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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.

Creating a Character

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.

Races

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.

Easterling:
     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 Elf:
     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 Elf:
     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.
Hobbit:
     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-Dwarf:
     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.
Dwarf:
     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.
Druadan:
     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.
Longbeard:
     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.
Adan:
     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 Elf:
     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.
Maia:
     (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 Elf:
     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.
Ent:
     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.
Beorning:
     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.

Classes

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").

Warrior:
     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.
Mage:
     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.
Priest:
     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.
Rogue:
     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.
Ranger:
     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.
Paladin:
     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.
Druid:
     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.
Necromancer:
     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.
Assassin:
     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.

Combinations of Race and Class (recommendations only)

               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

Stat Bonus and Hit Point Tables

                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

Ability Tables

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)

Stat rollers

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.

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 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.
Autoroller
          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).
Standard roller
          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.