hp mana move calculation
A player's hp/mana/moves are calculated depending on his/her current stats. In particular, constitution for hp, wisdom for mana and agility for moves. Your discipline also affects your stats in a general sense. This is done as follows: You start with 100 points in each of hp/mana/moves. For each level you gain 10-30 hp/mana/moves, depending on your class, except for the levels above 90 where you gain a multiple of this. (20-60 at 91, 30-90 at 92, etc.) Your race can affect certain gains too... through certain 'Specialty' types (as seen when you type "showrace <race>"). 'tough' has improved hp, 'wise' has improved mana, and 'agile' has improved moves. Also, larger races will have more hp, and smaller races will have less. For each two trains spent on hp/mana/moves, you gain up to one level's worth of the stat (thus up to 5-15 per train). This can at best double your natural value on this stat. How much of a level's worth your trains will effectively give you will depend on your discipline though, ranging from 1/3 to full. This value is then multiplied by a factor depending on your class. The classes command list these factors.

hp 'hit points'
Hit points are a numeric representation of the amount of life force you have. When this number is very low, you may soon find yourself in serious trouble (see help death). HP will regenerate slowly over time if you aren't poisoned, plagued, or continuing to be hit by someone, and the regeneration rate is increased if you SIT, REST, or (best of all) SLEEP. Also available is a healer who can soothe your wounds much more quickly. For each level you posess you are assigned a number of hitpoints depending on your con. The same goes for mana and moves except that they depend on wis and agi instead of con. For each train you use on hp, your hp will increase a number of hitpoints depending on your con and dis. The same goes for mana and moves except that they depend on wis and agi instead of con.