Hit Points & Power Levels Spoiler

hppw-331.txt Last edited 2001-11-28 for NetHack 3.3.1
Hit point and power starting values and level increases in NetHack 3.3.
Compiled by Dylan O'Donnell.
HTML conversion by Kate Nepveu.

Contents

Initial hit points

Characters start with a fixed number of hit points according to their role:

Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz
11 14 14 11 14 12 12 13 10 13 8 14 10

modified by racial bonuses:

Dwa Elf Gno Hum Orc
+4 +1 +1 +2 +1

Hit point gain per level

This varies according to whether your character is "high level" or not; more experienced characters generally gain HP more slowly. High level characters are those that have reached the following experience levels:

Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz
14 10 10 20 10 10 10 12 11 11 14 10 12

The base HP (and max HP) increment when gaining an experience level is:

  Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz
low: +d8 +d10 +d8 +d8 +d8 +d8 +d8 +d6 +d8 +d8 +d8 +d8 +d8
high: +1 +2 +1 +1 +1 +1 +1 +1 +1 +1 +0 +2 +1

with racial modifiers:

  Dwa Elf Gno Hum Orc
low: +d3 +1 +1 +d2 +1
high: +2 +1 +0 +1 +0

and a bonus or penalty for constitution:

3 -2
4-6 -1
7-14 +0
15-16 +1
17 +2
18 +3
19+ +4

You will always gain at least one HP when gaining a level.

Initial power

Characters start the game with an amount of magical power dependent on their role:

Arc Bar Cav Hea Kni Mon Pri Ran Rog Sam Tou Val Wiz
1 1 1 1+d4 1+d4 2+d2 4+d3 1 1 1 1 1 4+d3

modified by racial bonuses:

Dwa Elf Gno Hum Orc
+0 +2 +2 +1 +1

Power gain per level

For some roles only, this varies according to whether your character is "high level" or not; more experienced characters may gain power slightly more quickly. High level characters are those that have reached the following experience levels:

Hea Kni Mon Pri Wiz
20 10 10 10 12

The amount of power gained is determined by rolling a die with (WIS/2 + X) sides. X is usually 1, but is 2 for high level Healers, Knights, Monks, and Priests, and low level Wizards; and is 3 for high level Wizards. This die-roll is modified by racial bonuses or penalties:

Dwa Elf Gno Hum Orc
-1 +2 +1 +1 +0

and the outcome may be subject to a further multiplier:

Bar, Val x0.75
Hea, Kni x1.5
Pri, Wiz x2

It is possible (in the case of dwarves) not to gain power when gaining a level.


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