Starting stats ================ by Topi Linkala (linkato1@ofelia.atkk.ptl.fi). The initial statistics for the various classes are computed as follows: 1. 75 points are divided between the six attributes based on the following table: Player Class STR INT WIS DEX CON CHA ~~~~~~~~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ ~~~~~ Archeologist 7-20 10-20 10-20 7-10 7-20 7-10 Barbarian 16-30 7- 6 7- 7 15-20 16-30 6- 7 Caveman 10-30 7- 6 7- 7 7-20 8-30 6- 7 Elf 13-30 13-10 13-10 9-20 13-20 7-10 Healer 7-15 7-20 13-20 7-15 11-25 16-10 Knight 13-20 7-15 14-15 8-10 10-20 17-10 Priest 7-15 7-10 10-30 7-15 7-20 7-10 Rogue 7-20 7-10 7-10 10-30 7-20 6-10 Samurai 10-30 8-10 7-10 10-30 17-14 6-10 Tourist 7-15 10-10 6-10 7-15 7-30 10-20 Valkyrie 10-30 7- 6 7- 7 7-20 10-30 7- 7 Wizard 7-10 10-30 7-10 7-20 7-20 7-10 The number before the dash tells the minimum value for the attributes. The rest of the points are distributed between the six attributes using number after the dash as precentage probabilities between different attributes. So, for example, an elf gets at least 13/13/13/9/13/7, the sum of those attributes is 68, so 7 points are distibuted using 30%, 10%, 10%, 20%, 20%, and 10% as probabilities between the attributes. No attribute can go over the maximum. 2. Next, for every attribute there is a 5% chance that it is further adjusted by -2 up to +4 points. No attribute can be adjusted over the maximum or under 3. 3. The last thing that is done is to adjust the strength upwards so that the character can carry its initial inventory. This is especially useful for the tourist, since not only does he have a low strength, also his food rations weigh a lot.