                 /----------------------------------------\
                <           Creating a Character           >
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         Creating a Character            Character Characteristics
         Races                           Race Modifiers
         Classes                         Gods
         Stats                           Abilities
         Combinations of Race and Class  Stat bonus tables

    === Creating a Character ===

    ToME is a roleplaying game, in which you, the player, control a
    character in the various dungeons and places of Arda. 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 character 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 four primary attributes, gender, race, race modifier and
    class, that are chosen before the character is generated, and all but gender
    stay fixed for the entire life of that character. These attributes have many
    effects, which will be mentioned as they come up. Keep in mind that in the
    current version of ToME, your choice of race may restrict your choice
    of class.

    Each character has a few secondary attributes, height, weight, social class,
    and background history, which are randomly determined, but which are affected
    by the gender 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 amount of money the character will
    start with.

    Each character also has six primary "stats", strength (STR), intelligence
    (INT), wisdom (WIS), dexterity (DEX), constitution (CON), and charisma(CHR).

    By default, primary statistics are represented in a linear way rather than a
    percentile way. You can change to percentile via the game option sequence '=',
    '5' (ToME options), arrow down to 'stats are represented in a linear way', and
    type 'n' for no. Don't forget to save your options when you are done.

    These stats 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". Actually, every stat can be raised even above 18/100 by
    magical means, up to a pure maximum of 18/220, which is represented as
    "18/***". Traditionally, a percentile stat such as "18/50" has been though of
    as representing a value part way between 18 and 19, and this is one way to
    think of them. However, often, the best way to view the "bonus" values after
    the "18/" is as "tenth" points, since it often takes the same magic to raise a
    stat from, say, 4 to 5, or 16 to 17, as it does from, say, 18/40 to 18/50. The
    important thing to remember is that almost all internal calculations "ignore"
    the final digit of any "bonus", so that, for example, "18/40" and "18/49"
    always have the same effects. During character generation, each stat is rolled
    out as a number from 8 to 17, with a normal distribution, and is then
    immediately modified based on the race and class of the character.

    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 "intrinsic racial skills", based on
    the race of the character. These may include special resistances, abilities
    such as infravision, or even activatable powers such as food creation.
    Money in ToME is referred to in gold pieces, also frequently abbreviated as AU
    (the chemical symbol for gold.)

    Each character starts with some gold, which can be used to buy items from the
    shops in town. Additionally, gold can be obtained by several means:

        * selling items you have, or find, to the shops
        * taking it from dead monsters
        * finding it lying around on the floor in the dungeon
        * digging it out of the walls in certain dungeons

    Each character starts out with some gold. The amount you start with is based on
    social class (higher is better), charisma (higher is better), and some other
    stats (less powerful characters start with more gold).
    Inventory is what you are carrying and/or wearing at the moment. All items you
    carry/wear do have a certain weight. If the weight is very heavy for your
    strength, it can slow you down, and that is not a good thing for your
    character's continuing health. When your character is first created, all items
    you are granted upon creation will be in your inventory. Sometimes starting
    inventory includes something other than a weapon or armor (for example, a light
    source, scroll, potion, or food.)
    Some characters start with a weapon. If yours does, you will need to 'w'ield it
    in order to gain its attack capabilities.
     === Armour Class ===
    Each character has an armor class, representing how well the character can
    avoid damage. The armor class is affected by dexterity, the equipment, and
    sometimes the race. The higher the AC, the better.

    The numbers following a piece of armor's name indicate how good it is. A Metal
    Cap [3,+0] is not as good as an Iron Helm [5,+0], AC-wise, since the 5 is a
    bigger number than the 3. On the other hand, an Iron Helm is heavier than a
    Metal Cap, and that may make a difference to you.

    The plusses following the first number (e.g. the +0) indicate a magical bonus.
    If the plus number is more than zero, it should be added on to the base
    number. E.g. a Metal Cap [3,+3] has a higher AC than an Iron Helm [5,+0].

    Some characters start with armor. If yours does, you need will need to 'w'ield
    it in order to gain its protection.
    Each character has hit points (HP), representing how much damage the character
    can sustain before death. Hit points are derived from your race, class,
    level, and constitution, and can be temporarily boosted by magical means.
    Hit points may be regained by resting, or by a variety of magical means.
    Each character has sanity points (SN), representing how much mental damage the
    character can sustain before death. Sanity points are derived from you wisdom
    and character level. Sanity points may only be regained by magical means and
    won't be regained by resting.
    Each character has a certain amount of mana. The amount of mana represents how
    many spells of a certain difficulty a character can cast. When a spell is
    cast, you lose amount of mana corresponding to the 'cost' of the spell.

    When all mana is gone, or the cost of a given spell is greater than the amount
    of mana you have left, you may attempt to cast a spell, beware, as there are
    consequences to such a rash act.

    Spell points may be regained by resting. They can also be restored by a few
    magical means.

    Your spell points are derived from your Magic skill, player level and the
    greatest of INT and WIS.

    Your total spell points are additionally affected by:

        * your character's race modifier
        * character class

    Your total spell points may be affected by:

        * your encumbrance
        * what you wear

    Finally, characters that have chosen to follow a God will have piety points
    (Pt). These points represent the character's standing with their God, a
    standing which may rise or fall over time. A character may spend piety points
    to cast a spell granted by his/her God. Spent piety points can be regained in
    different fashions, depending on which God is involved -- each is pleased or
    displeased by assorted actions. Pleasing your God gains you piety, while
    displeasing your god will lose you piety.
    === Races ===

    There are lots different races that you can choose from in ToME. 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, which can be accessed via the "U" command.

         Beorning           Half-Elf           Orc
         Dark Elf           Half-Ogre          Petty-Dwarf
         Death Mold         High-Elf           Rohan Knight
         Dunadan            Hobbit             Thunderlord
         Dwarf              Human              Troll
         Elf                Kobold             Wood Elf
         Ent                Maia               Yeek
         Gnome

    === Race Modifiers ===

    There are many different race modifiers that you can choose from in ToME.
    Some are restricted as to what race they can be used with, and each one has
    its own adjustments to a character's stats and abilities. Most also have
    intrinsic abilities. If you are not asked for a race modifier, it is because
    your race only supports the classical form.

         Classical                Barbarian
         Hermit                   Lost Soul
         Skeleton                 Spectre
         Vampire                  Zombie

    === 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 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.

         Alchemist                 Mage                     Rogue
         Archer                    Mimic                    Runecrafter
         Assassin                  Mindcrafter              Sorceror
         Axemaster                 Monk                     Summoner
         Bard                      Necromancer              Swordmaster
         Dark-Priest               Paladin                  Symbiant
         Demonologist              Polearmmaster            Thaumaturgist
         Druid                     Possessor                Unbeliever
         Geomancer                 Priest(Eru)              Warper
         Haftedmaster              Priest(Manwe)            Warrior
         Loremaster                Ranger
    === Gods ===

    Once a class has been chosen you may be given the option to choose a god. Some
    classes (notably most Priests) will be given a God to worship automatically.
    Some classes are not necessarily suited to following a God, and Gods are not
    recommended for new players. You can also choose your mind about who (if
    anyone) to worship during the game by finding an altar of that God.

    Read gods.txt for a little more information about Gods.

        Eru Iluvatar                  Manwe Sulimo
        Yavanna Kementari             Tulkas
        Melkor Bauglir

    === Stats ===
              Strength (STR)
                   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 (INT)
                   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 (WIS)
                   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 (DEX)
                   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.
              Constitution (CON)
                   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 (CHR)
                   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. A high charisma will
                   also mean more starting money for the character.

    === 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 increase with the corresponding skill level.
              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 Weaponmastery skill
                   and its sub-skills.
              Shooting Ability  (Bows/Throw)
                   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 Archery skill
                   and its sub-skills.
              Saving Throw
                   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 Spirituality skill,
                   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 upon race, class and the
                   Stealth skill.
              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 Disarming skill.
              Magic Device
                   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 Magic-Device skill.
              Searching Frequency (Perception)
                   Perception  is  the  ability  to  notice  something  without
                   actively  seeking it out. This  skill  is  based  upon  race,
                   class and the Sneakiness skill.
              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  upon  race, class and the Sneakiness skill.
              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. The majority of Angband's creatures are
                   cold-blooded, and will not be detected unless lit up by a
                   light source. Most non human races have innate infra-vision
                   ability. Humans can gain infra-vision only through magic
                   enhancement.

    === Combinations of Race and Class ===

    These are the classes that are recommended for different races. You can
    still select a race that is not in the chart, but these combinations are
    either rather poor (like a zombie mage), a concept so silly that they
    are not recommended, or an incredibly unfair combination of race and class.
    If you pick a combination that is not on the chart, don't complain if things
    don't turn out as you expected them to.

                Warrior  Archer  Rogue  Mage   Priest  Loremaster

    Beorning      Yes     No      Yes    No     No        Yes
    Dark Elf      Yes     Yes     Yes    Yes    Yes       No
    Death Mold    No      No      No     Yes    Yes       No
    Dunadan       Yes     Yes     Yes    Yes    Yes       Yes
    Dwarf         Yes     No      No     No     Yes       No
    Elf           Yes     Yes     No     Yes    Yes       Yes
    Ent           Yes     No      No     No     Yes       Yes
    Gnome         Yes     No      Yes    Yes    No        No
    Half-Elf      Yes     Yes     Yes    Yes    Yes       Yes
    Half-Ogre     Yes     No      No     No     Yes       No
    High-Elf      Yes     Yes     No     Yes    Yes       Yes
    Hobbit        Yes     Yes     Yes    Yes    No        Yes
    Human         Yes     Yes     Yes    Yes    Yes       Yes
    Kobold        Yes     Yes     Yes    No     No        No
    Maia          Yes     Yes     Yes    Yes    Yes       Yes
    Orc           Yes     Yes     Yes    No     Yes       No
    Petty Dwarf   Yes     No      Yes    No     No        No
    RohanKnight   Yes     No      No     No     Yes       No
    Thunderlord   Yes     Yes     No     Yes    Yes       No
    Troll         Yes     No      No     No     No        No
    Wood Elf      Yes     Yes     No     Yes    Yes       Yes
    Yeek          Yes     Yes     Yes    Yes    Yes       Yes
    === Stat Bonus Tables ===

    Stat, hit dice, and experience points per level modifications due to race
    are listed in the following table.
    Races:
                           STR  INT  WIS  DEX  CON  CHR  Hit Dice  Rqd Exp/level
               Beorning    +4   -2   -2   -1   +3   -5      12         +50%
               Dark Elf    -1   +3   +2   +2   -2   +1       9         +50%
               Death Mold  +10   0   +10  +0   +10 -15      15         +150%
               Dunadan     +1   +2   +2   +2   +3   +2      10         +80%
               Dwarf       +2   -2   +2   -2   +2   -3      11         +25%
               Elf         -1   +2   +2   +1   -2   +2       8         +20%
               Ent         +10  -3   +2   -5   +11  -3      14         +110%
               Gnome       -1   +2    0   +2   +1   -2       8         +35%
               Half-Elf     0   +1   +1   +1   -1   +1       9         +10%
               Half-Ogre   +3   -1   -1   -1   +3   -3      12         +30%
               High-Elf    +1   +3   +2   +3   +1   +5      10         +100%
               Hobbit      -2   +2   +1   +3   +2   +1       7         +10%
               Human        0    0    0    0    0    0      10         +0%
               Kobold      +1   -1    0   +1    0   -4       9         +25%
               Maia         0    0    0    0    0    0      10         +0%
               Petty Dwarf +1   -1   +2    0   +2   -4      11         +35%
               Orc         +2   -1    0   +1   +1   -4      10         +10%
               RohanKnight +4   -2   +3   +1   +4   +2      10         +120%
               Thunderlord +6   +2   +1   +1   +3   +8      12         +300%
               Troll       +4   -4   -2   -4   +3   -6      12         +37%
               Wood Elf    -3   +2   +1   +5   -4   +1       7         +30%
               Yeek        -5   -5   -5   -5   -5   -5       6         -75%
    Race Modifiers:
                           STR  INT  WIS  DEX  CON  CHR  Hit Dice  Rqd Exp/level
               Classical    0    0    0    0    0    0      +0         +0%
               Barbarian   +2   -3   -2   +1   +1   -3      +1         +25%
               Hermit      -3   +1   +1   -3   -3   +1      -3         +20%
               Lost Soul    0    0    0    0    0    0      +0         +0%
               Skeleton     0   -2   -2    0   +1   -4      +0         +45%
               Spectre     -5   +1   +1   +2   -3   -6      -4         +80%
               Vampire     +3   +2   -3   -2   +1   -4      +1         +100%
               Zombie      +2   -6   -6   +1   +4   -5      +3         +45%

    Classes:
                             STR     INT     WIS     DEX     CON     CHR
               Axemaster     +5      -2      -2      +2      +2      -1
               Demonologist  +5      -2      -2      +2      +2      -1
               Haftedmaster  +5      -2      -2      +2      +2      -1
               Polearmmaster +5      -2      -2      +2      +2      -1
               Swordmaster   +5      -2      -2      +2      +2      -1
               Unbeliever    +5      -2      -2      +2      +2      -1
               Warrior       +5      -2      -2      +2      +2      -1

               Alchemist     -5      +3       0      +1      -2      +1
               Geomancer     -5      +3       0      +1      -2      +1
               Mage          -5      +3       0      +1      -2      +1
               Necromancer   -5      +3       0      +1      -2      +1
               Runecrafter   -5      +3       0      +1      -2      +1
               Sorceror      -5      +3       0      +1      -2      +1
               Thaumaturgist -5      +3       0      +1      -2      +1
               Warper        -5      +3       0      +1      -2      +1

               Archer        +2      +1       0      +2      +1      +1
               Ranger        +2      +2       0      +2      +1      +1

               Assassin      +2      +1      -2      +3      +1      -1
               Rogue         +2      +1      -2      +3      +1      -1

               Bard          +1      -2      +1      +1       0      +1
               Loremaster    +1      -2      +1      +1       0      +1
               Mimic         +1      -2      +1      +1       0      +1
               Monk          +1      -2      +1      +1       0      +1
               Possessor     +1      -2      +1      +1       0      +1
               Summoner      +1      -2      +1      +1       0      +1
               Symbiant      +1      -2      +1      +1       0      +1

               Dark-Priest   -1      -3      +3      -1       0      +2
               Druid         -1      -3      +3      -1       0      +2
               Mindcrafter   -1      -3      +3      -1       0      +2
               Paladin       -1      -3      +3      -1       0      +2
               Priest(Eru)   -1      -3      +3      -1       0      +2
               Priest(Manwe) -1      -3      +3      -1       0      +2
    === Ability Tables ===

    Races:
                            Dsrm Dvce Save Stlh Srch Prcp HtH  Misl   Infra
               Beorning     -6   -8   -6   -2   -1   +5   +25  +5     30 feet
               Dark Elf     +5   +15  +20  +3   +8   +12  -5   +10    50 feet
               Death Mold   +15  -5   +15  +25  +0   +10  +25  +25    10 feet
               Dunadan      +4   +5   +5   +2   +3   +13  +15  +10    None
               Dwarf        +2   +9   +10  -1   +7   +10  +15  +0     50 feet
               Elf          +5   +6   +6   +2   +8   +12  -5   +15    30 feet
               Ent          +5   +5   +20  -6   +5   +4   +15  +5     50 feet
               Gnome        +10  +12  +12  +3   +6   +13  -8   +12    40 feet
               Half-Elf     +2   +3   +3   +1   +6   +11  -1   +5     20 feet
               Half-Ogre    -3   -5   -5   -2   -1   +5   +20  +0     30 feet
               High-Elf     +4   +20  +20  +4   +3   +14  +10  +25    40 feet
               Hobbit       +15  +18  +18  +5   +12  +15  -10  +20    40 feet
               Human        +0   +0   +0   +0   +0   +10  +0   +0     None
               Kobold       -2   -3   -2   -1   +1   +8   +10  -8     30 feet
               Maia         +0   +0   +0   +0   +0   +10  +0   +0     None
               Orc          -3   -3   -3   -1   +0   +7   +12  -5     30 feet
               Petty Dwarf  +3   +5   +10  +1   +5   +10  +9   +0     50 feet
               RohanKnight  +10  +5   +5   -8   +1   +1   +5   +5     None
               Thunderlord  +6    0   +10  -16  +30  +10  +15  +5     None
               Troll        -5   -8   -8   -2   -1   +5   +20  -10    30 feet
               Wood Elf     +5   +6   +6   +5   +8   +12  -25  +40    40 feet
               Yeek         -5   -5   -10  +0   -5   +0   -10  -10    20 feet
    Race Modifiers:
                            Dsrm Dvce Save Stlh Srch Prcp HtH  Misl   Infra
               Classical    +0   +0   +0   +0   +0   +0   +0   +0     +0 feet
               Barbarian    -2   -10  +2   -2   +0   +1   +12  +5     +0 feet
               Hermit       +5   +10  +5   +3   +4   +10  -5   -5     +10 feet
               Lost Soul    +0   +0   +0   +0   +0   +0   +0   +0     +0 feet
               Skeleton     -5   -5   +5   -1   -1   +8   +8   +0     +10 feet
               Spectre      +2   +8   +7   +2   +2   +7   -5   -2     +30 feet
               Vampire      +0   +0   +0   +0   +0   +0   +0   +0     +0 feet
               Zombie       -2   -2   +5   -1   -1   +2   +5   +0     +10 feet