hppw-343.html Last edited 2003-12-17 for NetHack 3.4.3
Compiled by Dylan
O'Donnell.
HTML Conversion by Kate
Nepveu; HTML re-synchronized 2005-08-29 by Dan Fabulich.
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 | +2 | +1 | +2 | +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.
If your hit points are reduced below their maximum level, they will usually regenerate over time. HP do not regenerate during the period of invulnerability while praying to a receptive god.
If you are polymorphed into another monster, you will regain 1 HP every 20 turns provided you are no worse than Burdened (every turn, ignoring encumbrance, if you have the regeneration intrinsic); the exception is if you are a sea monster out of water, when you will lose 1 HP each turn (but never to zero).
If you are in your normal form, the frequency and amount of HP you regenerate depends on your experience level and constitution. Unless you have regeneration, you will not regain HP if you are moving or fighting while Stressed or worse (indeed, doing so while Strained will cause you to lose 1 HP every 30 turns, every 10 turns while Overtaxed, until you don't have enough stamina to move or you pass out).
If your experience level (XL) is 10 or less:
regain 1 HP every number of turns depending on the following table:
XL 1 2 3 4 5 6 7 8 9 10 TURNS 15 11 9 8 7 6 5 5 4 3
If your experience level (XL) is 11 or greater:
every 3 turns, regain HP depending on CON.
CON = 3-12 : 1 HP.
CON = 13+ : d(CON), but no more than XL-9.
If you have regeneration:
gain 1 HP on any turn which you would not otherwise.
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.
When you use power, it slowly returns to its maximum level at a rate dependent on your experience level (XL), role, wisdom, and intelligence.
Non-Wizards: every (38 - XL) * 2/3 turns
Wizards: every (38 - XL) * 1/2 turns
(Or every turn if carrying the Eye of the Aethiopica):
regain d(((WIS + INT) / 15) + 1) power points.
Corrections and clarifications provided by Christian Cooper and Rast.