Ticket #1544: birth.txt

File birth.txt, 30.0 KB (added by PowerWyrm, 8 years ago)

Reviewed version of birth.txt. Fixes outdated values for race/class bonus tables.

2Creating a Character
5Angband is a roleplaying game, in which you, the player, control a
6character in the world of Angband. Perhaps the most important thing you
7control is the birth of your character, in which you choose or allow to be
8chosen various attributes that will affect the future life of your
11At the character creation screen you will be prompted to select the sex,
12race and class of your character. You also have the option to change the
13'birth options' at this time. These need to be set at the character
14creation menu and cannot be altered later in the game. They are discussed
15with the rest of the options in the "options" help file.
17Character Characteristics
20Each character has three primary attributes: sex, race, and class. These
21are chosen at the beginning and which will stay fixed for the entire life
22of that character. The sex of your character is purely for flavour, but the
23race and class have many effects which are discussed in detail below.
25Each character has a few secondary attributes: height, weight, social
26class, and background history. These are randomly determined, but are
27affected by the sex and race of the character. In general, these attributes
28are only used to provide flavour to the character, to assist in the role
29playing, but they do have a few minor effects on the game. For example,
30background history affects social class, which affects the tarting money.
31(Not a lot, in the case of some races: for instance, Half-Trolls are always
32going to be the scum of society, even if their father was the Clan Chief.)
34Each character also has six primary "stats": strength, intelligence,
35wisdom, dexterity, constitution, and charisma, which modify the abilities
36of the character in a variety of ways. Every stat has a numerical value,
37ranging from a minimum of 3, up to a normal maximum of 18, and even higher,
38into the "percentile" range, represented as ``18/01`` through ``18/100``:
39this is the maximum that can be achieved intrinsically, for any given stat.
40These stats can be modified further by equipment, race and class bonuses up
41to a maximum of ``18/220``.
43Each character also has several primary "skills": disarming, magic devices,
44saving throws, stealth, searching ability, searching frequency, fighting
45skill, and shooting skill, which are derived from the character's race,
46class, level, stats, and current equipment. These kills have rather obvious
47effects, but will be described more completely below.
49Each character may have one or more "racially intrinsic skills", based on
50the race of the character. These may include special resistances, or
51abilities such as infravision.
53Each character has a number of "experience points", which increases as the
54character defeats monsters and attempts new spells and uses new items.
55Characters also have a level, which is based on experience. The amount of
56experience required to gain a new level is dependent on the character race
57and class. Races and classes with more intrinsic benefits require more
58experience to gain levels. As the experience rises, so does the level, and
59as the level rises, certain other abilities and characteristics rise as
60well. All characters start at 0 experience and at the first level.
62Each character has some gold, which can be used to buy items from the hops
63in the town, and which can be obtained not only from selling items to the
64shops, but also by taking it from dead monsters and by finding it in the
65dungeon. Each character starts out with some gold, the amount of which is
66based on the character's social class (higher is better), charisma (higher
67is better), and stats (less powerful characters start with more gold). Each
68character also starts out with a few useful items, which may be kept, or
69sold to a shop-keeper for more gold. However, especially valuable items
70will never sell for the full price, as each shopkeeper has a maximum that
71he is prepared to pay for any item. The more generous shopkeepers may buy
72your items for up to 30,000 gold pieces: but some are really stingy, and
73will pay no more than 5,000.
75Each character has an "armour class", abbreviated to AC, representing how
76well the character can avoid damage. The armour class is affected by
77dexterity and equipment, so the concept includes both avoiding blows and
78being able to take blows without being hurt. Armour class on equipment is
79always denoted in square brackets, usually as a figure of ``[X,+Y]`` where
80X is the intrinsic AC of the armour in question, and Y is the magical bonus
81to armour class provided by that item.
83Each character has "hit points", or hp, representing how much damage the
84character can sustain before he dies. How many hit points a character has
85is determined by race, class, level and constitution, as follows: each race
86has a basic "hit dice" number - for instance, a Dwarf's basic hit die is
8711, while a hobbit's is 7. This is modified by class: for instance, a
88warrior gets a +9 bonus to the hit die, while a mage gets no bonus and a
89priest +2, so a dwarven warrior's total hit die will be (11+9)=20 - meaning
90that he gets between 1 and 20 hit points per level. If he were a priest,
91his hit dice would be (11+2)=13, and get between 1 and 13 hit points per
92level. The hobbit mage would get only 1-7 hps per level. (All characters
93get the maximum at first level: thereafter it is a random roll of 1dX where
94X is the hit die number, when the character goes up in level.) This is
95further modified by constitution - a character with high constitution will
96get a flat bonus of a certain number of hit points per level (recalculated
97right back to level 1: if you gain an extra hit point per level, and you
98are 42nd level, you will suddenly be 42 hit points better off.)
100Each character has spell points, or mana, which limits how many spells (or
101prayers) a character can cast (or pray). The maximum number of spell points
102is derived from your class, level, and intelligence (for spells) or wisdom
103(for prayers), and you can never have more spell points than the maximum.
104Spell points may be regained by resting, or by magical means. Warriors
105never have any spell points. If a character gains enough wisdom or
106intelligence to get more spell points, the result is calculated right back
107to first level, just as with constitution and hit points.
109Lastly, each character has a base speed. Speed determines the amount of
110"energy" your character acquires in the game, and therefore how often you
111can take actions which use up energy (like moving or attacking). All
112beginning characters move at normal speed and the only way to increase
113speed is by magical means and equipment bonuses. Characters who are
114carrying too much weight will move more slowly. Extra speed is one of the
115most important boons in the game and therefore one of the rarest and most
116sought after.
121There are eleven different races that you can choose to play in Angband. 
122Each race has its own adjustments to a character's stats and abilities.
123Most races also have intrinsic abilities.  The bonuses to statistics and
124the experience penalty will be displayed next to the races as you move
125to select one.
127.. _Human:
130  The human is the base character.  All other races are compared to them.
131  Humans are average at everything and tend to go up levels faster than any
132  other race due to their shorter life spans.  No racial adjustments or
133  intrinsics occur to human characters.  Humans do not have any infravision.
135.. _Half-Elf:
138  Half-elves tend to be smarter and faster than a human, but not as wise or
139  strong. Half-elves are slightly better at magic, disarming, saving
140  throws, stealth, archery and searching, but they are not as good at
141  hand-to-hand combat. Half-elves are immune to dexterity draining, and
142  have weak infravision.
144.. _Elf:
147  Elves are better magicians than humans, but not as good at fighting. They
148  tend to be smarter and faster than humans, though not as wise or strong.
149  Elves are better at searching, disarming, perception, stealth, archery
150  and magic, but they are not as good at hand-to-hand combat. They are
151  resistant to attacks involving bright light, are immune to dexterity
152  draining, and have fair infravision.
154.. _Hobbit:
157  Hobbits, or Halflings, are very good at shooting, throwing, and have good
158  saving throws. They also are very good at searching, disarming,
159  perception, and stealth; so they make excel- lent rogues, but prefer to
160  be called burglars. They will be much weaker than humans, and not good at
161  melee fighting. Halflings have fair infravision. They have a strong hold
162  on their life force, and are thus resistant to life draining. Hobbits are
163  very partial to mushrooms and can identify them when found.
165.. _Gnome:
168  Gnomes are smaller than dwarves but larger than halflings. They, like the
169  halflings, live in the earth in burrow-like homes. Gnomes make excellent
170  mages, and have very good saving throws. They are good at searching,
171  disarming, perception, and stealth. They have lower strength than humans
172  so they are not very good at fighting with hand weapons. Gnomes have good
173  infravision, so they can detect warm-blooded creatures up to 40 feet
174  away. Gnomes are intrinsically protected against paralysis and some
175  slowing effects. Gnomes are excellent at using wands and staves and can
176  identify them when found.
178.. _Dwarf:
181  Dwarves are the headstrong miners and fighters of legend. Since dungeons
182  are the natural home of a dwarf, they are excellent choices for a warrior
183  or priest - or indeed, that combination of the two, the paladin. Dwarves
184  tend to be stronger and tougher but slower and less intelligent than
185  humans. Because they are so headstrong and are somewhat wise, they resist
186  spells which are cast on them. Dwarves also have excellent infravision.
187  They can never be blinded. Dwarves are excellent at digging, and can
188  sense nearby buried treasure. They have one big drawback, though. Dwarves
189  are loudmouthed and proud, singing in loud voices, arguing with
190  themselves for no good reason, screaming out challenges at imagined foes.
191  In other words, dwarves have a miserable stealth.
193.. _Half-Orc:
196  Half-Orcs make excellent warriors and decent priests, but are terrible at
197  magic. They are as bad as dwarves at stealth, and horrible at searching,
198  disarming, and perception. Half-Orcs are, let's face it, ugly. They tend
199  to pay more for goods in town. Half-Orcs do make good warriors and
200  rogues, for the simple reason that Half-Orcs tend to have great
201  constitution and lots of hit points. Because of their preference to
202  living underground to on the surface, half-orcs resist darkness attacks.
203  They have fair infravision.
205.. _Half-Troll:
208  Half-Trolls are incredibly strong, and have more hit points than any
209  other character race. They are also very stupid and low. They will make
210  great warriors and iffy priests. They are bad at searching, disarming,
211  perception, and stealth. They are so ugly that a Half-Orc grimaces in
212  their presence. Half-trolls always have their strength sustained, and
213  they regenerate quickly like other trolls. Unfortunately, this
214  regeneration also requires them to eat more food than other races. They
215  have fair infravision.
217.. _Dunadan:
220  Dunedain are a race of hardy men from the West. This elder race surpasses
221  human abilities in every field, especially constitution. However, being
222  men of the world, very little is new to them, and levels are very hard to
223  gain... their hardiness ensures that their constitution cannot be
224  reduced. They have no infravision.
226.. _High-Elf:
229  High-Elves are descended from those among the Elves who heard and
230  answered the call from the Valar at the very beginning of time, before
231  the sun and moon were made, and lived in the Blessed Realm for many
232  thousands of years before returning to mortal lands. Because of this,
233  they are far superior in terms of abilities when compared to their lesser
234  Elven kindred. They can also see into the invisible world of ghosts and
235  wraiths. However, they find new experience even harder to come by than
236  Dunedain. Like normal Elves, they resist attacks involving bright light.
237  They have good infravision and can even see cold-blooded invisible
238  creatures.
240.. _Kobold:
243  Kobolds are a race of small dog-headed humanoids that dwell underground.
244  They have excellent infravision, and are intrinsically resistant to
245  poisons of all kinds. They have a good dexterity and constitution.
246  However, they are weaker than humans, and also not noted for great
247  intelligence. Furthermore, they are ugly, and not trusted in town. And
248  while their constitution makes them tough, it still cannot prevent the
249  fact that they are not the biggest of creatures, and have few hit points.
254Once a race has been chosen, you will need to pick a class.  The class
255is the character's occupation and determines stat bonuses, abilities,
256hit dice, and what spells (if any) the character can learn.
258.. _Warrior:
261  A Warrior is a hack-and-slash character, who solves most of his problems
262  by cutting them to pieces, but will occasionally fall back on the help of
263  a magical device. His prime stats are strength, constitution, and
264  dexterity, and he will strike more blows with melee weapons than any
265  other class. A Warrior will be excellent at fighting, shooting and
266  throwing, but bad at most other skills. A warrior has bad stealth and
267  cannot learn any spells.
269.. _Mage:
272  A Mage must live by his wits. He cannot hope to simply hack his way
273  through the dungeon, and so must therefore use his magic to defeat,
274  deceive, confuse, and escape. A mage is not really complete without an
275  assortment of magical devices to use in addition to his spells. He can
276  master the higher level magical devices far easier than anyone else, and
277  has the excellent saving throws to resist effects of spells cast at him.
278  However, he is incredibly weak, getting few hit dice and suffering strong
279  penalties to strength and constitution. Intelligence is his primary stat
280  and at high levels he can cast many spells without a chance of failure.
281  There is no rule that says a mage cannot become a good fighter, but spells
282  are his true realm and he will get fewer blows with melee weapons than
283  other classes.
285.. _Priest:
288  A Priest is a character of holy devotion. They explore the dungeon only
289  to destroy the evil that lurks within, and if treasure just happens to
290  fall into their packs, well, so much more to the glory of their church!
291  Priests receive their spells from a deity, and therefore do not choose
292  which spells they will learn. They are familiar with magical devices,
293  preferring to call them "instruments of God", but are not as good as a
294  mage in their use. Priests have great saving throws, and make decent
295  fighters, but they are not as good at using sharp weapons (swords and
296  polearms) owing to the Church's strictures about shedding blood, so they
297  are better off using blunt weapons such as maces. Wisdom is the priest's
298  primary stat and at high enough levels they can cast many prayers without
299  a chance of failure. Priests have poor stealth.
301.. _Rogue:
304  A Rogue is a character that prefers to live by his cunning, but is
305  capable of fighting his way out of a tight spot. He is the master of
306  traps and locks, no device being impossible for him to overcome. A rogue
307  has a high stealth allowing him to sneak around many creatures without
308  having to fight, or sneak up and get the first blow. A rogue's perception
309  is higher than any other class, and many times he will notice a trap or
310  secret door before having to search. A rogue is better than warriors or
311  paladins with magical devices, but still cannot rely on their performance.
312  Rogues can also learn a few spells, but not the powerful offensive spells
313  mages can use, and there will always be a chance of failure even with the
314  simplest spells. A rogue's primary stats are dexterity and intelligence.
316.. _Ranger:
319  A Ranger is a warrior/mage and a very powerful class. He is a good
320  fighter, and the best of all the classes with missile weapons, especially
321  bows. The ranger learns spells much more lowly than a mage, but is
322  capable of learning all but the most powerful spells. Because a ranger is
323  really a dual class character, more experience is required for him to
324  advance. A ranger has good stealth, good perception, good searching, a
325  good saving throw, and is good with magical devices. His primary stats
326  are strength, intelligence and dexterity.
328.. _Paladin:
331  A Paladin is a warrior/priest. He is a very good fighter, second only to
332  the warrior class, but not very good at missile weapons. He receives
333  prayers at a slower pace then the priest, but can use all but the most
334  powerful prayers. Because a paladin is really a dual class character, it
335  requires more experience to advance him. A paladin lacks much in the way
336  of abilities. He is poor at stealth, perception, searching, and magical
337  devices. He has a decent saving throw due to his divine alliance. His
338  primary stats are strength and wisdom.
343After gender, race and class are selected, you will be able to decide
344what stat levels your character will have, by allocating a finite number
345of "points" between the six statistics.  These points can be allocated
346by selection or with a random roller (as described below in the "Stat
347Rollers" section).  Each race/class combination also has a recommended
348default setting for these statistics.  Statistics can be permanently
349raised by various potions in the dungeon up to 18/100.  They can also be
350temporarily drained by some monster attacks.
353  Strength is important in fighting with weapons and in melee combat. A
354  high strength can improve your chances of hitting as well as the amount
355  of damage done with each hit. Characters with low strength may receive
356  penalties. Strength raises the amount of weight you can carry before
357  being slowed. It also allows you to get extra blows with heavier weapons.
358  Strength is one of the most important stats in the beginning of the game.
361  Intelligence affects the spellcasting abilities of mage-like spellcasters:
362  mages, rangers, and rogues. Intelligence will affect the number of spells
363  you may learn each level as well as the number of spell points you
364  receive. Intelligence is the most important stat for mages. A high
365  intelligence may also improve your chances of successfully casting a
366  spell. You cannot learn spells if your intelligence is 7 or lower. A good
367  intelligence can also help with using magic devices, picking locks, and
368  disarming traps.
371  The primary function of wisdom is to determine the ability of a priest or
372  paladin to use prayers, just like intelligence affects spellcasting.
373  Again, high wisdom will increase the number of mana points you have and
374  increase the number of prayers you can learn each level, while improving
375  the chance that a prayer will be successful. A good wisdom increases your
376  saving throw, thereby improving your chances of resisting magical spells
377  cast upon you by monsters.
380  Dexterity is a combination of agility and quickness. A high dexterity may
381  allow a character to get multiple blows with lighter weapons. Dexterity
382  also increases a character's chances of hitting with any weapon and of
383  dodging blows from enemies. Dexterity is also useful in picking locks,
384  disarming traps, and protecting yourself from some of the thieves that
385  inhabit the dungeons. Indeed, if the character has a high enough
386  dexterity, thieves will never be successful in stealing from him.
389  Constitution is a character's ability to resist damage to his body, and
390  to recover from damage received. Therefore a character with a high
391  constitution will receive more hit points and also recover them faster
392  while resting. Constitution is less important in the beginning of the
393  game, but will be the most important stat at the end.
396  Charisma represents a character's personality and physical appearance. A
397  character with a high charisma will receive better prices from store
398  owners, whereas a character with a very low charisma may be robbed blind.
403Characters possess some different skills which can help them to survive. 
404The starting skill levels of a character are based upon race and class. 
405Skill levels may be adjusted by high or low stats, and may increase with
406the level of the character.
409  Infravision is the ability to see heat sources. Since most of the dungeon
410  is cool or cold, infravision will not allow the player to see walls and
411  objects. Infravision will allow a character to see any warm-blooded
412  creatures up to a certain distance. This ability works equally well with
413  or without a light source. However, some of Angband's creatures are
414  cold-blooded, and will not be detected unless lit up by a light source.
415  All non-human races have innate infravision. Humans (including Dunedain)
416  cannot gain infravision unless it is magically enhanced. Infravision does
417  not increase with character level, and is purely dependent on race and on
418  magical equipment.
421  Fighting is the ability to hit and do damage with weapons or fists.
422  Normally a character gets a single blow from any weapon, but if his
423  dexterity and strength are high enough, he may receive more blows with
424  lighter weapons. Strength and dexterity both modify the ability to hit an
425  opponent. This kill increases with the level of the character. Inspecting
426  a weapon will show you how quickly you can attack with it.
428Shooting Ability
429  Using ranged missile weapons (and throwing objects) is included in this
430  skill. Different stats apply to different weapons, but this ability may
431  modify the distance an object is thrown/fired, the amount of damage done,
432  and the ability to hit a creature. This skill increases with the level of
433  the character.
435Saving Throws
436  A Saving Throw is the ability of a character to resist the effects of a
437  spell cast on him by another person/creature. This does not include
438  spells cast on the player by his own stupidity, such as quaffing a nasty
439  potion. This ability increases with the level of the character, but then
440  most high level creatures are better at casting spells, so it tends to
441  even out. A high wisdom also increases this ability. It is possible to
442  get 100% saving throw, making you immune to many attacks.
445  The ability to move silently about is very useful. Characters with good
446  stealth can usually surprise their opponents, gaining the first blow.
447  Also, creatures may fail to notice a stealthy character entirely,
448  allowing a player to avoid certain fights. This skill is based entirely
449  upon race and class, and will never improve unless magically enhanced.
452  Disarming is the ability to remove traps safely, and also includes
453  picking locks on traps and doors. A successful disarming or lock picking
454  will gain the character a small amount of experience. A trap must be
455  found before it can be disarmed. Dexterity and intelligence both modify
456  the ability to disarm, and this ability increases with the level of the
457  character.
459Magical Devices
460  Using a magical device such as a wand or staff requires experience and
461  knowledge. Spell users such as mages and priests are therefore much
462  better at using a magical device than say a warrior. This skill is
463  modified by intelligence, and increases with the level of the character.
465Searching Frequency (Perception)
466  Perception is the ability to notice something without actively seeking it
467  out. This skill is based entirely upon race and class, and will never
468  improve unless magically enhanced.
470Searching Ability (Searching)
471  To search is to actively look for secret doors, floor traps, and traps on
472  chests. Rogues are the best at searching, but mages, rangers, and priests
473  are also good at it. This skill is based entirely upon race and class,
474  and will never improve unless magically enhanced.
476Stat Bonus Tables
479Stats, hit dice, infravision and experience point modifications due to
480race and class are listed in the following table.  To get the total hit
481dice and XP modifier, add the "race" and "class" numbers: for instance,
482a Dwarf Priest has a hit die of 11+2=13 (i.e. he will get 1d13 hit
483points per level, adjusted for constitution) and an XP modifier of
486================ ===  ===  ===  ===  ===  ===  =========  ========  ======
487      Race       STR  INT  WIS  DEX  CON  CHR  HD (base)  XP/level  Infra
488================ ===  ===  ===  ===  ===  ===  =========  ========  ======
489      Human        0    0    0    0    0    0      10         +0%   None
490      Half-Elf     0   +1   -1   +1   -1   +1      10        +10%   20'
491      Elf         -1   +2   -1   +1   -2   +1       9        +20%   30'
492      Hobbit      -2   +2   +1   +3   +2   +1       7        +10%   40'
493      Gnome       -1   +2    0   +2   +1   -2       8        +25%   40'
494      Dwarf       +2   -3   +2   -2   +2   -3      11        +20%   50'
495      Half-Orc    +2   -1    0    0   +1   -4      10        +10%   30'
496      Half-Troll  +4   -4   -2   -4   +3   -6      12        +20%   30'
497      Dunadan     +1   +2   +2   +2   +3   +2      10        +80%   None
498      High-Elf    +1   +3   -1   +3   +1   +5      10       +100%   40'
499      Kobold      -1   -1    0   +2   +2   -2       8        +15%   50'
500================ ===  ===  ===  ===  ===  ===  =========  ========  ======
502================ ===  ===  ===  ===  ===  ===  ========== ========
503      Class      STR  INT  WIS  DEX  CON  CHR  HD (bonus) XP/level
504================ ===  ===  ===  ===  ===  ===  ========== ========
505      Warrior     +5   -2   -2   +2   +2   -1       9         +0%
506      Mage        -5   +3    0   +1   -2   +1       0        +30%
507      Priest      -1   -3   +3   -1    0   +2       2        +20%
508      Rogue       +2   +1   -2   +3   +1   -1       6        +25%
509      Ranger      +2   +2    0   +1   +1   +1       4        +30%
510      Paladin     +3   -3   +1    0   +2   +2       6        +35%
511================ ===  ===  ===  ===  ===  ===  ========== ========
513Ability Tables
516============ ======  ======  =====  =======  ======  ======  ======  =====
517  Race       Disarm  Device   Save  Stealth  Search  Percep   Fight   Bows
518============ ======  ======  =====  =======  ======  ======  ======  =====
519  Human         0       0       0       0       0      10       0       0
520  Half-Elf      2       3       3       1       6      11      -1       5
521  Elf           5       6       6       2       8      12      -5      15
522  Hobbit       15      18      18       4      12      15     -10      20
523  Gnome        10      22      12       3       6      13      -8      12
524  Dwarf         2       9       9      -1       7      10      15       0
525  Half-Orc     -3      -3      -3      -1       0       7      12      -5
526  Half-Troll   -5      -8      -8      -2      -1       5      20     -10
527  Dunadan       4       5       5       1       3      13      15      10
528  High-Elf      4      20      20       2       3      14      10      25
529  Kobold       10       5       0       3      15      15      -5      10
530============ ======  ======  =====  =======  ======  ======  ======  =====
532==========  ======= ======= ======= ======= ======  ======  ======= =======
533 Class      Disarm  Device   Save   Stealth Search  Percep   Fight   Bows
534==========  ======= ======= ======= ======= ======  ======  ======= =======
535 Warrior    25(+10) 18(+7)  18(+10)  0(+0)  14(+0)   2(+0)  70(+45) 55(+45)
536 Mage       30(+7)  36(+13) 30(+9)   2(+0)  16(+0)  20(+0)  34(+15) 20(+15)
537 Priest     25(+7)  30(+10) 32(+12)  2(+0)  16(+0)   8(+0)  48(+20) 35(+20)
538 Rogue      45(+15) 32(+10) 28(+10)  3(+1)  32(+0)  24(+0)  60(+40) 66(+30)
539 Ranger     30(+8)  32(+10) 28(+10)  3(+0)  24(+0)  16(+0)  56(+30) 72(+45)
540 Paladin    20(+7)  24(+10) 25(+11)  0(+0)  12(+0)   2(+0)  68(+35) 40(+30)
541==========  ======= ======= ======= ======= ======  ======  ======= =======
543For character classes, there are two figures: the first figure is the base
544level of the skill, while the second figure (in parentheses) is the bonus
545that the character gains to this skill every ten levels. So, to find out
546the total skill value of any character's skills, add the race value to the
547class value, and then the bonus once for every ten levels that the
548character has.
550Please note, however, that these numbers are only good for comparing
551characters to each other in the absence of other bonuses from high stats
552(strength bonus to-dam, dex bonus to-hit, wisdom bonus to saving throw,
553intelligence bonus to magical device usage, etc.) or wearing magical items.
555Stat rollers
558There are currently two different ways to determine the starting stats of
559your character - you can choose which one to use from the birth screen.
562  The point-based method allows you to "buy" improvements to your basic
563  stats by "spending" points on them. You have a fixed number of points to
564  spend, and making small changes to a stat costs proportionally less than
565  making large changes. Any unspent points are converted into your starting
566  money that you can use to buy equipment at the start of the game.
568  On selecting this option, you will find that the points have already been
569  assigned to default recommended values. These represent an expert's
570  opinion for the ideal point spending. However, you are free to reallocate
571  them as you wish.
573  This is the recommended birth method.
575Standard roller
576  The standard roller simply rolls three six-sided dice for each stat,
577  leaving everything to chance. You can press 'r' to re-roll the dice, or
578  simply accept what luck has offered.
580Character Name
583Once you have accepted a character you will asked to provide a name for the
584character. In general, the actual choice of a name is not important, but do
585keep in mind that it may have some effect on the game itself. For example,
586on some machines, the character name determines the filename that will be
587used to save the character to disk. The character name is used on the high
588score list.
590You can play a dynasty of characters. If you use a Roman numeral at the end
591of your character name (like "Fred I" or "Pimplesnarg XVI"), the game will
592automatically increment the numeral each time you die.