
====== Races ======

     There are eleven different races that you may choose among, representing
most of the speaking peoples found in Tolkien's books, plus Gnomes and Giants.
Races differ in abilities, and tend to be better at some skills than at others.

Human:
     A flexible and adaptive race, humans are found all over Middle-Earth, from
desert Harad to icy Horodwaith.  They have no special adjustments to stats and
learn all skills at an average rate.  This, combined with their solid hitpoints,
makes them effective adventurers.  Humans have no infravision.  They probably
get the best prices in stores, on average.

Elf:
     Known as the Elder Race, and as the First-Born, Elves are famed for their
knowledge and craftsmanship.  They are somewhat lighter, weaker, and less robust
than humans, but have superior wisdom and intelligence, learn magic more easily,
and are somewhat better at most basic skills.  They are fond of bows, somewhat
weak in melee, and have no infravision.  They resist light inherently.

Hobbit:
     Hobbits are shy, retiring folk with enough good sense to share.  They live
in homes with circular entranceways built partially underground, and are the
smallest of all the races.  Although they have few hitpoints, they are highly
resistant to magic and can sometimes endure ailments that would lay other races
low.  They are fairly poor at melee combat, but good at most other skills.  In
particular, nobody can match a hobbit slinger or burglar.  Hobbits are stealthy,
perceptive, and have innate infravision.  They sustain dexterity inherently.

Gnome:
     Gnomes are the pudgy pranksters of the dungeon; if they can kill something
in a humorous way, so much the better.  They may be small and ugly, but can
outbargain and outwit just about anyone.  They are among the frailer races, and
not powerful in combat, but are good at magic, unmatchable with devices, and --
most importantly -- are immune to paralyzation.  Gnomes are highly intelligent
and have innate infravision.

Dwarf:
     Dwarves are the headstrong miners and fighters of legend.  They are strong,
wise, tough, and resistant to magic; although not very good at casting spells,
they make excellent priests and smiths.  They are better than average at melee
combat, but don't know the first thing about bows.  Dwarves have good innate
infravision and -- a major advantage -- can never be blinded.  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.

Half-Orc:
     The bastard offspring of humans and orcs, half-orcs are ugly, strong, and
have very bad attitudes.  Their magic is a little suspect, as are most of their
skills, but they know how to fight and can take as much damage as they dish out.
Half-orcs have innate infravision and, like orcs themselves, resist darkness and
its effects.

Half-Troll:
     Half-trolls are built like blocks of granite; no other race can match their
strength, their hitpoints, or their powers of recovery.  Their combat prowess is
fearsome, they throw boulders with deadly force, their stomach capacity is
remarkable, and their skin becomes ever-stronger over time.  Unfortunately, they
have poor general skills, need to eat a lot, and have a hard time in stores.
Half-trolls will be bad at anything that requires heavy thinking.  They have
innate infravision and always have their strength sustained.

Dunadan   (easier to win with -- 20% penalty to score):
     Dunedain are a race of hardy men from the West.  This elder race surpasses
the abilities of other humans in every field and has superior vital statistics.
Despite these great advantages, they learn just as quickly as other humans do,
which makes them a great choice for players whose other characters die too
quickly.  Dunedain always have their constitution sustained.

High-Elf   (easier to win with -- 20% penalty to score):
      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 long ages before returning to
mortal lands.  They are masters of all skills, and are agile and intelligent,
although their wisdom is a little suspect.  No other race is quite as good at
magic.  Despite these great advantages, they learn just as quickly as other
elves do, which makes them a great choice for players whose other characters die
too quickly.  High-elves are able to see the unseen, and have innate resistance
to light.

Dark-elf:
     Some elves prefer the darkness to the light, caverns to forests, sorcery
and necromancy to the magic of nature.  Dark-elves are extremely intelligent,
make very good magicians, and can even hold their own in melee, but are not
nearly as good with missile weapons as are other elves.  Some of their other
skills are also weak.  They do, however, learn forging quickly and well.  Dark-
elves always have their intelligence sustained.

Giant:
     Eight feet tall, nine, even ten feet tall they stand, and thick and broad
in proportion.  Giants have more hitpoints than any other race and make
formidable wrestlers.  Their high strength and constitution make them decent
fighters, especially with clubs and thrown objects, good tunnelers, and they can
readily learn magic or object-creation.  Unfortunately, all those tales about
the naivete and clumsiness of giants have a large grain of truth to them.  No
other race is less perceptive than a giant, and none is more easy to spot.


Racial Adjustments:

               STR  INT   WIS   DEX   CON   CHR  Hit Dice  Infravision
 Human          0     0     0     0     0     0     10        0
 Elf           -1    +2    +1    +1    -2    +1      8        0
 Hobbit        -2    +1    +1    +3    +2    +1      7        3
 Gnome         -1    +2     0    +2    +0    -2      8        3
 Dwarf         +2    -2    +2    -2    +2    -2     11        4
 Half-Orc      +2    -1    -1     0    +2    -3     11        3
 Half-Troll    +4    -4    -1    -3    +3    -4     12        3
 Dunadan       +1    +1    +3    +2    +3    +2     10        0
 High-Elf      +1    +3    -1    +3    +1    +3     10        0
 Dark-Elf      -1    +3     0    +2    -2    -1      8        2
 Giant         +3     0    -2    -2    +2    -1     13        0

     All racial stat adjustments act as modifiers to your maximum internal
stats.  A Half-Troll, for example, can raise his internal strength to 18/140,
but his dexterity only to 18/70.


Racial Abilities:

             disarm  device   save  stealth  percep  melee  missile  throw
 Human         5       5       5       5       5       5       5       5
 Elf           7       7       7       8       7       3       7       7
 Hobbit        9       7      10       8      10       1       7       7
 Gnome         8      10       5       6       6       2       5       5
 Dwarf         3       5       9       3       5       8       4       4
 Half-Orc      3       3       3       4       4       6       3       5
 Half-Troll    1       1       3       4       3       9       1       6*
 Dunadan       6       8       7       6       8       7       7       7
 High-Elf     10       9       8       7       9       5       9       9
 Dark-Elf      9       8       5       7       7       4       5       5
 Giant         2       4       5       3       1       5       4       4

     Abilities are ranked on a comparative scale ranging from 1 to 10.
* Half-trolls are bad with thrown weapons, though.


Racial Aptitudes:

               Hum  Elf  Hob  Gno  Dwa  HlO  HlT  Dun  HiE  DkE  Gia
 sword          10   11   12   12   10    8    9   10   10    9   11
 hafted         10   13   13   12    9    9    7   10   12   13   10
 polearm        10   12   14   12    8    9    9   10   11   11   10
 crossbow       10   11   11   10   10   10   10   10   10   11   13
 bow            10    8    9   10   14   10   13   10    8    9   13
 sling          10   10    7   10   13   10   15   10   10   10   13
 throwing       10   10    8   10   12   10    8   10    9   11   10
 wrestling      10   14   15   14    9   10    9   10   12   13    7
 karate         10    8   10   10   12   13   15   10    8   11   13

 spell level    10    9   11    9   11   11   12   10   10    8   10
 mana           10    9   10    9   10   11   11   10    9    8   10

 wizard         10    9   11    8   12   12   13   10    9    9   11
 piety          10   11   11   10    8   11   11   10   11   10   12
 nature         10    8   10   10   12   15   10   10    8   14    9
 dominion       10   11   11    9   10    9    9   10   10    9   10

 device         10    9   11    8   10   12   16   10    9    8   11
 burglary       10   10    7   10   12   10   12   10   10    9   14

 perception     10    9    8    9   11   11   12   10    9    8   15
 stealth        10    8    7   10   15   10   13   10    8    9   15
 disarming      10   10    7   10   10   10   12   10   10   11   13
 dodging        10    9    8   10   10   10   20   10    9   10   15
 saving throw   10   10    8   10    8   11   12   10    9    9   11

 forge weapon   10   12   11   11    7   10   11   10   12    8    9
 forge bow      10   10   11   11   11   11   11   10   10    8   12
 forge armour   10   12   11   11    7   10   11   10   12   11    9
 alchemy        10   11   12    8   14   13   11   10   11   10   13
 infusion       10   10   13    9   11   13   13   10   10    7   13
               Hum  Elf  Hob  Gno  Dwa  HlO  HlT  Dun  HiE  DkE  Gia


     Higher values mean that the skill is more expensive to raise.
     For the non-magical combat skills, magical device, perception, stealth, and
disarming, a higher value also means that improving the skill has a somewhat
smaller effect on your ability.  Elves, for example, are innately better at
karate than are dwarves.

















