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Ancient Domains Of Mystery An Interactive Adventure In A Fantastic World Copyright 1994-2013 by Thomas Biskup.

All Rights Reserved All Over The World

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.

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 Beasts of Burden Spells Shops Wishing Saving the Game How To Start -- A Beginner's Guide Appendix Appendix Appendix Appendix A: B: C: D: Credits Customizing ADOM Command-Line Options 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 Zu den Tannen 5 58456 Witten 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... ----------------------------------------ADOM contains a number of bugs as is normal for one huge piece of software being developed by a single person (about 135,000 lines of

code as of ADOM 0.9.9 Gamma 13). Thus it's absolutely necessary to send bug reports in to me if you experience problems with the game. Bug reports are submitted at http://www.adom.de/bugs and should contain at least the following information: 1. 2. 3. 4. 5. your real life name and your email address the version of ADOM you are using (exact version) the operating system you are using (exact version) a description on what you did to produce the error all dumps ADOM might have created

Unless asked you should *not* include any binary files.

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 revelries. 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 ----1 2- 8 9-15 16 17-23 24-30 Specific Name ------------Darknight Oneweek Twoweek Silvernight Threeweek 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, Camaraderie 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, +3 to initial Learning. 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 ****** 10% 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 10%, 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, one free talent. 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, one free talent. Wolf **** +3 to initial Perception, +3 to initial Willpower, food is more nutritious for you (by +25%). Tree **** It's generally hard to change alignment, +5 to initial Willpower, +2 to Toughness, +1 to PV.

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 (and also 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. MIST ELF -- Mist Elves are a truly ancient race, literally born from the mists of time. They are almost immortal and some of their ancient members are believed to have been present at the dawn of creation. Their incredible lifespan gives them a very different and aloof outlook on life and civilization as they regard even Gray Elves as mere toddlers. Combined with the fact that Mist Elves are a very magical race, their bodies being made from magically solidified mist, they appear frightening, uncaring, cold and wise at the same time. They scoff at the views of the younger races and life doesn't mean much to them, having seen many empires rise and crumble within the span of a single Mist Elf's life. Mist Elves are even larger than Gray Elves but thin and frail beings. Their skin is almost white, their hair is pearly white and it seems to move with a slight breeze all the time. Their breath is misty and their eyes are pearly, violet, pink or yellow. Mist Elves move almost without sound. Their physique is weak and they are not very strong. Additionally they are the most fairy-like of elves, going so far that the prolonged touch of mundane metal burns their skin like acid. Thus they prefer to wear and wield weapons and armaments of precious metals, like mithril or adamantium. Despite their weak physique they are dangerous warriors as the mist-like makeup of their body greatly reduces damage taken in melee combat. Gray Elves despise Mist Elves, viewing them as uncaring beings devoid of emotion and lacking the general elven love for life. Mist Elves just

chuckle about the antics of their baby cousins. Mist Elves, having been lifted from the mists of time themselves during creation, have a very specific grasp of necromancy. Most of them - if not drawn towards Chaos due to boredom - hate undead and are very powerful in combatting them by using their magical powers to wreak great harm upon undead. Mist Elf necromancers are able to create special creatures and engage in an act of creation rather than infusing dead beings with unholy energies, called white necromancy by themselves. Mist Elves are the rarest of all elves. You will encounter a thousand Gray Elves before you see one Mist Elf. They are rumored to live in misty areas high in mountain valleys or deep in the hills, but no known mortal has ever seen one of their settlements. Some sages believe them to be physical manifestations of the dreams of gods, others regard them as leftovers from the act of creation itself. Mist Elves just chuckle and move on at such useless ponderings. Mist Elves train in the following skills: Alertness, Concentration, Dodge, Literacy, Necromancy 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. Their breath weapon causes {x}d6+{y} points of damage. {x} is equal to the maximum of 2 and the current PC level divided by 3. {y} is equal to the PC level divided by 2. Drakelings train in the following skills: Alertness, Food Preservation, Music, and Swimming. RATLING -- Ratlings are one of the numerous yet rarely noticed races. These lean and wiry humanoid rats thrive in larger settlements and enjoy interacting with other races. Whether they are the result of an ancient lich trying to create a servitor race, chaos-spawned descendents of plain rats from the dawn of time or just one more example of the abundance of life forms in Ancardia still is a matter of dispute among sages. No matter what, they are accepted as skilled traders, quick

warriors and crafty thieves - acceptance in the latter case meaning careful observation and quick reaction from other races. Ratlings grow to about 5 and a half feet in size and weigh 90 to 120 pounds. They usually sport brown hair although black, gray and a rare albino white are not unheard of. Their eyes are either black, brown, yellow or red in color, black being dominant. Ratlings train in the following skills: Appraising, Climbing, Detect Item Status, Haggling, Stealth, Survival 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. They also receive more skills than any other character class.

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 especially likely to score critical hits when fighting animals in melee combat. Beastfighters are trained in the following skills: Athletics, Climbing, Dodge, Healing, Herbalism, Listening, Stealth, Survival, and Swimming. 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. CHAOS KNIGHT -- Chaos knights are the dark war leaders of the legions of Chaos. Former members of the common races, they have fallen to the lure of Chaos, having become corrupted and tempted. Now they serve as mighty warriors and brutal fighters on the war-torn battlefields of Ancardia. Clad in mighty armors and wielding brutal weapons they slay their foes left and right and cherish the brutal massacres in which they partake. They are lost to Law and Balance and their only aspiration is to become the mightiest warriors of Chaos, potentially usurping their leaders and toppling their reign to instill an even more brutal regime. Chaos knights are trained in the following skills: Athletics, Backstabbing, Dodge, Find Weakness and Two Weapon Combat. The more powerful chaos knights become, the more effectively they wield the forces of Corruption. At level 6 chaos knights begin to regenerate wounds when they become infused with corruption. At level 12 they receive a speed bonus of +1d(level) (determined each turn anew). At level 18 they gain a weapon skill level bonus of +1d8 with each melee weapon they wield (determined each turn anew). At level 25 they receive a random bonus of +1d(number of corruptions) to Strength, Dexterity and Toughness (determined each turn anew). At level 32 corruption starts to work

more slowly on chaos knights (only 50% effectiveness if they have 10 or more corruptions, only 75% effectiveness if they have 5 or more corruptions). At level 40 they receive a damage bonus of +1d(level) when fighting with two-handed melee weapons (determined anew each turn). At level 50 they receive a PV bonus of +4d6 (determined anew each turn). 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, Gardening, 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. DUELIST -- A duelist emphasizes physical and mental acuity, and precision in all things. Thus, the ability to accurately perceive their surroundings, and gracefully move through them, along with an appreciation for the fine arts that help separate them from their more thuggish contemporaries. They rely on the swiftness of their strikes and their agility to keep them safe from harm. Duelists differ between races however - while a high elven duelist might elegantly skewer his opponents with a rapier while darting through their defenses, a trollish duelist's idea of precision might be the simple fact that their size, reach, and strength allows them to lunge at their opponents from an amazing range and smash them over the head before they can respond, while their mental acuity might be the simple zen of knowing nothing but the clubbing, letting nothing interfere with their "art". Duelists are trained in the following skills: Alertness, Athletics, Concentration, Dodge, Find Weakness, Healing, Law. All duelists rely on fighting unencumbered and using a single one-handed weapon (and no shields!). When endowed in this way they receive a multitude of benefits: all duelists receive an extra +1 to-hit bonus per weapon skill rank and +1 to damage per two weapon skill ranks with their weapon. At level 6 they require 15 energy points less for melee attacks per weapon skill rank for their weapon. At level 12 they receive an extra +2 DV bonus for each weapon skill rank in their selected weapon. At level 18 they can glove slap opponents by giving gauntlets to them (for a 2d3-turn stun). At level 25 their armor penetration probability is increased by +20%. At level 32 their dexterity increases by +12. At level 40 they gain a +6 weapon skill rank bonus for all one-handed melee weapon skills. At level 50 they receive a +20 speed bonus.

ELEMENTALIST -- 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 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: Archery, Athletics, 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 +7% to PV from such items, at level 18 this bonus is increased to +15%, at level 32 it's +25%. 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 Monster, 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). Finally at that level they also learn a magic spell that allows them to create new items. MINDCRAFTER -- 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, 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 (that is 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, Food Preservation, 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 their 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 they 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 weapons / 10) - 6). If you are a ranger of level 32-49 it is "Subtract MAX(0, (Weight of the two weapons / 20) - 6)"

If you are a ranger of level 50 it is "Subtract MAX(0, (Weight of the two weapons / 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 damaged metal equipment and well-equipped and carry the resilient, hardened by many are crafty men and women able to repair improve items. Weaponsmiths normally are tools of their trade. They are strong and 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, 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 also are 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 seven 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. 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. 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 NL NC CN : : : : Lawful with tendencies towards Neutrality. Neutral with tendencies towards Law. Neutral with tendencies towards Chaos. 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 -- CL 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.

The Gods -------Besides the forces of Law and Chaos, the Gods of Ancardia are a ruling force in the universe. There is a multitude of gods and each race has at least three major gods they worship -- one for each alignment. In the worlds of Ancardia the Gods are a tangible force. Their effects can be seen through ancient artifacts they once created for their worshipers and the miracles their priests perform. They also are known to be fickle and dangerous at times... insult or annoy them and their wrath will be upon you! Each character in ADOM worships (at least nominally) the deity of his alignment. Throughout the game you have many chances to influence your standing towards your god. You can increase your piety by sacrificing to your god -- but make sure that you are sacrificing at the right altar! This will help you in dire situations, where you might be able to pray for divine intervention and receive some help. But be careful... if you annoy your deity too often, you might incur some serious penalties. It's also said that various miracles can occur at holy sites. Finally, great piety can bring you the highest honor: your god might declare you to be a champion of his/her religion, endowing you with great powers and the ability to use artifacts with less risk than other mortals. Nonetheless, remaining in good standing is an impressive feat: you need to sacrifice somewhat regularly lest your god becomes bored and forgets you. The more powerful you become, the better your sacrifices

need to be and the more often you ask for help, the faster your god will become annoyed with you. The gods of the various races enjoy some gifts particularly: Humans: tools of all kind Trolls: rocks, the larger the better Hurthlings: cooked meals Gnomes: gems Dwarves: gold High Elves and Gray Elves: magical rings Dark Elves: magical wands and books Orcs: melee weapons Drakelings: musical instruments Such gifts are very welcome and will be of higher benefit to your character's piety. On the other hand, gods also dislike certain sacrifices... so be careful with your actions!

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 the estimation of 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). Note that daggers and knives are particularly effective when backstabbing others. 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 disarming 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 handling 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 the haggling down of 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 covers 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 makes you 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 18). Pick locks: This skill allows the opening of 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 enables you 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 broken 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. The Stealth skill also is extremely helpful in ambushing monsters in the wilderness. In that special case it can be supplemented by the Survival skill. 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. The Survival skill also is extremely helpful in ambushing monsters in the wilderness. In that special case it can be supplemented by the Stealth skill. 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 influences 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. Talents ------Each character in ADOM has one or more talents representing inborn strengths and abilities that favor the character in some special way. A character receives one or more talents at the time of character creation (depending on several factors, among them race, profession, star signs and special luck) and also steadily gain new talents while advancing in level: every third level a new talent is gained. While talents sometimes are independent of each other, at other times they depend on prerequisites. These prerequisites can be highly variable: race, profession, attribute scores, level, skills and other things are possible. By selecting talents in a special order, you will be able to focus on certain key areas and thus gain access to very powerful yet highly specialized talents. By remaining unfocused you can choose from a wide variety of talents and thus remain flexible. If no talents are available (because you don't meet the prerequisites), your choices are lost.

Initial Talents --------------The initial number of talents is determined according to the following rules: - Every character receives one base talent. - Characters born under the sign of Falcon or Candle receive one free talent. - Characters with a Mana score of 18 or more receive one free talent. - Gnomes and hurthlings receive one free talent.

- Bards, merchants and farmers receive one free talent. - Characters whose sum of attributes is divisible by 7 receive one free talent (this represents some inborn magical luck or talent).

Cumulative Talents -----------------All talent effects are cumulative, e.g. they add up or multiply (depending on the special effect in question).

Talent List ----------The following list of talents is sorted in alphabetical order and gives each talent with a brief description and optionally a list of prerequisites. AFFINITY WITH AXES -- +2 to hit with axes. AFFINITY WITH BOOMERANGS & SCURGARI -- +4 to hit with thrown boomerangs and scurgari. AFFINITY WITH BOWS -- +2 to hit with bows. AFFINITY WITH CLUBS & HAMMERS -- +2 to hit with clubs and hammers. AFFINITY WITH CROSSBOWS -- +2 to hit with crossbows. AFFINITY WITH DAGGERS & KNIVES -- +2 to hit with daggers and knives. AFFINITY WITH THROWN DAGGERS -- +3 to hit with thrown daggers. AFFINITY WITH MACES & FLAILS -- +2 to hit with maces and flails. AFFINITY WITH POLEARMS -- +2 to hit with polearms. AFFINITY WITH SLINGS -- +2 to hit with slings. AFFINITY WITH STAVES -- +2 to hit with staves. AFFINITY WITH SWORDS -- +2 to hit with swords. AFFINITY WITH THROWN AXES & HAMMERS -- +3 to hit with thrown axes and hammers. AFFINITY WITH THROWN ROCKS & CLUBS -- +3 to hit with thrown rocks and clubs. AFFINITY WITH THROWN SPEARS -- +3 to hit with thrown spears. AFFINITY WITH TWOHANDED WEAPONS -- +2 to hit with twohanded weapons. AFFINITY WITH WHIPS -- +4 to hit with whips. AGGRESSIVE -- +1 to hit in melee. ALERT -- +1 to Perception. Prerequisites: Level 1.

AMBIDEXTROUS -- +2 to hit when fighting with two weapons. BASHER -- +1 to hit and damage with weapons weighing more than 100 stones. BEAST OF BURDEN -- Carrying capacity is increased by 30% due to the PCs efficient packaging skills and great endurance. Prerequisites: Master Packager, Willpower 12+, Toughness 12+. BOON TO THE FAMILY -- Twice normal starting money. Prerequisites: Level 1. BRAWLER -- +2 to hit in unarmed melee combat. Prerequisites: Strength 13+. CAREFUL -- +1 to DV. CHARGED -- Regenerates power points at higher speed. Prerequisites: Mana 16+, Potent Aura. CHARMING -- +1 to Charisma. Prerequisites: Level 1. DEFENSIVE FIGHTER -- +2 to DV. Prerequisites: Careful, Quick. DEXTROUS -- +1 to Dexterity. Prerequisites: Level 1. DODGER -- +2 to DV. Prerequisites: Defensive Fighter, Dodge 75+ DURABLE MAGIC -- all spell durations are increased by the PCs current level times 3. Prerequisites: Willpower 16+, Strong Aura. EAGLE-EYED -- +3 to hit and damage with missile weapons. Prerequisites: Good Shot, Archery 80+, Dexterity 18+. EXTENDED MAGIC -- all spell ranges are increased by 2. Prerequisites: Mana 24+, Mighty Aura. EXTREMELY HARDY -- +9 hit points. Prerequisites: Very Hardy, Toughness 20+. EXTREMELY SKILLED -- +5 to all initial skill values. Prerequisites: Very Skilled, Learning 15+, Level 1. FAR SHOT -- Missile attack ranges are increased by 20%. Prerequisites: Keen Shot, Strength 10+. FEY-BLOODED -- +1 to Mana. Prerequisites: Level 1. FILTHY RICH -- Two times the normal starting money. Prerequisites: Very Wealthy, Level 1. GOOD BOOK CASTER -- Casting spells from books costs only double power points.

Prerequisites: Careful, Strong Aura, Dexterity 14+, Literacy. GOOD BOOK LEARNER -- PC is 10% more effective when learning spells from spell books. Prerequisites: Potent Aura, Good Learner, Literacy. GOOD LEARNER -- Learns very fast. +2% to all experience gained. Prerequisites: Learning 10+. GOOD LOOKS -- +1 to Appearance. Prerequisites: Level 1. GOOD SHOT -- +1 to hit and damage with missile weapons. GREASED LIGHTNING -- +4 to Speed. Prerequisites: Very Quick, Dexterity 15+. GREAT BOOK CASTER -- Casting spells from books costs only 50% more power points. Prerequisites: Good Book Caster, Mighty Aura, Dexterity 18+, Perception 15+. GREAT BOOK LEARNER -- PC is 10% more effective when learning spells from spell books. Prerequisites: Good Book Learner, Strong Aura, Great Learner. GREAT LEARNER -- Learns extremely fast. +3% to all experience gained. Prerequisites: Learning 16+. HARDY -- +3 hit points. Prerequisites: Toughness 10+. HEALTHY -- Heals wounds 20% faster. HEIR -- Receives a special magical item inherited from his family. Prerequisites: Boon to the Family, Charming, Level 1. IMMUNE TO PAIN -- One point of damage is always negated for all attacks. At least one point of damage will be caused nonetheless. Prerequisites: Iron Skin, Willpower 15+. IRON SKIN -- +1 to PV. Prerequisites: Tough Skin, Toughness 15+. KEEN SHOT -- +2 to hit and damage with missile weapons. Prerequisites: Good Shot, Dexterity 13+. LEARNED -- +1 to Learning. Prerequisites: Level 1. LIGHTNING SHOT -- Missile attacks require 10% less energy. Prerequisites: Quick Shot, Archery 60+. LONG-LIVED -- the PCs life span is extended by 30%. Prerequisites: Level 1. LONG STRIDE -- Movement costs but 950 energy points. MASTER PACKAGER -- Carrying capacity is increased by 20% due to the PCs efficient packaging skills.

Prerequisites: Porter, Learning 12+, Perception 12+. MECHANICALLY INCLINED - All Disarm Traps checks are 10% easier. MELEE WEAPON MASTER -- +3 to hit and damage in melee combat. Prerequisites: At least 3 melee weapon affinities, Defensive Fighter, Strong of Will MIGHTY AURA -- +9 power points. Prerequisites: Strong Aura, Mana 15+ MIGHTY STRIKE -- +3 to hit and damage with weapons weighing more than 100 stones. Prerequisites: Powerful Strike, Strength 18+. MISER -- tends to find more gold because he looks more intensely for it. MISSILE WEAPON MASTER -- +3 to hit and damage in missile combat. Prerequisites: At least 3 missile weapon affinities in addition to Keen Shot, Alert MITHRIL SKIN -- +3 to PV. Prerequisites: Steel Skin, Dwarf. NATURAL BERSERKER -- +2 to hit and damage when berserking. Prerequisites: Aggressive. NATURAL TRADER -- Shop prices are reduced by 20%. Prerequisites: Silver Tongue, Charisma 14+. PIOUS -- Prayers are 5% less expensive. Prerequisites: Willpower 15+. PORTER -- Carrying capacity is increased by 10% due to the PCs efficient packaging skills. Prerequisites: Strength 8+, Dexterity 10+. POTENT AURA -- +3 power points. Prerequisites: Mana 10+ POWERFUL STRIKE -- +2 to hit and damage with weapons weighing more than 100 stones. Prerequisites: Basher, Strength 13+. QUICK -- +2 to Speed. QUICK SHOT -- Missile attacks require 10% less energy. Prerequisites: Keen Shot, Quick. SAINT -- Prayers are 5% less expensive. Prerequisites: Strong of Will, Very Pious, Willpower 30+. SCOUT -- More likely to evade wilderness encounters. Less likely to be ambushed. Prerequisites: Dexterity 10+, Perception 13+. SHIELD EXPERT -- +2 to DV when wielding a shield. Prerequisites: Shield Specialist, Shield Weapon Skill 3+ SHIELD MASTER -- +3 to DV when wielding a shield.

Prerequisites: Shield Expert, Shield Weapon Skill 6+ SHIELD SPECIALIST -- +1 to DV when wielding a shield. SILVER TONGUE -- Shop prices are reduced by 10%. Prerequisites: Charisma 10+. SIXTH SENSE -- More easily evades traps. Prerequisites: Perception 18+. SKILLED -- +2 to all initial skill values. Prerequisites: Learning 9+, Level 1. STEALTHY - All Stealth checks are 10% easier. STEEL SKIN -- +2 to PV. Prerequisites: Iron Skin, Toughness 20+. STRONG -- +1 to Strength. Prerequisites: Level 1. STRONG AURA -- +6 power points. Prerequisites: Potent Aura, Mana 12+. STRONG HEALER -- +4 to all damage healed by spells. Prerequisites: Potent Aura, Willpower 15+. STRONG LEGS -- Kicking in doors is much easier. +2 to kick damage. Prerequisites: Level 1. STRONG MAGIC -- +2 to all damage caused by spells. Prerequisites: Potent Aura, Mana 15+. STRONG THROWER -- +2 range with thrown weapons. Prerequisites: Strength 12+. STRONG OF WILL -- +1 to Willpower. Prerequisites: Level 1. TOUGH -- +1 to Toughness. Prerequisites: Level 1. TOUGH SKIN -- +1 to PV. Prerequisites: Hardy, Toughness 12+. TREASURE HUNTER -- Finds more treasure. Prerequisites: Alert, Miser. VERY CAREFUL -- +3 to DV when fighting very defensively or like a coward. Prerequisites: Careful. VERY HARDY -- +6 hit points. Prerequisites: Hardy, Toughness 15+. VERY PIOUS -- Prayers are 5% less expensive. Prerequisites: Pious, Willpower 20+. VERY QUICK -- +3 to Speed. Prerequisites: Quick.

VERY SKILLED -- +3 to all initial skill values. Prerequisites: Skilled, Learning 12+, Level 1. VERY WEALTHY -- Two times the normal starting money. Prerequisites: Wealthy, Level 1. WEALTHY -- Three times the normal starting money. Prerequisites: Level 1. 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. Note that ADOM traditionally assumes that everyone is right-handed and thus your right hand will be your stronger hand. This might (in certain cases) result in reduced bonuses if your character for whatever reason prefers to wield weapon in his left hand. For all weapons the following titles of mastery are used. Weapon Level -----------0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Level ----unskilled basic basic basic skilled skilled skilled skilled excellent excellent excellent Mastery Mastery Mastery Mastery 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 To-Hit Modifier To-Damage Modifier DV Modifier DAGGERS & KNIVES To-Hit Modifier To-Damage Modifier DV Modifier 0 0 0 0 0 0 0 0 1 +1 0 0 1 +1 0 0 2 +2 0 0 2 +2 0 0 3 +2 +1 0 3 +2 +1 0 4 +3 +1 +1 4 +3 +1 0 5 +3 +2 +1 5 +4 +2 +1 6 7 8 9 +3 +4 +6 +6 +2 +3 +3 +4 +2 +2 +3 +3 6 7 8 9 +5 +6 +7 +9 +2 +3 +4 +5 +1 +1 +2 +2 10 +9 +6 +4 10 +10 +6 +3 11 +10 +6 +5 11 +12 +7 +3 12 +10 +8 +6 12 +14 +8 +4 13 +10 +10 +8 13 +16 +10 +4 14 +12 +10 +10 14 +18 +11 +4 15 +12 +12 +12 15 +20 +12 +5

CLUBS & HAMMERS To-Hit Modifier To-Damage Modifier DV Modifier MACES & FLAILS To-Hit Modifier To-Damage Modifier DV Modifier SWORDS To-Hit Modifier To-Damage Modifier DV Modifier AXES To-Hit Modifier To-Damage Modifier DV Modifier WHIPS To-Hit Modifier To-Damage Modifier DV Modifier POLEARMS To-Hit Modifier To-Damage Modifier DV Modifier TWOHANDED WEAPONS To-Hit Modifier To-Damage Modifier DV Modifier

0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0

1 +1 0 0 1 +1 0 0 1 +1 0 0 1 +1 0 0 1 +1 0 +1 1 +1 0 0 1 +1 +1 0

2 +2 0 0 2 +2 0 0 2 +2 0 0 2 +2 +1 0 2 +2 +1 +2 2 +2 0 +1 2 +2 +2 0

3 +2 +1 0 3 +2 +1 0 3 +2 +1 0 3 +2 +1 0 3 +3 +1 +3 3 +3 +1 +2 3 +3 +3 +1

4 +3 +1 +1 4 +3 +1 +1 4 +3 +1 +1 4 +3 +2 0 4 +4 +2 +4 4 +4 +1 +3 4 +4 +4 +1

5 +3 +2 +1 5 +3 +2 +1 5 +3 +2 +1 5 +3 +2 +1 5 +5 +2 +5 5 +5 +2 +4 5 +4 +6 +1

6 7 8 9 +4 +5 +6 +7 +2 +3 +4 +5 +1 +2 +2 +3 6 7 8 9 +4 +5 +6 +7 +2 +3 +4 +5 +1 +2 +2 +3 6 7 8 9 +4 +5 +6 +7 +2 +3 +4 +5 +1 +2 +2 +3 6 7 8 9 +4 +5 +6 +7 +3 +4 +5 +6 +1 +1 +2 +2 6 7 8 9 +6 +8 +10 +12 +3 +4 +5 +7 +6 +7 +8 +9 6 7 8 9 +6 +7 +8 +9 +2 +3 +4 +5 +5 +6 +8 +10 6 7 8 9 +5 +6 +7 +8 +8 +9 +10 +12 +2 +2 +3 +3

10 +9 +6 +3 10 +9 +6 +3 10 +9 +6 +3 10 +9 +7 +3 10 +14 +9 +10 10 +10 +6 +12 10 +10 +14 +4

11 +10 +7 +4 11 +10 +7 +4 11 +10 +7 +4 11 +10 +8 +3 11 +16 +11 +11 11 +12 +7 +14 11 +12 +16 +4

12 +12 +8 +4 12 +12 +8 +4 12 +12 +8 +4 12 +12 +10 +3 12 +18 +13 +12 12 +14 +8 +16 12 +14 +18 +4

13 +14 +10 +4 13 +14 +10 +4 13 +14 +10 +4 13 +14 +12 +4 13 +20 +15 +13 13 +16 +10 +18 13 +16 +21 +5

14 +16 +11 +5 14 +16 +11 +5 14 +16 +11 +5 14 +16 +14 +4 14 +22 +17 +14 14 +18 +11 +20 14 +18 +25 +6

15 +18 +12 +6 15 +18 +12 +6 15 +18 +12 +6 15 +18 +16 +4 15 +24 +19 +15 15 +20 +12 +22 15 +20 +30 +8

Note that twohanded weapons are specifically built to be used with great strength. Thus you receive one-half the standard damage bonus from strength as an extra bonus when wielding a weapon of this category (and only this category - other weapons like staves and polearms are built differently). The extra damage is limited by twice your weapon skill (minimum limit: +4). STAVES To-Hit Modifier To-Damage Modifier DV Modifier 0 0 0 0 1 +1 0 +1 2 +2 0 +2 3 +3 0 +3 4 +4 +1 +5 5 +5 +1 +7 6 7 8 9 +6 +7 +8 +9 +2 +2 +3 +3 +9 +11 +14 +17 10 +10 +5 +20 11 +12 +6 +23 12 +14 +6 +26 13 +16 +7 +30 14 +18 +8 +35 15 +20 +10 +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. Note that wielding two shields prevents spellcasting and also greatly inhibits the usage of ranged weapons. 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 980 960 940 920 895 870 845 820 790 760 730 700 665 630 595 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). Primary 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 demigods. 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. Attribute Generation -------------------Attributes can be determined in two ways in ADOM. The easy way is random attribute generation. Your attributes will be based on your race and profession and a bit of luck. This means that your attributes might be truly exceptional or pretty abysmal. The second way is attribute generation by answering questions. Each question will present you with a situation and four choices. Your selected choice will modify your attributes in one or more ways. Please note that each choice will raise one or more attributes and lower one or more other attributes. Additionally each choice is balanced: if one attribute is increased by an amount 'x', another attribute will be decreased by an equal amount. The choice is yours, so to speak! Secondary Attributes -------------------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 you 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! As an added side effect abusing your body by channeling too much magic also might result in a decreased connection to the mana flow of Ancardia... which basically means that your Mana attribute might decrease over time. Your maximum 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 Power'. The character needs to cast a spell 'x' times to increase his power with that spell by +1. The value 'x' depends on the current power (the better you already are, the harder it is to improve) and can be determined like this: If the current power 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. Power 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 power with a spell reduces the costs for casting such spells. For each 5 levels of power 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: Power 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 power, the power rating will remain at its current level. Spell Display ------------Pressing 'Z' will display all the spells you know and some additional data concerning them. Following each spell you will notice several 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. Afterwards effects in P: R: a series of statistics follow which explain the spell more detail. The following values are possible: x - The spell is cast with power 'x'. x - The spell has a range or radius of 'x'. If the range 'LOS' is given, this means "Line of Sight" as far as the PC can see. D: x - The spell lasts for 'x' turns. E: x - The spell effect is 'x'. Mostly this will be damage caused or cured. If the term '+R*' appears in the effect value this means that the effect decreases with distance. You can assume that the modifier is equal to the range R at distance 1, to (range R - 1) at distance 2 and so on.

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 triple 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 power 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 power 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 power. 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 M L P R r Willpower of the PC. Mana of the PC. Level of the PC. Spell Power for the given spell. Maximum range (as determined by the range formula). 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. 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. 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. DARKNESS (Arcane, Clerical) This spell is the reversal of the Light spell. It magically darkens a bright area. CURE LIGHT WOUNDS (Clerical) This spell cures one minor wound. 1d8 + 1 + P 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 built up on the elemental plane of Mana and rock or stone on the material plane is no concern on the plane of Mana. ICE BALL / FREEZING 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 built up on the elemental plane of Mana and rock or stone on the material plane is no concern on the plane of Mana. 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 built up on the elemental plane of Mana and rock or stone on the material plane is no concern on the plane of Mana. 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 built up on the elemental plane of Mana and rock or stone on the material plane is no concern on the plane of Mana. 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. If cast on undead targets, those undead will be damaged. SLOW MONSTER (Arcane) The target of this spell moves and acts with half its effective speed. 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 + P points of damage will be restored. CURE CRITICAL WOUNDS (Clerical) This spell cures a terrible wound. 4d8 + 4 + P points of damage will be restored.

HEAL (Clerical) This spells heals a life-threatening wound. 10d6 + 10 + P 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. DESTROY UNDEAD / DISPEL UNDEAD (Clerical) This spell is particularly suited to annihilate undead creatures completely. The caster must be adjacent to the target creature. 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 FAVOR (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. ACID BOLT (Arcane, Clerical) This spell allows the caster to hurl a bolt of vicious and deadly liquid at his opponents. FIRE BOLT / HELLISH FLAMES (Arcane, Clerical) Application of this spell allows the caster to hurl a fiery bolt at his enemies. 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. 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. FARSIGHT (Arcane, Clerical) This spell increases the range of view of the caster greatly. WEB (Arcane)

This spell engulfs everything in its path in sticky webs, probably slowing down or completely stopping the movements of weaker monsters. STUN RAY / LESSER DIVINE TOUCH (Arcane, Clerical) This spell dazes the targets and makes them move with little coordination. 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!). 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! BURNING HANDS / BAPTISM OF FIRE (Arcane, Clerical) This spell engulfs a target adjacent to the caster in searing flames. SCARE MONSTER / HOLY AWE (Arcane, Clerical) This spell is used to create terror and fear within living, intelligent opponents.

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 turn 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 affects 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 affects 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 affects 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, if the variable "Allow_Default_Names" is set to "true" in "adom.cfg". 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 hit points, 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 Open door Closed door Floor, passage, tunnel Forge or other special places Stair leading upwards Altar Known trap = T 0 + | > * 8 Water Tree Pool or hive Tombstone Webs Stair leading downwards Hole Gate

--- Map Symbols (wilderness) --^ ~ & " Mountains Hills Forest Plains or Swamp . = * o Road Water Entrance Buildings

--- Item Symbols --[ ' ( } * / = " Protective gear, shields Necklaces Hand weapons Missile weapon Rocks Missiles Rings Books \ ? ] ~ % $ { Wands Scrolls Tools Bracers Food Gold Music instruments

--- Monster Symbols --Monsters are grouped into specific categories to make it easier to distinguish them. The following scheme is used (with some exceptions): a b c d e f g h i j k l m n o p Ants Bees Centipedes Dogs & other canines magical Eye Felines Grungy humanoids Humanoids Insects Jellies & oozes Kobolds Lizards Mimics (unused) Orcs Pixies A B C D E F G H I J K L M N O P Aquatic beings Bats Chaos creatures Dragons Elementals Fantastic beasts Ghosts giant Humanoids Imps & other minor demons (unused) berserKers & barbarians Liches Minotaurs Natural beasts Ogres Plants

q r s t u v w x y z

(unused) Rodents Snakes Townsfolk Underdark humanoids (unused) Worms grues (unused) Zombies & other lesser undead

Q R S T U V W X Y Z

(unused) Rust monsters Spiders Trolls Unicorns Vortices Wyrms eXtra-planar beings constructs greater undead

& greater demons [ animated armor

@ (demi-)humans * 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 a < Z C H T L E c w s ( ) [ > : W ! A B P : b = \ : c $ C-e @ / K : k : m M : w : g q R x V C-w W D d C-d e l Activate trap at current position Apply skill Ascend stairway & Leave location (in the wilderness) Cast spell Chat with monsters Change highlight mode Change tactics Check literacy Clean ears Close door Continuous search Create short character log Create verbose character log Create screenshot Descend stairway & Enter location (in the wilderness) Describe weather Dip (something) into (potion) Display skills and quick-mark skills Display background Display bill Display burden levels Display configuration variables Display chaos powers Display companions Display current wealth Display elapsed game time Display extended character information Display identified items Display kick damage Display killed monsters Display message buffer Display missile statistics Display monster wound status Display name of your deity Display quest status Display recipes Display required experience Display version Display weapon skills Display weapon statistics Drink Drop item(s) Drop items in a comfortable way Eat Examine environment

: d : p : u g h i C-i C-o k C-l : Z I 1 2 3 4 6 7 8 9 n ? o p ; , C-p _ Q r & C-r ' O S s F1 F2 F3 F4 F5 F6 F7 : = t : s C-a : t C-k C-u U C-x m u . 5 w 1 w 2 w 3 w 4

Extended drop Extended pay Extended use Give item to monster Handle something Inventory Invoke mindcraft Issue order to companion (reaction heavily depends on your charisma) Kick Look Mark spells Miscellaneous equipment Move to the southwest Move to the south Move to the southeast Move to the west Move to the east Move to the northwest Move to the north Move to the northeast Name monster/yourself Online help Open door Pay Pick up items primitively (fast) Pick up items Pick up items comfortably Pray Quit game Read Recall monster memory Redraw screen Repeat last command Sacrifice Save game Search Set tactics to 'berserker' Set tactics to 'very aggressive' Set tactics to 'aggressive' Set tactics to 'normal' Set tactics to 'defensive' Set tactics to 'very defensive' Set tactics to 'coward' Set variable Shoot/Throw missile Swap position with monster Switch auto-pickup on/off Switch the dynamic display (turns, speed, energy, gold, ammunition) Switch the required (more) key Unlock door Use item Use class power Use special ability Use tool Wait Wait Walk to the southwest Walk to the south Walk to the southeast Walk to the west

w w w w w F z

5 6 7 8 9

Walk on the Walk to the Walk to the Walk to the Walk to the Wipe face Zap wand

spot east northwest north northeast

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 hit points 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 hit points 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 generate random events. Paper games rely on several kinds of dice -- most often 4-, 6-, 8-, 10-, 12and 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 DAM DVM MDM MEM MIM PVM ATM Number of charges remaining Damage dice (given in the dice notation explained above) DV modifier Missile damage modifier Melee attack modifier Missile attack modifier PV modifier 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 you carry a lot of stuff, you'll get hungry sooner. 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 to strained, to very strained and to overburdened) to mirror this fact. Each burden level comes with a growing need for food. Take care!

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 shopkeeper then will block the exit (there seem around nowadays) and wait for you to pay (which 'p' command). If you do not have enough money, to leave the item(s) behind. up first. The to be so many thieves is done by using the you probably will have

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 disk 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). Note that the game will quit upon saving. Note also that your save file will be deleted if your character dies. This is a special feature of all roguelike games. You are expected to win without ever dying. To restore a saved game, just start ADOM and type 'r' on the option screen. If you choose that 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 ------------------This section has grown quite a bit over time. I doubt that one person would be able to devise such a fun and complex game like ADOM (if you believe the folks out there) on his own. This is especially true for ADOM, which - over the years - has been shaped by the input of literally thousands of people. Below you will find - in no particular order - those folks, whom I still remember for their contributions. Sorry to the many others I forgot to mention - your inspirations will live onward through ADOM nonetheless. Many people were involved in the creation of the initial version of ADOM so long ago. 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) 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. * Raymond Martineau, for being the most persistent and innovative bug reporter I ever had to suffer from (boy, you wouldn't believe the bugs he managed and manages to find in ADOM -- I usually don't ;-). And for being a constant source of great - and weird - ideas. * 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. * Very special thanks to the prerelease testers of ADOM 1.0.0 who made sure that I finally got it finished and provided very helpful input while suffering through a number of prereleases (in no particular order): Markku Rikola, Olli "Shader" Juhala, Stephen Mackey, Adrian Bancilhon, Andy Williams, John Rowat, Julian Day, Paul G. Nimmo, Teemu Kokki, Olivier Benard, Aaron Dutton, Raymond Martineau, Joni Toivanen and Conrad Brekke. A few names are missing and will be added once the respective persons (you know who you are) get around to send me their full data. Folks, you are missing out on something! * Special thanks to Martin Gelter for providing the decisive hint required to find the nasty color bug in ADOM 0.9.9g9 and g10. * Thanks to Dravid Brady for a very interesting discussion about cheat protection features. * Thanks to Mike Anderson for some ideas on maze generation. * Thanks to the late Robert E. Howard for a great poem about a (the?) Mad Minstrel, which was added to ADOM 1.1.0 at the suggestion of Benjamin Keller. * Darren John Grey for being one of the staunchest and most perseverant supporters of the resurrection of ADOM and for providing fantastic background stories for Chaos Knights. 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 marveling at their enthusiasm and perseverance. Richard in particular wrote up more descriptions than anybody else without ever complaining -without his extreme perseverance and talent, ADOM 0.9.9 Gamma 7

probably would have taken a lot longer to complete than it took in any case. Another slew of special thanks go to Ronald Neumann, who provided me with 264 (!) wonderful monster descriptions for ADOM 0.9.9 Gamma 13, which were used to replace a few of the older ones and add variants to many descriptions. Credits for providing additional question blocks for attribute determination: ----------------------------------------------------------------------------Marek Baczynski, Tim Daniell, Tyler Davis, Julian Day, Bruce Greenwood, Juuso Heimonen, Greg Howard, Olli Juhala, Jurriaan Kalkman, Yves Lorat, Jonatan Semenoff, Fiera Smith (Katie Simpson, sorry, had to do it ;-), Juha Suvanto

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. * Raymond Martineau for patching the DOS version of PD Curses to remove an annoying bug related to pressing keys quickly and getting stuff displayed on time. * Ross Morgan-Linial for suggesting to use run length encoding for save files in times long gone by - when the game really needed it.

Credits for inspiring program features: --------------------------------------* Special thanks have to go to the ADOM Sage team, who innovated a lot of cool features for ADOM in form of the Sage add on. We try to add more and more of them to the core game but some have us so awed that it still will take a while. Thanks, guys - you rock!

Credits for various minor tidbits of ideas go to: ------------------------------------------------Jon Abbott, Shawn Adams, Atte Aholainen, Ryan Allen, Anders Andersson, Brian Angeletti, Julian Arnold, Ola Augun, Ben Bagley, Charlie Ball, Ian Barkley-Yeung, Jason Barnes, Petr Bartos, Thomas Beaumont, Florian Beck, Ian Michael Bell, Holger Bettag, Adam Biltcliffe, Jakob D. Bindslet, Tobias D. Bindslet, Robert Blair, Sam Blanning, Erik Bock, Erik Inge Bols, Douglas Bonar, Mike Bowen, Lana Bowman, David Brady, Tristan Brightman, Jackson Bross, Laurence R. Brothers, Liam Bryan, Harald Bsching, Jeff Butler, Paul Byrne, Massimo Campostrini, Christian Caesar, Bennett V. Campbell, Brian R. Carl, Dave Carr, Matthew Carson, J. B. Cattley, Melvin Curran, Nikolaus Davidson, Zachary Sundance Davies, Julian Day, Gregory Dean Dearing, Robert DeLoura, Paul Derbyshire, Alexander Deubelbeiss, Simon Devet,

Alexander Dressler, Alexander Deubelbeiss, Noah Dowd, Leen Droogendijk, Nick Duffek, Martha Dumas, Kieron Dunbar, 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, Jori Heiskanen, Chris Herborth, Tuomas Hietala, Eben Howard, Mark Humphreys, Eugene Hung, Robert Hutchins, Ville Huuskonen, Chris Ingersoll, Christopher Jeris, Robert Johnston, Charles Allen Jones, Olli Juhala, Jurriaan Kalkman, Joel Kamentz, Jonathan Katz, Dan Kaufman, Barry Kearns, Chris Keiner, Benjamin Keller, Richard Kenan, Janne Keskinarkaus, Eino Keskitalo, Kai Kinnunen, Sami Kivela, Teemu Kokki, Antti Kokkonen, Edward Kolis, Bojan Kopitar, Karl A. Krueger, Tero Laiho, Jeff Lait, Timo Laitila, Luc Lam, Viljami Lappalainen, Nicholas Lawson, Tommi Leino, Pierre-Emmanuel Leonard, Tommi Lind, Timo Lindfors, Bjrn Loesing, Daniel Lundberg, Sami Luoma-Pukkila, Mark D. Mackey, Kevin Magee, Magnus Malm, Joshua Malmquist, Aziz Manva, Dan Martin, Raymond Martineau, Paul Marshall, Joe McCauley, Michael Meadows, Russ Melanson, Justen Meltz, Ed Morris, Paul L. Mosquin, Lee Morgan, Al Morgan, Ross Morgan-Linial, Juergen Neitzel, Ronald Neumann, Michael Niedecken, Tom Nowacki, Uriah Otting, Dirk Jan Out, Kyle Elisabeth Overstreet, Brian J. Parker, Mikko Parviainen, Pivi Pasi, Lauri Pekkarinen, Nick Pelis, Kent Peterson, George Petryk, Thomas Pittman, Brian M. Pope, Darren Purdy, Dustin Ragan, Tommi Raina, Ted Rallis, Anand Ramakrishnan, Martin Read, Markku Rikola, Ian Roberts, Will Rogers, Dmitriy Rogozhnikov, Daniel Roth, John Rowat, Daniel Rutter, Osku Salerma, Jussi Salomaki, Igor Savin, Zach Schaible, Andrew Schoonmaker, Edward Schwank, Katie E. Sehorn, Linus Sellberg, Richard Sheaves-Bein, Mark Shipton, Piotr Sieklucki, Petri Sihvola, Jan Silander, Aaron B. Simpson, Andrew Skalski, Ole Martin Skars, Joe Slater, Dennis Smith, Christian Sommerer, Frank Thomas Sronce Jr., Nicholas Stallard, Walt Stoneburner, Brian Stricklin, Kjetil Svendsberget, Casey Tan, Adam Taylor, Chuan-Tze Teo, Will Thompson, Ijon Tichy, Gwenael Tranvouez, Erno Tuomainen, Uoti A. Urpala, Andrew Vance, Kimme Varrio, Simon de Vet, Naumov Vladislav, Ryan Vurlicer, Tim Wadsworth, Eva Walterson, Markus Warg, Olaf Weber, Mason Wheeler, Steven A. White, Alexander Wilkins, Andy Williams, Dan Williams, Stefanie Woll, Johann Wolovich, Martin Woodard, Greg Wooledge, Leszek Wronski, Scott Yost, Lev Zakrevski, Vadim Zeitlin and Peng Zhou Credits for bug reports go to: -----------------------------Matti Aalto, Are Gunnar Aar, Travis Acton, David L. Adam, Josef Addleman, Adina Adler, Fernando Espinosa Aguilar, Steven Aitkin, Ben Allen, Jason Allen, Mats Andtbacka, Erwin Andreasen, Brian Angeletti, Craig Arnold, Julian Arnold, Antti Arola, Erik Aronesty, Sergey Arseniev, Alex G. Arzamastsev, Jon slund, David Assaf, Robert Au, Ola Augun, Victor R. Austin, Penny Baker, Mike Bandsmer, Scott Barcik, Ian Barkley-Yeung, Jason Barnes, Aurore Baron, Fabien Baron, Eric Bazin, Tom Beaumont, Richard Beigel, Charles Bell, Chip Bell, Victor Bell, Richard Benjamin, Olivier Benard, Timo Berthold, Brian Bibeault, L. Biegaj, Adam Biltcliffe, Neil Blaber, Dan Blandford, Sam Blanning, Eric Bleich, Eric Bock, Erik Inge Bolsoe, Lana Bowman, Konstantin Boyandin, Tigh Bradley, Michael Brassell, Gareth Brisbane, Adam Paul Bronson, Jackson Bross, Laurence R. Brothers, Larry Brown, Owen Brown, Baldur Brueckner, Liam Bryan, Harald Buesching, Pavel Bulanov, Fritz Burnell, Barry Burns, Gareth Bushill, Peter Bystrov, Christian Caesar, Greg Cambridge, Massimo Campostrini, Abilio Carvalho, J.B Cattley,

Bobby Chan, Paul Chapman, Kok-Leong Chin, Leslie Choong, Will Chose, Scott A. Christensen, Bruce Coe, Scott Cohan, Mathias Cohen, Rick Cooley, Kipling Cooper, Gian Paolo Costantino, DeWitt Clinton, Greg Cooksey, Orlando de la Cruz, Marek Ctrnact, Frits Daalmans, Zachary Sundance Davies, Jeff L. Davis, Adam Dawes, Warrick Dawes, Greg Day, Julian Day, Daniel Josef Dekok, Jeff Derenne, Steven desJardins, Alexander Deubelbeiss, Simon Devet, Joseph W. DeVincentis, Graeme Dice, Kristin Dill, Tomas Dill, Dominic DiPalantino, David Dobbs, Ondrej Dobias, Antonio Dolcetta, Leen Droogendijk, Gerry Drouing, Michel Dubois, Nick Duffek, Kieron Dunbar, Conrad Dunkerson, Chris Dunthorne, Frank Duphorn, Krid Dusitsin, Aaron Dutton, Grant Dvorak, Peter Ebbeson, Torsten Edelmann, Michael F. Ehlers, Erno Ekebom, Jacob Eliason, Tony Elmroth, Keith Ellul, Ben Esacove, Diego Essaya, Chris Evans, Georgy Evseev, Martin Fanta, Bridget Farace, Robert Farnik, Yee Foo Fatt, Michael C. Ferguson, Robert Fermier, Mike Ferry, Piotr Figiel, Timothy K. Firman, Paul Firth, Dean Fitzgerald, John Flanagan, Steve Flynn, Johan Forsberg, John Fouhy, Richard Fowler, Eric Fuller, 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, Jesse Gillis, Joe Giroux, Jens Gislev, Patrick Goguen, Jeff Goodson, Richard Graham, Bryce Greathouse, Jonathan Michael Greenberg, Morris Greenberg, Bruce Alan Greenwood, Jason C. Griego, Joe Groszkiewicz, Matthew Grove, Rafal Grymuza, Richard J. Haag, Jesse Christopher Hadden, Tuomo Hmlinen, Walter Hafner, Jason Haley, David Hall, Sami Hangaslammi, Tom Hanlin, Richard Harang, John William Harris, Cody Hatch, Sascha Hatzl, Dag Trygve Truslew Haug, Joseph R. Hauser, John Mark Hawley, Jarkko Heino, Harri Heinisuo, Jukka M. Heiskanen, Malte Helmert, Teemu Helppi, Philipp Hendricks, Gottfried Herold, Iiro Hietala, Karl Hiller, Eric Hilsdale, Patrick Hjelt, Jouni Hokkinen, Adam Horowitz, Paul Houghton, David Howdon, Dennis Householder, Thomas Houser, Eugene Hung, Markku Hunnakko, Jim Hunziker, Iris Hupkens, Robert Hutchins, Diane Hutton, John Hutton, Ari Hyttinen, Eino Iivari Ii, Lauri Ilvas, Chris Ingersoll, Rob Ingersoll, Eric Robert Jablow, Mario James, Johan S. Janssen, Raf Janssens, Asbjrn Jensen, Christopher Jeris, Josh Jersild, Robert Johnston, Stefan Jokisch, Sheldon B. Jolson, Charles Allen Jones, Tim Jordan, Nuutinen Juha, Olli Juhala, Jani Krkkinen, David G. Kahane, Jurriaan Kalkman, Jaakko Kalliosalo, Martha B. Kapouch, Karel Karlik, Mikko Karonen, Matti Karppanen, Howard Katz, Evan Kaye, Robert Kazmierczak, Barry Kearns, Benjamin Keller, T. J. Jankun-Kelly, Richard Kenan, Juha Kertr, Janne Keskinarkaus, Eino Keskitalo, Jens Kessler, Bartek Kijanka, Tuomas Kilpelinen, Timo Kiviluoto, Jani Kivisola, Panu Klemola, Chris D. Koeberle, Sampo Koistinen, Edward Kolis, Risto Koljonen, Elmar Kolkman, Mikolaj Konarski, Bojan Kopitar, Yuri Kopylovski, Peter Kosinar, Matt Kracht, Juha Krapu, Tom Kronmiller, Karl A. Krueger, Jonathan A. Kullnat, Miikka Kulmala, Antti Kuusela, Jussi Laakso, Scott Vander Laan, Paul Labuda, Jan Lagerman, Juha-Pekka Laine, Jeff Lait, Timo Laitila, John Lame, Jaakko Lms, Jukka A. Lang, Justin Larue, Christian Lassem, Perttu Laurila, Ammon Lauritzen, Michael A. Laux, Nicholas Lawson, Clark Lawton, Craig Lay, Christopher Lee, Ville Lehtinen, George Leidolf, Tommi Leino, Ville Leminen, Tony Leneis, Jerry C. Lin, Terry C. Lin, Stephen Lin, Tommi Lind, George C. Lindauer, Ilkka Lindblom, Oskar Linde, Emilia Linden, Miika Linden, Tuomas Lintunen, Tomasz Lisowski, David Lodge, David Loewenstern, Nicole Lubinski, Philipp Lucas, Lapo Luchini, Derek Ludwig, Tomas Lundqvist, Mark Mackey, Stephen Mackey, Matthew Maclean, Kevin Magee, Edvard Majakari, Timo Majuri, Joshua Malmquist, Aziz Manva, Jens Markmann, Paul Marshall, Dan Martin, Raymond Martineau, Erwin Mascardo, Chris Mathews, Paul

Matlock, Lisa Maynard, Robert N. M. McCrea, John McGrady, David McGrath, Dave McKee, Chuck McKenzie, Shea McNamara, Michael Meadows, Jason Melancon, Martin Meldrum, Justen Meltz, Mark Mercer, Teemu Merilinen, Aki J. Moilanen, Mikhail Moldavskiy, Jason Monson, Galen Morgan Moore, Lee Morgan, Jacob Morzinski, Beth Moscato, Paul L. Mosquin, Stanislav Muhametshin, 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, Markus Niemi, Michael Niewoehner, Toni Nikkanen, Blair Nilsson, Ivar Nilsson, Tyler Novak, Keir Novik, Tom Nowacki, Dan'l Danehy-Oakes, Shawn Oakey, Georg Oberwinkler, Anders Olin, Eric Olsen, Ronny On, Dale Ondeck, Gunnar Opsommer, Uriah Otting, Alexander Ovchinnikov, Niilo Paasivirta, Boris Paleev, Rob Palkowski, Jori Palomki, Lena Pammer, Brian J. Parker, Kris Parker, Tom Parker, Mikko Parviainen, Paivi Pasi, Kenneth Paulson, Steven Pearson, Lauri Pekkarinen, Nick Pelis, Michael Perelmutter, Eero Permi, Stefan Perrson, Kent Peterson, Pekka Piispanen, Pasi Tapani Pirhonen, Antti Pitk"am"aki, Thomas Pittman, Leon Planken, Anthony Polito, Joseph Price, Colin Pritchard, Petr Prokop, Konstantin D. Prots, Sami Luoma-Pukkila, Darren Purdy, Alexander Purikov, Serge Purikov, Joska Pyykko, Julie Rak, Brian Ramos, Michael Rams, Jari Randelin, Jarkko Rantavuori, Toni Rasanen, Risto Rautanen, Derek S. Ray, Martin Read, Sam Reisner, Judd Reiffin, David Rekowski, Lari Rissanen, Yonatan Ivan Rivera, Adam K. Rixey, David J. Robertson, Steve A. Robinson, Jean-Philippe Rodriguez, Dmitriy Rogozhnikov, John Rowat, Gerald W. Rutsch, Daniel Rutter, Rich Ryker, Jason Sabback, Zead Said, Osku Salerma, Jussi Salomki, Paavo Salonen, Mika Salovaara, Steven Salter, Tom Sanders, Mike Sands, Colin Sansam, Nate Sarbin, Igor Savin, Brian Saul, Ben Sayer, Giuseppe Scarpi, Mark W. Schmelzenbach, Jonathan Schmidt, Martin Schuster, Edward Schwank, Markus Schwarz, Michael Searle, Zoe Seekins, Linus Sellberg, Jano Senko, David Shafer, Scott Shaw, Richard Sheaves-Bein, Adam Sherron, Mickey Sheu, George Shevchenko, Mark Shipton, Andrew Shkolnikov, Scott Shorter, Piotr Sieklucki, Michal Sienkiewicz, Petri Siira, Kaarel Sikk, Simone Silvestrini, Erlend Simonsen, Aaron B. Simpson, Pasi Siren, Andrew Skalski, Hvard Slttbrten, Benton G. Smith, Zach Smith, Dave Slutzkin, Klaus Sommerer, David Soule, Frank Sronce, Toni Stauffer, Benjamin Stein, Matthew Stephans, Peppe Stolpe, Dougy Stones, Dave Storey, Brian Stricklin, Kenneth Strom, Konstantin Stupnik, Mika Sutinen, Kjetil Svendsberget, Martin Svensson, Joni Syri, Bruno Tabbia, Adam Taylor, Avier Taylor-Paul, Chuan-Tze Teo, Matthew Terrington, Jochen Terstiege, Justin Thiessen, Mirko Thoele, Kyle Thomason, Marcy Thompson, Will Thompson, Juha Tiensuu, Russ Todd, Joni Toivanen, Olli Tiainen, Gordon Tran, Matthew Trevor, Mattia Trivellone, Erik C. Troberg, Jurek Trzepla, Jani-Pekka Tuomaala, 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, Kassandra Velez, Peter H. Verder, Felipe Villar, Oleg V. Volkov, Alexander Volodkovich, Esa Ilari Vuokko, Ryan Vurlicer, Henning Wackernagel, Tim Wadsworth, Ted Walker, David F. Wall, Michael Wallace, Rachel Walmsley, Markus Warg, Pete Warren, Justin Webb, Olaf Weber, Peter Weisberg, Nathan Weismuller, 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, Randy Wolgast, Martin Woodard, Greg Wooledge, Rowan Worth, Stephan "W" Wrammerfors, Leszek Wronski, Ian Barkley-Yeung, Yung-Beom Yoo, Scott Yost, Krey Younger, Russ Yuncker, Rodrigo Saldana Zarate, Ben Zealley, Colin Zealley, Yoyo Zhou, Sergei Zhukovsky, Arkady Zilberberg, Frank Zittlau and Varga Zoltan

Appendix B: Customizing ADOM ---------------------------It is possible to set certain default values for ADOM standard configuration file 'adom.cfg'. The location depends on the system you are playing ADOM on. Please FAQ available at http://www.adom.de/faq It will give details about this. with the of the file use the you more

The configuration file can contain certain variables which control parts of ADOM's behavior. 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 meaning. Each variable must have a value of a certain type. Allowed types are strings, numbers (only 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 provided by ADOM for you will be used or not if you press ENTER when asked to input a name. 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. By default this variable is set to 'true'. Auto_Open_Doors

*************** true, false: will ask automatically whether you want to unlock a locked door (if you have the appropriate key). The default is 'true'. 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: [ * o ] ' ( } / = \ ! ? ~ % $ { " Armor, shields, cloaks, boots, girdles, gauntlets and helmets Gems Rocks Tools Necklaces Melee weapons Missile weapons Missiles Rings Wands Potions Scrolls Bracers Food Gold Instruments Books

Auto_Select_Doors ***************** true, false: if set to 'false', ADOM won't try to determine the appropriate door in the vicinity of your PC when you try to open or close a door. The default value is 'true'. Auto_Swap_Neutral ***************** true, false: determines if your PC automatically swaps places with neutral beings. The default value is 'true'. 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. 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. The default value is 'true'. 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 u - Chaos Knight v - Duelist 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). The default value is 'true'. Colored_Messages **************** true, false: if set to 'true' the output of colored messages and additional customizations (like message suppression and replacement) is activated. The file 'adom.msg' contains the basic configuration. It can be easily enhanced with your own additions (see Appendix E, 'Message Customization'). The default value is 'true'. Colored_PC ********** true, false: if set to 'false' the player icon '@' will be displayed in white -- otherwise the color is dependent on your class. The default value is 'true'. 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. The default value is 'false'. Display_Key_Code **************** true, false: if set to 'true' you will see the keys you pressed during a multi-key command. The default value is 'false'. Exit_After_Save *************** true, false: determines if ADOM should be exited after the current game

is saved. If you change the parameter to 'true' you get the behavior of ADOM 1.1.1 back. The default value is 'false'. Fast_Missile_Readying ********************* true, false: will prompt you whether you want to add a (heap of) missile to your missile slot when the missile slot is empty. The default value is 'true'. 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. The default value is 'false'. Fated_Gender ************ true, false: if set to 'true', ADOM will select the gender for your character. The default value is 'false'. Font_Name ********* string: specifies the name of the font that ADOM will use (only supported on Windows and OSX). Font_Size ********* number: specifies the size of the font that ADOM will use (only supported on Windows and OSX). Item_Status_Color ***************** One of the following constants: blue green cyan red magenta brown light gray dark gray light blue light green light cyan light red light magenta yellow white This definition determines the color of inventory entries that have been successfully identified. The traditional setting is 'light gray'. 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 hit points of your character fall below 20% (or 15 -- whichever is lower). The default value is 'true'. 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. The default size is 100 lines. Metric_Measuring **************** true, false; if set to 'true', your height and weight will be printed according to metric units. The default value is 'false'. 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. The default value is 'true'. 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. The default value is 'false'. 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. Questioned_Attributes ********************* true, false: determines whether the player will be allowed to determine the PC attributes by answering questions. The default value is 'true'. Quitters_Allowed **************** true, false: if set to 'true' all games in which you quit will also be recorded in the highscore. The default value is 'false'. 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 - Hurthling i - Orc j - Drakeling k - Mist Elf l - Ratling

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. The default value is 'false'. 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. The default value is 'true'. 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: b: c: d: e: i: k: l: m: s: w: Achievements (attribute changes, ...) Background of the PC Spells PC data (attributes, ...) Effects of corruption Items in the inventory Kill list of the PC Skills Items in the backpack Screenshot Weapon skills

The default is: 'dbim'. Show_Blood ********** true, false: if set to 'true' ADOM will display blood splatters (only available in versions with graphic tiles). The default value is 'true'. Show_Experience *************** true, false: if set to 'true' ADOM will display all experience points the PC gains. The default value is 'false'.

Sorted_Skills ************* true, false: if set to 'true' the skill list will be ordered alphabetically. The default value is 'true'. Starvation_Warning ****************** true, false: if set to 'true', ADOM will beep if you are in danger of starving. The default value is 'true'. Stop_Walking_At_Corners *********************** true, false: if set to 'true' your PC will stop at corners if the walking mode is used. The default value is 'false'. 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. The default value is 'true'. 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. The default value is 'true'. 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: -b: display the license for the game binary -c <file>: force ADOM to use <file> as configuration file -d: display the directories being used -D: display meta-game data -h: display the available command-line options --help: display this help text -k: use the standard keymap -l <name>: load the saved game <name> -m: use monochrome display -n: forbid ADOM to use any configuration file -o: print the used compiler options -r: create keymap reference file 'keyref.kbd' -s: display the complete highscore -S: dump complete highscore to 'hiscore.doc' -t<maxnum>: save RNG test in 'rngtest.txt' -T<maxnum>: save RNG series test in 'rngstest.txt' -v: display the current version of ADOM. The syntax for calling ADOM with options is: adom [-b] [-c <file>] [-d] [-D] [-h] [--help] [-k] [-l <name>] [-m] [-n] [-o] [-r] [-s] [-S][-t<maxnum>] [-T<maxnum>] [-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' 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 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 keybindings. Appendix E: Message Customization ---------------------------------

Message customization is a new feature available since ADOM 1.2.0. (Thanks to the ADOM Sage team for inspiring this feature!) It allows you to color, replace and suppress messages (i.e. text displayed by ADOM). You can also specify messages that will enforce a '(more)' prompt after they are shown. To enable message customization you have to make sure that the ADOM variable 'Colored_Messages' is set to 'true' (see Appendix B, 'Customizing ADOM'). All message customizations are configured in the file 'adom.msg' in your data directory. It already contains a useful default configuration. You can easily customize it for your own needs. Lines starting with a '#' are ignored, they are considered comments. If a line starts with a ':' it is a directive that influences the current state. All other non-empty lines are considered messages that have to match the message format used by ADOM. Please note that you can match both the input and output format of messages. In case of a regular expression you can only use the output format. Currently there is no easy way to determine both message formats with ADOM itself, so we recommend to use Sage for this task. You can use the following directives (starting with a ':'): no_skip allow_skip regex no_regex replace suppress All colors supported by ADOM can be used as directives too: black, blue, green, cyan, red, magenta, brown, light gray, dark gray, light blue, light green, light cyan, light red, light magenta, yellow, white Directives are valid until they are changed by another directive, e.g. if you use ':yellow' then all messages that follow are colored yellow until you (for example) use ':red'. A detailed description of the directives: no_skip ******* If this directive is used, all subsequent messages will need to be skipped by explicitly confirming a '(more)' prompt. Use this directive to ensure that you don't miss important messages. allow_skip ********** Deactivates the 'no_skip' directive. This is the default. regex ***** Message lines have to exactly match the output format of ADOM. If you don't know the exact format or if you want to customize several similar messages at once, you can use a regular expression. ADOM uses

POSIX regular expressions, you can check the full specification here: http://en.wikipedia.org/wiki/Regular_expression#POSIX_basic_and_extended A '.' matches any character and a '*' matches the preceding character zero or more times. Example: You can use '.*ADOM.*' to match all messages that contain the text 'ADOM'. no_regex ******** Disables the use of regular expressions. This is the default. replace ******* To replace a message you have to add a line that consists of the old message followed by a '|' character and followed by the new message, e.g. old message|new messages suppress ******** You can suppress messages by adding them after the 'suppress' directive. Please note that there is no directive to 'unsuppress' messages, so you should move the suppressed messages to the end of the file. The following example shows how to display the level advancement message of ADOM in yellow. Because 'no_skip' is used, a '(more)' prompt will appear afterwards. :no_skip :yellow Congratulations! You advance to level %d.

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