=== Creating a Character ===

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

Character creation, or birth, is controlled through a variety of choices
as to constraints on the type of character you wish to play, followed by
a series of random calculations to generate ("roll up") a random character
matching the appropriate constraints.

Once your character has been generated, you will be given the choice to
generate a new character obeying the same constraints, and once you have
generated more than one character, you can switch back and forth between
the two most recent characters, until you are presented with a personality
that you feel comfortable with.

You may start the entire process over at any time.

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 chatacter name determines the filename that will be
used to save the character to disk.  On others, the character name specifies
special "pref" files.  And the character name is used on the high score list.


=== Character Characteristics ===

Each character has three primary attributes, sex, race, and class, that
are chosen before the character is generated, and which will stay fixed
for the entire life of that character.  These attributes have many effects,
which will be mentioned as they come up.

Each character has a few secondary attributes, height, weight, social class,
and background history, which are randomly determined, but which are affected
by the sex and race of the character.  In general, these attributes are only
used to provide "flavor" to the character, to assist in the role playing, but
they do have a few minor effects on the game.  For example, background history
affects social class, which affects the starting money. (Not a lot, in the case
of some races: for instance, Half-Trolls are always going to be the scum of 
society, even if their father was the Clan Chief.) 

Each character also has six primary "stats", strength, intelligence, wisdom,
dexterity, constitution, and charisma, which 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. If the 
character is started with the option of "maximize effect of race/class 
bonuses" (from the Birth Options menu, and this is set as "on" by default), 
the maximum figure of 18/100 is further adjusted by the adjustments for 
race and class - for instance, a Half-Troll Warrior will max out at 18/190 
strength, but only 18/40 intelligence, whereas a Hobbit Mage will be able 
to reach 18/150 intelligence but only 18/30 strength. Equipment may add 
bonuses or penalties to this, and raise the player's stats beyond the normal
intrinsic limits: the stats may go as high as they like, with the right choice
of equipment, but the effects of having higher stats largely stop at 18/200.

Each character also has several primary "skills", disarming, magic devices,
saving throws, stealth, searching ability, searching frequency, fighting skill,
and shooting 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 even
abilities such as infravision.

Each character has experience, which increases as the character becomes more
experienced, and a level, which is based on experience, and also on race and
class.  As the experience rises, so does the level, and as the level rises,
certain other abilities and characteristics rise as well.  Deep down inside,
the real objective of the game is to increase your experience, and certain
other characteristics, and also to collect useful items, to give you a decent
chance against Morgoth.  Certain monsters can "drain" your experience, and
thus your level, which will cause you to lose all of the effects of the higher
level.  Luckily, you can restore drained experience through magical means, or
by simply regaining the experience all over again.

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 hidden in
the dungeon.  Each character starts out with some gold, the amount of which
is based on the characters social class (higher is better), charisma (higher
is better), and other stats (less powerful characters start with more gold).  
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 
he is prepared to pay for any item. The more generous shopkeepers may buy 
your items for up to 30,000 gold pieces: but some are really stingy, and 
will pay no more than 5,000.

Each character has an armor class, representing how well the character can
avoid damage.  The armor class is affected by dexterity and the equipment. 
Armor class on equipment is always denoted in [square brackets], usually as 
a figure of [X,+Y] where X is the intrinsic AC of the armor in question, and 
Y is the magical bonus to armor class provided by that item.

Each character has hit points, representing how much damage the character can
sustain before he dies.  The maximum number of hit points is derived from your
race, class, level, and constitution, and you can never have more hit points
than the maximum.  Hit points may be regained by resting, or by a variety of
magical means.

Each character has spell points, or mana, which represents 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.

Each character has meter points, represented by the "||" number below the
charisma stat.  The value on the right is the meter required for supers,
and the value on the left is your current meter.  When you acquired
sufficient meter points, you can "super", or "limit break".  Supers are
dependent on what race you are.  How you gain meter is dependent on what
fighting style you are.


=== Races ===

There are ten different races that you can choose from in Animeband.  Some
races are restricted as to what profession they may be, and each race has
its own adjustments to a character's stats and abilities. Most races also
have intrinsic abilities.
 
          Human
            Humans in anime are traditionally weak creatures. All other
            races are basically compared to them.  Humans can choose any
            class and are average at everything.  Humans tend to go up
        	levels faster than any other race because of their shorter life
            spans.  No racial adjustments or intrinsics occur to characters
            choosing human.  When provoked, however, humans can become near
            nigh invincible, as in anime they can dodge bullets, take very
            substantial damage without caring, and turn into inveritable
            killing machines.
 
          Nedians
            Nedians are pretty folk who look somewhat like elves.  They are
            healers by nature, but they can also be very decent warriors.
            Nedians have intrinsic healing powers, and can heal themselves
            or others when need be.
 
          Sayajins
            Sayajins are a proud warrior race.  They lust for battle, and
            each battle makes them stronger.  They are extremely good at
            fighting, and they have incredible strength and resiliance.
            Although not quite as smart or wise as Humans, they are
            definitely stronger, and are much better in combat.  Being
            the proud race that they are, however, they tend to shout 
            challenges to their opponents repeatedly, and also make
            incredible explosions while fighting.  Thus, they have a
            very miserable stealth.  Sayajins also have sustained strength.
 
          Juraians
            Juarians are the somewhat arrogant people from the planet
            Juarai.  They tend to be smarter than humans, but not quite
            as strong.  Being a race of intellectuals, they seek wisdom and
            knowledge in all things, but they make fairly decent warriors.
            Being as smart as they are, they have a sustained intelligence.
            In tight situations, they can channel their ki to form a
            protective aura around themselves.
 
          Androids
            Androids are the brutishly strong human look a likes.  Although
            they are not very smart, they can calculate things very quickly
            and efficiently.  Androids also have excellent precision in what
            tasks they perform, and thus have intrinsic free action.  When
            need be, all Androids carry nukes.
 
          Ctarl-Ctarl
            Ctarl-Ctarl are half cat, half human like creatures.  They are 
            very nimble and agile, and thus make excellent rogues.  They
            are also very light creatures.  Fellpools also have sustained
            dexterity, and when angered, can unleash a furious flurry of
            claw strikes.
 
          Hententmon
            Hententmons are short form for "Hentai Tentacle Monsters".
            You really don't want to know anymore about them...although
            they resist dark...for obvious reasons.
 
          Sanjiyans
            Sanjiyans are a race of three eyed elder gods.  They are a 
            race of scholars, and make very good mages and priests.  However,
            since taking a humanoid form, they have become pale versions of
            their original forms, and thus have somewhat iffy saving throws,
            perception, and disarming.  They can invoke powerful beams to
            strike seemingly from nowhere. Sanjiyans can never be blinded.
               
          Sky Dragons
            Sky Dragons are a race of people who defend the earth from the Land
            Dragons.  Despite the fact that they have human bodies, they are 
            incredibly hardy and strong.  They can see invisible creatures and
            have sustained constitution.  However, being as old as they are, 
            they take a long time to gain experience.  When they are pressed, 
            they can form magical Kekkais, which transports the Sky Dragon and 
            its foe(s) to an alternate dimension of the same location.
 
          Remnants
            Remnants are the guardians of the Earth.  They prevent the demons
            from other dimensions from comming to this dimension.  They are 
            somewhat like the rangers of the night, if you will.  They are
            also hard pressed for experience, but they can see invisible
            creatures and they resist light, as they are in the light.
            Remnants also have very random powers.....

=== Classes (outdated) ===
 
 
          Once a race has been chosen, you will need to pick a class.  Some
          classes  will  not be available to certain races, for instance, a
          Half-Troll cannot become a Paladin.  For the first few adventures
          it  is  suggested that you run a warrior or rogue.  Spell casting
          generally requires a more experienced  player  that  is  familiar
          with survival techniques.
 
          Warrior
               A Warrior is a hack-and-slash character, who solves most  of
               his  problems  by cutting them to pieces, but will occasion-
               ally fall back  on the help of a magical device.  His  prime
               stats  are  Strength  and Constitution, and a good Dexterity
               can really help at times.  A Warrior will be good at  Fight-
               ing and Throwing/Bows, but bad at most other skills.
 
          Mage
               A Mage must live by his wits.  He cannot hope to simply hack
               his  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.  He can master the  higher
               level  magical  devices far easier than anyone else, and has
               the best saving throw to resist effects of  spells  cast  at
               him.  Intelligence  and   Dexterity  are  his primary stats.
               There is no rule that says  a  mage  cannot  become  a  good
               fighter, but spells are his true realm.
 
          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 church!  Priests receive
               their spells from a deity, and therefore do not choose which
               spells they will learn.  They are familiar with magical dev-
               ices, preferring to call them instruments of  god,  but  are
               not  as good as a mage in their use.  Priests have good sav-
               ing throws,  and  make  decent  fighters,  preferring  blunt
               weapons  over  edged  ones.  Wisdom  and  Charisma  are  the
               priest's primary stats.
 
          Rogue
               A Rogue is a character that prefers to live by his  cunning,
               but  is capable of fighting his way out of a tight spot.  He
               is the master of traps and locks, no device being impossible
               for  him  to  overcome.  A rogue has a high stealth allowing
               him to sneak around many creatures without having to  fight,
               or sneak up and get the first blow.  A rogue's perception is
               higher than any other class, and many times he will notice a
               trap  or  secret  door  before having to search.  A rogue is
               better than warriors or paladins with magical  devices,  but
               still  can  not  rely on their performance.  Rogues can also
               learn a few spells, but not the  powerful  offensive  spells
               magi  can use.  A rogue's primary stats are Intelligence and
               Dexterity.
 
          Ranger
               A Ranger is a warrior/mage.  He is a good fighter,  and  the
               best  of  the  classes  with a missile weapon such as a bow.
               The ranger learns spells much more slowly than a  mage,  but
               is  capable  of  learning all  but the most powerful spells.
               Because a ranger is really  a  dual  class  character,  more
               experience  is  required for him to advance.  A ranger has a
               good stealth, good perception, good searching, a good saving
               throw,  and is good with magical devices.  His primary stats
               are Intelligence and Dexterity.
 
          Paladin
               A Paladin is a warrior/priest.  He is a very  good  fighter,
               second  only to the warrior class, but not very good at mis-
               sile weapons.  He receives prayers at a slower pace then the
               priest,  but  can even  receive the most  powerful  prayers.
               Because a paladin is  really  a  dual  class  character,  it
               requires  more  experience  to advance him.  A paladin lacks
               much in the way of abilities.  He is poor at  stealth,  per-
               ception,  searching,  and  magical devices.  He has a decent
               saving throw due to his divine alliance.  His primary  stats
               are Strength and Charisma,  although Wisdom is necessary for 
               his spells.

         Student
              A Student is a magical class.  Students are not very good at
              combat, and are somewhat naieve.  However, students can 
              transform into magical pretty boy/girls, provided that they
              have enough mana, which is Charisma dependent.  Students tend
              to be pretty poor at basically anything, but become incredibly
              powerful later on.  Their main stat is Charisma.

         Magic Knight
              A Magic Knight can be thought of a combination warrior/student.
              They are permanently cursed with their sword, which will be 
              intrinsically branded depending on the fighting style.  Their 
              sword also takes on a mind of its own, being able to evolve 
              as their masters get stronger.  Magic Knight also get 3 
              intrinsic powers, depending on their fighting style.  Their mana
              is based on Intelligence.
 

=== Fighting Styles ===
          
          You will need to pick a fighting style after picking a class.  
          These fighting styles will determine how you gain meter, and
          how you fight.

         Fire
               Fire is the most basic fighting style.  When fire fights, it
               tries to burn its foes, and hurting the fire will only make
               it madder.  Fire also rages more intensely with alcohol.

         Water
               Water will flow and take the shape of anything it goes into.
               When a foe fights against water, the foe will notice that his
               blows will merely be parried by the water, and that water will
               move around its attacks.
         
         Wind
               Wind is an invisible force, able to appear and disappear at will.
               Fighting against the wind is futile, as the opponents blows will
               merely go through the wind.  When wind becomes enraged, it blows
               in torrents, and wind is always one of the most fearsome forces
               when enraged, because it is almost impossible to deal with.

         Metal
               Metal absorbs whatever blows come its way, be it magical or
               physical.  Hitting the metal repeatedly will make the metal
               stronger.

          Drunk
               The Drunken style is one of the most feared fighting styles, 
               because of its unpredictability and also because of the wrath
               a drunk might incur.  Drunken style tends to be more effective
               with alcohol, however, too much alcohol may kill the drunk.
               But if a drunk doesn't have his alcohol, he will suffer from
               withdrawal.


=== Stats ===

          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.  Char-
               acters with low strengths may receive penalties.  Strength
               is also useful in tunnelling and in carrying heavy items.
 
          Intelligence
               Intelligence affects the spellcasting abilities of mage-like
               spellcasters, mages, rangers, and rogues.  Intelligence
               will affect the number of spells you may learn each level as
               well as the number of spell points you receive.  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, just like intelligence
               affects spellcasting.  Again, high wisdom will increase the
               number of spell points you have and increase the number of
               prayers you can learn each level, while improving the chance
               that a prayer will be successful.  A good wisdom can also
               help to improve 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, thus greatly increasing his kill power, and
               will increase his chances of hitting with any weapon and
               dodging blows from enemies.  Dexterity is also useful in
               picking locks, disarming traps, and protecting yourself from
               some of the thieves that inhabit the dungeons. Indeed, if 
               the character has a high enough dexterity, thieves will
               never be successful in stealing from the player.
 
          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.
 
          Charisma
               Charisma represents a character's personality and physical
               appearance.  A character with a high charisma will receive
               better prices from store owners, whereas a character with a
               very low charisma may be robbed blind. 
 

=== Abilities (outdated) ===

          Characters possess some different abilities which can  help  them
          to survive.  The starting abilities of a character are based upon
          race and class.  Abilities may be adjusted by high or low  stats,
          and may increase with the level of the character.
 
          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 if his dexterity and strength are  high  enough,
               he  may  receive  more blows per round with lighter weapons.
               Strength and dexterity both modify the  ability  to  hit  an
               opponent.  This skill increases  with the level of the char-
               acter.
 
          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  abil-
               ity.
 
          Stealth
               The ability to move  silently about is very useful.  Charac-
               ters 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 entirely upon race  and
               class, and will never improve unless magically enhanced.
 
          Disarming
               Disarming is the  ability  to  remove  traps  (safely),  and
               includes  picking  locks  on  traps and doors.  A successful
               disarming will gain the character  some experience.  A  trap
               must  be  found  before  it  can be disarmed.  Dexterity and
               intelligence both modify the ability  to  disarm,  and  this
               ability increases 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  magi  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 Frequency (Perception)
               Perception  is  the  ability  to  notice  something  without
               actively  seeking it out.  This skill is based entirely upon
               race and class, and  will  never  improve  unless  magically
               enhanced.

          Searching Ability (Searching)
               To search is to actively look for secret doors, floor traps,
               and  traps on chests.  Rogues are the best at searching, but
               magi,  rangers, and priests are also good at it.  This skill
               is  based  entirely  upon  race  and  class,  and will never
               improve unless magically enhanced.


=== Miscellaneous (outdated) ===


          Infra-vision
               Infra-vision is the ability to see heat sources. Since  most
               of the dungeon is cool or cold, infra-vision will not allow
               the player to see walls and objects.  Infra-vision will allow
               a  character  to see any warm-blooded creatures up to a cer-
               tain distance.  This ability works equally well with or with
               out a light source.  However, many of Animeband's creatures are
               cold-blooded, and will not be detected unless lit  up  by  a
               light  source.  All non human races have innate  infra-vision
               ability.  Humans can gain infra-vision only if it is magically
               enhanced.
 
 
=== Stat Bonus Tables (outdated) ===

Stat, hit dice, and experience points per level modifications due to race
are listed in the following table.
 
                       STR  INT  WIS  DEX  CON  CHR  Hit Dice  Rqd Exp/level
           Human        0    0    0    0    0    0      10          +0%
           Nedian       0   +1   +1   +1   -1   +4       9         +10%
           Sayajin     +5   -2   -2   +2   +2   -1      12         +20%
           Juraian     -2   +2   -1   +1   +1   +1       9         +10%
           Android     +3   -1   -2   +1    0    0       8         +25%
           Ctarl-Ctarl +3   -1   -1   +3   -1   +2      11         +20%
           Hententmon  +4   -4   -4   +6   +2   -6      12         +10%
           Sanjiyan    -1   +3   +3    0   -3   +2       8        +100%
           Sky Dragon  +3   +1   +1   +2   +5   +2      12        +120%
           High-Elf    +2   +2   +2   +2   +1   +2      10        +100%

                         STR     INT     WIS     DEX     CON     CHR
           Warrior       +5      -2      -2      +2      +2      -1
           Mage          -5      +3       0      +1      -2      +1
           Priest        -1      -3      +3      -1       0      +2
           Rogue         +2      +1      -2      +3      +1      -1
           Ranger        +2      +2       0      +1      +1      +1
           Paladin       +3      -3      +1       0      +2      +2
           Student       -3      +1      -5      +2      +2      +5
           Magic Knight  +1      -1      -3      +2      +2      +2
 
 
 
=== Ability Tables (outdated)  I would update...but I don't understand ===
===                 how these values are calculated                    ===

 
                      Disarm Search Stealth Percep Fight Bows Save Infra
 
           Human         5      5      5       5     5     5    5  None
           Half-Elf      6      7      7       6     4     6    6  20 feet
           Elf           8      9      7       7     3     9    7  30 feet
           Hobbit       10     10     10      10     1    10   10  40 feet
           Gnome         9      7      9       9     2     8    9  40 feet
           Dwarf         6      8      3       5     9     5    8  50 feet
           Half-Orc      3      5      3       2     8     3    3  30 feet
           Half-Troll    1      1      1       1    10     1    1  30 feet
           Dunadan       9      8      7       8     7     8    7  None
           High-Elf      9      8      8       9     7    10   10  40 feet
 

                             Save  Stea-        Magic                 Extra
                  Fight Bows Throw  lth  Disarm Device Percep Search Exp/lev
 
          Warrior  10     6    3     2      4      3      2      2       +0%
          Mage      2     1   10     5      6     10      8      5      +30%
          Priest    4     3    6     5      3      8      4      4      +20%
          Rogue     8     9    7    10     10      6     10     10      +25%
          Ranger    6    10    8     7      6      7      6      6      +30%
          Paladin   9     5    4     2      2      4      2      2      +35%

