The following is a segment of Revision 8.00 of the WCST Nethack Spoilers.  
PLEASE NOTE THAT REVISION 8.00 IS NOT YET COMPLETE.  I am posting various 
parts of Revision 8.00 as I complete them, and will then do a complete post 
of the official Revision 8.00.  

Since the segments that are being posted are not necessarily contiguous, 
please refer to the Table of Contents that has already been posted for the 
order in which they go.  The Table of Contents will periodically be reposted. 

If you miss a segment, please do not ask me to e-mail you a copy.  I'm sure 
that you understand that if I spent all my time mailing out copies of parts 
that people missed, I'd never get Revision 8.00 done.

This segment of the WCST Nethack Spoilers is Copyright (C) 1993, Paul 
Waterman, with all rights reserved.  Distribution is to be governed by the 
WCST Nethack Spoiler License Agreement.  Summarized, the WCST Nethack Spoiler 
License Agreement states that you may distribute this file freely in 
unmodified format so long as you do not make money from it.  For the complete 
text of the WCST Nethack Spoiler License Agreement please send electronic 
mail to the following address: 

          water@wheaton.wheaton.edu

Alternately, you may send normal mail to the following address:

          Paul Waterman
          WCST
          1361 Westchester Drive
          Glendale Heights, IL 60139

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-----------------------------------------------------------------------------
Carrying Capacity:                                                     
-----------------------------------------------------------------------------
In version 3.1 of Nethack, how much you can    ------------------------------
carry and how you are affected by the          | Actual Strength   |   Use  |
amount you are carrying have radically         |-------------------|--------|
changed.  The formula for determining your     | 1-18              | Actual |
carrying capacity is actually quite simple:    | 18/01 - 18/31     |   19   |
                                               | 18/32 - 18/81     |   20   |
Take the following figure (ignoring            | 18/82 - 18/**     |   21   |
fractions) and multiply it by 50:              | 25                |   25   |
      [(Strength + Constitution)/2]+1          ------------------------------
                                                                         
Check the table to the right to determine what value you should use for 
Strength in the computation.  Exceptional strengths (i.e. a strength of 
18/nn) are mapped into the range of 19-21. 

That will give you your carrying capacity, with a few minor rules:  Maximum 
carrying capacity is 1,000.  If the computation yields a higher result, make 
it 1,000 instead.  Additionally, subtract 100 for each leg that is currently 
wounded (i.e. from stepping on a land mine, kicking chests, etc.). 

Now then, although this computation will tell you what your carrying capacity 
is, it is not the absolute maximum that you can carry.  (Strange, eh?  Well, 
bear with me - I'll explain it.)  You may have noticed that in version 3.1 
you can have different statuses related to how much you're carrying.  These 
include "burdened," "stressed," "strained," "overtaxed," and "overloaded." 
Well, these are determined by how much you are carrying in relation to your 
carrying capacity.  The chart below at left shows how these relate. 

---------------------------------------------------
| Amount Carried                   | Status       |
|----------------------------------|--------------|
| <= capacity                      | Unencumbered |
| capacity+1 to (1.5*capacity)-1   | Burdened     |
| 1.5*capacity to (2*capacity)-1   | Stressed     |
| 2*capacity to (2.5*capacity)-1   | Strained     |
| 2.5*capacity to (3*capacity)-1   | Overtaxed    |
| 3*capacity                       | Overloaded   |
---------------------------------------------------

Here's an example because it's a little tricky to understand:  If a character 
had a carrying capacity of 1,000, he or she would be unencumbered carrying up 
to 1,000 weight worth of items.  Between 1,001 and 1,499 that character would 
be burdened. He or she would be stressed if carrying between 1,500 and 1,999.  
Between 2,000 and 2,499 he or she would be strained, and between 2,500 and 
2,999 he or she would be overtaxed.  At 3,000, the character would be 
overloaded, and would be totally unable to pick up anything more or even do 
anything other than drop stuff, for that matter.      

-----------------------------------------------------------------------------
Character Stats:
-----------------------------------------------------------------------------
In version 3.1 of Nethack there has been at least one major change to how 
stats work.  Different actions that you may perform in the game will either 
exercise or abuse different stats (kicking a wall abuses your dexterity, for 
instance).  Periodically, the game will check to see if you've been abusing 
or exercising a stat, and will either decrease it or increase it accordingly. 
The moral of the story is that it's necessary to be more careful of what you 
do in version 3.1, because almost anything can have ramifications. 

Note that in addition to the various items listed for each stat that will 
exercise or abuse that stat, there are a number of potions and scrolls which, 
will either exercise or abuse a stat.  See the Potion Quaffing Effects, 
Potion Vapor Effects, Scroll Effects, and Confused Scroll Effects sections 
for more details. 

The following is information about each of the major character stats.  They 
are listed in the order in which they appear on the status line - not in 
alphabetical order.  All stats can be increased by quaffing potions of gain 
ability. 
                                                  ---------------------------
St (Strength):                                    | Strength    | Hit | Dam |
Strength affects various aspects of combat in     |-------------|-----|-----|
Nethack (see the Hit Probability and Damage       | 3-5         |  -2 |  -1 |
sections for details on how these bonuses work).  | 6-7         |  -1 |  +0 |
Additionally, strength affects your carrying      | 8-15        |  +0 |  +0 |
capacity (see Carrying Capacity section for more  | 16          |  +0 |  +1 |
details).  The distance you can throw objects,    | 17          |  +1 |  +1 |
your chances of bashing down a door or kicking    | 18          |  +1 |  +2 |
open a lock, and your chances of opening a stuck  | 18/01-18/50 |  +1 |  +3 |
door (among other things) are all also affected   | 18/51-18/75 |  +2 |  +3 |
by your strength.  It is possible to increase     | 18/76-18/90 |  +2 |  +4 |
strength by eating royal jelly, giant corpses,    | 18/91-18/99 |  +3 |  +5 |
or wearing gauntlets of power.                    | 18/**-25    |     |  +6 |
                                                  ---------------------------
The following activities exercise your strength:
    - Attacking a monster
    - Quaffing a potion of healing or extra healing
    - Kicking open a non-booby trapped door
    - Throwing an iron ball
    - Moving or throwing a boulder
    - Trying to open or close a door and failing
    - Being hit by a nurse
    - If you "feel restored to health" after an encounter with a 
      succubus/incubus 
    - Reading a blessed or uncursed scroll of enchant armor when not wearing 
      any armor 
    - Carrying enough so that you are "stressed" or "strained"
    - Regenerating
    - Being hit by electricity or fire if you're an iron golem

The following activities abuse your strength:
    - Allowing yourself to become weak from hunger
    - Losing grip on an iron ball and getting smacked by it
    - Doubly abused if you then get dragged downstairs by the iron ball
    - Kicking stairs, a ladder, a wall, empty space, or a booby-trapped door
    - Attempting to kick while levitating
    - Taking damage from an explosion (exploding chest, mixed potions
      exploding, exploding wand, booby-trapped door, etc.)
    - Being choked or crushed (i.e. by an owlbear, etc.)
    - Having your leg pricked by a xan
    - Taking damage from any acid attack if not acid resistant
    - Being digested by a monster that has swallowed you
    - Being pummeled with debris by a creature that has engulfed you
    - If you "feel exhausted" after an encounter with a succubus/incubus
    - Breaking out of your armor by polymorphing into a large creature
    - Reading a cursed scroll of enchant armor when not wearing any armor
    - Reading a scroll of destroy armor when not wearing any armor
    - Being strangled by an amulet of strangulation
    - Being hit by a falling rock trap
    - Falling into a pit trap
    - When hit by acid from a "passive" attack (i.e. acid blob)
    - Zapping yourself with a force bolt or wand of striking
    - Being hit by magic missiles from a magic attack
    - Being hit for more than 1 hp and dividing when you are a black or brown
      pudding

Dx (Dexterity):                                            ------------------
Your dexterity is your ability to dodge, your agility, and | Dext     | Hit |
your manual dexterity, all rolled into one.  Dexterity     |----------|-----|
affects how likely you are to hit (see Hit Probability for | 3        | -3  |
more information).  Note that on the table to the right,   | 4-5      | -2  |
to hit bonuses are different for melee than they are for   | 6-7      | -1  |
missile weapons.  In other words, if you are fighting hand | 8-14     | +0  |
to hand, you receive a different bonus that if you are     | 15       | +1  |
using a bow, sling, etc.)  Dexterity also affects how well | 16       | +2  |
you can use a harp.  To increase your dexterity, wear      | 17       | +3  |
gauntlets of dexterity.                                    | *        |  *  |
                                                           | 25       | +11 |
* Each bonus in the chart continues to increase by one as  ------------------
the stat increases by one, up to +11 at 25, which is the
maximum the stat can reach.                                               

The following activities exercise your dexterity:                         
    - Successfully kicking a monster
    - Kicking open a door or secret door                                  
    - Kicking a throne and destroying it
    - Kicking an altar                                                     
    - Kicking a sink
    - Catching a returning boomerang
    - Hitting a monster with a missile weapon, an iron ball, or a boulder 
    - Getting the "It's hard to walk in thin air" message on the air level
    - Attemping to pick a lock
    - Playing a wooden flute, magic flute, wooden harp, or magic harp
    - Spinning a web when polymorphed into a spider
    - Trying to disarm a trap
    - Fighting monsters
    - Stealing gold when polymorphed into a leprechaun
    - Sucking a monster's brain when polymorphed into a mind-flayer
    - Zapping a wand or spell of speed monster at yourself

The following activities abuse your dexterity:
    - Being satiated
    - Being heavily or extensively encumbered
    - Wounding your legs
    - Fumbling
    - Getting stunned
    - Missing a kick at a very small non-flying monster while levitating
      (esoteric, eh?)
    - Kicking a sink badly (i.e. "Ouch!  That hurts!")
    - Kicking open space
    - Falling onto a sink (i.e. trying to levitate over one)
    - Tumbling in place on the air level
    - Bumping into a door
    - Being paralyzed by a monster attack (i.e. floating eye)
    - Getting your legs pricked by a xan
    - Being hit by a monster that slows you down
    - Getting stoned (turning to stone)
    - Getting caught in a bear trap or a pit
    - Getting paralyzed by a chest trap
    - Zapping a wand or spell of slow monster at yourself

Co (Constitution):                                         ------------------
Constitution is a measure of how healthy you are.          | Const.   | +HP |
Constitution affects how quickly your character heals, but |----------|-----|
the major benefit of constitution is extra hit points as   | 3        | -2  |
each level is gained.  When a character gains a higher     | 4-6      | -1  |
experience level, the character's current and maximum hit  | 7-14     | +0  |
points are raised by a random amount.  This random amount  | 15-16    | +1  |
is modified by a bonus which is determined by the          | 17       | +2  |
constitution of the character (see the table to the        | 18       | +3  |
right).                                                    ------------------

The following activities exercise your constitution:                      
    - Keeping from being hungry
    - Being hit beneficially by a nurse                                   
    - When "you feel raised to your full potential" or "you feel good enough 
      to do it again" after an encounter with a succubus/incubus 
    - Digesting a monster when polymorphed into a monster which can egulf 
      others. 

The following activities abuse your constitution:
    - Passing out from exertion when carrying too much
    - Fainting
    - Being extensively encumbered
    - Being sick or vomiting
    - Drinking contaminated water from a fountain if not poison resistant
    - Drinking water that's "no good" from a fountain.
    - Falling onto a weapon on a sink (i.e. levitating over one and crashing)
    - Being hit by a monster attack which causes disease
    - Becoming lycanthropic (i.e. "You feel feverish")
    - Being hit by the monster Famine
    - When "you feel drained of energy" or "you are down in the dumps" after
      an encounter with a succubus/incubus
    - Being hit by a silver arrow if lycanthropic or polymorphed into a
      vampire, demon, minor demon (except tengus), or shade
    - When you have system shock from polymorphing (i.e. "You shudder for a
      moment")
    - Polymorphing
    - Sitting in a throne and having electricity shoot through your body
    - Getting caught in a cloud of poison gas or getting pricked by a poison
      needle from a chest trap
    - Being hit by lightning from a wand of lightning

In (Intelligence):
Intelligence plays an important part in determining if you will be able to 
memorize a spell by reading a spellbook.  It also is factored into your 
chances of casting any given spell that you have memorized (see Magic for 
more details on both of these).  Finally, intelligence determines how often 
your power will recharge.  Your intelligence can also be increased by wearing 
a helm of brilliance.  Note that intelligence is one of the two stats which 
cannot be exercised or abused. 

Wi (Wisdom):
Wisdom is taken into account when you pray to your god.  It also affects how 
many energy points you will gain when you go up an experience level, and how 
many power points you will recharge each time you recharge (intelligence 
affects how often they recharge).  Wisdom can be increased by wearing a helm 
of brilliance. 

The following activities exercise your wisdom:
    - Being clairvoyant
    - Finding a secret door, passage, or a trap
    - Finding a hidden or invisible monster
    - Kicking a sink and finding a ring
    - Engraving Elbereth
    - Spotting a gem in a fountain
    - Drinking from a magic fountain (i.e. "A wisp of vapor escapes the
      fountain....")
    - Gaining self knowledge, intrinsic see invisible, or detecting monsters
      by drinking from a fountain
    - Getting Excalibur by dipping a longsword in a fountain
    - Finding some coins when dipping an item in a fountain
    - When you have a "very educational experience" with a succubus/incubus,
      or "will always remember the incubus/succubus"
    - Trying to find the right tune to get into the castle
    - Trying to polymorph into something that's been genocided ("You feel rath
      x-ish")
    - Polymorphing
    - Summoning creatures when lycanthropic
    - Sacrificing
    - Sacrificing a human corpse if you are polymorphed into a demon
    - Converting an altar
    - Being given something (i.e. an artifact or spellbook) by a deity
    - Using your turn undead ability if a priest of knight.
    - Talking to a coaligned priest when you have no money
    - Giving between half your gold and 200 times your experience level in
      gold to a coaligned priest
    - Touching a quest artifact for the first time
    - Being rejected from the Quest for other than alignment problems
    - Being accepted on the Quest
    - Hearing a true rumor (i.e. fortune cookie or Oracle)
    - Studying a spellbook
    - Trying to cast a spell
    - Writing a scroll
    - Zapping a wand

The following activities abuse your wisdom:
    - Touching an artifact of opposite alignment ("You feel a blast of power")
    - Being confused
    - Hallucinating
    - Trying to cheat the lady of the lake (i.e. dipping to get Excalibur if
      not lawful)
    - Losing some gold when dipping an item in a fountain
    - Having your brain eaten by a mind flayer
    - When "your senses are dulled" after an encounter with a succubus/incubus
    - Playing a tooled horn, bugle, or leather drum
    - Touching the corpse of a rider
    - Sacrificing a human corpse if not chaotic or polymorphed into a demon
    - Attempting to convert an altar and failing
    - Trying to turn undead when your God is mad at you or you're non-chaotic
      and polymorphed into a demon or undead creature
    - Attacking a temple priest(ess)
    - Hearing a false rumor (i.e. fortune cookie)

Ch (Charisma):                                             ------------------
"Beauty is only skin deep."  Well, in Nethack beauty is    | Char   |  Mod  |  
charisma, and charisma affects a couple of key things in   |--------|-------|  
the game.  First of all, charisma affects the prices a     | 3-5    | *2.00 |  
shopkeeper will give you in a shop (see the table to the   | 6-7    | *1.50 |  
right for price modifiers).  The other major affect is     | 8-10   | *1.33 |  
that charisma adds to your chances of having a beneficial  | 11-15  | *1.00 |  
encounter when faced with a succubus/incubus.  It is       | 16-17  | *0.75 |  
possible to increase charisma with a ring of adornment     | 18     | *0.66 |  
(which nymphs happen to love).  Charisma is one of the two | 19+    | *0.50 |  
stats that cannot be exercised or abused.                  ------------------

-----------------------------------------------------------------------------
Character Classes:
-----------------------------------------------------------------------------
The Archeologist

Alignment: Lawful
                         
The archeologist in Nethack is basically an Indiana Jones clone.  The 
clothing is the same, the abilities are the same, and to all intents and 
purposes, the goals are the same:  Survive, explore, and bring back lots of 
exotic treasures! 
                          
Archeologists start with the innate ability to identify any gem.  This makes 
it a lot easier to figure out what's worthless glass and what's literally a 
diamond in the rough.  Archeologists can be especially useful to play in the 
Gnomish Mines. 

---------------------------------------------
| Level  | Title           | Intrinsics     |
|--------|-----------------|----------------|
| 1-2    | Digger          | speed, stealth |
| 3-5    | Field Worker    |                |
| 6-9    | Investigator    |                |
| 10-13  | Exhumer         | searching      |
| 14-17  | Excavator       |                |
| 18-21  | Spelunker       |                |
| 22-25  | Speleologist    |                |
| 26-29  | Collector       |                |
| 30     | Curator         |                |
---------------------------------------------
                         
Starting equipment:      
1 uncursed or blessed +2 bull whip                
1 uncursed of blessed +0 leather armor            
1 uncursed or blessed +0 fedora                   
3 uncursed food rations  
1 uncursed or blessed +(random) pick axe       
1 uncursed or blessed tinning kit              
1 uncursed sack
10% chance of 1 uncursed tin opener - otherwise...
25% chance of 1 uncursed lamp - otherwise...      
10% chance of 1 uncursed magic marker


The Barbarian

Alignment: Neutral

Conan was, is, and always will be the classic example of a barbarian.  Good 
wine, good food, good money, and good women are what a barbarian considers to 
be the most important aspects of life, and they will do almost anything in 
their pursuit of these things, including delving deep into the dungeons of 
Nethack. 

------------------------------------------------
| Level  | Title           | Intrinsics        |
|--------|-----------------|-------------------|
| 1-2    | Plunderer/ess   | poison resistance |
| 3-5    | Pillager        |                   |
| 6      | Bandit          |                   |
| 7-9    | Bandit          | speed             |
| 10-13  | Brigand         |                   |
| 14     | Raider          |                   |
| 15-17  | Raider          | searching         |
| 18-21  | Reaver          |                   |
| 22-25  | Slayer          |                   |
| 26-29  | Chieftain(ess)  |                   |
| 30     | Conqueror/ess   |                   |
------------------------------------------------

Starting Equipment:
50% chance of 1 uncursed or blessed +0 two-handed sword
   otherwise 1 uncursed or blessed +0 battle axe
50% chance of 1 uncursed or blessed +0 axe
   otherwise 1 uncursed or blessed +0 short sword
1 uncursed or blessed +0 ring mail
1 uncursed food ration
17% chance of 1 uncursed lamp


The Caveman

Alignment: Lawful
                                                                   
"You Jane, Me Stupid." That about sums up the eloquent vocabulary, stunning 
personality, and puissant brain-power of a caveman.  In the game of Nethack, 
cavemen really don't have much going for them.  They don't start with very 
good equipment, and they're not very intelligent.  About the only thing they 
have going for them is their brute strength and incredible constitution.  If 
you really want a challenge in the game of Nethack, try playing a caveman all 
the way through sometime. 
                                                                   
-----------------------------------------
| Level  | Title           | Intrinsics |
|--------|-----------------|------------|
| 1-2    | Troglodyte      |            |
| 3-5    | Aborigine       |            |
| 6      | Wanderer        |            |
| 7-9    | Wanderer        | speed      |
| 10-13  | Vagrant         |            |
| 14     | Wayfarer        |            |
| 15-17  | Wayfarer        | warning    |
| 18-21  | Roamer          |            |
| 22-25  | Nomad           |            |
| 26-29  | Rover           |            |
| 30     | Pioneer         |            |
-----------------------------------------

Starting Equipment:             
1 uncursed or blessed +1 club
1 uncursed or blessed +1 bow
13-42 uncursed or blessed +0 arrows
1 uncursed or blessed +0 leather armor

Yes, believe it or not, that's all the starting equipment!


The Elf

Alignment: Chaotic

Elves are hardy folk of humanoid stock.  Nethack elves are fashioned after 
Tolkien's elves, and as such are tall, thin, and light of foot.  Elves have 
excellent vision, and thus are more likely to notice things like secret 
doors. 

-----------------------------------------------------------
| Level  | Title              | Intrinsics                |
|--------|--------------------|---------------------------|
| 1-5    | Edhel/Elleth       | searching, see invisible, |
|        |                    | sleep resistance, speed   |
| 6-9    | Ohtar/Ohtie        |                           |
| 10-13  | Kano/Kanie         |                           |
| 14-17  | Arandur/Aranduriel |                           |
| 18-21  | Hir/Hiril          |                           |
| 22-25  | Aredhel/Arwen      |                           |
| 26-29  | Ernil/Elentariel   |                           |
| 30     | Elentar/Elentari   |                           |
-----------------------------------------------------------

Starting Equipment:       
1 uncursed or blessed +0 elven short sword         
1 uncursed or blessed +0 elven bow                 
16-35 uncursed or blessed +0 elven arrows           
50% chance of 1 uncursed or blessed +0 elven mithril armor - otherwise 
1 uncursed or blessed +0 elven cloak - and         
   20% chance of wooden flute, tooled horn, wooden harp, bell, bugle, or     
   leather drum              
2 uncursed lembas wafers  
20% chance of 1 uncursed blindfold - otherwise
17% chance of 1 uncursed lamp


The Healer

Alignment: Neutral

The healer has dedicated his or her life to medicine.  They have the 
capability to restore hit points through their spells (learned, of course, 
from their spellbooks).  Healers are not well versed in the skills of 
fighting, but when in need they can turn their sharpened scalpel against a 
foe. 

-----------------------------------------------
| Level | Title           | Intrinsics        |
|-------|-----------------|-------------------|
| 1-2   | Barber/Midwife  | poison resistance |
| 3-5   | Leech           |                   |
| 6-9   | Embalmer        |                   |
| 10-13 | Dresser         |                   |
| 14    | Bone Setter     |                   |
| 15-17 | Bone Setter     | warning           |
| 18-21 | Herbalist       |                   |
| 22-25 | Apothecary      |                   |
| 26-29 | Physician       |                   |
| 30    | Chirurgeon      |                   |
-----------------------------------------------

Healer Starting Equipment:
1 uncursed or blessed +0 scalpel
1 uncursed or blessed +1 pair of leather gloves
1 uncursed stethoscope
4 uncursed or blessed potions of healing
4 uncursed or blessed potions of extra healing
1 uncursed or blessed wand of sleep
1 blessed spellbook of healing
1 blessed spellbook of extra healing
5 uncursed apples
1001-2000 gold pieces
4% chance of 1 uncursed lamp


The Knight

Alignment: Lawful

The knight is considered by many to be one of the hardest Nethack characters 
to play.  The knight does not start with exceptional items, does not gain 
much as he goes along, and is constrained by many more rules than normal 
characters, because of the code of chivalry that a knight must follow. 

In the game of Nethack, Knights have inherited chess-like mobility.  They 
have the ability to jump, unlike any other character class. 

------------------------------------
| Level | Title     | Intrinsics   |
|-------|-----------|--------------|
| 1-2   | Gallant   |              |
| 3-5   | Esquire   |              |
| 6     | Bachelor  |              |
| 7-9   | Bachelor  | speed        |
| 10-13 | Sergeant  |              |
| 14-17 | Knight    |              |
| 18-21 | Banneret  |              |
| 22-25 | Chevalier |              |
| 26-29 | Seignieur |              |
| 30    | Paladin   |              |
------------------------------------
                                     
Starting Equipment:
1 uncursed or blessed +0 long sword
1 uncursed or blessed +2 spear
1 uncursed or blessed +1 ring mail
1 uncursed or blessed +0 helmet
1 uncursed or blessed +0 small shield
1 uncursed or blessed +0 pair of leather gloves


The Priest

Alignment: Random (any)

The priest is a cleric who has set him/herself apart for service to his/her 
deity.  Priests begin the game blessed with the ability to immediately 
determine whether items are cursed, uncursed, or blessed.  Also, since many 
orders have injunctions against the shedding of blood, priests are trained in 
kicking instead, and get bonuses when doing so. 

----------------------------------------------------
| Level | Title               | Intrinsics         |
|-------|---------------------|--------------------|
| 1-2   | Aspirant            |                    |
| 3-5   | Acolyte             |                    |
| 6-9   | Adept               |                    |
| 10-13 | Priest(ess)         |                    |
| 14    | Curate              |                    |
| 15-17 | Curate              | warning            |
| 18-19 | Canon(ess)          |                    |
| 20-21 | Canon(ess)          | fire resistance    |
| 22-25 | Lama                |                    |
| 26-29 | Patriarch/Matriarch |                    |
| 30    | High Priest(ess)    |                    |
----------------------------------------------------

Starting Equipment:           
1 blessed +1 mace
1 uncursed or blessed +0 chain mail
1 uncursed or blessed +0 small shield
4 potions of holy water         
1 uncursed clove of garlic
1 uncursed sprig of wolfsbane
2 uncursed or blessed random spellbooks *
10% chance of 1 uncursed magic marker - otherwise
10% chance of 1 uncursed lamp

* See the limitations on the random creation of magic items at the end of 
this section. 


The Rogue:

Alignment: Chaotic

The rogue is an outlaw, a bandit who makes his living off of the misery of 
others.  In short, rogues are thieves, and usually of the common sort.  
Killing, maiming, and despoiling passing strangers gives a rogue great glee. 

--------------------------------------------
| Level | Title           | Intrinsics     |
|-------|-----------------|----------------|
| 1-2   | Footpad         | stealth        |
| 3-5   | Cutpurse        |                |
| 6-9   | Rogue           |                |
| 10-13 | Pilferer        | searching      |
| 14-17 | Robber          |                |
| 18-21 | Burglar         |                |
| 22-25 | Filcher         |                |
| 26-29 | Magsman         |                |
| 30    | Thief           |                |
--------------------------------------------
                         
1 uncursed or blessed +0 short sword
6-15 uncursed +0 daggers
1 uncursed or blessed +1 leather armor
1 uncursed potion of sickness
1 uncursed lock pick (9 charges)
1 uncursed sack
20% chance of 1 uncursed blindfold


The Samurai

Alignment: Lawful

The Samurai is an ancient order of Japanese warrior, the oriental equivalent 
of a knight.  Samurai have a long, glorious, and honorable history of 
following the code of Bushido.  The code of Bushido is a very strict moral 
and behavioral code, much like the code of chivalry followed by European 
knights. 

Several terms should be known to players who wish to become Samurai.  Most 
important are the words katana and wakizashi.  The katana is the Japanese 
long sword, a beautiful, slightly curved weapon with a wicked blade about 32" 
in length.  The wakizashi is the companion short sword, a smaller version 
with a blade about 17" in length.  The yumi is the Japanese long bow, and you 
shoot ya, or bamboo arrows from it. 

-------------------------------------
| Level | Title       | Intrinsics  |
|-------|-------------|-------------|
| 1-2   | Hatamoto    | speed       |
| 3-5   | Ronin       |             |
| 6-9   | Ninja       |             |
| 10-13 | Joshu       |             |
| 14    | Ryoshu      |             |
| 15-17 | Ryoshu      | stealth     |
| 18-21 | Kokushu     |             |
| 22-25 | Daimyo      |             |
| 26-29 | Kuge        |             |
| 30    | Shogun      |             |
-------------------------------------

Starting Equipment:
1 uncursed or blessed +0 katana
1 uncursed or blessed +0 wakizashi
1 uncursed or blessed +0 yumi
26-45 uncursed or blessed +0 ya
1 uncursed or blessed +0 splint mail
3 uncursed or blessed fortune cookies
20% chance of 1 uncursed blindfold


The Tourist

Alignment: Neutral

"Oh Wanda!  Take a look at that strange creature! (*CLICK*)"  Tourists are 
just what they sound like - loud, hungry, overweight people carrying cameras 
and wearing ugly clothing who have no business being where they are.  As 
adventurers, it must be said that playing a tourist is truly a challenge. 

--------------------------------------------------
| Level |  Title            | Intrinsics         |
|-------|-------------------|--------------------|
| 1-2   | Rambler           |                    |
| 3-5   | Sightseer         |                    |
| 6-9   | Excursionist      |                    |
| 10-13 | Peregrinator/trix | searching          |
| 14-17 | Traveler          |                    |
| 18-19 | Journeyer         |                    |
| 20-21 | Journeyer         | poison resistance  |
| 22-25 | Voyager           |                    |
| 26-29 | Explorer          |                    |
| 30    | Adventurer        |                    |
--------------------------------------------------

Starting Equipment:           
21-40 uncursed or blessed +2 darts                      
10 uncursed random food items                           
2 uncursed or blessed potions of extra healing
4 uncursed or blessed scrolls of magic mapping      
1 uncursed or blessed +0 hawaiian shirt
1 uncursed expensive camera
1 uncursed credit card
1-1000 gold pieces
4% chance of 1 uncursed tin opener - otherwise
4% chance of 1 uncursed leash - otherwise
4% chance of 1 uncursed towel - otherwise
4% chance of 1 uncursed magic marker


The Valkyrie

Alignment: Neutral

These women warriors out of Norse mythology are among the fiercest fighters 
known.  This, of course, is because their main mission in life is to fight 
glorious battles and then escort the fallen warriors to the halls of 
Valhalla. 

--------------------------------------------------------
| Level | Title             | Intrinsics               |
|-------|-------------------|--------------------------|
| 1-2   | Stripling         | stealth, cold resistance |
| 3-5   | Skirmisher        |                          |
| 6     | Fighter           |                          |
| 7-9   | Fighter           | speed                    |
| 10-13 | Man/Woman-at-arms |                          |
| 14-17 | Warrior           |                          |
| 18-21 | Swashbuckler      |                          |
| 22-25 | Hero(ine)         |                          |
| 26-29 | Champion          |                          |
| 30    | Lord/Lady         |                          |
--------------------------------------------------------

Starting Equipment:
1 uncursed or blessed +1 long sword
1 uncursed or blessed +0 dagger
1 uncursed or blessed +3 small shield
1 uncursed food ration
17% chance of 1 uncursed lamp


The Wizard

Alignment: Neutral

Wizards are considered by many to be a difficult character to play, because 
they are very poor fighters when they start. Wizards do, however, start out 
with the absolute best selection of magic items -a veritable treasure trove 
of useful trinkets.  With a little bit of luck, a wizard can end up being one 
of the most powerful characters in the game. 

------------------------------------------------
| Level | Title           | Intrinsics         |
|-------|-----------------|--------------------|
| 1-2   | Evoker          |                    |
| 3-5   | Conjurer        |                    |
| 6-9   | Thaumaturge     |                    |
| 10-13 | Magician        |                    |
| 14    | Enchanter/tress |                    |
| 15-16 | Enchanter/tress | warning            |
| 17    | Enchanter/tress | teleport control   |
| 18-21 | Sorcerer(ess)   |                    |
| 22-25 | Necromancer     |                    |
| 26-29 | Wizard          |                    |
| 30    | Mage            |                    |
------------------------------------------------

Starting Equipment:           
1 blessed +1 athame
1 uncursed or blessed +0 cloak of magic resistance
1 uncursed or blessed random wand *
2 uncursed or blessed random rings *
3 uncursed or blessed random potions *
3 uncursed or blessed random scrolls *
1 uncursed or blessed random spellbook *
20% chance of 1 uncursed magic marker
20% chance of 1 uncursed blindfold

* There some are limitations on the generation of random magic items.  These 
are delineated as follows: 

1. No "useless" items will be generated.  The following items are considered 
(by the game) to be useless items: 
      potion of hallucination
      scroll of amnesia
      scroll of fire
      ring of aggravate monster
      ring of hunger
      wand of nothing

2. No overly powerful items will be generated.  This includes rings of 
levitation, wands of wishing, and spell books containing spells of higher 
than third level. 

3. It is impossible to begin the game with both polymorph and polymorph 
control.  In other words, if your character has a ring, wand, or spellbook of 
polymorph, he/she will not have a ring of polymorph control, and vice-versa. 

4. Two of the same ring will not be generated. 


