HP and power starting values, level increases, and regeneration in NetHack 3.4

hppw-341.html Last edited 2003-03-09 for NetHack 3.4.1
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 +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.

Hit point regeneration

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.

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.

Power regeneration

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.

Acknowledgements

Corrections and clarifications provided by Christian Cooper and Rast.


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