=== Creating a Character ===

Angband is a roleplaying game, in which you, the player, control a character
in the world of Angband.  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 shopkeeper 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. The Black Market will generally give a worse 
price than anywhere else.

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, most usually a spell or potion of healing.

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.


=== Races ===

There are ten different races that you can choose from in Angband.  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
               The human is the base character.  All other races are com-
               pared 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.
 
          Half-Elf
               Half-elves tend to be smarter and faster than a human,  but
               not as strong.  Half-elves are slightly better at searching,
               disarming, saving throws, stealth, bows, and magic, but they
               are not as good at hand weapons.  Half-elves may choose any
               class and have their dexterity sustained.
 
          Elf
               Elves are better magicians then humans, but not as good at
               fighting.  They tend to be smarter and faster than either
               humans or half-elves and also have better wisdom.  Elves
               are better at searching, disarming, perception, stealth, bows,
               and magic, but they are not as good at hand weapons.  Elves 
               have a good understanding of magic, and are good shots with 
               missile weapons: so they make excellent rangers, rogues and
               mages. However, they are descended from those elves who 
               refused to answer the call of the Valar, so they cannot call
               on enough divine aid to become priests or paladins. Nor do
               they have sufficient mental discipline to become psionicists.
 
          Hobbits
               Hobbits, or Halflings, are very good at bows, throwing,  and
               have good saving throws.  They also are very good at search-
               ing, disarming, perception, and stealth; so they make excel-
               lent rogues, but prefer to be called burglars.  They will be
               much weaker than humans, and not much good at melee fighting.
               They are, however, excellent shots with missile weapons: and
               although they are not inherently magical enough to become 
               mages, they have a great understanding of magical devices. 
               Hobbits may be warriors, rogues or rangers, and they are 
               intrinsically resistant to having their life drained
               by the forces of the wraith-world of the undead.
 
          Gnome
               Gnomes are smaller than dwarves but larger than hobbits.
               They live under the ground, although generally not as deep as
               dwarves.  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
               fair infra-vision, so they can detect warm-blooded creatures
               at a distance.  A gnome may choose between being a warrior,
               mage, priest, or rogue.  Gnomes are intrinsically protected
               against paralysis and most slowing effects.
 
          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
               very good infra-vision because they live underground.  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 can never
               be blinded. 
 
          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.
               Half-Orcs are, let's face it, ugly.  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
               constitutions and lots of hit points.  Because of their
               preference to living underground to on the surface, half-orcs
               resist darkness attacks.
 
          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 some few of them have 
               sufficient shamanic powers to be considered priests.  They
               are bad at searching, disarming, perception, and stealth.
               They are so ugly that a Half-Orc grimaces in their presence.
               They also happen to be fun to run...  Half-trolls always have
               their strength sustained.
 
          Dunadan
               Dunedain are a race of hardy men from the West.  This elder
               race surpasses human abilities in every field, especially
               constitution.  However, being men of the world, very little is
               new to them, and levels are very hard to gain...  They can
               play all classes except rogues, being of too noble a character
               to be dishonest:  even those Dunedain who are inclined to evil
               will not resort to petty crime and picking pockets. Their 
               constitution cannot be reduced.
 
          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, and 
               are able to be priests as well as all the other classes that 
               normal Elves can be.  They can also see into the invisible
               world of ghosts and wraiths.  However, they find new experience
               even harder to come by than Dunedain: and their wisdom is 
               still a little suspect.  And like normal Elves, they resist
               attacks involving bright light.
 
          Kobold
               Kobolds are a race of small dog-headed humanoids that dwell 
               underground.  They can see in the dark better than almost 
               any other race, and are intrinsically resistant to poisons 
               of all kinds.  They are also stronger than anything that 
               size has any right to be (although this strength is only 
               relative, no greater than that of humans), and have a good 
               dexterity and constitution. However, they are not noted for
               great intelligence.  Furthermore, the generally evil nature 
               of most kobolds means that those few who are aligned to Good
               (and generally outcasts from their tribes because of this) are 
               mistrusted 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.  They can be 
               warriors, rangers, rogues or priests.

=== Classes ===
 
 
          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.  
 
          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
               stat is Strength, and a good Dexterity and Constitution can
               really help at times. A Warrior will be good at Fighting and
               Throwing/Bows, but bad at most other skills.  Any race (even
               hobbits and gnomes, those least suited to it) may be a Warrior.
 
          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 is his primary stat, and they also have 
               a good dexterity. In the end, even a mage may have to fight,
               but he will never be as good as a warrior at fighting without 
               using his spells to the full.  All human or elven races may 
               become mages, as may gnomes.
 
          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, but they are forbidden
               by they strictures of the Church from shedding blood: so  
               they must use blunt weapons or anger their god, which will 
               result in their prayers failing more often than normal. And 
               they cannot in any case use an edged weapon well. Wisdom is 
               their primary stat, and they are also charismatic enough to 
               convince shopkeepers to drop their prices so as to keep in 
               the Church's good books.  Elves (other than High Elves) and 
               Hobbits are generally not religious enough to be priests, 
               but all other character races may play this class.
               
 
          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. He may even set his own traps and harm
               unwary monsters in them. 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 cannot rely on their performance.  Rogues can also
               learn a few spells, but not the powerful offensive spells
               magi can use. A rogue's primary stat is Dexterity, and they 
               are also fairly intelligent: but, however good they may have 
               once been at talking their way out of situations, they are 
               now known around the town as rogues, and so they seldom get 
               fair prices from the shops.  All races may be Rogues - apart 
               from Half-Trolls and Dwarves who are not dextrous enough to
               pick pockets, and Dunedain who are too noble to resort to 
               petty crime, even if they were to incline to evil.
 
          Ranger
               A Ranger is a warrior/mage.  He is a good fighter, and the
               best of the classes with bows (but not crossbows.) 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. All human and elven races 
               can be rangers, as can hobbits and kobolds.
 
          Paladin
               A Paladin is a warrior/priest.  He is a very good fighter,
               second only to the warrior class, but not very good with 
               missile weapons.  He receives prayers at a slower pace than 
               the priest, but can receive even the most powerful prayers.
               Because a paladin is really a dual class character, it
               requires more experience to advance him.  However, he is  
               poor at stealth, perception, searching, and magical devices.  
               He has a decent saving throw due to his divine alliance.  
               His primary stats are Strength, Wisdom and Charisma.  Only 
               those with human or dwarven racial heritage (the former 
               including Dunedain and Half-Elves) may be Paladins.

          Psionicist
               A Psionicist is a character who has learned to use the power
               of his mind.  They differ from other spellcasters in the fact
               that they have to actually "w"ield their Psionic Foci to cast
               a power from it.  There are six Psionic disciplines: Telepathy,
               Psychoportation, Psychometabolism, Psychokinesis, Metapsionics
               and Clairsentience.  Psionic foci come in three levels of power
               within each discipline: each higher level grants access to 
               higher powers, for instance wielding a Telepathy 2 focus
               allows the casting of any spell from Telepathy 1 or 2, but 
               not Telepathy 3.  A character wielding a Metapsionics focus
               may also cast spells from other psionic foci in his backpack
               as long as both foci are of sufficient level to cast the spell
               (e.g. if wielding a Metapsionics 2 focus, you can cast spells 
               from Telepathy 1 or 2 from a focus in the backpack, but not 
               from Telepathy 3: nor from Telepathy 2, if you only have 
               Telepathy 1 and not 2 in the backpack.)  Psionic foci can be 
               destroyed by lightning: but level 2 foci get saves, and level
               3 foci are immune. They are the weakest warriors of all 
               classes, but have in the end the most powerful spells.
               Humans, Dunedain and Half-Elves can be psionicsts.
 

=== 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 mages, 
               rangers, rogues and psionicists. 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 reduce your chance of spell failure.  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 ===

          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. The character's base fighting ability improves with 
               level: it is further affected by strength and dexterity (the
               former increasing the damage done, the latter increasing the 
               to-hit chance, and both together increasing the chance of 
               getting multiple attacks with lighter weapons) and by any 
               magical bonuses to-hit or to-dam that are displayed. The 
               value displayed on the character screen is the final calculation
               after all these factors have been taken into account.
 
          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, and is improved by dexterity granting a better
               chance to hit.
 
          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 
               ability.
 
          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 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 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: any item that has a bonus to "searching" improves
               perception as well.

          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.



=== Combinations of Race and Class (not enforced) ===

             Warrior   Mage    Priest    Rogue   Ranger   Paladin Psionicist

 Human         Yes      Yes      Yes      Yes      Yes      Yes      Yes
 Half-Elf      Yes      Yes      Yes      Yes      Yes      Yes      Yes
 Elf           Yes      Yes      No       Yes      Yes      No       No
 Hobbit        Yes      No       No       Yes      Yes      No       No
 Gnome         Yes      Yes      Yes      Yes      No       No       No
 Dwarf         Yes      No       Yes      No       No       Yes      No
 Half-Orc      Yes      No       Yes      Yes      No       No       No
 Half-Troll    Yes      No       Yes      No       No       No       No
 Dunadan       Yes      Yes      Yes      No       Yes      Yes      Yes
 High-Elf      Yes      Yes      Yes      Yes      Yes      No       No
 Kobold        Yes      No       Yes      Yes      Yes      No       No


=== Miscellaneous ===


          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 Angband'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 ===

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%
           Half-Elf    -1   +1    0   +1   -1   +1       9         +10%
           Elf         -1   +2   +1   +1   -2   +1       8         +20%
           Hobbit      -2   +2   +1   +3   +2   +1       7         +10%
           Gnome       -1   +2    0   +2   +1   -2       8         +25%
           Dwarf       +2   -3   +2   -2   +2   -3      11         +20%
           Half-Orc    +2   -1    0    0   +1   -4      10         +10%
           Half-Troll  +4   -4   -2   -4   +3   -6      12         +20%
           Dunadan     +1   +2   +2   +2   +3   +2      10         +80%
           High-Elf    +1   +3   -1   +3   +1   +5      10        +100%
           Kobold      -1   -1    0   +2   +2   -3       8         +15%

                STR     INT     WIS     DEX     CON     CHR   Hit Dice bonus
  Warrior       +5      -2      -2      +2      +2      -1         +9
  Mage          -5      +3       0      +1      -2      +1          0
  Priest        -1      -3      +3      -1       0      +2         +2
  Rogue         +2      +1      -2      +3      +1      -1         +6
  Ranger        +2      +2       0      +1      +1      +1         +4
  Paladin       +3      -3      +1       0      +2      +2         +6
  Psionicist    -5      +3      +1      +1      -2      +1          0
 
 
=== Ability Tables ===

 
                      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
           Kobold 	 5      6      9       6     5     5    5  50 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%
       Psionicist   2     1    3     5      3      8      8      4      +30%
