hppw-340.txt  Last edited 2002-03-25 for NetHack 3.4.0
Hit point and power starting values and level increases in NetHack 3.4
Compiled by Dylan O'Donnell <psmith@spod-central.org>.

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.