies of Morgoth found in Tolkien's Silmarillion.
Some races will have difficulty with some professions, and each race has its
own adjustments to a character's stats and abilities. Most races also have
intrinsic abilities. Most importantly, each race starts in a particular town.
Since the wilderness around some of these towns is very dangerous, these races
start with some experience already, and sometimes improved equipment.
Maiar are especially designed for new and inexperienced players, and are
not recommended for veterans. Hobbits, Beornings and Longbeards also make
good races for players new to Angband in general and FAangband in particular.
Druedain, Edain, Grey Elves and High Elves particularly are only recommended
for experienced players.
Easterlings are the swarthy humans who came into Beleriand late in
the First Age of Middle-Earth. All other races are compared to them.
Easterlings can choose any class and are average at everything. They
have a slight bonus to fighting skill when using swords and
crossbows, and have more hit points than many other races. They get
a bonus to hit in plains.
Green elves are a branch of the Teleri who abandoned the Great Journey
of the elves to Aman, but later crossed the Blue Mountains into the
Land of the Seven Rivers, Ossiriand. They tend to be smarter and
more agile than Easterlings, but are not as strong. Green elves are
better at searching, saving throws, stealth, perception,
and shooting (especially with bows), but they are not as good
at hand weapons, disarming and magic devices. Like all elves, Green
elves are able to move freely among trees
Grey elves are the people of King Thingol, and the first elves to
settle in Beleriand. They tend to be wiser and more dexterous than
humans and tougher and stronger than green elves. Grey elves have
better saving throws but less stealth than green elves, and are better
at hand-to-hand combat but not as good at shooting. Grey elves
resist light effects intrinsically, and like the forest.
Hobbits are very good at bows (especially slings), throwing, and have
good saving throws. They are even better 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 no
good at melee fighting. They have few hit points, but can sometimes
endure ailments that would lay other races low. Hobbits have fair
infravision, so they can detect warm creatures at a distance.
Hobbits, like Easterlings, are people of the plains.
Petty-dwarves are an ancient and diminished race of dwarves thought
at first by the elves to be orcs. They were all but wiped out, with
just one small settlement left in the south of the Ered Luin.
Petty-dwarves make excellent mages, are the best magical device users
of any race, and are good at searching, disarming, and perception.
They are reasonably stealthy. They are, however, rather frail and
are not very good at fighting with hand weapons. Petty-dwarves have
good infra-vision, so they can detect warm-blooded creatures at a
distance. Petty-dwarves are intrinsically protected against
paralysis and some slowing effects, and like all dwarves are harder
to hit when in the mountains, and can move easily through rubble.
Dwarves are the headstrong miners and fighters of legend. They are
strong, smart, and tough, but not very wise or agile. Since
dungeons are their natural home, dwarves have very good infravision,
can never be blinded, and make good warriors, mages, and necromancers.
They gain a small bonus to combat skill when using polearms, but
don't know the first thing about bows. Because they are so
headstrong, they resist spells which are cast on them. They do 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. They get the same terrain bonuses as
Petty-Dwarves.
Druedain, also known as woses, are the woodspeople who live alongside
the people of Haleth. They are tough, wise and stealthy, but not very
street-smart and are poor at devices, disarming and shooting; they
make excellent druids. Druedain look, well, funny. They tend to pay
more for goods in town. Their uncanny appreciation of the natural
environment gives them the power of telepathy, and they fight more
skilfully in forest.
The longbeards are the eldest of the seven lines of the dwarves.
Their home is in Khazad Dum, away from the chief conflicts of
Beleriand, but they are always ready for a challenge. They have all
the strengths of other dwarves, but their weaknesses are less.
The edain are the elf-friends of the houses of Beor, Hador and
Haleth. First of men to enter Beleriand, they surpass the abilities
of other humans in every field, are superb melee fighters, and have
amazing wisdom and constitution. They may play any class. Their
constitution cannot be reduced, and like druedain fight their best in
the forests of Beleriand.
High elves are the Noldor, who fled from the Undying Lands to try and
wrest the Silmarils back from Morgoth. They are masters of all
skills, and are agile and intelligent, although their wisdom is
sometimes suspect. High-elves begin their lives able to see the
unseen, and resist light effects just like Grey elves. As other
elves, they move freely through trees.
(Special race for players new to FAangband. Score is reduced by 50%)
The Maiar, lesser deities of the created world, often take tangible
form and mingle among earthly beings. They can be found among the
ranks of wise counselors, peerless warriors, mighty wizards and
deadly necromancers; indeed they can play any class with credit.
Their vital statistics put all other races to shame, their standard
abilities are always good and sometimes superlative, and they recover
divinely quickly from all sorts of wounds and ailments, and are not
slowed in water like other races. Maiar are
perfect for those desiring a character able to survive the perils of
an unfamiliar game.
Dark elves are those who chose to stay among the stars of Middle-
Earth rather than see the Light of the Trees in Aman. They are
intelligent and wise, but frail and poor with weapons. However, dark
elves are not merely stealthiest of all races, but they never
aggravate monsters. (If they normally would, they suffer a penalty
of three to stealth). The price they pay, though, is an increased
sensitivity to bright light. Dark elves have the usual elvish
ability to move unhindered through trees.
Clad in bark-like skin, and with bodies like the trunks of trees, Ents
can nevertheless move about perfectly well. They have poor dungeon
survival skills, and are bad at archery and with polearms, but handle
other weapons well. As long as they stay away from fire, Ents will
find themselves well capable of surviving many a bitter fight. As
they age, Ents slowly lose the relative suppleness of their sapling
youth, trading dexterity for increased strength and constitution.
Members of this wise race can never gain feather fall by any means,
but will slowly acquire the ability needed to tear rock apart with
their weaponless hands. Since they only need to stand still to be
mistaken for trees, Ents are incredibly stealthy in forests.
These hardy woodsfolk, though of human origin, have developed a deep
affinity with nature. Many of the Beornings have learned the secret
languanges of animals and some have learned to transform themselves
into the forms of great bears. They have respectable survival
skills and are comfortable with all manner of weapons, but they are
mediocre with magical devices. They are at a slight disadvantage in
charisma and intellegence, but they have better wisdom and
consistution than other humans. When needed, they can take the form
of an increasingly powerful bear (use the ']' command), making them
more effective in combat and weaker in magic and archery. Beorning
are best known as warriors, rangers, and druids, though they make
fine rogues and priests as well. They fight most skilfully on the
plains.
Nine different classes are available in FAangband. Some classes are not re- commended for certain races; for instance, a Petty-dwarf would be a very confused Paladin. More information about magics available to each class can be found in the help file "magic.txt". For the first few adventures it is suggested that you run a warrior, rogue, or paladin. The pure spellcasters generally require a more experienced player that is familiar with survival techniques. Different classes have access to different specialty abilites (described in "specialt.txt").
The great melee fighter, capable of doing more damage and surviving
longer at close quarters than any other class. So skilled in combat
can a warrior become that he gains permanent protection from fear at
level 30, learns to probe for weaknesses (see the help doc
"magic.txt") at level 35, can spread attacks out among weaker
monsters at level 40, and regenerates intrinsically at level 45. A
warrior gets an extra specialty ability at level 1. He is
unchallengable with melee weapons, and is also good with all missile
launchers, shooting quickly with bows and crossbows. His biggest
drawback is his ignorance of spells and many magical items. Most of
his survival skills are average or worse. A Warrior learns no
magical spells, and has poor magical defences. He has strong
pseudo-ID. His prime stat is Strength, and a good Dexterity
and Constitution can really help at times.
Master of sorcery. A mage is not really happy without an assortment
of magical devices to use in addition to his spells. He can master
the higher level magical devices far more easily than anyone else.
A mage fights very poorly, except with the lightest of weapons, and
is almost as bad at archery. He is stealthy at low levels, but his
magic betrays his presence later on. Most of his other skills are
mediocre. He has excellent magical defences, but dangerously poor
physical ones. He has weak pseudo-ID. Intelligence is his primary
stat, and a high Constitution is very useful.
Committed to the Valar and Eru Iluvatar. He explores the dungeon only
to clease the evil that lurks within, and if treasure just happens to
fall into his pack, well, so much more to the glory of Aman! A
priest is spoilt for choice with protection and healing prayers, and
can wield the power of holy light like no other character can. In
addition, pious characters can fight fairly well, as long as they
stay away from archery and edged weapons. They have average survival
skills, but know quite a bit about magical items, and resist magic
very well. Priests gain +1 to light radius at level 35 and above and
permanent protection against evil at level 50. They have weak
pseudo-ID. Wisdom is a Priest's primary stat.
The flexible dungeon sneaker, first in line when dungeon survival
skills were handed out. Rogues can fight very well with light weapons
and shoot very quickly with slings, but have trouble with heavier
gear. They can fight hand-to-hand more quietly than can any other
class, and gets the most effective sneak attacks against sleeping
monsters. Rogues have the capacity of filching purses and setting
traps (use the '+' command. See the help file "combat.txt for more
details). They have strong pseudo-ID. They will also get a fairly
good collection of spells to improve their natural skills, aid in
battle, and gain information. Unfortunately, no shopkeeper trusts a
rogue, and so members of this class will pay dearly for goods in town.
A rogue's primary stats are Intelligence and Dexterity.
An archer skilled in nature lore. Rangers are better than any other
class with any missile weapon except slings, shooting quickly with
slings and crosbows and very quickly with bows. They learn about
monsters abilities very quickly. Rangers are better than average in
melee, and find their spells to be mighty handy. They have pretty
good dungeon survival skills and stealth, but are a little uncertain
about magical devices, and have strong pseudo-ID. A ranger's primary
stats are Wisdom and Constitution.
A champion of the Valar. A paladin is the second best melee fighter
available. As long as he sticks to priestly weapons, his mastery of
the elements and of battle prayers will render him formidable to his
foes. Missile weapons and magical devices confuse him. He has
little stealth, and poor survival skills, but can survive as well or
better than any other class in battle or against magic. He has a sub-
set of the priestly prayers. Plus one to light radius at level 45
and above. He has strong pseudo-ID. His primary stats are Wisdom
and Strength.
At one with nature. He possesses a wide and varied range of healing,
dungeon alteration, and knowledge spells, plus a large number of
spells to hinder and reduce foes. Can fight well bare-handed and
acceptably with slings, but not with other missile weapons or any
melee weapon. Although a druid can do a lot of damage, his spells
are more random than are those of other realms. He has decent
magical skill, fairly high stealth, and good magical defences. A
Druid will have decent survival skills. He has weak pseudo-ID. His
primary stat is Wisdom.
Dealer in death. He has an unsurpassed collection of highly deadly
combat spells, and can dish out damage like nobody's business. His
magical item ability is acceptable, but virtually all of his other
skills are poor, and he has a hard time protecting himself. Fortu-
ately, at higher levels his magic can help with some of these prob-
lems. He has weak pseudo-ID. His primary stat is Intelligence, and
he needs to watch his Constitution.
The death-dealing stalker. He is better than a Rogue at melee, but
is still limited to reasonably light weapons. An Assassin is deadly
with lighter missile launchers, and can eventually poison missiles,
but does not shoot especially quickly. He is a master at using
thrown weapons against sleeping monsters. He has rather good
stealth, but lacks protection if caught. His other dungeon survival
skills are good, and he has access to a sub-set of the necromantic
spells. He can shoot missiles and throw objects more quietly than
any other class, and makes little noise in melee as well. An
Assassin will have mediocre magic skill, and poor magical defences.
He has strong pseudo-ID. His primary stats are Intelligence and
Strength.
Warrior Priest Ranger Druid Assassin
Mage Rogue Paladin Necro
Easterling Yes Yes Yes Yes Yes Yes Yes Yes Yes
Green Elf Yes Yes Yes Yes Yes Yes Yes Yes Yes
Grey Elf Yes Yes Yes Yes Yes Yes Yes Yes Yes
Hobbit Yes Yes Yes Yes Yes No Yes No Yes
Petty-Dwarf Yes Yes No Yes No No No Yes Yes
Dwarf Yes Yes No No No Yes No Yes No
Druadan Yes No Yes No Yes Yes Yes No No
Longbeard Yes Yes No No No Yes No Yes No
Adan Yes Yes Yes Yes Yes Yes Yes Yes Yes
High-Elf Yes Yes Yes Yes Yes Yes No Yes Yes
Maia Yes Yes Yes Yes Yes Yes Yes Yes Yes
Dark Elf Yes Yes Yes Yes Yes No Yes Yes Yes
Ent Yes No Yes No Yes No Yes No No
Beorning Yes No Yes Yes Yes No Yes No No
STR INT WIS DEX CON CHR Hit Dice Home Town
Easterling 0 0 0 0 0 0 9 Eriador
Green Elf -1 -1 +1 +2 -1 +1 10 Ossiriand
Grey Elf 0 0 +1 +2 0 +2 10 Menegroth
Hobbit -2 -1 +2 +3 +2 +1 7 Gladden Fields
Petty-Dwarf -1 +3 -3 +3 -1 -4 8 Ered Luin South
Dwarf +2 +1 -2 +1 +2 -1 11 Belegost
Druadan +2 -2 +2 -1 +2 -4 11 Ephel Brandir
Longbeard +3 +1 -2 +2 +3 0 12 Khazad Dum
Adan +1 +1 +3 +1 +3 +1 10 Ephel Brandir
High Elf +1 +3 0 +3 +1 +5 10 Gondolin
Maia +2 +3 +3 +2 +4 +4 12 Gladden Fields
Dark Elf -2 +2 +2 +1 -1 0 7 Taur-Im-Duinath
Ent +4 0 +2 -3 +3 0 12 Taur-Im-Duinath
Beorning 0 -1 +1 0 +1 -1 10 Gladden Fields
STR INT WIS DEX CON CHR Hit Dice
Warrior +5 -2 -2 +2 +2 -1 +9
Mage -4 +3 0 +1 -2 +1 +0
Priest -1 -3 +3 -1 0 +2 +2
Rogue +2 +1 -2 +3 +1 -5 +5
Ranger +2 0 +1 +2 +1 +0 +6
Paladin +2 -3 +1 0 +1 +2 +7
Druid -2 -2 +3 +1 0 +1 +0
Necromancer -2 +3 -2 +1 0 -2 +0
Assassin +2 +1 -3 +2 +0 -2 +4
See the help file "abilattr" for complete explanations of what each ability does for your character.
Abilities are ranked on a comparative scale ranging from 1 to 10.
disarm device save stealth search percep melee shooting
Easterling 5 5 5 5 5 5 5 5
Green Elf 4 4 8 8 7 6 4 8
Grey Elf 4 4 10 6 9 7 5 7
Hobbit 10 8 9 8 10 10 1 7
Petty-Dwarf 8 9 7 6 8 7 1 5
Dwarf 7 7 9 3 6 6 7 4
Druadan 2 1 8 7 6 9 6 4
Longbeard 7 7 9 3 6 6 8 4
Adan 9 9 5 6 6 8 6 5
High Elf 9 10 9 7 7 9 7 8
Maia 9 9 10 6 7 10 10 10
Dark Elf 9 8 5 10+ 10 10 3 4
Ent 3 4 9 5 3 5 7 3
Beorning 6 4 5 6 6 8 6 5
disarm device save stealth search percep melee missile
Warrior 5 3 5 3 4 4 10 8
Mage 3 10 6 5->2 5 6 3 3
Priest 3 6 8 4 5 5 5* 5
Rogue 9 6 6 8 10 10 6 8
Ranger 5 4 6 6 6 7 6 10
Paladin 3 2 6 3 3 3 9* 4
Druid 4 5 7 6 6 7 4 6
Necromancer 3 6 4 4 4 4 3 3
Assassin 7 5 3 7 8 8 9 9
* : With blunt weapons; otherwise much worse (use the 'I'nspect
command to find out which weapons are blunt)
There are currently three different ways to determine the starting stats of your character - you can choose which one to use from the birth screen.
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 changed.
Any unspent points are converted into your starting money that
you can use to buy equipment at the start of the game.
This is the recommended birth method.
The autoroller allows you to choose minimum values for your
stats, and then repeated "rolls" random characters using
Angband's traditional stat-rolling system until your criteria
have been met (or an insanely large number of rolls have been
made without finding one that matches your choices).
The standard roller is the traditional Angband method of
determining the starting stats for a character, it simply
"rolls" up a single set of starting values, and gives you
the choice of asking for another "roll" to be made or
accepting the current outcome. This can obviously make for
harder characters to play than the other two methods as
you are less likely to have high values in the stats that might
be most useful to you.