ANGBAND MANUAL PDF

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. These need to be set at the character creation menu and cannot be altered later in the game. 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.

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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. These need to be set at the character creation menu and cannot be altered later in the game. 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. These skills have rather obvious effects, but will be described more completely below. These may include special resistances, or abilities such as infravision.

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, and which can be obtained not only from selling items to the shops, but also by taking it from dead monsters and by finding it in the dungeon.

Each character also starts out with a few useful items, which may be kept, or sold to a shop-keeper for more gold. However, especially valuable items will never sell for the full price, as each shopkeeper has a maximum that they are prepared to pay for any item. The more generous shopkeepers may buy your items for up to 30, gold pieces: but some are really stingy, and will pay no more than 5, 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.

The hobbit mage would get only 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.

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. 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. 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.

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.

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Shaktihn When you choose your race and class, the game shows you how your attributes are affected, and any advantages or disadvantages manaul have. What are the attributes labelled Status and Maximize? In hallways they are much easier to handle. This is becoming the best known and most recommended variant of Angband.

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The Angband Manual

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