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- Ancient Domains Of Mystery
-
- An Interactive Adventure In A Fantastic World
- Copyright 1994, 1995, 1996, 1997, 1998 by Thomas Biskup.
- All Rights Reserved All Over The World
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- Dedication
- ----------
-
- To my parents for always allowing me to choose my path in life.
-
- To Dave Arneson and Gary Gygax for inventing the most wonderful
- pastime ever.
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- Table Of Contents
- -----------------
-
- Introduction
- The Coming of Chaos
- The Price of the Game
- To further the development of the game...
- The Horoscope
- Game-related Effects of Star Signs
- The Player Character
- The Races
- The Classes
- Alignment
- Skills
- Increasing Skills
- Marking Skills for Quick Selection
- Weapon Skills
- Weapon Skills and Attack Energy
- Attributes
- Experience and Advancement
- Magic & Spells
- Casting Spells from Books
- Known Spells
- Mindcraft
- Corruptions
- The Game
- The Main Screen
- The Monster Memory
- The Display
- The Player Character Screen
- Miscellaneous Commands
- Movement
- Speed
- The Dynamic Display
- Dice
- The Inventory
- Filtering the Stuff List
- Spells
- Shops
- Wishing
- Saving the Game
- How To Start -- A Beginner's Guide
-
- Appendix A: Credits
- Appendix B: Customizing ADOM
- Appendix C: Command Line Options
- Appendix D: Customizing the Keymap
-
-
- Introduction
- ------------
-
- Ancient Domains of Mystery (ADOM for short) is a rogue-like game
- which means that it is a single-user game featuring the exploration of
- a dungeon complex. You control a fictional character described by
- race, class, attributes, skills, and equipment. This fictional
- character is trying to achieve a specific goal (see below) and succeed
- in a difficult quest. To fulfill the quest, you have to explore
- previously undiscovered tunnels and dungeons, fight hideous monsters,
- uncover long forgotten secrets, and find treasures of all kind.
-
- During the game, you explore dungeon levels which are randomly
- generated each game. You might also encounter certain special levels,
- which present a particular challenge or are built around a certain
- theme.
-
- IMPORTANT: If you are a first-time player you should read the 'How to
- start' section of this manual.
-
-
- The Coming of Chaos
- -------------------
-
- For 6000 years, the world of Ancardia was left untouched by the
- incursions of Chaos, but finally the sinister forces of evil and
- darkness have found this young and teeming world. In a remote
- mountain complex, huge dungeons were formed by great magical powers.
- They seem to contain some kind of dimensional gate which allows
- terrors from unknown dimensions to enter the world of Ancardia and
- wreak havoc.
-
- For years, nobody understood the true cause of sudden ambushes by evil
- monsters, incursions by hideous monster armies, and the rising tide of
- Chaos. Finally Khelavaster, the great sage, uncovered an ancient
- prophecy foretelling the Coming of Chaos -- a dark and sinister time
- when the skill, power and valor of a single hero would determine the
- future of the world. The ancient scrolls of prophecy hinted at a
- remote mountain range -- the Drakalor Chain -- which was destined to
- be the final battle ground for an epic fight between Chaos and Order.
- Khelavaster quickly made this known to all the intelligent races of
- Ancardia.
-
- Within weeks, many heroes set out to find the source of the chaotic
- forces and destroy it. Khelavaster was among the first to enter those
- dungeons. Many heroes have followed him since then but no one has
- ever returned from the dungeons. Thus the forces of Chaos continue
- their conquest and threaten to defile Ancardia...
-
- You are one of those young heroes willing to risk your life to defeat
- the forces of Chaos, gain fame, fortune, power, and ultimately save
- your world and your people. After weeks of arduous travel, you have
- finally reached the center of the Drakalor Chain and now face the
- entrance to those dungeons of mystery which must contain a means to
- save your world. You were told to visit a small village by the name
- of "Terinyo" and talk to the village elder for he might have the
- latest information about the region. Steady yourself and be prepared
- to engage in a heroic struggle for the fate of your home world!
-
- The Price of the Game
- ---------------------
-
- ADOM is available for free as long as you honor the license of the
- game (either see the file 'license.doc' or type 'adom -b' at your
- command line). If you want to thank me (Thomas Biskup) for creating
- ADOM, maintaining it, fixing all discovered bugs, providing support
- and generally spending a lot of time on the game and if you are having
- fun with the game, please consider rewarding my efforts by sending a
- postcard to the following address from wherever you are living:
-
- Thomas Biskup
- Timmerbrinksweg 37
- 45896 Gelsenkirchen
- Germany
-
- I *love* receiving postcards from all over the world. Weigh the fun
- ADOM gave you against the ten minutes you probably need to
- write and send such a postcard -- and if you find that you like and
- enjoy the game -- please do it. I'm really not asking much... am I?
-
- To further the development of the game...
- -----------------------------------------
-
- There is an institution called 'World Charts Download Top 100 Games'
- available on the Internet which lists the favorite games of netizens
- all over the world. You can vote for ADOM on this chart (at the point
- of this being written, ADOM holds place #2 on that list). The further
- ADOM advances to the top, the more I am encouraged to add even more
- nifty and exciting features to the game (if people like my game, my
- work has meaning and this greatly boosts my enthusiasm). To vote you
- just need to visit the following WWW page and follow the links at that
- place:
- http://www.worldcharts.com/gld.html
-
-
-
-
- The Horoscope
- -------------
-
- The sky of Ancardia is covered by a myriad of stars. One moon circles
- the world. The inhabitants of Ancardia believe in the magical forces
- controlling the movements of the celestial bodies. Magic energies
- influence one's life depending on the time of birth.
-
- Each month is named after a particular star sign. One year has 12
- months, each with four weeks of seven days each. In addition, there
- are two special days in each month which don't belong to any week.
- The first day in a month is Darknight, when no moon is visible. The
- 16th day of a month is called Silvernight, when the moon shines
- brightly. Darknight is considered to be a dangerous day followed by a
- night filled with evil magics. In contrast, Silvernight is a joyful
- day (when nobody usually works) and is followed by a night full of
- feasts and reveries.
-
- During the day of Darknight all evil magics are very strong while good
- magics are severely hampered. On the day of Silvernight good magics
- enjoy great advantages while evil magics are severely hindered. The
- weeks are named Oneweek, Twoweek, Threeweek and Fourweek. Thus a
- typical month is structured like this:
-
- Day Specific Name
- ----- -------------
- 1 Darknight
- 2- 8 Oneweek
- 9-15 Twoweek
- 16 Silvernight
- 17-23 Threeweek
- 24-30 Fourweek
-
- The following twelve star signs are used to name the months:
-
- Spring ........ Book .......... 2
- Wand .......... 3
- Unicorn ....... 4
-
- Summer ........ Salamander .... 5
- Dragon ........ 6
- Sword ......... 7
-
- Autumn ........ Falcon ........ 8
- Cup ........... 9
- Candle ........ 10
-
- Winter ........ Wolf .......... 11
- Tree .......... 12
- Raven ......... 1
-
- When the game is started, a star sign is determined (together with
- your character's birthday). The star sign has some effects on the
- career of the character. Note that some signs are quite variable in
- the attributes they govern. Your character will also be slightly
- favored during the month named after his star sign. Finally,
- characters tend to be very lucky on their birthday. You might want to
- consider these factors when creating a character.
-
- Raven: Death, Messengers, Companion, Tricks
- Book: Knowledge, Learning, Laws
- Wand: Laws, Neutral Magic, Leadership
- Unicorn: Grace, Beauty, Purity, Innocence, Dignity
- Salamander: Magic (especially fire), Eloquence
- Dragon: Ferocity, Combat, Might, Rulership, Anger, Combat Magic
- Sword: Combat, Execution, Tactics, Strategy
- Falcon: Nobility, Hunt, Force of Personality
- Cup: Collected Knowledge, Experience, Camaradery
- Candle: Hope, Life, Serenity, Transition
- Wolf: Hunt, Ferocity, Community with Nature, Devotion, Loyalty
- Tree: Tradition, Inflexibility
-
- The game itself begins on the first day of the month of the Unicorn.
-
-
- Game-related Effects of Star Signs
- ----------------------------------
-
- Each star sign has specific game effects which will be enumerated
- below:
-
- Raven
- *****
- Harder to trick by deceptions, messengers will reach you faster,
- you are faster (+10 to speed), companions are more powerful, +2 to
- initial Perception.
-
- Book
- ****
- Lawful tendencies (it's harder to change), one free skill increase
- per level, increased chance to learn spells.
-
- Wand
- ****
- Lawful tendencies (it's harder to change), spells for neutral casters
- are 10% cheaper in power points, +2 to initial Charisma, starts out
- with lawful tendencies but gets +2 to Mana and 10% more power points
- if neutral initially.
-
- Unicorn
- *******
- Harder to corrupt by Chaos effects, hard to change to a different
- alignment once lawful, +2 to initial Appearance.
-
- Salamander
- **********
- Fire magic is 20% cheaper in power points, +1 to initial Charisma, +3
- to initial Mana, +20% to power points (always).
-
- Dragon
- ******
- 50% increased effects from Tactics settings, -3 to initial Willpower,
- +2 to initial Strength, +1 to initial Toughness, costs to increase
- weapon skills are reduced by 10%, combat magic is 10% cheaper in power
- points.
-
- Sword
- *****
- Positive modifiers from Tactics settings are increased by 50%, costs
- to increase melee weapon skills are reduced by 20%, +1 to the initial
- Learning score.
-
- Falcon
- ******
- Very good at surviving in the wilderness, +2 to initial Willpower, +1
- to initial Charisma.
-
- Cup
- ***
- Requires 10% less experience points to advance in level, receives one
- free skill advance every two levels, learns spells more effectively
- (20% better than others), +2 to initial Learning.
-
- Candle
- ******
- Heals faster, the gods are more forgiving when asked for favors.
-
- Wolf
- ****
- +3 to initial Perception, +3 to initial Willpower, food is more
- nutritious for you (by +10%).
-
- Tree
- ****
- It's generally hard to change alignment, +5 to initial willpower.
-
-
-
- The Player Character
- --------------------
-
- To be able to fight Chaos, you will have to create a fictional
- character, often called the player character (or PC). This character
- will be chosen from one of the intelligent races of Ancardia, will
- undergo long and hard hours of training to learn a profession and many
- skills enhancing his chance to defeat evil and finally save the world.
-
- All these concepts are explained in detail in the sections below.
-
-
- The Races
- ---------
-
- In ADOM, a wide variety of fantasy races can be chosen for your player
- character. Each race has certain advantages and disadvantages and
- receives different equipment and attributes. Each race also gains
- some default skills as their cultural heritage (see the section on
- skills for a complete list of available skills in the game). You
- can choose among the following races:
-
-
- HUMAN -- Humans are the most generic of all races. They tend to be
- adaptable, suited for every profession and generally well equipped.
- They are also very fast learners. While humans do not have any other
- special advantages, they don't suffer from any disadvantages either.
-
- Humans train in the following skills: Climbing, Food Preservation,
- Haggling, and Swimming.
-
-
- TROLL -- Trolls are extremely huge and strong creatures with large
- muscles, pointy teeth, big horns and a lot of hair all over their
- body. They are nearly always in a bad mood. Most races shun them
- because of this. Trolls are by far the strongest and the dumbest race
- available in this game. They make excellent fighters and lousy
- magicians. Trolls are somewhat disadvantaged by their great size
- (good targets!) and the great amounts of food they need to sustain
- their bulk. They also learn very slowly and need a lot of experience
- points to advance in their profession. On the positive side, they are
- by far the toughest and strongest race in the game and heal real fast.
-
- Trolls train in the following skills: Athletics, Bridge Building, Food
- Preservation, Gemology, and Mining.
-
-
- HIGH ELF -- High Elves are a beautiful race of extremely long-lived
- creatures. High Elves are of slender build, nearly six feet 10 inches
- tall and generally have golden or auburn hair and amber or purple
- eyes. Their ears are very pointed and their skin is very fair. They
- live in the forests where they like to hunt, frolic, engage in musical
- and romantic affairs and generally have a good time. They tend to
- shun the other races, partially because of their arrogance and
- partially because they have had conflicts with most other races in
- their long history. High Elves are excellent fighters (great shots
- with their deadly long bows!) and mages. Their magical powers are
- especially noteworthy. On the negative side, they are not very
- well-liked and somewhat frail.
-
- High Elves train in the following skills: Dodge, Listening, Literacy,
- and Stealth.
-
-
- GRAY ELF -- Gray Elves are the most noble of all elven races. Their
- beauty is ethereal, they move with unsurpassed grace and are among the
- greatest mana-wielders in the game. Gray Elves look similar in
- appearance to High Elves, although most of them sport silver or golden
- hair and purple or light blue eyes. They are of even more slender
- build than their lesser cousins. But besides their great beauty, they
- are arrogant and haughty beings, generally disliked by most other
- races that have contact with them (which is next to no one on a regular
- basis... mostly you will meet Gray Elves in a chance encounter -- if
- you notice them at all!). Gray Elves tend to regard all the non-elven
- races as lesser beings, more closely related to animals than to "True
- Beings", as they like to call themselves. They are also even more
- frail than their lesser cousins, which they balance with a greatly
- enhanced agility and magical powers of which other races only dream.
-
- Gray Elves train in the following skills: Dodge, Listening, Literacy,
- and Stealth.
-
-
- DARK ELF -- Dark Elves are as evil as Gray Elves are beautiful. Many
- millennia ago they were exiled into the Underdark after a long and
- hateful war with the other elven sub-races. Dark Elves worship
- Lol'th, the evil demon queen of all spiders. During the millennia beneath
- the earth, they were corrupted by the dark secrets they managed to
- unearth. Their skin is as black as their souls. In contrast, their
- hair is of pure white color. Dark Elves are of very slender frame and
- slightly smaller than their surface-dwelling cousins. Dark Elves are
- hated and feared by almost everyone because of their cruelty and lack
- of mercy. They possess great magical talents, are very nimble and
- have an excellent perception in the underground. Because of their
- long absence from the sunlight, they are almost blind when adventuring
- in the daylight. Their greatest enemies are their surface cousins.
- Despite the general evil disposition of this race over the centuries,
- they have spawned some very rare individuals who have left their
- homelands and are eternally remembered in legends and song because of
- their valor, goodwill, and courage.
-
- Dark Elves train in the following skills: Alertness, Climbing, Find
- Weakness, and Stealth.
-
-
- DWARF -- Dwarves are a small, hardy and taciturn race. They barely
- grow to be four and a half feet. Their body is stocky and their
- endurance is legendary. Dwarves are especially proud of their long
- beards and their great craftsmanship with metals. The dwarven race
- has spawned the greatest of all smiths. Their skill in forging
- weapons and armor is unsurpassed, as is their greed for gold. They
- are able warriors, brave to a fault, have an excellent sight in the
- underground and are experts at detecting secret doors and traps.
-
- Dwarves train in the following skills: Climbing, Detect Traps,
- Metallurgy, Mining, and Smithing.
-
-
- GNOME -- Gnomes are the smaller cousins of dwarves. They live in
- rolling hills and wooded valleys. They are great connoisseurs of gems
- and the best gem carvers known in the whole world. Gnomes are famous
- for their very black humor and their great magical skills. They are
- about four feet high and not so stocky as dwarves. They groom their
- beards very well, although they generally favor short cropped beards.
- Gnomes are great leather workers and gnomish boots are a quality
- product every race greatly enjoys (except trolls and maybe
- hurthlings). Their greatest enemies are the kobolds living in the
- tunnels below the mountains. They normally attack each other on
- sight. Gnomes are excellent crossbowmen who prefer to utilize light
- crossbows for ranged attacks.
-
- Gnomes train in the following skills: Gemology, Listening, Mining,
- Pick Pockets, and Ventriloquism.
-
-
- HURTHLING -- Hurthlings are the smallest of the little people. They
- grow to be an average three to three and a half feet high. They are
- sturdy and brave. Most hurthlings prefer to walk without shoes.
- Their feet are very well accustomed to this as they sport a leathery
- sole and are covered with thick and bushy hair. Hurthlings rarely
- wear beards and generally prefer short-cut hair. They (mostly) are
- not an adventurous people. They enjoy their burrows, like to farm and
- sit together to tell stories. Their greatest pride are their
- beautiful gardens and the good tobacco they produce. Hurthlings
- generally mistrust outsiders and foreigners and shun them most of the
- time. A hurthling needs six meals a day to be happy and a comfortable
- bed to sleep in. Those few hurthlings who chose to be
- adventurers are mostly very talented thieves. Because of their small
- size and their low strength, hurthlings are not very well suited to be
- fighters. One of their favored sports is tossing rocks (with or
- without slings) at distant targets -- consequently many hurthlings are
- deadly shots both with slings and thrown rocks.
- Hurthlings have been known as hobbits in later ages and in
- other areas.
-
- Hurthlings train in the following skills: Archery, Cooking, Food
- Preservation, Gardening, and Stealth.
-
-
- ORC -- Orcs belong to the dark races, created in the same dark pits as
- trolls. They mostly are the arch nemesis of many of the intelligent
- races, as they reproduce quickly and enjoy plundering, killing and
- spreading havoc in general. The average orc is five and a half to six
- feet high, weighs 130 to 150 pounds and has a gray to black skin.
- Their eyes glow red in the dark. Orcs shun sunlight, as it tends to
- hurt their eyes greatly. Because orcs mostly live in the underground,
- they are very good at detecting secret doors. Orcs make good
- fighters and are also known to spawn mighty priests serving their
- cruel war deity, Gruumsh, the One-Eyed and All-Seeing.
-
- Orcs train in the following skills: Backstabbing, Climbing, Find
- Weakness, Metallurgy, and Mining.
-
-
- DRAKELING -- Drakelings are humanoid lizard-like creatures about six
- feet tall. They weigh 150 to 200 pounds and are covered with blue or
- green scales. They speak with a hissing accent and normally wear few
- clothes (besides their armor and weapons). Drakelings are able to
- spit a powerful acid at enemies, although this fatigues them. The
- origins of the Drakeling race are hidden in a past long forgotten.
- They reappeared some years ago and quickly spread across the
- continent. Sages believe that they remained for many centuries in a
- kind of hibernation which only recently ended. Drakelings are good at
- everything. They are very deadly shots with a weapon unique to their
- race, the drakish scurgar.
- Drakelings are cold-blooded creatures. Therefore, extreme
- temperatures influence them: when it gets cold, they slow down. On the
- other hand, great heat is beneficial for them as it speeds up their
- reflexes.
-
- Drakelings train in the following skills: Alertness, Food
- Preservation, Music, and Swimming.
-
-
- The Classes
- -----------
-
- In ADOM, every character belongs to a certain profession which
- describes what he learned in his youth. This profession is called a
- class and determines his special abilities and starting equipment
- (equipment is also dependent on race). Additionally, each class receives a
- skill package to account for the knowledge you gain during your
- apprenticeship (see the section on skills for a complete list of all
- skills available in the game).
- Finally, each and every class will provide special powers to
- the character once a specific experience level is gained. The more
- powerful the character gets, the better these abilities will be. Some
- abilities are magical, some are natural talents, some are automatic,
- others must be used manually, but each and every ability will serve to
- simplify some aspect of your adventuring life. Special powers are
- gained at levels 6, 12, 18, 25, 32, 40 and 50. All these special
- powers are usually invoked (if this is necessary) with the C-x command
- -- if this keybinding does not work for you check your online help
- (press '?'-'K').
-
- The following classes can be chosen:
-
-
- ARCHER -- Archers are deadly shots. Although the name of their class
- seems to imply this, not all of them prefer to use bows. The race of
- an archer has great influence on their preferred missile weapon.
- Archers are expert fighters in missile combat, rarely missing their
- targets and trained to hit the vital spots of their opponents. In
- close combat, archers are less formidable, although they are still
- dangerous.
-
- Archers are trained in the following skills: Alertness, Archery,
- Climbing, Concentration, Dodge, Fletchery, Listening, and Stealth.
-
- At higher levels archers are the most deadly marksmen in all
- Ancardia. At level 6 a missile attack takes up but 800 energy points.
- At level 12 the range for their missile attacks is doubled. At level
- 18 they are a lot more productive when applying fletchery. At level
- 25 missile attacks cost but 600 energy points. At level 32 they
- become able to completely dodge enemy missiles. At level 40 missiles
- attacks have a 20% chance to penetrate armor and at level 50 they are
- able to hit several targets with one missile.
-
-
- ASSASSIN -- Assassins are a dark and mysterious class. They are
- trained to end the life of their opponents quickly and silently. Many
- of them favor poisons to achieve this goal.
-
- Assassins are trained in the following skills: Alchemy, Alertness,
- Archery, Backstabbing, Climbing, Detect Traps, Dodge, Find Weakness,
- Pick Locks, Stealth, and Two Weapon Combat.
-
- At higher levels assassins get a lot more deadly in their trade. At
- level 6 they can create poison from any potion (except for water and
- fruit juice). At level 12 their backstabbing powers get a lot more
- deadly. At level 18 the range of their missile attacks is increased
- by 30%. At level 25 their chance to score critical hits is increased
- by 20%. At level 32 the dodge bonus they gain is doubled. At level
- 40 they become immune to poison. At level 50 they receive a small
- chance to score instant killing hits. This chance is based upon the
- level of the target.
-
-
- BARBARIAN -- Barbarians hail from the harsh northern lands of
- Ancardia, from the roughest mountain peaks, the wildest hills and the
- most remote forests. What they lack in equipment, they more than
- equalize with their great strength, enormous toughness and deadly
- weaponry. Barbarians are very well experienced in the arts of battle
- and are well prepared to cope with the dangers of the wilderness.
-
- Barbarians are trained in the following skills: Athletics, Climbing,
- Dodge, First Aid, Herbalism, Stealth, Survival, Swimming, Two Weapon
- Combat, and Woodcraft.
-
- High-level barbarians are fearsome fighters. At level 6 they learn to
- deliver mighty blows that cause double damage (for the cost of 2500
- energy points). At level 12 moving costs but 750 energy points. At
- level 18 they can deliver tremendous blows that cause triple damage
- (for the cost of 4000 energy points). At level 25 they start to gain
- +1d4 additional hit points per level. At level 32 barbarians gain a
- one-time bonus of +3 to strength and toughness. At level 40 they gain
- a +10 damage bonus with each melee attack when fighting as a true
- berserker (which basically means that they have to fight naked,
- e.g. without any armor, and switching the tactics rating to the
- appropriate setting). At level 50 melee attacks take up but 800
- energy points when fighting as a true berserker.
- IMPORTANT: Note that both the mighty and the tremendous blow count
- only for the first blow, even if the character is delivering a series
- of blows (because he wields more than one weapon, etc.).
-
-
- BARD -- Bards are musicians, entertainers and entrepreneurs. They try
- to make an easy living by telling good stories for a meal. Most of
- them are below average fighters and don't possess much equipment.
- This is balanced by their knack to stumble upon strange items. Apart
- from that, bards make fast friends with strange beings at times. A
- bard starts his dungeoneering life with one loyal monster or animal
- companion. Once a bard has become friends with another being, this
- friendship lasts for a lifetime. Many legendary bards in Ancardia
- were accompanied by monster or animal companions of equal fame. It is
- said that talented bards are able to calm the spirit of a beast with
- their ethereal music.
-
- Bards are not trained in specific skills (except for Music), but
- rather receive a randomly determined group of skills.
-
- As bards advance in level they become more and more versatile. At
- level 6 they receive one additional free skill increase per
- advancement. At level 12 they gain +1d3 skill levels in 6 randomly
- chosen weapon skills. At level 18 they receive a base score of 80 +
- (10 * Learning score) + (20 * Mana score) in four randomly chosen
- spells. At level 25 they receive 6 random skills (or improve their
- abilities in up to 6 skills). At level 32 they double their hit point
- regeneration speed. At level 40 they double their mana point
- regeneration rate. At level 50 they receive a bonus of +6 to all
- attributes.
-
-
- BEASTFIGHTER -- Beastfighters are partly mystic, partly
- primitive warriors who excel at weaponless combat. They are
- lightly armored but extremely tough and fearsome opponents due to
- their weaponless fighting style. They are well accustomed to
- wilderness settings and very resistant to poisons -- especially to
- animal poisons. The more experienced a beastfighter becomes, the more
- deadly he is in melee combat.
-
- Beastfighters are trained in the following skills: Athletics,
- Climbing, Dodge, Healing, Herbalism, Listening, Stealth, Swimming, and
- Survival.
-
- With increasing experience, beastfighters perfect their natural
- fighting style and their attunement to the wild beasts. At level 6
- they become poison resistant and at level 12 their wild fighting style
- makes them stun resistant. At level 18 movement costs them but 700
- energy points. At level 25 they can summon 2d2 cave bears or silver
- wolves for the cost of permanently losing one mana point (which
- eventually regenerates after a lot of time has passed). At level 32
- they become able to exchange positions with hostile monsters. At
- level 40 they can stun opponents on critical hits and at level 50 they
- gain +6 to both strength and toughness.
-
-
- DRUIDS -- Druids are nature priests. They worship the Old Gods and
- regard all nature as a holy thing to worship and protect. Their
- specialty are spells of nature and protection. It is said that no
- animal will willingly harm a druid.
-
- Druids are trained in the following skills: Climbing, Concentration,
- First Aid, Healing, Herbalism, Listening, Literacy, Survival,
- Swimming, and Woodcraft.
-
- At higher levels, druids become extremely attuned to nature itself.
- At level 6 they learn to evade wilderness encounters whenever they
- choose to do so. At level 12 they regenerate power points twice as
- fast as usual while in the wilderness. At level 18 they become immune
- to all weather effects. At level 25 they are able to summon 1d3 major
- animals as servants at the cost of 1d3 mana points (an almost
- permanent loss, as it only regenerates after a very long period of
- time). At level 32 they regenerate hit points twice as fast as usual
- while in the wilderness. At level 40 they become immune to lightning.
- Finally, they suffer 10% less corruption from all such attacks at
- level 50 due to their close connection to nature.
-
-
- ELEMENTALISTS -- Elementalists are magicians specialized on dealing
- with the four elements: fire, water, earth and air. Their spells
- specifically deal with those elements and their magic equipment
- reflects this preference, too. Elementalists normally don't use
- written magic but employ powers they harness from within. Their magic
- thus is somewhat limited in one way and a lot more powerful in other
- ways. Elementalists generally use a less scientific approach to magic
- than wizards usually do.
-
- Elementalists are trained in the following skills: Climbing,
- Concentration, Gemology, Healing, Listening, Literacy, Metallurgy, and
- Swimming.
-
- Experienced elementalists use very special powers provided by their
- close elemental attunement. At level 6 they become fire resistant, at
- level 12 they become shock resistant. At level 18 they are immune to
- all weather effects. At level 25 they are able to breathe water. At
- level 32 they can unleash an elemental storm at the cost of 120 power
- points which fires a random bolt (fire, lightning or frost) into each
- of the eight available directions, starting from the position of the
- elementalist. At level 40 they can summon an elemental as a pet.
- This forces them to permanently sacrifice two mana points (which
- eventually regenerate -- albeit after a very long period of time). At
- level 50 they can automatically burrow through stone (at the cost of
- 20 power points and 1500 energy).
-
-
- FARMER -- Even among the most average folks, there are some valiant and
- larger-than-life persons who are born to achieve more than their
- parents and grand parents. After the news about the impending danger
- had spread throughout the lands, those people started their journey to
- the location in the Drakalor Chain which might change their destiny --
- and the destiny of their world. Farmers are neither great fighters
- nor skilled magicians, but they possess inner strength and endurance
- from years of labor. Often they are accompanied by their trusted
- dogs. They are accustomed to hunger and hardship and often have very
- little to lose compared to the amount of fame they might be able to
- win. Equipped with a broad knowledge about herbs and food, they are
- probably the best prepared class (except for barbarians and
- beastfighters) for extensive travels.
-
- Farmers are trained in the following skills: Archery, Bridge building,
- Cooking, First Aid, Fletchery, Food Preservation, Gardening, Haggling,
- Herbalism, Smithing, Stealth, Survival, and Woodcraft.
-
- The more experienced farmers become, the better they adjust to their
- hard circumstances of life. At level 6 their carrying capacity is
- doubled due to their training and experience with moving around great
- loads during harvest time. At level 12 they need only half as much
- food as everybody else (except for monks who also know how to survive
- on very little). At level 18 they are learn to pick herbs with a lot
- more skill to select the better ones. At level 25 they learn
- about making iron rations from corpses. At level 32 they receive
- better chances to increase their physical attributes and physical
- attribute potentials. At level 40 they gain a +3 bonus to strength
- and toughness. At level 50 they have become so much attuned to basic
- nature that all corruption effects are reduced by 30%.
-
- FIGHTER -- Fighters are simple warriors who have learned how to best face
- an opponent in melee combat. Most of them are well armed and armored.
- Fighters are tough and strong due to their physical training.
-
- Fighters are trained in the following skills: Athletics, Archery,
- Dodge, Find Weakness, Metallurgy, Stealth, Swimming, and Two Weapon
- Combat.
-
- With increasing experience, fighters become more able to efficiently
- use armor as a means of protection. Only the PV bonus of helmets,
- body armor, shields, gauntlets, cloaks, girdles, and boots will be
- improved in this way. At level 6 a fighter gains +15% to PV from such
- items, at level 18 this bonus is increased to +30%, at level 32 it's
- +40%. At level 12 fighters gain a +50% bonus to DV adjustment
- provided by the dodge skill. At level 25 their chance to score
- critical hits is increased by 10%. At level 40 fighters are able to
- use a powerful bash attack which causes more damage (+20%) and has a
- greater chance to stun their opponents. The downside of this attack
- is that it costs 500 additional energy points to use. At level 50
- fighters learn to use a powerful all-round attack costing 3500 energy
- points. This attack can be used against every opponent in the
- immediate vicinity of the fighter.
-
-
- HEALER -- Healers are exactly that -- masters of the arts of healing,
- well equipped with magical healing items and means to examine
- patients. Most of them are very robust and resistant to poisons and
- diseases. Healers are not great fighters. They prefer to save lives rather
- than to take them, although they are nonetheless able to live through
- fights.
-
- Healers are trained in the following skills: Alertness, Concentration,
- Cooking, Find Weakness, First Aid, Healing, Herbalism, and Literacy.
-
- Experienced healers have a vast array of means at their disposal to
- soothe the pain of living beings, to treat diseases and poisons and to
- prevent suffering. At level 6 they regenerate wounds at twice the
- normal speed, at level 12 they triple their recovery rate. At level
- 18 they become able to use both the Healing and the First Aid skill on
- others (and not only themselves). Starting with level 25 they
- automatically gain access to the following spells: Calm Monsters, Cure
- Light Wounds, Slow Poison and Cure Disease (with each additional level
- their knowledge increases). Starting with level 32 they gain 2d3
- additional hit points per level. At level 40 they gain access to the
- following spells: Cure Serious Wounds, Neutralize Poison (again their
- knowledge increases with each new level). At level 50 they almost
- immediately recover from the effects of disease, bleeding and poison
- and gain a +8 bonus to their toughness score.
-
-
- MERCHANT -- Merchants are masters of trade and bartering. They almost
- all are very wealthy, charming and experts in communication. Each
- merchant specializes in trading with a certain type of magical items
- during their apprenticeship. At the beginning of their career, they
- are equipped with a sample of items to trade with (or use). Merchants
- are neither well-armed nor well-armored and have to be careful in
- fights. Should they encounter one of the rare dungeon shops, they
- will probably make some great deals.
-
- Merchants are trained in the following skills: Appraising, Detect Item
- Status, Gemology, Haggling, Herbalism, Literacy, Metallurgy, Pick
- Pockets, and Survival.
-
- Experienced merchants become true masters of their trade -- being able
- to sell almost anything to anyone and also being able to haggle for
- the best prices. At level 6 shop prices for merchants will be lowered
- by 20%. At level 12 their carrying capacity is doubled. At level 18
- shop prices will be lowered by 40%. At level 25 they no longer are
- affected by any kind of weather. At level 32 shop prices are lowered
- by 60%. At level 40 they learn to calm monsters by giving away items.
- At level 50 their carrying capacity is tripled (due to their enormous
- talent of organization).
-
-
- MINDCRAFTERS -- Mindcrafters use a very exotic and very different
- magic. They utilize their mental powers to evoke astonishing effects.
- Mindcrafters are very rare and only few people have ever heard about
- them. While they are physically weak, they are mentally extremely
- strong and resistant.
-
- Mindcrafters are trained in the following skills: Concentration, Find
- Weakness, Gemology, Haggling, Herbalism, Literacy, Music, and Stealth.
-
- Experienced mindcrafters master various mental powers. At level 6
- they learn to quickly recover from confusion attacks. At level 12
- they become able to sense the amount of enemies within a limited area
- (e.g. the current level). Starting with level 18 they gain +1d6
- additional power points per level since they manage to unlock
- previously untapped mental energy sources. At level 25 their
- willpower is increased by +5. At level 32 they can block some of the
- corruption they suffer when contacting beings of Chaos. At level 40
- they unlock even more unused areas of the brain and from then on gain
- +3d5 additional power points (cumulative with the bonus from level 18)
- per level. At level 50 they finally manage to resist some of the
- damage they suffer when contacting undead: damage is halved (see the
- section on mindcraft for details).
-
- MONK -- Monks are able martial artists striving to achieve perfect
- mastery of body, mind and spirit. They are experts at fighting
- unarmed, very good at dodging attacks and strong of will. Monks need
- to be unencumbered to be able to use their special martial art powers.
- Monks take vows of poverty at their initiation to prevent distraction
- by worldly means.
-
- Monks are trained in the following skills: Alertness, Athletics,
- Concentration, Dodge, Find Weakness, Healing, Literacy, and Stealth.
-
- The further monks advance, the more they hone their movement skills and
- unarmed combat powers. At level 6 monks learn to use a circular kick
- with which they can hit every opponent in the vicinity (but also all
- friends, so be careful). Using this kick costs 2500 energy points.
- At level 12 a normal move costs them but 800 energy points, at level
- 18 but 600 energy points. At level 25 monks become able to change
- positions with hostile opponents. At level 32 they can score instant
- kills in melee combat against up to human-sized creatures. At level
- 40 they can do so against humanoids of any size. At level 50 they
- have become so attached to the flow of the universe that they actually
- are able to resist Chaos to a certain limit -- Chaos effects are
- lowered by 10%.
-
-
- NECROMANCER -- Necromancers are practitioners of the dark arts.
- Though not very effective in melee combat, their spells are deadly and
- dangerous. Their most horrible power, though, is the ability to animate
- corpses and use them as slaves. Luckily, only humanoid corpses can be
- used in this evil way. Necromancers are outlawed and despised in most
- places and feared and avoided like the plague in all other locations.
-
- Necromancers are able to command the slaves they create. Their slaves
- will follow these commands without questioning. To invoke a command, you
- need to press 'C-x'.
-
- Necromancers are trained in the following skills: Alchemy, Appraising,
- Concentration, Find Weakness, Herbalism, Literacy, Necromancy, and
- Stealth.
-
- With increasing experience, Necromancers master all aspects of
- undeath. At level 6 they slowly develop a resistance to all special
- attacks from undead (like strength drain or paralyzation). The base
- chance for resistance is equal to 40% + 1% per level of the
- necromancer. At level 12 they learn to turn undead. At level 18 they
- are able to raise all humanoid corpses in sight as ghuls. These
- corpses quickly decompose and turn to ashes after a number of turns.
- Each animated corpse drains 10 power points. At level 25 they can use
- the dreaded Shadow Touch, which allows them to absorb the life energy
- of enemies when fighting bare-handed and wounding an enemy. At level
- 32 they can raise all corpses in sight as wraiths (similar to the
- power at level 18). Each animated corpse drains 20 power points. At
- level 40 they have to pay but one-half of the usual Necromancy cost
- (see the skill description) when animating undead of a power level up
- to spectres. At level 50 they finally learn to overcome Death herself
- and are able to return to the living when killed, if there Toughness
- at the point of death was 10 or higher. Coming back in this way
- demands a high price. They lose one-half of their toughness and
- one-half of their hit points permanently.
-
-
- PALADIN -- Paladins are noble fighters (from the point of view of
- their respective race... an orc paladin is _very_ different from a
- human paladin). They are well trained both in physical activities
- (not as well as fighters, but still very good) and in philosophical
- activities (not as good as priests, but...). Paladins are generally
- very well equipped by their respective churches. Many of them possess
- blessed items.
-
- Paladins are trained in the following skills: Athletics,
- Concentration, Dodge, Healing, Law (if they are lawful initially),
- Literacy, Stealth, Swimming, and Two Weapon Combat.
-
- With increasing experience, paladins gain holy powers fueled by their
- strong beliefs and their religious upbringing. Due to the nature of
- these powers, they are not able to use them if they aren't in decent
- standing with their deity. At level 6 they can cure disease once per
- 1000 turns. At level 12 they gain the ability to turn undead (this
- action costs 3000 energy points to use). At level 18 they can
- discover the alignment of a beast by simply looking at it. At level
- 25 they receive a protective aura which gives them +1DV per 2 levels
- against chaotics (if they are lawful), lawful ones (if they are
- chaotic) or non-neutral opponents (if they are neutral) while in melee
- combat. At level 32 they can use a healing touch once per 1000 turns
- to cure (level - 24)d6 points of damage. When reaching level 40 they
- become highly resistant to some special melee attack powers used by
- undead beasts and demons (specifically, they become resistant to
- strength drain, toughness drain, sickness and paralyzation). At level
- 50 they are strengthened by their beliefs so much that all corruption
- effects are reduced by 30%
-
-
- PRIEST -- Priests serve the various gods. They receive magical powers
- from their gods but are servants for their whole lifetime. Many of
- them carry holy items.
-
- Priests are trained in the following skills: Concentration, Detect
- Item Status, First Aid, Healing, Herbalism, Literacy, and Music.
-
- With increasing experience priests gain holy powers fueled by their
- strong beliefs and their religious upbringing. Due to the nature of
- these powers, they are not able to use them if they aren't in decent
- standing with their deity. At level 6 priests can turn undead. At
- level 12 all spell costs are reduced by 10%. At level 18 all spell
- costs are reduced by 25%. At level 25 all spell costs are reduced by
- 50%. At level 32 priests are allowed to pray twice as often as anybody
- else. At level 40 they are able to destroy minor undead (skeletons,
- zombies, ghuls, shadows, ghosts, wights, wraiths, ghost bats, slow
- shadows, mummies, corpse fiends and shadow centipedes). At level 50
- they are able to destroy major undead (liches, spectres, vampires,
- revenants, skeletal warriors, ghost lords, shadow trolls, master
- liches, shadow lords, greater mummies and steel zombies).
-
-
- RANGER -- Rangers are fighters favoring natural environments. They are
- excellent trackers and masters at fighting with two weapons. Most of
- them are wearing light armor to retain their mobility but in turn are
- well armed. Many rangers carry missile weapons.
-
- Rangers are trained in the following skills: Alertness, Archery,
- Athletics, Climbing, Dodge, Food Preservation, Healing, Herbalism,
- Survival, Swimming, Two Weapon Combat, and Woodcraft.
-
- The more experience rangers gain, the more attuned to nature they
- become. At level 6 they are a lot more capable to survive in the
- wilderness through the means of the Survival skill as they find a lot
- more food in far less time. They also become immune to all negative
- weather effects since they have by now learned to avoid all related
- problems. At level 12 rangers are no longer slowed down by terrain
- effects. At level 18 the range of all missile attacks is increased by
- +4. At level 25 the can automatically evade all wilderness encounters.
- At level 32 and 50 the weight of two weapons used at the same time can
- be doubled/quadrupled without incurring negative effects. Starting at
- level 40 movement costs but 750 energy points.
-
- Note for the special power at levels 32/50: usually your to-hit
- adjustment for fighting with two weapons is determined in the
- following way:
- * Take (Two-weapon combat / 20) as a basic bonus.
- * Subtract 6 if you are not playing a ranger.
- * Subtract MAX(0, (Weight of the two weapon / 10) - 6).
- If you are a ranger of level 32-49 it is
- "Subtract MAX(0, (Weight of the two weapon / 20) - 6)"
- If you are a ranger of level 50 it is
- "Subtract MAX(0, (Weight of the two weapon / 40) - 6)"
-
-
-
- THIEF -- Need we say more? For the sake of completeness: Thieves are
- very good at stealing, opening locks, finding and disarming traps and
- other secretive activities.
-
- Thieves are trained in the following skills: Alertness, Appraising,
- Backstabbing, Climbing, Detect Traps, Disarm Traps, Listening, Pick
- Locks, Pick Pockets, and Stealth.
-
- Highly experienced thieves are masters of stealth, trickery and
- robbery. At level 6 thieves automatically use the search command on
- every step they make. At level 12 they get a lot more deadly with
- backstabbing attacks. At level 18 they become able to pilfer shops
- due to their exceptional agility and skill (but take care of
- experienced shopkeepers -- they might be very vigilant!). At level 25
- thieves learn very deadly (and dirty!) fighting tactics allowing them
- to stun humanoid monsters with critical hits (a good kick at the right
- time does wonders). At level 32 they manage to pick the best stuff
- from other folks' pockets, occasionally even discovering highly
- valuable items. At level 40 their speed is increased by +20. At
- level 50 they are invisible as long as they are adjacent to a wall due
- to their exceptional stealth (but make sure that you don't carry any
- light source!).
-
-
- WEAPONSMITH -- Weaponsmiths are crafty men and women able to create
- new weapons, repair damaged metal equipment and improve items.
- Weaponsmiths normally are well-equipped and carry the tools of their
- trade. They are strong and resilient, hardened by many hours of
- strenuous work.
-
- Weaponsmiths are trained in the following skills: Appraising,
- Athletics, Concentration, Detect Traps, Find Weakness, Haggling,
- Metallurgy, and Smithing.
-
- Weaponsmiths perfect their skills at higher experience levels. At
- level 6 they become able to melt all metal items into ingots. At
- level 12 they can forge items four times as fast as everyone else. At
- level 18 they gain a +4 bonus to strength. At level 25 they
- automatically recognize all metal types. At level 32 weaponsmiths
- become immune to fire. At level 40 they gain a +8 bonus to toughness.
- At level 50 they automatically know the damage caused by unidentified
- melee weapons.
-
-
- WIZARD -- Wizards are masters of the 'art'. They wield great
- magical powers and are able to create fireballs, lightning strikes
- and magical protection spells. Their great magical powers are
- balanced by their mediocre fighting abilities. Most mages spend their
- lives studying books and conducting arcane experiments in hidden
- laboratories and thus have next to no time to practice their physical
- skills.
-
- Wizards are trained in the following skills: Alchemy, Concentration,
- Find Weakness, Healing, Herbalism, Literacy, Stealth, and
- Ventriloquism.
-
- With increasing power, wizards become more and more skilled in the
- magical arts. At level 6 all spell costs are reduced by 10%, at level
- 12 all costs are reduced by 20% and at level 18 all costs are reduced
- by 40%. Starting with level 25 they slowly gain experience in one
- randomly chosen spell per level. At level 32 they become able to
- recharge wands (but no wand can be recharged more than once by a wizard).
- Recharging costs 50 power points per charge. If the wizard tries to
- overcharge the wand, he risks losing one mana point permanently. At
- level 40 wizards learn to uncurse items. This permanently costs one
- mana point. At level 50 they finally get basic knowledge in all
- commonly known spells.
-
- Alignment
- ---------
-
- One very important characteristic of the persona you are creating is
- his alignment. ADOM depicts the epic struggle between Law and Chaos
- and your character needs to take sides! Either your PC will side
- with Law and bring order to the multiverse or your PC will side with
- the ever-changing forces of Chaos and bring chaos, change and upheaval
- to the world. There even might be a third way, but will your PC find
- out how to proceed on this path?
-
- Generally, alignments represent the basic moral ideas and beliefs of
- a character. A lawful character believes in law, order, the welfare
- of the whole community, tradition, peace and happiness. Chaotic
- characters enjoy change, are creative but are also quite selfish and
- generally are an unorganized lot. Some of the more extreme chaotic
- beings are downright evil, many extreme chaotics are quite mad.
- Lastly, there are neutral beings who apply the best or worst
- principles of both sides to make up their basic belief system.
-
- All in all, the system is not as "black and white" as it might seem.
- There are many shades. Nonetheless, the basic axis looks like this:
-
- Chaos <-----------------> Neutrality <-----------------> Law
-
- In ADOM every being has an alignment. Your PC's initial alignment
- depends on his race: High Elves, Dwarves and Hurthlings are lawful
- initially, while Trolls, Orcs and Dark Elves are chaotic. All other
- races are initially neutral. Choosing to be a necromancer also alters
- your alignment towards Chaos. If your character starts out as a Druid,
- he will always be neutral.
-
- In ADOM these alignments are divided into five categories. A shortcut
- describing the current category your PC belongs to will always be
- listed on the screen to represent your PC's current position. The
- following five symbols are possible:
-
- L+ : The character is extremely lawful. He might be able to become a
- very powerful Champion of Law.
- L : The character is lawful. He can become a Champion of Law.
- N+ : The character has not yet chosen a side, but prefers to remain
- unaligned. Still, he has a minor tendency towards Law.
- N= : The character is as close to neutrality as possible for a
- mortal.
- He can become a Champion of Balance.
- N- : The character has not yet chosen a side, but prefers to remain
- unaligned. Still, he has a minor tendency towards Chaos.
- C : The character is chaotic. He can become a Champion of Chaos.
- C- : The character is extremely chaotic. He might be able to become a
- very mighty Champion of Chaos.
-
- There are also four "in-between" alignments which show your character's
- tendencies. Generally, the alignment is still rated according to the
- first letter of the alignment description (L for lawful, N for neutral
- and C for chaotic). Nonetheless, these in-between alignments indicate
- that a change to the alignment described by the second letter might be
- impending due to your PC's actions. The following special alignment
- descriptions are possible:
-
- LN : Lawful with tendencies towards Neutrality.
- NL : Neutral with tendencies towards Law.
- NC : Neutral with tendencies towards Chaos.
- CN : Chaotic with tendencies towards Neutrality.
-
- Thus the complete range of alignment order from Law to Chaos looks like this:
-
- L+ -- L -- LN --- NL -- N+ -- N= -- N- -- NC --- CN -- C -- C-
- L A W F U L N E U T R A L C H A O T I C
-
- Now the final question: what effect does alignment have upon the game?
- Depending on alignment, a different deity is worshipped. Some
- items might be more or less useful for your character depending on his
- alignment. Other beings might react in a different manner depending on
- alignment. There are lots of things that can happen... try to
- find out for yourself.
-
-
-
-
- Skills
- ------
-
- Each character possesses a certain number of skills which allow for
- actions that cannot be simply described by class, level and race.
- Skills are rated as a score of 0 to 100. The score given can be
- assumed to be the average chance of success in percent when trying an
- average feat. This chance is lowered when trying something difficult
- and raised when trying something simple. There is always a chance for
- automatic success and automatic failure.
-
- A NOTE ON HIGH SKILL SCORES: High skill scores are generally very
- helpful although they can be particularly effective with some specific
- skills. All skills below marked with a '+' will make ADOM behave in a
- special way if the score is greater than or equal to 80 or equal to 100.
- If the skill score is greater than or equal to 80, ADOM will
- internally always make two skill checks when one was requested by the
- circumstances and use the better result.
- If the skill score is equal to 100, ADOM will make three skill
- checks whenever requested to do so and will also use the best result.
-
- Some skills need training material so that you can improve them. On
- the skill screen in the game, such skills are marked with '(mr)', if
- training material is still required (and thus currently no improvement
- is possible) or with '(ma)' if the required training material is
- available. Skills that need such material are marked with a [!]
- below.
- Skills can be marked so that you can select often used skills
- a lot faster. How to do this is described at the end of this section.
- Not all the skills listed below are immediately available to
- your character. Some are available to everyone by default, some skills are
- determined by your race and some by your class. If you receive a
- skill due to class _and_ race, the skill score will be higher than normal.
- The following skills are available during the game (skills marked with a
- [*] are default skills available to everyone):
-
- Alchemy: Alchemy allows you to brew magical potions. To use this
- skill, you need to collect the ingredients required to mix magical
- potions. It would also be useful to have the recipe for a potion at
- hand.
-
- Alertness [+]: This skill is used automatically. It helps to
- sense traps and invisible monsters although it is not too effective
- (which basically means that an active search for traps with the
- respective skill has a much higher chance of success). It can save
- your character from some nasty surprises at times. It's also *very*
- helpful when trying to dodge combat magic since high reflexes (as
- created by a high alertness skill) will help to dodge combat magic
- with lightning speed. Finally, a high skill value grants some minor DV
- bonuses, +1 at 75+, +2 at 90+ and +4 at 100.
-
- Appraising [+]: This skill allows to estimate the value and
- power of unknown items. Items are rated on the following scale:
- horrible
- terrible
- poor
- mediocre
- fair
- good
- great
- superb
- amazing
- A score of poor and below should be considered to be a warning.
- Handle such items with great care!
-
- Archery: This skill increases your proficiency with missile weapons.
- Archers receive a bonus of +1 to hit per 10 points in this score and a
- bonus of +1 to damage per 20 points in this score. All other classes
- receive a bonus of +1 to hit per 25 points in this skill and a bonus of +1
- to damage per 40 points of skill score. This skill also slightly increases
- the range of your missile attacks on a successful skill check (which is done
- automatically whenever you use a missile).
-
- Athletics: This is a passive skill. It is used to raise your
- physical attributes by training your muscles and movement powers. Whenever
- you raise a level, this skill influences your chance to raise a physical
- attribute. Athletics works especially well for characters with low (< 10)
- to very low (< 5) physical attributes. The skill also slightly influences
- your looks.
- Athletics also affect your speed score. At 70+ you gain +1 to
- speed, at 75 you gain +2 to speed, at 80 you gain +3 to speed, at 85
- you gain +4 to speed, at 90 you gain +5 to speed, at 95 you gain +6 to
- speed and at 100 you gain +8 to speed.
-
- Backstabbing [+]: This skill increases your chance to hit and
- your chance to score a critical hit when you attack friendly or
- neutral monsters (or on hostile monsters if they don't notice you).
-
- Bridge Building [!+]: This skill allows you to build bridges.
-
- Climbing [*+]: This skill is used to climb out of pits and holes.
-
- Concentration: This skill influences the time required to
- regenerate lost magic points. A high skill value also makes it easier to
- learn new spells.
- Scores of 75+ allow you to regain mana points a lot faster; the rate
- increases again at 90+ and 100.
-
- Cooking [!+]: Cooked food is more nutritious and less prone to rot
- away. Very effective if used on corpses. You need a cooking set to
- use this skill.
-
- Courage: It is difficult to be a cold-blooded warrior when you
- are surrounded by dozens of enemies in a horrible fray. Usually, your
- PC will receive disadvantages in combat when surrounded and attacked
- by lots of opponents. Once a certain critical number of attackers is
- surpassed (two for fighters, paladins, rangers, monks, barbarians and
- beastfighters; one for all others), your combat abilities will
- deteriorate. Your character receives a -1 to hit per monster above the
- critical number, the monsters above the critical number receive a +2
- to hit per such monster and your chances to hit with missiles are
- reduced by -4 per monster above the critical number...
- ...unless you know this skill. It will allow you to
- remain calm and cold-headed in bloody situations and thus mass attacks
- by monster hordes might be less effective. It's a skill you need to
- learn somewhere *in* the game.
-
- Detect Item Status: This skill is automatically used to
- determine the {cursed|uncursed|blessed} status of items. This skill
- is comparable to the automatic ability of priests (in versions of ADOM
- older than 0.9.0) to discover the status of an item.
-
- Detect Traps: This skill must be explicitly used to discover
- hidden traps. It also helps to avoid known traps. The 'Search'
- command also activates this skill.
-
- Disarm Traps [+]: This skill allows to disarm previously
- discovered traps. Be careful... if you fail a check badly, you might
- spring the trap!
-
- Dodge: This skill increases your Defensive Value. The higher
- your dodge skill, the more points will be added to your DV (+1 for
- Dodge 1-30, +2 for Dodge 31-50, +3 for Dodge 51-65, +4 for Dodge
- 66-75, +5 for Dodge 76-83, +6 for Dodge 84-90, +7 for Dodge 91-95, +8
- for Dodge 96-99 and +10 for Dodge 100). Dodging is also helpful in a
- minor way for evading combat magic cast on you (Alertness is more
- helpful since it trains the subconscious reflexes, which are more
- important since combat magic is so fast).
-
- Find weakness: This skill increases your chance to score a
- critical hit when fighting monsters.
-
- First aid [*+]: This skill allows to stop bleeding wounds and
- even might allow you to recover some hit points... but only if those
- hit points were lost very recently.
-
- Fletchery [!+]: With this skill, you can create new arrows and bolts.
- You need a fletchery set and some wood to use it.
-
- Food preservation: This skill is automatically used. Certain
- types of food (mainly corpses) decompose over the time and finally
- vanish. Food preservation helps to prevent such food from decomposing. If
- given enough time, food will nonetheless decompose... this skill only helps
- to slow down the process. It also makes it more likely to find corpses
- of monsters you slay.
-
- Gardening [+]: This skill enables the character to plant herbs and
- harvest them later. This might come handy since some herbs have
- magical properties.
-
- Gemology [+]: This skill is used to identify gems and separate them
- from worthless pieces of glass.
-
- Haggling [*]: This skill allows to haggle down prices for
- items. Charisma is also important, but a PC good at haggling probably
- will have few problems to make a bargain. Please note that although
- you might have bargained successfully at times, the price for
- individual items won't necessarily go down since ADOM drops all
- fractions and rounds prices.
-
- Healing: Healing covers long-term treatment of wounds and
- diseases. Long-term treatment is used automatically. A high healing
- skill allows for a quicker hit point recovery. Additionally, the
- chances to survive wasting sicknesses are greatly increased by a high
- healing skill.
-
- Herbalism: Herbalism cover both plant and herb lore. A
- character skilled in herbalism will be better able to recognize some
- of the strange plants that grow in the dungeons. Additionally, when
- collecting herbs, such a character will have a definite advantage over
- unskilled characters, because unskilled characters only will be able
- to find cursed herbs.
-
- Law [+]: Law allows you to notice (maybe) whenever you go
- beyond law and commit a chaotic act. It will also make known to you
- particularly lawful acts.
-
- Listening [*]: This skill allows to notice sounds better. It is
- automatically checked whenever the need arises. If you want your character
- to be very perceptive, you should take care of your skill value in
- this skill.
-
- Literacy [+]: This skill governs your ability to read and
- write texts. If your learning score is at least 10 and you are
- neither a barbarian nor a beastfighter, you will receive this skill for
- free.
-
- Metallurgy [+]: This skill is automatically used. When you
- discover metal ingots, it allows for automatic identification (not
- always, but...). It is of great importance to weaponsmiths. It can
- also be actively used to determine the type of metal an item is made
- from (the item needs to be identified for this). The higher your
- skill score is, the more detailed the results will be.
-
- Mining [+]: This skill determines your ability in digging
- tunnels. You'll need to use a pick axe to do that. The higher the
- skill is, the less time you need to dig a tunnel section.
-
- Music [+]: This skill controls your ability to play musical
- instruments. Some people contend that it is possible to tame wild
- animals if you are a very skilled musician.
-
- Necromancy: This dark and forbidden art allows the user to
- create undead creatures which will serve him (or her). But there is a
- price to it... and don't forget to bring the necessary corpses for
- animation. Using this skill permanently drains your Mana attribute,
- although it is said that your Mana very slowly regenerates itself (but
- this really seems to be a tedious process).
- It's also important to note that Necromancers using this
- skill are a lot more versatile than simple dabblers in necromantic
- affairs. Necromancers receive a wide variety of choices for the type
- of undead they wish to create (starting with level 6).
-
- Pick locks: This skill allows to open locked doors, chests and
- hatches. To utilize it you need some kind of thieves picks. If a
- lock is trapped, the trap will probably be sprung unless you disarm
- the trap before picking the lock.
-
- Pick pockets: This skill allows to steal small items from the
- pockets of certain monsters. Not every monster will carry treasures
- around, not every treasure will be accessible and finally you always risk
- making your victim very angry (at least if your victim notices your
- attempt).
-
- Smithing: Smithing allows the PC to repair damaged or
- destroyed metal items and to improve weapons and armor. It is hard to
- use because you need the necessary tools to practice it, the material
- to work with, and finally, you have to find a smithy.
-
- Stealth [+]: This skill prevents some monsters from noticing
- the player character. If you are very good at it you might be able to sneak
- past monsters or mount a surprise attack.
-
- Survival [+]: This skill allows the character to gather food while
- traveling through the wilderness. It can be very handy since more
- than one adventurer already starved in the wilderness.
-
- Swimming: This skill enables you to traverse bodies of water. To
- fail an attempt to swim can be very deadly nonetheless.
-
- Tactics: This skill modifies the bonuses and penalties yielded
- by the 'T' command (see the command list) which allows to control the
- fighting techniques of a character. No character starts out with this
- skill -- you'll have to learn it somewhere.
-
- Two weapon combat: This skill increases your offensive power
- when fighting with two weapons. Your chance to hit is increased by +1
- per 20 points in this skill. Note that fighting with two weapons
- costs 800 energy points plus the maximum of the weapon speeds for the
- weapons being used, minus 4 energy points per skill point in this
- skill.
-
- Ventriloquism: This skill can be used to confuse monsters.
- You try to project another voice and if successful, this helps to
- confuse monsters for two or more turns. This skill is very difficult
- to use effectively.
-
- Woodcraft [+]: Whoever uses this skill is able to act competently
- while crossing woods and trying to work on trees. Many woodcutters
- and rangers learn this skill.
-
-
- Increasing Skills
- -----------------
- Skills can be increased in several ways.
- If you practice a skill quite a lot, you might receive automatic
- increases in your skill score from time to time.
- You are also allowed to raise your skill score when you advance to
- a new level. Increasing skills in this way is not very effective since you
- are normally not allowed to increase your skills by a lot of points when
- advancing a level. Practicing the skill often and training a little bit
- (it is said that some skilled trainers are living in the area known as the
- Drakalor Chain) can help a lot in this regard.
-
- Marking Skills for Quick Selection
- ----------------------------------
-
- By using the 'A' command you can mark skills with a number from 0 to
- 9. This allows you to quickly select skills you like to use very
- often in a speedier way. If you have marked one or more skills and
- press the 'a' key, you will be asked whether you want to use a marked
- skill or choose from the complete list.
- Since many skills in ADOM are passive (automatically used), it
- might be a good idea to mark such skills as 'Detect Traps', 'First
- Aid' and others.
-
-
-
-
- Weapon Skills
- -------------
-
- Every character also has some weapon skills he can train. Weapon
- skills can only be increased in one way: by practice. Basically, this
- means that your skill will increase after a certain number of
- successful attacks (hits). Depending on the weapon type, this can
- result in increases in to-hit and to-damage ratings. Hand weapons
- also can yield a bonus to the character's DV.
-
- For all weapons the following titles of mastery are used.
-
- Weapon Level Level
- ------------ -----
- 0 unskilled
- 1 basic
- 2 basic
- 3 basic
- 4 skilled
- 5 skilled
- 6 skilled
- 7 skilled
- 8 excellent
- 9 excellent
- 10 excellent
- 11 Mastery
- 12 Mastery
- 13 Mastery
- 14 Mastery
- 15 Grand Mastery
-
-
- For melee weapons, the following numbers are used to mirror the
- experience of a character with the weapon of his choice (note how
- different weapon types yield different advantages):
-
- UNARMED FIGHTING 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +2 +3 +3 +3 +4 +6 +6 +9 +10 +10 +10 +12 +12
- To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +3 +4 +6 +6 +8 +10 +10 +12
- DV Modifier 0 0 0 0 +1 +1 +2 +2 +3 +3 +4 +5 +6 +8 +10 +12
-
- DAGGERS & KNIVES 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +2 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18 +20
- To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12
- DV Modifier 0 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5
-
- CLUBS & HAMMERS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +2 +3 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18
- To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12
- DV Modifier 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5 +6
-
- MACES & FLAILS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +2 +3 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18
- To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12
- DV Modifier 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5 +6
-
- SWORDS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +2 +3 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18
- To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12
- DV Modifier 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5 +6
-
- AXES 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +2 +3 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18
- To-Damage Modifier 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +12 +14 +16
- DV Modifier 0 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +3 +4 +4 +4
-
- WHIPS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +3 +4 +5 +6 +8 +10 +12 +14 +16 +18 +20 +22 +24
- To-Damage Modifier 0 0 +1 +1 +2 +2 +3 +4 +5 +7 +9 +11 +13 +15 +17 +19
- DV Modifier 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15
-
- POLEARMS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +12 +14 +16 +18 +20
- To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12
- DV Modifier 0 0 +1 +2 +3 +4 +5 +6 +8 +10 +12 +14 +16 +18 +20 +22
-
- TWOHANDED WEAPONS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +3 +4 +4 +5 +6 +7 +8 +10 +12 +14 +16 +18 +20
- To-Damage Modifier 0 +1 +2 +3 +4 +6 +8 +9 +10 +12 +14 +16 +18 +21 +25 +30
- DV Modifier 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5 +6 +8
-
- STAVES 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- To-Hit Modifier 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +12 +14 +16 +18 +20
- To-Damage Modifier 0 0 0 0 +1 +1 +2 +2 +3 +3 +5 +6 +6 +7 +8 +10
- DV Modifier 0 +1 +2 +3 +5 +7 +9 +11 +14 +17 +20 +23 +26 +30 +35 +40
-
-
- If a character wields two melee weapons, his DV modifier is calculated
- by taking the DV modifier of the weapon in the right hand plus
- one-half of the DV modifier of the left hand weapon. If the character
- fights without any weapon he will receive DV bonuses but once.
- Wielding a shield does not count as fighting unarmed since it impedes
- your mobility.
-
- Missile weapon skills yield a +2 to hit and +1 to damage for every
- skill level and an additional +1 to damage for skill levels 2, 4, 6,
- 8, 10, 12 and 14. Missile weapon skills have no effect on the
- character's DV, but instead, the range of your missiles is increased by
- +1 for every 3 skill levels.
-
- The shield skill yields a +2 bonus to DV per level in that skill. The
- trick is that you can't get a higher bonus to your DV than twice your
- shield DV bonus (e.g. if your shield yields a +4 DV bonus, the shield
- skill can't provide more than +8 to DV). Shield skill marks are
- gained when you manage to block an attack with your shield (e.g. the
- attack would have hit without your shield DV bonus). A prerequisite
- for gaining more shield skill marks is to use a shield that would
- allow you to benefit from a higher shield skill. You also must not
- fight with berserk tactics (see the 'T' command). When you are using
- two shields, you will only gain the better skill bonus of the two, not
- both, since two shields are too unwieldy to be used effectively.
-
- The following table shows the number of required successful weapon
- checks to advance to the level in question (after achieving a new
- level you start collecting marks from scratch). Note that missile
- weapons require but one-half as many marks.
-
- Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- Melee 15 25 40 65 105 170 275 445 720 1165 1885 3050 4935 7985 12920
- Missl 7 12 20 32 52 85 137 222 360 582 942 1525 2467 3992 6460
-
- NOTE: If your character is fighting too defensively, he won't get any
- marks for successful attacks (which basically means that you should
- not use the 'very defensive' and 'coward' settings of the 'T'
- command, if you want to increase your weapon skills).
-
- NOTE: The number of marks required to increase a weapon skill is
- partially dependent on the class of your character. True spellcasters
- (wizards, necromancers and elementalists) need twice as many marks as
- listed above. Semi-spellcasters (priests and druids) actually need
- 50% more marks than listed above. Farmers are so skilled in the use
- of polearms that they need 20% less marks to increase in their use.
- All other classes need to collect the number of marks specified above.
-
- NOTE: A character can hone his melee skills only to a certain amount
- when fighting against the same monster. After a certain time (a
- certain number of turns), he will have picked up all the specific
- tricks and moves of the monster and will no longer gain any weapon
- skills by fighting that specific beast. The more powerful a monster
- is, the more you usually will be able to learn from it.
-
- NOTE: Fighting with two whips at once is not recommended since this is
- *very* difficult since you have to avoid getting entangled in your
- weapons. Rules-wise this means that you will require a lot of speed
- to fight effectively with these two whips.
-
-
- Weapon Skills and Attack Energy
- -------------------------------
-
- Attacking with a weapon without the appropriate skill requires 1000
- energy points. If you attack with a weapon you are skilled with, the
- attack energy required is reduced according to the following table:
-
- Skill 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
- Cost 1000 980 960 940 920 895 870 845 815 785 750 710 665 615 560 500
-
- Fighting with two weapons costs [800 plus the maximum of the
- two attack energy values for the weapons in question] energy points
- (although possession of the Two Weapon Combat skill can lower this).
-
-
- Attributes
- ----------
-
- Basically, every character is described by eight attributes which
- represent his abilities by birthright. Every attribute is rated from
- 1 to 99 (in theory). 10 is an average score, 8 is slightly below
- average, 5 is quite bad, 3 is horrible, and everything below this is a
- real hindrance. 13 is a good score, 15 very good, 17 exceptional, 20
- very high and everything above this of epic proportions. It should be
- remembered that the average PC is rated higher than normal
- individuals of his (or her) race because PCs are meant to be true
- heroes. The absolute maximum for all attributes is 99, which is
- probably equal in power level to demi-gods.
-
- The potential maximum attribute scores are based on the initial
- attribute scores. The maximum for an attribute is dependent on the
- base score and the player race. These maximums can only rarely be
- surpassed by natural training. This is a long and arduous process.
- Only magical methods can exceed these limits with ease.
-
- Attributes are rated as either primary or secondary. Secondary
- attributes are derived from primary attributes and are often greatly
- influenced by your experience level, class and race.
- The following attributes are used:
-
- STRENGTH: Strength describes your ability to inflict damage in combat,
- determines your carrying capacity and influences your chance to hit
- opponents in melee combat. The initial hit points are also partially
- based upon strength.
-
- LEARNING: The learning score describes how easily your character
- learns new things, how good the PC is at increasing skills and how
- easily magical spells are learned. Your ability to read and write
- (no, that's not automatic!) is also influenced by this score.
-
- WILLPOWER: This attribute describes the strength of your will. The
- higher it is, the better your PC is able to resist attacks affecting
- his mind. Willpower influences your initial hit points and your
- initial magic points.
-
- DEXTERITY: This attribute rates your agility, nimbleness, speed and
- many other things. A high dexterity score allows you to better dodge enemy
- attacks and traps. PCs with low dexterity are clumsy and
- slow-moving... easy prey for your enemies. Dexterity is also very
- important when attacking with missile weapons.
-
- TOUGHNESS: This attribute rates your physical resistance, your
- endurance, your constitution and your resistance to pain. Toughness
- is a major factor influencing the number of hit points of your
- character.
-
- CHARISMA: This attribute describes the personality of your character.
- PCs with high charisma are outgoing, friendly and easily make friends,
- while characters with low charisma are disliked by many people and
- have difficulties interacting on a friendly and easy-going basis.
-
- APPEARANCE: This attribute describes the looks of your character. PCs
- with high appearance are good-looking and draw attention, while
- characters with low appearance are unattractive or simply ugly but
- also draw attention (unfriendly attention most of the time, that is!).
-
- MANA: This attribute describes the luck of your character, his
- attunement to the forces of magic and his resistance to magic. Mana
- is a prime determinant for magical power.
-
- PERCEPTION: This attribute describes the general perception ability of
- your character. Perception is very important. It influences how far
- you can see in dungeons. Characters with low perception have
- problems finding secret doors, hearing noises and noticing certain
- traps -- they also can't see very far in the dungeons. Characters
- with high perception are very alert and notice slight details. They
- have superior vision and good hearing.
-
- The following secondary attributes are used:
-
- DEFENSIVE VALUE (DV): The defensive value determines how hard you are
- to hit. It starts at 1, 10 is about average, and, in theory, it is
- not limited in its value. The higher the value is, the harder you are
- to hit. This value is influenced by race, class, dexterity,
- equipment, burden level, hunger, and dozens of other factors.
-
- PROTECTION VALUE (PV): PV determines how many points of damage are
- stopped when your PC is hit by a physical attack. This value can be
- positive (which means that you have adequate protection) or negative
- (which means that your are carrying some kind of cursed items making
- it easier for your enemies to inflict wounds upon you). This value is
- influenced by your toughness, your equipment and several minor
- factors.
-
- HIT POINTS (HP): Hit points represent how much punishment your character
- can take before dying. The higher this value is, the better for you!
- Your maximal hit points are listed in brackets. Your hit points can
- decrease through combat wounds, traps, magical attacks, and many other
- things. As soon as your current hit points are lower than your
- maximum hit points, you start to heal wounds. How fast you heal
- injuries depends upon race, class, toughness, healing skill,
- equipment, general conditions, and several minor factors.
-
- POWER POINTS (PP): Magical power is described by a certain number of
- power points. To cast a spell (if you are able to do so), you have to
- spend a certain amount of power. If you do not have enough power
- points to cast a certain spell, your life energy will be drained
- instead. Be careful -- this might kill you! Your maximal power
- points are listed in brackets. Power is influenced by mana, class,
- race, experience and willpower.
-
-
- Experience and Advancement
- --------------------------
-
- Each PC in ADOM is rated by his experience level. A character
- starts at level 1 (a newly created adventurer) and might be able to
- advance to higher levels by collecting experience points. Experience
- points are mostly gained by killing monsters, but there might be other
- ways to learn... try to find out for yourself.
-
- To advance to a higher level, you have to collect a certain number of
- experience points. How many points you have to collect for your next
- level is determined by the following categories: race, class, and
- attributes. Generally, you need more experience points to advance if
- you are very good in one or more of these categories, you need
- less experience points to advance if you are below average in one or
- more of those categories.
-
- Whenever you have earned a certain amount of experience points, you
- increase in level. Increasing in levels is a very good thing to do
- because this brings many benefits. Whenever you go up a level, you
- get better in combat, receive more hit points and more magical power
- (depending on your class and race). You are also allowed to increase
- your skill values. The number of skill improvements depends on your
- learning score. Finally, you get a chance to raise (or lower) your
- attributes. This decision is made by the game and is heavily
- influenced by your class, your experience level and your actions
- during game play. There are finite limits to the number of times you
- might be able to increase attribute scores in this way. Once you have
- reached your natural potential, no more training of whatever kind will
- help to increase attributes. Only magical means will further enhance
- your attribute scores.
-
-
-
- Magic & Spells
- --------------
-
- The world of Ancardia is steeped in powerful magic. Although these
- forces have been far stronger in earlier ages and slowly seem to be
- declining in might, they are still a major force to be reckoned with.
-
- The world of Ancardia is the home of many powerful wizards of various
- schools and specialization. Priests are also able to use magical
- spells very similar to the ones utilized by wizards (although the
- sources for these powers are very different).
-
- All magic is fueled by mana, the magical energy called the fifth
- element by some. In ADOM the mana attribute of the player character
- is the major factor in determining how well he is able to channel
- magical spells (although both race and profession also have great
- influence on this).
-
- Spells have to be learned from books. When reading such a book, the
- character meditates about the forces and magical patterns which are
- required to create the magical effect in question and attunes himself
- to the mana flow of the world in such a way as to be able to activate
- the specific spell. How well he is able to do this depends on a
- number of factors -- among them the Learning attribute, the
- Concentration skill, the class and more. ADOM uses a special number
- to describe the current attunement to the mana flow of Ancardia for
- each and every spell the character learns. The more often a spell is
- cast, the less close the attunement of the character to the mana flow
- will be as his actions change the mana flow and force him to re-attune
- him by again studying spellbooks.
- Thus this number decreases with each spell casting until it is finally
- reduced to zero and the character is no longer able to cast the spell.
-
- On the other hand, a character becomes more efficient in casting a
- specific spell if he does so very often. Training allows him to
- adjust the various factors involved in casting a spell until he
- maximizes the gain from such a spell. This learning factor is
- described by the term 'Spell Effectiveness'. The character needs to
- cast a spell 'x' times to increase his effectiveness with that spell
- by +1. The value 'x' depends on the current effectiveness (the better
- you already are, the harder it is to improve) and can be determined
- like this:
-
- If the current effectiveness is '+x', the character needs to cast the
- spell 'x + 1' times to become even more efficient. If the character
- is neither a wizard, elementalist, druid, priest, or necromancer, this
- number is tripled. If the character is either a magician (wizard,
- elementalist or necromancer) and tries to cast a priest spell or if he
- is a cleric (druid or priest) and tries to cast a wizard spell, this
- number is doubled.
-
- Effectiveness has various effects: it increases the range and/or
- damage of combat spells, it heightens the effects of personal and
- healing magic and so on. Each spell description lists those effects.
- Finally, high effectiveness with a spell reduces the costs for casting
- such spells. For each 5 levels of effectiveness with a given spell, the
- spell costs are reduced by 1 power point per casting. Note that this
- reduction can't reduce the cost to a level lower than half the
- original cost.
-
- IMPORTANT: Effectiveness can never be increased to a level higher than
- twice your learning score. If, on the other hand, your learning score
- is reduced below a certain spell effectiveness, the effectiveness rating
- will remain at its current level.
-
-
- Casting Spells from Books
- -------------------------
-
- It is also possible to cast a spell from a spellbook if you already
- have learned the particular spell. Doing so costs quintuple the
- amount of power points usually required, takes up 3000 energy points
- (casting from a book takes more time since you have to loudly invoke
- the text) and does not reduce your current spell knowledge. It also
- does not destroy the spellbook after a limited amount of readings,
- either. Since casting a spell from a book simply consists of
- following the instructions in the book, the spell effectiveness for
- the spell in question is not increased.
-
-
- Known Spells
- ------------
-
- This section summarizes the various spells known in Ancardia. Please
- note that it should be considered to be but a short summary of the
- various spells -- there might be yet unknown powerful castings.
-
- First the spell name is listed. If two names are given, separated by
- a /, the first one is the name commonly used by members of the arcane
- professions (wizards, elementalists and necromancers), while the
- second name is the one used by members of the clerical professions
- (priests, druids and paladins). Then you'll find in brackets the
- profession groups specifically suited to learning the spell.
- Effectively, this means that members of those profession groups will
- have an easier time to understand and learn the spell. Increasing
- effectiveness also is simpler for members of those groups. For them
- the costs are determined as explained above. For members of the
- 'other' profession group, the costs are doubled. For characters neither
- having an arcane nor a clerical profession, costs are tripled.
- Paladins using clerical magic only pay double the normal cost to
- increase effectiveness. Lastly, you will find a description of the spell
- effects.
-
- The descriptions include formulae to determine range, damage and
- duration for spells. These formulae use certain abbreviations:
-
- W - Willpower of the PC.
- M - Mana of the PC.
- L - Level of the PC.
- E - Spell Effectiveness for the given spell.
- R - Maximum range (as determined by the range formula).
- r - Remaining range points when target is hit.
-
- It also uses a maximum function denoted as M{x, y}, which means "take
- the maximum of x and y". The minimum function m{x, y} is defined
- accordingly. Finally, the die-rolling notation is used (see the
- respective section in the manual for details).
-
- Example: A damage of M{L + 2, W - 2}d6 + (L + W) / 4 means that to
- determine damage, you first choose the maximum value of your level + 2
- and your willpower - 2. Roll the appropriate number of d6 and add to
- the result a number determined by adding level and willpower divided by 4.
- Confusing, eh? Feel assured that you don't need to understand this to
- be able to play ADOM -- it just helps those die-hard tacticians.
-
-
- MAGIC MISSILE / MINOR PUNISHMENT (Arcane)
- This spell allows the caster to launch a minor energy bolt against his
- enemies which is able to bounce off obstacles.
- Range: W / 4 + L / 4 + 2 Damage: M{2, (L + E) / 3}d4 + r
-
-
- LIGHTNING BOLT / DIVINE WRATH (Arcane, Clerical)
- This spell permits the user to launch a bolt of electrical energy from
- his hands. Be careful as this bolt tends to bounce off obstacles.
- Range: W / 4 + L / 4 + 2 Damage: M{4, (L + E) / 3}d6 + r
-
-
- IDENTIFY / ENLIGHTENMENT (Arcane, Clerical)
- By invoking this spell, the caster is able to identify a previously
- unknown item in his equipment.
-
-
- LIGHT (Arcane, Clerical)
- This spell lights up a magically or naturally darkened area.
- Diameter: M{4, (L + W) / 4}
-
-
- DARKNESS (Arcane, Clerical)
- This spell is the reversal of the Light spell. It magically darkens a
- bright area.
- Diameter: M{4, (L + W) / 4}
-
-
- CURE LIGHT WOUNDS (Clerical)
- This spell cures one minor wound. 1d8 + 1 + E points of damage will
- be restored.
-
-
- KNOCK / DIVINE KEY (Arcane)
- This spell unlocks and opens one locked door. Traps are not activated
- by this spell but rather circumvented. The caster must stand adjacent
- to the door.
-
-
- DISARM TRAP (Clerical)
- With this spell one trap can be deactivated permanently. The caster
- must be adjacent to the trap to be disarmed.
-
-
- FIRE BALL / MAJOR PUNISHMENT (Arcane)
- This spell makes the caster explode in a violent fireball engulfing
- everything in his vicinity. The caster is not harmed by the magical
- energies. Note that the explosion even penetrates walls since the
- magical energies creating the fire are build up on the elemental plane
- of Mana and rock or stone on the material plane is no concern on the
- plane of Mana.
- Diameter: M{2, W / 8} Damage: M{3, L / 4 + 2}d6 + L + E
-
-
- ICE BALL / FROZEN FURY (Arcane)
- This spell summons a deadly ice storm in the vicinity of the player,
- consisting of hail and frozen crystals. The caster is not harmed by the
- magical energies. Note that the storm even penetrates walls since the
- magical energies creating the storm are build up on the elemental
- plane of Mana and rock or stone on the material plane is no concern on
- the plane of Mana.
- Diameter: M{2, W / 8} Damage: M{3, L / 4 + 2}d7 + L + E
-
-
- LIGHTNING BALL / HEAVENLY FURY (Arcane)
- This spell summons a violent hail of thunderstrokes in the vicinity of
- the player. The caster is not harmed by the magical energies. Note
- that the thunderstrokes even penetrate walls since the magical
- energies creating the lightning are build up on the elemental plane of
- Mana and rock or stone on the material plane is no concern on the
- plane of Mana.
- Diameter: M{2, W / 8} Damage: M{3, L / 4 + 2}d8 + L + E
-
-
- ACID BALL / RAIN OF SORROW (Arcane)
- This spell creates a downpour of acid in the vicinity of the
- character. The caster is not harmed by the magical energies. Note
- that the rain even penetrates walls since the magical energies
- creating the acid are build up on the elemental plane of Mana and rock
- or stone on the material plane is no concern on the plane of Mana.
- Diameter: M{2, W / 8} Damage: M{3, L / 4 + 2}d9 + L + E
-
-
- BLESS (Clerical)
- Application of this spell blesses one person (no items!). The target
- will be more effective in combat and also enjoys some more luck.
- Duration: 1d{W} + (M + E) * 2
-
-
- SLOW MONSTER (Arcane)
- The target of this spell moves and acts with half its effective speed.
- Duration: 3d{W + E}
-
-
- CALM MONSTER (Arcane, Clerical)
- Usage of this spell allows to calm down enraged monsters.
-
-
- CURE SERIOUS WOUNDS (Clerical)
- This spell cures a major wound. 2d10 + 2 + E points of damage will
- be restored.
-
-
- CURE CRITICAL WOUNDS (Clerical)
- This spell cures a terrible wound. 4d8 + 4 + E points of damage
- will be restored.
-
-
- HEAL (Clerical)
- This spells heals a life-threatening wound. 10d6 + 10 + E points of
- damage will be restored.
-
-
- CURE DISEASE (Clerical)
- Application of this spell will cure a deadly disease, illness or
- sickness.
-
-
- NEUTRALIZE POISON (Clerical)
- By using this spell, the caster is able to neutralize poisonous
- substances in his blood stream.
-
-
- INVISIBILITY / VEIL OF THE GODS (Arcane)
- This spell hides the target from mortal eyes. Only by magical means
- can the target be discovered. Be warned: attacks on others will allow
- them to see you. There are also several kinds of beasts that are able
- to see through such magical disguises.
- Duration: {L + E + 3}d6
-
-
- DESTROY UNDEAD / DISPEL UNDEAD (Clerical)
- This spell is particularly suited to annihilate undead creatures
- completely. The caster must be adjacent to the target creature.
- Damage: {L + 1}d6 + W + E
-
-
- SLOW POISON (Clerical)
- This spell slows down the effects of poison in one's body. Several
- castings might even succeed in completely neutralizing the poison.
-
-
- TELEPORTATION / ETHEREAL BRIDGE (Arcane)
- This spell instantly transports the target to another physical
- location. Without special magical means, the caster is unable to
- control the place of arrival.
-
-
- REMOVE CURSE (Arcane, Clerical)
- This spell allows you to turn cursed items into uncursed items.
-
-
- GREATER IDENTIFY / GREATER ENLIGHTENMENT (Arcane, Clerical)
- This spell will detail the powers of one item, especially its hidden
- powers (like the ability to grant special immunities or resistances
- etc.).
-
-
- EARTHQUAKE (Clerical)
- This very powerful spell effectively causes the earth to shake. It's
- especially useful in the underground to collapse tunnel systems, open
- new passages and slay hordes of enemies. Be warned that some
- locations are structurally too hard to be affected by an earthquake.
-
-
- REVELATION (Clerical)
- This spell reveals special abilities of the character (e.g. magical
- resistances and immunities).
-
-
- KNOW ALIGNMENT (Clerical)
- This spell allows the caster to determine the alignment of one target.
-
-
- CREATE ITEM / DIVINE FAVOUR (Arcane, Clerical)
- Application of this spell will bring a random item into existence.
- Artifacts can't be created but other powerful items definitely are a
- possibility.
-
-
- SUMMON MONSTERS (Arcane, Clerical)
- This spell calls a number of monsters into existence... which sadly
- are not necessarily peaceful.
-
-
- PETRIFICATION (Clerical)
- The target of this spell probably will be turned to stone... forever.
-
-
- FROST BOLT / NETHER BOLT (Arcane, Clerical)
- This spell causes an icy bolt to spring from the hands of the caster.
- Range: W / 4 + L / 4 + 2 Damage: M{4, (L + E) / 3}d6 + r
-
-
- ACID BOLT (Arcane, Clerical)
- This spell allows the caster to hurl a bolt of vicious and deadly
- liquid at his opponents.
- Range: W / 4 + L / 4 + 2 Damage: M{4, (L + E) / 3}d8 + r
-
-
- FIRE BOLT / HELLISH FLAMES (Arcane, Clerical)
- Application of this spell allows the caster to hurl a fiery bolt at
- his enemies.
- Range: W / 4 + L / 4 + 2 Damage: M{4, (L + E) / 3}d6 + r
-
-
- STRENGTH OF ATLAS / LORDLY MIGHT (Arcane)
- This spell allows the caster to carry tremendous loads. Beware -- his
- combat strength is not increased, only his carrying capacity! You
- should also make sure that you are not too overloaded when the spell
- ends.
- Duration: (W + E) * 20
-
-
- MAGIC LOCK / SEAL OF THE SPHERES (Arcane)
- By using this spell, the caster can magically lock a door.
-
-
- IMPROVED FIREBALL / INVOKED DEVASTATION (Arcane)
- This spell is similar to its lesser cousin (see above) with the major
- difference that it causes more damage and can be hurled at targets
- far away. Note that the explosion penetrates even walls since the
- magical energies creating the fire are built up on the elemental plane
- of Mana and rock or stone on the material plane is of no concern on the
- plane of Mana.
- Range: Line of Sight Diameter: M{2, W / 8}
- Damage: {2 + (L + E) / 5}d8 + L
-
-
- FARSIGHT (Arcane, Clerical)
- This spell increases the range of view of the caster greatly.
- Duration: (M + E) * 10
-
-
- WEB (Arcane)
- This spell engulfs everything in its path in sticky webs, probably
- slowing down or completely stopping the movements of weaker monsters.
- Range: M{3, m{12, (W + E) / 4}}
-
-
- STUN RAY / LESSER DIVINE TOUCH (Arcane, Clerical)
- This spell dazes the targets and makes them move with little
- coordination.
- Range: M{3, m{12, (W + E) / 4}}
-
-
- DEATH RAY / GREATER DIVINE TOUCH (Arcane, Clerical)
- This spell instantly slays the target (if it does not manage to resist
- in some way, that is!).
- Range: M{2, m{16, (W + E) / 8}}
-
-
- MAGIC MAP / KNOWLEDGE OF THE ANCIENTS (Arcane, Clerical)
- This spell maps major parts of the currently unknown regions of the
- area you explore.
-
-
- MYSTIC SHOVEL / DIVINE DIGGER (Arcane, Clerical)
- This spell allows you to penetrate stone in order to dig tunnels. Be
- warned -- some materials are so hard that even magic won't have any
- effect!
- Range: M{2, m{10, (W + E) / 5}}
-
-
- BURNING HANDS / BAPTISM OF FIRE (Arcane, Clerical)
- This spell engulfs a target adjacent to the caster in searing flames.
- Damage: m{15, L}d3 + L + E
-
-
- SCARE MONSTER / HOLY AWE (Arcane, Clerical)
- This spell is used to create terror and fear within living,
- intelligent opponents.
- Duration: (L)d4 turns + E
-
-
-
-
-
-
- Mindcraft
- ---------
-
- The art of Mindcraft is a very strange discipline. Many believe it to
- be just another type of magic, but the truly enlightened know that it
- is a very different way of using one's inner strength and willpower.
-
- Mindcrafters utilize their mental powers to generate astonishing
- effects. The arts of Mindcraft and magic do not work very well
- together. Only long meditation and inner peace will allow a person to
- awaken the mental powers within, while magic seems to encourage active
- and curious minds.
-
- The following sections will describe the mental powers available to
- Mindcrafters. The number in brackets mentions the level at which the
- power will become available.
-
- Be warned! The powers of Mindcraft come at a price. Artificial and
- mindless beings are immune to mental powers and undead are a great
- danger to all Mindcrafters. Their corrupted and insane minds are able
- to backlash the mental powers upon the Mindcrafter, harming or killing
- him. Additionally, walls are not able to block the powers of the mind
- -- so be careful about what might be lurking behind the next wall
- before wildly employing Mindcraft. Many beings don't like others
- trying to toast their brains.
- Your mindcrafter also might want to avoid contact with corrupted
- monsters. Sages claim that corrupted minds will transfer some of the
- corruption to the contacting mind.
-
- Mental powers are fed with power points and if the character does not
- have enough power points to activate the power, he is at a loss. Some
- powers are continuous and cost power points each turn.
-
- The following special powers are available in the game (W is the
- shortcut for willpower, L for the level of the Mindcrafter):
-
- Teleport Control (1) - The ability to control your destination when
- teleporting.
-
- Confusion Blast (1) - A linear blast which disturbs the minds of your
- opponents and confuses them.
-
- Confusion Wave (3) - Similar to Confusion Blast, but effects all
- beings within a certain range.
-
- Mind Blast (6) - A mental attack trying to destroy the brain cells of
- the victims. Damage: [{(W + L) / 6} + 1]d5.
-
- Mental Shield (9) - A mental defense, which effects both defensive and
- protection values of the character. DV: + [(L + W) / 5], PV: + [(L +
- W) / 8]. Continuous power.
-
- Mind Wave (12) - A mental attack similar to Mind Blast, with the
- difference that it effects all beings within a certain range.
-
- Telekinetic Blast (15) - A projected force which might shatter doors
- and is able to damage beings physically. Damage: [(W / 5) + L]d3
-
- Eyes of the Mind (18) - A hypersense which allows the character to
- sense creatures and beings within a certain range.
-
- Greater Mental Blast (25) - A more advanced form of Mind
- Blast. Damage: [{(W + L) / 8} + 1]d9.
-
- Greater Telekinetic Blast (30) - A powerful force ball causing a lot
- of physical damage to beings. It might even be powerful enough to
- shatter stone. Damage: [(W / 5) + L]d6
-
- Regeneration (35) - A defensive power which allows the Mindcrafter to
- heal his wounds. Continuous power.
-
- Teleport Self (40) - A power allowing the travel to remote places
- within the blink of an eye.
-
- Teleport Other (45) - Similar to teleport self, but can be used on
- other beings.
-
- Greater Mental Wave (50) - Similar to Greater Mental Blast, but
- affects all creatures within a certain range.
-
-
-
-
- Corruptions
- -----------
-
- The forces of Chaos slowly start to get a grip on the world of
- Ancardia. Rumor has it that the dark magic used by the forces of
- Chaos and their presence itself have corrupting effects on all living
- beings on Ancardia and even on the environment itself. Strange
- mutants have been sighted and formerly normal humans suddenly were
- horribly changed.
-
- Be prepared to be faced with these dangers and try to avoid becoming
- transformed into a horrible being of Chaos. Although the powers might
- seem advantageous, they nearly always will bring doom (or so they
- say).
-
-
- The Game
- --------
-
- ADOM is started by typing
-
- adom
-
- at your command prompt. After some moments the game will start.
-
- After passing the title screen, you will have to choose whether to
- start a new game, restore an old game or page through this manual.
-
- The restore option will provide you with a list of available saved
- games from which you can restore a game. Please note that you can't
- restore a game when your character died in that game.
-
- If you choose to create a new character, ADOM first of all will
- randomly determine your birth date, your star sign and give some
- details about the effects of the events surrounding your birth. Then
- you will have to decide whether to choose a specific class and race to
- play or whether you want ADOM to choose for you. In both cases you
- will have to determine the gender of your character. This has some
- influence on game play (in ADOM female characters are more agile, male
- characters are slightly stronger). If you allow fate to decide the
- details, ADOM will randomly choose the race and profession of your
- character, otherwise you will be presented with lists for both from
- which you have to choose.
-
- Then you will have to enter a name for the character you are going to play.
- The name has no further influence on game play but serves to
- individualize your character. If you just press ENTER instead of
- entering a name, the game will christen your character with a default
- name.
-
- Next, the background of your character will be described. The game
- will mention your sex and race (in case fate is responsible for your
- race) and then detail your life prior to starting your adventure. Every
- character lives through four major phases of development: early
- childhood, childhood, youth and young adulthood. For each phase
- certain events are generated. These events serve to detail your PC
- and influence his attributes. Finally, you will get to know your
- class, your area of specialization (if available) and your starting
- age.
-
- After all this you will be dumped directly into the game. You are
- assumed to have just entered one of the major valleys in the Drakalor
- Chain and from that point on everything is based on your actions.
-
-
- The Main Screen
- ---------------
-
- Most of the time you will see the main game screen, which contains
- most of the interesting information about your character, your
- surroundings and your condition.
-
- The following sample shows how a game screen might look:
-
- ------------------------< Begin Screen copy >----------------------------
- The skeleton fails to hurt you.
-
-
- ################
- #..../.%.......# #########
- #.####.........######.......#
- ######### #.# #............../.......#
- #.......### #.# ########/#######.......#
- #......./.############# #.# #.# ######### #######
- #.......#./...........############.###########.#####################.....#
- ####.######.............^..z@............................................#
- #.# #....<......############.###########.#####################.....#
- #.# #...........# #.# #######/# #.....#
- #.# ##/########## #.# #.......# #.#####
- #.# #.# #.# #.......# #.#
- #.# ##/############ #.# #.......# #.#
- ####/#### #......^......# #####/### ######### #.#
- #.......# #.....###.....# #.......###############################.#
- #.>.....# #.....# #.....# #......./...............................#
- #.......# #.....# ####### #.......#################################
- ######### ####### #########
-
- Geffrey St:19 Le: 9 Wi:14 Dx:12 To:22 Ch: 8 Ap: 8 Ma:11 Pe:15 N=
- DV/PV: 10/4 H: 27(27) P: 3(3) Exp: 1/139 D: 1 Sp: 100
-
- -------------------------< End Screen copy >-----------------------------
-
- The first two lines of the screens are reserved for messages which
- explain certain events and actions. If more text is issued than fits
- into those two lines, a (more) prompt will appear. To continue you
- have to press SPACE (or Z). If you are expecting many messages in one
- turn which you don't want to read, you also can press ENTER. All
- messages will scroll through without waiting for a confirmation. If
- you want to look at one of those messages later, you can still use the
- ':m' command (see below).
-
- The last three lines contain information about your character in the
- following order:
-
- Name: Let's guess what this is :-)
- St: The strength score of your character.
- Le: The learning score of your character.
- Wi: The willpower score of your character.
- Dx: The dexterity score of your character.
- To: The toughness score of your character.
- Ch: The charisma score of your character.
- Ap: The appearance score of your character.
- Ma: The mana score of your character.
- Pe: The perception score of your character.
- DV: The defensive value of your character.
- PV: The protection value of your character.
- H: The hit points of your characters.
- P: The magical power of your character.
- Exp: The experience you have to collected up to now and your
- experience level. The second number stands for the number of
- experience points you already have earned, the first number
- describes your current experience level.
- D: The number of the current dungeon level.
- Sp: The speed rating of your character. Optionally the number of
- turns that have passed can be displayed in this area.
- A sequence of up to two characters describing your alignment (more
- about this in the section on alignment).
-
- All lines between these two screen parts are used to display the map
- of the current dungeon level or wilderness area (as far as you have
- explored it). Specific characters are used to represent items,
- monsters, locations, and other stuff.
-
-
- The Monster Memory
- ------------------
-
- One of the utilities provided by ADOM is the so-called monster
- memory. This utility helps the player to memorize useful monster
- data, like monster DV and PV, average hitpoints, number of attacks,
- average damage, and special powers. The monster memory can be invoked
- in two ways: either you 'l'ook around and demand more information upon
- looking at a monster or you invoke the '&' command and enter the
- name of a specific monster race (e. g. 'goblin' or 'white baby
- dragon'). If you have encountered the monster before, you will
- receive information based upon your observations. This can be as
- little as the physical description to as much as complete data about
- the combat stats and powers of a monster.
-
- It is important to note that the monster memory takes into account the
- abilities of your character. Based upon his Learning score, his
- Perception score and some skills, it is more or less likely that the
- character will learn something from his observations. This also means
- that your character might mistake powers for something else. If a
- monster resists a fireball due to its innate magic resistance the
- character still will believe that the monster is immune to fire (just
- to name on example). Only later experiences will remedy this
- observation.
-
- Additionally, the monster memory is not persistent. Between two games (that
- is: from one character to the next) it will get erased. This is so
- (compared to other games, which keep such a memory) because monsters
- in ADOM are pretty dynamic. They have varying levels and can gain
- experience like the PC. This effectively means that a monster can be
- very different between two games. Since observations thus are very
- subjective, it would be pretty misleading to keep such data between
- two games. It is my firm belief that the monster memory should
- serve to mirror the observations of the actual character and not those
- of the player. If you want to have a hint through, use some sheets of
- paper and a pen (or pencil).
-
- The Display
- -----------
-
- During game play everything you encounter is represented by certain
- symbols on the map. Symbols are simple colored characters. Some
- symbols have more than one meaning. This section explains the various
- symbols and their potential meanings.
-
- --- Map Symbols (dungeon) ---
-
- # Rock or wall = Water
- / Open door T Tree
- + Closed door 0 Pool or hive
- . Floor, passage, tunnel + Tombstone
- & Forge or other special places | Webs
- < Stair leading upwards > Stair leading downwards
- _ Altar * Hole
- ^ Known trap 8 Gate
-
- --- Map Symbols (wilderness) ---
-
- ^ Mountains . Road
- ~ Hills = Water
- & Forest * Entrance
- " Plains or Swamp o Buildings
-
-
- --- Item Symbols ---
-
- [ Protective gear, shields \ Wands
- & Necklaces ? Scrolls
- ( Hand weapons & Tools
- } Missile weapon ~ Bracers
- * Rocks % Food
- / Missiles $ Gold
- = Rings { Music instruments
- " Books
-
- --- Monster Symbols ---
-
- Monsters are grouped into specific categories to make it easier to
- distinguish them. The following scheme is used (with some
- exceptions):
-
- a Ants A Aquatic beings
- b Bees B Bats
- c Centipedes C Chaos creatures
- d Dogs & other canines D Dragons
- e magical Eye E Elementals
- f Felines F Fantastic beasts
- g Grungy humanoids G Ghosts
- h Humanoids H giant Humanoids
- i Insects I Imps & other minor demons
- j Jellies & oozes J (unused)
- k Kobolds K berserKers & barbarians
- l Lizards L Liches
- m Mimics M Mummies
- n (unused) N Natural beasts
- o Orcs O Ogres
- p Pixies P Plants
- q (unused) Q (unused)
- r Rodents R Rust monsters
- s Snakes S Spiders
- t Townsfolk T Trolls
- u Underdark humanoids U Unicorns
- v (unused) V Vortices
- w Worms W Wyrms
- x grues X eXtra-planar beings
- y (unused) Y constructs
- z Zombies & other lesser undead Z greater undead
-
- & greater demons @ (demi-)humans
- [ animated armor * will o'wisp
-
-
- The Player Character Screen
- ---------------------------
- ADOM provides a screen with most of the important statistics you might
- want to know about your PC. Usually (as per default command set) this
- screen is invoked by pressing '@'.
- The PC screen is divided into several parts dedicated to
- certain aspects of the PC.
-
- The upper left half of the screen is dedicated to the attribute scores
- of your PC. It lists all the attribute names in the first column (in
- yellow, if not yet maxed out or in brown if maxed out in the natural
- way), followed by the current unmodified attribute score. The next
- column lists the natural maximums for the attribute scores. They can
- be raised by long and hard training, but usually only magic will be of
- quick help when trying to pass these limits. (See the section on
- attributes for more details.) The next column displays temporary
- attribute bonuses (e.g. from certain potions), followed by a column
- listing special bonuses (e.g. due to magical items). The last column
- shows the total score for each attribute. If your attribute score is
- raised, it will be displayed in green; if it's lowered by some means,
- it will be displayed in red; if it's equal to the maximum score
- possible, it will be displayed in brown. In all other cases yellow is
- used.
-
- The upper right half of the screen contains a list of miscellaneous
- data. First you'll see the current speed rating. If you also enjoy a
- temporary speed bonus, it will be displayed in square brackets. This
- is followed by a verbal approximation of that rating. Then the screen
- lists your current financial status, potential debts, the name of your
- deity, and the elapsed amount of game time. The next entries are
- concerned with your omens of birth and star sign. First you'll see
- the number of the day on which you were born in the Ancardian year
- followed by your star sign. Then you'll see the *current* month in
- the game (both by number and by name). The next line describes the
- *current* day in the game, both by its number in the current month
- and by its absolute number in the current game year (so that you can
- compare it to your birthday). Finally, the state of the moon (full,
- new, waxing, waning) will be described. The last entry in that
- section displays the age of your character.
-
- In the middle of the screen you'll see the encumbrance data for your
- PC. In order, you'll see the current encumbrance, the minimum encumbrance
- to be considered burdened and the respective minimum levels for being
- considered strained and very strained.
-
- Below this, you'll see the data for melee combat, kicking, and missile
- combat.
-
-
-
- Miscellaneous Commands
- ----------------------
-
- During game play, commands are issued by pressing one or more keys.
- Whenever you find a description like 'C-x' you are expected to press
- the Control-key and the key 'x' at the same time to invoke the
- corresponding command.
-
- The following default commands are normally available:
-
- C-t Activate trap at current position
- a Apply skill
- < Ascend stairway & Leave location (in the wilderness)
- Z Cast spell
- C Chat with monsters
- H Change highlight mode
- T Change tactics
- L Check literacy
- E Clean ears
- c Close door
- w s Continuous search
- ( Create short character log
- ) Create verbose character log
- [ Create screenshot
- > Descend stairway & Enter location (in the wilderness)
- : W Describe weather
- ! Dip (something) into (potion)
- A Display skills and quick-mark skills
- B Display background
- P Display bill
- : b Display burden levels
- = Display configuration variables
- \ Display chaos powers
- : c Display companions
- $ Display current wealth
- C-e Display elapsed game time
- @ Display extended character information
- / Display identified items
- K Display kick damage
- : k Display killed monsters
- : m Display message buffer
- M Display missile statistics
- : w Display monster wound status
- : g Display name of your deity
- q Display quest status
- R Display recipes
- x Display required experience
- V Display version
- C-w Display weapon skills
- W Display weapon statistics
- D Drink
- d Drop item(s)
- C-d Drop items in a comfortable way
- e Eat
- l Examine environment
- : d Extended drop
- : p Extended pay
- : u Extended use
- g Give item to monster
- h Handle something
- i Inventory
- C-i Invoke mindcraft
- C-o Issue order to companion (reaction heavily depends on your charisma)
- k Kick
- C-l Look
- I Miscellaneous equipment
- 1 Move to the southwest
- 2 Move to the south
- 3 Move to the southeast
- 4 Move to the west
- 6 Move to the east
- 7 Move to the northwest
- 8 Move to the north
- 9 Move to the northeast
- n Name monster/yourself
- ? Online help
- o Open door
- p Pay
- ; Pick up items primitively (fast)
- , Pick up items
- C-p Pick up items comfortably
- _ Pray
- Q Quit game
- r Read
- & Recall monster memory
- C-r Redraw screen
- O Sacrifice
- S Save and quit game
- s Search
- : = Set variable
- t Shoot/Throw missile
- : s Swap position with monster
- C-a Switch auto-pickup on/off
- : t Switch the dynamic display
- C-k Switch the required (more) key
- C-u Unlock door
- U Use item
- C-x Use class power
- m Use special ability
- u Use tool
- Wait
- . Wait
- 5 Wait
- w 1 Walk to the southwest
- w 2 Walk to the south
- w 3 Walk to the southeast
- w 4 Walk to the west
- w 5 Walk on the spot
- w 6 Walk to the east
- w 7 Walk to the northwest
- w 8 Walk to the north
- w 9 Walk to the northeast
- F Wipe face
- z Zap wand
-
- For details about the dynamic display see the end of this section.
-
- In the game you will encounter multiple screens containing tables,
- lists, etc. Whenever you are given the choice to get out of one of
- those screens by pressing the 'Z' key, you can also press the space
- bar. The 'Z' key is always listed in the help lines because of
- historical reasons (and because it's easier to display than the ' '
- ;-)
-
- It is possible to redefine the keybindings (see the appropriate
- section of the manual for details).
-
-
- Movement
- --------
-
- You can move into eight directions by pressing the respective number key
- displayed in the following movement grid:
-
- 7 8 9
- \|/
- 4 -5- 6
- /|\
- 1 2 3
-
- To attack a monster, simply try to move into the field the monster is
- standing on. This will result in a melee attack.
-
- If you opt for faster movement you can activate the so-called
- 'walk-mode' by pressing 'w' followed by a direction key. This will
- make your character walk into the chosen direction until he meets
- something of interest. Movement will cease as soon as one of the
- following things happens:
-
- * Your direction of choice is blocked.
- * A monster appears in your immediate vicinity.
- * Items are lying at your current position.
- * Something special (e.g. a stairway) is located at your current
- position.
- * A move will bring you into the immediate vicinity of a monster.
- * You are stunned, confused or blinded.
- * Your hunger status changes.
- * You are bleeding, sick or poisoned.
-
- Generally, activating 'walk-mode' is a good way to cover long distances
- which have been explored before. To make full use of the vast array
- of available tactical options, you should not use 'walk-mode' when
- exploring unknown locations.
-
- Walk-mode also allows the character to wait in place (e.g. to
- regenerate lost hitpoints or power points). Just press 'w' for
- walk-mode and the '5' for waiting in place. Walk-mode will abort if
- a monster enters your immediate vicinity, your equipment weight or
- your hunger level changes or 50 turns have gone by.
-
- If you are using the numeric keypad remember to press NUM LOCK.
-
-
- Speed
- -----
- Actions in real life rarely are synchronous. Beings rather act
- individually, move with different speed and are either slower or
- faster than others. ADOM simulates this by using a 'speed system'.
- The core notion of this system is that every character and monster has
- to collect a certain amount of energy to be able to act. Some beings
- are able to gather this energy faster and thus can act at higher
- speed, others gain this energy more slowly and thus act in a slower
- way.
- To be able to act once in ADOM your character needs to
- accumulate at least 1000 energy points. Every acting being has a
- 'speed rating' (SR) and a current energy rating (CER). ADOM divides
- each player turn into a number of segments. In each segment every
- being on the current level adds its speed rating to its current
- energy. Each being that passes the '1000 energy minimum' with its
- current energy rating is allowed to act. Afterwards the CER is
- reduced by 1000 (in most cases).
- All Player Characters start with a basic speed rating of 100
- which basically means that they can act once every 10 segments. This
- rating can be modified by class (monks and beastfighters get faster
- with more experience), dexterity (a score of 17 or higher can be
- helpful), encumbrance level (the more you are encumbered the slower
- you get), alcohol level (being drunk is not a good idea in all cases),
- satiation level (a full stomach makes you move slower... starving
- doesn't help either), your Athletics skill, and special items. Being
- born under the sign of the Raven also helps.
- Your energy can never be lower than 1 (although this spells
- certain doom) and is not limited by any value. The only limit is that
- you can act only once per segment (even speed scores of 2000+ can't
- help in this respect... although they are impossible to attain in any
- case).
- Most monsters also have a base speed rating of 100, although
- there are exceptions. Be prepared to face changing speed
- monstrosities occasionally.
- Finally you need to understand that some items don't increase
- your overall speed score but might limit the energy costs for certain
- actions (e.g. seven league boots could require you to expend but 500
- energy points to be able to move -- thus you could move faster, but all
- other actions would be carried out at normal speed).
- This is also true for weapon skills which are able to reduce the
- amount of energy required to stage an attack (see the section on
- weapon skills for details).
-
- SPECIAL NOTE: If you are setting your tactics level to 'coward' and
- then simply move around without attacking anything, such a move only
- costs 800 energy points *if* your hitpoints are reduced to one-third
- their starting value or below (panic does that to you -- and since
- ADOM basically is a heroic game we'll ignore other wound effects).
- Remember this when you try to run away!
-
-
- The Dynamic Display
- -------------------
- The dynamic display is used to present detailed information about the
- actions of the player. It either can display the current turn number
- (an internal game counter), the current speed rating of the display or
- the energy cost of the last action of the player character. Usually
- the current speed rating is displayed.
-
- Note that the 'energy cost for the last action' display option does not
- necessarily show the expected value for energy costs below 1000.
- This is so because ADOM's internal rating system for action costs
- relies on relative measurements (e.g. if your potion of speed results
- in an 800 energy point cost for movement and due to your class you
- also would be able to move for 800 energy points, this is scaled to a
- cost of 100000 / {100 + [(100000 / 800) - 100] * 2} = 666 energy
- points). If you don't understand the formula, simply look at the
- source code. ;-) Not understanding it is *not* a sign of being stupid
- ;-))
-
-
- Dice
- ----
-
- Roleplaying games mostly use dice to determine random events. Paper
- games rely on several kinds of dice -- most often 4-, 6-, 8-, 10-, 12-
- and 20-sided dice are used. Computers are not limited by arbitrary
- die forms and thus enjoy the freedom to use any kind of dice
- imaginable as a random number generator.
-
- Roleplayers use an abbreviated way of describing the number of dice to
- be rolled to generate a random number. Basically a certain number of
- dice is rolled, all the face values are added and maybe a modifier is
- added or subtracted to generate a total. This is normally abbreviated
- as
-
- {x}d{y}+{z}
-
- and means to roll {x} dice with {y} faces and finally to add the value
- {z}. {z} can be positive or negative. If {z} is not mentioned, it is
- assumed to be zero.
-
- EXAMPLES: 1d20 means to roll one 20-sided die to generate a number
- between 1 and 20. 2d6 means to roll two 6-sided dice to generate a
- number between 2 and 12. 4d4+3 means to roll four 4-sided dice and
- finally add 3 to generate a number between 7 and 19. 3d13-9 means to
- roll three 13-sided dice and subtract 9 to generate a number between
- -6 and 30.
-
-
-
- The Inventory
- -------------
-
- Every PC normally carries quite a number of items -- some of them
- belong to the initial equipment, others are found during the
- adventure.
-
- All items worn or equipped are displayed upon pressing the 'i'
- key. If you want to change your equipment (either by wearing an
- additional item or by removing an item currently used) you simply need
- to press the letter preceding the body part in question. If an item
- was equipped, it will automatically be removed. If no item was used
- you will automatically be shown a list with items which might be
- useful on that body part.
-
- Items normally have to be identified by some means to get more than
- just some general information. Some items are identified by using
- them (e.g. weapons and armor), others have to be identified by magical
- means. When identified, every item might list a number of values
- which further describe the powers of the item.
-
- Armor must be worn to have any effect. Weapons must be wielded to
- have any effect. Rings, bracers, and necklaces must be worn to be useful.
-
- Items are generally rated as uncursed, cursed or blessed. Cursed
- items cannot be removed when worn and mostly do not function with full
- effect. They also are susceptible to damage more often. Blessed
- items are of very high quality and might exert some additional powers.
- They are more difficult to damage. Uncursed items represent average
- items.
-
- Items also might be broken or rusty. There might be means available
- to repair or improve such items... try to find out about this for
- yourself.
-
- In the following section, items are listed by category with all
- possible modifiers. The following abbreviations are used to describe
- the modifiers:
-
- CHA - Number of charges remaining
- DAM - Damage dice (given in the dice notation explained above)
- DVM - DV modifier
- MDM - Missile damage modifier
- MEM - Melee attack modifier
- MIM - Missile attack modifier
- PVM - PV modifier
- ATM - Modifier to a specific attribute
-
- The following item descriptions are available. First the item type is
- listed, then the possible modifiers follow. Not all modifiers always
- appear, this depends on the specific item. The kind of visible
- modifiers can be determined by the type of brackets surrounding them:
-
- <bracers> [DVM, PVM]
- <shield> (MEM) [DVM, PVM]
- <armor> (MEM, MIM) [DVM, PVM]
- <gauntlets> (MEM, MIM) [DVM, PVM]
- <cloak> (MEM, MIM) [DVM, PVM]
- <girdle> (MEM, MIM) [DVM, PVM]
- <helmet> (MEM, MIM) [DVM, PVM]
- <boots> (MEM, MIM) [DVM, PVM]
- <wand> (CHA)
- <melee weapon> (MEM, DAM) [DVM, PVM]
- <missile weapon> (MIM, MDM) [DVM, PVM]
- <missile> (MIM, DAM)
-
- Any item (in theory) can be followed by {ATM}, which means that the
- item in question grants the specified bonus to the mentioned
- attribute. Any weapon can be followed by (p), which means that the
- item is poisoned.
-
- Finally, the number of charges for wands will only be visible if you
- zapped that specific wand successfully or identified that specific
- wand. In other words: if you identify 'tin wands' as 'wands of magic
- missiles', you still won't know the number of charges of a newly found
- 'wand of magic missiles' (although it will be correctly identified in
- all other respects).
-
-
- Filtering the Stuff List
- ------------------------
-
- Beside those items you carry directly on your body (which can be
- viewed by pressing 'i'), you also have a backpack which might contain
- large numbers of items (directly viewable by pressing 'I'). At times
- you need to retrieve an item from that backpack and this can be a very
- tiring process if you are carrying a large number of items.
- Therefore ADOM contains a mechanism to filter the list of items in the
- backpack, so that only certain item types are displayed and it's
- easier to find the item you are looking for.
-
- Whenever it is possible to apply a filter to the items in your
- backpack, the last line of the screen will display the current filter
- and the possible commands to select a certain item type. In all cases
- (except for '#' -- which stands for all items), you can select a
- certain category of items by pressing the symbol which usually
- represents those items. The following keys are used to filter the
- items in the backpack:
-
- [ all wearable items
- & all amulets and tools
- , all bracers (this is an exception to the 'image rule' since some
- systems wait for a second key to be pressed after the '~' used for
- bracers and this would make this feature somewhat tiresome to use).
- ( all melee weapons
- } all missile weapons
- / all missiles
- { all musical instruments
- = all rings
- \ all wands
- ! all potions
- ? all scrolls
- " all books
- % all food
- $ gold
- * all gems
-
-
- Beasts of Burden
- ----------------
-
- While many players seem to enjoy carrying around heaps of stuff, this
- is not really recommended. If your PC carries a lot of stuff, he'll
- get hungrier soon. This in turn means that you probably will have to
- carry more food, which can get damaged and further burdens you. ADOM
- uses several burden levels (from burdened over strained to very
- strained and overburdened) to mirror this fact. Each burden level
- comes with a growing need for food. Take care!
-
-
-
- Spells
- ------
-
- Pressing 'Z' will display all the spells you know and some additional
- data concerning them. Following each spell you will notice two
- numbers. The first one describes how well you memorized the spell. It
- is decreased whenever the spell is cast (by an amount determined by
- the power level of the spell, your attributes, and some other
- factors). If this number is reduced to 0 or less, the spell is
- forgotten and you are no longer able to cast it. The second number is
- the number of power points you need to expend to cast the spell in
- question. If you do not have that many power points, you can still
- cast the spell. But beware -- this is very dangerous. The strain
- imposed by casting a spell in such a way could kill you, if you are
- not completely healed.
-
- See the extended section on spells for more details.
-
-
- Shops
- -----
-
- On certain levels of the dungeon, adventurous merchants have opened
- their shops to provide supplies for the various bold adventurers
- exploring the dungeons. The risky environment is made up for by the
- huge gains possible by selling rare (and even magical!) items to heroes
- venturing down the dungeons. Since most of them are carrying large
- amounts of gold, the trade seems to be going very well. Needless to
- say that only daring and powerful merchants are willing to undertake
- the risks of opening shops deep in the dungeons.
-
- If you enter a shop, you will be expected to look around, barter and
- buy stuff. You can leave without buying or selling anything, but
- remember that at times shops might contain important or powerful
- items.
-
- To buy something in a shop, you have to pick it up first. The
- shopkeeper then will block the exit (there seem to be so many thieves
- around nowadays) and wait for you to pay (which is done by using the
- 'p' command). If you do not have enough money, you probably will have
- to leave the item(s) behind.
-
- You can also sell items in a shop to raise more funds. Not every
- shop will buy everything as most of them are rather specialized
- (e.g. on potions or scrolls). If you want to sell something, just
- drop that item. The shopkeeper will immediately tell you how much he
- is willing to pay and then you can decide whether or not to accept the
- offer.
-
-
- Wishing
- -------
-
- In ADOM you might encounter magical wishes. Wishes are a powerful
- form of magic which allows a variety of effects.
-
- ADOM supports two types of wishes. You can wish for abstract things
- and concepts like friends, money, wealth, strength, health, and other
- things.
-
- You can also wish for items. Such wishes can be very useful, since
- ADOM features many powerful and rare items. If you do not want to
- wait for a certain item, just wish for it as soon as you receive a
- free wish. Since wishes are powerful but not very precise magic, you
- can only wish for very general items. For example, it's not possible
- to wish for 6 blessed long swords (+6, 1d8+6), but you would rather
- have to wish for long swords or mithril plate mails. If your wish is
- not formulated precisely you might get something other than what you
- are expecting -- so be careful!
-
-
- Saving the Game
- ---------------
-
- To save a game in progress you just have to press the 'S' key and
- answer the following question with a 'y'. The game will be saved and
- you can restore it later to continue your game. You should make sure
- that you have enough free space on your disc before saving the game
- as ADOM will otherwise crash. You need about 30000 bytes plus 12000
- bytes per level that you have explored. Levels with lots of monsters
- or items need more space. Generally three free megabytes should be
- enough for any one game (no matter how deep you venture).
-
- To restore a saved game, just start ADOM and type the name of the
- character you played when ADOM asks you to do so. ADOM will
- automatically recognize whether a saved game under that name exists
- and load it. You can also restore after starting the game when ADOM
- asks whether you want to generate a new character or restore an old
- one. If you choose the latter option a tiny menu will display the
- available games to be restored (if there are any). Please note that
- this menu only displays a maximum of 20 saved games (without telling
- you that there might be additional saved games). This should be
- sufficient for most purposes. Depending on your screen resolution
- even less games might be shown (e.g. 16 under DOS).
-
-
-
- How To Start -- A Beginner's Guide
- ----------------------------------
-
- ADOM is not a simple game -- at least if you are really trying to win
- and don't just play to have fun and pass some time. ADOM is also very
- different from other roguelike games like Nethack, Angband and Rogue
- in that it offers a lot more detail and uses a different approach in
- certain respects. The following advice might be helpful for both the
- hardened veterans of other roguelike games and beginners of ADOM:
-
- * Try to talk to people. The 'C'hat command is an absolute necessity
- to get anywhere in the game. At times it even pays to talk to
- so-called monsters.
-
- * Take care about your satiation. Finding enough food to survive is
- important in ADOM. Once you learn the tricks you'll have no
- problems to cope with this, but in the beginning this might be a bit
- difficult. Make sure that you don't carry too much. Being burdened
- (or even strained) means that you'll get hungry more often.
-
- * Remember the 'T'actics command and also remember to run away. Doing
- this in coward mode probably is a good alternative to dying in a
- hopeless fight. Come back on a better day.
-
- * Remember that it is possible to enter any wilderness area by using
- the '>' command. If you feel the need to drink potions, zap wands
- or whatever while traveling through the wilderness and ADOM won't
- let you, enter a wilderness area first.
-
- * Pleasing your gods by offering sacrifices is a wise thing to do. If
- you are in dire straits and need help, they might listen to your
- prayers.
-
- * Know when to fight and when to run.
-
- * If a dungeon seems to be impossibly difficult, maybe you should look
- elsewhere first.
-
- * There is a number of places and situations in ADOM which require
- the careful use of tactics.
-
- * Not every monster is meant to be defeated. It's possible to kill
- everything but don't be surprised if some opponents put up a _very_
- tough fight.
-
- * Make sure that you have at least read the introduction in this
- manual so that you understand what the game is all about.
-
- * During the game, you should refer as often as necessary to the online
- keyboard map ('?'-'K') and this manual ('?'-'M').
-
-
-
- Appendix A: Credits
- -------------------
- Many people were involved in the creation of ADOM. At this point I'd like
- to thank my great testers, who sacrificed their precious time to test the
- work of a madman. Thanks (in alphabetical order) for their efforts in
- testing pretty buggy alpha software and enduring endless program crashes
- go to:
-
- * Thomas "Where are the keys to those doors?" Dembach
- * Kilian "Do this... and that... and that... and that..." Guenther
- * Tim "Lord Gek" Jordan
- * Stefan "Infocom Man" Jokisch
- * Nicole "Rabid Dog" Lubinski
- * Michael "Wow... I can eat corpses?!?" Niewoehner
- * Jens "I generally don't like games" Spitczok v. Brinski
- * Jochen "That's not the fault of my Amiga!" Terstiege
- * Andreas "Where's the 'fclose'?" Willenbrink
-
-
- Miscellaneous credits (for inspiration, ideas, more testing and
- similar contributions) currently go to:
-
- * Boudewijn Wayers, for providing some space on his FTP site for this
- game and for creating the first ADOM WWW page.
-
- * Cenk Ergan, for providing the new official ADOM FTP site and for
- providing web space (I yet have to use :-} ).
-
- * Dan Shiovitz, for doing all the work necessary to create the newsgroup
- rec.games.roguelike.adom.
-
- * Richard Fowler, for maintaining the FAQ for ADOM. Direct all questions to
- thinker@texas.net.
-
- * Erwin Mascardo, for being the first FAQ maintainer.
-
- * Sandra Whiting, for being a wonderful proofreader for the manual and for
- creating a Winword-based manual.
-
- * R. Dittmer, for creating another Winword-based manual (and he was the first
- one to do so).
-
- * Thomas Friedetzky, for creating a TeX-based manual for ADOM.
-
- * Daniel Quaroni (goat@pelican.cit.cornell.edu), for maintaining the
- spoiler files for ADOM.
-
- * Jason Konrad MacEachern, for being one of the first two spoiler file
- maintainers and helping to get them started.
-
- * Erwin Andreasen, for providing a termcap entry for Linux, which seems to
- solve the color problems many people seem to have.
-
- * Jochen Terstiege, for his tireless efforts and support while porting
- ADOM to the Amiga, while debugging Windows 95 to make it work with
- ADOM and for his endless zeal in searching for bugs.
-
- * Simone Heidenfelder, for her help in creating the star signs for ADOM.
-
- * Evan Gibson, for providing a launcher interface to ADOM for OS/2.
-
- * Jonathan Santaana, for proofreading many of the text files.
-
- * Eric Bazin, Matt Chatterley, Aaron Dutton, R. Dittmer, Frank
- Duphorn, Bridget Farace, Evan Gibson, Jeff Goodson, Adam Horowitz,
- Ken Iwasa, Tim Jordan, Nicholas Kenyon, John Lame, Perttu Laurila,
- Cameron Lay, Philipp Lucas, Derek Ludwig, Joshua Malmquist, Erwin
- Mascardo, Jonathan Santaana, Don Stauffer, Greg Wheatley, Gerry Kevin
- Wilson and Krey Younger for providing (some really great) suggestions.
-
- * Michael Allchin for being the first one to send a postcard (see
- the introduction in this manual or section E of the general readme
- file for more information about this topic).
-
- * Mike Sands from New Zealand, for sending the most original postcard I
- have received up to now (although Richard Fowler is a close second).
-
- * Jurriaan Kalkman, for being the first to provide some great songs for
- the Mad Minstrel.
-
- * Evan Gibson and Jeff Goodson, for providing additional songs for the
- Mad Minstrel.
-
- * Dave Decot (for a certain scroll -- wherever you are, contact me)
-
- * Many thanks to Greg Wooledge, Bill Hodgeman, Christian
- Schlittchen, David G. Kahane and Olaf Weber for doing some low-level
- debugging in 099g7 to find the cause for an annoying crash.
-
- * Thanks to Boris Blazevic for giving me the decisive hint for fixing one
- of the most annoying bugs ever.
-
- * Thanks to the "Epsilon"-Testers of ADOM 0.9.9 Gamma 9 (Richard
- Fowler, Stefanie Woll, Barry Kearns, Chris Ingersoll) without whom
- that version would have been delayed even more.
-
- * Special thanks to the "Epsilon"-Testers of ADOM 0.9.9 Gamma 10 who
- put up with five prerelease versions and helped to ensure that Gamma
- 10 will be a hallmark of stability for versions to come -- you did
- great work (in no particular order): Lana Bowman, Katie E. Sehorn,
- Andy Williams, Richard Fowler, Stefanie Woll, Barry Kearns, Christian
- Caesar, Derek Ludwig, Greg Wooledge, Joseph W. DeVincentis, Martin
- Gelter, Raymond Martineau and William Tanksley.
-
-
- Credits for the monster memory
- ------------------------------
-
- First of all, I have to thank all folks who pushed me again and again
- to add this feature. You were all right... it adds so much to the
- game that it was really worth it.
-
- Then there were many who provided descriptions for monsters or refined
- existing monsters -- thanks to all of you since you have really helped
- to make ADOM a much better game:
-
- Josef Addleman, Ryan Allan, Laurence R. Brothers, Matt Chatterley,
- John M. Cho, Torsten Edelmann, John Thomas Flanagan, Florian Gerich,
- Chris Ingersoll, Stefan Jokisch, Chris D. Koeberle, David Loewenstern,
- Dwight McDowell, John Michaud, Tom Nowacki, Adam K. Rixey, Tom
- Sanders, Katie Sehorn, Ashe Stickney, William Tanksley, Adam Taylor,
- Aaron P. Teske, Kevin Wilson, Greg Wooledge, Peng Zhou
-
- Special thanks in this respect go to Richard Fowler and Stefanie Woll
- for doing so many monster descriptions that I'm still marvelling at
- their enthusiasm and perseverance. Richard in particular wrote up
- more descriptions than anybody else without ever complaining --
- without his extreme perserverance and talent, ADOM 0.9.9 Gamma 7
- probably would still be very far away.
-
-
- Credits for additions to the source code go to:
- -----------------------------------------------
-
- * William Tanksley, for providing a new random number generator for ADOM
- with lots of possibilities and for many helpful comments about improving
- the source code in general.
-
-
- Credits for various minor tidbits of ideas go to:
- -------------------------------------------------
-
- Jon Abbott, Shawn Adams, Atte Aholainen, Ryan Allen, Julian Arnold,
- Charlie Ball, Jason Barnes, Thomas Beaumont, Florian Beck, Richard
- Sheaves-Bein, Ian Michael Bell, Holger Bettag, Jakob D. Bindslet,
- Tobias D. Bindslet, Erik Bock, Erik Inge Bolsø, Douglas Bonar, Mike
- Bowen, Lana Bowman, David Brady, Jackson Bross, Laurence R. Brothers,
- Harald Büsching, Jeff Butler, Paul Byrne, Massimo Campostrini,
- Christian Caesar, Bennett V. Campbell, Brian R. Carl, J. B. Cattley,
- Nikolaus Davidson, Zachary Sundance Davies, Gregory Dean Dearing,
- Robert DeLoura, Alexander Dressler, Leen Droogendijk, Nick Duffek,
- Martha Dumas, Aaron Dutton, Torsten Edelmann, Martin Fanta, Robert
- Fermier, Mike Ferry, John Thomas Flanagan, John Fouhy, Richard Fowler,
- Lucas French, Martin Gelter, Florian Gerich, Daniel Giaimo, Jeff
- Goodson, Morris Greenberg, Nicole Hall, Sami Hangaslammi, Richard
- Harang, Mark Humphreys, Eugene Hung, Eben Howard, Chris Ingersoll,
- Charles Allen Jones, Jurriaan Kalkman, Joel Kamentz, Jonathan Katz,
- Dan Kaufman, Barry Kearns, Chris Keiner, Richard Kenan, Janne
- Keskinarkaus, Eino Keskitalo, Sami Kivela, Teemu Kokki, Antti
- Kokkonen, Tero Laiho, Jeff Lait, Timo Laitila, Nicholas Lawson, Tommi
- Leino, Tommi Lind, Daniel Lundberg, Sami Luoma-Pukkila, Mark
- D. Mackey, Kevin Magee, Joshua Malmquist, Dan Martin, Raymond
- Martineau, Paul Marshall, Michael Meadows, Russ Melanson, Justen
- Meltz, Ed Morris, Paul L. Mosquin, Ross Morgan-Linial, Juergen
- Neitzel, Kotatsu Neko, Ronald Neumann, Michael Niedecken, Tom Nowacki,
- Dirk Jan Out, Brian J. Parker, Mikko Parviainen, Nick Pelis, Kent
- Peterson, George Petryk, Brian M. Pope, Tommi Raina, Anand
- Ramakrishnan, Martin Read, Ian Roberts, Will Rogers, Daniel Rutter,
- Osku Salerma, Jussi Salomaki, Andrew Schoonmaker, Katie E. Sehorn,
- Aaron B. Simpson, Ole Martin Skarås, Joe Slater, Christian Sommerer,
- Frank Thomas Sronce Jr., Nicholas Stallard, Walt Stoneburner, Kjetil
- Svendsberget, Adam Taylor, Chuan-Tze Teo, Ijon Tichy, Erno Tuomainen,
- Uoti A. Urpala, Andrew Vance, Ryan Vurlicer, Tim Wadsworth, Markus
- Warg, Olaf Weber, Mason Wheeler, Steven A. White, Andy Williams,
- Stefanie Woll, Greg Wooledge, Scott Yost, Lev Zakrevski, Vadim Zeitlin
- and Peng Zhou
-
-
- Credits for bug reports go to:
- ------------------------------
-
- Travis Acton, David L. Adam, Josef Addleman, Adina Adler, Fernando
- Espinosa Aguilar, Steven Aitkin, Ben Allen, Jason Allen, Mats
- Andtbacka, Erwin Andreasen, Craig Arnold, Julian Arnold, Antti Arola,
- Erik Aronesty, Alex G. Arzamastsev, Jon Åslund, David Assaf, Robert
- Au, Ola Augun, Victor R. Austin, Penny Baker, Scott Barcik, Ian
- Barkley-Yeung, Jason Barnes, Eric Bazin, Tom Beaumont, Charles Bell,
- Chip Bell, Richard Benjamin, Timo Berthold, Neil Blaber, Eric Bleich,
- Eric Bock, Erik Inge Bolsoe, Lana Bowman, Konstantin Boyandin, Michael
- Brassell, Gareth Brisbane, Adam Paul Bronson, Jackson Bross, Laurence
- R. Brothers, Larry Brown, Owen Brown, Harold Buesching, Gareth
- Bushill, Peter Bystrov, Christian Caesar, Greg Cambridge, Massimo
- Campostrini, J.B Cattley, Bobby Chan, Paul Chapman, Kok-Leong Chin,
- Leslie Choong, Will Chose, Scott Cohan, Mathias Cohen, Kipling Cooper,
- Gian Paolo Costantino, DeWitt Clinton, Frits Daalmans, Zachary
- Sundance Davies, Jeff L. Davis, Adam Dawes, Warrick Dawes, Greg Day,
- Daniel Josef Dekok, Jeff Derenne, Simon Devet, Joseph W. DeVincentis,
- Tomas Dill, Dominic DiPalantino, Ondrej Dobias, Leen Droogendijk,
- Gerry Drouing, Michel Dubois, Nick Duffek, Conrad Dunkerson, Chris
- Dunthorne, Frank Duphorn, Krid Dusitsin, Grant Dvorak, Peter Ebbeson,
- Torsten Edelmann, Erno Ekebom, Jacob Eliason, Tony Elmroth, Georgy
- Evseev, Martin Fanta, Bridget Farace, Michael C. Ferguson, Robert
- Fermier, Mike Ferry, Timothy K. Firman, Dean Fitzgerald, John
- Flanagan, Steve Flynn, Johan Forsberg, John Fouhy, Richard Fowler,
- Lewis Futrell, Ben Thomas Galehouse, Alan Gallauresi, Jamie Gannon,
- Ashley Garrett, William Gauvin, Manuel Gebauer, Martin Gelter, David
- Gerber, Svante Gerhard, Daniel Giaimo, Evan Gibson, Robert E. Gibson,
- Christopher J. Gibson, Joe Giroux, Patrick Goguen, Jeff Goodson,
- Richard Graham, Jonathan Michael Greenberg, Morris Greenberg, Bruce
- Alan Greenwood, Jason C. Griego, Joe Groszkiewicz, Matthew Grove,
- Richard J. Haag, Walter Hafner, Sami Hangaslammi, Tom Hanlin, Richard
- Harang, John William Harris, Dag Trygve Truslew Haug, Joseph
- R. Hauser, John Mark Hawley, Jarkko Heino, Harri Heinisuo, Jukka
- M. Heiskanen, Philipp Hendricks, Iiro Hietala, Karl Hiller, Eric
- Hilsdale, Patrick Hjelt, Adam Horowitz, David Howdon, Thomas Houser,
- Eugene Hung, Markku Hunnakko, Jim Hunziker, Diane Hutton, Eino Iivari
- Ii, Lauri Ilvas, Chris Ingersoll, Eric Robert Jablow, Johan
- S. Janssen, Raf Janssens, Josh Jersild, Robert Johnston, Stefan
- Jokisch, Sheldon B. Jolson, Charles Allen Jones, Tim Jordan, Nuutinen
- Juha, Jani Kärkkäinen, David G. Kahane, Jurriaan Kalkman, Jaakko
- Kalliosalo, Martha B. Kapouch, Matti Karppanen, Howard Katz, Robert
- Kazmierczak, Barry Kearns, Richard Kenan, Juha Kerätär, Janne
- Keskinarkaus, Eino Keskitalo, Jani Kivisola, Panu Klemola, Chris
- D. Koeberle, Elmar Kolkman, Mikolaj Konarski, Peter Kosinar, Matt
- Kracht, Juha Krapu, Tom Kronmiller, Antti Kuusela, Scott Vander Laan,
- Paul Labuda, Jeff Lait, Timo Laitila, John Lame, Jaakko Lämsä, Jukka
- A. Lang, Justin Larue, Christian Lassem, Perttu Laurila, Ammon
- Lauritzen, Michael A. Laux, Nicholas Lawson, Clark Lawton, Craig Lay,
- George Leidolf, Tommi Leino, Ville Leminen, Tony Leneis, Jerry C. Lin,
- Terry C. Lin, Stephen Lin, George C. Lindauer, Ilkka Lindblom, Oskar
- Linde, Miika Linden, Tuomas Lintunen, Tomasz Lisowski, David Lodge,
- David Loewenstern, Nicole Lubinski, Philipp Lucas, Derek Ludwig, Mark
- Mackey, Matthew Maclean, Kevin Magee, Joshua Malmquist, Jens Markmann,
- Paul Marshall, Dan Martin, Raymond Martineau, Erwin Mascardo, Chris
- Mathews, Paul Matlock, Lisa Maynard, Robert N. M. McCrea, John
- McGrady, David McGrath, Chuck McKenzie, Michael Meadows, Martin
- Meldrum, Justen Meltz, Mark Mercer, Aki J. Moilanen, Mikhail
- Moldavskiy, Jason Monson, Galen Morgan Moore, Jacob Morzinski, Paul
- L. Mosquin, Katy Mulvey, Jarmo Muurim"aki, J. Murphy, Marko Musnjak,
- Jan Erik Mydland, Peter Nadeau, Juhan-A Nakkalajarvi, Jefferson Ng,
- Yen Nguyen, Daniel Nielsen, Antti Niemela, Yrjo Sakari Niemela,
- Michael Niewoehner, Toni Nikkanen, Blair Nilsson, Ivar Nilsson, Tyler
- Novak, Keir Novik, Tom Nowacki, Shawn Oakey, Georg Oberwinkler, Anders
- Olin, Ronny On, Dale Ondeck, Gunnar Opsommer, Niilo Paasivirta, Rob
- Palkowski, Lena Pammer, Kris Parker, Tom Parker, Mikko Parviainen,
- Kenneth Paulson, Steven Pearson, Nick Pelis, Stefan Perrson, Kent
- Peterson, Pasi Tapani Pirhonen, Antti Pitk"am"aki, Joseph Price, Colin
- Pritchard, Sami Luoma-Pukkila, Alexander Purikov, Serge Purikov, Joska
- Pyykko, Julie Rak, Brian Ramos, Michael Rams, Jarkko Rantavuori, Toni
- Rasanen, Derek S. Ray, Martin Read, Sam Reisner, Judd Reiffin, Yonatan
- Ivan Rivera, Adam K. Rixey, David J. Robertson, Steve A. Robinson,
- Jean-Philippe Rodriguez, Gerald W. Rutsch, Daniel Rutter, Rich Ryker,
- Osku Salerma, Jussi Salomäki, Paavo Salonen, Mika Salovaara, Steven
- Salter, Tom Sanders, Mike Sands, Colin Sansam, Nate Sarbin, Ben Sayer,
- Giuseppe Scarpi, Mark W. Schmelzenbach, Jonathan Schmidt, Markus
- Schwarz, Michael Searle, Zoe Seekins, David Shafer, Scott Shaw,
- Richard Sheaves-Bein, Mark Shipton, Andrew Shkolnikov, Scott Shorter,
- Kaarel Sikk, Simone Silvestrini, Erlend Simonsen, Aaron B. Simpson,
- Håvard Slåttbråten, Benton G. Smith, Dave Slutzkin, Klaus Sommerer,
- David Soule, Frank Sronce, Toni Stauffer, Benjamin Stein, Matthew
- Stephans, Peppe Stolpe, Dave Storey, Konstantin Stupnik, Mika Sutinen,
- Kjetil Svendsberget, Martin Svensson, Bruno Tabbia, Adam Taylor, Avier
- Taylor-Paul, Chuan-Tze Teo, Jochen Terstiege, Justin Thiessen, Mirko
- Thoele, Marcy Thompson, Matthew Trevor, Mattia Trivellone, Jurek
- Trzepla, Erno Tuomainen, Chris Underwood, Mark Underwood, Uoti
- A. Urpala, Otto Urpelainen, Tuukka Urpi, Kimme Utsi, Toni Vaatainen,
- Olivier Della-Valle, Andrew Vance, Jeff Vandenberg, Kimmo Varrio,
- Peter H. Verder, Ryan Vurlicer, Henning Wackernagel, Tim Wadsworth,
- Markus Warg, Pete Warren, Justin Webb, Olaf Weber, Alex Weldon, Mason
- Wheeler, David Whitcombe, Steven White, Matt Whitfield, Sandra
- Whiting, Herb Whitney, Aaron Williams, Andy Williams, Jason
- Willoughby, Andrew Wilson, Gerry Kevin Wilson, Dan Winsor, Greg
- Wooledge, Stephan "W" Wrammerfors, Ian Barkley-Yeung, Scott Yost, Krey
- Younger, Russ Yuncker, Ben Zealley and Colin Zealley
-
-
- Appendix B: Customizing ADOM
- -----------------------------
-
- It is possible to set certain default values for ADOM with the
- standard configuration file. The name of the file and its location
- depends on the system you are playing ADOM on. The system-related
- readme file (readme.linux, readme.dos or readme.amiga) accompanying
- this distribution will give you more details about this. The
- configuration file can contain certain variables which control parts
- of ADOM's behaviour. This file is a plain ASCII file.
-
- Generally a line in the configuration file can start with or without a
- '#'. If the line starts with a '#' it is considered to be a comment
- and will be ignored. Otherwise ADOM expects to find something that
- looks like this:
-
- <variable> = <value>
-
- For example a line might contain the following text:
-
- Name = 'Big Bang'
- or
- Recovery = 400
-
- ADOM recognizes a certain number of variables which have a specific
- meanings. Each variable must have a value of a certain type. Allowed
- types are strings, numbers (only whole integers) and Boolean values
- ('true' and 'false'). Strings which contain whitespace must be
- enclosed by ' (see above).
-
- ADOM variables also can be set during the game with the ': =' command
- which requires the user to enter a line in the format explained above.
- Invalid variables will be highlighted in red color.
-
- The following variables are currently recognized:
-
- Allow_Default_Names
- *******************
- true, false: defaults to 'false' and allows you to determine whether
- the default names will be allowed or not
-
- Auto_Open_Doors
- ***************
- true, false: will ask automatically whether you want to open or unlock
- a door
-
- Auto_Lock_Doors
- ***************
- true, false: ADOM will automatically ask you whether you'd like to
- lock a door while closing it, if you have an appropriate key. By
- default this variable is set to 'true'.
-
- Auto_Lock_Nearest
- *****************
- true, false: if set to true, the targeting code (used for missile
- weapons and a few spells) will automatically use the nearest monster
- as the new target, if no monster was locked before.
-
- Auto_Pickup
- ***********
- string containing the symbols of items chosen from the following
- categories, which are to be picked up whenever you move on a field
- containing items of that type:
-
- [ Armor, shields, cloaks, boots, girdles, gauntlets and helmets
- * Gems and rocks
- & Necklaces, amulets and tools
- ( Melee weapons
- } Missile weapons
- / Missiles
- = Rings
- \ Wands
- ! Potions
- ? Scrolls
- ~ Bracers
- % Food
- $ Gold
- { Instruments
- " Books
-
- Base_Delay_Factor
- *****************
- number: determines the number of hundreds of a second ADOM delays
- actions (like two steps for a fireball, etc.). The default value is
- 10. To prevent input errors ADOM only accept values in the range
- of 0 to 100.
-
- No_Book_Spellcasting
- ********************
- true, false: If set to true you no longer will be prompted about
- whether to learn a spell from a book or cast it from the book.
-
- Check_Item_In_Hand
- ******************
- true, false: if set to 'true' you will be asked if you want to wield
- an item other than a pick axe, a torch or a melee weapon
-
- Class
- *****
- any of the available classes
-
- Class_Mask
- **********
- string consisting of characters chosen from the following list:
- a - Fighter
- b - Paladin
- c - Ranger
- d - Thief
- e - Assassin
- f - Wizard
- g - Priest
- h - Bard
- i - Monk
- j - Healer
- k - Weaponsmith
- l - Archer
- m - Merchant
- n - Farmer
- o - Mindcrafter
- p - Barbarian
- q - Druid
- r - Necromancer
- s - Elementalist
- t - Beastfighter
- If you choose to randomly select your class (with the 'F'ate option
- during character creation) the classes in 'Class_Mask' won't be
- selected. Thus you can cross out certain classes you do not like.
-
- Colored_Menus
- *************
- true, false: if set to 'false' you won't have to endure the colored
- menus (and yes, there probably will be configurable colors for the
- menus at some point in the future although it's pretty low priority
- for me).
-
- Colored_PC
- **********
- true, false: if set to 'false' the player icon '@' will be displayed
- in white -- otherwise the color is dependent on your class.
-
- Compact_Kill_List
- *****************
- true, false: if set to 'true' the final kill list will be compacted by
- printing more than just one killed monster type per line.
-
- Display_Key_Code
- ****************
- true, false: if set to 'true' you will see the keys you pressed during
- a multi-key command
-
- Fast_Missile_Readying
- *********************
- true, false: will prompt you whether you want to add a (heap of)
- missiles to your missile slot when the missile slot is empty
-
- Fast_More
- *********
- true, false: if set to 'true' any key will be accepted when the
- '(more)' prompt is displayed. Setting this variable to 'true' is
- equivalent to pressing 'C-k' once at the start of the game.
-
- Fated_Gender
- ************
- true, false: if set to true, ADOM will select the gender for your character
-
- Low_Hitpoint_Warning
- ********************
- true, false: if set to true ADOM will beep (or flash the screen if
- beeping is impossible but flashing is possible on your system) if the
- hitpoints of your character fall below 20% (or 15 -- whichever is
- lower).
-
- Message_Buffer_Size
- *******************
- A number, which describes the size of the message buffer in lines. The
- value is required to be between 50 and 10000.
-
- Metric_Measuring
- ****************
- true, false; if set to true, your height and weight will be printed
- according to metric measuring
-
- Name
- ****
- the default name for your PC
-
- Nice_Stuff
- **********
- true, false: if set to true the stuff list will display cursed items in
- red and blessed items in green.
-
- Persistence
- ***********
- a numeric value; determines the number of steps that will pass when
- you use the 'walk mode' to search in one place (see -> Continuous
- search via 'w s'); the default value is 20
-
- Quitters_Allowed
- ****************
- true, false: if set to 'true' all games in which you quit will also be
- recorded in the highscore
-
- Race
- ****
- any of the allowed races -- don't forget the ' for races like High Elf
-
- Race_Mask
- *********
- a string consisting of one or more of the following characters:
- a - Human
- b - Troll
- c - High Elf
- d - Gray Elf
- e - Dark Elf
- f - Dwarf
- g - Gnome
- h - Hobbit
- i - Orc
- j - Drakeling
- If you choose to randomly select your race (with the 'F'ate option
- during character creation) the races in 'Race_Mask' won't be
- selected. Thus you can cross out certain races you do not like.
-
- Random_PC
- *********
- true, false; determines whether a randomly rolled character will be
- used each time you start ADOM
-
- Recovery
- ********
- a numeric value; determines the number of steps that will pass when
- you use the 'walk mode' to wait in one place; the default value is 50
-
- Reload_Missiles
- ***************
- true, false: if set to true, ADOM will query you, whether you want to
- equip another missile once you run out of ammunition.
-
-
- Reverse_Message_Order
- *********************
- true, false: determines the order in which the messages are displayed
- in the message buffer; true means that the latest messages will be
- displayed at the bottom, false means that the latest messages will be
- displayed at the top; 'true' is the default value
-
- Sex
- ***
- male, female
-
- Short_Log_Format
- ****************
- string: the string is used by ADOM to create a log file. The string
- contains one character for each set of information to be included in
- the log file. The following options can be used:
-
- a: Achievements (attribute changes, ...)
- b: Background of the PC
- c: Spells
- d: PC data (attributes, ...)
- e: Effects of corruption
- i: Items in the inventory
- k: Kill list of the PC
- l: Skills
- m: Items in the backpack
- s: Screenshot
- w: Weapon skills
-
- The default is: "dbim".
-
- Sorted_Skills
- *************
- true, false: if set to 'true' the skill list will be ordered
- alphabetically
-
- Starvation_Warning
- ******************
- true, false: if set to 'true', ADOM will beep if you are in danger of
- starving.
-
- Uncursed_String
- ***************
- string: some people don't seem to like the word 'uncursed' ADOM uses
- to describe an item that is neither cursed nor blessed. You can
- define an alternative by using this environment variable. Be careful
- about what you do since ADOM does not check your definition and using
- 'cursed' or 'blessed' is possible, too. Moral: he who confuses
- himself gets what he deserves.
-
- Verbose_Level_Messages
- **********************
- true, false: defaults to 'false'; if set to 'true', level messages
- will be displayed whenever you enter a special level, otherwise only
- on the first time
-
- Verbose_Log_Format
- ******************
- string: This string has the same format as 'Short_Log_Format'. ADOM
- internally does not care about the format of the two strings (and
- which one is longer). The intention of these two environment
- variables simply is to allow the user to have two different means of
- creating a logfile. The default is: "sdbwcleimka".
-
- Walk_Carefully
- **************
- true, false: if set to 'true' ADOM will abort from Walk-Mode as soon
- as you spot a non-tame monster.
-
- Zap_Wands_In_Hand
- *****************
- true, false: if set to 'true' ADOM will ask whether to zap wands
- currently equipped in the left or right hand. Otherwise such equipped
- wands will be ignored.
-
-
- If you initially do not have a configuration file, ADOM will create
- one for you.
-
-
- APPENDIX C: Command Line Options
- --------------------------------
-
- ADOM can be supplied with some command line options to make it do
- certain things. Up to now the following command line options are
- supported:
-
- -c <file>: forces ADOM to use <file> as configuration file
- -d: display the directories being used by ADOM
- -h: display the available command line options
- -k: use the standard keymap
- -l <name>: load the saved game <name>
- -m: use monochrome display
- -n: forbids ADOM to use any configuration file
- -o: prints the used compiler options
- -r: create keymap reference file 'keyref.kbd'
- -s: prints the complete highscore to stdout.
- -v: display the current version of ADOM.
-
- The syntax for calling ADOM with options is:
- adom [-c <file>] [-d] [-h] [-k] [-m] [-n] [-o] [-r] [-s] [-v]
-
- Important note: If you have changed the default keymap, but would like
- to have a reference file of the original bindings, you need to call
- ADOM like this:
-
- adom -k -r
-
- (It's important that the '-k' is set before the '-r'!)
-
-
- APPENDIX D: Customizing the Keymap
- ----------------------------------
-
- ADOM allows you to customize the keybindings used during the game for
- invoking commands to a certain extent. When ADOM is started it
- searches for a file called 'adom.kbd' (or '.adom.kbd' on Linux
- systems) in your data directory (call 'adom -d' to determine your data
- directory). This file contains a description of its syntax, which
- should answer all questions. Customizing a keymap to a very specific
- system requires quite some work on your side if you want to use
- special keys and such stuff (you will need to know the ASCII codes
- your system generates when a special key is pressed).
-
- Note that customization is possible only to a certain extent.
-
- If you would like to have a printed reference of your own keymap
- bindings at hand, you can enter
- adom -r
- at your command prompt. This will make ADOM to create a file called
- 'keyref.kbd', which contains the current bindings and can be printed
- on any line printer. Check it for the details about how to define new
- key bindings.
-