=== Races ===

There are twlelve different races that you can choose from in EyAngband.
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. The race stat
adjustment lasts throughout the game, raising the maximum levels the character
can otherwise acheive in this stat. Most races also have intrinsic abilities.
 
***** <Human>
          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.

***** <Elf>
          Elf
               Elves are better magicians then humans, but not as good at
               fighting.  They tend to be smarter and faster than humans or 
               and also have better wisdom and charisma.  Elves are better at 
               searching, disarming, perception, stealth, bows, and magic, but 
               they are not as good at hand weapons or digging. Elves may 
               choose any class. They are resistant to attacks involving 
               bright light.

***** <Dwarf>
          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, paladin, priest or mystic.
               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, and are quite adept with a shovel. 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. 

***** <Gnome>
          Gnome
               While they share similar underground habitats, gnomes are 
               smaller than dwarves, and possess a different temprament. 
               Their studious natures make them excellent mages, and they 
               have very good saving throws.  They are also good at searching, 
               disarming, perception, alchemy, digging, and stealth.  They 
               have lower strength than humans so they are not very good at 
               fighting with hand weapons, but are quite capable of using 
               ranged attacks.  Gnomes have fair infra-vision, and are 
               intrinsically protected against paralysis and some slowing
               effects.

***** <Grippli>
          Grippli
               Grippli are small amphibians, resembling bipedal frogs. They
               are very good at bows, throwing, and have good saving throws.
               Due to the large amount of predators in their native swamps,
               they are quite skilled at stealth.  They're also skiiled in 
               alchemy, disarming, and perception.  They are normally much 
               weaker than humans, and no good at melee fighting.  Grippli 
               resist water attacks and have their dexterity sustained.
               They tend not to be warriors, paladins or spellswords; but
               they have large representations in many thief guilds and 
               mystical monasteries. They are naturally protected against
               water-based attacks.
 
***** <Lizardman>
          Lizardman
               Lizardmen are bipedal reptiles, about the same height as a 
               human, with long, versatile necks.  They tend to live in any
               place where the air is warm, whether desert or jungle or
               swamp. They are as bad as dwarves at stealth, and horrible at 
               searching, disarming, and perception.  Lizardmen are quite 
               primitive, and don't make friends often.  Lizardmen do make 
               good warriors, for the simple reason that they tend to have 
               great constitutions and lots of hit points. Lizardmen 
               naturally resist poison.
 
***** <Rattikin>
          Rattikin
               The rattikin are a race of humanoid rats who live in the 
               outskirts of human society.  Rattikin are very dexterous, and 
               clever, but not very strong. They are totally immune to the 
               diseases that plague other races, and also possess decent 
               infravision. They make good warriors and rangers, and decent 
               mages and spellswords, but their true calling is that of a
               thief.

***** <Felpurr>
          Felpurr
               The most civilized of the animalistic races, the felpurr are a
               noble race of humanoid felines, who live in large cities 
               situated where the climate is warm.  They are dexterous and 
               smart, but lack muscle strength.  They also have limited 
               infravision. They can play all classes well. Felpurr are 
               legendary for their luck - it somehow always seems that they 
               manage to find the best great during their travels and 
               adventures.

***** <Ursa>
          Ursa
               Large, lumbering, bear-people, they ursa are incredibly strong, 
               and have more hit points than any other character race.  They 
               are also quite stupid and slow.  They will make great warriors,
               and often are quite religious, making good priests and better
               paladins.  They are quite bad at searching, disarming, 
               perception, and stealth, but decent at digging.  An ursa's idea
               of politeness is not beating everyone around him to a pulp.  An
               ursa's thick fur protects it from cold attacks.

***** <Vargr>
          Vargr
               Vargr are a race of intelligent, bipedal wolves. They have great
               stats, being strong, smart, and quick. They can be good in any
               class, but their natural obstinance makes them slow learners. 
               The vargr have good relationships with elves and ursa, but are
               naturally suspicious of races that live underground. Vargr's 
               constitution is inherently sustained.

***** <Kyrrus>
          Kyrrus
               A rare sight out of their native mountains, the Kyrri are a 
               deeply religious race of mountain goats. Their society is 
               arranged around secluded monasteries where the holy and magical.
               arts are studied. Only very few of the Kyrri choose a life 
               away from these institutions, but those that do are known for
               their ability as mages, mystics and priests. While the Kyrri
               tend to prefer magical arts over physical prowess, there are 
               those among them who choose to combine might with religous 
               faith and become paladins. Well educated and wise, their 
               wisdom is naturally sustained against attacks.

***** <Angel>
          Angel
               Angels come from heaven to spread the causes of good, by any
               means necessary. While they start out as being rather weak and
               fragile, as they gain experience they are awarded new abilities
               and they eventually become powerful in all regards. Angels
               possess special racial abilities. Belonging to a higher plane,
               the experiences of this world do not leave a strong impression
               and them and they gain levels slowly. In addition, killing non-
               evil creatures may sometimes be necessary for their survival,
               but it goes against the basic fibre of their being and doing
               so provides them with only minimal experience rewards. During
               thier time on this plane, they can choose to belong to any 
               trade - except, of course, thievery.

***** <Demon>
          Demon
               Demons are the evil spawn of hell. Chaotic and unpredictable,
               some demons realize that the quickest path to promotion is by
               destroying all their rivals, and thus temporarily join the side
               of good to cleanse the dungeons of Angband. They are the weakest
               of the races at their creation, but their abilities grow with
               their levels and they eventually gain immense power. From a
               certain level, Demons gain special racial abilities. Low level
               demons are quite stealthy, but as they grow more powerful their
               stealth rapidly decreases. Death and mayhem being commonplace to
               them, they gain levels slowly. They can play warriors, mages and
               rangers.

=== Recommended combinations of Race and Class ===

         Warrior Thief Mage Spellsword Ranger Priest Paladin Mystic Bard
Human      Yes    Yes  Yes     Yes      Yes    Yes    Yes     Yes   Yes
Elf        Yes    Yes  Yes     Yes      Yes    Yes    Yes     Yes   Yes
Dwarf      Yes    Yes  No      No       No     Yes    Yes     Yes   No
Gnome      Yes    Yes  Yes     Yes      No     Yes    No      Yes   No
Grippli    No     Yes  Yes     No       Yes    Yes    No      Yes   Yes
Lizardman  Yes    No   No      Yes      Yes    No     No      No    No
Rattikin   Yes    Yes  Yes     Yes      Yes    No     No      No    No
Felpurr    Yes    Yes  Yes     Yes      Yes    Yes    Yes     Yes   Yes
Ursa       Yes    No   No      No       No     Yes    Yes     No    No
Vargr      Yes    Yes  Yes     Yes      Yes    Yes    Yes     Yes   Yes
Kyrrus     No     No   Yes     No       No     Yes    Yes     Yes   No
Angel      Yes    No   Yes     Yes      Yes    Yes    Yes     Yes   Yes
Demon      Yes    Yes  Yes     Yes      Yes    No     No      No    No


=== 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%
           Elf         -1   +2   -1   +2   +1   +3       9         +40%
           Dwarf       +1   -2   +1   -1   +1   -2      11         +20%
           Gnome       -2   +1    0   +2   +1   -1       8         +20%
           Grippli     -3   +1   +1   +2   +1    0       7         +10%
           Lizardman   +1   -2   -1    0   +1   -3      11         +20%
           Rattikin    -2   +1   -1   +3   -1   -2       7         +10%
           Felpurr     -2   +1    0   +1   -1    0      10         +25%
           Ursa        +3   -3    0   -2   +2   -2      12         +25%
           Vargr       +1   +1   +1   +1   +1    0      11         +70%
           Kyrrus       0   +1   +2   -2    0   -1       9         +20%
           Angel        *    *    *    *    *    *       9         +90%
           Demon        *    *    *    *    *    *      10         +90%

           *see below           

=== Racial resistance tables ===

Note: This is the innate resistance for a level 50 member of this race.

       acd elc fir cld wtr psn dis lit drk cnf snd shr nex nth chs dsn tim mna
Human   10  10  10  10  10  20  20  10  10  20  10  10  10  10  10  -   -   -
Elf     5   15  5   15  5   25  25  50  -   15  10  10  10  5   10  -   4   -
Dwarf   15  15  15  15  10  25  25  -   20  5   5   10  10  10  5   -   -   -
Gnome   10  10  10  10  10  10  10  -   20  10  5   10  -   5   5   4   -   4
Grip.   20  5   10  5   66  30  25  10  5   10  10  10  10  10  10  -   -   -
Lizard. 15  10  10  10  20  66  20  -   10  10  5   5   10  5   5   -   -   -
Rat.    10  10  5   10  10  35  66  5   25  5   10  5   10  10  5   -   -   -
Fel.    5   5   15  15  10  10  10  15  15  15  10  10  10  10  10  -   -   -
Ursa    10  10  25  50  10  15  15  10  10  5   10  10  5   10  10  -   -   -
Vargr   15  15  15  15  15  25  25  15  15  15  5   15  15  15  10  -   -   -
Kyruss  -   -   -   30  -   8   12  15  15  25  10   5  10  10  -   10  10  10
Angel   40  40  40  30  35  35  35 100  20  35  35  35  20  35  -   7   7   7
Demon   35  35 100  35  30  35  35  -   50  30  30  30  30  30  30  7   -   7

=== Angel Progression chart ===

             LEVEL   STR  INT  WIS  DEX  CON  CHR     ABILITY

Cherub        1- 4   -2    0   +1    0   -2   +1      Detect Evil
Seraph        5- 9   -2    0   +1    0   -1   +1      Call Light 
Deva         10-19    0    0   +2    0    0   +2      Spear of Light
Planetar     20-29    0   +1   +2    0    0   +2      Spear of Light
Archon       30-39   +1   +1   +3    0   +1   +3      Orb of Draining
Solar        40-49   +1   +2   +3    0   +1   +3      Prot. from Evil
Archangel       50   +2   +2   +4    0   +2   +4      Prot. from Evil

Resistances and inherent abilties (cumulative):
Cherub    - None.
Seraph    - Sustain Wisdom, Permanent Light (radius 1).
Deva      - Bravery, Feather Falling.
Plaentar  - See Invisible, Sustain Charisma.
Archon    - Free Action.
Solar     - Regeneration, Slow digestion.
Archangel - Hold Life.


=== Demon Progression chart ===
             LEVEL   STR  INT  WIS  DEX  CON  CHR     ABILITY

Lemure        1- 4   -3   -3   -5   -3   -3   -5      
Quasit        5- 9   -2   -3   -5   -2   -2   -5      
Imp          10-14   -1   -1   -5   -1   -1   -6        
Tengu        15-19    0    0   -5    0   -1   -6      Blink
Bodak        20-24    0    0   -5    0    0   -6      Fire Bolt
Vrock        25-29    0    0   -4    0   +1   -6      Fire Bolt
Hezrou       30-34   +1    0   -4    0   +2   -7      Fire Bolt
Glabrezu     35-39   +1    0   -4    0   +2   -7      Fire Ball
Nalfeshnee   40-44   +2   +1   -3    0   +3   -7      Fire Ball
Pit Fiend    45-49   +2   +1   -3    0   +3   -8      Fire Ball
Balrog          50   +3   +2   -3   +1   +4   -9      Plasma Ball

Resistances and inherent abilties (cumulative):

Lemure     - Taint.
Quasit     - Bravery.
Imp        - None.
Tengu      - No Blindness.
Bodak      - Sustain strength.
Vrock      - None.
Hezrou     - Sustain Constituion.
Glabrezu   - None.
Nalfeshnee - Regeneration. 
Pit Fiend  - None.
Balrog     - Immune to Fire.
