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.
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 |
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.
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 |
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.