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Sylphs Adom Helpsheet
Sylphs Adom Helpsheet
HEIR
Receives a Prerequisites:
special Boon to the
magical item Family,
inherited from Charming,
Miscellaneous talents
CHAR SKILLE WEALT
MING D HY
1 to SKILLED -- WEALTHY --
Charisma. +2 to all initial Three times
skill values. the normal
starting
VERY Very
SKILLE Wealth
D
VERY
SKILLED --
y
VERY
WEALTHY --
+3 to all initial Two times
skill values. the normal
Prerequisites:
Skilled,
Learning 12+,
Level 1.
Extrem FILTHY
ely RICH
skilled
EXTREMELY
SKILLED --
+5 to all initial
FILTHY RICH
-- Two times
the normal
skill values. starting
Prerequisites:
Very Skilled,
Learning 15+,
Level 1.
WEALT PORTE SILVER
HY R TONGUE
PORTER -- SILVER
Carrying TONGUE --
capacity is Shop prices are
increased by reduced by 10%.
GER
- Carrying prices are
capacity is reduced by 20%.
Prerequisites: Prerequisites:
Wealthy, Porter,
Level 1. Learning 12+,
Perception
FILTHY BEAST
RICH OF
BURDE
BEAST OF
BURDEN --
Carrying
N
capacity is
Prerequisites: Prerequisites:
Very Master
Wealthy, Packager,
Level 1. Willpower
AMBIDEXTR BRAWLER --
OUS -- +2 to +2 to hit in
hit unarmed
melee
RKER
5% less R -- +2 to hit
expensive. and damage
Prerequisites: Prerequisites: Prerequisites:
Silver Tongue, Willpower Aggressive.
Charisma 14+. 15+.
VERY
PIOUS
VERY PIOUS
-- Prayers are
5% less
expensive.
Prerequisites:
Pious,
Willpower
20+.
SAINT
SAINT --
Prayers are
5% less
expensive.
Prerequisites:
Strong of
Will, Very
Pious,
STRONG -- +1 to Strength. SCOUT -- More likely to evade wilderness encounters. Less lik
Prerequisites: Dexterity 10+, Perception 13+.
SIXTH SENSE -- More easily evades traps. STEALTHY - All Stealth checks are 10% easier.
Prerequisites: Perception 18+.
Fighting talents
BASHE SHIEL
R D
BASHER --
+1 to hit and
damage with
SPECI
SHIELD
SPECIALIST
-- +1 to DV
heavy
ALIST
when
POWE SHIEL
RFUL D
STRIK
POWERFUL
STRIKE -- +2
EXPER
SHIELD
EXPERT --
E T
to hit and +2 to DV
damage with when
Prerequisites:
Shield
Specialist,
Shield
MIGHT SHIEL
Y D
STRIK
MIGHTY
STRIKE -- +3
to hit and
MASTE
SHIELD
MASTER --
+3 to DV
E R
damage with when
Prerequisites: Prerequisites:
Powerful Shield
Strike, Expert,
Strength 18+. Shield
MELEE
WEAPON
MASTER --
+3 to hit and
wilderness encounters. Less likely to be ambushed. HEALTHY -- Heals wounds 20% faster. FEY-BLOODED -- +1 to Mana.
exterity 10+, Perception 13+.
ALERT CAREF
UL
ALERT -- +1 CAREFUL --
to +1 to DV.
Perception.
ER
more gold +3 to DV +2 to DV.
because he when fighting
Prerquisites: Prerequisites:
Alert Careful.
TREAS DODG
URE ER
HUNTE
TREASURE
HUNTER --
Finds more
DODGER --
+2 to DV.
R
magic items
Prerquisites:
Miser
EY-BLOODED -- +1 to Mana. LONG-LIVED -- the PCs life span is extend LEARNED -- +1 to Learning.
EXTROUS -- +1 to Dexterity. LONG STRIDE -- Movement costs but 950 energy points.
Missile talents
QUICK GOOD
SHOT
QUICK -- +2 GOOD SHOT
to Speed. -- +1 to hit
and damage
with missile
ER
to Speed. and damage
with missile
Prerequisites: Prerequisites: Prerequisites:
Careful, Quick. Good Shot,
Quick. Dexterity
13+.
NING
Speed. attacks
Prerequisites: Prerequisites: Prerequisites:
Defensive Very Quick, Keen Shot,
Fighter, Dexterity Quick.
Dodge 75+ 15+.
LIGHT
NING
LIGHTNING
SHOT --
Missile
attacks
SHOT Prerequisites:
Quick Shot,
Archery 60+.
MISSILE WEAPON
MASTER
MISSILE
WEAPON
MASTER --
+3 to hit and
Prerequisites:
At least 3
missile
weapon
STRONG THROWER -- +2 range with thrown weapons.
TOUGH -- +1 to Toughness.
issile talents
EAGLE
EAGLE-
EYED -- +3
to hit and
damage with
Prerequisites:
Good Shot,
Archery 80+,
Dexterity
FAR
SHOT
FAR SHOT --
Missile attack
ranges are
increased by
Prerequisites:
Keen Shot,
Strength 10+.
IMMUN
E TO
IMMUNE TO
PAIN -- One
point of
damage is
PAIN Prerequisites:
Iron Skin,
Willpower
15+.
HARDY
HARDY -- +3
hitpoints.
Prerequisites:
Toughness
10+.
TOUG VERY
H SKIN HARDY
TOUGH VERY
SKIN -- +1 to HARDY -- +6
PV. hitpoints.
Prerequisites: Prerequisites:
Hardy, Hardy,
Toughness Toughness
12+. 15+.
IRON EXTRE
SKIN MELY
IRON SKIN --
+1 to PV. HARDY
EXTREMELY
HARDY -- +9
hitpoints.
Prerequisites: Prerequisites:
Tough Skin, Very Hardy,
Toughness Toughness
15+. 20+.
STEEL
SKIN
STEEL SKIN
-- +2 to PV.
Prerequisites:
Iron Skin,
Toughness
20+.
MITHRIL SKIN
MITHRIL
SKIN -- +3 to
PV.
Prerequisites:
Steel Skin,
Dwarf.
Magical talents
R
to all damage +4 to all power points
caused by damage at higher
Prerequisites: Prerequisites:
Potent Aura, Potent Aura,
Mana 15+. Willpower
15+.
DURAB
LE
MAGIC
DURABLE
MAGIC -- all
spell
durations are
EXTENDED
MAGIC -- all
spell ranges
are increased
Prerequisites:
Mana 24+,
Mighty Aura.
POTEN
T
AURA
POTENT
AURA -- +3
power points.
Prerequisites:
Mana 10+
ER
power points. LEARNER --
PC is 10%
Prerequisites: Prerequisites: Prerequisites:
Mana 16+, Potent Aura, Potent aura,
Potent Aura. Mana 12+. good learner
ER
PC is 10%
Prerequisites: Prerequisites: Prerequisites:
Willpower Strong Aura, Good Book
16+, Strong Mana 15+ Learner,
Aura. Strong Aura,
GOOD CAREF
LEARN UL
ER
GOOD
LEARNER --
Learns very
CAREFUL --
+1 to DV.
fast. +2% to
Prerequisites:
Learning 10+.
GREAT
LEARN
ER
GREAT
LEARNER --
Learns
extremely
Prerequisites:
Learning 16,
good learner
GOOD
BOOK
CASTE
GOOD
BOOK
CASTER --
R
Casting
Prerequisites:
Careful,
Strong Aura,
Dexterity
GREAT
BOOK
GREAT
BOOK
CASTER --
Casting
CASTE Prerequisites:
Good Book
Caster,
R Mighty Aura,
(i)nsight turns (5-60)
natural regen: rapid healing healthy healer regen in
natural 56 1 0 0 7
points per regen:
regen rings of regen 0
preserver 0
daggers of toughness 0
bracers of regen/war 0
crown of regen 0
healing skill 100
0.083
Total Regen: 0.226 hp/turn
{2 + (L + E) / 5}d8 + L
lvl + effectivity
Level & effectivity 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
Willpower and m 14 15 16 17 18 18 18 18 18 22 25 25 25 26 27 28 29 30 31 31 32
Burning hands 4 8 12 16 20 24 28 32 36 40 44 48 52 56 60 62 64 66 68 70 72
Magic missile 11 11 12 14 16 18 20 22 24 27 29 31 33 35 38 40 42 44 46 48 50
Fire bolt 20 20 21 21 22 22 25 27 30 33 37 39 42 45 48 50 53 56 59 61 64
Frost bolt 20 20 21 21 22 22 25 27 30 33 37 39 42 45 48 50 53 56 59 61 64
Lightning bolt 20 20 21 21 22 22 25 27 30 33 37 39 42 45 48 50 53 56 59 61 64
Acid bolt 24 24 25 25 26 26 29 33 36 40 44 47 51 54 58 61 64.5 68 72 75 78
Fireball 13 15 17 19 21 24 27 30 33 36 39 42 44 47 50 53 56 59 62 65 67
Ice ball 14 16 18 20 23 26 29 32 35 38 41 44 47 50 53 56 59 62 65 68 71
Lightning ball 16 18 20 22 25 28 31 34 37 40 43 47 50 53 56 59 62 65 68 72 75
Acid Ball 17 19 21 23 26 30 33 36 39 43 46 49 52 56 59 62 65 69 72 75 78
Improved fireball 12 15 17 20 23 26 29 31 34 37 40 43 45 48 51 54 56.6 59 62 65 68
Destroy undead 22 28 33 39 44 49 53 58 62 71 78 83 87 93 98 104 109 115 120 125 130
Mind Blast 15 16 16 17 19 21 22 22 23 24 25 26 27 28 29 30
G Mental blast
Mind wave 22 23 24 25 26 27 28 29 30
G mental wave
tele blast 41 43 45.6 48 50 52 55
G tele blast
spell comparison
250
200
damage
150
100
50
0
1
3
5
7
9
11
13
15
17
19
21
23
26
30
34
38
level
50
1
3
5
7
9
11
13
15
17
19
level
21
23
26
30
34
38
22 23 24 26 28 30 32 34 36 38 40 42 44 46 48 50
32 33 33 34 34 35 35 36 36 37 37 38 38 39 39 40
74 76 78 82 86 90 94 98 102 106 110 114 118 122 126 130
52 54 56 60 64 68 72 76 80 84 88 92 96 100 104 108 W / 4 + L / 4 + 2 M{2, (L + E) / 3}d4 + r
67 70 72 78 83 88 93 99 104 109 115 120 125 131 136 141 W / 4 + L / 4 + 2 M{4, (L + E) / 3}d6 + r
67 70 72 78 83 88 93 99 104 109 115 120 125 131 136 141 W / 4 + L / 4 + 2 M{4, (L + E) / 3}d6 + r
67 70 72 78 83 88 93 99 104 109 115 120 125 131 136 141 W / 4 + L / 4 + 2 M{4, (L + E) / 3}d6 + r
82 85 88 95 102 108 115 122 128 135 141 148 155 161 168 175 W / 4 + L / 4 + 2 M{4, (L + E) / 3}d8 + r
70 73 76 82 88 93 99 105 111 116 122 128 134 139 145 151 M{2, W / 8} M{3, L / 4 + 2}d6 + L + E
74 77 80 86 92 98 104 110 116 122 128 134 140 146 152 158 M{3, L / 4 + 2}d9 + L + E
78 81 84 90 97 103 109 115 122 128 134 140 147 153 159 165 M{2, W / 8} M{3, L / 4 + 2}d6 + L + E
82 85 88 95 101 108 114 121 127 134 140 147 153 160 166 173 M{3, L / 4 + 2}d9 + L + E
71 73 76 82 87 93 99 104 110 115 121 127 132 138 143 149
135 140 145 155 164 174 183 193 202 212 221 231 240 250 259 269 {L + 1}d6 + W + E
30 31 32 33 34 36 37 38 39 41 42 43 44 46 47 48 [{(W + L) / 6} + 1]d5.
43 44 46 47 49 50 52 53 55 56 58 59 61 [{(W + L) / 8} + 1]d9.
30 31 32 33 34 36 37 38 39 41 42 43 44 46 47 48 [{(W + L) / 6} + 1]d5.
61 [{(W + L) / 8} + 1]d9.
57 59 61 66 70 74 78 82 86 91 95 99 103 108 112 116 [(W / 5) + L]d3
137 144 151 159 166 174 181 188 195 203 [(W / 5) + L]d6
M(2, L/3)d6+{L/2}
37 38 40 43 47 50 53 57 60 63 67 70 73 77 80 83
mparison
Burning hands
Magic missile
Fire bolt
Acid Ball
Improved fireball
G Mental blast
G tele blast
drake breath
23
26
30
34
38
42
46
50
23
26
30
34
38
42
46
50
+ 2 M{2, (L + E) / 3}d4 + r
/ 4 + 2 M{4, (L + E) / 3}d6 + r
/ 4 + 2 M{4, (L + E) / 3}d6 + r
/ 4 + 2 M{4, (L + E) / 3}d6 + r
/ 4 + 2 M{4, (L + E) / 3}d8 + r
8} M{3, L / 4 + 2}d6 + L + E
+ 2}d9 + L + E
8} M{3, L / 4 + 2}d6 + L + E
+ 2}d9 + L + E
Action Alignment Curse/Doom Shopkeeper Thugs
Teleport PC with unpaid items towards C cursed hostile summoned
Teleport Shoppie towards C unknown hostile summoned
-Stun Ray, Paralyzation, none none hostile none
bolt spells, mindcraft
while out of LOS or PC in
Darkness
Ventriloquism none none hostile none
Melee shopkeeper towards C curse/doom hostile summoned
Pick Pockets towards C cursed hostile summoned
Unholy aura none none hostile summoned
kickrobbing none none friendly none
Villagers
nonhostile
unknown
hostile towards shopkeeper
nonhostile
hostile
nonhostile
nonhostile
nonhostile
{2 + (L + E) / 5}d8 + L
lvl + effectivity
Level & effectivity 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Willpower and mana 18 18 18 18 18 18 18 18 18 18 18 24 25 26 27 28 29 30 31 32
Mind Blast dmg 15 16 16 17 17 18 21 22 23 24 25 26 27 28 29
mana 18 18 18 17 17 17 16 16 16 15 15 15 14 14 14
Mind Blast 0.8 0.9 0.9 1 1 1 1.3 1.4 1.4 1.6 1.7 1.73 1.9 2 2.1
G mind blast dmg
mana
G mind blast
tele blast dmg 41 43 45.6 48 50 53
mana 30 28 26 24 22 20
tele blast 1.4 1.5 1.75 2 2.3 2.6
G tele blast dmg
mana
G tele blast
Mind wave dmg 22 23 24 25 26 27 28 29
mana 47 46 45 44 43 42 41 40
Mind wave 0.5 0.5 0.5 0.6 0.6 0.6 0.7 0.7
G mental wave dmg
mana
G mental wave
Mana efficiency
14
12
damage/MP
10
0
1 3 5 7 9 11 13 15 17 19 21 23 26 30 34 38 42 46 50
Level
4
0
1 3 5 7 9 11 13 15 17 19 21 23 26 30 34 38 42 46 50
Level
21 22 23 24 26 28 30 32 34 36 38 40 42 44 46 48 50
33 34 35 36 38 40 42 44 46 48 50 52 54 56 58 60 62
30 31 32 33 35 37 39 41 43 45 47 49 51 53 55 57 59 [{(W + L) / 6} + 1]d5.
13 13 13 12 12 11 10 10 9 8 7 7 6 6 5 5 5
2.3 2.4 2.5 2.8 2.9 3.4 3.9 4.1 4.8 5.6 6.7 7 8.5 8.8 11 11 12
45 48 50 53 55 58 60 63 65 68 70 73 75 [{(W + L) / 8} + 1]d9.
27 26 25 25 24 23 23 22 21 21 20 19 19
1.7 1.8 2 2.1 2.3 2.5 2.6 2.8 3.1 3.2 3.5 3.8 3.9
55 58 60 62 67 72 77 82 86 91 96 101 106 110 115 120 125 [(W / 5) + L]d3
18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18 18
3.1 3.2 3.3 3.5 3.7 4 4.3 4.5 4.8 5.1 5.3 5.6 5.9 6.1 6.4 6.7 6.9
134 143 151 160 168 176 185 193 202 210 218 [(W / 5) + L]d6
60 56 52 48 44 40 36 32 28 25 25
2.2 2.6 2.9 3.3 3.8 4.4 5.1 6 7.2 8.4 8.7
30 31 32 33 35 37 39 41 43 45 47 49 51 53 55 57 59 [{(W + L) / 6} + 1]d5.
39 38 37 36 34 32 30 28 26 24 22 20 18 16 15 15 15
0.8 0.8 0.9 0.9 1 1.2 1.3 1.5 1.7 1.9 2.1 2.5 2.8 3.3 3.7 3.8 3.9
75 [{(W + L) / 8} + 1]d9.
50
1.5
35 37 38 40 43 47 50 53 57 60 63 67 70 73 77 80 83 M(2, L/3)d6+{L/2}
cy
Mind Blast
G mind blast
tele blast
G tele blast
Mind wave
G mental wave
0 34 38 42 46 50
0 34 38 42 46 50
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
UNARMED To-Hit Modifier 0 1 2 2 3 3 3 4 6 6 9 10 10 10 12 12
UNARMED To-Damag Modifier 0 0 0 1 1 2 2 3 3 4 6 6 8 10 10 12
UNARMED DV Modifier 0 0 0 0 1 1 2 2 3 3 4 5 6 8 10 12
shield 0 3 6 9 13 16 20 23 27 30 34 38 42 44 49 51
UNARMED 0 4 8 12 17 21 25 30 36 40 49 54 60 64 71 75
DAGGERS DAGGERSKNIVES 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
DAGGERS To-Hit Modifier 0 1 2 2 3 4 5 6 7 9 10 12 14 16 18 20
DAGGERS To-Damag Modifier 0 0 0 1 1 2 2 3 4 5 6 7 8 10 11 12
DAGGERS DV Modifier 0 0 0 0 0 1 1 1 2 2 3 3 4 4 4 5
shield 0 3 6 9 12 16 19 22 26 29 33 36 40 40 43 44
DAGGERS 0 4 8 12 16 22 26 31 37 43 49 55 62 66 72 76
SWORDS SWORDS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
SWORDS To-Hit Modifier 0 1 2 2 3 3 4 5 6 7 9 10 12 14 16 18
SWORDS To-Damag Modifier 0 0 0 1 1 2 2 3 4 5 6 7 8 10 11 12
SWORDS DV Modifier 0 0 0 0 1 1 1 2 2 3 3 4 4 4 5 6
shield 0 3 6 9 13 16 19 23 26 30 33 37 40 40 44 45
SWORDS 0 4 8 12 17 21 25 31 36 42 48 54 60 64 71 75
AXES AXES 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
AXES To-Hit Modifier 0 1 2 2 3 3 4 5 6 7 9 10 12 14 16 18
AXES To-Damag Modifier 0 0 1 1 2 2 3 4 5 6 7 8 10 12 14 16
AXES DV Modifier 0 0 0 0 0 1 1 1 2 2 3 3 3 4 4 4
shield 0 3 6 9 12 16 19 22 26 29 33 36 39 40 43 43
AXES 0 4 9 12 17 21 26 31 37 42 49 54 61 66 73 77
WHIPS WHIPS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
WHIPS To-Hit Modifier 0 1 2 3 4 5 6 8 10 12 14 16 18 20 22 24
WHIPS To-Damag Modifier 0 0 1 1 2 2 3 4 5 7 9 11 13 15 17 19
WHIPS DV Modifier 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
shield 0 4 8 12 16 20 24 28 32 36 40 44 48 49 53 54
WHIPS 0 5 11 16 22 27 33 40 47 55 63 71 79 84 92 97
POLEARMSPOLEARMS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
POLEARMSTo-Hit Modifier 0 1 2 3 4 5 6 7 8 9 10 12 14 16 18 20
POLEARMSTo-Damag Modifier 0 0 0 1 1 2 2 3 4 5 6 7 8 10 11 12
POLEARMSDV Modifier 0 0 1 2 3 4 5 6 8 10 12 14 16 18 20 22
shield 0 3 7 11 15 19 23 27 32 37 42 47 52 54 59 61
POLEARMS 0 4 9 15 20 26 31 37 44 51 58 66 74 80 88 93
TWOHAND TWOHANDWEAPONS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
TWOHAND To-Hit Modifier 0 1 2 3 4 4 5 6 7 8 10 12 14 16 18 20
TWOHAND To-Damag Modifier 0 1 2 3 4 6 8 9 10 12 14 16 18 21 25 30
TWOHAND DV Modifier 0 0 0 1 1 1 2 2 3 3 4 4 4 5 6 8
shield 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
TWOHANDED 0 2 4 6 8 10 13 15 17 20 24 28 32 37 43 50
STAVES STAVES 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
STAVES To-Hit Modifier 0 1 2 3 4 5 6 7 8 9 10 12 14 16 18 20
STAVES To-Damag Modifier 0 0 0 0 1 1 2 2 3 3 5 6 6 7 8 10
STAVES DV Modifier 0 1 2 3 5 7 9 11 14 17 20 23 26 30 35 40
shield 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
STAVES 0 1 2 3 5 6 8 9 11 12 15 18 20 23 26 30
2H polearm POLEARMS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
POLEARMSTo-Hit Modifier 0 1 2 3 4 5 6 7 8 9 10 12 14 16 18 20
POLEARMSTo-Damag Modifier 0 0 0 1 1 2 2 3 4 5 6 7 8 10 11 12
POLEARMSDV Modifier 0 0 1 2 3 4 5 6 8 10 12 14 16 18 20 22
shield 0 3 7 11 15 19 23 27 32 37 42 47 52 54 59 61
POLEARMS 0 4 9 15 20 26 31 37 44 51 58 66 74 80 88 93
120
100
80
60
40
20
0
40
20
0
0 1 2 3 4 5 6 7 8
UNARMED
DAGGERS
CLUBS
MACES
SWORDS
AXES
WHIPS
POLEARMS
TWOHANDED
STAVES
POLEARMS
TWOHANDED
STAVES
6 7 8 9 10 11 12 13 14 15
ARMED
GGERS
UBS
CES
ORDS
ES
IPS
LEARMS
OHANDED
AVES
LEARMS
OHANDED
AVES
crits:
Slaying always crits for 3-6x dmg
with full force' or 'exactly hit' signifies a 'normal' (non-slaying) crit for 2-5x dmg
If this speculation adds up, then we would have a gauranteed crit every single turn if we managed to attain the ring of the mas
The basic premise here is that critical hits require a roll of 20 on a d20 to occur, but get +1-4 from find weakness, and +5 from
thomas biskup stating that he had implemented the 1/20 chance to crit or miss from D&D)
ed to attain the ring of the master cat, find weakness 100, bracers of war, and a weapon with +crit.
m find weakness, and +5 from an item that increases critical hits in melee.
player's damage bonus: 20 rough enemy PV 25 find weakness skill level
Sort all
th
Average damage (approx average for all target types)
Vanquisher
Grod
rune covered trident
Wrymlance
Eternium 2-handed sword
Lawful club of devastation (Bug village)
Death's blade
Hammer of the gods
Moon Sickle
Holy 2-H sword of Devastation(bug village)
barbed trident of hunting (bug village)
eternium halberd
Staff of smiting
long sting
skull staff
Justifier with paladin
Needle
Sting
wicked eternium spear of dev
brutal eternium spear of dev
Executor
murderous eternium spear of dev
Murderous eternium spear of penetration
eternium spear of dev
Sceptre of chaos
log
Kinslayer
Phase dagger
Big Punch
rolf's companion+saviour
Emerald dagger
bloody dagger
Skullcrusher
Sword of Shapness
whip of slaughtering
Kinslayer
Phase dagger
Big Punch
rolf's companion+saviour
Emerald dagger
bloody dagger
Skullcrusher
Sword of Shapness
whip of slaughtering
Mace of destruction
Anvil
Earth orb
Murderous adamantium broadsword
eternium spear
rolf's companion
Scorched spear
Fire orb
Water orb
Mace of disruption
Mana orb
Sword of nonnak
Justifier
Golden gladius
broadsword
orcish spear
sword
Whip
Penetrating eternium quarrel of slaying from farslayer
eternium quarrel of slaying from farslayer
eternium quarrel of slaying from heavy crossbow
thrown Trident of the Red Rooster
eternium arrow of slaying from longbow
eternium drakish scurgar of slaying
true aim from sun's messenger
rune-covered trident
thunderstroke from farslayer
emerald dagger
executor
justifier
thunderstroke from heavy crossbow
minos axe
black torc
Huge rock
wyrmlance
sceptre of chaos
rolf's companion thrown
drakish scurgari of death
quarrel from farslayer
arrow from suns messenger
soaker
long sting
Huge rock
wyrmlance
sceptre of chaos
rolf's companion thrown
drakish scurgari of death
quarrel from farslayer
arrow from suns messenger
soaker
long sting
hammer of the gods
black thumb
flying orb
0 50 100 150 200 250
s)
150 200 250 300
##############################
morgia root
moss of mareilon
spenseweed
curaria mancox/devil's rose
alraunia antidote/demon daisy
stomafillia/stomacemptia +
pepper petal/burb root +
morgia root - best starting place for herbs T
moss of mareilon -
spenseweed +
curaria mancox/devil's rose
alraunia antidote/demon daisy
stomafillia/stomacemptia
pepper petal/burb root
morgia root
##############################
note - dip
ALL rings
PORC table that are
DLVL Amul Boots bracers girdle weapons potions ringsin the tools
not wands
1 weight, mithril, adama Exchange a mithril ingotwebbing, door creation,
2 Mana, balance, silver bracers of speed trap detection, ball lightn
3 Boots of speed, slow shuffle, mithril, adaman potion of sickness, potion of boos item detection, gold dete
4 doom, speed, clear mind, gain attribute
5 adamantium ingot, eternium ingot,
6
7 safe to dip raw chaos here
8 karmic absorbtion, weakness, slaying, minor e
9
10
11 eternium weapons
12 eternium girdle
13
14
15
16
17
18
19
20
21
22
23
24
25
webbing, door creation, far slaying
trap detection, ball lightning, fire, lightning
item detection, gold detection, monster detection,earthquakes, poison
mind, gain attribute
um ingot, eternium ingot, figuring of wonderous power
0 Light
1 Corruption
2 Stone block
3 Alarm
4 Arrow
5 Acid
6 Pit with vipers
7 Spear
8 Teleportation
9 Water
10 Fireball
11 Simple pit
DL tttn Location trap type
18 6 ???? ???? Pit with vipers
18 8 Above_Dark_Forge Above_Dark_Forge Teleportation
16 1 AC Ancient_City Corruption
40 8 BC Bug_Temple_Cave Teleportation
48 5 BDC1 Blue_Dragon_Caves_1 Acid
48 10 BDC2 Blue_Dragon_Caves_2 Fireball
48 3 BDC3 Blue_Dragon_Caves_3 Alarm
48 8 BDC4 Blue_Dragon_Caves_4 Teleportation
48 1 BDC5 Blue_Dragon_Caves_5 Corruption
20 3 BT Bug_Infested_Temple Alarm
40 11 BUG Black_Unicorn_Glade Simple pit
[4] 6 ChAoS ChAoS Pit with vipers
1 4 D1 D1 Arrow
10 5 D10 D10 Acid
11 10 D11 D11 Fireball
12 4 D12 D12 Arrow
13 9 D13 D13 Water
14 3 D14 D14 Alarm
15 8 D15 D15 Teleportation
16 2 D16 D16 Stone block
17 7 D17 D17 Spear
18 1 D18 D18 Corruption
19 6 D19 D19 Pit with vipers
2 9 D2 D2 Water
20 0 D20 D20 Light
21 5 D21 D21 Acid
22 10 D22 D22 Fireball
23 4 D23 D23 Arrow
24 9 D24 D24 Water
25 3 D25 D25 Alarm
26 8 D26 D26 Teleportation
27 2 D27 D27 Stone block
28 7 D28 D28 Spear
29 1 D29 D29 Corruption
3 3 D3 D3 Alarm
30 6 D30 D30 Pit with vipers
31 0 D31 D31 Light
32 5 D32 D32 Acid
33 10 D33 D33 Fireball
34 4 D34 D34 Arrow
35 9 D35 D35 Water
36 3 D36 D36 Alarm
37 8 D37 D37 Teleportation
38 2 D38 D38 Stone block
39 7 D39 D39 Spear
4 8 D4 D4 Teleportation
40 1 D40 D40 Corruption
41 6 D41 D41 Pit with vipers
42 0 D42 D42 Light
43 5 D43 D43 Acid
44 10 D44 D44 Fireball
45 4 D45 D45 Arrow
46 9 D46 D46 Water
47 3 D47 D47 Alarm
48 8 D48 D48 Teleportation
49 2 D49 D49 Stone block
5 2 D5 D5 Stone block
50 7 D50 D50 Spear
6 7 D6 D6 Spear
7 1 D7 D7 Corruption
8 6 D8 D8 Pit with vipers
9 0 D9 D9 Light
1 10 DD1 Druid_Dungeon_1 Fireball
1 3 DD2 Druid_Dungeon_2 Alarm
2 8 DD3 Druid_Dungeon_3 Teleportation
2 1 DD4 Druid_Dungeon_4 Corruption
3 6 DD5 Druid_Dungeon_5 Pit with vipers
4 11 DD6 Druid_Dungeon_6 Simple pit
6 4 DD7 Druid_Dungeon_7 Arrow
4 7 DDL Dusty_Level_1 Spear
25 1 DF Dark_Forge Corruption
20 1 DG1 Dwarven_Graveyard_1 Corruption
24 6 DG2 Dwarven_Graveyard_2 Pit with vipers
40 0 DH1 Dwarf_halls_1 Light
45 5 DH2 Dwarf_halls_2 Acid
xx xx False_Maze_Levels False_Maze_Levels #N/A
5 3 GC Gremlin_Cave Alarm
14 11 HK1 High_Kings_1 Simple pit
15 4 HK2 High_Kings_2 Arrow
16 9 HK3 High_Kings_3 Water
17 2 HK4 High_Kings_4 Stone block
18 7 HK5 High_Kings_5 Spear
5 1 HMV High_Mountain_Village Corruption
3 4 HoleInTheWall HoleInTheWall Arrow
[3] 6 ID The_ID Pit with vipers
26 6 MM1 Minotaur_Maze_1 Pit with vipers
27 11 MM2 Minotaur_Maze_2 Simple pit
28 4 MM3 Minotaur_Maze_3 Arrow
29 9 MM4 Minotaur_Maze_4 Water
30 2 MM5 Minotaur_Maze_5 Stone block
31 7 MM6 Minotaur_Maze_6 Spear
35 0 MM7 Minotaur_Maze_7 Light
1 5 MMC Mad_Minstrel's_Clearing Acid
48 0 MT Mana_Temple Light
1 3 OBC Old_Barbarian's_Clearing Alarm
12 [1]11 OC Ogre_Cave #N/A
12 8 P1 Pyramid_1 Teleportation
15 1 P2 Pyramid_2 Corruption
18 6 P3 Pyramid_3 Pit with vipers
1 0 PC1 Puppy_Cave_1 Light
2 5 PC2 Puppy_Cave_2 Acid
3 10 PC3 Puppy_Cave_3 Fireball
3 3 PC4 Puppy_Cave_4 Alarm
4 8 PC5 Puppy_Cave_5 Teleportation
6 1 PC6 Puppy_Cave_6 Corruption
25 4 QT Quickling_Tree Arrow
40 8 RL1 Rift_1 Teleportation
35 3 RL2 Rift_2 Alarm
28 10 RL3 Rift_3 Fireball
24 5 RL4 Rift_4 Acid
20 0 RL5 Rift_5 Light
19 7 RL6 Rift_6 Spear
18 2 RL7 Rift_7 Stone block
16 9 RL8 Rift_8 Water
14 4 RL9 Rift_9 Arrow
3 7 S3 S3 Spear
40 9 SC Stone_Circle Water
41 11 SC1 Scintilating_Cave_1 Simple pit
42 4 SC2 Scintilating_Cave_2 Arrow
43 9 SC3 Scintilating_Cave_3 Water
44 2 SC4 Scintilating_Cave_4 Stone block
45 7 SC5 Scintilating_Cave_5 Spear
46 0 SC6 Scintilating_Cave_6 Light
47 5 SC7 Scintilating_Cave_7 Acid
48 10 SC8 Scintilating_Cave_8 Fireball
48 3 SC9 Scintilating_Cave_9 Alarm
48 2 SIL SIL Stone block
30 1 SLN Library Corruption
[2] 10 SMC SMC Fireball
1 3 Terinyo Terinyo Alarm
18 10 THK High_Kings'_Tomb Fireball
24 9 TOEF1 ToEF_1 Water
25 2 TOEF2 ToEF_2 Stone block
26 7 TOEF3 ToEF_3 Spear
27 0 TOEF4 ToEF_4 Light
6 9 UD1 Unremarkable_Dungeon_1 Water
6 2 UD2 Unremarkable_Dungeon_2 Stone block
7 7 UD3 Unremarkable_Dungeon_3 Spear
7 0 UD4 Unremarkable_Dungeon_4 Light
8 5 UD5 Unremarkable_Dungeon_5 Acid
8 10 UD6 Unremarkable_Dungeon_6 Fireball
9 3 UD7 Unremarkable_Dungeon_7 Alarm
9 8 UD8 Unremarkable_Dungeon_8 Teleportation
48 6 URC1 Unreal_Dungeon_1 Pit with vipers
48 11 URC2 Unreal_Dungeon_2 Simple pit
48 4 URC3 Unreal_Dungeon_3 Arrow
48 9 URC4 Unreal_Dungeon_4 Water
48 2 URC5 Unreal_Dungeon_5 Stone block
48 7 URC6 Unreal_Dungeon_6 Spear
1 11 VD1 Village_Dungeon_1 Simple pit
1 4 VD2 Village_Dungeon_2 Arrow
2 9 VD3 Village_Dungeon_3 Water
2 2 VD4 Village_Dungeon_4 Stone block
3 7 VD5 Village_Dungeon_5 Spear
4 0 VD6 Village_Dungeon_6 Light
8 5 VD7 Village_Dungeon_7 Acid
8 0 VDDL Dusty_Level_2 Light
20 8 WDL Water_Dragon_Lair Teleportation
3 10 WE1 Wilderness Fireball
1 11 WE1 Wilderness_level_(eg_Plains,_Forest) Simple pit
30 6 WUG White_Unicorn_Glade Pit with vipers
<- look up
splendid n 3 9 To identify, first look up the name of your
for example, we might have a 4s curved wand… A curved wand is made out of wood. The only 4 stone wands
Material Name UNID DL weight
Bracers - - - -
Wood bracers of toughness bone bracers 2 10
Brass brass bracers brass bracers 2 10
Gold bracers of defense Silver Bracers 2 10
Gold bracers of protection copper bracers 2 10
Iron Bracers of resistance Iron Bracers 2 10
Iron Bracers of speed Bronze Bracers 5 10
Iron bracers of regeneration Steel Bracers 12 18
Amulets - - - -
Glass amulet of light glass amulet 1 2
Gold brass amulet brass amulet 1 2
Mithril amulet of protection silver amulet 1 2
Wooden amulet of protection from undead bone amulet 2 2
Adamantiu amulet of order Marble amulet 13 3
Adamantiu amulet of chaos Obsidian amulet 13 3
Stone amulet of petrification resistance Opal Amulet 1 3
Stone Amulet of protection from constructs Onyx amulet 2 3
Stone Amulet of Luck lead amulet 5 8
Stone Pendant of beauty ruby amulet 1 3
iron amulet of the cold heart Bleak amulet 5 3
iron amulet of balance Gray amulet 3 3
iron amulet of defense Iron amulet 1 3
iron amulet of free action Golden amulet 5 3
iron amulet of greed Platinum amulet 1 3
iron amulet of hunger Tarnished amulet 7 3
iron amulet of life saving Steel amulet 2 3
iron amulet of perseverance Electrum amulet 1 3
iron amulet of teleport control Copper amulet 13 3
iron amulet of water breathing Blue amulet 15 3
iron amulet of speed Bronze amulet 5 3
iron pendant of mana Amber amulet 3 3
iron necklace of the eye Splendid necklace 1 3
iron amulet of death ray resistance stone amulet 1 7
Assorted Amulet of health Leather amulet 5 3
Assorted Necklace of rapid healing Coral necklace 2 2
Assorted Necklace of rabies resistance Pearl necklace 2 2
Assorted Necklace of the silver tongue Shining necklace 4 2
Wands - - -
Eternium Wand of wishing Glowing wand 15 3
Glass Wand of door creation Glass wand 2 3
Stone Wand of fireballs Marble wand 7 3
Stone Wand of poison Obsidian wand 5 3
Stone Wand of earthquakes Stone wand 10 3
Wooden Wand of acid Wooden wand 3 4
Wooden Wand of ball lightning Curved wand 3 4
Wooden Wand of stunning Willow wand 1 3
Wooden Wand of destruction Cedar wand 12 3
Wooden Wand of digging Oak wand 1 3
Wooden Wand of far slaying Brittle wand 2 3
Wooden Wand of item detection Twisted wand 4 3
Wooden Wand of knocking Pine wand 1 3
Wooden Wand of monster detection Ebony wand 4 3
Wooden Wand of paralyzation Bone wand 3 3
Wooden Wand of trap creation Ivory wand 1 3
Wooden Wand of wonder Teak wand 3 3
Wooden Wand of webbing Softwood wand 2 3
Iron Wand of cold Silver wand 3 4
Iron Wand of fire Golden wand 3 4
Iron Wand of light Steel wand 1 4
Iron Wand of lightning Brass wand 3 4
Iron Wand of teleportation Iron wand 2 4
Iron Wand of death Copper wand 10 3
Iron Wand of magic missiles Tin wand 1 3
Iron Wand of monster creation Ironwood wand 1 3
Iron Wand of trap detection Purple wand 3 3
Iron Wand of gold detection Bronze wand 4 6
Rings - - -
[unknown mBrass ring brass ring 1 1
various Wedding ring nograin ring 1 1
wooden Ring of fire resistance wooden ring 1 1
mithril' Ring of ice mithril ring 4 1
stone Ring of cold resistance marble ring 1 1
stone Ring of invisibility jade ring 10 1
adamantiu ring of djinni summoning ordinary ring 8 1
adamantiu ring of fire adamantium ring 4 1
adamantiu ring of damage onyx ring 1 1
adamantiu ring of slaying opal ring 15 1
iron ring of acid resistance iron ring 1 1
iron ring of minor elemental mastery topaz ring 15 1
iron ring of elemental mastery emerald ring 15 1
iron ring of mental stability agate ring 3 1
iron ring of speed aquamarine ring 5 1
iron ring of stun resistance electrum ring 1 1
iron ring of the clear mind fire opal ring 5 1
iron ring of the fish vibrating ring 3 1
iron ring of weakness plain ring 10 1
gold ring of defense golden ring 1 1
gold ring of doom black ring 5 1
gold ring of gain attribute ruby ring 7 1
gold ring of karmic absorption scratched ring 9 1
gold ring of luck cooper ring 3 1
gold ring of protection silver ring 1 1
gold ring of searching bronze ring 2 1
gold ring of regeneration coral ring 12 1
gold ring of see invisible amber ring 8 1
gold ring of teleport control glowing ring 5 1
y, first look up the name of your item, to find out what it is made out of. Then, when you kow what it is made out of, compare the weight
wood. The only 4 stone wands made of wood are acid and ball lightning, so we know this wand is either acid or BL.
unique notes
1
1
1
1
1
1
1
1 only 3s amulet in 'assorted' group
1
1
1
1
1
1
1
can be identified by using while on wilderness screen, if you get message "not here" it is djinni ring.
Rings of regeneration works also when equipped in missile slot and thus can be safely identified by putting unid
ade out of, compare the weight of the item to items in that group to narrow it down…
here" it is djinni ring.
9/12 1001
9 12 13
1001 2001
chance to increase: 1
training leftover 151.031
table 1 2 3
garth paid 1001 1001 1001
Trainpoints required 550 600 650
cost per trainpoint 1.82 1.66833333333333 1.54
rate of change
Sylph's note -
Paying garth for training is currently a cost I can't discern. It obviously gets into a liner 1000gold/trainpoint once
training points
0 0
0 0
0
0
0
2151.03089244851
4 5 6 7 8 9
1001 1001 1001 1001 1001 1001
700 750 800 850 900 950
1.43 1.33466666666667 1.25125 1.177647 1.112222 1.053684
a liner 1000gold/trainpoint once a statistics is at 36, but until that, I don't know what powers it. Better to just use the trusty old table!
10 11 12 13 14 15 16 17 18
1001 2001 2001 2001 2001 3001 6001 6001 6001
1000 1050 1100 1150 1200 1250 1300 1350 1400
1.001 1.905714 1.819091 1.74 1.6675 2.4008 4.616154 4.445185 4.286429
0.5 1 2
5450
0
player level 1
player level 1
player PV 3
Enemy
cloaked ratling 16.5
fool 8
ratling dealer 6.75
dwarf 4.5
small dwarf 4.2
female dwarf 3.5
gnoll 3.5
bugbear 3.5
white worm 3
village elder 3
cutpurse 2.5
large kobold 2.5
hobgoblin leader 2.5
zombie 2.5
goblin slavemaster 2
lizard man 2
fire beetle 2
giant ant worker 2
floating eye 1.8
orc 1.5
hobgoblin 1.5
farmer 1.5
orc scorcher 1.5
ratling trader 1.5
ratling thief 1.5
ratling rebel 1.5
ratling archer 1
dying sage 0.6
goblin 0.5
skeleton 0.5
giant frog 0.5
kobold shaman 0.5
black hurthling 0.5
large spider 0.5
giant bat 0.5
giant rat 0
wild cat 0
child 0
tiny girl 0
beggar 0
kobold 0
giant rat 0
goblin rockthrower 0
jackal 0
rabid dog 0
dwarven child 0
goodwife 0
large bat 0
gremlin 0
giant centipede 0
ghost bat 0
pixie 0
claw bug 0
homunculus 0
large gnoll -1
gray ooze -1
berserker -1
goblin berserker -1
mugger -1
hobgoblin chief -1
ogre -1
giant ant warrior -1
raider lord -1
healer -1
large orc -1
corpse fiend -1
hippogriff -1
giant raccoon -1
cave lion -1
goblin chieftain -1
kobold chieftain -1
swordsman -1
blink dog -1
cave fisher -1
barbarian -1
doppleganger -1
large jackal -1
cooshoo -1
ratling fencer -1
bandit -1
raider -1
huge bat -1
dark sage -1
pixie archer -1
fairy dragon -1
big dog -1
gelatinous cube -1
giant lizard -1
hyena -1
large dog -1
jackalwere -1
ratling warrior -1
wererat -1
pit viper -1
viper -1
wolf -1
cobra -1
green worm -1
cute dog -1
ghul -1
imp -1
quasit -1
dwarven elite guardian -1
baby water dragon -1
ogre magus -1
royal guardian -1
giant eel -1
chaos sister -1
chaos brother -1
gnoll chieftain -1
fire vortex -1
giant ant queen -1
dark elven warrior -1
yellow ooze -1
cave tiger -1
gargoyle -1
orc chieftain -1
werewolf -1
dwarven guardian -1
caveman -1
griffon -1
barbarian leader -1
outlaw -1
ankheg -1
minotaur -1
cave lizard -1
giant bee queen -1
gibbering mouther -1
hill orc -1
dark elven archer -1
karmic lizard -1
least daemon -1
fire lizard -1
owlbear -1
giant bee warrior -1
silver wolf -1
displacer beast -1
red worm -1
giant spider -1
shadow -1
dire wolf -1
large snake -1
hell hound -1
dark elven wizard -1
green slime -1
necromancer -1
giant bee worker -1
rattlesnake -1
eye of destruction -1
harpy -1
chaos rat -1
shadow centipede -1
carrion crawler -1
half-orc bouncer -1
animated tree -1
margoyle -1
flesh golem -1
invisible stalker -1
green hag -1
leucrotta -1
troll -1
ochre jelly -1
ice vortex -1
hill orc sergeant -1
outlaw leader -1
ghost -1
mimic -1
chaos plague bearer -1
chaos lizard -1
assassin -1
wight -1
black wizard -1
magebane eye -1
king cobra -1
water snake -1
stone snake -1
staring eye -1
brown worm -1
rust monster -1
crime lord -1
mad doctor -1
old barbarian -1
lesser daemon -1
arena master -1
doppleganger lord -1
orc butcher -1
dark elven lord -1
dark orc -1
sheriff -1
ancient dwarf -1
dark elven priestess -1
cave bear -1
berserker lord -1
lightning vortex -1
ettin -1
master swordsman -1
clay golem -1
grizzly bear -1
fire drake -1
crystal statue -1
hill giant -1
brown bear -1
carpenter -1
mad carpenter -1
muscular dwarf -1
mummy -1
ratling guardian -1
ancient sage -1
tarantula -1
slow shadow -1
wraith -1
black druid -1
white baby dragon -1
ratling master thief -1
ratling duelist -1
purple worm -1
quickling -1
dwarven mystic -1
werewolf lord -1
wall beast -1
dwarven smith -1
berserker prince -1
bulette -1
lightning lizard -1
priest -1
gray slayer -1
skeletal warrior -1
gorgon -1
stone statue -1
revenant -1
greater mimic -1
annis hag -1
fomorian giant -1
bone golem -1
stone golem -1
thug -1
acid vortex -1
blue baby dragon -1
red baby dragon -1
black baby dragon -1
shark -1
ratling warlord -1
oracle -1
vapor rat -1
troll berserker -1
shambling mound -1
jackal demon -1
druid -1
master assassin -1
will o'wisp -1
steel zombie -1
chaos servant -1
shadow troll -1
shadow lord -1
large rust monster -1
chaos spawn -1
shopkeeper -1
berserker king -1
master mimic -1
undead chaos dwarven berserker -1
ogre lord -1
dark elven princess -1
living wall -1
hydra -1
dwarven inn keeper -1
casino guard -1
cyclops -1
hill giant chieftain -1
iron golem -1
master necromancer -1
animated armor -1
ogre guardian -1
ghost lord -1
dwarven chaos knight -1
stone giant -1
spectre -1
chaos eye -1
green blob -1
corruptor -1
giant slug -1
quickling lord -1
holy slayer -1
troll king -1
troll chief -1
djinni -1
Dorn Beast -1
karmic baby dragon -1
chaos spider -1
greater mummy -1
malicious doctor -1
dwarven weaponmaster -1
giant boar -1
ancient minotaur -1
greater daemon -1
ogre king -1
stone ooze -1
burly adventurer -1
grizzled gladiator -1
greater claw bug -1
vampire -1
annihilator -1
giant turtle -1
doppleganger king -1
giant shark -1
chaos knight -1
water demon -1
master thief -1
lich -1
battle bunny -1
berserker emperor -1
shadow wyrm -1
mimic hivemind -1
stone giant lord -1
chaos viper -1
frost giant berserker -1
white dragon -1
black slayer -1
red dragon -1
blue dragon -1
minotaur lord -1
black dragon -1
frost giant -1
water elemental -1
giant rust monster -1
big casino guard -1
minotaur mazemaster -1
dwarven artificer -1
steel horror -1
karmic dragon -1
quickling bard -1
solar -1
Snake from Beyond -1
steel golem -1
fire giant -1
dragon turtle -1
water grue -1
moloch -1
greater chaos servant -1
mummy lord -1
mutated battle bunny -1
quickling king -1
minotaur mazelord -1
frost giant jarl -1
minotaur mage -1
death ooze -1
diamond golem -1
air demon -1
master lich -1
werewolf king -1
great water dragon -1
old crone -1
ancient red dragon -1
ogre emperor -1
Mad Minstrel -1
swamp hydra -1
ancient blue dragon -1
ancient black dragon -1
greater white unicorn -1
ancient white dragon -1
chaos mutant -1
ki-rin -1
white unicorn -1
black unicorn -1
greater water elemental -1
bunny master -1
magedoom eye -1
demented ratling -1
quickling queen -1
minotaur emperor -1
minotaur king -1
ancient karmic dragon -1
fire giant king -1
air elemental -1
ghost librarian -1
Master Summoner -1
air grue -1
cat lord -1
titan -1
skeletal king -1
eternium golem -1
giant dragon turtle -1
chaos warlord -1
greater black unicorn -1
chaos warrior -1
chaos wizard -1
great red wyrm -1
Ancient Chaos Wyrm -1
great blue wyrm -1
great karmic wyrm -1
great white wyrm -1
assassin prince -1
great black wyrm -1
greater moloch -1
greater air elemental -1
killer bug -1
eternal guardian -1
fire elemental -1
lich king -1
fire demon -1
banshee -1
fire grue -1
ghost king -1
greater titan -1
balor -1
greater fire elemental -1
earth elemental -1
emperor lich -1
stone grue -1
writhing mass of primal chaos -1
ancient karmic wyrm -1
emperor moloch -1
ancient blue wyrm -1
greater earth elemental -1
Chaos Archmage -1
ElDeR cHaOs GoD -1
multi-headed chaos dragon -1
greater balor -1
Ancient Stone Beast -1
Symbol Danger Name AlignmentDV PV
r 1 giant rat N 15 0
f 1 wild cat N 13 0
t 1 child L 7 0
t 1 tiny girl L 7 0
@ 1 beggar N 7 0
k 1 kobold C 12 1
r 1 giant rat N 13 1
g 1 goblin C 10 0
g 1 goblin rockthrower C 10 0
d 1 jackal N 13 0
d 1 rabid dog N 13 0
h 1 dwarven child L 7 0
t 1 goodwife L 9 0
@ 1 dying sage L 10 2
o 1 orc C 10 0
g 1 hobgoblin C 11 0
t 1 farmer L 11 0
z 1 skeleton N 13 2
F 1 giant frog N 12 0
B 1 large bat N 14 1
I 1 gremlin C 18 0
h 1 female dwarf L 10 1
t 1 village elder L 9 0
t 1 fool N 16 0
c 2 giant centipede N 12 2
B 2 ghost bat C 20 0
p 2 pixie N 20 0
i 2 claw bug N 14 1
@ 2 cutpurse C 17 0
k 2 kobold shaman C 13 1
g 2 goblin slavemaster C 13 2
k 2 large kobold C 14 3
r 2 ratling archer N 19 0
g 2 gnoll C 13 3
I 2 homunculus C 15 0
h 2 lizard man C 11 2
o 2 orc scorcher C 12 1
h 2 black hurthling C 16 1
S 2 large spider N 14 0
r 2 ratling trader N 16 0
r 2 ratling thief C 19 1
g 2 hobgoblin leader C 12 3
h 2 dwarf L 10 5
h 2 small dwarf L 12 6
w 2 white worm N 12 1
e 2 floating eye N 10 2
B 2 giant bat N 13 1
g 2 bugbear C 15 2
i 2 fire beetle N 10 6
a 2 giant ant worker N 8 8
z 2 zombie N 8 0
r 2 ratling rebel N 19 4
r 2 cloaked ratling N 25 2
r 2 ratling dealer N 30 0
d 3 cute dog N 32 0
s 3 viper N 15 0
s 3 pit viper N 20 0
d 3 wolf N 13 1
D 3 fairy dragon C 22 0
z 3 ghul C 13 1
@ 3 healer L 10 0
r 3 ratling warrior N 19 2
r 3 wererat C 14 2
d 3 big dog N 13 0
@ 3 bandit C 13 2
g 3 goblin chieftain C 15 4
@ 3 raider C 13 2
o 3 large orc C 15 3
k 3 kobold chieftain C 16 5
j 3 gelatinous cube N 12 0
l 3 giant lizard N 12 6
d 3 blink dog L 15 2
B 3 huge bat N 15 2
@ 3 dark sage C 19 0
g 3 hobgoblin chief C 14 4
@ 3 swordsman N 13 5
O 3 ogre C 9 5
s 4 cobra N 14 1
p 4 pixie archer N 22 0
I 4 imp C 18 1
r 4 ratling fencer N 20 2
I 4 quasit C 18 0
d 4 hyena C 12 3
d 4 large jackal N 15 2
w 4 green worm N 15 4
g 4 goblin berserker C 10 0
K 4 barbarian N 14 1
j 4 gray ooze N 10 0
d 4 large dog N 12 0
S 4 cave fisher N 12 3
F 4 hippogriff N 13 2
r 4 giant raccoon N 13 4
@ 4 doppleganger C 14 0
@ 4 mugger C 10 3
g 4 large gnoll C 14 5
d 4 cooshoo N 16 2
d 4 jackalwere C 13 3
f 4 cave lion N 15 1
a 4 giant ant warrior N 12 10
z 4 corpse fiend C 12 2
K 4 berserker C 10 0
@ 4 raider lord C 15 3
r 5 chaos rat C 15 0
c 5 shadow centipede C 16 2
b 5 giant bee worker N 14 1
@ 5 chaos sister C 24 0
s 5 rattlesnake N 17 0
w 5 red worm N 16 0
j 5 green slime N 10 0
@ 5 chaos brother C 20 0
@ 5 necromancer C 14 0
F 5 harpy C 20 0
e 5 eye of destruction N 10 2
@ 5 outlaw C 15 4
o 5 hill orc C 17 4
b 5 giant bee warrior N 12 4
S 5 giant spider N 14 1
i 5 ankheg N 12 6
G 5 shadow C 18 0
F 5 displacer beast C 38 1
d 5 dire wolf C 14 3
u 5 dark elven archer C 16 5
c 5 carrion crawler N 15 3
d 5 silver wolf N 15 2
u 5 dark elven wizard C 15 3
& 5 least daemon C 16 5
l 5 fire lizard N 14 3
j 5 gibbering mouther C 19 2
o 5 orc chieftain C 15 5
s 5 large snake N 12 2
f 5 cave tiger N 16 1
M 5 minotaur C 16 5
F 5 owlbear C 13 4
@ 5 royal guardian L 15 7
u 5 dark elven warrior C 15 7
l 5 karmic lizard N 19 4
A 5 giant eel N 22 2
d 5 werewolf C 18 2
l 5 cave lizard N 10 5
b 5 giant bee queen N 6 6
V 6 fire vortex N 18 3
j 6 yellow ooze N 10 0
I 6 gargoyle C 15 6
h 6 dwarven guardian L 11 7
g 6 gnoll chieftain C 15 6
D 6 baby water dragon L 15 2
d 6 hell hound C 12 2
F 6 griffon N 14 3
@ 6 caveman N 12 5
K 6 barbarian leader N 16 3
O 6 ogre magus C 13 7
h 6 dwarven elite guardian L 15 15
a 6 giant ant queen N 4 10
w 7 brown worm N 13 1
s 7 water snake C 17 2
l 7 chaos lizard C 12 6
e 7 staring eye N 10 3
G 7 ghost C 20 0
F 7 leucrotta C 19 4
Z 7 wight C 19 0
o 7 hill orc sergeant C 17 6
e 7 magebane eye N 10 3
@ 7 outlaw leader C 17 5
m 7 mimic C 14 6
R 7 rust monster N 15 7
Y 7 flesh golem C 14 0
s 8 stone snake C 12 8
V 8 ice vortex N 21 5
@ 8 assassin C 16 4
s 8 king cobra N 17 2
@ 8 black wizard C 22 2
T 8 troll C 12 9
I 8 margoyle C 15 8
C 8 chaos plague bearer C 13 3
h 8 green hag C 18 3
j 8 ochre jelly N 12 1
@ 8 invisible stalker N 20 2
@ 8 half-orc bouncer C 12 12
P 8 animated tree N 1 10
w 9 purple worm N 5 0
p 9 quickling C 25 0
N 9 brown bear N 13 4
N 9 grizzly bear N 15 5
S 9 tarantula N 14 7
G 9 slow shadow C 12 5
h 9 muscular dwarf N 12 3
G 9 wraith C 20 0
N 9 cave bear N 17 5
u 9 dark elven priestess C 20 7
Y 9 crystal statue N 17 8
o 9 dark orc C 15 8
O 9 ettin C 8 4
@ 9 master swordsman N 15 9
@ 9 mad doctor C 24 3
Y 9 clay golem N 8 10
t 9 carpenter L 20 0
t 9 mad carpenter C 20 0
h 10 dwarven mystic L 10 0
h 10 ancient dwarf L 10 100
V 10 lightning vortex N 24 7
@ 10 ancient sage L 200 3
r 10 ratling master thief C 26 3
r 10 ratling guardian L 18 7
r 10 ratling duelist N 28 2
D 10 fire drake C 15 3
D 10 white baby dragon C 13 3
u 10 dark elven lord C 19 10
Z 10 mummy C 12 8
& 10 lesser daemon C 18 9
H 10 hill giant C 13 5
o 10 orc butcher C 10 10
K 10 berserker lord C 14 0
@ 10 doppleganger lord C 16 3
@ 10 black druid C 15 4
@ 10 crime lord C 19 9
t 10 sheriff L 25 3
@ 10 arena master L 22 12
@ 10 old barbarian N 12 12
r 11 vapor rat C 18 0
r 11 ratling warlord N 24 7
D 11 black baby dragon C 15 5
D 11 blue baby dragon C 14 5
@ 11 thug N 16 7
Y 11 stone statue N 13 10
Y 11 stone golem N 1 10
Y 11 bone golem N 1 10
Z 11 revenant C 16 8
V 12 acid vortex N 27 9
@ 12 oracle N 10 1
A 12 shark N 22 1
h 12 annis hag C 20 6
l 12 lightning lizard N 19 8
F 12 bulette N 1 8
D 12 red baby dragon C 16 8
X 12 gray slayer C 22 5
F 12 gorgon N 15 12
H 12 fomorian giant C 10 8
Z 12 skeletal warrior C 13 8
m 12 greater mimic C 14 10
# 12 wall beast N 1 5
K 12 berserker prince C 20 0
h 12 dwarven smith L 14 12
@ 12 priest N 15 5
d 12 werewolf lord C 30 7
G 13 shadow lord C 30 0
T 13 troll berserker C 10 9
@ 13 druid N 20 12
T 13 shadow troll C 25 1
R 13 large rust monster N 17 10
C 14 chaos spawn C 20 2
* 14 will o'wisp C 50 0
@ 14 master assassin C 22 6
Y 14 steel zombie C 1 5
C 14 chaos servant C 13 4
& 14 jackal demon C 18 4
P 14 shambling mound N 1 11
G 15 spectre C 29 0
j 15 green blob N 10 0
G 15 ghost lord C 24 0
H 15 stone giant N 1 10
e 15 chaos eye C 12 3
h 15 dwarven inn keeper L 36 20
Y 15 iron golem N 1 10
F 15 hydra N 12 10
u 15 dark elven princess C 24 12
O 15 ogre guardian C 13 13
O 15 ogre lord C 14 15
h 15 dwarven chaos knight C 12 10
H 15 cyclops C 10 8
H 15 hill giant chieftain C 18 12
F 15 giant slug N 5 5
@ 15 shopkeeper N 16 20
Z 15 undead chaos dwarven berserker C 14 18
p 16 quickling lord C 35 0
[ 16 animated armor C 1 10
@ 16 casino guard N 12 6
C 16 corruptor C 20 12
m 16 master mimic C 16 12
K 16 berserker king C 28 0
# 16 living wall N 1 5
@ 16 master necromancer C 35 0
T 17 troll chief C 18 12
Z 17 greater mummy C 15 15
T 17 troll king C 19 17
@ 18 malicious doctor C 10 2
F 18 Dorn Beast C 13 13
S 18 chaos spider N 22 12
X 18 holy slayer N 18 4
& 18 djinni C 40 12
D 18 karmic baby dragon C 20 12
@ 19 doppleganger king C 10 5
A 19 giant shark N 24 3
r 20 battle bunny C 16 0
i 20 greater claw bug N 30 12
j 20 stone ooze N 10 0
C 20 annihilator C 24 15
@ 20 master thief C 32 7
A 20 giant turtle N 1 12
M 20 ancient minotaur C 18 18
h 20 dwarven weaponmaster L 25 12
@ 20 grizzled gladiator N 13 7
& 20 greater daemon C 24 9
h 20 chaos knight C 20 15
L 20 lich C 30 12
Z 20 vampire C 32 9
F 20 giant boar N 15 20
& 20 water demon C 24 15
O 20 ogre king C 18 18
@ 20 burly adventurer L 24 15
H 21 stone giant lord N 15 30
K 21 berserker emperor C 35 0
s 22 chaos viper N 35 0
W 22 shadow wyrm C 45 0
m 22 mimic hivemind C 19 16
D 24 blue dragon C 28 15
D 24 black dragon C 30 15
X 24 black slayer C 34 12
M 24 minotaur lord C 22 21
H 24 frost giant C 25 19
H 24 frost giant berserker C 15 22
R 24 giant rust monster N 25 18
D 24 white dragon C 28 20
D 24 red dragon C 35 18
E 24 water elemental N 1 5
p 25 quickling king C 50 0
r 25 mutated battle bunny C 16 0
p 25 quickling bard C 500 3
C 25 greater chaos servant C 24 12
A 25 dragon turtle N 15 35
Y 25 steel horror C 16 18
x 25 water grue C 29 16
H 25 fire giant C 28 22
Y 25 steel golem C 1 8
Z 25 mummy lord C 18 18
D 25 karmic dragon C 25 16
X 25 solar L 40 40
@ 25 big casino guard N 19 24
& 25 moloch C 1 50
h 25 dwarven artificer C 25 35
s 25 Snake from Beyond C 45 22
M 26 minotaur mazemaster C 25 24
& 28 air demon C 46 2
M 28 minotaur mage C 40 24
j 28 death ooze N 10 0
L 28 master lich C 40 12
M 28 minotaur mazelord C 30 27
Y 28 diamond golem N 1 5
H 28 frost giant jarl C 40 24
p 30 quickling queen C 60 0
C 30 chaos mutant C 24 0
e 30 magedoom eye N 30 3
r 30 demented ratling C 10 0
@ 30 Mad Minstrel N 70 0
F 30 ki-rin L 40 25
D 30 ancient white dragon C 32 22
F 30 swamp hydra N 1 12
D 30 ancient black dragon C 36 20
@ 30 bunny master C 50 0
d 30 werewolf king C 50 20
D 30 ancient blue dragon C 35 20
U 30 white unicorn L 50 15
E 30 greater water elemental N 1 10
D 30 ancient red dragon C 40 25
U 30 black unicorn C 50 15
O 30 ogre emperor C 30 25
@ 30 old crone C 45 28
U 30 greater white unicorn L 75 20
D 30 great water dragon L 70 40
G 32 ghost librarian C 55 0
E 32 air elemental N 50 0
D 32 ancient karmic dragon C 30 20
M 32 minotaur king C 40 30
H 32 fire giant king C 26 30
M 32 minotaur emperor C 50 35
@ 32 Master Summoner C 24 8
x 34 air grue C 48 2
C 35 chaos wizard C 50 3
A 35 giant dragon turtle N 15 50
C 35 chaos warlord C 30 25
Z 35 skeletal king C 50 30
C 35 chaos warrior C 30 35
Y 35 eternium golem C 1 80
H 35 titan C 26 30
U 35 greater black unicorn C 60 18
f 35 cat lord N 60 5
i 40 killer bug N 50 24
G 40 banshee C 40 2
E 40 fire elemental N 44 17
& 40 fire demon C 42 15
E 40 greater air elemental N 60 0
L 40 lich king C 45 20
W 40 great white wyrm C 36 28
W 40 great blue wyrm C 48 28
W 40 great black wyrm C 40 28
W 40 great karmic wyrm C 35 24
W 40 Ancient Chaos Wyrm C 50 20
@ 40 assassin prince C 90 40
W 40 great red wyrm C 50 30
& 40 greater moloch C 3 100
@ 40 eternal guardian L 30 60
G 42 ghost king C 70 0
x 42 fire grue C 44 17
H 44 greater titan C 35 40
j 45 writhing mass of primal chaos C 35 3
E 45 earth elemental N 18 40
x 45 stone grue C 15 40
E 45 greater fire elemental N 50 20
L 45 emperor lich C 50 25
& 45 balor C 50 40
E 48 greater earth elemental N 20 50
@ 48 Chaos Archmage C 60 30
W 48 ancient blue wyrm C 60 40
W 48 ancient karmic wyrm N 60 60
& 48 emperor moloch C 3 200
W 50 multi-headed chaos dragon C 50 50
& 50 greater balor C 80 40
F 50 Ancient Stone Beast C 1 10
@ 50 ElDeR cHaOs GoD C 80 50
Damage Speed speed attacks damage d pos numdice pluspos minuspos Dicesize
1x 1d2+0 100 spd 100 1 1d2+0 1 1 4 2
2x 1d3+0 100 spd 100 2 1d3+0 1 1 4 3
1x 1d1 100 spd 100 1 1d1 1 1 1
1x 1d1 100 spd 100 1 1d1 1 1 1
1x 1d3 100 spd 100 1 1d3 1 1 3
1x 1d6-1 100 spd 100 1 1d6-1 1 1 4 6
1x 1d4+0 100 spd 100 1 1d4+0 1 1 4 4
1x 1d6+0 100 spd 100 1 1d6+0 1 1 4 6
1x 1d4 100 spd 100 1 1d4 1 1 4
1x 1d3 100 spd 100 1 1d3 1 1 3
1x 2d2+0 100 spd 100 1 2d2+0 1 2 4 2
1x 1d3 100 spd 100 1 1d3 1 1 3
1x 1d4 100 spd 100 1 1d4 1 1 4
1x 1d4+2 40 spd 40 0.4 1d4+2 1 1 4 4
1x 1d8+0 100 spd 100 1 1d8+0 1 1 4 8
1x 1d8+0 100 spd 100 1 1d8+0 1 1 4 8
1x 1d6+1 100 spd 100 1 1d6+1 1 1 4 6
1x 1d6+0 100 spd 100 1 1d6+0 1 1 4 6
1x 1d4+1 100 spd 100 1 1d4+1 1 1 4 4
1x 1d4+0 100 spd 100 1 1d4+0 1 1 4 4
2x 1d3+1 100 spd 100 2 1d3+1 1 1 4 3
1x 1d8+2 100 spd 100 1 1d8+2 1 1 4 8
2x 1d6+1 100 spd 100 2 1d6+1 1 1 4 6
2x 3d3+1 100 spd 100 2 3d3+1 1 3 4 3
1x 1d2 100 spd 100 1 1d2 1 1 2
1x 2d2 100 spd 100 1 2d2 1 2 2
1x 1d4 100 spd 100 1 1d4 1 1 4
6x 1d2 100 spd 100 6 1d2 1 1 2
1x 1d4+3 100 spd 100 1 1d4+3 1 1 4 4
1x 1d6+0 100 spd 100 1 1d6+0 1 1 4 6
1x 2d4 100 spd 100 1 2d4 1 2 4
1x 1d8+1 100 spd 100 1 1d8+1 1 1 4 8
1x 1d5+1 100 spd 100 1 1d5+1 1 1 4 5
1x 1d8+2 100 spd 100 1 1d8+2 1 1 4 8
1x 1d4 100 spd 100 1 1d4 1 1 4
1x 2d4 100 spd 100 1 2d4 1 2 4
1x 1d6+1 100 spd 100 1 1d6+1 1 1 4 6
1x 1d6 100 spd 100 1 1d6 1 1 6
1x 1d6 100 spd 100 1 1d6 1 1 6
1x 1d6+1 100 spd 100 1 1d6+1 1 1 4 6
1x 1d4+2 100 spd 100 1 1d4+2 1 1 4 4
1x 1d8+1 100 spd 100 1 1d8+1 1 1 4 8
1x 1d8+3 100 spd 100 1 1d8+3 1 1 4 8
1x 1d8+2 120 spd 120 1.2 1d8+2 1 1 4 8
1x 3d3 100 spd 100 1 3d3 1 3 3
1x 2d4 90 spd 90 0.9 2d4 1 2 4
1x 1d4+1 100 spd 100 1 1d4+1 1 1 4 4
1x 1d10+ 100 spd 100 1 1d10+1 1 1 5 10
1x 2d4 100 spd 100 1 2d4 1 2 4
1x 2d3+1 100 spd 100 1 2d3+1 1 2 4 3
1x 1d10 100 spd 100 1 1d10 1 1 10
1x 1d6+1 100 spd 100 1 1d6+1 1 1 4 6
3x 1d6+5 100 spd 100 3 1d6+5 1 1 4 6
3x 1d6+1 150 spd 150 4.5 1d6+1 1 1 4 6
1x 1d3 130 spd 130 1.3 1d3 1 1 3
1x 1d3+2 100 spd 100 1 1d3+2 1 1 4 3
1x 1d3+2 110 spd 110 1.1 1d3+2 1 1 4 3
1x 1d5+1 100 spd 100 1 1d5+1 1 1 4 5
2x 1d3+2 120 spd 120 2.4 1d3+2 1 1 4 3
3x 1d4 100 spd 100 3 1d4 1 1 4
1x 1d8+3 100 spd 100 1 1d8+3 1 1 4 8
1x 1d6+1 100 spd 100 1 1d6+1 1 1 4 6
1x 1d8 100 spd 100 1 1d8 1 1 8
1x 2d3+1 100 spd 100 1 2d3+1 1 2 4 3
1x 1d8+1 100 spd 100 1 1d8+1 1 1 4 8
1x 2d6 100 spd 100 1 2d6 1 2 6
1x 1d8+1 100 spd 100 1 1d8+1 1 1 4 8
1x 1d12+ 100 spd 100 1 1d12+1 1 1 5 12
1x 2d4+2 100 spd 100 1 2d4+2 1 2 4 4
1x 2d4 100 spd 100 1 2d4 1 2 4
1x 2d4 100 spd 100 1 2d4 1 2 4
2x 2d3+1 100 spd 100 2 2d3+1 1 2 4 3
1x 1d6+2 100 spd 100 1 1d6+2 1 1 4 6
1x 1d10 100 spd 100 1 1d10 1 1 10
1x 2d5+3 100 spd 100 1 2d5+3 1 2 4 5
1x 2d4+2 100 spd 100 1 2d4+2 1 2 4 4
1x 2d6+2 100 spd 100 1 2d6+2 1 2 4 6
1x 1d3+2 100 spd 100 1 1d3+2 1 1 4 3
1x 1d4+3 100 spd 100 1 1d4+3 1 1 4 4
1x 1d4 100 spd 100 1 1d4 1 1 4
2x 1d6+1 100 spd 100 2 1d6+1 1 1 4 6
3x 1d3 100 spd 100 3 1d3 1 1 3
1x 2d4 100 spd 100 1 2d4 1 2 4
1x 3d3 100 spd 100 1 3d3 1 3 3
1x 1d5+1 100 spd 100 1 1d5+1 1 1 4 5
2x 2d6 100 spd 100 2 2d6 1 2 6
1x 1d8+2 100 spd 100 1 1d8+2 1 1 4 8
1x 3d8 100 spd 100 1 3d8 1 3 8
1x 2d3+1 100 spd 100 1 2d3+1 1 2 4 3
2x 2d4 100 spd 100 2 2d4 1 2 4
3x 1d6+1 100 spd 100 3 1d6+1 1 1 4 6
3x 1d6+1 100 spd 100 3 1d6+1 1 1 4 6
1x 1d12 100 spd 100 1 1d12 1 1 12
1x 1d10+ 100 spd 100 1 1d10+4 1 1 5 10
2x 1d10+ 100 spd 100 2 1d10+3 1 1 5 10
1x 3d3 100 spd 100 1 3d3 1 3 3
1x 2d4 100 spd 100 1 2d4 1 2 4
3x 1d6+1 100 spd 100 3 1d6+1 1 1 4 6
1x 2d6+1 100 spd 100 1 2d6+1 1 2 4 6
1x 1d10+ 100 spd 100 1 1d10+2 1 1 5 10
2x 2d4+3 100 spd 100 2 2d4+3 1 2 4 4
1x 1d8+3 105 spd 105 1.05 1d8+3 1 1 4 8
1x 1d2 100 spd 100 1 1d2 1 1 2
1x 2d2 100 spd 100 1 2d2 1 2 2
1x 1d3+2 100 spd 100 1 1d3+2 1 1 4 3
2x 1d8+3 160 spd 160 3.2 1d8+3 1 1 4 8
1x 2d3 100 spd 100 1 2d3 1 2 3
1x 3d3 100 spd 100 1 3d3 1 3 3
1x 2d4 100 spd 100 1 2d4 1 2 4
2x 1d8+3 150 spd 150 3 1d8+3 1 1 4 8
1x 2d4 100 spd 100 1 2d4 1 2 4
2x 1d6 100 spd 100 2 1d6 1 1 6
1x 2d3 100 spd 100 1 2d3 1 2 3
2x 1d8+2 100 spd 100 2 1d8+2 1 1 4 8
1x 1d12+ 100 spd 100 1 1d12+2 1 1 5 12
1x 2d4+2 100 spd 100 1 2d4+2 1 2 4 4
1x 3d3 100 spd 100 1 3d3 1 3 3
1x 2d8 100 spd 100 1 2d8 1 2 8
1x 3d3 100 spd 100 1 3d3 1 3 3
2x 2d4 100 spd 100 2 2d4 1 2 4
1x 2d3+2 100 spd 100 1 2d3+2 1 2 4 3
2x 1d6+2 100 spd 100 2 1d6+2 1 1 4 6
8x 1d3 100 spd 100 8 1d3 1 1 3
1x 2d4+2 100 spd 100 1 2d4+2 1 2 4 4
2x 1d8 100 spd 100 2 1d8 1 1 8
3x 1d8 100 spd 100 3 1d8 1 1 8
3x 1d8 100 spd 100 3 1d8 1 1 8
6x 2d3 100 spd 100 6 2d3 1 2 3
2x 1d12+ 100 spd 100 2 1d12+1 1 1 5 12
1x 3d3 100 spd 100 1 3d3 1 3 3
3x 1d8+2 100 spd 100 3 1d8+2 1 1 4 8
1x 2d6+2 100 spd 100 1 2d6+2 1 2 4 6
3x 1d8 100 spd 100 3 1d8 1 1 8
2x 2d10 100 spd 100 2 2d10 1 2 10
2x 1d6+5 100 spd 100 2 1d6+5 1 1 4 6
1x 3d4 100 spd 100 1 3d4 1 3 4
1x 5d5 120 spd 120 1.2 5d5 1 5 5
1x 2d5+5 100 spd 100 1 2d5+5 1 2 4 5
1x 2d8 100 spd 100 1 2d8 1 2 8
1x 2d6+2 100 spd 100 1 2d6+2 1 2 4 6
1x 1d30 100 spd 100 1 1d30 1 1 30
1x 3d8 100 spd 100 1 3d8 1 3 8
4x 1d6+2 100 spd 100 4 1d6+2 1 1 4 6
1x 1d8+6 100 spd 100 1 1d8+6 1 1 4 8
2x 1d10+ 100 spd 100 2 1d10+4 1 1 5 10
3x 6d2+3 100 spd 100 3 6d2+3 1 6 4 2
1x 3d3 100 spd 100 1 3d3 1 3 3
3x 1d8+1 100 spd 100 3 1d8+1 1 1 4 8
1x 1d10+ 100 spd 100 1 1d10+5 1 1 5 10
1x 1d10+ 110 spd 110 1.1 1d10+4 1 1 5 10
2x 2d8+5 100 spd 100 2 2d8+5 1 2 4 8
2x 2d8+6 120 spd 120 2.4 2d8+6 1 2 4 8
1x 2d8+6 100 spd 100 1 2d8+6 1 2 4 8
1x 1d5+1 100 spd 100 1 1d5+1 1 1 4 5
1x 2d4 100 spd 100 1 2d4 1 2 4
1x 1d18 100 spd 100 1 1d18 1 1 18
1x 3d2 90 spd 90 0.9 3d2 1 3 2
1x 2d10 100 spd 100 1 2d10 1 2 10
1x 3d6+5 100 spd 100 1 3d6+5 1 3 4 6
1x 1d6+4 100 spd 100 1 1d6+4 1 1 4 6
1x 2d6+6 110 spd 110 1.1 2d6+6 1 2 4 6
1x 3d3 90 spd 90 0.9 3d3 1 3 3
2x 1d8+4 100 spd 100 2 1d8+4 1 1 4 8
2x 2d6 100 spd 100 2 2d6 1 2 6
2x 1d4 100 spd 100 2 1d4 1 1 4
2x 2d8+3 100 spd 100 2 2d8+3 1 2 4 8
1x 1d8 100 spd 100 1 1d8 1 1 8
1x 1d30 90 spd 90 0.9 1d30 1 1 30
2x 1d6+2 100 spd 100 2 1d6+2 1 1 4 6
1x 1d8+1 100 spd 100 1 1d8+1 1 1 4 8
1x 2d5 100 spd 100 1 2d5 1 2 5
1x 1d10+ 100 spd 100 1 1d10+9 1 1 5 10
4x 3d4+1 100 spd 100 4 3d4+1 1 3 4 4
1x 2d7+2 100 spd 100 1 2d7+2 1 2 4 7
2x 1d6+6 100 spd 100 2 1d6+6 1 1 4 6
1x 3d8+1 100 spd 100 1 3d8+1 1 3 4 8
1x 4d4+7 100 spd 100 1 4d4+7 1 4 4 4
2x 2d8+8 100 spd 100 2 2d8+8 1 2 4 8
2x 2d8+5 100 spd 100 2 2d8+5 1 2 4 8
1x 1d5+1 100 spd 100 1 1d5+1 1 1 4 5
1x 1d4 400 spd 400 4 1d4 1 1 4
3x 1d8+2 105 spd 105 3.15 1d8+2 1 1 4 8
3x 1d10+ 100 spd 100 3 1d10+2 1 1 5 10
1x 2d6+2 100 spd 100 1 2d6+2 1 2 4 6
1x 5d3 80 spd 80 0.8 5d3 1 5 3
1x 2d8+2 100 spd 100 1 2d8+2 1 2 4 8
1x 2d6+1 100 spd 100 1 2d6+1 1 2 4 6
3x 2d6+2 100 spd 100 3 2d6+2 1 2 4 6
2x 3d3+5 110 spd 110 2.2 3d3+5 1 3 4 3
2x 1d10+ 100 spd 100 2 1d10+3 1 1 5 10
2x 2d8+4 100 spd 100 2 2d8+4 1 2 4 8
2x 2d8+1 100 spd 100 2 2d8+1 1 2 4 8
2x 2d6+3 100 spd 100 2 2d6+3 1 2 4 6
5x 1d3+8 100 spd 100 5 1d3+8 1 1 4 3
1x 2d10+ 100 spd 100 1 2d10+4 1 2 5 10
2x 1d8+3 100 spd 100 2 1d8+3 1 1 4 8
2x 1d8+3 100 spd 100 2 1d8+3 1 1 4 8
1x 1d2 100 spd 100 1 1d2 1 1 2
1x 6d4+6 100 spd 100 1 6d4+6 1 6 4 4
1x 1d30 120 spd 120 1.2 1d30 1 1 30
1x 1d4+6 120 spd 120 1.2 1d4+6 1 1 4 4
1x 1d4+4 100 spd 100 1 1d4+4 1 1 4 4
1x 2d6+2 110 spd 110 1.1 2d6+2 1 2 4 6
2x 1d6+1 120 spd 120 2.4 1d6+1 1 1 4 6
3x 1d8+3 100 spd 100 3 1d8+3 1 1 4 8
3x 2d4 100 spd 100 3 2d4 1 2 4
2x 4d3+5 110 spd 110 2.2 4d3+5 1 4 4 3
2x 2d6 100 spd 100 2 2d6 1 2 6
3x 2d8+4 100 spd 100 3 2d8+4 1 2 4 8
1x 2d8+4 100 spd 100 1 2d8+4 1 2 4 8
1x 6d10 70 spd 70 0.7 6d10 1 6 10
2x 2d6+4 100 spd 100 2 2d6+4 1 2 4 6
2x 2d10+ 100 spd 100 2 2d10+5 1 2 5 10
1x 3d3+1 125 spd 125 1.25 3d3+1 1 3 4 3
4x 2d8+4 100 spd 100 4 2d8+4 1 2 4 8
2x 1d8+8 100 spd 100 2 1d8+8 1 1 4 8
2x 1d8+1 100 spd 100 2 1d8+12 1 1 4 8
2x 1d10+ 130 spd 130 2.6 1d10+10 1 1 5 10
1x 1d3+0 100 spd 100 1 1d3+0 1 1 4 3
2x 1d6+4 100 spd 100 2 1d6+4 1 1 4 6
3x 1d6+3 100 spd 100 3 1d6+3 1 1 4 6
3x 1d8+3 100 spd 100 3 1d8+3 1 1 4 8
2x 2d8+2 100 spd 100 2 2d8+2 1 2 4 8
2x 2d8+4 100 spd 100 2 2d8+4 1 2 4 8
1x 2d12+ 100 spd 100 1 2d12+5 1 2 5 12
1x 3d9+6 90 spd 90 0.9 3d9+6 1 3 4 9
2x 2d8+4 100 spd 100 2 2d8+4 1 2 4 8
1x 1d30 100 spd 100 1 1d30 1 1 30
1x 1d8+3 120 spd 120 1.2 1d8+3 1 1 4 8
1x 2d10 100 spd 100 1 2d10 1 2 10
2x 1d8+8 100 spd 100 2 1d8+8 1 1 4 8
3x 3d5+3 110 spd 110 3.3 3d5+3 1 3 4 5
3x 3d6+3 100 spd 100 3 3d6+3 1 3 4 6
3x 1d8+3 100 spd 100 3 1d8+3 1 1 4 8
2x 2d7+7 100 spd 100 2 2d7+7 1 2 4 7
1x 2d12+ 100 spd 100 1 2d12+9 1 2 5 12
1x 3d9+5 100 spd 100 1 3d9+5 1 3 4 9
2x 1d10+ 100 spd 100 2 1d10+8 1 1 5 10
2x 2d9+2 110 spd 110 2.2 2d9+2 1 2 4 9
2x 1d50 100 spd 100 2 1d50 1 1 50
3x 2d8+5 100 spd 100 3 2d8+5 1 2 4 8
3x 2d10+ 100 spd 100 3 2d10+6 1 2 5 10
2x 2d4+1 100 spd 100 2 2d4+12 1 2 4 4
3x 4d6+6 130 spd 130 3.9 4d6+6 1 4 4 6
1x 3d4+4 100 spd 100 1 3d4+4 1 3 4 4
2x 1d10+ 100 spd 100 2 1d10+12 1 1 5 10
2x 4d6 100 spd 100 2 4d6 1 4 6
1x 1d10+ 100 spd 100 1 1d10+12 1 1 5 10
2x 1d6+1 100 spd 100 2 1d6+1 1 1 4 6
1x 1d2 100 spd 100 1 1d2 1 1 2
1x 4d8+4 100 spd 100 1 4d8+4 1 4 4 8
2x 3d5+4 110 spd 110 2.2 3d5+4 1 3 4 5
2x 6d2+4 100 spd 100 2 6d2+4 1 6 4 2
2x 2d6+5 100 spd 100 2 2d6+5 1 2 4 6
3x 2d6+4 100 spd 100 3 2d6+4 1 2 4 6
2x 3d6+7 100 spd 100 2 3d6+7 1 3 4 6
1x 3d6+2 100 spd 100 1 3d6+2 1 3 4 6
1x 3d4 100 spd 100 1 3d4 1 3 4
2x 2d10+ 100 spd 100 2 2d10+1 1 2 5 10
1x 2d12+ 100 spd 100 1 2d12+4 1 2 5 12
1x 3d3+6 90 spd 90 0.9 3d3+6 1 3 4 3
3x 1d4+1 100 spd 100 3 1d4+13 1 1 4 4
1x 4d10+ 100 spd 100 1 4d10+6 1 4 5 10
5x 5d4 100 spd 100 5 5d4 1 5 4
3x 4d4+7 110 spd 110 3.3 4d4+7 1 4 4 4
1x 4d8+6 99 spd 99 0.99 4d8+6 1 4 4 8
2x 2d10+ 100 spd 100 2 2d10+14 1 2 5 10
1x 5d3+8 100 spd 100 1 5d3+8 1 5 4 3
1x 4d10+ 100 spd 100 1 4d10+7 1 4 5 10
2x 2d10+ 100 spd 100 2 2d10+6 1 2 5 10
1x 2d3 60 spd 60 0.6 2d3 1 2 3
3x 3d6+1 140 spd 140 4.2 3d6+18 1 3 4 6
3x 4d7+4 100 spd 100 3 4d7+4 1 4 4 7
1x 1d4 700 spd 700 7 1d4 1 1 4
2x 3d7+3 100 spd 100 2 3d7+3 1 3 4 7
2x 4d6+6 100 spd 100 2 4d6+6 1 4 4 6
2x 2d4+1 100 spd 100 2 2d4+1 1 2 4 4
2x 4d9+4 120 spd 120 2.4 4d9+4 1 4 4 9
4x 2d10+ 100 spd 100 4 2d10+7 1 2 5 10
4x 1d16+ 100 spd 100 4 1d16+6 1 1 5 16
1x 9d3+9 100 spd 100 1 9d3+9 1 9 4 3
2x 1d10+ 100 spd 100 2 1d10+12 1 1 5 10
2x 2d10 100 spd 100 2 2d10 1 2 10
2x 1d10+ 100 spd 100 2 1d10+15 1 1 5 10
1x 1d3+1 120 spd 120 1.2 1d3+1 1 1 4 3
1x 5d4+1 100 spd 100 1 5d4+10 1 5 4 4
1x 2d12+ 100 spd 100 1 2d12+4 1 2 5 12
2x 2d8+1 100 spd 100 2 2d8+14 1 2 4 8
2x 2d8+8 100 spd 100 2 2d8+8 1 2 4 8
3x 2d6+3 100 spd 100 3 2d6+3 1 2 4 6
1x 3d12+ 100 spd 100 1 3d12+5 1 3 5 12
1x 2d16+ 100 spd 100 1 2d16+6 1 2 5 16
1x 3d2 100 spd 100 1 3d2 1 3 2
8x 1d4+6 120 spd 120 9.6 1d4+6 1 1 4 4
1x 9d8 100 spd 100 1 9d8 1 9 8
1x 1d50 100 spd 100 1 1d50 1 1 50
2x 1d6+9 100 spd 100 2 1d6+9 1 1 4 6
1x 5d10 90 spd 90 0.9 5d10 1 5 10
2x 2d10+ 100 spd 100 2 2d10+18 1 2 5 10
4x 2d8+1 100 spd 100 4 2d8+12 1 2 4 8
3x 2d6+8 100 spd 100 3 2d6+8 1 2 4 6
3x 2d10+ 100 spd 100 3 2d10+9 1 2 5 10
1x 5d5+6 110 spd 110 1.1 5d5+6 1 5 4 5
1x 2d9+6 100 spd 100 1 2d9+6 1 2 4 9
2x 4d5+6 100 spd 100 2 4d5+6 1 4 4 5
1x 6d6+9 200 spd 200 2 6d6+9 1 6 4 6
1x 3d10+ 100 spd 100 1 3d10+5 1 3 5 10
2x 3d10+ 100 spd 100 2 3d10+10 1 3 5 10
1x 4d10+ 120 spd 120 1.2 4d10+10 1 4 5 10
2x 3d12+ 100 spd 100 2 3d12+8 1 3 5 12
5x 3d13+ 100 spd 100 5 3d13+16 1 3 5 13
1x 1d3+2 130 spd 130 1.3 1d3+2 1 1 4 3
3x 3d10+ 120 spd 120 3.6 3d10+6 1 3 5 10
2x 4d10+ 130 spd 130 2.6 4d10+4 1 4 5 10
3x 2d16+ 108 spd 108 3.24 2d16+6 1 2 5 16
3x 2d12+ 106 spd 106 3.18 2d12+6 1 2 5 12
4x 4d6+9 100 spd 100 4 4d6+9 1 4 4 6
2x 2d12+ 100 spd 100 2 2d12+18 1 2 5 12
1x 4d10+ 100 spd 100 1 4d10+6 1 4 5 10
4x 4d10+ 100 spd 100 4 4d10+7 1 4 5 10
4x 2d6 100 spd 100 4 2d6 1 2 6
3x 4d8+1 104 spd 104 3.12 4d8+12 1 4 4 8
3x 3d10+ 110 spd 110 3.3 3d10+7 1 3 5 10
1x 4d8+6 100 spd 100 1 4d8+6 1 4 4 8
1x 1d4+2 1000 spd 1000 10 1d4+2 1 1 4 4
1x 3d4 150 spd 150 1.5 3d4 1 3 4
1x 1d4+9 1500 spd 1500 15 1d4+9 1 1 4 4
2x 3d6+6 100 spd 100 2 3d6+6 1 3 4 6
1x 3d20 90 spd 90 0.9 3d20 1 3 20
6x 5d5+6 100 spd 100 6 5d5+6 1 5 4 5
2x 2d8+8 100 spd 100 2 2d8+8 1 2 4 8
1x 4d10+ 100 spd 100 1 4d10+8 1 4 5 10
1x 5d10+ 100 spd 100 1 5d10+5 1 5 5 10
2x 2d6+8 100 spd 100 2 2d6+8 1 2 4 6
3x 3d16+ 105 spd 105 3.15 3d16+3 1 3 5 16
2x 2d12+ 100 spd 100 2 2d12+19 1 2 5 12
2x 6d12+ 100 spd 100 2 6d12+12 1 6 5 12
1x 6d12 60 spd 60 0.6 6d12 1 6 12
3x 4d7+1 100 spd 100 3 4d7+19 1 4 4 7
1x 4d12+ 100 spd 100 1 4d12+8 1 4 5 12
3x 2d12+ 110 spd 110 3.3 2d12+20 1 2 5 12
1x 2d12+ 100 spd 100 1 2d12+10 1 2 5 12
2x 2d8+1 120 spd 120 2.4 2d8+12 1 2 4 8
1x 6d8+2 120 spd 120 1.2 6d8+2 1 6 4 8
1x 4d6+6 100 spd 100 1 4d6+6 1 4 4 6
3x 2d14+ 120 spd 120 3.6 2d14+20 1 2 5 14
1x 6d8+6 100 spd 100 1 6d8+6 1 6 4 8
2x 4d12+ 100 spd 100 2 4d12+7 1 4 5 12
1x 1d4 1200 spd 1200 12 1d4 1 1 4
2x 15d2+ 100 spd 100 2 15d2+8 2 15 5 2
1x 3d3+5 90 spd 90 0.9 3d3+5 1 3 4 3
2x 3d3+3 120 spd 120 2.4 3d3+3 1 3 4 3
5x 1d6+1 140 spd 140 7 1d6+16 1 1 4 6
3x 3d8+7 100 spd 100 3 3d8+7 1 3 4 8
3x 4d8+7 112 spd 112 3.36 4d8+7 1 4 4 8
5x 5d8 100 spd 100 5 5d8 1 5 8
3x 3d12+ 112 spd 112 3.36 3d12+7 1 3 5 12
2x 1d8+1 100 spd 100 2 1d8+16 1 1 4 8
4x 8d8+6 150 spd 150 6 8d8+6 1 8 4 8
3x 2d16+ 116 spd 116 3.48 2d16+9 1 2 5 16
1x 9d6+1 100 spd 100 1 9d6+12 1 9 4 6
1x 5d10+ 100 spd 100 1 5d10+6 1 5 5 10
3x 3d16+ 120 spd 120 3.6 3d16+8 1 3 5 16
1x 8d6+1 100 spd 100 1 8d6+12 1 8 4 6
3x 4d10+ 100 spd 100 3 4d10+14 1 4 5 10
2x 2d24+ 200 spd 200 4 2d24+16 1 2 5 24
1x 8d12+ 100 spd 100 1 8d12+16 1 8 5 12
3x 6d15+ 120 spd 120 3.6 6d15+12 1 6 5 15
2x 3d10+ 100 spd 100 2 3d10+1 1 3 5 10
4x 5d6+6 100 spd 100 4 5d6+6 1 5 4 6
3x 4d20+ 110 spd 110 3.3 4d20+6 1 4 5 20
3x 2d16+ 130 spd 130 3.9 2d16+25 1 2 5 16
2x 4d12+ 100 spd 100 2 4d12+16 1 4 5 12
4x 3d20+ 140 spd 140 5.6 3d20+30 1 3 5 20
1x 1d50 100 spd 100 1 1d50 1 1 50
2x 2d10+ 100 spd 100 2 2d10+5 1 2 5 10
1x 2d10+ 100 spd 100 1 2d10+3 1 2 5 10
1x 5d20 100 spd 100 1 5d20 1 5 20
2x 4d9+6 100 spd 100 2 4d9+6 1 4 4 9
3x 3d10+ 120 spd 120 3.6 3d10+8 1 3 5 10
1x 4d10+ 100 spd 100 1 4d10+4 1 4 5 10
1x 10d10 100 spd 100 1 10d10+5 2 10 6 10
1x 7d12+ 100 spd 100 1 7d12+20 1 7 5 12
1x 8d6+1 100 spd 100 1 8d6+12 1 8 4 6
3x 4d8+8 120 spd 120 3.6 4d8+8 1 4 4 8
8x 1d4+1 150 spd 150 12 1d4+12 1 1 4 4
2x 2d8+6 100 spd 100 2 2d8+6 1 2 4 8
2x 1d40+ 100 spd 100 2 1d40+8 1 1 5 40
1x 3d15+ 100 spd 100 1 3d15+12 1 3 5 15
4x 5d8+5 100 spd 100 4 5d8+5 1 5 4 8
2x 5d6+6 100 spd 100 2 5d6+6 1 5 4 6
3x 8d8+9 115 spd 115 3.45 8d8+9 1 8 4 8
3x 4d16+ 125 spd 125 3.75 4d16+9 1 4 5 16
3x 4d12+ 120 spd 120 3.6 4d12+12 1 4 5 12
3x 5d14+ 115 spd 115 3.45 5d14+8 1 5 5 14
3x 6d12+ 130 spd 130 3.9 6d12+9 1 6 5 12
4x 3d7+1 130 spd 130 5.2 3d7+18 1 3 4 7
3x 6d16+ 130 spd 130 3.9 6d16+8 1 6 5 16
1x 18d12 70 spd 70 0.7 18d12+12 2 18 6 12
3x 5d8+5 100 spd 100 3 5d8+5 1 5 4 8
2x 3d10+ 100 spd 100 2 3d10+3 1 3 5 10
2x 3d12+ 100 spd 100 2 3d12+9 1 3 5 12
1x 12d12 100 spd 100 1 12d12+30 2 12 6 12
6x 2d6+4 100 spd 100 6 2d6+4 1 2 4 6
2x 3d16+ 100 spd 100 2 3d16+10 1 3 5 16
2x 3d12+ 100 spd 100 2 3d12+10 1 3 5 12
2x 1d60+ 100 spd 100 2 1d60+8 1 1 5 60
3x 5d6+6 100 spd 100 3 5d6+6 1 5 4 6
2x 8d8+1 100 spd 100 2 8d8+10 1 8 4 8
2x 2d20+ 100 spd 100 2 2d20+24 1 2 5 20
2x 3d10+ 120 spd 120 2.4 3d10+6 1 3 5 10
3x 8d8+1 120 spd 120 3.6 8d8+12 1 8 4 8
3x 9d12+ 120 spd 120 3.6 9d12+12 1 9 5 12
1x 36d12 85 spd 85 0.85 36d12+12 2 36 6 12
5x 6d12+ 120 spd 120 6 6d12+12 1 6 5 12
2x 8d12+ 100 spd 100 2 8d12+20 1 8 5 12
1x 5d10+ 100 spd 100 1 5d10+10 1 5 5 10
3x 5d10+ 200 spd 200 6 5d10+24 1 5 5 10
modifier avdmg per turn HP estimaChance tocorpse eff Monster t Monster abilities Unknown
0 1.5 1.5 1 8% animal ignores water 5
0 2 4 1 10% animal, cat 6
0 1 1 1 humanoid unknown_100000 ext 10
0 1 1 1 humanoid cannot be wished f 10
0 2 2 2 3% humanoid unknown_100000 ext 5
-1 2.5 2.5 2 12% Sickens 2 humanoid, unknown_10000 6
0 2.5 2.5 3 15% animal ignores water 5
0 3.5 3.5 3 15% humanoid 8
0 2.5 2.5 3 15% humanoid, unknown_10000 8
0 2 2 4 10% animal 20
0 3 3 4 15% Sickens 3 animal 12
0 2 2 4 2% +Curs, +Dhumanoid unknown_100000 ext 5
0 2.5 2.5 4 humanoid unknown_100000 ext 10
2 4.5 1.8 4 humanoid unknown_1 death ray 1
0 4.5 4.5 5 20% humanoid,sees in the dark 8
0 4.5 4.5 6 15% humanoid 10
1 4.5 4.5 6 humanoid unknown_100000 ext 10
0 3.5 3.5 6 undead, sees in the dark 1000
1 3.5 3.5 8 5% animal vulnerable to fire 3
0 2.5 2.5 8 15% animal ignores water, unkn 4
1 3 6 8 humanoid sees in the dark 100
2 6.5 6.5 9 2% humanoid unknown_100000 ext 20
1 4.5 9 14 humanoid cannot be wished fo 10
1 7 14 18 humanoid cannot be wished f 10
0 1.5 1.5 3 3% Poisons 2 animal, insect 14
0 3 3 4 undead ignores walls, igno 50
0 2.5 2.5 5 5% 25%: +Telhumanoid 5
0 1.5 9 6 5% -2 Wi, (+1 animal, insect 40
3 5.5 5.5 6 3% humanoid 10
0 3.5 3.5 8 12% +1 Ma, [C humanoid 12
0 5 5 8 15% humanoid 8
1 5.5 5.5 8 12% Sickens 2 humanoid 12
1 4 4 8 3% humanoid, unknown_10000 16
2 6.5 6.5 8 15% humanoid, unknown_20000 20
0 2.5 2.5 9 2% humanoid 10
0 5 5 9 10% humanoid vulnerable to fire 20
1 4.5 4.5 9 15% humanoid sees in the dark 14
0 3.5 3.5 9 5% humanoid, unknown_10000 20
0 3.5 3.5 10 8% !Dark Elf: animal, spignores webs? 30
1 4.5 4.5 10 humanoid 8
2 4.5 4.5 10 3% humanoid 16
1 5.5 5.5 10 10% humanoid 15
3 7.5 7.5 10 15% humanoid 100
2 6.5 7.8 10 humanoid 100
0 6 6 12 animal 15
0 5 4.5 12 ignores water, cove 3
1 3.5 3.5 13 8% animal ignores water, unkn 6
1 6.5 6.5 13 10% humanoid 20
0 5 5 14 5% 50%: -Fir animal, in fire resist 16
1 5 5 15 5% 90%: -Acidanimal, in sees in the dark 10
0 5.5 5.5 16 3% Poisons 2 undead, sees in the dark 1000
1 4.5 4.5 18 3% Alignmenthumanoid 16
5 8.5 25.5 32 humanoid 8
1 4.5 20.25 60 humanoid 20
0 2 2.6 6 100% Bad luck animal ignores water, unk 12
2 4 4 8 1% 50%: -Poisanimal 10
2 4 4.4 8 1% 50%: -Poisanimal 10
1 4 4 10 5% animal 15
2 4 9.6 10 2% Spellcast dragon, unknown_10000, un 10
0 2.5 7.5 11 5% ![-Para]: undead, sees in the dark 50
3 7.5 7.5 12 humanoid unknown_1 death ra 10
1 4.5 4.5 12 3% humanoid 20
0 4.5 4.5 13 5% Sickens 6 humanoid ignores water 10
1 5 5 14 15% animal 12
1 5.5 5.5 14 10% humanoid 30
0 7 7 14 10% humanoid 8
1 5.5 5.5 14 10% humanoid, ConfResist?0 30
1 7.5 7.5 15 15% humanoid sees in the dark 16
2 7 7 16 12% humanoid 24
0 5 5 16 1% ![-Para]: jelly covered in paralytic 10
0 5 5 17 7% animal 10
1 5 10 18 5% +TCtr animal 12
2 5.5 5.5 18 10% animal ignores water, unkn 10
0 5.5 5.5 18 7% Spellcasti humanoid 15
3 9 9 18 12% humanoid 30
2 7 7 20 2% humanoid 100
2 9 9 23 15% [St < 19]: humanoid, unknown_10000 25
2 4 4 9 1% Trains To animal 20
3 5.5 5.5 9 5% 25%: +Telhumanoid, unknown_80000 5
0 2.5 2.5 10 4% Poisons 2 humanoid fire resist 30
1 4.5 9 12 3% humanoid 20
0 2 6 12 6% Poisons 3 humanoid fire resist 30
0 5 5 14 10% animal 20
0 6 6 15 8% animal 30
1 4 4 15 animal 15
0 7 14 16 10% humanoid 8
2 6.5 6.5 16 3% humanoid, ConfResist?0 25
0 13.5 13.5 16 jelly corrodes weapons, a 30
1 5 5 17 15% animal 12
0 5 10 18 10% !Dark Elf: animal, spignores webs? 10
1 4.5 13.5 18 6% 20
1 4.5 13.5 19 4% animal 30
0 6.5 6.5 20 12% humanoid 15
4 9.5 9.5 20 7% humanoid 70
3 8.5 17 20 10% humanoid, unknown_10000 25
0 6 6 20 4% ![-Slee]: Sleep 4d4 50
0 5 5 21 7% Sickens 6 humanoid 20
1 4.5 13.5 22 5% animal, cat 15
1 8 8 25 3% 90%: -Acidanimal, in sees in the dark 500
2 7.5 7.5 26 undead, sees in the dark 1000
3 8 16 30 humanoid 1000
3 7.5 7.875 38 10% humanoid, unknown_80000 300
0 1.5 1.5 1 8% Corrupts 2animal ignores water 25
0 3 3 3 undead ignores water, sees 18
2 4 4 10 20% animal, in ignores water, unk 30
3 7.5 24 11 humanoid sees in the dark 100
0 4 4 12 2% 50%: -Poisanimal 15
0 6 6 12 animal, u fire resist, vulnerabl 15
0 5 5 12 plant, jellyvulnerable to fire 20
3 7.5 22.5 15 humanoid sees in the dark 100
0 5 5 16 humanoid unknown_1 death ra 30
0 3.5 7 16 8% ![Muted]: humanoid 20
0 4 4 16 unknown_200000 fly 18
2 6.5 13 18 10% humanoid 40
2 8.5 8.5 18 10% Trains To humanoid,sees in the dark 25
2 7 7 20 15% animal, in ignores water, unk 100
0 6 6 20 8% !Dark Elf: animal, spignores webs? 30
0 9 9 20 10% 90%: -Acidinsect, u acid resist, sees in 20
0 6 6 20 undead, ignores water, ConfR 1000
0 5 10 20 15% Stuns 3d8, Confuses 3d6, LevelAllowsTel 20
2 6 6 21 4% animal 100
2 5.5 11 21 2% -1 To, (+1 humanoid ignores webs?, sees 30
0 2 16 21 12% sees in the dark 10
2 7 7 23 4% animal 100
0 4.5 9 23 2% Spellcasti humanoid ignores webs?, sees 30
0 4.5 13.5 23 5% humanoid fire resist, sees in t 30
0 4.5 13.5 24 7% 10%: -Fir animal, C unknown_20 fire and 10
0 4 24 24 jelly 200
1 7.5 15 25 10% humanoid sees in the dark 24
0 6 6 26 2% 50%: -Poisanimal 12
2 6.5 19.5 26 5% animal, cat 15
2 9 9 26 4% Trains Pe humanoid 30
0 4.5 13.5 26 3% 30
0 11 22 29 10% [![+Curs] humanoid 5000
5 8.5 17 31 2% -1 To, (+1 humanoid ignores webs?, sees 30
0 7.5 7.5 35 2% Karmic animal karmic 10
0 15 18 35 2% animal, u ignores water, vulner 30
5 11 11 35 4% Sickens 6 humanoid 10
0 9 9 42 7% animal sees in the dark 10
2 9 9 80 10% animal, in ignores water, unk 4
0 15.5 15.5 10 construct, unknown_1 death ray 1000
0 13.5 13.5 16 jelly 40
2 5.5 22 17 5% construct ConfResist? unlife 10
6 10.5 10.5 22 2% humanoid, unknown_10000 200
4 9.5 19 24 5% humanoid 40
3 12 36 26 3% +WBre dragon, sees invisible?, ca 20
0 6 6 27 4% unknown_fire resist 50
1 5.5 16.5 28 8% 20
5 10.5 10.5 35 6% humanoid cold resist 30
4 9.5 10.45 35 3% humanoid, unknown_80000 25
5 14 28 44 5% Spellcasti humanoid 40
6 15 36 57 2% (+1 Wi) humanoid, unknown_10000 200
6 15 15 80 10% 90%: -Acidanimal, in sees in the dark 4
1 4 4 10 animal 15
0 5 5 12 2% -Pois animal ignores water, vulner 30
0 9.5 9.5 17 7% Corrupts animal, unknown_8000, unk 10
0 4.5 4.05 20 ignores water, unk 7
0 11 11 24 undead ignores walls, ConfR 50
5 15.5 15.5 25 3% 500
4 7.5 7.5 26 2% (+1 To), Aundead, sees in the dark 50
6 13 14.3 28 10% Trains To humanoid,sees in the dark 25
0 6 5.4 28 ignores water, unkn 7
4 8.5 17 40 5% humanoid 40
0 7 14 43 is a mimic 500
0 2.5 5 48 50
3 12 24 50 construct ConfResist? unlife 50
0 4.5 4.5 12 2% Trains To 500 sees invisible?, ign 30
0 15.5 13.95 15 construct, unknown_1 death ray 1000
2 5.5 11 16 3% humanoid 70
1 5.5 5.5 19 1% Trains To animal 20
0 6 6 28 humanoid 40
9 14.5 14.5 35 8% [Blessed: humanoid sees in the dark 30
1 8.5 34 38 3% construct ConfResist? unlife 15
2 10 10 41 humanoid 100
6 9.5 19 51 3% Spellcasti humanoid 50
1 14.5 14.5 56 jelly corrodes weapons, a 40
7 17 17 60 2% [10%: +Invhumanoid sees invisible? 1000
8 17 34 64 humanoid sees in the dark 200
5 14 28 68 plant vulnerable to fire 10
1 4 4 9 animal 15
0 2.5 10 10 5% (1d3 Sp) humanoid 60
2 6.5 20.475 25 12% animal 15
2 7.5 22.5 30 12% animal 15
2 9 9 30 8% !Dark Elf: animal, spignores webs? 30
0 10 8 30 undead, ignores water, ConfR 1000
2 11 11 34 2% humanoid 200
1 8 8 35 2% (+1 To), Aundead ConfResist? unlife 50
2 9 27 40 12% animal 15
5 11 24.2 44 2% -1 To, (+1 humanoid ignores webs?, sees 30
3 8.5 17 45 construct cold resist 100
4 13 26 45 3% (+1 St) humanoid sees in the dark 24
1 10 20 52 5% [[St < 8]: humanoid, giant 30
3 10 20 56 2% humanoid 200
8 10 50 58 humanoid unknown_1 death ray 10
4 15 15 60 construct acid resist, ConfRes 50
3 7.5 15 70 humanoid unknown_1 death ra 25
3 7.5 15 80 humanoid unknown_1 death ray 25
0 1.5 1.5 4 humanoid unknown_1 death ra 5
6 21 21 4 2% +6d6 PP, humanoid unknown_1 death ray 500
0 15.5 18.6 20 construct, unknown_1 death ray 1000
6 8.5 10.2 28 humanoid unknown_1 death ray 1
4 6.5 6.5 30 3% humanoid 16
2 9 9.9 35 3% Alignmenthumanoid 20
1 4.5 10.8 41 3% humanoid 100
3 7.5 22.5 42 3% -Fire ConfResi fire resist, vulnerabl 200
0 5 15 44 3% -Cold dragon, C cold resist, vulnerabl 20
5 13 28.6 49 2% -2 To, (+2 humanoid ignores webs?, sees 40
0 7 14 52 undead, sees invisible?, vuln 100
4 13 39 55 5% humanoid,fire resist, sees in t 60
4 13 13 56 8% [[St < 8]: humanoid, giant, ConfResist? 30
0 33 23.1 60 5% (+1 St) humanoid sees in the dark 100
4 11 22 72 humanoid 1000
5 16 32 72 7% humanoid 25
1 7 8.75 72 100% Spellcasti humanoid,unknown_1 death ray 300
4 13 52 80 humanoid sees invisible?, ca 100
8 12.5 25 88 humanoid cannot be wished f 100
12 16.5 33 108 humanoid sees invisible?, can 30
10 15.5 40.3 500 humanoid, unknown 800
0 2 2 1 Corrupts 2d5 50
4 7.5 15 35 3% Alignmenthumanoid 20
3 6.5 19.5 49 3% -Acid dragon, C acid resist 20
3 7.5 22.5 51 3% -Elec dragon, C shock resist 20
2 11 22 56 8% humanoid 200
4 13 26 60 construct fire resist 100
5 18 18 70 construct sees invisible?, cold 50
6 21 18.9 80 construct sees invisible?, fir 50
4 13 26 96 undead, unknown_1 death ray 1000
0 15.5 15.5 25 construct, unknown_1 death ray 1000
3 7.5 9 30 100% Spellcasti humanoid unknown_1 death ray 100
0 11 11 52 animal, u ignores water 30
8 12.5 25 67 3% Spellcasti humanoid 100
3 12 39.6 68 7% [Blessed: animal, shock resist 20
3 13.5 40.5 74 15% 10
3 7.5 22.5 76 3% -Fire dragon, C fire resist, vulnerab 20
7 15 30 84 humanoid 40
9 22 22 84 10% ![-Petr]: ConfResi ConfResist? unlife 100
5 20 20 86 7% 50%: -1 Aphumanoid, giant 20
8 13.5 27 96 undead, unknown_1 death ray 200
2 12 26.4 102 is a mimic 500
0 25.5 51 110 unknown_sees invisible?, un 100
5 14 42 112 humanoid 1000
6 17 51 115 humanoid unknown_1 death ray 70
12 17 34 120 2% Spellcast humanoid unknown_1 death ray 500
6 20 78 126 4% Sickens 1 humanoid 10
4 11.5 11.5 44 undead, ignores water, ConfR 1000
12 17.5 35 62 8% [Blessed: humanoid sees in the dark 100
0 14 28 72 humanoid unknown_1 death ray 100
12 17.5 17.5 88 8% -1 To, -1 undead, ignores water, sees 50
1 4.5 9 90 70
0 1.5 1.5 20 15
4 22 22 32 ignores water, fire re 30
4 13 28.6 40 3% humanoid sees in the dark 90
4 13 26 40 undead unknown_200000 fly 100
5 12 24 52 humanoid sees invisible? 200
4 11 33 70 humanoid unknown_1 death ray 100
7 17.5 35 108 humanoid, plant 100
2 12.5 12.5 60 2% (+1To), Alundead ConfResist? unlife 50
0 7.5 7.5 64 plant, jellyvulnerable to fire 20
1 12 24 66 undead ignores walls, ConfR 50
4 17 17 70 8% [[St < 8]: humanoid,ConfResist? unlife 30
6 12 10.8 72 ignores water, unk 15
13 15.5 46.5 74 humanoid 30
6 28 28 80 construct fire resist, ConfResi 50
0 12.5 62.5 85 4% 30
7 17 56.1 90 2% -2 To, (+2 humanoid ignores webs?, sees 60
6 24 23.76 90 15% [St < 25]: humanoid,cannot be wished fo 45
14 25 50 95 15% [St < 22]: humanoid 40
8 18 18 100 humanoid sees invisible? 300
7 29 29 108 5% [[St < 8]: humanoid, giant, unknown_8 5
6 17 34 116 4% humanoid, giant, ConfResist? 60
0 4 2.4 140 1% =Acid animal, acid resist, vulnerabl 50
18 28.5 119.7 220 humanoid unknown_1 death ra 1000
4 20 60 260 undead, unknown_1 death ray 5000
0 2.5 17.5 10 5% (1d4+1 Sphumanoid, ConfResist?0 60
3 15 30 90 construct fire resist, ConfRes 60
6 20 40 90 humanoid sees invisible? 200
1 6 12 90 humanoid 200
4 24 57.6 146 is a mimic 500
7 18 72 176 humanoid 1000
6 14.5 58 200 sees invisible?, un 100
9 27 27 260 humanoid unknown_1 death ray 60
12 17.5 35 88 8% [Blessed: humanoid sees in the dark 100
0 11 22 105 undead, sees invisible?, vuln 100
15 20.5 41 132 8% [Blessed: humanoid sees in the dark 100
1 3 3.6 27 humanoid cannot be wished fo 400
10 22.5 22.5 65 unknown unknown_1 death ra 50
4 17 17 70 8% Poisons 2 animal, spignores webs? 30
14 23 46 80 humanoid 5000
8 17 34 82 humanoid 5000
3 10 30 111 3% Karmic dragon, C fire resist, shock res 20
5 24.5 24.5 85 1% Troll: 50%humanoid 60
6 23 23 92 animal, u ignores water 30
0 4.5 4.5 7 3% Trains St, Dx, To, abuses Le -2d4 100
6 8.5 81.6 36 5% -6 Wi, (+3 animal, in sees invisible?, see 40
0 40.5 40.5 56 jelly covered in paralytic 30
0 25.5 25.5 82 humanoid unknown_1 death ra 200
9 12.5 25 88 humanoid 200
0 27.5 24.75 90 animal, u ignores water 30
18 29 58 108 15% -1 Wi, 25 humanoid sees invisible?, un 40
12 21 84 129 humanoid unknown_1 death ra 500
8 15 45 130 humanoid unknown_100000 ext 40
9 20 60 132 3% humanoid sees invisible?, fire 120
6 21 23.1 135 humanoid sees invisible? 300
6 16 16 138 undead, sees invisible?, cold 10
6 18 36 140 2% (+1 To), Aundead, sees in the dark 50
9 30 60 150 3% -4 Wi, (+2 animal 1000
5 21.5 21.5 166 humanoid ignores water, vulner 200
10 26.5 53 228 5% [St < 25]: humanoid 40
10 32 38.4 350 humanoid,unknown_1 death ray 200
8 27.5 55 130 3% (+1 St) humanoid,ConfResist? unlife 60
16 37 185 276 humanoid 1000
2 4 5.2 45 1% (+1 Dx), animal 10
6 22.5 81 170 2% Spellcasti dragon, unknown_1 death ray 100
4 26 67.6 208 is a mimic 500
6 23 74.52 136 3% -Elec dragon, shock resist 40
6 19 60.42 140 3% -Acid dragon, acid resist 40
9 23 92 148 humanoid 40
18 31 62 150 8% -2 Wi, 66. humanoid sees invisible?, un 40
6 28 28 152 10% 5%: -Cold,humanoid,cold resist, vulnerabl 20
7 29 116 160 5% 5%: -Cold,humanoid,cold resist, vulnerabl 2000
0 7 28 160 70
12 30 93.6 168 3% -Cold dragon, cold resist, vulnerabl 40
7 23.5 77.55 188 3% -Fire dragon, fire resist, vulnerab 40
6 24 24 190 construct unknown_1 death ray 1000
2 4.5 45 10 5% (1d5+2 Sphumanoid sees invisible?, see 100
0 7.5 11.25 14 3% (+1 St), (+1 To), (+1 Dx), -2d4 Le 100
9 11.5 172.5 58 5% Spellcast humanoid unknown_1 death ray 100
6 16.5 33 80 humanoid sees invisible? 200
0 31.5 28.35 90 animal, u ignores water 30
6 21 126 120 construct unknown_20 fire and 20
8 17 34 154 construct ignores water, vulner 200
8 30 30 176 10% 5%: -Fire, humanoid,fire resist, vulnerabl 60
5 32.5 32.5 180 construct sees invisible?, fir 40
8 15 30 180 undead, unknown_1 death ray 300
3 28.5 89.775 188 3% Karmic dragon, fire resist, shock res 20
19 32 64 250 humanoid fire resist, shock re 5000
12 51 102 300 humanoid sees invisible? 2000
0 39 23.4 310 3% -1 Dx, (+1humanoid unknown_1 death ray 1000
19 35 105 350 humanoid unknown_1 death ray 30
8 34 34 570 100% Corrupts demon unknown_1 death ray 2000
20 33 108.9 200 4% -3 Wi, 33%humanoid sees invisible?, un 40
10 23 23 118 humanoid ignores water, shoc 200
12 21 50.4 200 4% Spellcast humanoid sees invisible?, un 40
2 29 34.8 200 jelly unknown_1 death ra 40
6 20 20 220 undead, sees invisible?, cold 10
20 35 126 250 4% -4 Wi, 33%humanoid sees invisible?, un 40
6 33 33 260 construct unknown_1 death ray 1000
7 33 66 264 5% (+1 St) humanoid,cold resist, vulnerabl 40
0 2.5 30 6 5% (1d5+2 Sphumanoid sees invisible?, see 200
8 30.5 61 60 humanoid sees invisible? 200
5 11 9.9 80 ignores water, unkn 50
3 9 21.6 120 humanoid 20
16 19.5 136.5 120 humanoid unknown_1 death ray 1000
7 20.5 61.5 170 unknown fire resist, shock res 1000
7 25 84 204 3% +1 To, -Codragon, C sees invisible?, cold 60
0 22.5 112.5 210 4% ![Blind]: [Pe > 10]: 0.1%: Sickens 10d3; 30
7 26.5 89.04 220 3% +1 Wi, -Acdragon, C sees invisible?, acid 60
16 20.5 41 220 humanoid cannot be wished fo 1000
6 42 252 220 4% Sickens 4 humanoid 10
9 26 90.48 240 3% (+1 Dx), - dragon, C sees invisible?, shoc 60
12 43.5 43.5 250 2% Bad luck, Alignment unknown_1 death ray 250
6 33.5 33.5 300 construct unknown_1 death ray 1000
8 33.5 120.6 320 3% (+1 St), -Fdragon, C sees invisible?, fire 60
12 40 40 350 2% Corrupts [2d2 * 1000unknown_1 death ray 250
14 36 108 368 5% [St < 35]: humanoid 60
16 41 164 380 humanoid unknown_1 death ray 100
16 68 68 400 2% Bad luck, Alignment unknown_1 death ray 500
12 60 216 1140 3% +WBre dragon, u unknown_1 death ray 200
1 17.5 35 125 undead, cannot be wished fo 500
6 23.5 94 165 construct unknown_1 death ray 1000
6 48 158.4 282 3% Karmic dragon, fire resist, shock res 20
25 42 163.8 300 2% -6 Wi, 50%humanoid sees invisible?, un 40
16 42 84 340 5% (+1 St) humanoid,fire resist, vulnerabl 120
30 61.5 344.4 420 100% -8 Wi, +3 humanoid unknown_1 death ray 40
0 25.5 25.5 600 100% Corrupts humanoid unknown_1 death ray 1000
5 16 32 151 construct ignores water, shoc 200
3 14 14 82 humanoid sees invisible? 300
0 52.5 52.5 200 animal, u ignores water 30
6 26 52 240 humanoid 300
8 24.5 88.2 248 undead, unknown_1 death ray 200
4 26 26 262 humanoid 300
5 60 60 280 construct sees invisible?, fir 40
20 65.5 65.5 550 10% (+1 St), (+humanoid,unknown_1 death ray 80
12 40 40 666 2% Corrupts [3d3 * 1000unknown_1 death ray 250
8 26 93.6 800 3% Spellcast humanoid unknown_1 death ray 1000
12 14.5 174 78 5% -12 Wi, (+ animal, in sees invisible?, see 40
6 15 30 200 undead, sees invisible?, Con 5000
8 28.5 57 210 construct unknown_1 death ray 1000
12 36 36 228 humanoid unknown_20 fire and 200
5 27.5 110 260 construct unknown_1 death ray 1000
6 23.5 47 263 undead, sees invisible?, cold 10
9 45 155.25 284 3% Spellcasti dragon, unknown_1 death ray 80
9 43 161.25 302 3% Spellcasti dragon, unknown_1 death ray 80
12 38 136.8 372 3% Spellcasti dragon, unknown_1 death ray 80
8 45.5 156.975 408 3% Spellcasti dragon, C unknown_1 death ray 20
9 48 187.2 410 100% Spellcasti dragon, unknown_1 death ray 80
18 30 156 420 humanoid sees invisible?, can 130
8 59 230.1 550 3% Spellcasti dragon, unknown_1 death ray 80
12 129 90.3 930 3% -3 Dx, (+2humanoid,unknown_1 death ray 1000
5 27.5 82.5 2400 humanoid unknown_1 death ray 1000
3 19.5 39 146 undead ignores walls, ConfR 50
9 28.5 57 232 construct unknown_20 fire and 200
30 108 108 880 5% (+1d3 St),humanoid,unknown_1 death ray 200
4 11 66 40 jelly unknown_1 death ray 500
10 35.5 71 210 construct unknown_1 death ray 1000
10 29.5 59 235 construct sees invisible?, ign 200
8 38.5 77 320 construct unknown_1 death ray 1000
6 23.5 70.5 330 undead, sees invisible?, cold 10
10 46 92 610 humanoid unknown_1 death ray 2000
24 45 90 290 construct unknown_1 death ray 1000
6 22.5 54 906 100% Spellcast humanoid unknown_1 death ray 300
12 48 172.8 924 3% Spellcasti dragon, unknown_1 death ray 2000
12 70.5 253.8 1080 3% Spellcasti dragon, u unknown_1 death ray r 200
12 246 209.1 1395 3% -6 Dx, (+8humanoid,unknown_1 death ray 5000
12 51 306 610 100% Spellcasti dragon, unknown_1 death ray 800
20 72 144 1000 humanoid unknown_1 death ray 2000
10 37.5 37.5 1100 100% Corrupts demon unknown_1 death ray 1000
24 51.5 309 10200 humanoid unknown_1 death ray 2000
Unknown68
40
0
0
0
0
6
30
0
2
0
0
0
0
0
10
0
0
0
0
0
0
200
0
0
10
4
5
0
0
0
0
0
6
20
20
0
10
8
4
0
0
0
30
30
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0
0
10
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5
4
0
8
25
30
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20
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3
0
0
30
0
10
0
0
0
15
20
12
5
4
30
15
0
0
5
0
5
3
0
20
0
9
30
0
10
0
8
0
20
4
0
2
5
10
20
20
8
6
3
20
0
10
20
0
4
8
6
10
25
0
0
3
20
0
0
0
8
22
0
15
0
0
0
0
10
0
0
0
0
12
0
15
0
50
0
4
8
0
7
3
3
50
0
20
6
8
100
10
0
0
3
30
0
25
0
0
30
0
12
12
0
5
0
3
0
6
0
0
0
15
1
0
0
5
25
40
0
0
25
1
0
0
30
2
20
0
0
0
50
0
0
0
35
50
5
8
10
3
10
10
0
0
50
8
8
0
0
0
5
35
8
8
8
4
0
0
8
0
0
0
0
8
12
5
3
30
0
0
30
1
0
0
20
0
25
9
0
25
0
50
0
5
3
5
30
0
25
2
40
6
60
0
5
0
10
8
0
0
7
10
3
5
0
3
0
30
100
40
0
20
2
5
2
5
10
50
50
5
0
5
50
0
0
0
100
0
0
0
0
40
0
10
10
20
30
0
20
0
15
6
0
200
8
60
6
6
3
0
8
8
0
6
4
10
3
16
2
5
6
0
20
8
6
2
5
20
25
3
4
40
0
30
0
15
25
0
3
8
2
100
60
0
100
6
4
20
5
40
3
4
6
10
4
6
0
3
10
4
50
10
5
0
8
0
5
40
20
6
10
0
10
6
8
6
0
0
8
10
40
10
30
4
4
5
5
100
4
4
8
0
80
50
6
100
3
75
10
35
150
3
200
6
5
20
4
300
10
100
First Entry Order location Abrv DL GeoLoc
11 Village Dungeon 7 VD: 7 8
29 Dusty Level 2 VDDL 8 2.11.2
36 Unremarkable Dungeon 5 UD: 5 8
37 Unremarkable Dungeon 6 UD: 6 8
Requirements Boss Notes
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
0.1.4.7 Class-specific starting items Class Heir item
Newsgroup posts:
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Newsgroups: rec.games.roguelike.adom
From: Knyte <ja...@mediaone.net>
Date: 1998/12/16
Subject: Potion of Raw Chaos
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Found one of these the other day, but being Lawful, was scared to try
it. What does it do?
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From: Freemason@Solomon's.Temple (G Masonic)
Date: 1998/12/17
Subject: Re: Potion of Raw Chaos
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Knyte <ja...@mediaone.net> was suspiciously beheaded by a T-square. A
note next to the body held these revelations:
>Found one of these the other day, but being Lawful, was scared to try
>it. What does it do?
If you feel lucky, dip something in it. If you feel despereate, try
quaffing it. If you feel like a litterbug, toss it. If you feel
generous, give it away. If you feel lonely, name it and make of it a
constant companion on those long, bright, sunshiny nights of Ancardia.
------
Boing.
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From: woole...@kellnet.com (Greg Wooledge)
Date: 1998/12/17
Subject: Re: Potion of Raw Chaos
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There may be other ways to use them, depending on which version of the
game you're playing.
--
Daddy, why do those people have to | Greg Wooledge
use Microsoft Windows?" | woole...@kellnet.com
Don't stare, son; it's not polite. | http://www.kellnet.com/wooledge/
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From: elr...@gmx.net (Christian Sommerer)
Date: 1998/12/17
Subject: Re: Potion of Raw Chaos
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messages by this author
SPOILERS
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From: "J. B. Cattley" <j...@mpx.com.au>
Date: 1998/12/19
Subject: Re: Potion of Raw Chaos
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messages by this author
>SPOILERS
>.
>.
>.
>.
>.
>.
>.
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jbc
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> > > >>If you drink it, you'll get corrupted AFAIK...
> > > >>If you dip an item into it, the item will be polymorphed into another
> > > >>of the same category. But be very careful when trying that in the newer
> > > >>versions (gamma 12 I think). There is a chance now, that the dipped item
> > > >>explodes in your face, resulting in massive damage and corruption.
> > > >Or just that a few drops splash on you, without explosions or damage.
> > > >Possibly == 1x corruption trap
> > > Question: Do thick gloves or gloves of alchemy protect from the drops?
> > there's a thought... does anyone know what gloves of alchemy do?
> I know what they don't do. I bought them in case I got the poison hands. Didn't
> do any good... though I think they should.
Alchemy gloves should keep things out, not keep things in... I do agree
that they would protect against minor splashing from potions of raw chaos,
though.
> Simon
> http://home.istar.ca/~sdevet
Newsgroups: rec.games.roguelike.adom
From: jat...@aol.com (Jatar8)
Date: 1998/12/25
Subject: Re: Potion of Raw Chaos
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>> there's a thought... does anyone know what gloves of alchemy do?
>I know what they don't do. I bought them in case I got the poison hands.
>Didn't
>do any good... though I think they should.
Only think gauntlets protect you from poison hands.
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From: "kimberly" <g...@geocities.com>
Date: 1998/12/26
Subject: Re: Potion of Raw Chaos
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>>> there's a thought... does anyone know what gloves of alchemy do?
>>I know what they don't do. I bought them in case I got the poison hands.
>>Didn't
>>do any good... though I think they should.
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wish engine:
It had to happen sooner or later. I finally got a
wish-engine running. While the game will be a cakewalk
from now on I would like to be an archmage. Call me
shallow, but it just seems a bit cool.
----------------------------------
The engine I am running now is a ring engine that builds
on the principle that you can get more blessed PoX out of
19 wishes than it takes (on average) to polypile it back
to 19 wishes again. Very timeconsuming.
Since you can wish for power and otherwise wear the Mana
Orb (+10 Ma), the TotRR (+24 Ma), a pedant (up to +6 Ma)
and two rings of GA (up to +4 Ma on each) you can have a
quite substantial Ma (app. 50) even though your score is
technically 1. Also there are armors of power to add to
the PP score. You can always wish for PoGA to restore the
scores after your wish-fest. Not sure if this is precisely
how it works, but that is how I intend to run it.
Piotr Figi el
Guest
More informations
posts : 4
Joined : Tue Dec 23, 2004
Posted on :
12-23-2004 at 11:51:03 PM actions :
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Archived from groups: rec.games.roguelike.adom (More info?)
On 2004-12-23, UZI wrote:
spoiler space...
You need to have enough PP to cast wish with all stats to 1 except Mana.
You can get high mana stat with potions of boost mana (wish can't drain
that temporary value) and with proper equipment. Good sources of PP are:
mana battery corruption, armours of power, birth starsign, etc. For more
details check rgra archives and edited flags at hall of fame, I've done
that before my archmage victory (which I described briefly in latest
YAVP here).
Good luck,
--
--
My engine is running with 150 RoDS and between 100 and 500
potions of exchange. The longest dipping sequence was 162
dips to convert 19 rings. It does not seem to decrease or
increase at any noticible frequency and I have spend at
least a thousand wishes so far (mostly on spellbooks,
though I have stats at 99 and all skills at 100). The
longest sequence to convert 6 piles is a little more than
300 dips and it is not the instance above (the next 5 came
very quickly afterwards on that occation).
--'
That's interesting. With how many !oX have you started with?
Is it possible to get it in another way than from the library? I've been
playing adom for years and never found sb of Wish elsewhere.
--'
--'
Is it possible to poly spellbooks? No reason why it shouldn't be, but I
have never tried it myself.
--'
You get tracts and brittle book out of spellbooks, and vice-versa.
Two dips per spellbook to plymorph to another one.
--'
This would be downright painful. It would take a lot more effort than
wishing for the spellbook or simply trying to keep the Djinn Engine
running strong.
Not directly. you can, however, wish for "spellbooks" and get random
spellbooks, each of which has a chance of being Wish.
..
..
Okay. When I was looking up the chances for learning spells, I also
found the data for the creation probability of each individual book.
Wish is _extremely_ rare, as is expected - though I know someone who
actually started with a spellbook of Wish once
(HOPEFULLY this list displays correctly)
The List:
Spellbook Chan Diff Prob
Wish 1 3000 0.03%
Create Item 4 250 0.13%
Petrification 4 120 0.13%
Greater Identify 4 100 0.13%
Earthquake 4 80 0.13%
Identify 4 75 0.13%
Heal 4 40 0.13%
Death Ray 20 100 0.65%
Mystic Shovel 20 100 0.65%
Summon Monsters 20 30 0.65%
Improved Fireball 20 30 0.65%
Cure Critical Wound 20 15 0.65%
Cure Serious Wounds 20 10 0.65%
Destroy Undead 20 8 0.65%
Remove Curse 40 50 1.31%
Magic Map 40 40 1.31%
Acid Ball 40 35 1.31%
Revalation 40 33 1.31%
Lightning Ball 40 30 1.31%
Ice Ball 40 25 1.31%
Fireball 40 20 1.31%
Farsight 40 17 1.31%
Acid Bolt 40 15 1.31%
Scare Monster 40 12 1.31%
Disarm Trap 40 10 1.31%
Neutralize Poison 40 10 1.31%
Know Alignment 40 10 1.31%
Bless 40 8 1.31%
Cure Disease 40 8 1.31%
Teleportation 100 22 3.26%
Strength of Atlas 100 15 3.26%
Lightning Bolt 100 12 3.26%
Frost Bolt 100 12 3.26%
Web 100 12 3.26%
Invisibility 100 10 3.26%
Fire Bolt 100 10 3.26%
Calm Monster 100 8 3.26%
Magic Lock 100 8 3.26%
Stun Ray 100 8 3.26%
Burning Hands 100 8 3.26%
Slow Poison 100 6 3.26%
Cure Light Wounds 100 5 3.26%
Knock 200 12 6.53%
Slow Monster 200 7 6.53%
Darkness 300 4 9.79%
Light 300 3 9.79%
Uzi
Profile: stranger
More informations
posts : 1
Joined : Tue Jan 01, 1970
View his configuration
Posted on :
12-24-2004 at 03:34:19 AM actions :
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Archived from groups: rec.games.roguelike.adom (More info?)
W artykule <cqf54b$nk2$1@panorama.wcss.wroc.pl> Piotr Figiel napisa³(a):
--
'Uzi, po prostu Uzi' [tm] -- eMBe
Nowy magiczny wzor: pi = ln( (-1)^i )
Nichenforb rains
Guest
More informations
posts : 2
Joined : Tue Dec 23, 2004
Posted on :
12-23-2004 at 07:55:17 PM actions :
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Archived from groups: rec.games.roguelike.adom (More info?)
> The List:
Spellbook Chan Diff Prob
Wish 1 3000 0.03%
Create Item 4 250 0.13%
Petrification 4 120 0.13%
Greater Identify 4 100 0.13%
Earthquake 4 80 0.13%
Identify 4 75 0.13%
Heal 4 40 0.13%
Death Ray 20 100 0.65%
Mystic Shovel 20 100 0.65%
Summon Monsters 20 30 0.65%
Improved Fireball 20 30 0.65%
Cure Critical Wound 20 15 0.65%
Cure Serious Wounds 20 10 0.65%
Destroy Undead 20 8 0.65%
Remove Curse 40 50 1.31%
Magic Map 40 40 1.31%
Acid Ball 40 35 1.31%
Revalation 40 33 1.31%
Lightning Ball 40 30 1.31%
Ice Ball 40 25 1.31%
Fireball 40 20 1.31%
Farsight 40 17 1.31%
Acid Bolt 40 15 1.31%
Scare Monster 40 12 1.31%
Disarm Trap 40 10 1.31%
Neutralize Poison 40 10 1.31%
Know Alignment 40 10 1.31%
Bless 40 8 1.31%
Cure Disease 40 8 1.31%
Teleportation 100 22 3.26%
Strength of Atlas 100 15 3.26%
Lightning Bolt 100 12 3.26%
Frost Bolt 100 12 3.26%
Web 100 12 3.26%
Invisibility 100 10 3.26%
Fire Bolt 100 10 3.26%
Calm Monster 100 8 3.26%
Magic Lock 100 8 3.26%
Stun Ray 100 8 3.26%
Burning Hands 100 8 3.26%
Slow Poison 100 6 3.26%
Cure Light Wounds 100 5 3.26%
Knock 200 12 6.53%
Slow Monster 200 7 6.53%
Darkness 300 4 9.79%
Light 300 3 9.79%
>
> Prob shows the overall chances of getting that spell whenever a
> spellbook is generated (except for special cases like the library, of
> course). Diff(iculty) shows the value that is factored in when trying
to
> learn the spell.
Twinge
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Nichenforbrains@hotmail.com wrote:
>>The List:
Spellbook Chan Diff Prob
Wish 1 3000 0.03%
Create Item 4 250 0.13%
Petrification 4 120 0.13%
Greater Identify 4 100 0.13%
Earthquake 4 80 0.13%
Identify 4 75 0.13%
Heal 4 40 0.13%
Death Ray 20 100 0.65%
Mystic Shovel 20 100 0.65%
Summon Monsters 20 30 0.65%
Improved Fireball 20 30 0.65%
Cure Critical Wound 20 15 0.65%
Cure Serious Wounds 20 10 0.65%
Destroy Undead 20 8 0.65%
Remove Curse 40 50 1.31%
Magic Map 40 40 1.31%
Acid Ball 40 35 1.31%
Revalation 40 33 1.31%
Lightning Ball 40 30 1.31%
Ice Ball 40 25 1.31%
Fireball 40 20 1.31%
Farsight 40 17 1.31%
Acid Bolt 40 15 1.31%
Scare Monster 40 12 1.31%
Disarm Trap 40 10 1.31%
Neutralize Poison 40 10 1.31%
Know Alignment 40 10 1.31%
Bless 40 8 1.31%
Cure Disease 40 8 1.31%
Teleportation 100 22 3.26%
Strength of Atlas 100 15 3.26%
Lightning Bolt 100 12 3.26%
Frost Bolt 100 12 3.26%
Web 100 12 3.26%
Invisibility 100 10 3.26%
Fire Bolt 100 10 3.26%
Calm Monster 100 8 3.26%
Magic Lock 100 8 3.26%
Stun Ray 100 8 3.26%
Burning Hands 100 8 3.26%
Slow Poison 100 6 3.26%
Cure Light Wounds 100 5 3.26%
Knock 200 12 6.53%
Slow Monster 200 7 6.53%
Darkness 300 4 9.79%
Light 300 3 9.79%
>>
>> Prob shows the overall chances of getting that spell whenever a
>> spellbook is generated (except for special cases like the library,
>> of course). Diff(iculty) shows the value that is factored in when
>> trying to learn the spell.
>
>
> Is this the same for Wizard-type casters vs. Priest-style? I played
> a Priest who got many of the non-offensive spells (Revelation,
> Earthquake, Cure [x] Wounds, etc.) while not getting a single ball
> spell (even the rift doesn't carry ball spells for Priests). I also
> got 6-8 books of Dispel Undead, which are apparently rarer than ball
> spells.
>
> I know that it's a random generation of books, so it could be just
> poor luck, but priest-style casters seem to get more
> healing/non-offensive spells, while wizard-style casters get more of
> the offensive magics, from what I've experienced
>
It would make sense, but I haven't seen anything like that in the code
at all - this doesn't mean it's not there though, it might be hiding
MadDog
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Twinge wrote:
> Spoily.
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
> .
>
>> maddog@dsr.kvl.dk wrote
>>> UZI wrote:
>>>> W artykule:
>>>>> Greetings.
>>>>>
>>>>> It had to happen sooner or later. I finally got a
>>>>> wish-engine running. While the game will be a
>>>>> cakewalk from now on I would like to be an archmage.
>>>>> Call me shallow, but it just seems a bit cool.
>>>>
>>>> But HOW it works? As I remember, each cast of Wish
>>>> drains your stats. So how you manage to neutralize
>>>> that?
>>>>
>>>
>>> The engine I am running now is a ring engine that
>>> builds on the principle that you can get more blessed
>>> PoX out of 19 wishes than it takes (on average) to
>>> polypile it back to 19 wishes again. Very
>>> timeconsuming.
>>>
>
> Might try automating some of it with ADOMBot or such. I
> made a script to keep exchanging until I got Djinn
> anyway, and you can make it more advanced than that.
> (Although, scripting in the latest version is fairly
> broken Vlad said ;O)
>
Playing 1.0 == no bots for me. However I can send a
character sequence to the xterm (eg. !v=bb[Enter], to dip
the second ring stack (the used rings) in the second
potion stack and pick them up by a simple key press. Still
a lot of tapping and concentration - you have to watch
every dip. Also I have for wishing for spells and
exchange. I had been working for ten straight hours before
I figured it out. Sometimes you just need to sleep .
> .
> .
>
> Okay. When I was looking up the chances for learning
> spells, I also found the data for the creation
> probability of each individual book. Wish is _extremely_
> rare, as is expected - though I know someone who
> actually started with a spellbook of Wish once
> (HOPEFULLY this list displays correctly)
>
> The List:
> Spellbook Chan Diff Prob
> Wish 1 3000 0.03%
> Create Item 4 250 0.13%
> Petrification 4 120 0.13%
> Greater Identify 4 100 0.13%
> Earthquake 4 80 0.13%
> Identify 4 75 0.13%
> Heal 4 40 0.13%
> Death Ray 20 100 0.65%
> Mystic Shovel 20 100 0.65%
> Summon Monsters 20 30 0.65%
> Improved Fireball 20 30 0.65%
> Cure Critical Wound 20 15 0.65%
> Cure Serious Wounds 20 10 0.65%
> Destroy Undead 20 8 0.65%
> Remove Curse 40 50 1.31%
> Magic Map 40 40 1.31%
> Acid Ball 40 35 1.31%
> Revalation 40 33 1.31%
> Lightning Ball 40 30 1.31%
> Ice Ball 40 25 1.31%
> Fireball 40 20 1.31%
> Farsight 40 17 1.31%
> Acid Bolt 40 15 1.31%
> Scare Monster 40 12 1.31%
> Disarm Trap 40 10 1.31%
> Neutralize Poison 40 10 1.31%
> Know Alignment 40 10 1.31%
> Bless 40 8 1.31%
> Cure Disease 40 8 1.31%
> Teleportation 100 22 3.26%
> Strength of Atlas 100 15 3.26%
> Lightning Bolt 100 12 3.26%
> Frost Bolt 100 12 3.26%
> Web 100 12 3.26%
> Invisibility 100 10 3.26%
> Fire Bolt 100 10 3.26%
> Calm Monster 100 8 3.26%
> Magic Lock 100 8 3.26%
> Stun Ray 100 8 3.26%
> Burning Hands 100 8 3.26%
> Slow Poison 100 6 3.26%
> Cure Light Wounds 100 5 3.26%
> Knock 200 12 6.53%
> Slow Monster 200 7 6.53%
> Darkness 300 4 9.79%
> Light 300 3 9.79%
>
> Prob shows the overall chances of getting that spell
> whenever a spellbook is generated (except for special
> cases like the library, of course). Diff(iculty) shows
> the value that is factored in when trying to learn the
> spell.
>
> So... you'll have to generate 3065 spellbooks, on
> average, to get only one spellbook of Wish. This
> translates into ~1022 Wishes, on average. So, it _will_
> take a while ;O
>
I am past that by a margin (I think I have rounded 2000
wishes), but it is a chance event after all. It ought to
come around sooner or later. Just need to get some
confidence and reassurance back. Also neat to know I can
stay on D8 and do the wishing.
To Vlad:
My compliments on the creation of the ItemDex probability
calculator, however I would also like to see a polypile
probability. E.g. what is the chance of getting a fat
stack of writing kits out of a stack of keys and so forth.
And AoLS which you could (at risk and danger) use the
ancient scythe to generate. So how many potions of raw
chaos do you actually need to generate one AoLS on D2.
Apparently you can never get artifacts from
polypiling/chaos roulette so these need to be excluded.
frobnoid
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On Thu, 23 Dec 2004 19:08:59 +0000, Piotr Figiel wrote:
Twinge
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maddog@dsr.kvl.dk wrote:
> Twinge wrote:
>
>>Spoily.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>
>>
>>>maddog@dsr.kvl.dk wrote
>>>
>>>> UZI wrote:
>>>>
>>>>> W artykule:
>>>>>
>>>>>> Greetings.
>>>>>>
>>>>>> It had to happen sooner or later. I finally got a
>>>>>> wish-engine running. While the game will be a cakewalk from
>>>>>> now on I would like to be an archmage. Call me shallow, but
>>>>>> it just seems a bit cool.
>>>>>
>>>>> But HOW it works? As I remember, each cast of Wish drains
>>>>> your stats. So how you manage to neutralize that?
>>>>>
>>>>
>>>> The engine I am running now is a ring engine that builds on the
>>>> principle that you can get more blessed PoX out of 19 wishes
>>>> than it takes (on average) to polypile it back to 19 wishes
>>>> again. Very timeconsuming.
>>>>
>>
>> Might try automating some of it with ADOMBot or such. I made a
>> script to keep exchanging until I got Djinn anyway, and you can
>> make it more advanced than that. (Although, scripting in the latest
>> version is fairly broken Vlad said ;O)
>>
>
> Playing 1.0 == no bots for me. However I can send a character
> sequence to the xterm (eg. !v=bb[Enter], to dip the second ring stack
> (the used rings) in the second potion stack and pick them up by a
> simple key press. Still a lot of tapping and concentration - you have
> to watch every dip. Also I have for wishing for spells and exchange.
> I had been working for ten straight hours before I figured it out.
> Sometimes you just need to sleep .
>
> Got the materials to start it (about 15 wishes and 15 PoX as well as
> plenty of water, scrolls of repair and redundant rings) by bansheeing
> ABDs in the BDC. This seems to be a near guaranteed way of getting it
> though it does require a firm tongue in the cheek as well as
> patience. It was started a bit on the lower margin of the starting
> requirements, but it wasn't something I definately had decided to do
> beforehand. Nevertheless I wanted to give it a shot and made it run.
>
>
>> anxious triffid wrote:
>>
>>> Is it possible to poly spellbooks? No reason why it shouldn't be,
>>> but I have never tried it myself.
>>
>> This would be downright painful. It would take a lot more effort
>> than wishing for the spellbook or simply trying to keep the Djinn
>> Engine running strong.
>>
>
> Indeed. The bigger the engine the better it works. Most of all as the
> blessing overhead for water and PoX is lower.
>
>
>> Jaakko Iisala wrote:
>>
>>> I think you cant wish for wishes atleast wands or rings.
>>
>> Not directly. you can, however, wish for "spellbooks" and get
>> random spellbooks, each of which has a chance of being Wish.
>>
>
> Precisely. However this is the most painful ADOM experience ever.
> Jeez it's boring. I think I'll give it a rest and fetch the remaining
> trinkets here and there.
>
>
>> Piotr Figiel wrote:
>>
>>> Isn't it true that propability of creating certain item depends
>>> of how many times it was created before? If it's true, I think
>>> you can't get infinite wishes with this technique. I don't know
>>> the exact equation for probability but I've been trying this and
>>> got bored after getting ~40 rings, after that I tried many times
>>> and haven't succeed in creating more RoDS.
>>
>> False. Everything has a set creation probability and it doesn't
>> change.
>>
>
> Not my impression either. But occationally you'll need a huge amount
> for one polymorph. My record is 162 dips for one stack. Yikes. You
> simply need to be confident.
>
>
>> . .
>>
>> Okay. When I was looking up the chances for learning spells, I also
>> found the data for the creation probability of each individual
>> book. Wish is _extremely_ rare, as is expected - though I know
>> someone who actually started with a spellbook of Wish once
>> (HOPEFULLY this list displays correctly)
>>
>>The List:
>>Spellbook Chan Diff Prob
>>Wish 1 3000 0.03%
>>Create Item 4 250 0.13%
>>Petrification 4 120 0.13%
>>Greater Identify 4 100 0.13%
>>Earthquake 4 80 0.13%
>>Identify 4 75 0.13%
>>Heal 4 40 0.13%
>>Death Ray 20 100 0.65%
>>Mystic Shovel 20 100 0.65%
>>Summon Monsters 20 30 0.65%
>>Improved Fireball 20 30 0.65%
>>Cure Critical Wound 20 15 0.65%
>>Cure Serious Wounds 20 10 0.65%
>>Destroy Undead 20 8 0.65%
>>Remove Curse 40 50 1.31%
>>Magic Map 40 40 1.31%
>>Acid Ball 40 35 1.31%
>>Revalation 40 33 1.31%
>>Lightning Ball 40 30 1.31%
>>Ice Ball 40 25 1.31%
>>Fireball 40 20 1.31%
>>Farsight 40 17 1.31%
>>Acid Bolt 40 15 1.31%
>>Scare Monster 40 12 1.31%
>>Disarm Trap 40 10 1.31%
>>Neutralize Poison 40 10 1.31%
>>Know Alignment 40 10 1.31%
>>Bless 40 8 1.31%
>>Cure Disease 40 8 1.31%
>>Teleportation 100 22 3.26%
>>Strength of Atlas 100 15 3.26%
>>Lightning Bolt 100 12 3.26%
>>Frost Bolt 100 12 3.26%
>>Web 100 12 3.26%
>>Invisibility 100 10 3.26%
>>Fire Bolt 100 10 3.26%
>>Calm Monster 100 8 3.26%
>>Magic Lock 100 8 3.26%
>>Stun Ray 100 8 3.26%
>>Burning Hands 100 8 3.26%
>>Slow Poison 100 6 3.26%
>>Cure Light Wounds 100 5 3.26%
>>Knock 200 12 6.53%
>>Slow Monster 200 7 6.53%
>>Darkness 300 4 9.79%
>>Light 300 3 9.79%
>>
>> Prob shows the overall chances of getting that spell whenever a
>> spellbook is generated (except for special cases like the library,
>> of course). Diff(iculty) shows the value that is factored in when
>> trying to learn the spell.
>>
>> So... you'll have to generate 3065 spellbooks, on average, to get
>> only one spellbook of Wish. This translates into ~1022 Wishes, on
>> average. So, it _will_ take a while ;O
>>
>
> I am past that by a margin (I think I have rounded 2000 wishes), but
> it is a chance event after all. It ought to come around sooner or
> later. Just need to get some confidence and reassurance back. Also
> neat to know I can stay on D8 and do the wishing.
>
> I am playing a Sword Dark Elven Farmer (a powerful combination once
> it gets started) and was able to read Create Item several times. In
> fact I have not failed once in reading now that my learning is 99 and
> I get astronomical numbers of casting so I just destroy the
> spellbooks. I think (big emphasis on think here) that I might
> actually read the damn Wish book in a special effect room once I get
> it *sigh*. I am also thinking why risk it when ~300 blessed potions
> of wonder ought to solve it. We'll see.
>
> To Vlad: My compliments on the creation of the ItemDex probability
> calculator, however I would also like to see a polypile probability.
> E.g. what is the chance of getting a fat stack of writing kits out of
> a stack of keys and so forth. And AoLS which you could (at risk and
> danger) use the ancient scythe to generate. So how many potions of
> raw chaos do you actually need to generate one AoLS on D2. Apparently
> you can never get artifacts from polypiling/chaos roulette so these
> need to be excluded.
>
This also depends if you're using exchange or raw chaos. There are
several fundamental differances. Raw chaos can only create one item,
while exchange works like normal dipping (19 rings, 9 scrolls, etc.).
When using exchange you'll never create the same thing you already had,
and that's where, of course, the improved chances come into play. With
Raw Chaos, you still can't create what you already have -- except that
with raw chaos, if you would have created what you already have, it
instead explodes. (So with raw chaos, it's actually better to start with
rare items as the base - at least, this is what I've infered from the
code, and it seems correct.)
I never thought to investigate writing sets, but I did run the numbers
for lifesaving and SLB. You have a 1.08% chance (about 93 tries on
average) to pull a AoLS on D:2. Not good odds; you'll explode it about 6
times before you get the amulet. SLB odds are a bit better: 3.25% chance
on D:3. You'll probably only explode 3-4 times before you pull a pair of
those, hehe.
Because Raw Chaos' explosion chances are higher for common items, it
might be best to use multiple items to start with instead of just
re-using whatever it turns into. This will d3ecrease the explosions a
fair bit, especially for SLB (Don't use Light or Leather Boots).
In general, the odds are pretty poor at best. Exchange will give you
both higher odds (goes up to over 5% for SLB when using light or leather
boots) and less danger, but can't be mass produced. If Vlad added this
info, he'd still need 2 seperate percentages; one for raw chaos and one
for exchange. It probably wouldn't be too particularily difficult to
implement, it would just give the odds based on the total for each item
group - artifacts, essentially (and exchange would subtract the selected
item's probability as well). Not something that many people would get a
lot of use out of, though
(I'll need to rin some more in-game tests to verify that raw chaos'
explosion chance is, in fact, the creation probabilty of whatever is
dipped. It seems to flow with the inconsisent percentages between
different items I had been getting before I saw that in the code, though.)
Looks like Vlad's Re-wrapper is working out well for you. 60 lines might
be a bit overkill but it works, at any rate =) I've been using the
re-wrap option in thunderbird in my messages every time now, so
hopefully they're displaying correctly for Wanderer
Twinge
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maddog@dsr.kvl.dk wrote:
> Twinge wrote:
>
>>Spoily.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>.
>>
>>Wish 1 3000 0.03%
>>
>> Prob shows the overall chances of getting that spell whenever a
>> spellbook is generated (except for special cases like the library,
>> of course). Diff(iculty) shows the value that is factored in when
>> trying to learn the spell.
>>
>> So... you'll have to generate 3065 spellbooks, on average, to get
>> only one spellbook of Wish. This translates into ~1022 Wishes, on
>> average. So, it _will_ take a while ;O
>>
>
> I am past that by a margin (I think I have rounded 2000 wishes), but
> it is a chance event after all. It ought to come around sooner or
> later. Just need to get some confidence and reassurance back. Also
> neat to know I can stay on D8 and do the wishing.
Hmm, I found something else which could possibly affect this. There
appears to be a check against Piety of all things. It compares the
item's value to your piety, and potentially changes the spellbook you
get if the piety isn't high enough. To clarify, this is ONLY when
*wishing* for the spellbooks. I'm not sure of the specifics (mainly I
don't want to try to decipher it since it's not very important for most
players... but, feel free Vlad, if you want to - it's at 004BFFD0
Although... I just did a brief in game test, and even with really low
piety I was able to get pretty valuable spellbooks. Maybe it _only_
affects Wish or something? I'd imagine your piety is pretty high anyway,
but if it isn't then get to 'very close' or whatever, at least.
Hmm, I also just noticed that rewrap changes the normal 2 spaces after a
sentance into 1 ;/
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Newsgroups: rec.games.roguelike.adom
From: "Lapak" <jonla...@yahoo.com>
Date: 8 Dec 2004 22:56:52 -0800
Local: Thurs 9 Dec 2004 06:56
Subject: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
I'm sure this is just a coincidence, but...
S
P
O
I
L
E
R
S
P
A
C
E
I
S
G
O
O
D
F
O
R
Y
O
U
I've only just recently started using Pickpocketing with any measure of
regularity. (Been playing since 1999 or so, got my first victory about
a year and half later, won twice since then - no U*Es yet, thus trying
new things like getting skills from Yergius.) So far, I've only had
two characters that both trained Pickpocketing up and reached the top
of the pyramid.
Newsgroups: rec.games.roguelike.adom
From: mad...@dsr.kvl.dk
Date: 9 Dec 2004 08:12:32 -0800
Local: Thurs 9 Dec 2004 16:12
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
Lapak wrote:
> I'm sure this is just a coincidence, but...
> S
> P
> O
> I
> L
> E
> R
> S
> P
> A
> C
> E
> I
> S
> G
> O
> O
> D
> F
> O
> R
> Y
> O
> U
> I've only just recently started using Pickpocketing with any measure
of
> regularity. (Been playing since 1999 or so, got my first victory
about
> a year and half later, won twice since then - no U*Es yet, thus
trying
> new things like getting skills from Yergius.) So far, I've only had
> two characters that both trained Pickpocketing up and reached the top
> of the pyramid.
> Both of them have pickpocketed Preserver while they're up there: one
> from a jackal demon, one from a hill orc sergeant. I *know* this must
> just be one of those odd coincidences, but I guess I've never thought
> about it - is the danger level or item generation in Rehetep's room
> somehow out of whack?
Newsgroups: rec.games.roguelike.adom
From: Twinge <homelessp...@gmail.com>
Date: Thu, 09 Dec 2004 12:26:42 -0700
Local: Thurs 9 Dec 2004 19:26
Subject: Re: Peculiar Pickpocket in Pyramid
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messages by this author
mad...@dsr.kvl.dk wrote:
> Lapak wrote:
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>> I've only just recently started using Pickpocketing with any
>> measure of regularity. (Been playing since 1999 or so, got my
>> first victory about a year and half later, won twice since then -
>> no U*Es yet, thus trying new things like getting skills from
>> Yergius.) So far, I've only had two characters that both trained
>> Pickpocketing up and reached the top of the pyramid.
Newsgroups: rec.games.roguelike.adom
From: frobnoid <frobn...@orders2.tmok.com>
Date: Thu, 09 Dec 2004 18:14:03 -0500
Local: Thurs 9 Dec 2004 23:14
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
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> AoLS is Danger Level 2 with a creation probability of 50. SLB are DL3 with
> CP 200.
> Preserver is DL5 with CP 25. (Most artifacts are 25, though at least 1 was
> 50 IIRC.)
Newsgroups: rec.games.roguelike.adom
From: Vladimir Panteleev <pv_wer_nos...@programist.ru>
Date: Fri, 10 Dec 2004 04:23:02 +0200
Local: Fri 10 Dec 2004 02:23
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
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>> AoLS is Danger Level 2 with a creation probability of 50. SLB are DL3 with
>> CP 200.
>> Preserver is DL5 with CP 25. (Most artifacts are 25, though at least 1 was
>> 50 IIRC.)
.
.
.
The online monsterdex/itemdex have been upgraded. Have fun, and report
all bugs.
--
A blessed ElDeR cHaOs GoD figurine of wondrous power (25s) is lying
here.
Newsgroups: rec.games.roguelike.adom
From: Twinge <homelessp...@gmail.com>
Date: Thu, 09 Dec 2004 19:47:28 -0700
Local: Fri 10 Dec 2004 02:47
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
>>>mad...@dsr.kvl.dk wrote:
>>>>Lapak wrote:
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>AoLS is Danger Level 2 with a creation probability of 50. SLB are DL3 with
>>>CP 200.
>>>Preserver is DL5 with CP 25. (Most artifacts are 25, though at least 1 was
>>>50 IIRC.)
> .
> .
> .
> The online monsterdex/itemdex have been upgraded. Have fun, and report
> all bugs.
Awesome Power!
Hehe, I wasn't about to manually add up the CPs ;D Nice work.
End of messages
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Lapak View profile
More options 9 Dec 2004, 06:56
Newsgroups: rec.games.roguelike.adom
From: "Lapak" <jonla...@yahoo.com>
Date: 8 Dec 2004 22:56:52 -0800
Local: Thurs 9 Dec 2004 06:56
Subject: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
I'm sure this is just a coincidence, but...
S
P
O
I
L
E
R
S
P
A
C
E
I
S
G
O
O
D
F
O
R
Y
O
U
I've only just recently started using Pickpocketing with any measure of
regularity. (Been playing since 1999 or so, got my first victory about
a year and half later, won twice since then - no U*Es yet, thus trying
new things like getting skills from Yergius.) So far, I've only had
two characters that both trained Pickpocketing up and reached the top
of the pyramid.
Newsgroups: rec.games.roguelike.adom
From: mad...@dsr.kvl.dk
Date: 9 Dec 2004 08:12:32 -0800
Local: Thurs 9 Dec 2004 16:12
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
Lapak wrote:
> I'm sure this is just a coincidence, but...
> S
> P
> O
> I
> L
> E
> R
> S
> P
> A
> C
> E
> I
> S
> G
> O
> O
> D
> F
> O
> R
> Y
> O
> U
> I've only just recently started using Pickpocketing with any measure
of
> regularity. (Been playing since 1999 or so, got my first victory
about
> a year and half later, won twice since then - no U*Es yet, thus
trying
> new things like getting skills from Yergius.) So far, I've only had
> two characters that both trained Pickpocketing up and reached the top
> of the pyramid.
> Both of them have pickpocketed Preserver while they're up there: one
> from a jackal demon, one from a hill orc sergeant. I *know* this must
> just be one of those odd coincidences, but I guess I've never thought
> about it - is the danger level or item generation in Rehetep's room
> somehow out of whack?
Newsgroups: rec.games.roguelike.adom
From: Twinge <homelessp...@gmail.com>
Date: Thu, 09 Dec 2004 12:26:42 -0700
Local: Thurs 9 Dec 2004 19:26
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
mad...@dsr.kvl.dk wrote:
> Lapak wrote:
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- Hide quoted text -
- Show quoted text -
>> I've only just recently started using Pickpocketing with any
>> measure of regularity. (Been playing since 1999 or so, got my
>> first victory about a year and half later, won twice since then -
>> no U*Es yet, thus trying new things like getting skills from
>> Yergius.) So far, I've only had two characters that both trained
>> Pickpocketing up and reached the top of the pyramid.
Newsgroups: rec.games.roguelike.adom
From: frobnoid <frobn...@orders2.tmok.com>
Date: Thu, 09 Dec 2004 18:14:03 -0500
Local: Thurs 9 Dec 2004 23:14
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
> .
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> AoLS is Danger Level 2 with a creation probability of 50. SLB are DL3 with
> CP 200.
> Preserver is DL5 with CP 25. (Most artifacts are 25, though at least 1 was
> 50 IIRC.)
Newsgroups: rec.games.roguelike.adom
From: Vladimir Panteleev <pv_wer_nos...@programist.ru>
Date: Fri, 10 Dec 2004 04:23:02 +0200
Local: Fri 10 Dec 2004 02:23
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
>> .
>> .
>> .
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>> .
>> AoLS is Danger Level 2 with a creation probability of 50. SLB are DL3 with
>> CP 200.
>> Preserver is DL5 with CP 25. (Most artifacts are 25, though at least 1 was
>> 50 IIRC.)
.
.
.
The online monsterdex/itemdex have been upgraded. Have fun, and report
all bugs.
--
A blessed ElDeR cHaOs GoD figurine of wondrous power (25s) is lying
here.
Newsgroups: rec.games.roguelike.adom
From: Twinge <homelessp...@gmail.com>
Date: Thu, 09 Dec 2004 19:47:28 -0700
Local: Fri 10 Dec 2004 02:47
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
- Hide quoted text -
- Show quoted text -
>>>mad...@dsr.kvl.dk wrote:
>>>>Lapak wrote:
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>.
>>>AoLS is Danger Level 2 with a creation probability of 50. SLB are DL3 with
>>>CP 200.
>>>Preserver is DL5 with CP 25. (Most artifacts are 25, though at least 1 was
>>>50 IIRC.)
> .
> .
> .
> The online monsterdex/itemdex have been upgraded. Have fun, and report
> all bugs.
Awesome Power!
Hehe, I wasn't about to manually add up the CPs ;D Nice work.
End of messages
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Newsgroups: rec.games.roguelike.adom
From: "Lapak" <jonla...@yahoo.com>
Date: 8 Dec 2004 22:56:52 -0800
Local: Thurs 9 Dec 2004 06:56
Subject: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
I'm sure this is just a coincidence, but...
S
P
O
I
L
E
R
S
P
A
C
E
I
S
G
O
O
D
F
O
R
Y
O
U
I've only just recently started using Pickpocketing with any measure of
regularity. (Been playing since 1999 or so, got my first victory about
a year and half later, won twice since then - no U*Es yet, thus trying
new things like getting skills from Yergius.) So far, I've only had
two characters that both trained Pickpocketing up and reached the top
of the pyramid.
Newsgroups: rec.games.roguelike.adom
From: mad...@dsr.kvl.dk
Date: 9 Dec 2004 08:12:32 -0800
Local: Thurs 9 Dec 2004 16:12
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
Lapak wrote:
> I'm sure this is just a coincidence, but...
> S
> P
> O
> I
> L
> E
> R
> S
> P
> A
> C
> E
> I
> S
> G
> O
> O
> D
> F
> O
> R
> Y
> O
> U
> I've only just recently started using Pickpocketing with any measure
of
> regularity. (Been playing since 1999 or so, got my first victory
about
> a year and half later, won twice since then - no U*Es yet, thus
trying
> new things like getting skills from Yergius.) So far, I've only had
> two characters that both trained Pickpocketing up and reached the top
> of the pyramid.
> Both of them have pickpocketed Preserver while they're up there: one
> from a jackal demon, one from a hill orc sergeant. I *know* this must
> just be one of those odd coincidences, but I guess I've never thought
> about it - is the danger level or item generation in Rehetep's room
> somehow out of whack?
Newsgroups: rec.games.roguelike.adom
From: Twinge <homelessp...@gmail.com>
Date: Thu, 09 Dec 2004 12:26:42 -0700
Local: Thurs 9 Dec 2004 19:26
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
mad...@dsr.kvl.dk wrote:
> Lapak wrote:
>> I've only just recently started using Pickpocketing with any
>> measure of regularity. (Been playing since 1999 or so, got my
>> first victory about a year and half later, won twice since then -
>> no U*Es yet, thus trying new things like getting skills from
>> Yergius.) So far, I've only had two characters that both trained
>> Pickpocketing up and reached the top of the pyramid.
Newsgroups: rec.games.roguelike.adom
From: frobnoid <frobn...@orders2.tmok.com>
Date: Thu, 09 Dec 2004 18:14:03 -0500
Local: Thurs 9 Dec 2004 23:14
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
> .
> .
> .
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> .
> .
> .
> .
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> .
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> AoLS is Danger Level 2 with a creation probability of 50. SLB are DL3 with
> CP 200.
> Preserver is DL5 with CP 25. (Most artifacts are 25, though at least 1 was
> 50 IIRC.)
Could you translate what that means in terms of percentage?
Newsgroups: rec.games.roguelike.adom
From: Vladimir Panteleev <pv_wer_nos...@programist.ru>
Date: Fri, 10 Dec 2004 04:23:02 +0200
Local: Fri 10 Dec 2004 02:23
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
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>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> .
>> AoLS is Danger Level 2 with a creation probability of 50. SLB are DL3 with
>> CP 200.
>> Preserver is DL5 with CP 25. (Most artifacts are 25, though at least 1 was
>> 50 IIRC.)
.
.
.
The online monsterdex/itemdex have been upgraded. Have fun, and report
all bugs.
--
A blessed ElDeR cHaOs GoD figurine of wondrous power (25s) is lying
here.
AdomBot - bot, demos, sounds, cheats, and more
http://www.geocities.com/adombot/
Newsgroups: rec.games.roguelike.adom
From: Twinge <homelessp...@gmail.com>
Date: Thu, 09 Dec 2004 19:47:28 -0700
Local: Fri 10 Dec 2004 02:47
Subject: Re: Peculiar Pickpocket in Pyramid
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
>>>mad...@dsr.kvl.dk wrote:
>>>>Lapak wrote:
>>>AoLS is Danger Level 2 with a creation probability of 50. SLB are DL3 with
>>>CP 200.
>>>Preserver is DL5 with CP 25. (Most artifacts are 25, though at least 1 was
>>>50 IIRC.)
> .
> .
> .
> The online monsterdex/itemdex have been upgraded. Have fun, and report
> all bugs.
Awesome Power!
Hehe, I wasn't about to manually add up the CPs ;D Nice work.
End of messages
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©2008 Google
At the moment, Thomas has only very limited time, but a new release is
definitely planned. Rumours that no new features will be added to ADOM
are unfounded, although the next version will likely only have minor
additions and mostly focus on fixing bugs. Thomas is reluctant to
announce anything definite because in the past it has turned out to be
nearly impossible to predict such things, but a new release should
likely emerge around this summer.
To dispel some other rumours, this new release will *not* be a final
release of ADOM. Thomas told me that even now, after two years without
an update, there are about 10000-15000 downloads per month on
www.adom.de, and this is sufficient reason to continue working on the
game. However, in the future Thomas would like to devote more of his
development time to JADE -- JADE development is fun, while ADOM
development is hard work due to the way the source code has developed
into a writhing mass of programming chaos over time.
With ADOM moving to a group development model, changes are also planned
for www.adom.de. Ideas include adding a Wiki, overhauling the bug
tracking system and turning the "Ancient Scroll of Mystery" into a real
blog with comment features. An often requested feature which is *not*
planned is a forum -- Thomas prefers good old newsgroups [and if a
personal comment is allowed here, I agree :-)]. However, all this
requires work that would detract from actual development, so it is not
clear if, when and how all this can be turned into practice. Do not hold
your breath.
Again, the good news first: You can help with the bug database!
I have brought the discussions we had about the bug database to Thomas'
attention. I also mentioned that some people are no longer willing to
add bugs to the database because they do not think it is any useful. In
other words, something should be done.
I have recommended closing the bug and RFE databases for new submissions
for the near future, and to gather resources for consolidating the bug
list. Thomas has basically agreed to this procedure. Some time soon, he
will send me a text version of the bug and RFE databases. He asked me to
select some trustworthy people to go through the database and bring the
wealth of information into some useful shape. At this time, the best
process for this has not been decided, although some ideas have been
discussed. In any case, this is something to worry about once we get
rolling.
3. Reverse Engineering
Regarding this topic, Thomas stated his opinion very clearly: He does
not want people to disassemble ADOM for any purpose. He had already
planned to revised the ADOM license so that his opinion on this issue
will become very clear to everybody. He also briefly discussed the legal
aspects of this, mentioning the effort involved in international
lawsuits. So much for the summary, now for some details.
That's it. I could comment on some of the issues, but want to keep the
summary and personal opinion separate, so I'll contribute to the
discussion later.
Malte
-= =-rec.games.roguelike.adom
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Newsgroups: rec.games.roguelike.adom
From: Vladimir Panteleev <pv_wer_nos...@programist.ru>
Date: Tue, 7 Sep 2004 05:11:26 +0300
Local: Tues 7 Sep 2004 02:11
Subject: On-line ItemDex >:)
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
Just a MonsterDex-like interface to the old items.txt (+ some more
data).
http://www.geocities.com/adombot/itemdex.html
--
Knowledge belongs to the World.
That's why I'm here for.
http://wercorporation.da.ru/
Newsgroups: rec.games.roguelike.adom
From: Vladimir Panteleev <pv_wer_nos...@programist.ru>
Date: Fri, 10 Sep 2004 17:19:41 +0300
Local: Fri 10 Sep 2004 14:19
Subject: Re: On-line ItemDex >:)
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
In article <8eb42eb7.0409090710.2d8e1...@posting.google.com>, PaladinSBC
<theonetruepala...@hotmail.com> says...
1111
1110
1101
1100
1011
1010
1001
1000
111
110
101
100
11
10
1
0
> Somewhat tangential question? As far as I can see there is just one
> entry for spellbook, so I'd assume that the spell contained therein is
> some additional step. How is that handled, exactly?
Yes. For every item, there's a "Special" field. Its contents depends on
the item type. It's used for the spell number in case for spellbooks,
fuel left for torches, the monster index for corpses etc.
Spells also have weight (aka creation probability) like items, and are
chosen by a similar algorythm (but without the danger level stuff).
> And my casters always seem to find more books. Is that just
> imagination, or does class affect item generation, and if so how?
Yes, after more code excavation, I've finally found the code responsible
for greater spellbook generation for spell-casters:
--
Knowledge belongs to the World.
That's why I'm here for.
http://wercorporation.da.ru/
Newsgroups: rec.games.roguelike.adom
From: "Gibbering Poster" <a...@a.com>
Date: Fri, 10 Sep 2004 17:13:27 GMT
Local: Fri 10 Sep 2004 17:13
Subject: Re: On-line ItemDex >:)
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
news:MPG.1babe47bc97093f298971e@news.individual.net...
> AAARGH!!! We've all forgotten to add spoiler space! Shame on us! :(
> 1111
> 1110
> 1101
> 1100
> 1011
> 1010
> 1001
> 1000
> 0111
> 0110
> 0101
> 0100
> 0011
> 0010
> 0001
> 0000
> Yes, after more code excavation, I've finally found the code responsible
> for greater spellbook generation for spell-casters:
This is very nice information... I had no idea paladins had any bonus to
spellbook generation. Boy, healers and elementalists sure do get the shaft
:)
Newsgroups: rec.games.roguelike.adom
From: halsinsig...@yahoo.com (Hal)
Date: 9 Sep 2004 07:10:25 -0700
Local: Thurs 9 Sep 2004 14:10
Subject: Re: On-line ItemDex >:)
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
> http://www.geocities.com/adombot/itemdex.html
> The "engine" is based off MonsterDex, so there shouldn't be any browser-
> incompatibility problems.
It's because of ADOM my kid was kicked out of the museum for kicking
statues"
Newsgroups: rec.games.roguelike.adom
From: Vladimir Panteleev <pv_wer_nos...@programist.ru>
Date: Thu, 9 Sep 2004 18:00:45 +0300
Local: Thurs 9 Sep 2004 15:00
Subject: Re: On-line ItemDex >:)
Reply to author | Forward | Print | Individual message | Show original | Report this message
messages by this author
In article <e94eecee.0409090610.1c226...@posting.google.com>, Hal
<halsinsig...@yahoo.com> says...
> > The "engine" is based off MonsterDex, so there shouldn't be any browser-
> > incompatibility problems.
> > If someone wants to, add a danger-level filter or any other
> > modifications and send them back to me.
> I remember vaguely someone trying to pharm RoDs in the gremlin cave by
> raising the danger level and pickpocketing.
Only scrolls of danger/peace, afaik, can modify the danger level of the
current level. Look up the modifiers in the corresponding section of The
GuideBook.
--
Knowledge belongs to the World.
That's why I'm here for.
http://wercorporation.da.ru/
End of messages
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Newsgroups: rec.games.roguelike.adom
From: lfrench...@aol.com (LFrench106)
Date: 1997/07/17
Subject: The "method" of gaining GM for weapons.
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messages by this author
From
http://www.cs.uno.edu/~jgreenbe/adom
S
P
O
I
L
Y
!
S
T
O
P
N
O
W
O
R
B
E
S
P
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Newsgroups: rec.games.roguelike.adom
From: "Blannings" <enquir...@nationalcoursingclub.freeserve.co.uk>
Date: 2000/07/22
Subject: Bug?
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You hit the skeleton with full force but do not manage to harm it. You hit
the skeleton and destroy it.
Um... how come, if I can't even hurt it with full force, I can kill it with
a normal blow?
Newsgroups: rec.games.roguelike.adom
From: b...@digital-marketplace.net
Date: 2000/07/22
Subject: Re: Bug?
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Blannings wrote:
> You hit the skeleton with full force but do not manage to harm it. You hit
> the skeleton and destroy it.
> Um... how come, if I can't even hurt it with full force, I can kill it with
> a normal blow?
Monster DV 5 PV 1 Hits 3
Your first rolls was 20 to hit overcoming the DV, your damage was 1, 1
point of damage is negated by the 1 point of PV, thus you got no damage
done to monster.
Your second rolls, you rolled a 6 to hit, this being higher then the DV
you again hit, the damage roll you got was 4 (or higher) the 1 point PV
value is subtracted leaving at least 3 points of damage, that is all
that the monster had, the blow was a killing one.
HTH
Newsgroups: rec.games.roguelike.adom
From: Tomasz Olejnik <sca...@polcomnet.com.pl>
Date: 2000/07/22
Subject: Re: Bug?
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Blannings wrote:
> You hit the skeleton with full force but do not manage to harm it. You hit
> the skeleton and destroy it.
> Um... how come, if I can't even hurt it with full force, I can kill it with
> a normal blow?
Newsgroups: rec.games.roguelike.adom
From: "Blannings" <enquir...@nationalcoursingclub.freeserve.co.uk>
Date: 2000/07/22
Subject: Re: Bug?
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<b...@digital-marketplace.net> wrote in message
news:3979C36C.8B427C46@digital-marketplace.net...
> > You hit the skeleton with full force but do not manage to harm it. You
hit
> > the skeleton and destroy it.
> > Um... how come, if I can't even hurt it with full force, I can kill it
with
> > a normal blow?
> Your first rolls was 20 to hit overcoming the DV, your damage was 1, 1
> point of damage is negated by the 1 point of PV, thus you got no damage
> done to monster.
> Your second rolls, you rolled a 6 to hit, this being higher then the DV
> you again hit, the damage roll you got was 4 (or higher) the 1 point PV
> value is subtracted leaving at least 3 points of damage, that is all
> that the monster had, the blow was a killing one.
> HTH
OK... I thought the 'To Hit' bonus determined the accuracy, not the damage.
Newsgroups: rec.games.roguelike.adom
From: "Blannings" <enquir...@nationalcoursingclub.freeserve.co.uk>
Date: 2000/07/22
Subject: Re: Bug?
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Tomasz Olejnik <sca...@polcomnet.com.pl> wrote in message
news:396A0856.FD129710@polcomnet.com.pl...
> > You hit the skeleton with full force but do not manage to harm it. You
hit
> > the skeleton and destroy it.
> > Um... how come, if I can't even hurt it with full force, I can kill it
with
> > a normal blow?
Newsgroups: rec.games.roguelike.adom
From: Juha Suvanto <juha.suva...@pp.inet.fi>
Date: 2000/07/22
Subject: Re: Bug?
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b...@digital-marketplace.net wrote:
> > You hit the skeleton with full force but do not manage to harm it. You hit
> > the skeleton and destroy it.
> > Um... how come, if I can't even hurt it with full force, I can kill it with
> > a normal blow?
> Your first rolls was 20 to hit overcoming the DV, your damage was 1, 1
> point of damage is negated by the 1 point of PV, thus you got no damage
> done to monster.
> Your second rolls, you rolled a 6 to hit, this being higher then the DV
> you again hit, the damage roll you got was 4 (or higher) the 1 point PV
> value is subtracted leaving at least 3 points of damage, that is all
> that the monster had, the blow was a killing one.
JSuvanto
Newsgroups: rec.games.roguelike.adom
From: Rachel Walmsley <rac...@rabidchild.co.uk>
Date: 2000/07/22
Subject: Re: Bug?
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> > > You hit the skeleton with full force but do not manage to harm it.
> > > You hit the skeleton and destroy it.
> To put a long story short:
> On attack #1 full damage was rolled, but you missed.
> On attack #2 you hit the skeleton, but not with full damage.
Not so. The "do not manage to harm it" message indicates that you hit
the enemy, but don't do enough damage to get through its armour.
RW.
Newsgroups: rec.games.roguelike.adom
From: Juha Suvanto <juha.suva...@pp.inet.fi>
Date: 2000/07/23
Subject: Re: Bug?
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> Not so. The "do not manage to harm it" message indicates that you hit
> the enemy, but don't do enough damage to get through its armour.
Ach. I read too fast :)
But this makes me wonder.. Full damage was rolled, but none inflicted..
JSuvanto
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From: "Blannings" <enquir...@nationalcoursingclub.freeserve.co.uk>
Date: 2000/07/23
Subject: Re: Bug?
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news:397A20CA.A9B0D0D9@rabidchild.co.uk...
> > > > You hit the skeleton with full force but do not manage to harm it.
> > > > You hit the skeleton and destroy it.
> Not so. The "do not manage to harm it" message indicates that you hit
> the enemy, but don't do enough damage to get through its armour.
> RW.
So if I can't get through its armour with full force, how did I do it with a
normal blow?
Newsgroups: rec.games.roguelike.adom
From: Markku Rikola <mrik...@norssi.oulu.fi>
Date: 2000/07/23
Subject: Re: Bug?
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> > > > > You hit the skeleton with full force but do not manage to harm it.
> > > > > You hit the skeleton and destroy it.
> > Not so. The "do not manage to harm it" message indicates that you hit
> > the enemy, but don't do enough damage to get through its armour.
You got a perfectly accurate hit, but its strength sucked. Then you got a
not-so good hit, but it was powerful enough to kill the skeleton.
Discussion subject changed to "Time to straighten things up (Re: Bug?)" by Juha Suvanto
Newsgroups: rec.games.roguelike.adom
From: Juha Suvanto <juha.suva...@pp.inet.fi>
Date: 2000/07/23
Subject: Time to straighten things up (Re: Bug?)
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You hit the [foo] with full force.
Is this a full to-damage roll or a full to-hit roll? Or neither? Or both? I've
always had the impression it's the first one.
JSuvanto
Newsgroups: rec.games.roguelike.adom
From: Markku Rikola <mrik...@norssi.oulu.fi>
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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> Is this a full to-damage roll or a full to-hit roll? Or neither? Or both? I've
> always had the impression it's the first one.
I'm under the impression it's the to-hit roll, and you get that when you
use a slaying weapon, too.
Newsgroups: rec.games.roguelike.adom
From: Juha Suvanto <juha.suva...@pp.inet.fi>
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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> > Is this a full to-damage roll or a full to-hit roll? Or neither? Or both? I've
> > always had the impression it's the first one.
> I'm under the impression it's the to-hit roll, and you get that when you
> use a slaying weapon, too.
I thought using slaying weapons give the message "You exactly hit [foo]"
Logically, full force would mean full to-damage roll. Force has nothing to do
with accuracy, in fact, trying to hit something with too much force, usually
results in a miss.
JSuvanto
Newsgroups: rec.games.roguelike.adom
From: vel...@stuy.edu (Kassandra Velez)
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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On Sun, 23 Jul 2000 14:52:49 GMT, whilst I was happily playing
with my pet sparklies, the nefarious Anti-Derivative, in the
cunning guise of Juha Suvanto <juha.suva...@pp.inet.fi>, spaketh
thusly:
<snip>
--
Kassandra Velez
***
What do you want to throw? [$pC or ?*]
#NAME?
Newsgroups: rec.games.roguelike.adom
From: nicholas.tay...@btbyespaminternet.com (Nicholas Taylor)
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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On Sun, 23 Jul 2000 15:58:18 GMT, vel...@stuy.edu (Kassandra Velez)
wrote:
>No matter what Aristotle said, humans are _not_ a rational bunch.
>Therefore, applying logic to their creations--any of them--is
>like dissecting a frog with a hammer and a can opener.
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From: vel...@stuy.edu (Kassandra Velez)
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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On Sun, 23 Jul 2000 16:31:05 GMT, whilst I was happily playing
with my pet sparklies, the nefarious Anti-Derivative, in the
cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
Taylor), spaketh thusly:
--
Kassandra Velez
***
I am ... a woman ... and ... technically a parasitic uterine growth
-- Sean Doran the Younger [allegedly]
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Newsgroups: rec.games.roguelike.adom
From: Saul Cohen <sdco...@wam.umd.edu>
Date: 2000/07/24
Subject: Re: Bug?
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> > > > > You hit the skeleton with full force but do not manage to harm it.
> > > > > You hit the skeleton and destroy it.
> > Not so. The "do not manage to harm it" message indicates that you hit
> > the enemy, but don't do enough damage to get through its armour.
> > RW.
> So if I can't get through its armour with full force, how did I do it with a
> normal blow?
It's like they said earlier, "full force" is just a multiplier (x2
maybe?). If you get a "full force" hit against the skelly and then do 1
damage (1d10, no?) then you do 2 damage, which can be absorbed by a PV of
2 so that you "do not manage to harm it" But then a regular hit might do
10 damage (1d10, no?), which would obliterate the skelly by doing 10-2=8
damage to him.
Saul Cohen
Newsgroups: rec.games.roguelike.adom
From: "Juuso Heimonen" <juuso.heimo...@mail.wwnet.fi>
Date: 2000/07/24
Subject: Re: Bug?
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:It's like they said earlier, "full force" is just a multiplier (x2
:maybe?). If you get a "full force" hit against the skelly and then
do 1
:damage (1d10, no?) then you do 2 damage, which can be absorbed by a
PV of
:2 so that you "do not manage to harm it" But then a regular hit
might do
:10 damage (1d10, no?), which would obliterate the skelly by doing
10-2=8
:damage to him.
WOW!!! That's the *best* explanation I've ever seen on this subject!
--
Juuso "Praise to the RNG!" Heimonen
Give your child mental blocks for Christmas.
------
Meet me at Europa. I'm named 'Ocelit Lothelan'.
------
E-Mail juuso.heimo...@mail.wwnet.fi
WWW http://tenguprogramming.cjb.net
ICQ 34867436
---
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Discussion subject changed to "Time to straighten things up (Re: Bug?)" by Nicholas Taylor
Newsgroups: rec.games.roguelike.adom
From: nicholas.tay...@btbyespaminternet.com (Nicholas Taylor)
Date: 2000/07/24
Subject: Re: Time to straighten things up (Re: Bug?)
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On Sun, 23 Jul 2000 16:39:28 GMT, vel...@stuy.edu (Kassandra Velez)
wrote:
>>>No matter what Aristotle said, humans are _not_ a rational bunch.
>>>Therefore, applying logic to their creations--any of them--is
>>>like dissecting a frog with a hammer and a can opener.
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From: vel...@stuy.edu (Kassandra Velez)
Date: 2000/07/25
Subject: Re: Time to straighten things up (Re: Bug?)
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On Mon, 24 Jul 2000 22:26:16 GMT, whilst I was happily playing
with my pet sparklies, the nefarious Anti-Derivative, in the
cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
Taylor), spaketh thusly:
>>On Sun, 23 Jul 2000 16:31:05 GMT, whilst I was happily playing
>>with my pet sparklies, the nefarious Anti-Derivative, in the
>>cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
>>Taylor), spaketh thusly:
>>>>No matter what Aristotle said, humans are _not_ a rational bunch.
>>>>Therefore, applying logic to their creations--any of them--is
>>>>like dissecting a frog with a hammer and a can opener.
*hides*
--
Kassandra Velez
***
We are worms, my dear! Worms!
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From: Kieron Dunbar <nor...@dimetrodon.demon.co.uk>
Date: 2000/07/26
Subject: Re: Time to straighten things up (Re: Bug?)
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Once upon a time, Juha Suvanto wrote thus:
I'd imagine that it's some sort of multiplier. As you always get it with a
slaying weapon (the "exactly hit" message being something to do with missile
weapons), I assume it's whatever multiplier they give. If the multiplier is
x2, there's about a 20% chance of a normal blow from a 1d10 quarterstaff
hitting harder than a "full force" one. If the skeleton only had a couple of
HP, this could make all the difference.
Newsgroups: rec.games.roguelike.adom
From: nicholas.tay...@btbyespaminternet.com (Nicholas Taylor)
Date: 2000/07/27
Subject: Re: Time to straighten things up (Re: Bug?)
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On Tue, 25 Jul 2000 20:55:32 GMT, vel...@stuy.edu (Kassandra Velez)
wrote:
>On Mon, 24 Jul 2000 22:26:16 GMT, whilst I was happily playing
>with my pet sparklies, the nefarious Anti-Derivative, in the
>cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
>Taylor), spaketh thusly:
>>Mmm... Worms as well. Heaven.
>*hides*
>--
>Kassandra Velez
>***
>We are worms, my dear! Worms!
So can I cut you up? BTW, please tell me you chose that one manually.
--
Nicholas Taylor
---------------
You can remove my farewell to UCE.
Quoth the server, "404"
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From: kve...@nyit.edu (Kassandra Velez)
Date: 2000/07/27
Subject: Re: Time to straighten things up (Re: Bug?)
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On Thu, 27 Jul 2000 17:10:07 GMT, whilst I was happily playing
with my pet sparklies, the nefarious Anti-Derivative, in the
cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
Taylor), spaketh thusly:
>>On Mon, 24 Jul 2000 22:26:16 GMT, whilst I was happily playing
>>with my pet sparklies, the nefarious Anti-Derivative, in the
>>cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
>>Taylor), spaketh thusly:
>>>Mmm... Worms as well. Heaven.
>>*hides*
>>--
>>Kassandra Velez
>>***
>>We are worms, my dear! Worms!
I most assuredly did no such thing. I looked at it, that one was
there, so I left it alone. KJ knows.
--
Kassandra Velez
***
If the average man is made in God's image, then such a man as Beethoven
or Aristotle is plainly superior to God.
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Newsgroups: rec.games.roguelike.adom
From: "Blannings" <enquir...@nationalcoursingclub.freeserve.co.uk>
Date: 2000/07/22
Subject: Bug?
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You hit the skeleton with full force but do not manage to harm it. You hit
the skeleton and destroy it.
Um... how come, if I can't even hurt it with full force, I can kill it with
a normal blow?
Newsgroups: rec.games.roguelike.adom
From: b...@digital-marketplace.net
Date: 2000/07/22
Subject: Re: Bug?
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Blannings wrote:
> You hit the skeleton with full force but do not manage to harm it. You hit
> the skeleton and destroy it.
> Um... how come, if I can't even hurt it with full force, I can kill it with
> a normal blow?
Monster DV 5 PV 1 Hits 3
Your second rolls, you rolled a 6 to hit, this being higher then the DV
you again hit, the damage roll you got was 4 (or higher) the 1 point PV
value is subtracted leaving at least 3 points of damage, that is all
that the monster had, the blow was a killing one.
HTH
Newsgroups: rec.games.roguelike.adom
From: Tomasz Olejnik <sca...@polcomnet.com.pl>
Date: 2000/07/22
Subject: Re: Bug?
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Blannings wrote:
> You hit the skeleton with full force but do not manage to harm it. You hit
> the skeleton and destroy it.
> Um... how come, if I can't even hurt it with full force, I can kill it with
> a normal blow?
Newsgroups: rec.games.roguelike.adom
From: "Blannings" <enquir...@nationalcoursingclub.freeserve.co.uk>
Date: 2000/07/22
Subject: Re: Bug?
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<b...@digital-marketplace.net> wrote in message
news:3979C36C.8B427C46@digital-marketplace.net...
> > You hit the skeleton with full force but do not manage to harm it. You
hit
> > the skeleton and destroy it.
> > Um... how come, if I can't even hurt it with full force, I can kill it
with
> > a normal blow?
> Your first rolls was 20 to hit overcoming the DV, your damage was 1, 1
> point of damage is negated by the 1 point of PV, thus you got no damage
> done to monster.
> Your second rolls, you rolled a 6 to hit, this being higher then the DV
> you again hit, the damage roll you got was 4 (or higher) the 1 point PV
> value is subtracted leaving at least 3 points of damage, that is all
> that the monster had, the blow was a killing one.
> HTH
OK... I thought the 'To Hit' bonus determined the accuracy, not the damage.
Newsgroups: rec.games.roguelike.adom
From: "Blannings" <enquir...@nationalcoursingclub.freeserve.co.uk>
Date: 2000/07/22
Subject: Re: Bug?
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Tomasz Olejnik <sca...@polcomnet.com.pl> wrote in message
news:396A0856.FD129710@polcomnet.com.pl...
> > You hit the skeleton with full force but do not manage to harm it. You
hit
> > the skeleton and destroy it.
> > Um... how come, if I can't even hurt it with full force, I can kill it
with
> > a normal blow?
Newsgroups: rec.games.roguelike.adom
From: Juha Suvanto <juha.suva...@pp.inet.fi>
Date: 2000/07/22
Subject: Re: Bug?
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b...@digital-marketplace.net wrote:
> > You hit the skeleton with full force but do not manage to harm it. You hit
> > the skeleton and destroy it.
> > Um... how come, if I can't even hurt it with full force, I can kill it with
> > a normal blow?
> Your first rolls was 20 to hit overcoming the DV, your damage was 1, 1
> point of damage is negated by the 1 point of PV, thus you got no damage
> done to monster.
> Your second rolls, you rolled a 6 to hit, this being higher then the DV
> you again hit, the damage roll you got was 4 (or higher) the 1 point PV
> value is subtracted leaving at least 3 points of damage, that is all
> that the monster had, the blow was a killing one.
JSuvanto
Newsgroups: rec.games.roguelike.adom
From: Rachel Walmsley <rac...@rabidchild.co.uk>
Date: 2000/07/22
Subject: Re: Bug?
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> > > You hit the skeleton with full force but do not manage to harm it.
> > > You hit the skeleton and destroy it.
> To put a long story short:
> On attack #1 full damage was rolled, but you missed.
> On attack #2 you hit the skeleton, but not with full damage.
Not so. The "do not manage to harm it" message indicates that you hit
the enemy, but don't do enough damage to get through its armour.
RW.
Newsgroups: rec.games.roguelike.adom
From: Juha Suvanto <juha.suva...@pp.inet.fi>
Date: 2000/07/23
Subject: Re: Bug?
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> Not so. The "do not manage to harm it" message indicates that you hit
> the enemy, but don't do enough damage to get through its armour.
But this makes me wonder.. Full damage was rolled, but none inflicted..
JSuvanto
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From: "Blannings" <enquir...@nationalcoursingclub.freeserve.co.uk>
Date: 2000/07/23
Subject: Re: Bug?
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news:397A20CA.A9B0D0D9@rabidchild.co.uk...
> > > > You hit the skeleton with full force but do not manage to harm it.
> > > > You hit the skeleton and destroy it.
> Not so. The "do not manage to harm it" message indicates that you hit
> the enemy, but don't do enough damage to get through its armour.
> RW.
So if I can't get through its armour with full force, how did I do it with a
normal blow?
Newsgroups: rec.games.roguelike.adom
From: Markku Rikola <mrik...@norssi.oulu.fi>
Date: 2000/07/23
Subject: Re: Bug?
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> > > > > You hit the skeleton with full force but do not manage to harm it.
> > > > > You hit the skeleton and destroy it.
You got a perfectly accurate hit, but its strength sucked. Then you got a
not-so good hit, but it was powerful enough to kill the skeleton.
Discussion subject changed to "Time to straighten things up (Re: Bug?)" by Juha Suvanto
Newsgroups: rec.games.roguelike.adom
From: Juha Suvanto <juha.suva...@pp.inet.fi>
Date: 2000/07/23
Subject: Time to straighten things up (Re: Bug?)
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You hit the [foo] with full force.
Is this a full to-damage roll or a full to-hit roll? Or neither? Or both? I've
always had the impression it's the first one.
JSuvanto
Newsgroups: rec.games.roguelike.adom
From: Markku Rikola <mrik...@norssi.oulu.fi>
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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> Is this a full to-damage roll or a full to-hit roll? Or neither? Or both? I've
> always had the impression it's the first one.
I'm under the impression it's the to-hit roll, and you get that when you
use a slaying weapon, too.
Newsgroups: rec.games.roguelike.adom
From: Juha Suvanto <juha.suva...@pp.inet.fi>
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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> > Is this a full to-damage roll or a full to-hit roll? Or neither? Or both? I've
> > always had the impression it's the first one.
> I'm under the impression it's the to-hit roll, and you get that when you
> use a slaying weapon, too.
I thought using slaying weapons give the message "You exactly hit [foo]"
Logically, full force would mean full to-damage roll. Force has nothing to do
with accuracy, in fact, trying to hit something with too much force, usually
results in a miss.
Newsgroups: rec.games.roguelike.adom
From: vel...@stuy.edu (Kassandra Velez)
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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On Sun, 23 Jul 2000 14:52:49 GMT, whilst I was happily playing
with my pet sparklies, the nefarious Anti-Derivative, in the
cunning guise of Juha Suvanto <juha.suva...@pp.inet.fi>, spaketh
thusly:
<snip>
--
Kassandra Velez
***
What do you want to throw? [$pC or ?*]
#NAME?
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Newsgroups: rec.games.roguelike.adom
From: nicholas.tay...@btbyespaminternet.com (Nicholas Taylor)
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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On Sun, 23 Jul 2000 15:58:18 GMT, vel...@stuy.edu (Kassandra Velez)
wrote:
>No matter what Aristotle said, humans are _not_ a rational bunch.
>Therefore, applying logic to their creations--any of them--is
>like dissecting a frog with a hammer and a can opener.
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From: vel...@stuy.edu (Kassandra Velez)
Date: 2000/07/23
Subject: Re: Time to straighten things up (Re: Bug?)
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On Sun, 23 Jul 2000 16:31:05 GMT, whilst I was happily playing
with my pet sparklies, the nefarious Anti-Derivative, in the
cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
Taylor), spaketh thusly:
>>No matter what Aristotle said, humans are _not_ a rational bunch.
>>Therefore, applying logic to their creations--any of them--is
>>like dissecting a frog with a hammer and a can opener.
--
Kassandra Velez
***
I am ... a woman ... and ... technically a parasitic uterine growth
-- Sean Doran the Younger [allegedly]
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From: Saul Cohen <sdco...@wam.umd.edu>
Date: 2000/07/24
Subject: Re: Bug?
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> > > > > You hit the skeleton with full force but do not manage to harm it.
> > > > > You hit the skeleton and destroy it.
> > Not so. The "do not manage to harm it" message indicates that you hit
> > the enemy, but don't do enough damage to get through its armour.
It's like they said earlier, "full force" is just a multiplier (x2
maybe?). If you get a "full force" hit against the skelly and then do 1
damage (1d10, no?) then you do 2 damage, which can be absorbed by a PV of
2 so that you "do not manage to harm it" But then a regular hit might do
10 damage (1d10, no?), which would obliterate the skelly by doing 10-2=8
damage to him.
Saul Cohen
Newsgroups: rec.games.roguelike.adom
From: "Juuso Heimonen" <juuso.heimo...@mail.wwnet.fi>
Date: 2000/07/24
Subject: Re: Bug?
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:It's like they said earlier, "full force" is just a multiplier (x2
:maybe?). If you get a "full force" hit against the skelly and then
do 1
:damage (1d10, no?) then you do 2 damage, which can be absorbed by a
PV of
:2 so that you "do not manage to harm it" But then a regular hit
might do
:10 damage (1d10, no?), which would obliterate the skelly by doing
10-2=8
:damage to him.
WOW!!! That's the *best* explanation I've ever seen on this subject!
--
Juuso "Praise to the RNG!" Heimonen
Give your child mental blocks for Christmas.
------
Meet me at Europa. I'm named 'Ocelit Lothelan'.
------
E-Mail juuso.heimo...@mail.wwnet.fi
WWW http://tenguprogramming.cjb.net
ICQ 34867436
---
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Discussion subject changed to "Time to straighten things up (Re: Bug?)" by Nicholas Taylor
Newsgroups: rec.games.roguelike.adom
From: nicholas.tay...@btbyespaminternet.com (Nicholas Taylor)
Date: 2000/07/24
Subject: Re: Time to straighten things up (Re: Bug?)
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On Sun, 23 Jul 2000 16:39:28 GMT, vel...@stuy.edu (Kassandra Velez)
wrote:
>On Sun, 23 Jul 2000 16:31:05 GMT, whilst I was happily playing
>with my pet sparklies, the nefarious Anti-Derivative, in the
>cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
>Taylor), spaketh thusly:
>>>No matter what Aristotle said, humans are _not_ a rational bunch.
>>>Therefore, applying logic to their creations--any of them--is
>>>like dissecting a frog with a hammer and a can opener.
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From: vel...@stuy.edu (Kassandra Velez)
Date: 2000/07/25
Subject: Re: Time to straighten things up (Re: Bug?)
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On Mon, 24 Jul 2000 22:26:16 GMT, whilst I was happily playing
with my pet sparklies, the nefarious Anti-Derivative, in the
cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
Taylor), spaketh thusly:
>>On Sun, 23 Jul 2000 16:31:05 GMT, whilst I was happily playing
>>with my pet sparklies, the nefarious Anti-Derivative, in the
>>cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
>>Taylor), spaketh thusly:
>>>>No matter what Aristotle said, humans are _not_ a rational bunch.
>>>>Therefore, applying logic to their creations--any of them--is
>>>>like dissecting a frog with a hammer and a can opener.
*hides*
--
Kassandra Velez
***
We are worms, my dear! Worms!
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I'd imagine that it's some sort of multiplier. As you always get it with a
slaying weapon (the "exactly hit" message being something to do with missile
weapons), I assume it's whatever multiplier they give. If the multiplier is
x2, there's about a 20% chance of a normal blow from a 1d10 quarterstaff
hitting harder than a "full force" one. If the skeleton only had a couple of
HP, this could make all the difference.
Newsgroups: rec.games.roguelike.adom
From: nicholas.tay...@btbyespaminternet.com (Nicholas Taylor)
Date: 2000/07/27
Subject: Re: Time to straighten things up (Re: Bug?)
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On Tue, 25 Jul 2000 20:55:32 GMT, vel...@stuy.edu (Kassandra Velez)
wrote:
>On Mon, 24 Jul 2000 22:26:16 GMT, whilst I was happily playing
>with my pet sparklies, the nefarious Anti-Derivative, in the
>cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
>Taylor), spaketh thusly:
>>Mmm... Worms as well. Heaven.
>*hides*
>--
>Kassandra Velez
>***
>We are worms, my dear! Worms!
So can I cut you up? BTW, please tell me you chose that one manually.
--
Nicholas Taylor
---------------
You can remove my farewell to UCE.
Quoth the server, "404"
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From: kve...@nyit.edu (Kassandra Velez)
Date: 2000/07/27
Subject: Re: Time to straighten things up (Re: Bug?)
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On Thu, 27 Jul 2000 17:10:07 GMT, whilst I was happily playing
with my pet sparklies, the nefarious Anti-Derivative, in the
cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
Taylor), spaketh thusly:
>>On Mon, 24 Jul 2000 22:26:16 GMT, whilst I was happily playing
>>with my pet sparklies, the nefarious Anti-Derivative, in the
>>cunning guise of nicholas.tay...@btbyespaminternet.com (Nicholas
>>Taylor), spaketh thusly:
>>>Mmm... Worms as well. Heaven.
>>*hides*
>>--
>>Kassandra Velez
>>***
>>We are worms, my dear! Worms!
I most assuredly did no such thing. I looked at it, that one was
there, so I left it alone. KJ knows.
--
Kassandra Velez
***
If the average man is made in God's image, then such a man as Beethoven
or Aristotle is plainly superior to God.
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Frequency of weapon prefixes and suffixes Options
> OK, I'm trying to distill all of this raw data down
> into something that can be added to the GB (maybe the
> raw data could be added as a linked addendum to the
> Appendices). So, does the following omit anything
> significant for the casual reader?:
> Spears
> ------
> Broadswords
> -----------
> Arrows
> ------
Yes.
> Robes
> -----
Yes; I have looked into this further and found victory posts mentioning
blue eternium plate mail in 1.0.0. Maybe the non-existence of blue
robes in current versions of ADOM is a bug; there was a bug report on
www.adom.de about blue armour getting the wrong on-screen colour. Maybe
something went wrong in fixing this. It would be good to check if blue
eternium plate mails can still be generated; ToGu, are you listening?
:-) If they cannot, I'd file a bug report.
Since the statistics describe everything else there is to know about the
statistics of wished for robes (which I think can be generalized to body
armour in general) apart from B/U/C status, I'd add that little detail too.
Malte
> [...]
> >>> Has the RNG some inbuilt devices against such strange combinations?
>>> I seem to recall that some combinations are checked for and thus
>>> don't happen, but I can't find a reference.
> [...]
>> Those references that you are too missing, Malte, these would be
>> really interesting. Any volunteers for lengthy testing, prodding,
>> probing? (Any volunteers for finding a reliable method of testing?):-)
> Malte
Ugh, I couldn't get around looking here for a while... yes, it is the
fault of sweet students highlife on weekends and lousy means of internet
access.
In fact I recently found a pre/suffix-combo at Waldenbrook's that at
least calls for an exact definition and, given this maybe a closer look
on the precedence of pre/suffix.
The specimen was an "ashen spear of vampirism".
The call for a precise definition arises when contemplating "of
vampirism"-effects: Does the drain of an opponent's HP come under the
headline of "damage" in the sense of the prefix "ashen"?
If "no" the effect is quite clear. No regular damage against undead,
just drains.
If "yes" the order of applying pre/suffix-effects is of quite some
interest. If the prefix takes precedence, (in the case of "ashen") the
regular damage against undead is nullified while the suffix "of
vampirism" still does affect undead. If the suffix takes precedence
really no damage is done to undead for the prefix is take into account
after the "vampirism" is added.
No evaluation so far. The character died before I began asking myself
the original question. And - typical enough - now I can't find any more
of these. I won't fall to hexediting me one. I'm not fully convinced the
act as the real RNG-crafted once, for no particular reason but the bad
feeling when doing it the 'easy' way.
Andreas Grates
--
E-Mail-Address has been corrupted! Just remove CHAOS from firstname
YAGBU: Weapon missing from weapons index Options
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Newsgroups: rec.games.roguelike.adom
From: "Stephen White" <cornholio...@hotmail.com>
Date: 25 Oct 2002 17:37:41 +0000
Local: Fri 25 Oct 2002 17:37
Subject: YAGBU: Weapon missing from weapons index
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Not especially spoily, just concerning a weapon type not in the
weapons index:
Note : I only found one, so these stats may or may not be the
average. Strange, they cannot be wished for. Please note this
is a distinct weapon, a heavy cudgel, not a regular cudgel
with the "heavy" prefix.
--
NOTE : The FROM email address of this post is used for SPAM ONLY.
Email sent to this address will remain unread.
Newsgroups: rec.games.roguelike.adom
From: Malte Helmert <helm...@informatik.uni-freiburg.de>
Date: Fri, 25 Oct 2002 19:07:06 +0200
Local: Fri 25 Oct 2002 17:07
Subject: Re: YAGBU: Weapon missing from weapons index
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> Note : I only found one, so these stats may or may not be the
> average. Strange, they cannot be wished for. Please note this
> is a distinct weapon, a heavy cudgel, not a regular cudgel
> with the "heavy" prefix.
Malte
Newsgroups: rec.games.roguelike.adom
From: "Tomasz \"Warui\" Nowakowski" <warui...@SPAM.poczta.fm>
Date: Fri, 25 Oct 2002 21:08:49 +0200
Local: Fri 25 Oct 2002 19:08
Subject: Re: YAGBU: Weapon missing from weapons index
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> Note : I only found one, so these stats may or may not be the
> average. Strange, they cannot be wished for. Please note this
> is a distinct weapon, a heavy cudgel, not a regular cudgel
> with the "heavy" prefix.
'Heavy' is just a normal weapon prefix, like 'balanced' or 'unholy'. And
it's mentioned in the GB.
--
Tomasz "Warui" Nowakowski
Newsgroups: rec.games.roguelike.adom
From: dv...@FreeNet.Carleton.CA (Frances Kathleen Moffatt)
Date: 25 Oct 2002 20:05:33 GMT
Local: Fri 25 Oct 2002 20:05
Subject: Re: YAGBU: Weapon missing from weapons index
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Tomasz \Warui\" Nowakowski" (warui...@SPAM.poczta.fm) writes:
Also, the heavy cudgel, above, does (-4, 2d5+2) [-2, +0], while a regular
cudgel does (+0, 2d4+1) [-1, +0]. I grant you that the (-4, +2) difference
might be a variation within the weapon, but it uses d5 rather than d4,
which also suggests it's actually a different weapon.
Newsgroups: rec.games.roguelike.adom
From: Malte Helmert <helm...@informatik.uni-freiburg.de>
Date: Fri, 25 Oct 2002 22:28:37 +0200
Local: Fri 25 Oct 2002 20:28
Subject: Re: YAGBU: Weapon missing from weapons index
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> Heavy is a normal weapon prefix, yes, but it doesn't result in a change in
> the weapon stats, and it doubles the weapon weight. If heavy were just a
> normal weapon prefix in this case, the "heavy cudgel" would weigh 80s, not
> 70s.
> Also, the heavy cudgel, above, does (-4, 2d5+2) [-2, +0], while a regular
> cudgel does (+0, 2d4+1) [-1, +0]. I grant you that the (-4, +2) difference
> might be a variation within the weapon, but it uses d5 rather than d4,
> which also suggests it's actually a different weapon.
I agree, it definitely is. It has been in the game long before the
weapon prefixes were invented. That's why Stephen said 'Please note this
is a distinct weapon, a heavy cudgel, not a regular cudgel with the
heavy prefix.', Tomasz.
Malte
Newsgroups: rec.games.roguelike.adom
From: "Tomasz \"Warui\" Nowakowski" <warui...@SPAM.poczta.fm>
Date: Sat, 26 Oct 2002 00:21:25 +0200
Local: Fri 25 Oct 2002 22:21
Subject: Re: YAGBU: Weapon missing from weapons index
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#### The only sign of human I found in the Caverns of Chaos
.@.. are those ancient runes engraved on one of the walls by
#### Malte Helmert <helm...@informatik.uni-freiburg.de> typed:
> I agree, it definitely is. It has been in the game long before the
> weapon prefixes were invented. That's why Stephen said 'Please note
> this is a distinct weapon, a heavy cudgel, not a regular cudgel with
> the "heavy" prefix.', Tomasz.
--
Tomasz "Warui" Nowakowski
- [...] jesteś
uzależniony ?
- Nie stać mnie na
to.
Joan D.Vinge "Psychotronik"
Newsgroups: rec.games.roguelike.adom
From: Malte Helmert <helm...@informatik.uni-freiburg.de>
Date: Sat, 26 Oct 2002 01:23:09 +0200
Local: Fri 25 Oct 2002 23:23
Subject: Re: YAGBU: Weapon missing from weapons index
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>>I agree, it definitely is. It has been in the game long before the
>>weapon prefixes were invented. That's why Stephen said 'Please note
>>this is a distinct weapon, a heavy cudgel, not a regular cudgel with
>>the "heavy" prefix.', Tomasz.
I'm in favour of a). Of course we would lose some nice items like knives
of endurance or long bows of hunting, but this could be prevented by
introducing a few additional prefixes/suffixes (and adding ego missile
weapons).
Comments? Anyone care to RFE/bug report? Or has this been done already?
Malte
Newsgroups: rec.games.roguelike.adom
From: "Sam Blanning" <enquir...@nationalcoursingclub.org>
Date: Sat, 26 Oct 2002 11:29:02 +0100
Local: Sat 26 Oct 2002 10:29
Subject: Re: YAGBU: Weapon missing from weapons index
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news:3DB9D25D.7040603@informatik.uni-freiburg.de...
> I'm in favour of a). Of course we would lose some nice items like knives
> of endurance or long bows of hunting, but this could be prevented by
> introducing a few additional prefixes/suffixes (and adding ego missile
> weapons).
I much prefer b). Mostly because of staves of power (not that I ever use
them, they're just cool). You can't add a suffix that can add +8 Mana to a
heavy club, it doesn't make sense.
In fact, I'd much prefer leaving them alone. I don't think that many people
mix them up.
And 'like knives of endurance or long bows of hunting'? What about maces of
destruction? Swords of sharpness? Whips of the snake?
Newsgroups: rec.games.roguelike.adom
From: Malte Helmert <helm...@informatik.uni-freiburg.de>
Date: Sat, 26 Oct 2002 12:51:18 +0200
Local: Sat 26 Oct 2002 10:51
Subject: Re: YAGBU: Weapon missing from weapons index
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>>>>I agree, it definitely is. It has been in the game long before the
>>>>weapon prefixes were invented. That's why Stephen said 'Please note
>>>>this is a distinct weapon, a heavy cudgel, not a regular cudgel with
>>>>the "heavy" prefix.', Tomasz.
>>I'm in favour of a). Of course we would lose some nice items like knives
>>of endurance or long bows of hunting, but this could be prevented by
>>introducing a few additional prefixes/suffixes (and adding ego missile
>>weapons).
> I much prefer b). Mostly because of staves of power (not that I ever use
> them, they're just cool). You can't add a suffix that can add +8 Mana to a
> heavy club, it doesn't make sense.
s
h
o
u
l
d
a
d
d
s
o
m
e
s
p
o
i
l
e
r
s
p
a
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> In fact, I'd much prefer leaving them alone. I don't think that many people
> mix them up.
> And 'like knives of endurance or long bows of hunting'? What about maces of
> destruction? Swords of sharpness? Whips of the snake?
The weapons you are mention are neat, but usually you find them so late
in the game that using them doesn't make too much sense. Interestingly,
maces of destruction (which are made of adamantium) have exactly the
same damage roll as adamatium mace of devastation, if I read the
Guidebook correctly. I don't really think they need to be a separate weapon.
Malte
Newsgroups: rec.games.roguelike.adom
From: Andy Williams <l...@the-vanguard.com>
Date: Sun, 27 Oct 2002 12:52:57 -0500
Local: Sun 27 Oct 2002 17:52
Subject: Re: YAGBU: Weapon missing from weapons index
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s
p
o
i
l
e
r
s
p
a
c
e
e
c
a
p
s
r
e
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p
s
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From: dan...@varsity.co.nz (Arkan)
Date: 27 Oct 2002 16:41:20 -0800
Local: Mon 28 Oct 2002 00:41
Subject: Re: YAGBU: Weapon missing from weapons index
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They are one handed, and I believe that they typically have -1 to hit,
not -4 as Stephen White's particular example did. They do (+0, 1d5+1)
when used as a missile.
> s
> p
> o
> i
> l
> e
> r
> s
> p
> a
> c
> e
> e
> c
> a
> p
> s
> r
> e
> l
> i
> o
> p
> s
I've tried wishing for both halberds of defense and thin daggers
(which would clash with Cat's Claw) with success, so it appears that
this is something specific to heavy cudgels.
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From: Andy Williams <l...@the-vanguard.com>
Date: Mon, 28 Oct 2002 23:17:14 -0500
Local: Tues 29 Oct 2002 04:17
Subject: Re: YAGBU: Weapon missing from weapons index
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Arkan wrote:
> Andy Williams wrote:
> > Stephen White originally wrote:
> > > <about heavy cudgels>
> > What weapon class do these fall into? Clubs and
> > hammers like normal cudgels? Or are they two-handed?
> They are one handed, and I believe that they typically have -1 to hit,
> not -4 as Stephen White's particular example did. They do (+0, 1d5+1)
> when used as a missile.
he drops?
hands. Didn't
>I know what they don't do. I bo
ough I think they should. Only t
################################
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e list of quoted messages
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st. To make this topic appear fi
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sponsible > for greater spellboo
cers: 20000 > Paladins:
2000 This is very nice inf
ation. Boy, healers and element
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` ` ` ` ` ` ` `
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t. You hit
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hit > the enemy, but don't do en
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?)" by Juha Suvanto
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wrote: >No matter what Aristotle
to their creations--any of them
light appears in eyes> Heehee...
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wrote: >On Mon, 24 Jul 2000 22:2
efarious Anti-Derivative, in the
Taylor), spaketh thusly: >>Mmm..
worms, my dear! Worms! So can I
olas Taylor --------------- You
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wrote: >No matter what Aristotle
to their creations--any of them
light appears in eyes> Heehee...
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as a missile. Thanks, this info
ttp://www.andywlms.com/adom/
gut is a regular poster in the ADOM Hall of Fame Forum, a great place should you have any questions
about the game. With his Wizard's guide, playing a wizard is a walk in the park. Well, not exactly a
walk. More like a run from a ferocious tiger called RNG... Anyway, reading this will go a long way
to help you win the game!
------------------------------------------------------------------------
CONTENTS
------------------------------------------------------------------------
01. Introduction
02. Spells
03. Choosing Playing Style
04. Skills
05. Race Differences
06. Birth Month Considerations
07. The Talent System
08. Wizard Crowning Gifts
09. Equipment
10. Pesky Monsters
11. Wishing
12. Wizard Orientation
13. Limited Walk-through
------------------------------------------------------------------------
01. INTRODUCTION
------------------------------------------------------------------------
A wizard's guide for adom 1.1.1
I had some questions about writing a guide for wizards. I think the only players that would benefit
from a guide, are the very new or unspoiled players. In my opinion, these are the exact players that
should *not* play as wizards, but instead try maybe a trollish or drakish healer. At the very least
play a character that has a high toughness stat, you will live much longer that way.
So why am I typing this guide? Because lot of new players *want* to play as wizard's! If you downloa
d a game with dragons, elves, dwarves, quests, and magic, of course you are going to want to go blas
ting your way through Ancardia with reckless abandon! It's just that, this particular game has a way
of killing you, if you do that. Then players get frustrated because they keep croaking so fast, and
having to do the same stuff over and over again, without getting any farther in the game.
I will focus on using magic effectively, and what kind of tactics to use, to keep your wizard alive
longer. I will also mention good places to get books, as they are the main things that will make you
powerful as a wizard. I will cover only that which is necessary to win a game. That means I will le
ave a lot out, I know, but some must be left to the player. If you want to get really spoiled, then
read the official guidebook.
------------------------------------------------------------------------
02. SPELLS
------------------------------------------------------------------------
Before anything else, you must be aware of what spells are available to you, and what is their usefu
lness to you. Yes, even before race/class considerations, you must know what your arsenal will be. I
will write a brief list of the most useful ones. Only the ones that will have a big impact on your
survival chances, because a full list (of all the uses of all available spells) would be waaay to lo
ng.
[Offensive]
You will start every game with at least one of these, so know them well. I wanted to include approxi
mate PP cost for each spell, and even for each race, but PP cost fluctuates so much, (based on cycle
of the moon along with many other factors) that I have given approximations for all races in genera
l.
Acid Bolt
This is very powerful, and therefore, quite expensive in terms of PP used per casting. It does not c
ause 'special damage' to any monster, but few monsters are resistant to it.
Lightning Bolt
This is powerful, and therefore, a bit expensive in terms of PP used per casting. It does cause 'spe
cial damage' to a few monsters, and few monsters are resistant to it. This spell has the ability to
bounce off of walls, this means you can attack your enemies in creative ways, even around corners. I
t also means, you can accidentally kill yourself with it :)
Frost Bolt
This is somewhat powerful and is therefore reasonable in terms of power points. This spell does caus
e 'special damage' to fire monsters, this is balanced by the fact that more monsters have resistance
to it. Frost bolt, when used over a water square, will create an ice bridge, capable of holding 200
0 stones of weight.
Fire Bolt
This is also powerful, but not usually expensive in terms of power points. This spell does cause 'sp
ecial damage' to ice and water monsters, this is balanced by the fact that more monsters have resist
ance to it. Fire bolt, when used over a corpse has a chance to cook the corpse.
Magic Missile
All by it's self. It is least powerful of all the bolt spells, also not expensive, usually about 8-1
0 PP to start out. This spell does not cause 'special damage' to any monsters. This is balanced by t
wo things. First, no items laying on the ground will ever be destroyed by a passing magic missile. A
ll other bolt spells will destroy items on the ground, though I think frost bolt only destroys books
and scrolls and potions. Second, *NO* monster in the game is resistant to magic missile. This means
that magic missile will be your only damaging bolt spell against a few monsters, so train it. This
spell also has the ability to bounce off of walls, this means you can attack your enemies in creativ
e ways (even around corners). It also means, you can accidentally kill yourself with it :)
Ball spells
These are also acid/lightning/fire/ice, and so follow the same damage and cost patterns of their bol
t spell equivalents. They have three main advantages over bolt spells. First, if you're surrounded,
they can attack all of the monsters surrounding you, bolt spells only attack in a straight line. Sec
ond, NO monsters can shrug them off, ever. Third, bolt spells can't go through doors or walls, ball
spells can. You have to have a high Willpower stat to increase the radius of your ball spells to tak
e advantage of that though.
Burning Hands
Much like ball spells, though a FEW monsters can shrug it off. It's fire though, so many creatures a
re resistant to it. You can consider it as a wizard's substitute for melee against most monsters . I
t will help you save your bolt spells, so it is nice to have it.
[Advantage Spells]
We're skinny little wizards, we need all the advantages we can get! These spells tend to even the pl
aying field for wizards, when it comes to combat.
Darkness
One of the best, and most under-used spells in the wizard's arsenal. It gives %100 protection from s
ome of the nastiest monsters in the early (and middle, and late) game. These monsters can not fight
in the dark and will stupidly stand in one spot, and happily take punishment from you, until they di
e, or panic and run away. If a monster panics though, and they have no way to escape you they may th
en attack you, so be careful when dealing with panicking monsters. Also darkness doesn't work on mon
sters when they stand in doorways, even if the doorway registers as being in the dark, this may be a
bug. Here is a partial list, (I know I will leave some out) of some monsters it can save your life
from. Early game: Vortexes, mimics, ogres(lords, magus) and spiders. Middle game: animated trees, Sn
ake from Beyond, berserkers (kings, emperors), Late game: doppleganger kings, titans (greater). For
the most part humanoids, giants, and animals won't fight back in the dark.
Invisibility
Most of the monsters that can or can't see in the dark, behave the same with regard to invisibility,
A notable exception is undead monsters (vampires, ghuls, etc...). Unlike darkness, you can not enga
ge your enemy in melee with impunity, by using invisibility. They will hit you back if you melee, ca
st ball spells or burning hands. However you can use bolt spells or attack them with missiles withou
t causing them to see you. Plus, you can shoot missiles while invisible, but not in the darkness.
Farsight
Normally monsters will see you before you see them. This is unfortunate because some monsters are ve
ry fast, strike from a distance or summon other monsters. With a limited field of vision these monst
ers can hit you or even have you surrounded, and darkness might not always be able to save you. Fars
ight allows you to see enemies before they see you. It can save your life, by lowering the chance th
at some monster (especially black wizards) will sneak up on you and start summoning monsters that ca
n surround you. It's not necessary but nice to have.
Web
Your enemies get stuck in webs for a few turns, unless they are very powerful. Enemies can't attack
you or use special powers, like summoning, when they are stuck in webs. It is a very useful spell ag
ainst even some of the toughest monsters in the game.
Stun Ray
It inflicts no damage on enemies and so is not an offensive spell. It will most likely be shrugged o
ff by most of the monsters you would LIKE to use it on. Other spells (and other means) usually work
better to achieve the same end. So why am I listing it? You might find it early! If this is the firs
t advantage spell you get, use it. It will affect most low level monsters, and so help protect your
hit points. Stun ray is effective against some higher level monsters later in the game (most notably
minotaur mages), but you can use a wand of stunning to the same end and save your PP's for offense.
Bless
Another under-used spell. Casting the bless spell, upon yourself, gives you the 'Blessed' status. Th
is is the same status you get after being 'crowned' as the champion of your deity. Therefore this st
atus is usually available to spellcasters much sooner than non-spellcasters. Specifically, it means
that you have some extra luck, and lower food consumption, both very nice effects. After finding thi
s book, your PC should not walk around unblessed in any dungeon afterward, the rewards are just too
nice to miss. The more you cast it, the longer each casting will last. The castings also 'stack', li
ke if one casting yields 100 gameturns of blessing, then two castings will yield 200, and three = 30
0 and so on. This is a good way of training your Mana stat, at least in the early and middle game. T
he 'blessed' status can be taken away (pretty rare though), if you enter a room that is "particularl
y unholy". These rooms are generated randomly, and it is a one-time effect, so all you have to do is
re-cast the spell. If you are running out of castings though, save them for an important time in th
e game. Bless can also be used as an offensive spell to inflict damage on undead monsters. Once trai
ned to high effectivity, it can inflict a lot of damage.
[Utility spells]
They are incredibly useful, and there are no real substitutes for them.
Strength of atlas
Does nothing more than increase your carrying capacity. But it does increase it! Your Mana stat time
s 1000 worth of capacity you'll get! This means you can carry a very large inventory of useful items
, and make use of a few very heavy items. Non-spellcasters simply can't do the same. If you don't ha
ve the SoA spell, carrying a large inventory means having the 'burdened', or 'strained' status. Thes
e reduce your DV, 'to hit', and increase your food consumption rate, all bad. Strength of Atlas spel
ls also 'stack', even more so than the Bless spell, because there are no room effects that will take
it away from you. Once it is cast, it is cast. If you only cast a few spells, or walk in the wilder
ness for extended periods, your carrying capacity may fail you. This effect may crush you if you are
carrying a very heavy inventory. The game gives you several warning messages before it fails though
, so pay attention to those messages, and don't take chances.
Teleport
Maybe the most useful spell in the game. Even if you don't have TP control, gained by eating a blink
dog corpse (it allows you to TP to whatever square you want to), it will allow you to escape danger
ous situations that could kill you. Some levels, like boss levels, do not allow TP because it is so
powerful. If a level allows TP, the only way a monster can kill you is if it can do so with one hit.
You can use TP to create distance between yourself and your enemy, and continually use bolt spells
to kill them. Creative use of TP will allow you to gain access to otherwise inaccessible places, and
also some early access to some very good equipment.
[Healing Spells]
Self-explaining.
What kind of style do you want to play in? There are two choices, a pure wizard, and a fighting wiza
rd. A pure wizard would start with high Learning, Willpower and Mana stats and so rely on magic to k
ill nearly every monster in the game, only using melee and missiles as a fallback. Fighting wizards
would prefer better physical stats to start and thus rely on non-magical means of combat, only using
magic in tight spots, or when it's advantageous.
------------------------------------------------------------------------
04. SKILLS
------------------------------------------------------------------------
Starting skillsets for all wizards consists of these skills.
Alchemy = Allows you get recipes to mix magical potions. Most are useful for all races, but longevit
y potion is very useful for short-lived races.
Concentration = Helps regenerate PP more quickly. Get this to 100 as soon as possible. This is the m
ost important skill you have.
Healing = Helps regenerate HP more quickly. A high priority definitely.
Herbalism = Without it you only pick cursed herbs. A high score helps you pick more (and more blesse
d) herbs from each bush. Another high priority.
Literacy = Usually starts at 100 for wizards.
Stealth = Enemies won't always notice you as soon as your in their line of sight. Also at 100 helps
you get the weird tome from the ghost librarian. Nice.
Ventriloquism = Maybe confuse your enemy for a turn or two.
From Bart:
Backstabbing = Not as useful for wizards as other classes. Combine it with invisibility if you want
to use it.
Tactics = Better modifiers from the tactics setting is good for dodging. This is a high priority onc
e you get it.
Two Weapon Combat = Useless, as a wizard you need a shield.
From Guth'Alak
Herbalism = You already have this.
Gardening = You don't need this.
From Yrrigs
Bridge Building = Frost bolt works better.
From Blup
Swimming, not too useful. Wizards usually have other ways of dealing with water.
------------------------------------------------------------------------
05. RACE DIFFERENCES
------------------------------------------------------------------------
Starting equipment for all wizards consists of these items unless otherwise noted. Armor = robe [+0,
+1], sandals [+0, +0]. Weapon = dagger (1d4) or quarterstaff (1d10). Some torches, two rings, about
3 potions, about 2 scrolls, about 2 books, an offensive wand, about 150 gp, and an iron ration
Yes that's one, count it ONE point of PV for an average non-troll wizard. Trolls get more because of
inherent Strength and Toughness, usually 3 or 4. If you get more than two points of starting PV, th
e RNG (random number generator) was good to you. Watch out, it can make up for that later :)
Pros = Humans are capable of playing either style, magic or fighting dependent. If you start with hi
gh Learning, the RNG was good to you, you can really take advantage of magic. Food Preservation is o
ne of the nicer skills.
Cons = If you start out as dumb as a brick, you will run out of spells quickly and have to use melee
or missiles. Trying to find some missiles and a decent melee weapons will be imperative. There is n
ot really much about humans to make them stand out. Their lifespan is a bit short.
Summary = Just an average wizard with Food Preservation. If you like having a luck of the draw facto
r, choose humans.
-----------------------------------------------------------------------------
Trolls have standard equipment, except leather boots [+0, +0] instead of sandals.
Trollish stats are:
Strength very high
Learning very low
Willpower low
Dexterity low
Toughness very high
Mana very low
Perception low
Pros = Trolls make good fighting wizards. They are the easiest race to keep alive in the beginning.
If you are willing to wait a long time to enjoy full use of your magic, you will have a strong chara
cter. Trolls level slowly, this can be a good thing. There are places in the game that have experien
ce level restrictions, like perhaps a level 16 PC can enter a place, but a level 17 couldn't. This i
s good for trolls because they will be stronger at a given level than other classes would be, by com
parison. Their skillset is really nice. Trolls heal very quickly.
Cons = Their Learning stat is abysmal. You won't get many castings from reading your books at the be
ginning of the game. You might consider book casting from them or storing them to read later. They h
ave a very short life span, and should protect themselves from ghost bats/kings by all means. Switch
ing tactics to coward and casting spells on them will help you destroy them without being aged. Trol
ls level up slowly, this can be a bad thing too. You will need ridiculous amounts of experience poin
ts to get your level up after a while. Trolls regenerate PP's slowly.
Summary = Trolls give you a good fighter that has ACCESS to lots of spells. Wizards and necromancers
as classes, find waaay more spellbooks than any other classes. This means that even if you are a mi
serable wizard, you will still have many spells at your disposal, that can definitely save your life
.
-----------------------------------------------------------------------------
High Elves have standard equipment.
High Elven stats are:
Learning high
Dexterity very high
Toughness low
Mana very high
Perception very high
Pros = High Elves are great pure wizards. They have the ability to learn some of the most powerful s
pells in the game from the very beginning. They have a very long life span, you won't worry about ev
er being aged to death by anything. They get an extra bit of Dexterity that helps them be effective
with missiles. Their dodging skill is very nice. High Elves regenerate PP's quickly.
Cons = Low Toughness on the other hand means that you have to be very careful with their HP. You mus
t find ammunition for missile attacks, because wizards don't start out with any. High Elves heal ver
y slowly.
Summary = A slight advantage in Dexterity and Toughness means they might be a bit easier to keep ali
ve than grey elves. You might consider trying a high elf if your grey elves keep dying.
-----------------------------------------------------------------------------
Grey Elves have standard equipment, except a loaf of elven bread, which is very nourishing, and so n
ice to have.
Grey Elves stats are:
Learning very high
Dexterity high
Toughness very low
Mana very high
Perception very high
It is imperative to limit your inventory! The more items you carry with you the faster your blanket
will fail. You may take some items that you like, but do limit them. Wear only fireproof items, the
rest will burn up. If you have a ring of ice, that's nice, but you really need to wear two blessed r
ings of ice to guarantee item safety. Kill the fire enemies with frost bolt, yes they will shrug a l
ot off, but keep blasting and you'll get them. When you run out of PP's exit the tower and recover i
n the wilderness, this is what the food is for.
The Ancient Chaos Wyrm is one of the toughest enemies you will face, considering your level, and equ
ipment restrictions. Have Willpower, Dexterity, and Toughness all at least 25 before fighting him. Y
ou can equip the water orb and Sword of Nonnak for an additional 15 points of Willpower. First tunne
l in and frost bolt the demons, grues and elementals. The only monsters that see invisible are the A
ncient Chaos Wyrm and the chaos servants. The only monsters that can see in the dark are the Ancient
Chaos Wyrm and fire demons.
Make sure that you 'wake up' the Ancient Chaos Wyrm before you run out of PP's, you will know he is
awake when you get the message 'you feel some force attacking your mind', so you will exit the tower
and recover PP's. When you resume the fight, your goal is to lead the Ancient Chaos Wyrm to the sta
irs. The temple level doesn't allow teleportation, but the level just below it does. Utilize 'monste
r shields' (fire grues and such) to prevent getting hit by the Wyrm's energy bolts on the way back t
o the stairs. Use your wands of door creation (it's a good idea to have created these doors in strat
egic locations before luring The Wyrm, and just close them as you pass) to keep The Ancient Chaos Wy
rm from getting you in his line of sight. This prevents his confusion attack attempts. When your on
the stairs, he won't immediately come to stand next to you. So you will trade bolts with him for a w
hile, when you get hit, descend the stairs and heal. Ascend the stairs and repeat. If he confuses yo
u, don't stumble around, just use the stairs. He will eventually stand next to you. Lead him down an
d teleport to get some distance. Equip your potions of blindness in your missile slot and teleport b
ack. Blind him and unequip your potions (this keeps them from destruction). Use your bolt spells, an
d if you have them, ball spells now. If he recovers his vision and hits you, teleport away and heal,
don't take chances. If he confuses you attempt to teleport a few times, but drink a potion of extra
healing if you get hit. He'll panic soon and then you've got him.
----------------------------------------------------------------------------
Caverns of Chaos part 3
Remember that wall of unpassable flames...now pass it. Also pass the Eternal Guardian by wearing the
Ring of the High Kings.
The Casino
Upon entering the casino make a habit of equipping an amulet of free action. This gives protection f
rom the guaranteed master mimic in the gift shop. If you have none then use darkness, but that means
the mimic might get one free hit on you (it could be the death of you). Try invisibility plus the h
ighest DV you can get. Gather all the items and identify them. Pick out what you like and notice how
much it costs all together. Gamble at the slot machine that has a 24 gp price on it, get the gold y
ou need, Also get an extra amount to ensure enough piety for crowning. When you get stunned at your
winnings, don't stumble around, clean your 'E'ars instead. Get your shopping done, and travel to a d
esired alter, probably Dwarftown. You'll find the shortcut just a few levels down from the casino. R
ead all the spellbooks that you got from the casino on a non corrupting level. Then return.
Bunny Level
Message ="intense tension" = Dig Kill Leave
The Archmage
If you have the acid ball spell: You need to have death ray resistance (Ancient Mummy Wrapping or am
ulet), confusion resistance, and a wand of door creation to battle the Archmage. Retreat into the co
rridor. When you kill all the monsters between yourself and Nuurag-Vaarn you can utilize a created d
oor to keep his bolt spells from hitting you. Lock the door and use 'Willpower boosted' acid ball sp
ells to kill the Archmage, while he stands on the other side of the door.
If you don't have acid ball: You need death ray resistance, human slaying ammunition, confusion resi
stance and potions of confusion or blindness/cursed potions of invisibility. Wands of poison and par
alyzation are nice too. Retreat into the corridor. When you kill all the monsters between yourself a
nd the Archmage you can utilize a potion to confuse or blind him, these are 100% effective. You can
now exploit missiles or other weapons to dispatch him. Acid bolt is effective and magic missile, but
he shrugs off a lot. If you use bolt spells just don't melt your humanoid slaying ammo if you can h
elp it.
D:50
Goodbye to more Mana points, you won't have many PP's at this stage, and hanging around such a corru
pting area to regenerate them, is a bad idea. Cast darkness and bolt most of the writhing masses of
primal chaos to death first, because they see in the dark. Now angle some bouncing bolts up and down
ward to kill the chaos warriors. Cast light pick up any items you like and finish off the remaining
writhing masses. Search for the hidden openings in the walls of the writhing masses room. Enter the
tunnels and bolt the monsters to death in the dark. Try to kill the wizards first to limit their sum
moning. Do not handle the levers yet, and be careful to stay away from the wall that is near the cen
ter room. There is another secret door near the lever, that opens if you are near it, thus awakening
the center room. Clear both secret tunnels this way. Now it's time to 'h'andle the levers, and stop
the incursions of chaos into Ancardia.
Now if you have some wands of destruction you can handle a lever, destroy the lever with your wand,
teleport, handle the other level, destroy it, teleport to the staircase and leave. You win. Some fin
d this a bit cheap though. So if you don't have the wand, or if you just want some extra satisfactio
n, finish the game the thorough way. It is not dangerous, to kill all the monsters on the level, it
just takes a bit of time.
Just 'h'andle the levers to stop the chaos. Some balors here won't like that so they will teleport t
o the levers and open them. Kill the balors by bolting them to death. Do the same for the greater ba
lor. If they get close to you, just teleport away and resume bolting them. Yes this takes a while, b
ut so what. If you have ball spells, and don't mind healing yourself more often, you can use those f
or possibly quicker results. Finally all the balors will be dead and you can tackle the center room.
The only monsters left that can see in the dark are the ghosts and some writhing masses that may be
summoned by the chaos wizards. So you should once again employ some darkness usage. Awaken the cente
r room by finding the hidden opening near one of the levers. This gives you a good bolt spell shot a
t most of the chaos wizards all at once, thus limiting summoned monsters. If the ghosts surround you
use ball spells. Eventually you will prevail.
No claw bugs can shrug off bolt spells, not greater or killer. Two bolt spells (acid/lightning/fire/
frost) always kills greater bugs, and 3 bolt spells will kill killer bugs. Both types of bugs can so
metimes travel 2 spaces in 1 turn, if your speed is about 100. Or they can travel 1 space and then h
it you. For this reason, you don't want to bolt a bug that is just one space away from you. He might
survive one bolt, move one space, and then hit you, thus killing a low level PC. If a greater claw
bug is two spaces from you, and in line with a bolt spell, you can always kill it. It takes three to
kill Killer claw bugs though. The Killer claw bug must be at LEAST 3 spaces away to safely bolt it
once, and then leave the BUGWIL. Or five spaces away to bolt it to death. If more than one claw bug
awakens on you at one time, simply leave and re-enter. Carefully make your way back to where you lef
t, and you will see them again, only this time you will approach them one at a time.
Before entering the BUGWIL, light a torch. This extends your field of vision by a couple of squares.
Now enter the BUGWIL, move down one space, now shoot a bolt spell north-westward, this should hit a
greater claw bug. One more kills it. Move all the way to the top of the screen along the right hand
side of the level, no bugs should awaken on you. Now move left until you get to the tree, and bolt
a bug. Probably you will have to exit. When you re-enter just carefully move upward till you see it,
if it doesn't line up with a bolt spell just exit and re-enter 1 more time, then it will.
The rest is pretty much the same, just carefully move left along the top of the map, exiting when yo
u need to. When you start awakening the killer claw bugs, you might consider leaving. But if you dec
ide to try the killer bugs you might get a couple more experience levels.
End
The guide of today has been made by Soirana, seasoned ADOM veteran. After reading it myself, I came
to the conclusion that he knows an awful lot more about playing Assassins than me...
Killing in style
My favourite class is Assassins. The Archer is top dog in missile weapons, Barbarian probably in mel
ee, Wizard in magic and Assassins… Well, I do believe they are best in style department. I wouldn’t
recommend it to a beginner. At least when I tried them at my beginning, I died and died a lot. Even
now lot of my assassins die early… usually because of trying being too stylish.
I’ll keep the structure and good pile of common stuff from Silfir’s guides in a modified version. Ho
pefully that doesn’t offend anyone.
I. Manual information:
ASSASSIN -- Assassins are a dark and mysterious class. They are trained to end the life of their opp
onents quickly and silently. Many of them favour 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 f
rom any potion (except for water and fruit juice). At level 12 their backstabbing powers get a lot m
ore deadly. At level 18 the range of their missile attacks is increased by 30%. At level 25 their ch
ance to score critical hits is increased by 20%. At level 32 the dodge bonus they gain is doubled. A
t level 40 they become immune to poison. At level 50 they receive a small chance to score instant ki
lling hits. This chance is based upon the level of the target.
From ADOM FAQ: about race class combo-- Thieves and Assassins are a little frail to be hack-and-slas
h fighters, but they start out with some nice skills, including the all-important Detect Traps. Play
ing them like Archers is a good strategy, but don't worry if you cannot keep them alive -- it isn't
easy.
II. Starting up the Assassin.
1. Starsigns:
I haven’t got much new to say. Spellcasting signs are not overinteresting. If you get Concentration
skill somehow, Assassin can and will be quite capable in magic. But I wouldn’t rely on that too much
. Book at least will save your ass from most of bad effects if you fail to read some spellbooks.
Both Candle (extrahealing, extra talent) and Raven (+10 to speed, earlier trident, 25% resistance to
dopleganger’s confusion) are hard to argue as being top ones.
Dragon and Sword are also fine. I’d prefer Dragon as it reduces missile weapon marks and stat arrang
ement is very good to start with.
If I need to pick…Candle >Dragon=Raven. Just because I like my assassins to survive. Powerwise Raven
is a top one.
Daggers: Assassins usually get heap of (stackable or not) daggers. They also get extra 4 levels in d
aggers and thrown daggers. If they start with a dagger in off hand that is one extra level in dagger
s.
All assassins also get some body armour (from clothes to elven chain armour), hood, gloves and hoode
d cloak. Non-hurthlings also receive leather boots. It is quite possible for some pieces to have som
e positive modifiers. It is also rare case for drakelings to start not being half naked. Gloves are
also good for protecting rings early on. Hooded cloak does not protect worn stuff from water traps (
at very least not 100%). In my opinion it works only against drenching rain.
They also start with some potions of poison that could be very very useful.
a) Human:
Skills added: Food Preservation, Swimming
Starting equipment: Assassin’s clothing/daggers + leather armour (+2PV with no drawback), long sword
in right hand, dagger in left, fire-making equipment.
Pros: Food Preservation (you can’t add very much with race to Assassin skillset... except Food Prese
rvation of course.)
Cons: Mediocre strength and toughness
Verdict: Mediocre choice. No big problems, no big gains. No real reasons to keep this race except ro
leplay.
b) Troll:
Skills added: Athletics, Bridge Building, Food Preservation, Gemology, Mining
Starting equipment: Thick furs (worse version of leather armour), heavy club + assassin clothing and
dagger sets.
Pros and Cons: Trolls race is more influential then any class you picked for them. Big club for smas
hing, good healing rate, exceptional strength and toughness and troll’s metabolism and huge need in
experience, short lifespan (somehow that is longer than orcs, keep in mind). And yes skills are very
good to add.
Verdict: Trolls survive early on and later… Later they also survive, but become a bit boring. It is
okay choice, but being troll is… being troll. I’d rather pick troll barbarian.
c) High Elf:
Skills added: None (you would had scored for learning with elf anyway)
Starting equipment: Assassin sets, elven chain armour[0,+5], dual wielded short swords.
Pros: elven chain armour, long lifespan
Cons: Low toughness
Verdict: A lousy choice. Except for good body armour doesn’t got any sellpoints. Starting assassin i
s hardest part. Low toughness isn’t making your life easier.
d) Gray Elf:
See high elf. Except for alignment I do not see any differences.
e) Dark Elf:
Skills added: None (honestly you get doubletrain on alertness and find weakness but still not impres
sive)
Starting equipment: look High elves.
Pros: look High elves
Cons: Low strength and toughness, problems with shop prices.
Verdict: from style position it might be nice choice. Powerwise you get all Dark Elf drawbacks for n
early no gain. I’d rather pick human. At least if I look in mirror I see human not dark elf, but tha
t is just me.
f) Dwarf:
Skills added: Smithing , Metallurgy, Mining
Starting equipment: Assassin sets+ studded leather ([-1,+3 ] with some drawback in to-hit area) armo
ur, hand axe, small shield (with lv1 in shields).
Pros: good strength and toughness, nice lifespan, studded leather armour
Cons: not really much to mention.
Verdict: This is a very good choice. Dwarf gives some bones under some PV and you ready to go choppi
ng your enemies.
g) Gnome:
Skills added: Pick pockets, Gemology, Mining, Ventriloquism
Starting equipment: Assassin sets + leather armour, short sword right hand, dagger left. Leather boo
ts are replaced with gnomish (+2DV at least), firemaking equipment.
Pros: Ventriloquism, extra talent, reduced need in xp.
Cons: mediocre to low toughness.
Verdict: Good choice. Gemology + Mining is awesome. Ventriloquism is very good if trained. Still, gn
omes lack a bit in the physical department.
h) Hurthling:
Skills added: Cooking, Food Preservation, Gardening
Starting equipment: assassin sets + leather armour, short sword in right hand, dagger in left, curse
d ring, firemaking equipment, cooking set… and a boomerang.
Pros: boomerang, higher than average Dexterity and Toughness, extra talent, Food Preservation, reduc
ed need in xp.
Cons: problems in strength department.
Verdict: Hurthlings make nice assassins. If you are not afraid to put some work on strength it becom
es best choice. I wouldn’t value boomerang much, but it is stylish and can be sold for good heap of
money. As long as the cursed ring is not one of damage little ones go nicely.
i) Orc:
Skills added: Metallurgy, Mining
Starting equipment: assassin sets, studded leather armour, battle axe (1d6+2), medium shield (+3, +1
) (1lv of skill in shields).
Pros: High strength and toughness, nice starting equipment
Cons: very short lifespan, iirc smithing costs about 21.000gp in dwarftown.
Verdict: good choice, but you get easier start in exchange of life span problems and being screwed i
n dwarven shop. No more, no less.
Of course money is a problem only early on and once you get stuff granting invisibility… none of the
se aging monsters sees invisible.
j) Drakeling:
Skills added: Food Preservation, Music
Starting equipment: assassin sets + clothes, right hand – scimitar, left - dagger, bracers of protec
tion (+2PV which are in slot you won’t touch for a while), couple of scurgari’s in missile slot.
Pros: High strength and toughness, Acid Breath , Food Preservation
Cons: Drakelings metabolism (heat-cold problems)
Verdict: One of top choices. Not bad equipment (very comaparable to some races like human), good sta
ts, Acid Breath. Just keep your fingers crossed if you meet bunch of white dragons and take extra po
tions into Tower of Eternal Flames.
k) Conclusion: Assassin skillset really needs only Food Preservation (okay Concentration, Healing, H
erbalism are good just you won’t get that with race and Atheletics are accessible only via being tro
ll). Depending on preferences the best choice is between hurthlings and drakelings. Dwarves, orcs an
d gnomes are nice also. Other than that you can always pick something you find stylish.
4. Gender:
Primary effect: +1to strength for males, +1 to dexterity to females. Well, troll probably benefits m
ore from +1 strength pushing that even higher, hurthling, who needs a lot work on strength anyway, p
robably should pick dexterity as it is hard to train without herbs.
Secondary: prices are based on charisma for males and appearance for females (key prices from cloake
d ratling are severely affected by gender). Since assassins have some problems with charisma and app
earance is easier to boost with items… Obviously being girl is profitable in Adom world.
They are not either melee powerhouses, nor best archers. And magic… wands are good. One of best thin
gs in they skillset with Alertness, Alchemy, Find Weakness, Dodge, but it needs some time and work t
o give results. Also most of things on assassins are plain without any DV/PV bonuses.
Start obviously might be problematic and later on… Later on they should be deadly with missiles and
melee, having some magical backup (at very least teleportation and darkness). The bonuses of to hit
and to damage on level ups are more than reasonable for both missiles and melee.
Of course you need to think whom to fight and how. But that is normal, right?
DV, PV, to-hit, to-damage and speed are never to high. Do not forget Willpower affects wands as well
. Physical stats should be a priority anyway as Assassins are fighters not flower loving book reader
s.
2. Getting started:
As FAQ states early on Assassins might give some trouble. Not high hit points, no healing and… they
are not supposed single-handedly obliterate crowds of monsters. Well, they will be very capable of t
hat… later on with some level ups and trained stats.
First thing you should do is putting heap of daggers in missile slot. 4levels in thrown daggers mean
s +8 to hit, +6 to damage, +1 range. Add on potential bonus of Archery (about +1 to hit in most case
s) with berserk archery and you will see some chance of early survival.
Annoying thing is daggers are not offered to put in missile slot on pick up, but that means you do n
ot waste extra turn by accidentally pressing spacebar.
Keep in mind orcs throw nice knives, so you better milk them early on.
Second, you should consider your melee weapons. Trolls can keep bashing stuff with heavy club, orcs
might want to keep battleaxe, but others should examine they non-stackable daggers. Good dagger (wit
h extra to-hit or to-damage) combined with skill in daggers (4-5levels to start, on lv5 that is +4 t
o-hit, +2 to-damage, +1 DV) is better than short sword and even scimitar. Leave double wielding to r
oleplaying guys, who know that they are doing (if you are one of these you should write guides not t
o read them).
Extra stuff – you should have at least couple of [0,0] items. Well, you can sell them on black marke
t for a few gold pieces or keep them for acid traps, explosive runes and so on.
Poison potions: you can dip your weapon into this, or your dagger stack (for ammo dipping limit per
potion seems to be 40s (luckily that is also for dagger heaps so one potion is good for 4 daggers),
or at very worst case you can throw a potion into face of your enemy. You probably should keep these
for times you are in trouble.
And don’t forget poisoned stack usually splits apart after some use. Some of daggers being poisoned,
some none, and poisoned ones usually split into groups of how much poison on them is used. Poison i
s nice thing, but needs time to get job done so you need to run around your enemy for a while. Prefe
rably being at coward tactics.
3. Talent choices:
Early on:
3.1 Heir – gift is poisonous adamantium dagger. Good but not at a cost of three talents in my opinio
n. Compare that to dagger thieves get and you can start complaining.
3.2 Starting with alert and going into early treasure hunter. Items are good, more items - even bett
er. Hard to deny… Might not be very helpful to keep character alive at low levels. At least you can
pick Alert on lv1 to open up path.
3.3 PV line with or without healthy. That has one aim - to help early in game. Surprisingly despite
mithril skin this not a perfect option for dwarfs as they have starting PV and some toughness in the
ir bodies.
3.4 Long stride, quick, moving to quick/lightning shot ASAP (possibly picking alert at 1lv). These h
elp early on and are still nice mid to late game. You can skip these if you a Raven born.
3.5 Orcs and trolls should consider taking Long-lived at start.
I always said pick Long-lived over TH for orcs and trolls, but… recently I changed my mind. Average
orc has max age of 42. 30% is 12 to 13 years (depends on round up). One blessed potion of longevity
gives for an orc 10-27 years in max age (my personal research). Average gain is 18. So if TH gives y
ou one extra potion of longevity that covers Long-lived.
Notice: potions of longevity do not stop working or became less effective if used multiples. I moved
human’s max age over 1000 years in checking this.
Still Long-lived gives immediate benefit, but before you should find yourself in trouble (pool aging
, tension rooms of ghost) TH should give you some potions of longevity.
Verdict: valuable for trolls and orcs but possibly not at a cost of TH.
Later:
Depends on playstyle again and so on. Personally I value Missile weapon master above Melee master. T
wo reasons – if fighting something tough my assassins rely more on missiles, second – combined with
Assasins chances for criticals I usually feel confident enough in damage output.
Shield talents and Dodger line might also not be very good options late in game. Spear and shield co
mbo gives ridiculous amount of DV anyway.
At level 6 they can create poison from any potion (except for water and fruit juice). Nice one. Keep
s assassin stocked with poison. Usually I have mental problems in using this on unidentified potions
, but in case of emergency I suggest you forget chances of that bubbly potion being PoGA or PoCC.
I wanted to say, “who cares”, but if you meet tension room of quickling queens you’ll be happy. Sayi
ng that I have seen such a rooms three times in my life (two of them resulting in dead characters).
The ones, which corrode, rust weaponry (ochre jellies, rust monsters…). Shoot them or bash with appr
opriate weapon. Stone spear (eternium, artefacts or something you can throw away after a couple turn
s will also do) is good choice, and in case of rust monsters you can simply hide all vulnerable stuf
f in backpack. And don’t throw your daggers at rust monster (I always loved part of throwing rune co
vered trident at rust monster).
Any monsters, which can paralyse, should be considered dangerous. Floating eyes should be shot, ghul
s usually have problems bypassing reasonable DV (at least approaching thirties). Amulet of free acti
on should never leave ones backpack and gaining intrinsic paralysis resistance is very valuable. Luc
kily the only thing able to paralyse in distance is your character with wand of paralysation in hand
s (remember paralysing ray bounces).
Death ray is instant kill if character has not resistance. Even if resisted it might deal a ton of d
amage. From non-uniques only kirins and emperor liches have this dark power. Kirins luckily are rare
and emperor liches. Well, my advice is to avoid them if possible. And don’t forget that stupid anci
ent wrapping has death protection installed.
As dopleganger kings go… wand of fireballs, offensive alchemy or crystals of fire loaded into sling
makes they lifespan short. Don’t fight these in melee, keep distance and defensive tactics.
6. Battle tactics
Late in game I usually find myself spending most time either in very aggressive or berserk. Early on
… depends on situation. Two things two remember – true berserking very early on (I would remove thes
e clothes from drakeling assassin immediately as that allows to reach true berserking in one turn) a
nd running away at coward on low hit points. As manual states that gives you discount on run away mo
vement if your hit points are one third or lower.
7. Assasin skills:
5.1 Alchemy:
As manual says: Alchemy allows you to brew magical potions. To use this skill, you need to collect t
he ingredients required to mix magical potions. It would also be useful to have the recipe for a pot
ion at hand.
You can’t brew anything without recipe except big “boom”. Luckily you get one recipe per 10 points o
f skill. As assassin you always start at exact ten points and first one… is of course trustful poiso
n. At 100 you will gain recipe for gain attributes potion. It might be something like “youth and lon
gevity” or “strength and cure corruption”. Still skill is very good and should be developed early on
.
Some other recipes should be good. My favourite is potion of blindness denying fair fight than you f
eel yourself in trouble. But cheap recipe for extrahealing or making booze out of burb roots and car
rot juice can ease your life quite a lot.
Notice: recipe for potion of blindness will include two non-repetitive ingredients from these (two h
erbs per recipe is not possible) – potions of booze, water, carrot juice, burb root, pepper petal, d
aemon daisy. This one can’t be bad.
Offensive alchemy: if you are wearing ToEF gear (fire immunity/quadruple fire resistance and ring of
ice/all vulnerable stuff behind fireproof blanket) explosions from failed mixtures will not harm yo
u and blast surrounding creatures away. Don’t forget you can mix two herbs, giving your assassin vir
tually unlimited fireballing power.
Also in my opinion power of fireballs decreases as your Alchemy skill raises and increases as your W
illpower goes up.
5.2 Alertness:
Good one. Non wishable. Lets you dodge combat magic (bolts including death ray), makes detect traps
more effective.
Provides some DV bonuses (manual states +4 at skill level 100). It is rumoured that Alchemy combined
with high Alertness gives even higher DV bonus.
Notice: that is one of skills, which is significantly better at 80 and 100, making double or even tr
iple check in your favour.
5.3: Archery
5.4: Backstabbing:
Manual: This skill increases your chance to hit and your chance to score a critical hit when you att
ack friendly or neutral monsters (or on hostile monsters if they don't notice you).
Put stress on not noticing part. With invisibility and assassin powers that is very nice. Also 80/10
0 type skill.
5.5 Climbing
Good for climbing… actually falling into rift. Grants access to library and potentially some SoCR al
ong with some spellbooks.
Helps a lot in… detecting traps. There couple of heavily trapped areas in game. Also sometimes kicks
in automatically, gets bonus from alertness, helps to avoid known traps (just when you try step ove
r that stone block trap…)
5.7 Dodge:
Boost to DV. Double boost after lv32. I’ve heard 20points of DV is awesome. Dodge is somewhat hard t
o train in late game so start pumping it early on.
Awesome. Boosts up chance of criticals. Self trains at some point as skills give you criticals and c
riticals train skill.
I have mixed feelings upon this one. Early on it is good, but at that time skill is usually low. Lat
er on you should get Healing. With good Healing First Aid becomes less interesting. Once you get eno
ugh antidotes and poison resistance you can forget about it. In general very good in case character
gets poisoned. Should be used early on.
5.10 Haggling
You can apply this skill on a shopkeeper. But don’t blame anyone if prices go up. The only time I wo
uld ever use it is early on and being desperate to buy something, which can save my ass. I would giv
e up after first increase. Don’t put your skillpoints here.
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5.11 Listening
Affects some game messages – from traps triggered by monsters, tension rooms, hearing roars while ki
lling cats and so on… Not useless, but usually doesn’t need rises. Trains itself for good at arena.
5.12 Literacy
Granted if Learning 10 or more, for grey/high elves. Grants ability to read scrolls, if planning to
read some spellbooks put skillpoints here. Trainable with rereading certain scrolls (ratling pamphle
ts).
Sort of usable, especially for locking doors. Keep in mind picking usually triggers in traps. Cursed
locked picks are rumoured to have nasty effects (trap creation?).
5.14 Stealth
Good with backstabbing, good at library for keeping librarian happy. Rumoured to be neutralised by s
ource of light. According manual: “is extremely helpful in ambushing monsters in the wilderness”. If
so should increase chance of avoiding fight on wilderness encounters (uber jackals).
This guide heavily advices to use one weapon combat at all cases.
6. Racial skills:
6.1 Athletics:
Very good as gives both stat increases and speed. Very bad this is a troll skill.
Another troll skill. Good for making bridges, requires hatchet, manual and logs. Most players prefer
making ice bridges, teleport traps instead.
6.3 Cooking
Hurthling’s skill - considered being good. In my opinion skill is pretty useless, unless used to pre
serve something like displacer beast corpses. First, skill can ruin precious corpses (orb guardians
and a like). Secondary if you want cooking it, you can always do it with offensive alchemy. Or simpl
y keep corpses blessed with holy water.
Skill of humans, hurthlings, trolls and drakelings. Very good. Helps in corpse preservation (also wo
rks on raw meat, melons, apples), also at higher levels is rumoured to increase chances of monsters
dropping corpse. Since this means more stat increasing, intrinsic giving corpses…
As training goes I suggest keeping low weighted corpses in inventory and buying some apples at Terin
yo (these comes for around 5gp a piece).
6.5 Gardening
Hurtlings racial skill. Can be used on herb seeds to create herbs. Of course you can use holy water
for same effect, but…
If you create herb bush with seed on level which doesn’t support herbs it is… it becomes herb suppor
ting. Any level - Infinite Dungeon (report on google groups), Dwarftown (personal testing). Under ce
rtain circumstances this can be very very useful.
Notice: herbs do appear on sale in Terinyo shop
6.6 Gemmology
Skill given to trolls and gnomes. Lets to identify gems on pick up, grants some gems if walls are du
g up with pickaxe or by monsters.
At high end (100) output of gems is huge. Well, at least enough to cover pickaxe fixing costs for dw
arf friendly races, especially if pickaxe is corroded.
Can be exploited to gain a lot - crystals of power, learning, health, fire, light, darkness.
Keep in mind fire crystals act as spell of improved fireball, darkness gives… darkness and a chance
making some fights one sided (as certain monsters do not fight in darkness). Crystals of learning ca
n permanently increase characters learning if used in blessed status.
6.7 Metallurgy
Skill for orcs and dwarves. Considered to be one of most useless. Can identify ingots on pickup.
6.8 Mining
Skill of dwarves, orcs and gnomes. Decreases time of mining, helps to preserve pickaxes. Not a thing
I would ever miss.
6.9 Music
Skill granted for drakelings. You need to put some work in that skill before it is starts working. I
f you do so you could tame some animals. Potentially this could be useful early on to deal with cats
. Unluckily early on skill is way too low.
And you can always keep a tamed dog (give him some bones) somewhere in dungeon.
Nice skill of gnomes. Gets extra stuff from their pockets into your pockets. Stuff under 10stones. R
ings, scrolls, potions…
Theoretically it has some problems with monster inventory system. Things you can pick from pockets s
hould appear on dead bodies, right?
6.11 Smithing
Dwarven skill. Very good one. Very… boring one. Let’s start. You need hammer (easy), anvil (complica
ted), forge (depends on random luck) and some ingots/ore.
With all in place you can increase your weapons and armour quality. If you pass skill check…
Let’s start again. Probably easiest to obtain forge is in drwarftown (potentially corruption free ar
ea). You need to get stupid dwarven smith out of forgery (which becomes decent storage place). Techn
ically easiest ways are either to teleport him out, or wait until he stands in door way and switch p
ositions (:s) with him. Next take him out of level, cause he will sense you using his forge and clai
m for money.
Once he is out of level you might kill dwarven smith for anvil. But than you will not get pickaxe fi
xes. And smithing needs ore. And ore needs mining (you can use a couple of your pets giant racoons t
amed by music, but I prefer pickaxe). And no you can’t fix pickaxe via smithing. Glod can. You not -
even if being dwarven weaponsmith. You can kill dwarven artificer in Darkforge, but that is very de
adly fight. It is wiser first to mine ore, then to kill dwarven smith.
No you can start melting ore and getting smithing up. (Removing rust also trains skill and is slight
ly faster in game.). Once you done, you can start smithing up your gear.
Notice: with some patience gear can be smithed seriously up to a point of giving positive DV to … a
phase daggers.
6.12 Swimming
Humans and drakelings are good in this. Somewhat useful early on. Don’t forget you may use blessed r
ing of fish to cross water safely. Unluckily that ring is autocursing, so that means one potion of h
oly water each time you put it on. There is also guaranteed means of waterbreathing on lowest level
of rift.
As far as my understanding goes this skill doesn’t help against water breathing attacks.
6.13 Ventriloquism
Another gnomish skill. Very useful if trained. Allows to confuse monsters for couple of turns. Confu
sion duration is stackabale. So 15 passed applies in a row should leave monster confused for 20+ tur
ns. Drawback is obvious you need to be next to monster while applying it.
7. Obtainable skills :
Normally obtained via manual reading. Manual and hatchet is gotten after dispatching carpenter (kill
ing or healing). You won’t get manual if carpenter is sacrificed on altar.
Carpenter (if saved) can be used to train this skill. Fastest way is too feed extra hatchets to carp
enter in Terinyo.
Check 6.2.
7.2 Courage
Taught by old barbarian after completing his quest. Very good. Surprisingly assassins receive penalt
ies even when fighting two opponents at a time. Gives minor help in rift climbing.
Disarming traps gives some minor experience. Personally I do not find myself using it very often.
7.4 Gardening
Unlikely reward for black druid’s quest. This guide heavily advices to take carpenter quest and get
healing installed on your character.
7.5 Healing
Unless you are Candle born or Troll go for this (take carpenter’s quest) early on. In many cases I’d
recommend getting healing chaotic way. Stat drain won’t hinder assassin much and you get decent ski
ll value. Healer is your first target for quest based assassination. He is not tough, just regenerat
es extremely fast. One toss of dagger on berserk should do the job.
You might want to heal carpenter0 first and use some of Jharod’s healing first.
7.6 Herbalism
Likely reward for black druid’s quest. This guide heavily advices to take carpenter quest and get he
aling installed on your character.
Herbalism would allow you to pick herbs faster, identify them on pick up and to know bush status. As
far as identify goes… you vcan spare one scroll if having enough herb samples, keep calculating her
bal lines or if you have enough herbs identify on taste (in such case curaria won’t be Id before dev
il’s rose and cursed curaria fails to cure sickness from time to time so having some food and blesse
d potion of healiong is recommended).
Faster pick up… saves real-life time, of course. Avoiding restarting characters due to their deaths
does the same. I need hit point recovering earlier than herbs.
Bush status. I usually have a pilot square, in which one bush is picked off each time.
Overall – Candle borns might have an idea of getting herbalism, but… Black druid is somewhat dangero
us and shouldn’t be rushed into. Which means I get to herbs faster than I would get Herbalism. And h
ealing can be installed chaotic way very early on. Choose life, choose healing… /end of agitation.
7.7 Law
Taught by sheriff after completing both his quests. Pretty useless for advanced users, might give id
ea that is lawful and that is chaotic to new players. Whatever it says eating humanoids is not chaot
ic act.
Check 6.10.
7.9 Smithing
Check 6.11
7.10 Survival
7.11 Swimming
7.12 Tactics
Extremely useful. Influences your tactic modifiers. You are more defensive on coward and more brutis
h on berserk. I think golden gladius might be stylish weapon, but… I still need to play character us
ing it.
Cloak of Oman – had once… bonus to dexterity is good. Other than that… with some scrolls cloaks can
be made better.
Death's Blade – troll assassin with that should look ultrastylish. Good damage output even for two h
anded weapon. Total lack of slaying powers.
Emerald Dagger – hard to deny, this is decent weapon for assassin. Stylish poisoned humanoid slayer.
Kinslayer – unsure, I have seen that once, but autocursing scared me off. Still humanoid slayer. You
just need to have potion/scroll shop somewhere, or at least keep good relations with your diety.
Racial gifts:
Dwarves – Hammerhead. Good for mining as far as bashing goes… Loook up for better stuff.
IV. Equipment
1. Melee weapons
At start probably dagger (with exception for trolls at least). Later on switch for orcish spear to g
ain some DV.
Later on as you get DV from Dodge/Alertness, smithing any decent weapon you find.
Decent weapons:
Kickass artifact (emerald dager, executor, skullcrusher, probably kinslayer, minotaur axe) = higher
metal weapon of penetration (weapon class doesn’t matter)>higher metal weapon with huge damage outpu
t (eternium of devastation, stops dreaming here)= non higher metal of pentration (phase dagers inclu
ding).
First thing - before I invest skill marks I want to make sure my weapon doesn’t dissolve in acid tra
p or by fire lizard’s breath. After that I want to go around PV with my assassin’s criticals. If I c
an’t get around I want to smash that thing with something big. Simple logic.
As slaying artefacts versus weapons of penetration go… Slayers guarantee critical hits and assassins
are quite capable doing more damage than monsters PV. On other hand they have good chance for criti
cals anyway.
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After getting Dodge bonus doubled (lv32) I might consider giving away shield. Good guaranteed altern
ative is rune-covered trident. It gives DV through Dexterity boost and is polearm…
And I do not like basher for Assassins… mainly from roleplay reasons. C’mmon they are not someone ru
nning with big weapon and a battle roar…
You’ll probably have lv 6 (including later bonus from gladiator) in daggers before you upgrade your
starting weapon. Leave marks there they are until and if you see any worth weapon. Don’t forget crow
ning gifts.
Regarding twins: by the time you have them there is very little game left. Yes, they are stylish, bu
t if we speak about duel wielding I’d prefer two phase daggers.
e) Swords
Rating: low
Good weapons: sword of sharpness (people tend to love it), ego weapons, Kinslayer(?).
I need to try Kinslayer one day. As sword of sharpness goes… I do remember old saying “if you haven’
t got better weapon before ToEF, you might as well reroll the character.”
If you have a character with Kinslayer let me know about it, okay?
f) Axes
Rating: low
Good weapons: Executor, ego weapons
You get executor or mithril axe of penetration you go in this class. Possible crowning gift.
g) Whips
Rating: in style points? I like them. Practically? You are kidding???
Good weapons: whip of the snake, penetration weaponry
Whips of the snake --- let me think. One per wish, no slaying powers, no resistance to fire, acid. S
o you take your assassin with dual wielded whips of snakes into blue dragon caves?
I did once. Had to finish game like tree loving pacifist, teleporting most guys out of my way on D50
with well boozed wand. Never again.
h) Pole arms
Rating: awesome
Good weapons: ego weapons (milking down orcish scorchers), Wyrmlance (more backup weapon), rune-cove
red trident, Trident of the Red Rooster
You should find some good orcish spear while milking scorchers, hill orcs and alike.
i) Two-handed weapons
Rating: unstylish but powerful
Good weapons: ego weapons, axe of the minotaur emperor, Death’s Blade (?)
Okay, Cow Axe is guaranteed. Just if going for two-handed weapons I prefer rune-covered trident.
j) Staves
Rating: questionable
Good weapons: ego weapons, quicksilver quarterstaff
Quiksilver is decent for an archer, but for assassin… damage output 6d3+5. I still prefer rune-cover
ed trident.
2. Missile weapons
We assassins are not foolish enough to go bashing every mob, are we?
You start with thrown daggers (okay, hurtlings might go with boomerang). I’d keep them and orcish kn
ives. Making two stacks at very least. You see if a heap of daggers rusts they rust all. And they un
rust by one a piece.
I wouldn’t hurry into short bows as it is unwise to get stuck with cursed one. So you move to arrows
/quarrels after finding altar or at least having good heap of stackable bows (supposed to be uncurse
d ones).
Don’t forget slaying ammunition. Assassin with “Farslayer” loading in quarrels of humanoid slaying i
s very nice picture for me. Don’t forget all these missiles of thunder, darkness, as they might be v
ery useful to stop someone chasing you.
I suppose crossbow will be your third missile weapon to train, but it is worth that.
There are rare daemon slaying sling bullets, but I would leave slings away, even if playing hurtling
. Assassins are not archers. Bow and crossbow is more than enough.
May be a bit of thrown spears. But again you better smash them with that trident.
3. Armour
Nothing new. Get your PV fixed early and keep working on DV.
Somewhere mid game you should choose which way DV or PV to go. Stylewise DV look better, but 100/20
or 20/100 is both good. Believe me even 60/60 does quite well.
Remember Darkforge is famous for armour room and smithing is good way to improve stuff. Alternativel
y you can keep buying off scroll shop. Normally scrolls should be used on non smithable parts of you
r inventory (seven league boots being prime example).
a) Rings
As put on and see result tactics go… I would say no at least until you find altar. Skipping rare stu
ff (like weakness and doom) worst thing is cursed ring of damage. So it is advisable to check rings
via left finger if needed.
Early on: anything you can get. Speed, blessed ring of damage (right finger), mental stability are n
ice.
Mid to late: ring of the High Kings, probably ring of slaying, keeping in backpack blessed ring of i
ce, rings of invisibility, regeneration, mental stability/clear mind.
b) Amulets
This time I would say yes to put identify tactics. The only harmful thing is amulet of hunger and th
ese are AoLS rarity level.
Early on: anything you get, hopefully not cursed one, remember glass amulet gives light.
Mid to late: ankh, but in reality I found myself wearing something to affect my alignment most of ti
me. If you like being chaotic you can throw away that marble piece called amulet of order.
Backpack: petrification, death resistances, free action, balance. Stashed away some willpower, mana,
appearance boosting amulets, water breathing (if you have one).
Blessed amulets of life saving. Good choice if you have doubts of battle outcome.
c) Helmets
Early: metal cap, orcish helmet, bone helmet or anything getting good price in shop before big ident
ify.
Mid to late: Smithed higher metal gear, smithed crowns of lightning, regeneration.
d) Girdles
Early: metal girdle, girdle of carrying, strength.
Dreams: platinum girdle – not really an option, waterproof girdle of giant strength [+6, +6] {St+15}
- requires ring of ice to function proper.
If wishing I’d rather choose ring of weakness not GoGS. Nope I am not on drugs. Ring lowers strength
so you can abuse things like ogre armies or mined out stone giants to get lots of natural strength.
This doesn’t burn away easily.
e) Cloaks
Early: hooded cloak unless you run in any 30stone or 20stone non-light cloak.
f) Bracers
Mid to late: enhanced bone bracers, smithed up bracers of resistance, regeneration, speed.
g) Gauntlets
Do not put on any unidentified gauntlets of 10stones. You’ve been officially warned about gauntlets
of peace. Playing with gauntlets is not very wise as cursed gloves stop your ability to exchange rin
gs. (As cursed girdle doesn’t allow to exchange armour and so on.)
Mid to late: gauntlets of strength, smithed dragon hide gauntlets, enhanced alchemistic gloves (if l
acking resistances)
Dreams: Ironfist, but rustproof [+6, +6] {St+5} gauntlets of strength are also very good.
h) Boots
Mid to late: smithed high metal, seven league boots, boots of speed
i) Shields:
DV is main thing as higher DV allows higher DV bonus from skill. Somewhere midgame final choice in s
hield or no shield has to be made.
j) Body armor
Mid to late: high metal smithed, preferably with suffixes, prefixes (of life, coloured)
Dreams: Nature’s Companion, smithed moloch’s armour (if going for PV), well smithed dragon scale mai
ls.
Well, there are things like chaos knight entourage in wilderness. Dealing with this usually provide
some eternium plate armour. So they can be abused to gain something like eternium plate armour of he
alth.
- "Amulet of life saving" opens ultra, gives six blessed scrolls of chaos resistance, blessed spellb
ook of teleportation.
- "scrolls of chaos resistance" I found enough means in the game, but that’s me. And make sure you u
sed wish for sage.
- "Concentration" making sort of dark paladin. Very good choice. - "scrolls of education", if you wa
nt to get lots of new skills (bless them!)
- "magical writing sets" – self education via scrolls is sort of good.
#NAME?
General tips:
That is assassin’s trade, isn’t it?
Luckily not being noble paladins or powerful magicians Assassins should not have any stupid ideas ab
out proper tactics or fair fights. Let me say other way: fair fight – they are dead, you - unscratch
ed.
So you better… make fight one-sided.
Common methods:
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that moment is not possible to prognose. It is possibly better not to shoot wands directly at monste
r but lead it into webbed area. Webs are susceptible to fire and acid.
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s/offensive alchemy. Alternatively if you are fighting emperor lich and way is blocked by fire lizar
ds you can use offensive alchemy while fire lizards serve as living wall.
Using poison on bosses usually is clever idea. Although I doubt that you can arrange acute blood poi
soning (severe loss of hit points due to multiple poisoning hits) for monsters that is still helpful
. You can try potions of sickness, as they should lower opponents hitpoints in general. That might n
ot work on high level stuff.
Particular monsters:
1. Kranach
Depends on what gear you managed to get so far. If you got yourself to lv5 in small cave with no loo
t…basically all you need is too land a couple of poisoned daggers on him and run a couple circles ar
ound on coward. That suggests you have speed above 100 and probably long stride.
If not… Try taking some raiders down with thrown daggers and bash some away with berserk tactics. La
st thing you need is getting surrounded. Remember these starting prayers.
Good news are that gang leaves load of arrows and sometimes long bow. And some cashable corpses. Any
combat wands or drakelings acid breath makes job lot easier.
Kranach itself is quite dangerous. Possibly in distance more than in close combat. Keeping his arrow
path obstructed with some random mobs might be a good idea.
2. Keethrax
You were told not to do so, but… it is Assassin’s guide. It’s probably earliest time you meet stat d
rainer (apart from undead who need at least to push some hits in). So melee is not recommended. He c
asts darkness so light source is essential. Guidebook has two statements on him “immune to elemental
attacks”(monster section) and “He is vulnerable to acid, webs and magic missiles, but little else i
n the way of magic” (section about Terinyo). As my memories tell me second one is correct.
Should be shot in general. In raged combat can shoot sling bullets and cast magic missile so having
good skill in missiles and some healing potions is recommended. In my opinion should be done later,
while revisiting initial area.
Except for good regeneration complete pushover. Use Berserk tactics, to avoid alignment drop you mig
ht try aiming behind him. If so shoot first at coward as killing him hostile is more preferable.
3. Hotzenplotz
Melee is not bright idea, as he has high damage him. So check his speed before fight starts. Shoot h
im or zap with wands.
If needed run away to wilderness. Just realize where you will get when you will return and try to ex
it somewhere far away. Yet another place to use poisoned ammunition. I wouldn’t be overexcited to me
lee Grunge and Munge either.
Luckily he is not hostile before attacking and will patiently wait until you feel ready.
4. Rehetep
Hopefully you already started smithing and done herb farming. I suggest drinking blessed potion of i
nvisibility before going up. Mummies will see you, but most of random buggers hopefully no.
Brute force will get job done, especially with blessed weapon. Wand of fireballs from Thrundarr is g
ood. Offensive alchemy, if you can secure yourself and equipment, can do wonders. I’d try to save un
dead slaying ammo for later. Remember you do not need to finish that gorgon without petrification re
sistance. Kill Rehetep, get his artefacts, and descend.
Well, bless you weapon before going into here. Upper portion of graveyard is simple mindless bashing
with some movement to avoid being surrounded.
Lower part - use detect traps skill. Take invisibility potion near final chamber. Area based fire at
tacks (wand of fireballs, crystals of fire, offensive alchemy) again do wonders here.
As Griff goes it is usually possible to sneak on his grave and pour some water. Or you can teleport
behind him. Alternatively use blessed undead slaying ammo. Brute force is not wisiest idea.
For Nonnak I would recommend cold resistance (preferably double – rings, white dragon gauntlets, amu
let of cold heart) or AMW. Take him down with fire. After he is off retreat to tunnel, finish off su
mmoned mobs. (removing items of invisibility is advisable here).
Get artefacts, go up (it is usually teleport trap under elemental gauntlets so take shortcut).
6. Grave robbing
Some guys unluckily died before assassin got chance to slay and loot them. Luckily they left their g
raves.
Regular graves do not give any problems, but “Greater treasure” ones are dangerous. Mainly because t
hey spawn Liches, including Emperors and Kings. Advice?
Be ready for that. First you need death resistance and a few hundred hit points in case of getting h
it with death ray. Invisibilty is also helpful since all Liches are summoning bastards and most of t
hey summons don’t see invisible. Paralysation resistance wouldn’t hurt, but I guess your neck will b
e occupied with amulet of balance. Since I wouldn’t advice take Emperor or King in melee confusion r
esistance might appear useful.
Dig grave via wand, as you won’t need to climb out of it. Because you usually get first move, you ca
n step away and do that should be done. That means either taking your target with blessed undead sla
ying ammo or using fire based area attack or simply running for your life.
I would keep something like scroll of teleportation readied in case of emergency escape.
7.Arena
There are two main problems here (except for 20+fights) cats and possible meeting with Li-Hon-Kay.
As cats goes teleport trap (or wand, or spell), corruption trap, potion of exchange (even cursed) or
potion of raw chaos are good. Alternatively you might generate pet/companion inside arena (scroll o
f familiar summoning) use it to dispose cats, level it up a bit on your opponents. Pet should give y
ou some extra breathing room while facing famous Ogre Magi.
Li-Hon-Kay - each time you are doing 20th fight, you should be prepared to meet him. Ancient mummy w
raping makes fight very favourable. If you choosed to fight before be at be at least cold resistant,
take some healing with you (blessed spenseweed is probably best). You can locate him by trying to n
ame empty squares. If you get someone already has name type of message, well, you found him.
You should remember advices above. Use invisibility, use fire based attacks (boozed wand of fireball
s, crystals of fire, offensive alchemy) on all those water grues, daemons.
Take care of chaos servants as they see invisible. You might shoot them using water barrier. Dig up
inner temple, removing third column with (blessed) wand of digging. Wake up Snake with something lik
e wand of far slaying for 1 if necessary. Put her on your chase and isolate from all these daemons a
nd grues.
Shoot her, zap her. If in corridor leading to temple using arrows of darkness, thunder is not a bad
idea. If you are lucky with recipes you might spare some potions of blindness or curse some potions
of invisibility.
Locked doors and wand of fireballs won’t work (I somehow doubt you have enough Willpower anyway, but
..), that stupid snake can smash doors
Overall that is not so difficult fight. Snake has not ranged attack, spells. If you have problems ou
trunning her, lead Snake out of level and use teleportation. All regular tricks (poisoning your arro
ws, enhancing your speed, paralysing or stunning her with wands) are welcomed.
9. Skeletal King
Fire attacks before leaving ice bridge are not recommended. Blessed undead slaying ammo does miracle
s, but might be hard to retrieve from lake.
Rmemeber ring is not in skeleton’s pocket. You can always toss potion of blindness at Skeletal King
while he is out of building and off the bridge and when run, get ring and leave. Very unstylish, but
healthy.
10. Kherab, the Dwarven Artificer
The only reason to fight him is anvil. Guy is tough… High hit points, high PV, immune to fire (and A
lchemy), 3 attacks per round each being in eighties (non critical), fast regeneration.
Best way to kill him is using humanoid slaying ammo while standing at some pool. Luckily you have a
square, which is blocked off by water. If taken in melee should be blinded/paralysed. In such case e
ver use weapon bypassing PV or something with exceptional damage output.
Kherab regularly drops heavy crossbow but never uses it. Fights in darkness.
To tackle tower at first place you need good fire resistance. As wyrm goes shock resistance is advis
ed (preferably char should be intrinsic resistant to fire and shock, wearing elemental gauntlets and
ring of the High Kings). Confusion resistance is very important (preferably helm of mental stabilit
y leaving one finger for ring of ice) since Wyrm loves to confuse his pray.
Invisibility (I guess via potion) is nice as allows to dodge some elementals, daemons and grue. Afte
r you dig in the temple, take off chaos servants, who see invisible, and make Wyrm follow you into c
orridor. It is advised not to stay in straight line with wyrm to avoid unnecessary blasts.
Once out of temple you can blast him with wands stopping his advance by a buffer of fire daemons, wh
o seems to dodge more bolts than Wyrm. Alternatively you should pralyze/blind/stun/confuse him. Idea
lly you should finish him off with dragon slaying ammo but these are rare at that point of game, so
direct bashing is probably unavoidable.
As Wyrm is immune to fire and can smash doors offensive alchemy is out of use here.
A healing set should include at least few blessed major healing potions and good piety.
The guy itself is not a problem, bunnies are. Took him off as soon as possible. If bunnies get out o
f control… offensive alchemy and boosted willpower should get the job done.
Preferably you should avoid this fight as ring of master cat is very good. At very least keeping num
ber of killed cats low is wise.
First put on means of seeing invisible. Second… you may start webbing extra space right away leaving
yourself path to retreat. Taking cat lord out of level is wise at least, as this allows instant esc
ape via teleportation.
The cat lord also is very fast and hits hard, depending on how many cats you killed. Standard method
s of immobilization works nicely as humanoid slaying ammo do. If you are short on these there is a b
ig casino shop few levels above, which does restock.
14.1 Guth’Alak
First problem is not making slaughterhouse of the village. Best way is to turn druid hostile without
attacking or pickpocketing him. Probably best is to zap wand of stunning or paralyzation at him. If
you miss you got the job done. If yes wait until effect wears off.
Druid has under 100 hitpoints, is immune to fire, ice, shock and can cast confusion and magic missil
e. Either bash him down or zap with wand of acid.
14.2 Thrundarr
If you don’t want to fight against dwarftown you will need to turn him hostile (same as above) and t
ake out of level, as killing dwarfs in dwarftown is not bright idea.
Elder itself is low on hitpoints and not best fighter in the world, except… high PV, expect 100+. Ph
ase daggers or weapons of penetration take him off quickly. Humanoid slaying ammo and direct bashing
might be ineffective as criticals do not by pass PV.
The guy itself is not big problem. Place itself is nasty and summons… I’ve seen Emperor Liches there
, so you better don’t give him extra time.
The place is crackling with electricity and shock bolts from air elementals are not very helpful. Si
nce item destruction is very possible things like seven league boots and girdle of giant strength is
probably not coming in. Most of your carried stuff should be left outside (probably out of level).
You should carry necessary things, back up copies of necessary things, indestructible materials and
total crap to feed RNG.
Outside is not a big problem especially with invisibility. I wouldn’t clear all the monsters in oute
r ring as that may trigger new monster generation and since depth is reasonable… you don’t want extr
a dopleganger king in this fight, do you?
As inner temple goes… First you should be invisible. Second you must stop Yulgash from summoning as
soon as possible. Well, repeatedly zapping wand of stunning/paralyzation with boosted Willpower as s
oon as secret doors open is bright idea, but… In most cases some stupid vapor rat stumbles on fireba
ll traps in fornt of temple and that usually wakes up. Practically that means once you go through se
cret door a couple summoning rounds are already done and monsters do not stand on default positions.
Good part is you probably can navigate your way to Summoner via easier monsters. Get him immobilize
d and go berserk. Do to trap nonsense I wouldn’t step on altar ever in my characters life.
16. Ancient Stone Beast
Bad news – our trustful invisibility is not useful here as most monsters see invisible. All these el
ementals and grues pass walls. All these have high hit points, high PV. Elementals do regenerate. Ha
ve I already said I hate this place? Weapons of penetration, phase daggers really shine here. But my
personal prefernce is offensive alchemy. Just take good heap of herbs, boost willpower and let them
surround you (very easy in here). And start making failures in Alchemy. As said in skills departmen
t you need quadruple fire resistance and some means to save your inventory.
Of course you can take Elementals out of level in small groups and slash with sword of sharpness. If
that is your style…/end of irony.
Once you reach Stone Beast (luckily in most cases it comes toward you) there are more bad news. The
only slaying ammo, which works here are generic slaying and penetration. Construct slaying ammo does
nothing extra than a simple arrow. PV is around 60 and bastard is regenerating. Of course you can k
eep yourself in coward and keep producing herbal blasts.
Since this is not spellcasting boss without high speed, immobilizing it is nice but not really neces
sary.
Once again you need to fight your way to a bastard holding orb. Bad part sneak attack is not an opti
on as chaos wizards and their summons see invisible. What? I haven’t told you got 18 nasty summoners
behind initial forces. Oh, sorry…
Before you start smashing poor chaos folk check your inventory. Confusion resistance is absolutely n
ecessary as Archmage is very capable of confusing your char and tham draining your precious stats. I
would recommend double confusion resistance (helm and ring of mental stability for example. Single
source even with high willpower might be not enough. You can ask gods to clear your head, but that s
houldn’t be done too often.
Death resistance is necessary as toying with instant kill is not funny. Doubling it (let’s say AMW+b
racers of resistance) reduces hit point loss, but with high DV and Alertness you might skip second s
ource.
Light is highly recommended. Archmage will periodically cast darkness. You can keep recasting light
(if mage hating eyes are gone) or zapping wands of light, but this way might be painful.
As secret door opens up mana temple Assassin must make choice. You can either fight at doorway or go
inside with blasting rage.
Doorway chop method: well basics are simple, you stand in corridor and fight one guy per time. Lure
Archmage out of temple into trapped way around it, immobilize and tear him away. Fighting without im
mobilization is not recommended as he is stat drainer and due to high efficiency confusion attacks a
rchery is not very safe. He is susceptible to humanoid slaying ammo.
Some things to make job faster: as you open temple you might want to wake up Artchmage with wand of
far slaying for 1. Aim it west (unluckily that also wakes chaos wizards behind him). And if you have
straight line at chaos wizards zap any offensive wand. Once summoners are gone the job will go fast
er.
Maniacal instructions for herbal attack: basic is simple and opposite to first method. Get your Will
power high, sneak as deep in temple as you can and start herbal Alchemy (take care of your resistanc
es and stuff). Potions of boost willpower are awesome. Archmage itself is immune to fire so you will
need to deal with him same way as described above.
Invisibility is somewhat helpful as it shakes off baby and regular blue dragons. Remaining ancient d
ragons and wyrms should not be a big problem for high level char, just ne highly resistant to shock
and do not stand at dead end with three dragons breathing lightning with rebounces at you.
As you enter lv5 of caves detect where archenemy is and start clearing your way in that direction.
Srraxxarrakex itself can be shot with dragon slaying ammo. Since that is rare thing you might want t
o keep dragon slayers on stairs to blue dragon caves and make extra trip to get them. Stair to stair
teleportation is preferable method of travelling.
Immobilizing wyrm is good idea as this at least stops him from healing spells. IF you are planning t
o melee him take some major healing potions with you as guy has three attacks per round and can scor
e some criticals on you.
18.2 Sharad-Waador
There is no need to kill him, but if you got some dragon slaying left from visiting blue dragon cave
s… it is not bad investment in terms of loot and experience.
Should be shot, as melee vs. karmic creature is not recommended.
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18.3 Filk
Hopefully he is not very deep. Killing him is not a problem, getting a touch on him… He is listed as
karmic anyway. Area spells from wand of fireballs to herbal blast will get job done in no time.
If you miss him in ID, he is probably possible to catch via random encounter.
18.4 Emperor moloch
Extreme PV to a point you get messages of criticals not getting through. Weapon of penetration, phas
e daggers are of great use. Should be dealt with fast as area is heavily corrupting.
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18.5 Keriax, the multi-headed chaos dragon
Should me immobilized on first opportunity. Wyrm is capable of confusion, poisoning, stat draining a
nd dangerous bolts containing ranged corruptions attacks.
Wisest is to teleport into the circle throw a potion of blindness, confusion, cursed invisibility an
d take him off with dragon slayers.
I will repeat, do whatever you like – paralyze, stun, blind him – but don’t be helpless target for h
is bolts. They do high damage and are highly corrupting.
18.6 ElDeR cHaOs GoD (Andor Drakon)
He is invisible, able to cast death ray, stat drain, paralyse (last two if you stand next to him), s
ummons purple jellies, likes casting darkness.
Some immobilization methods(stun, blinding, confusion) are not recommended as Andy has teleportitis
(or atunment to astral planes) and you better hope he can control his localisation as chasing his ra
ndom teleports all over chaos plane are not funny.
He is vulnerable to humanoid and daemon slaying ammo. Bashing him is not very bad idea as you should
have boosted stats anyway and he is last opponent in the game. This means you can piss on stat drai
ns.
Overall he is not very dangerous itself as far as you are resistant to death, paralysis and have mea
ns of light and some corruption removal. I would put stress on last point as most guys who lost beco
me purple jellies. AoLS doesn’t help in such cases.
Big point is looting. That should be done in darkness, as most nasties here (big mother dragon, drag
on turtles and so on) do not fight in darkness. Simply check items, mark somewhere their locations,
darken whole area and take you stuff. Teleport away.
If you want to be a dragon slayer… I told you she doesn’t fight back in darkness unless scared and c
ornered. So get next to her switch to high damage gear (probably go for natural berserker bonuses) g
et darkness.
You might want to zap couple wands of poison/paralyzation. Probably you miss, but if not… Remember s
he regenerates and has good PV.
If she panicks… leave the cave. Chasing is too dangerous. Well, you cab try getting her back by pick
ing item getting her teleport next to you and putting some dragon sklaying arrows in her big green s
pine, but don’t blame me if you get washed for 300hp.
20. D50
In general you should remember your goal is to close gate (pull levers and asure they remain closed
– preferably by destructing them with that wand) or to gate through chaos gate. Assassin’s are not m
ade to fight with crowds stylewise. Gamewise offensive alchemy is crowd control, but that is not int
entional feature in my opinion.
Pacifistic walkthrough for d50: get in one side corridor with well charged wand of teleportation, bo
ost speed, teleport anything out of you way to lever, teleport stuff around that. Step back luring b
alor from the lever, teleport on lever, pull it and destroy. Repeat with other one. Teleport on stai
rs and exit.
If you plan making big fight… Well, clean both side branches. Pull both levers, wait a bit. You will
get special message as one of balors teleports on lever (usually top one, which possibly must be ou
t of sight line). Kill balor. Pull lever, wait for another one, this way you can take 7 balors aroun
d big one easily.
This section will assume your assassin hasn’t got Concentration. Because if it has… you have all spe
lls at your disposal.
Keep in mind increasing spell effectiveness reduces need in power points. Bookcasting talents are gr
eat if you are planning to cast from books… I wouldn’t, but that’s again me. Do not forget bookcasti
ng does not increases spell power, but doesn’t use up either spell memory or spellbook.
Bookcasting usually costs triple power points in Adom 1.1.1 (I recall somewhere in game it states 4x
PP, but that is wrong). It also takes 3000 energy points, luckily they are calculated after you get
spell. So if you bookcast Teleportation you get to safe place and when you spend time watching at mo
bs.
Basically assassin’s look at spells is to get some assistance if things get tight. Oh, yes, bookcast
ing includes reading so… it is good way to train Literacy.
No surprise if things get tight your spell number one is Teleportation (should cost around 20pp on r
egular days). Absolutely awesome if combined with teleport control. Gets you in or gets you out as f
ar as level have no special restrictions. You can get guaranteed spellbook my saving Khelevaster, bu
t there is also guaranteed wand of teleportation on hidden stairs to Assassin guild.
Darkness – quite a bunch of monsters do not fight in darkness. Very cheap and relatively easy to lea
rn, can be replaced by scrolls and crystals.
Strength of Atlas – it can kill you by timing out, but overall decent spell taking care of your carr
ying capacity. The one which should be bookcasted and possibly kept casted all the time.
Light – easiest to learn. Eases some issues with dark rooms. As cheapest spell,l light probably can
be used via bookcasting to train Literacy.
Healing spells – doesn’t hurt but without Concentration I would not rely on them to much, herb farmi
ng is probably better.
Knock – by the time you get book and learning in place you should have a collection of keys anyways.
As training perception goes… carrot juice is plentiful.
Stun ray – with some efficiency and high willpower can be very useful. Is relatively easy to learn,
so if you can bless the book and read it. Helps to make battles one-sided. I like this.
Minor attack spell – you might want one or two in case you do not want or cannot attack in melee or
shoot. Probably magic missile or/and burning hands. Both get better with some efficiency and willpow
er. MM cannot be resisted and burning hands nearly always hits the target.
Ball spells – way to hard to learn without concentration. And they costs quite a lot. You can pick s
ome late in game to ease some situations, but in most cases using Alchemy on offence will get the jo
b done.
Slow monster – basically also use on yourself. Low speed is direct way to increase experience gain.
Invisibility – usable, but is somewhat hard to learn. Potions of invisibility are common enough anyw
ay.
Web – not that good as Stun ray, but still very welcome addition early to mid game. Wands of webbing
are also common stuff.
Farsight – a bit harder to learn, but gives extra range. Very very useful while on cavernous levels.
Helps to find and shoot down some nasty guys.
Magic map/Identify/Remove curse… useful but both expensive and hard to learn. Without Concentration
you can skip these until late game and even when you won’t finf yourself using them very often. (Rem
ove curse and Kinslayer sounds like good combination for me).
I shall keep the structure of my Archer guide for this one, of course in a modified (and hopefully i
mproved) version:
I. Manual information
BARBARIAN -- Barbarians hail from the harsh northern lands of Ancardia, from the roughest mountain p
eaks, the wildest hills and the most remote forests. What they lack in equipment, they more than equ
alize with their great strength, enormous toughness and deadly weaponry. Barbarians are very well ex
perienced 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, St
ealth, Survival, Swimming, Two Weapon Combat, and Woodcraft.
High-level barbarians are fearsome fighters. At level 6 they learn to deliver mighty blows that caus
e 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 energ
y points). At level 25 they start to gain +1d4 additional hit points per level. At level 32 barbaria
ns gain a one-time bonus of +3 to strength and toughness. At level 40 they gain a +10 damage bonus w
ith each melee attack when fighting as a true berserker (which basically means that they have to fig
ht naked, e.g. without any armor, and switching the tactics rating to the appropriate setting). At l
evel 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.).
1. Starsigns
Barbarians love the Dragon and Sword starsigns for their weapon skill training boni. They also find
Raven and Candle quite nice, because Healing and Speed are useful to anyone, if only to run away and
fight another day. Candle has the added bonus of providing an extra talent - most Barbarians can ma
ke good use of their talents. Raven, on the other hand, enables you to get a certain powerful artifa
ct weapon a lot earlier than Barbarians of other starsigns. If you get one of these four starsigns,
your Barbarians is set for a pretty nice game. Unicorn is again of use for those paranoid about corr
uption. The Falcon starsign does not grant Barbarians a new skill since they already have survival a
nd is thus inferior to Candle; also offers an extra talent, though. Sadly, any of the spellcasting s
tarsigns will not be of much help to a Barbarian, since they'll never become spellcasters worth anyt
hing even with the Book starsign. That doesn't mean you can't win with a Salamander-born Barbarian -
it just doesn't help much. The Sword or Candle starsigns are probably the best.
a) Human:
Skills added: Food Preservation
Starting equipment: Amulet of luck, light furs, two-handed sword, leather boots, dagger, fire-making
equipment
Verdict: One of the weaker choices. The human Barbarian has exactly two good items: The amulet and t
he sword. With the sword, he can potentially defeat anything in the beginning; but due to his low PV
and toughness, he'll still get hurt frequently and may still die. Also, he only adds one skill to t
he Barbarian skillset.
b) Troll:
Skills added: Bridge Building, Food Preservation, Gemology, Mining
Starting equipment: Thick furs, heavy club, lots of rocks
Verdict: Very good, if somewhat stereotypical choice. Trollish Barbarians can crush anything that cr
osses their path and heal fast. Thanks to their high toughness, they even get pretty nice PV despite
having only thick furs as armor. Also, Gemology and Food Preservation are regarded as very useful s
kills. Of course, they have the same disadvantages as every troll: Slow leveling up, increased food
consumption, a short lifespan. Especially the slow leveling makes playing this guy a bit tedious as
the game continues. I have yet to win with a troll. I probably lack the patience.
c) High Elf:
Skills added: Literacy
Starting equipment: Leather armor, hooded cloak, long sword, leather boots, short bow, some arrows
Verdict: A lousy choice. High elves and gray elves are, however, the only way to start out with a li
terate Barbarian. If you want to be able to read right from the start as a Barbarian, you have no ch
oice but to play a high elf or gray elf - the former are the slightly better, if still terrible, cho
ice due to better toughness and HP regeneration.
d) Gray Elf:
Skills added: Literacy
Starting equipment: Leather armor, hooded cloak, long sword, leather boots, long bow, about 20 arrow
s
Verdict: See High Elf. It should be noted that gray elves get a long bow while high elves only get a
short bow. This is probably so there is a reason to actually play gray elven Barbarians instead of
high elven. If you want that long bow and the higher amount of ammunition and don't mind the lower p
hysical stats and HP regeneration, gray elves are for you.
e) Dark Elf:
Skills added: Alertness, Find Weakness
Starting equipment: hood, clothes, hooded cloak, two short swords, light boots, throwing knife, poti
ons of poison
Verdict: A nice choice for those who don't mind a bit of difficulties during the early game if it me
ans having what is probably the best skillset of any Barbarian. They start with zero PV, however, an
d are thus very frail, especially since they deal lousy damage and have really slow toughness and HP
regeneration. Make use of your poison against powerful opponents early on. Definitely not a recomme
nded option for beginners.
f) Dwarf:
Skills added: Detect traps, Smithing, Metallurgy, Mining
Starting equipment: Bone helmet, thick furs, battle axe, leather boots, throwing clubs, lots of booz
e
Verdict: This is a good choice. It's not spectacular, but since you get decent strength and toughnes
s to work with and don't have the experience penalty of a troll, it's hard to find any particular we
akness as well. The armor you start out with is pretty decent for a Barbarian, though it does need w
ork. The booze can be kept to recharge wands you find early on, or exchanged for other potions by Yg
gaz. That's hardly of use, though, since you can't use these safely anyway until you identify them -
and to identify items, you need Literacy and a suitable scroll. I'd probably keep the booze for rec
harging wands, as Barbarians are terrible at regular spellcasting. Play one of these on New Year's E
ve to get even more booze :)
g) Gnome:
Skills added: Pick pockets, Gemology, Mining, Ventriloquism
Starting equipment: Hood, light furs, spear, light boots, sling, a lot of rocks, firemaking equipmen
t
Pros: Several useful skills added, equipment ain't half bad, extra talent
Cons: Low strength, low PV
Verdict: Despite the ridiculousness of the mental image, gnomes aren't that bad as Barbarians - they
add some nice skills (Most notably Gemology in combination with Mining and Ventriloquism). Their la
rge stock of rocks at the beginning coupled with their sling may help in dispatching early game oppo
nents. Still, gnomes lack a bit in the physical department.
h) Hurthling:
Skills added: Archery, Cooking, Food Preservation, Gardening
Starting equipment: Light furs, club, cursed ring, short bow, lots of arrows, firemaking equipment,
cooking set
Verdict: Hurthling and Barbarian? Almost sounds like it should be impossible, right? Well, they add
some skills - the usual hurthling fare. They also start out with a whole lot of arrows. Indeed, thei
r starting equipment makes them look like they'd be better as archers than as melee fighters. It's y
our archery that will enable you to survive the early game, and it can be improved with the right ta
lents to make your hurthling Barbarian a missile weapon powerhouse. Find some decent armor and melee
weapon, and you can go into melee like the other Barbarians. Hurthlings might never be the stronges
t in melee (though there are ways to increase strength to ludicrous amounts - stone giant stew, yum
yum), but their missile skills make up for that.
i) Orc:
Skills added: Backstabbing, Find Weakness, Metallurgy, Mining
Starting equipment: Orcish helmet, studded leather armor, orcish spear, heavy boots, some rocks
Pros: High strength and toughness, powerful starting equipment, nice skills
Cons: Short lifespan
Verdict: Ladies and gentlemen, I present to you the best Barbarian race of all. I count 6 starting P
V on equipment alone; add the toughness bonus and you start out with PV of 8 or more. Double digits
are entirely possible (not even rare) if you luck out with starting equipment or become particularly
tough. Add to that awesome melee damage thanks a decent starting weapon and super strength and the
fact that you get one of the best skill additions for the Barbarian (second only to the dark elven s
killset, Gemology lovers aside) - what's not to love? Well, the threat of being aged to death. Avoid
meleeing ghosts, even bats and especially lords and kings, like the plague.
j) Drakeling:
Skills added: Alertness, Food Preservation, Music
Starting equipment: Heavy spear, throwing club
Verdict: Considering the fact they get so few starting equipment, Drakelings are actually pretty goo
d. Their starting weapon isn't bad, and they get some basic PV due to their high toughness. You simp
ly have to find your equipment yourself. The skills of a Drakeling are also nice to have, as well as
the ability.
k) Conclusion: Orcs make the best Barbarians. Trolls, while being stronger, lack the equipment of or
cs and have to struggle with their low levelup. Dark elves, while being even a little bit more aweso
me than orcs skillwise, have considerable difficulties surviving the early game. Afther these three,
dwarves and drakelings make pretty decent Barbarians overall, dwarves offer good equipment, drakeli
ngs nice skills. They are followed by gnomes and hurthlings, the latter being an interesting choice
if you want to maximize the missile weapon potential for your Barbarian (which is probably a good id
ea if you plan on engaging Andor Drakon - Blessed humanoid slaying ammunition is one of the best way
s to defeat him). After those humans, who have the best weapon but more or less suck in any other re
spect, and on the last place high and gray elves, who simply suck with next to no redeeming qualitie
s. You should, however, gain some knowledge about the skills every race gets so you can build your o
wn opinion who suits your playing style best. (Who knows, you might love the Literacy skill so much
that you can't wait till Dwarftown to get it!)
It should nevertheless be noted that regardless of your playing style, orcs pwn the other races at b
eing Barbarian so hard it's not even funny. You can't say no to an orcish Barbarian! Actually, you c
an't say anything at all because he already knocked your teeth out, but even so.
1. Barbarians in general
Barbarians are melee powerhouses, and the good news is that they can win the game with this ability.
Melee fighting, however, has its risks and dangers, the most notable being that while few enemies c
an attack from a distance, all can attack in melee. Some can dish out such an awful lot of damage th
at meleeing them is almost suicide. Luckily, all Barbarians gain missile weapon skills quickly, and
a certain Barbarian class power would make any poorly endowed (seven leagues-less) Archer weep with
jealousy. A smart Barbarian trains his missile weapon skills and makes use of slaying ammunition. Wa
nds are your friend as a substitution for some spells. But if all else fails, berserk tremendous blo
ws just might be the thing to kill your opponent in a last ditch effort.
Barbarians love to have high DV, PV, to-hit and especially melee damage. They also love to be speedy
- as does anyone, granted. They have no use for Charisma, Appearance and Mana, and they don't parti
cularly need to have decent Learning, Perception, or Willpower (high Learning gives more skill advan
ces, high Willpower has an effect on HP, increases your resistance to confusion attacks and is a req
uirement for entering the Rift, high Perception improves your chances to evade traps and lets you lo
ok farther). Strength and Toughness are the most important stats, and high Dexterity helps a lot bec
ause of the speed, DV and to-hit boni you get out of it. Lastly, to be a good Barbarian you need to
have some grasp of the tactics settings. Right use of them can win or lose battles.
Let us assume you have a weapon that always hits and deals 20 damage. Monster A has zero PV, while m
onster B has 10 and monster C has 20. How much damage will you deal
a)
Monster A: You deal 20 damage in every one of the 20 rounds: 400 damage.
Monster B: You deal 10 damage in every one of the 20 rounds: 200 damage.
Monster C: You fail to do any damage.
b)
Monster A: You deal 60 damage every fourth round: 300 damage.
Monster B: You deal 50 damage every fourth round: 250 damage.
Monster C: You deal 40 damage every fourth round: 200 damage.
Did you notice the effect? The higher the PV of the monster you fight, the more worthwhile it become
s to use tremendous blows. Against monsters with zero or negligible PV, tremendous blows (or mighty
blows, for that matter) are only to be used if you are reasonably sure you can kill them with ONE tr
emendous blow and wait out the 4000 (2500) energy points (modified by weapon skill appropriately!) w
hile not being attacked at all. The same thing is true if you use a weapon that bypasses PV: Tremend
ous blow and mighty blow will be mostly useless then.
Tremendous blows should, if possible, be used in conjunction with berserk tactics. There are two rea
sons: First, you get the maximal gain of the tripling with berserk damage; Second, you can be reason
ably sure your attack connects that way. Nothing's more embarassing than trying a tremendous blow an
d missing, though it might not matter that much statistically. (Against a high PV monster, a tremend
ous blow hit may be better than four normal hits, but a tremendous MISS is just as bad...)
In conclusion, though: With the mighty and especially tremendous blow, Barbarians can sneer at high
PV monsters and low PV monsters alike, and definitely don't need to fear not being able to get throu
gh any kind of defense. (Except if your weapon really sucks ass.)
Mighty and tremendous blows have to be carefully used, of course. The tactical disadvantage of not b
eing able to react for a prolonged time should not be underestimated...
The level 12 Barbarian class power increases your walking speed by reducing the number of energy poi
nts walking consumes. However, when you're engaged in melee, weapon attack speed is more important.
Still, it helps if you engage in missile combat - and most Barbarians do that from time to time. Ski
lled players make use of this class power even in melee, by attacking an opponent in berserk mode wi
th higher attacking speed due to weapon skill and immediately retreating before the opponent can get
a hit in, and repeating this - let the opponent come near, attack him, retreat before he can attack
back - until the opponent is dead. It's the same method employed by Archers and other ranged fighte
rs, only that it's safer with ranged weapons since you don't have to even let the enemy near you. An
d Archers have to use seven league boots or higher speed to pull it off like a level 12 Barbarian. H
urthlings are especially grateful for this class power, because it allows them to become great arche
rs themselves.
Your Barbarian has reached level 25? Congratulations. The class power that kicks in now will kick in
for every level till the last. You now get extra hitpoints in addition to the ones you already got
because of your high toughness and being a Barbarian in general. Nice class power, because while hav
ing tons of hitpoints is good, having megatons of them is better. I don't think you can even have en
ough hitpoints. 26d4 is the total amount of hitpoints you will gain (1d4 for every level after and i
ncluding level 25); why this may turn out to be as low as 26, it can theoretically go up to 104 in t
otal. The average is 65 hit points. That may not sound like too much since endgame (level 50) Barbar
ians with high toughness (morgia, class power, potions of toughness...) can expect to have a value o
ver 1000. But in blessed potions of ultra healing (another way of increasing the hitpoint count), 65
hitpoints would require about thirty to achieve. Every single point can save your Barbarian ass if
you overestimated your battle prowess and meleed a greater moloch, so be grateful!
Level 32 brings a good increase of Strength and Toughness, the most important stats of any Barbarian
. At this point in the game, both should be pretty high already so the increase benefits you more. A
nother nice treat in any case, even though this one is a one-time deal and you can possibly lose the
extra stat points again.
Level 40 and 50 have to be evaluated together because they serve the same purpose: Improving the Bar
barian's abilities as a true berserker. Fighting as a true berserker is like a stage above normal be
rserking, only that your to-hit and damage is increased while DV stays the same as in berserk mode.
To be a true berserker, however, you must not wear armor while berserking. No helmets, body armor, g
irdles, bracers, gauntlets, boots. You may only equip amulets and rings, a weapon and a shield as we
ll as missile weapons, missiles and tools. Only if you meet these requirements will you get the "You
lust for blood!" message once you attack an opponent in berserk mode, and thus be a true berserker.
Needless to say, this is a risky route to take. On level 50 and even level 40, you don't actually n
eed to be a true berserker to utterly destroy everything in your path, and it might be more worthwhi
le to engage dangerous opponents properly protected. Nevertheless, a true berserker landing a tremen
dous blow with Vanquisher is probably the highest in melee damage you will ever get with any charact
er (insta-killing hits of the assassin and monk aside). Depending on the quality of your rings, amul
ets and shields, your skills, talents and weapon skills and your dexterity and toughness attributes,
you'll get at least some degree of DV/PV even while true berserking. If you feel that the enormous
increase in damage and attack speed on level 50 justifies the sacrificed armor value, by all means g
o ahead. After all, there are few things cooler than a true berserking barbarian! Though there are a
lso few things deader if you don't watch out... (Don't forget that while in true berserk mode, you c
an't distinguish friend from foe - meaning you don't get "Do you really want to attack (whoever)" me
ssages anymore...)
4. Battle tactics
Your tactics stance depends heavily on the type of your opponent and your own equipment. Generally,
you should not fight too defensively, especially if you're not wearing a shield. That may sound cont
radictory - surely you need to be more careful if you do not have a shield to rely on? - but remembe
r that you acquire less weapon skill marks while fighting defensively, and more shield marks instead
. So if you fight defensively without a shield to gain shield skill marks with, you won't accumulate
a lot of marks in general.
Switch to coward you should for every turn, however, in which you neither attack or use ranged weapo
ns. For example, if you drink a potion or use a scroll or wand, or even walk around (though it tires
me out to walk around in Coward all the time and switch for every single fucking goblin - remember
that killing monsters while in coward mode doesn't train weapon skills). For missile attacks the bas
ic archer principle still applies: If they can't hit you, go berserk!
Does your opponent attack slowly and not hit hard, but you don't have much time yourself due to bein
g poisoned or soon to be surrounded? Berserk him away! Has your opponent annoyingly high PV? Use ber
serk or very aggressive tremendous blows. Are you almost dead and your opponent still has half his l
ife? Switch to berserk and do a tremendous blow - you just might survive. Generally, if you are reas
onably sure one more berserk tremendous blow will do the trick and there are no other (notable) oppo
nents around, go ahead.
Once you've obtained the Tactics skill and increased it to decent values, you'll notice that using n
ormal tactics at all is suboptimal, simply because all the other settings offer a lot of gain for li
ttle sacrifice. Choose Aggressive or Defensive instead, or Very Aggressive and Very Defensive.
Hit and run tactics are also very useful. You need high movement and attack speeds for that. Startin
g from level 12, the former is guaranteed. The latter will also be easily obtained simply by trainin
g melee weapon skills.
a) Athletics
A wonderful skill. It increases your speed as well as your chance to get physical stat increases. St
rength, Dexterity, Toughness and Appearance are increased more often while having this skill. Higher
skill values get you more speed and increase the chances to get a stat increase. You want this skil
l at 100 as soon as possible, to get the best out of the increases and because speed is awesome. It
levels up easy, so you should manage to get there during your early tens.
b) Climbing
This skill can, in one situation, save your hide: When you've fallen into a pit while on the run fro
m an unbeatable monster. Your chance to climb out of the pit in time is directly influenced by the C
limbing skill. Unbeatable monsters are rare for Barbarians. Pit traps are also not exactly plenty. T
o get both at once is extremely unlikely. Apart from that, Climbing has the semi-useful treat that y
ou can climb through mountain ranges faster if your skill level is higher. Given the time PCs of all
classes have to spend in the mountain ranges (next to none; almost the only place you need to climb
through mountain ranges to get to is the valley in the upper left part of the wilderness) this is h
ardly useful. Climbing needs to be maxed, however, if you want to climb down the Rift. Without 100 s
kill points in Climbing, that dungeon and the Library it contains a passage to are utterly unreachab
le. Now, you're a Barbarian, so a Library may be the last place you want to visit - unless you want
to get the weird tome to exchange it for five scrolls of chaos resistance. Well, finally interested?
c) Dodge
Similar to Athletics in that it's awesome and certain skill levels in it translate directly into a b
onus for an important value, this time DV. Higher DV means less likely to be hit by monsters. Barbar
ians throw themselves into the fray of battle frequently, and thus have every reason to have this sk
ill as high as possible - even the fiercest warrior doesn't have unlimited hitpoints. Max it as the
levels come by. Note that for some reason, Dodge becomes hard to raise beyond the sixties at higher
character levels (probably because training it seems to get more difficult), so don't neglect this s
kill - you want it at 100 under all circumstances!
d) First Aid
A good helper in the early game, where every hitpoint can save your ass. After you've suffered damag
e for any reason (self-induced spell damage may not qualify, though) you can apply this skill to pat
ch up the worst. This also holds true for poison damage and feverish fits caused by sickness. Someti
mes, the poison loses some of its power and may even be removed after successfully applying First Ai
d. Sometimes, even your sickness may be healed. The First Aid skill can mean the difference between
life and death, but its success depends largely on its skill level: A low-level First Aid skill is u
nreliable at best. Later on, when you have obtained Healing and regeneration items and lots of spens
eweed, alraunia antidote and curaria mancox, First Aid will become obsolete. Increasing this skill s
hould either be done during the first levels or not at all.
e) Haggling
You can apply this skill on a shopkeeper, with success depending on the skill value and probably the
charisma stat. If you succeed, prices will drop. If you fail, prices will rise. Skill advances are
too precious to waste on this useless nonsense. Also, don't use this skill if your skill level is lo
w, the effect will be disastrous. If you decide, for some unfathomable reason, to invest in this ski
ll, make sure it is very high before you even think about using it. And try to have the Charisma to
back up your feeble efforts.
f) Herbalism
Some may call this skill very useful, others may call it extremely uber-useful. When you encounter p
atches of herbs, you can pick them - that any character can do even without Herbalism. (ADOM does ha
ve its strong points compared to games where you have to gain six levels to gain the ability to frea
king SIT DOWN.) With the Herbalism skill however, you can pick more herbs before the bush vanishes -
and maybe even more importantly, you can pick herbs that aren't cursed. The cursed/uncursed/blessed
ratio improves with every point you spend on this skill. At level 100, roughly two thirds of the he
rbs picked will be blessed. It's also possible to apply the skill on a herb patch to find out what k
ind of herbs there are. The intricacies of herb-harvesting should be looked up elsewhere, here only
this hint: A 2x2 herb square (consisting of four patches) is the herb square you want, because even
if you pick up so many herbs from one patch that it disappears, it will regrow eventually. If you fi
nd a lot of herb patches, remember that if you remove all the patches except for an L-shaped group o
f three patches, these will grow into the 2x2 patch. As long as you take care not to pick more than
herb patch to death at once, you have yourself an infinite supply of herbs. Anyway, if you look at h
ow herbs grow and wither away, you might notice that this follows a certain set of rules. Ever heard
of Conway's Game of Life? Look it up! There are patterns that can lead to outright herb explosion,
and tons of simulators available to help you find these patterns! (Want to know more about herbs? Wh
at, do I look like a gardener to you? Check the guidebook!)
g) Listening
This skill lets you hear things. Everyone and their grandma has this skill by virtue of having ears.
With higher skill values, your character may more often get messages like "You hear the sound of ru
shing water" when a monster steps on a water trap, or "You hear the sound of toppling stones" if any
monster was unlucky enough to trigger a stone block trap. Thundering explosions, pained yells in th
e distance and other stuff that would make for a spooky atmosphere if it were converted into an actu
al sound file. Note that this is also the skill, like it or not, that enables you to hear the wails
of banshees (Don't worry, there is only one in the game and you won't meet her for quite some time)
and die shortly afterwards. No, you can't unlearn the skill. Luckily, there are ways to become deaf.
The Mad Minstrel actually has a pretty nice hint about that whole Banshee situation. ("Beware is wh
at you need, understand this verb and take heed"!) The Listening skill need not be increased. Not on
ly is its benefit pretty small, it also increases itself wonderfully and you don't need it at 100 fo
r anything.
h) Stealth
If you're stealthy, monsters will have a harder time seeing you. This means you can sneak up on and
backstab them with the appropriate skill, or sneak behind them to better position yourself. It doesn
t always work, of course, not even with skill level 100. And if you attack a monster, you draw atten
tion to yourself. Barbarians aren't the sneaky type. This skill usually increases itself; it should
be noted, however, that it might not reach 100 by itself until rather late in the game. There is, ho
wever, one point in the game where you want this skill at 100, or to be exact, someone else wants it
: The Ghost Librarian. He hates noise. He REALLY REALLY hates noise. Only those with Stealth at 100
who don't utter a single word (i. e. cast no spells and don't chat with monsters) for at least 2000
turns (hell if I know the exact number) are worthy of delivering stuff for him - namely, the weird t
ome. Five scrolls of chaos resistance are the reward of this delivery. Read it again: FIVE scrolls o
f CHAOS RESISTANCE. Now you feel better about spending a couple of increases to max Stealth, right?
Note that if you messed it up and did utter a word, it doesn't (at least not always) destroy your ch
ances to get the weird tome - the timer is (hopefully) simply reset and you have to wait for 2000 tu
rns (or more, whatever, give it to me already) again.
i) Survival
This skill is usually not important. In the early game, you might run into food problems - in that c
ase, a high Survival skill in the wilderness might just save your life. However, smart players know
that Munxip's large rations sell cheap. A high Survival skill is also useful to avoid being ambushed
by unfair wilderness encounters like they can occur once a month or so has passed. Dorn Beasts for
instance can paralyze and easily kill you if you're ambushed by them. Still, that kind of bad luck i
s tremendously rare. Increase this skill in case you have skill advances left after you've increased
all your more important skills to the max.
j) Swimming
Another one of those skills that can save your life in a tough spot. Whether water is what saves you
from death at the hands of a pursuing monster or the obstacle that prevents you from escaping and s
aving your life depends on your Swimming skill. The better you are at Swimming, the less likely is i
t that you take damage while inside a body of water, and drowning damage becomes lower in general. T
he swimming skill also affects how fast you move underwater. It's one of those potentially lifesavin
g skills that come into play so rarely you don't know whether you should actually increase it. I fee
l safer in the early game with a decent Swimming skill, though, especially since your way to the nex
t down staircase might be blocked by a river eventually - and sometimes there could also be no going
back.
l) Woodcraft
This skill shortens the time it takes to chop trees. That means it's useless. If you ever need a tre
e, you need it for Bridge Building. If you ever need Bridge Building, you need it at precisely one p
oint in the game (You have Swimming, remember?). Even at that point, a wand of cold works well enoug
h. If you don't have a wand of cold and don't find one, yes, in that case you may need some tree log
s. But even in that very, very special case, you should increase Bridge Building, not Woodcraft, as
chopping trees doesn't require any sort of successful skill check, and it doesn't save you time if y
ou can chop trees quicker if you need twenty more logs just to get three bridge segments done. It sh
ould be noted that the skill becomes somewhat more useful if you manage to obtain the Fletchery skil
l.
a) Alertness
A specialty of dark elves and drakelings. This skill increases both your chance to notice traps at t
he last possible moment, evading them, and your chance to evade spells cast by those pesky dark sage
s and chaos archmages - a useful and potentially life-saving effect, as you can see, regardless of e
arly, mid or late game. And if that wasn't enough, high skill values even get you extra DV points. E
verybody loves extra DV! In short, Alertness prevents your character from dying in many ways. It isn
t quick to increase, but you should always be near your max for that skill. As it is unobtainable fr
om anyone in the game and can't even be wished for (Wishing for "Alertness" only gives you an increa
se of your Perception attribute), you can only get it from potions or scrolls of education - if you'
re very lucky. That's why dark elves and drakelings are tempting choices.
b) Archery
All hurthlings like to throw rocks at cars driving by on the interstate, so they all start out with
this skill. It improves your missile damage, to-hit, and (in some way) range. As described in the ma
nual, a Barbarian gets +1 to hit per 25 points and +1 to damage per 40 points. With Archery at 100,
you get +5 to hit and +2 to damage. That doesn't sound like a whole lot? You might be right. However
, the Archery skill has another feature - it's a prerequisite for the talents Lightning Shot and Eag
le-Eyed. The latter adds almost as much to-hit and damage as the Archery skill itself, and the forme
r increases your missile weapon attack speed considerably. You need the Archery skill at high levels
to get these talents; but that shouldn't be much of a problem. Hurthling Barbarians will be a lot b
etter at using missile weapons than any other type of Barbarian thanks to this skill. Indeed, the "o
nly" things they lack compared to real Archers are the Fletchery skill, a bit to-hit and damage and,
well, the absolutely awesome archery-related class powers. However, they get a movement speed incre
ase, a valuable asset for any user of missile weapons.
c) Backstabbing
Orcs are sneaky chaotic assholes, that's why they start with this skill. It gives you an enormous da
mage bonus when you manage to catch an opponent off-guard, either because you're very stealthy or ev
en invisible, or he's blind, or he was neutral to you and didn't expect to be attacked. Since even a
gainst your regular dungeon opponent this has a chance of kicking in thanks to Stealth and you use m
elee weapons extensively anyway, this is actually a nice skill, especially when combined with berser
k mode and the tremendous blow technique. Imagine sneaking behind someone and in a berserk frenzy pl
unging Vanquisher into the back of your victim with tremendous power and a loud warcry! If that does
n't kill, nothing will. A very nice skill to have, especially if you find a cloak of invisibility...
Heh heh... You don't need to play orcs to get this skill, however: Bart, the grizzled gladiator tea
ches it to you if you give him the golden gladius. Backstabbing becomes easy to increase after some
hours spent on slaying monsters in melee, and the higher it is, the greater the devastation you can
bring onto your enemy!
d) Bridge Building
Trolls live under bridges and thus have lots of time to study the intricacies of building them. You
need a hatchet and logs to build a bridge segment, but there is a chance of failure depending on you
r skill value. Since you can swim and you can build bridges without even spending a point in this sk
ill by using wands of cold, this loser skill does not deserve your attention. (It's true that ice br
idges only hold if you're carrying not more than 2000 stones, but for Christ's sake - take several t
rips!) Trolls get it (without a manual, which makes it all the more pointless), but everyone else ca
n easily obtain it too, especially since all Barbarian players with some Learning points left (so to
speak) choose the Yrrigs quest to get Healing. Everyone does that quest to get Healing even though
Bridge Building is the actual "reward" of the quest itself... Either kill Yrrigs to get his manual a
nd learn Bridge Building from it, or save him and learn Bridge Building from him (or the manual that
he leaves behind). Or just don't bother. You can only increase this skill if you still have your ma
nual; allow for it to be destroyed and you have to naturally train the skill, which takes ages to ge
t anywhere. I could rant on more about how useless this skill is (such as logs being heavy as ass),
but I want to get to the end of this guide before I push up daisies.
e) Cooking
Hurthlings love good food, and somehow consider knowing how to cook an essential part of becoming an
adventurer. Note that you need to have a cooking set to use that skill. Hurthlings start out with o
ne, but need to find another if that one gets destroyed. There are two possible outcomes if you cook
a corpse or piece of raw or fish meat: Either you succeed in cooking and get a cooked corpse, fresh
meat or fried fish meat, or you ruin the corpse, upon which it disappears. Your chance to succeed i
s directly related to your skill value. Cooking stuff increases the nutritious value and heavily dec
reases (but not completely stops) the rate at which the food rots. Because there are some corpses yo
u can exchange for nice stuff - Guth'Alak will give you potions of cure corruption if you bring him
the corpses of very chaotic creatures - it's a good idea to cook these corpses so you have a chance
to deliver them in time. Hurthlings start with a high skill value good for everyday goblin cooking,
but it should be improved further before cooking the most valuable corpses to minimize the risk of r
uining them. This skill is nice and pretty much takes out starvation as an early game killer especia
lly combined with Food Preservation, but pales in comparison to some skills other races offer.
f) Detect traps
Dwarves have a special attunement to underground dungeons of all type and thus start out with this s
kill. You know about the 's'earch command, right? A normal character without the Detect traps skill
can only find secret doors with this command, while a character with the Detect traps skill can also
detect traps located in any of the adjacent squares, including door traps. Once detected, any chara
cter should be able to bypass the trap, though low Perception and Dexterity values may pose a risk.
The Detect traps skill only works its wondrous magic when you are actively searching your surroundin
gs; your character won't spontaneously detect a trap with this skill (that's what Alertness is for).
The skill value of your Detect traps skill determines your chance to find nearby traps when searchi
ng: Even with a skill value of 1, there is a basic chance to find a trap, though it is very low and
it will take a lot of searching to find any trap. Note that Detect traps works with a ring of search
ing. Since the ring of searching causes you to make only one magical search check (which is "free",
i.e. does not take additional time) for every step you move, you should have a high Detect traps ski
ll if you want to rely on the ring finding most traps. Later on in the game, characters may grow so
powerful that they feel they can simply absorb the damage of all the traps found in the dungeons - b
ut they forget you can't absorb the emotional damage losing your only pair of seven league boots to
an acid or ceiling trap causes. Places like the Minotaur Maze or the Mana Temple should not be visit
ed without a means to detect traps, period. There is a wand that automatically detects all traps wit
hin line of sight, but wands can run out, be destroyed and be drained by the mana battery corruption
- the Detect traps skill cannot. This skill is nice for early game survival, especially when you us
e it before opening or even touching any door. Yergius, the master thief of the Thieves Guild that r
esides in Lawenilotehl, can teach this skill to you for a price (usually about 3000 gp), but will do
so only to members. To become a member, you need the Pick Pockets skill. Check the Pick Pockets ski
ll description for further instructions. Dwarves don't need to go through all that hassle to get the
skill, and there is no good reason not to obtain this skill for Barbarians of the other races.
g) Find weakness
A wicked and especially nasty personality grants this skill upon all orcs and dark elves. This skill
increases your chance to score critical hits. A critical hit causes double the damage of what a nor
mal hit would have dealt. This applies to any melee and missile attack you make. As a result of the
higher critical chance, this skill greatly improves the damage you deal to all opponents on average,
especially taking enemies' PV into account (The maths is similar to what was shown regarding the mi
ghty and tremendous blow class powers). The effect becomes, of course, more noticable the higher you
r skill level is. Of course, Vanquisher practically makes this skill obsolete. But who wants to plan
ahead for a crowning gift you don't even know you'll get? This skill is the main reason why dark el
ves and orcs make so DAMN SWEET Barbarians. Make it high priority if you get it since every point wi
ll make your life destroying monsters easier. It should be noted that the tremendous and mighty blow
class powers can take the place of Find Weakness when it comes to fighting high PV monsters, so you
can afford not to get this skill. But it's still damned worth getting.
h) Food Preservation
Being practical people and lovers of good food, humans, drakelings, trolls and hurthlings know this
skill from the beginning. Its effects are solely passive. First, the food you carry will rot at a mu
ch slower rate, allowing you to keep it in your backpack for a longer time. This isn't quite enough,
though, to completely assure that a corpse will hold until you have, say, delivered it to Guth'Alak
- you need Cooking for that. It's still somewhat useful since you can keep around a stat-increasing
corpse for some time until your bloated status wears off, for instance. The second passive effect o
f the Food Preservation skill is a lot more useful: It increases the chance that a monster killed by
you leaves behind a corpse for you to eat. Yum yum! In the early game, this somewhat helps keeping
your character from starvation, combined with the first effect. In the later game when food isn't a
problem, you'll still want to eat the corpses of some monsters especially. Giant corpses, blink dog
corpses, quickling corpses, giant slug corpses... Anything that increases a stat or grants a rare in
trinsic is more than welcome. The effect of the Food Preservation skill becomes greater with skill l
evel. Since this skill does nothing to actually influence your success and prowess in battle, you sh
ouldn't put many skill points in it early on when there's still more useful skills to train - unless
, of course, you find yourself constantly aching for food.
i) Gardening
Hurthlings seem to think building a garden is what every adventurer should know, even if they live i
n Barbaric tribes and hunt for their food. This skill lets you plant seeds. You can plant herb seeds
and plant seeds. Plant seeds can grow trees, which means they're useless. Herb seeds aren't useless
since they grow herbs, and herbs are very valuable, sometimes essential, to success in ADOM. Howeve
r, herb seeds are very, very rare, and you can grow herbs with holy water as well by pouring it on t
he ground. This skill lets you do something with those four, five herb seeds you can ever hope to fi
nd in a game and is otherwise utterly useless. It's not worth playing a hurthling for it. Note that
you can obtain this skill by choosing the Keethrax quest and, after having slain Keethrax, ask Guth'
Alak to be rewarded in knowledge. This course of action is not recommended, as the Healing skill tha
t can be obtained by the Yrrigs quest is a LOT more valuable to a Barbarian.
j) Gemology
Both trolls and gnomes seem to be fascinated by shiny things, the first because they have the brains
to be fascinated by the shiny things in themselves, the latter because they can sell the shiny thin
gs for money. The Gemology skill allows you to identify gems on sight. Given the availability of scr
olls of identify, this isn't impressive at all. The side effect, however, is very impressive: If, an
d only if, your character has the Gemology skill, pieces of wall that are dug up will occasionally l
eave behind gems, pieces of worthless glass and crystals. A higher skill means a higher chance not o
nly to identify a given gem, but also of a wall leaving behand a gem. This doesn't even require it t
o be you who mines - even a wall mined by an ant or dwarf will leave behind gems. Now, more gems jus
t get you more money, and the worthless glass is just as worthless to you if it comes by in large nu
mbers, but the crystals are very nice to have in high numbers. They are also good replacements for s
ome scrolls and spells if your character is illiterate:
Only crystals of knowledge don't quite behave just like scrolls of magic mapping. They reveal, even
if blessed, only a portion of the map. However, if they're blessed, they can do something scrolls of
magic mapping can't do: Increase Learning. You know how rare stat-increasing potions are? With Gemo
logy, a couple of pickaxes and lots of time, you can mine an equivalent of a potion of learning in a
lmost infinite amounts! Now, there are some catches. Crystals of knowledge only work reliably until
you reach the mid-twenties of your Learning stat (30 has been observed), giving you at least five sk
ill increases per level. If you ask me, Barbarians don't need a Learning score of higher than twenty
anyway - but the three most trolls and even gnomes start out with is definitely shamefully low. And
if I had 100 blessed crystals of knowledge, I'd make heavy use of potions of exchange to get all my
stats to mid-twenties with them (they are also useful for revealing the dungeon map in this case).
Well, do you want this skill? It isn't very useful if you don't exploit it, so it's a question of pl
aying style. Mining sessions are, of course, most time-effective with this skill at 100 (though it's
hard to get there without crystals of knowledge in the first place...) and the corresponding Mining
skill that both gnomes and trolls gain at 100 as well.
k) Literacy
Only gray and high elven Barbarian tribes have established a certain level of civilization and teach
their children to read and write (while other Barbarian tribes actually taught them how to be a non
l) Metallurgy
You need University and Gunpowder to get this. (Bonus points for anyone who catches the geeky refere
nce!) Orcs fight a lot and thus use metallic melee weapons a lot, and ore mining is a part of dwarve
n basic culture. Barbarians of both of these races, thus, start the game with basic knowledge in Met
allurgy. Metallurgy is similar to Gemology, since it allows to identify pieces of ore. Pieces of ore
, however, can be easily identified by their weight, so easily, in fact, that I won't tell you how t
o do it here. You can also apply Metallurgy on an item to find out whether it is made of metal and w
ith a higher skill level even what metal it is made of. This is somewhat useful if you want to find
out whether an item is susceptible to rust and melting, and what ingots you can use to improve it. Y
et, this is knowledge that you accumulate yourself, as a player, by playing lots of ADOM with open e
yes and knowing the aforementioned method for identifying ore (or having the guidebook appendices ha
ndy...). This skill is useful only if you want to smith, and even for that it's far from essential.
Don't increase it unless you really have nothing better to do with your skill points. Orcs and dwarv
es should be chosen for their other merits.
m) Mining
Trolls, orcs, gnomes and dwarves spend a lot of their time mining ore and gems and living undergroun
d, so it's only natural they start out with this skill. It increases the speed at which you dig thro
ugh stone with a pickaxe, and decreases the chance that you break your pickaxe. The Mining skill is
not required to mine, but it helps quite a lot, especially if you want to mine for gems and ore. How
ever, there are wands of digging in this game, and they can replace pickaxes if you want to mine a c
orridor to those places that aren't reachable without digging. Since even with a 100 Mining skill, M
ining takes some time and is unsuitable for quick escaping, this skill is not terribly important, ju
st nice to have. The same philosophy should govern your skill increases - increase Mining after the
more important skills are accounted for. If you love this skill, you'll still have to decide which o
f the four races that get it to play, though. Note that in the early game mining may be somewhat ris
ky because of sleeping stone giants - in the later game, you'll simply drool at the though of stone
giant stew and extra strength...)
n) Music
Drakelings are reptiles, and all people know reptiles have a natural attunement to rhythm'n blues an
d stuff. They don't? Whatever, drakeling Barbarians still start out with this skill. It's only use i
s taming animals. To be able to tame animals with anything that resembles success, you need the skil
l at values of at least in the sixties, and it works reliably only at higher values, especially beca
use a Barbarian has sucky Charisma. Considering a drakeling starts out at a single digit skill level
and doesn't even have an instrument, it's immediately disqualified as an early game helper. Later o
n in the game, the only animal that is worth taming as a battle pet is a killer bug. Killer bugs can
only be found if you have 100 entries in your high score list (i.e. 100 usually dead characters) an
d go to the bug-infested temple. They really are worthy of their name, and so can be helpful in disp
atching all sorts of enemies even late in the game. Sadly, since you're not a bard, you always run a
risk of your companions and pets turning on you. Do you want to get backstabbed by an extremely exp
erienced killer bug? I tell you now: You DON'T. That's a powerful argument against the major use of
Music. A minor use of the skill is that you can use tamed companions to kill cats without damaging y
our own kitty karma. Or you tame the cats themselves and let them be killed by monsters, whatever is
more to your liking. If you want to invest in this skill at all with your drakeling, do it with a v
engeance and spend some time practicing with your instruments so you can reach a halfway decent valu
e, or don't do it at all.
o) Pick Pockets
This skill allows you to choose in which one of your pockets you should put an item you found.
Even gnomes living in close relationship to basic nature's drives and with an inborn lust for combat
, valour and honour don't seem to be able to renounce one of the bad habits of their race in general
. If I ask you what you think you can do with Pick Pockets, the likely answer will be "Pick pockets,
duh!"; but it's not that simple. What the Pick Pockets skill actually does in the game is create, i
n a mysterious and entirely magical way, an item out of thin air inside a monster's pocket, and stea
l it at the same time. This item can never weigh more than 10 stones. Inside the bounds of this rest
riction, all potions, scrolls, wands, amulets and rings and some other stuff are possible. Yes, that
includes artifact rings and amulets like Preserver and the ring of immunity, and even the bracers o
f war. (And Soaker - but you don't want that artifact, as it's more like an artisucks) This means th
at every time you pickpocket a monster successfully you get an extra item you wouldn't have gotten o
therwise. If you pickpocket ALL the monsters, you get so many more items than normal it's not even f
unny.
The reason it works in that particularly strange way is probably closely connected to ADOM's develop
ment. In earlier versions of the game, monsters didn't have an inventory, meaning they couldn't pick
up or even possess items themselves; when a goblin rockthrower, for instance, shot a rock at you, t
hat rock didn't even exist for the game until it was shot, and the rocks and the sling and the rando
m items that may appear if you kill the goblin rockthrower didn't exist before as well. Because mons
ters couldn't, technically, possess any items, the Pick Pockets skill could not actually steal items
from the monsters. Instead, it created items itself to give the illusion that it stole items from t
he monsters. Before monster inventories, this was necessary as there was no other way for the Pick P
ockets skill to work. Now that monster inventories have been implemented and monsters can pick up an
d hold items, the Pick Pockets skill still works in the old way instead of now finally stealing item
s the monsters actually have. Personally, I think it's an oversight of the Creator; he probably did
not intend for the Pick Pockets skill to be used as a way to magically create items out of thin air.
I don't think it should be forbidden to use the skill as winning is hard enough as it is in ADOM, b
ut a victory managed only with the help of pickpocketing millions of useful items is, in my eyes, wo
rth less than a victory earned with next to no use of the Pick Pockets skill.
However, there is one purpose for which even I will use the Pick Pockets skill; and that is the requ
irement for entry in the thieves guild. You have to pickpocket a number of about twenty-five people
or monsters successfully before Yergius acknowledges your worth as a thief. This is acceptable even
for me, as I will only gain three or four extra items or so (A successful use of the Pick Pockets sk
ill will not always produce an item). Only members of the thieves guild can obtain a couple of usefu
l skills. For Detect traps see above, for the others previously unknown to any kind of Barbarian, ch
eck out the next section. It's not necessary in any way to play gnomes to get Pick Pockets; if your
PC is nonlawful, Yergius teaches it to you for free if you talk to him, even if you're only level 1.
If you're like me, you'll only increase Pick Pockets as far as you need to manage entry into the thi
eves guild; if you want to exploit this skill (and again, I won't think less of you if you do, we al
l do what we have to do to win, except savescumming), level 100 can be achieved by your extensive tr
aining and skill increases, but isn't necessary, since even mith moderate skill values (such ones de
emed "good" by the program) you get a very high success rate in pickpocketing your everyday monster.
p) Smithing
Every dwarf is taught how to smith even their own children's toys and emerge very proficient in this
skill with their adulthood. It's a very useful skill that can help you win the game greatly, but it
requires a wide assortment of tools and material.
The easiest requirement to meet is the hammer; any kind of hammer except maybe huge iron hammers and
the hammer of the gods (Don't know for sure) will do. You'll find one of these soon and easily enou
gh.
The second tool is a lot harder to get: An anvil. It drops randomly next to never (which is as it sh
ould be; why would any monster lug an anvil around with him all the time?). There are two anvils gua
ranteed in the game; sadly, both already belong to someone else: Glod, the Dwarftown smith, and Kher
ab, the dwarven artificer, both have an anvil in their possession. You can, of course, kill them to
get their anvils. Attacking Glod directly will lead to Dwarftown as a whole turning hostile on you,
and Kherab will put up quite a fight - he hits hard and this with poisonous attacks. So unless you'v
e already progressed pretty far in the game, only Glod is available. There are ways to rob him of hi
s anvil without turning Dwarftown hostile. The easiest one is the use of the Ventriloquism skill: It
will confuse Glod and turn him hostile, but no one else will notice you're the one who provoked him
in the first place, and people will even defend you against him. Only gnomes have this option, howe
ver, everyone else will have to settle for another, more tedious method: Teleporting Glod out of his
smithy and change positions with him until he can be lured off Dwarftwon through some stairs. Once
he has left Dwarftown with you, you can kill him and take his anvil just like the evil chaotic basta
rd you are without anyone in Dwarftown noticing. This also removes him as a source of smithing-relat
ed services like mending items and weapons or removing the rust from them, though.
The third main tool you need is a forge. Forges can be randomly found in dungeons. Guaranteed forges
are found, again, only in Dwarftown with Glod or in Darkforge with Kherab. The latter is out of the
question as smithing takes time and Darkforge is full of monsters and a corrupting area to boot. Th
e former is, again, a little tricky. If you already lured Glod off the level to kill him and take hi
s anvil, you won't have any problems, but as long as Glod is alive and in Dwarftown, he will charge
you for using his forge - even if he is several houses away. Luring him off the level without killin
g him works already, though. Also, forges are not that rare - especially the Unremarkable Dungeon ha
s a fair chance of one showing up, and is uncorrupting.
No, we're not finished. Now that you have gathered the three tools and are ready to apply the Smithi
ng skill, you can... remove rust. To do anything else, you need either ore that you can melt into in
gots or ingots of the right metal that you can improve weapons and armour with. Ore is obtained by m
ining, and ingots by making them out of ore in addition to the few that are randomly found. To melt
ore, apply Smithing and choose the ore. To improve an item, choose the item and then the ingot to im
prove it with (I'm not sure if you can do it the other way around). Provided you have the sufficient
material, your smithing skill level is the only limit to how much you can improve a given item. If
you have Smithing at 100 and even after several tries with your best effort improvement is impossibl
e, you have reached the limit.
So, to recap: A hammer, an anvil, a forge, and an ingot of the right metal is needed to improve an i
tem, and you can melt ore to get the ingot. And even without ingots and ore, you can still remove ru
st without a potion of rust removal.
Why go through all that hassle? It can be pretty much summed up like this:
Convinced? Note that you don't have to be a dwarf to get Smithing, as Glod provides basic training i
n the skill for a fee - which, I'll admit, can be high. Dwarves only save the money, since because o
f the rarity of the smithing tools a dwarf is unlikely to be able to use Smithing before a PC of ano
ther race would reach Dwarftown and get it anyway. Once you're there, all you need to get the proper
tools, if you're ready to be evil, is a wand of teleportation or the Ventriloquism skill. And a ran
domly found hammer, of course. Skill increases in Smithing need not take immediate priority, but Smi
thing should be at 100 by the time you plan to use it.
Even though this skill can lead to a ridiculously easy game, I wouldn't consider it too overly power
ful since the tools are so hard and the material takes such a long time to get. So feel free to use
it to your satisfaction!
o) Ventriloquism
Gnomes have a knack for trickery and sleight of hand in general, and this particular skill is part o
f their repertoire. It allows you to confuse enemies. Confused enemies stagger around aimlessly and
have a much harder time hitting you. Since apart from this skill, your only means to confuse enemies
is by throwing your limited supply of potions of confusion at them, it's a nice skill to have. Succ
ess is directly related to skill value: anything in the lower range is unreliable at best, so if you
want to use this skill on Ancient Chaos Wyrms or the like you'd better train it heavily. If you lik
e this skill a lot, gnomish Barbarians might be just the thing for you!
q) Acid Breath
Drakelings have a special ability that allows them to spit globs of acid at their opponents. The str
ength of the avid produced depends directly on the character level of the drakeling. Instead of powe
r points like a spell would, this ability consumes satiation; this means that if you're low on food
already, you should refrain from using the Acid Breath. On the other hand, there are situations wher
e a bloated character would love to lose his satiation so he can eat more stat-increasing corpses be
fore they rot, like quickling or giant corpses.
A drakeling Barbarian actually profits from his racial ability in all the cases where an opponent se
ems to be almost invincible to melee or missile attacks. Especially against doppleganger kings again
st whom you pretty much have to use spells, the Acid Breath can provide an alternative way of dealin
g damage. This racial ability is quite useful and a good argument for playing drakelings, though any
race can obtain a nearly exact copy of this ability through the sulphur exhaling corruption.
a) Courage
Normally, when your Barbarian (or any fighting class) is surrounded by more than two enemies, he sta
rts getting penalties to his own to-hit, while his opponents gain boni to to-hit. This penalty becom
es harder to bear the more enemies surround you. Courage helps decreasing that penalty. With Courage
at 100, it becomes barely noticable. A smart player doesn't let him- or herself be surrounded, but
in case it happens anyway (sometimes you're simply that unlucky, especially in cavernous levels), th
e Courage skill helps out greatly. Besides, a Barbarian should know Courage by virtue of being a Bar
barian anyway, especially since the skill is taught by a barbarian: the old barbarian living in the
clearing a bit north of Darkforge, in the middle of the forest to the south of the Drakalor chain. B
ut first, you have to complete a quest (Duh! This is an RPG. You may be the only person capable of s
aving the world, but you still have to pay for your stuff and you don't get crucial abilities for fr
ee!). To even qualify for that quest, you first need to have killed 500 monsters. After you have obt
ained the quest, you need to kill twenty more of the monster that was your first kill. This is one o
f the main reasons why every player should try to remember his first kill. Was it a goblin? A kobold
? An orc? A rat? A bandit if you were very smart? Anyway, after you've killed twenty of your first k
ill, you can return to him and he'll teach you sum'thin 'bout Courage. Note that he only talks to no
nchaotics; if you're an evil bastard, he won't teach or give you squat.
b) Disarm traps
This skill allows you to use thieves picks to disarm traps. Since the only other thing that could do
that is a spell, Barbarians actually need to have the skill to disarm traps, being the lousy spellc
asters they are. However, to disarm a trap, you have to know where it is. And if you know where it i
s, why don't you just avoid it? Traps rarely go off if you have halfway decent Dexterity and Percept
ion even if you step on them while knowing they are there. And if you don't have a high Disarm traps
skill, chances are you trigger the trap yourself while disarming it (which only really hurts you if
it's a fireball trap, though). The same can't be said, however, for door traps - almost all of them
will hit you if you fail to disarm them badly. But door traps are easily disarmed by opening the do
or with an at least uncursed key or a wand of knocking. All in all, this skill is of low importance,
so I'd advise you to keep the money it would cost to learn it from Yergius. (How to learn skills fr
om Yergius is explained in the Pick Pockets description.) Note that thieves picks can be very rare;
there are always some in the eastmost part of the first pyramid level, though.
c) Healing
This skill is one of the first game objectives for a Barbarian. Its effect is simple: It increases H
P regeneration enormously. The higher the skill level, the greater the effect. So no questions about
it, you want this skill, and you want it badly. Two people can teach it to you: Jharod, the healer,
and Kranf Niest, the mad doctor. Jharod will only teach the skill to you if you're nonchaotic and h
ave proven "your ability to exert mercy". You can do that in two ways: First, you can lure Yrrigs al
l the way to Jharod, upon which Jharod will heal Yrrigs and reward you. Second, you can heal wounded
monsters that have not been injured by yourself and are not hostile to you, for which Jharod will r
eward you as well. The reward is the Healing skill the first time, additional training in the Healin
g skill and a stethoscope the second time, and if Healing has already been maxed, you will still get
a potion of ultra healing EVERY time you talk to him after having proven your ability to exert merc
y. Niiice. (The catch is: Lacking the Healer class powers, you can only heal other people with the h
elp of a Healing spell. Barbarians and spellcasting don't mix. Wands of wonder in combination with b
ookcasting Cure Light Wounds is about the only way to do it.)
However, if you're chaotic and refuse to change your wicked ways, Jhared won't teach you Healing eve
n after saving Yrrigs. Instead, you can complete Hotzenplotz' quest and kill Jharod. As a reward, Ho
tzenplotz will send you to Kranf Niest, who will experiment on you, draining a couple of stats - Wil
lpower and Learning usually - and taking your headgear as well. The result is a Healing skill of jus
t over sixty. However, that was it. You won't get further Healing increases, stethoscopes and potion
s of ultra healing anymore.
All in all, it's preferable to be nonchaotic and receive the skill from Jharod, even though you get
the Healing skill at a lower value from him. However, you can't always become nonchaotic that easily
early in the game. It's doable if you do the Kranach and/or puppy quest and lure Yrrigs to Jharod,
but the easiest way is with a neutral or lawful altar. If you sacrifice gold one per piece, you'll r
each neutral alignment with only four or five gold pieces. I advise doing this on higher character l
evels or after several conversions only while wearing at least one artifact or some expendable equip
ment (like clothes [+0,+0]) in case the gods get angry and want to destroy your equipment.
Regardless of the way you get Healing, you don't need to train it as it trains naturally, but it can
help surviving the early game to spend a couple of skill increases on it. With this skill, you can
regain hitpoints in a reasonable timeframe and can even afford waiting around in one place for your
HP to maximize again without spending too much food.
d) Law
This skill makes you aware of chaotic and lawful deeds you just did. If you did something chaotic, t
he message is "You feel as if transgressing some law". If you did something lawful, the message is "
You feel as if behaving in proper form". This skill is not very useful, because, honestly, with some
brains and ADOM experience, you know that stuff yourself. Of course you are transgressing some law
if you slaughter some innocent child or rob a grave! What also diminishes the usefulness of this ski
ll is that it kicks in after you've already done what you did, and you can't make it undone. Still,
you can learn for the future. The skill is not easy to get, however: You need to kill both Kranach a
nd Hotzenplotz to be rewarded with the Law skill by Tywat Pare.
e) Pick locks
With this skill and thieves picks (see Disarm traps to know how to get them), you can open and close
door locks. What sounds like a nice skill is actually not that useful once you think about it. Ther
e are two kinds of locked doors: Trapped ones and untrapped ones. The untrapped locked doors are eas
ily kicked down. The trapped ones are the only ones for which Pick locks is of use. However, if you
don't have a high Pick locks skill, the trap is likely to be sprung while unsuccessfully trying to o
pen the door. Later on in the game, wands of knocking and keys take the place of Pick locks. Also, t
he Disarm traps skill can be used to disarm door traps, after which you can, again, simply kick down
the door. This skill might be useful to use doors to hem in monsters without the appropriate key, b
ut Barbarians probably have no desire to use such a cowardly tactic. Also, by the time you're likely
to obtain thieves picks (they're rare as fuck), you should have an almost complete assortment of ke
ys. This skill is probably not worth the money you have to pay Yergius for him to teach it to you. S
till, it's your call.
f) Tactics
You need Leadership and Conscription for this. (Yeah, I know... I gotta stop this.) Fitting that a s
kill as valuable as this should close the list! A sound knowledge of tactics improves the benefits a
nd decreases the penalties of non-normal tactics settings: Your berserking becomes more brutal (more
to-hit and damage), but less reckless (more DV); your cowardice becomes more defensive (more DV), b
ut less cowardly (more to-hit and damage). A Barbarian who knows how to use the tactics settings to
his benefit can only profit from the Tactics skill, and this he can greatly, as the effect is consid
erable. The higher Tactics becomes, the less worthwhile it is to remain in the normal setting at all
; even a change to normal aggressive or defensive tactics will become a good bargain in either direc
tion - the normal defensive mode is wonderful in the endgame since it yields usually a two digit DV
bonus for sacrificing only a slight amount of to-hit and damage. It's a question of playing style in
general, but everyone benefits from this skill in some way, even if it's only the chance not to be
hit by a greater titan's quarrel while running for your life in coward mode. That's why you should g
et it in any case. Like Backstabbing, this skill can be taught by Bart, the grizzled gladiator; you
just have to give him the golden gladius - and it's well worth it.
8. Talents
A very detailed and recommended section on talents is included in the guidebook. Here only my though
ts.
If you get only one starting talent, you should choose either Alert or Strong of Will. For me it's A
lert all the way for Treasure Hunter, but you may feel differently. With Strong of Will, you can bec
ome a Melee Weapon Master. Being a Melee Weapon Master adds 3 to melee damage and to hit. Nice enoug
h. However, you have to invest heavily in it: It costs 7 talents including the starting talent. Than
kfully, out of these seven prerequisites, at least four (if not more, since you could find several d
ifferent kickass weapons for different situations) can be called useful. Only Strong of Will itself
isn't very useful in any case.
What is said about all the other talents in the guidebook applies. Just ignore Long Stride. Three re
asons: First, you have Athletics, providing decent enough speed (If your speed sucks due to being bl
oated and strained, even Long Stride won't help...). Second, you get a class power at level 12 that
makes Long Stride completely obsolete. Third and last, your Barbarian ain't a goddamn coward! If you
want to be a bit faster before 12, choose the Quick talent early. After 12, the only thing that can
make you even faster NOTICABLY are seven league boots.
I can't decide on a single "best" talent set. Sometimes your early game problems dictate the talents
you take in early levels.
Keep in mind every Barbarian almost HAS TO take Basher, Powerful Strike and Mighty Strike, as all th
eir crowning gifts (except for elves) are compatible with these. That especially holds true for thos
e getting crowned with Vanquisher. While other heavy weapons may get six additional damage out of th
ese talents, Vanquisher gets a whopping twelve against almost any enemy (and certainly all those of
note), further amplified by berserk mode and tremendous blows to more than 36 extra damage with only
three talents. Tasty, tasty damage... That's why I'd advise against choosing the shield talents unt
il after your crowning: Getting Skullcrusher gives you entirely different preferences in that compar
ed to getting Vanquisher. (For Grod, again what was said about Vanquisher applies - but it isn't tha
t popular a weapon despite slaying powers.)
Aggressive and Natural Berserker are also a decent choice if you find yourself using berserk tactics
a fair deal, which admittedly I did. The extra 2 damage are amplified through tremendous blows. Six
extra damage, twelve if you're using Vanquisher.
Trolls and orcs suffer from their horribly short lifespans. Because of that, you might even consider
to choose neither Alert nor Strong of Will, but Long-Lived. The loss of Treasure Hunter and Melee W
eapon Master does suck a bit, though, so every trollish or orcish Barbarian LOVES that extra talent
from Candle and Falcon!
Average Melee Weapon Master Barbarian That Doesn't Want Treasure (minimal talents):
Strong of Will, Careful, Defensive Fighter, Quick, Affinity with Weapon One, Affinity with Weapon Tw
o, Affinity with Weapon Three, Melee Weapon Master, Dodger, Very Quick, Greased Lightning, Porter, M
aster Packager, Beast of Burden, Basher, Powerful Strike, Mighty Strike.
(Alternatives for the Porter or Basher chains are Good Shot, Keen Shot, Quick Shot. Also, Hardy, Tou
gh Skin, Iron Skin and Steel Skin can be considered, especially if you're a dwarf and can get Mithri
l Skin as well - though that only leaves you with Porter, with minimal talents at least. The Shield
talents may be a worthwhile alternative to the Porter talents.)
s, Affinity
with
Crossbow
s, Affinity
with
Slings Or
Whatever,
Good
Shot,
Keen
Shot,
Eagle-
Eyed,
Miss
ile
Weapon
Master,
Quick,
Very
Quick,
Greased
Lightning,
Quick
Shot,
Lightning
Shot,
Porter,
Master
Packager,
Beast of
Burden.
(Makes
wonderful
use of the
Barbarian'
s missile
weapon
potential
granted
by the
movemen
t speed
increase
and the
hurthling
Archery
skill.
Downside
?
Obviously
, no
melee
talen
ts.
However,
if you
sacrificed
Missile
Weapon
Master
and some
Porter
talents,
you'd free
four slots
you could
use on
Careful,
Defensive
Fighter
and
Dodger,
and
maybe
get the
Basher
and shield
master t
alents.
Every
hurthling
should,
however,
pick up
Eagle-
Eyed and
Lightning
Shot, AT
LEAST
the latter.
If you
can't
spare
talents for
that,
you're
probably
better off
with
another
race.)
The
Barbaria
n heir gift
is a brutal
mithril
two-
handed
sword.
This
weapon is
capable
of
crushing
anything
in you
r path
early on
and might
thus be
worth to
consider.
A way to
ensure
getting
three
starting
talents
is playing
a
hurthling
or
gnomish
Barbarian
born in
Candle or
Falcon.
Son of the
Chieftain"
(thre
e starting
talents):
Charming, Boon to the Family, Heir... (Follow the "Treasure Hunting Barbarian" routine leaving out t
he Treasure Hunter talents obviously. You'll find other weapons later on, so choose the Basher talen
ts or Shield master talents depending on the weapon found.)
Both hurthling and gnomish Barbarians can end up with four starting talents. A very rare gnome might
even find himself with five. With four starting talents, you may choose Heir and follow either the
Alert or the Strong of Will routine (while paying special attention to Basher talents, especially if
your Son of the Chieftain ends up with Vanquisher!), or give up on Heir, choose a build that combin
es Alert and Strong of Will, making good use of the extra talents.
With five starting talents (Should happen only once in a thousand, since even gnomes tend to start w
ith mediocre Mana scores), you can even get Heir AND Alert AND Strong of Will - after which you'll h
ave the "Barbarian Going Both Ways" build, if you like.
IV. Equipment
1. Melee weapons
Barbarians don't need much to be successful, but every Barbarian that doesn't want to be crushed by
the really dangerous opponents needs at least one melee weapon. They're dangerous in unarmed combat,
of course, but unarmed combat for anyone but monks and beastfighters is like fighting with only a k
nife - it's doable, but far from the best way. Barbarians are strong by themselves, but their streng
th becomes game-winning strength only with a kickass melee weapon in their hand or both hands.
However, the melee weapon is only one part of a Barbarian's battle prowess in melee: much greater is
the influence of the weapon skill. Even the mightiest sword is not worth very much if your Barbaria
n still has to find out which end to hold and which to stick into monsters. If you want to become re
ally powerful with a weapon, you have to train in it. A Barbarian that wants to achieve mastery in a
ll the weapon classes, however, would have to play for a very, very long time, but the first levels
are very quickly achieved in general.
In the early game, you should use the weapon that deals the most damage, taking your weapon skill in
to account. If you're already pretty skilled with your old weapon, using that instead of a newly fou
nd weapon with slightly higher damage and to-hit is better. But if the new weapon manages to be bett
er even when taking the weapon skill into account, I'd use it, especially considering how quick you
can achieve the first three levels or so in weapon skill.
However, sooner or later you'll find an artifact weapon. And some artifact weapons are more powerful
than a "regular" weapon could ever hope to be.
Anyway, here's a list of the weapon classes. I'll give you a general evaluation of that weapon class
, as some offer better weapons than others, and are thus more likely to be of use in the end of the
game.
a) Unarmed fighting
Rating: poor
Good weapons: Your bare hands and feet
Compatibility with the basher talents: None
Hands: Depends. You can fight bare-handed, wearing only one shield, or wear two shields and kick you
r opponents.
As has been stated, unarmed fighting isn't a very worthwhile endeavour for a Barbarian. It only does
damage like a dagger or knife would, and this without a single magical property. While on Grand Mas
tery the DV offered isn't bad, Polearm, whip or staff (not to mention shield) DV is superior, and th
ese classes offer some powerful weapons. It's cool to kill diamond golems in unarmed combat and a le
vel 50 Barbarian can certainly pull it off, but your chances against the most powerful opponents in
the game look grim.
I'll admit it doesn't look very Barbarian-like, but daggers and knives are actually not that bad a w
eapon class to train in. Compared to other weapon classes, daggers and knives will always deal a bit
less damage, sure, but there are very useful and powerful weapons in this class. First, Emerald Bit
e, a poisonous humanoid slayer with a higher chance to score critical hits. Second, the phase dagger
, a weapon that bypasses PV. It should be noted, however, that PV is less of a problem for Barbarian
s than it would be for other melee classes because of the tremendous blow class power. Also, the mag
ical suffix "of penetration" has the same effect and can appear on any melee weapon on any class. St
ill, phase daggers are the only PV-bypassing weapon that can be wished for. The other two very power
ful daggers are the rune-covered twin daggers Needle and Sting. These can't be obtained until late i
n the game, however, and if you do get them both, they become so powerful dagger weapon skill isn't
an issue. To sum it up, I wouldn't call it a waste to train in this weapon skill because of the phas
e daggers, and I highly recommend specializing in it should you find Emerald Bite, which you can be
precrowned with.
This weapon class isn't spectacular. The only decent clubs and hammers in the game are either eterni
um-made or Skullcrusher. A case could be made for the hammer of the gods, but I feel it doesn't comp
ensate for its two-handedness and rarity enough. Skullcrusher, a humanoid slayer with a nice strengt
h bonus, is the reason why Clubs and Hammers still gets a decent rating from me, as it is a crowning
gift for the Barbarian - one with a 33% (28% for elves) chance to get at that. It can also be found
randomly, and thus be obtained with precrowns. If the result of your crowning is not Skullcrusher a
nd you don't seem to be able to find it, however, I advise against fighting with clubs or hammers to
o long. Exchange your large eternium hammer for a better weapon.
This weapon class is not spectacular, but not that bad either. Maces of destruction and eternium fla
ils are damage-dealers and otherwise not out of the ordinary. Big Punch deals even more damage than
these and is a weapon you are guaranteed to get as the quest reward for doing the last Thrundarr que
st, but it's heavy as hell. Maces of disruption don't deal a lot of damage, but are undead slayers a
nd can come in handy against these, but mostly their base damage is too low to justify using them ot
herwise. The only weapon of this weapon class that really shines is Purifier. It slays Undead, Demon
and Constructs (Unlife). This means it works against balors, which is always nice, and several othe
r dangerous end-game opponents. However, with its low base damage and the fact it doesn't slay human
oids, it's not the best artifact weapon - and on top of that, very rare. If you do find yourself usi
ng maces and flails, don't forget to get the Basher talents, as almost any mace or flail that is wor
th using gets extra damage from it. The reason this class gets a relatively good rating is the damag
e flails tend to deal, which is greater than that of broadswords or battle axes made from the same m
etal. Maces of destruction (and Big Punch) surpass swords of sharpness in raw damage and are compati
ble with the basher talents. Still, maces and flails are somewhat less plenty than swords in the beg
inning.
e) Swords
Rating: medium
Good weapons: eternium long sword, scimitar and broadsword, sword of sharpness
Compatibility with the Basher talents: Practically non-existant, see daggers and knives
Hands: 100% one-handed.
A classic of any RPG. You can't go wrong with swords, right? Actually, in this case it's not that go
od an idea. Barbarians aren't crowned with swords that actually belong to the Swords class, and the
artifact swords that can be gotten aren't that useful. The golden gladius is okay, but you need the
Tactics skill you can only get if you give it away. The sword of Nonnak does pitiful damage - it's o
nly useful to spellcasters because of the willpower bonus. Justifier, the most powerful sword of all
, is probably not available to any but those that can be crowned with it, and Barbarians aren't amon
g them. Still, swords of sharpness are among the most powerful single-handed melee weapons that are
not artifacts, and higher metal swords in general are pretty easy to find especially early on. This
weapon class is good early on, but it tops out somewhere in the mid game in its usefulness. That's w
hy you should probably switch sometime earlier.
f) Axes
Rating: medium
Good weapons: eternium battle axe, Rolf's Companion, Executor, Hammerhead
Compatibility with the Basher talents: Very low. Only orcish battle axes and stone axes apply, and t
hey're pretty weak.
Hands: 100% one-handed.
What do you see in your mind first if you hear the word "Barbarian"? A big motherfuckin' axe, exactl
y. Actually, the Big Motherfuckin' Axe (or great axe, or axe of the minotaur emperor) is not a part
of the Axes weapon class - it's part of the two-handed weapons class. These are the axes that you ca
n wield in one hand. This weapon class is actually not bad as there are good artifact weapons for it
. Rolf's Companion can be obtained by lawful characters in dwarftown, Executor and Hammerhead have t
o be randomly found. Hammerhead and Rolf's Companion are very similar in power, but Executor is what
makes this weapon class really shine: It slays humanoids and demons! The fact that it curses you is
only a minor setback if you consider the humanoid slaying, probably the most useful slaying power o
f all. Of course, if you don't find Executor, axes are like swords: Mediocre in the end, good to use
until the mid game.
g) Whips
Rating: poor
Good weapons: whip of the snake, whip of slaughtering
Compatibility with the Basher talents: Practically non-existant.
Hands: 100% one-handed.
This weapon class is pretty horrible. Whips of the snake and of slaughtering are the only worthwhile
weapons to use, and they are very rare. Even if you find them, they are quite a lot weaker than goo
d artifact weapons and some eternium-made weapons of other weapon classes, and there are no artifact
whips. Whips do offer a nice DV bonus, but the one the pole arms class offers is greater. So in gen
eral, unless you love doing things the exotic way or role-play Indiana Jones, don't use whips.
h) Pole arms
Rating: medium (good if born in Raven)
Good weapons: eternium spear, eternium halberd, Wyrmlance, rune-covered trident, Trident of the Red
Rooster
Compatibility with the Basher talents: Low, Trident of the Red Rooster is the only powerful weapon t
hat applies.
Hands: Fifty-fifty, the most powerful pole arms tend to require two hands to wield.
This weapon class would be a lot better if the Trident of the Red Rooster weren't such a pain to get
. Even so, the rune-covered trident - available as a quest reward to all characters that reach level
36, or even 16 if they're Raven - is a very nice weapon since it slays undead and demons and deals
pretty awesome damage. Most notably, it's effective against balors on D:50: If you are capable of de
feating the balors on D:50, winning the game is pretty easy. A Raven-born Barbarian should actually
try to get this weapon as early as possible: as soon as at least two uses of on-demand teleportation
and a ring of the fish (or helm of water breathing) are found.
For most PCs, below level 36 you simply don't get very powerful pole arms save for a randomly found
Wyrmlance. Eternium spears are a powerful combination with shields because of the DV bonus a high po
le arms skill yields: You won't deal the enormous assloads of damage you could get with other weapon
s (though it's still assloads because of tremendous blow), but you'll be hit much less often. None o
f your crowning weapons, however, is part of this weapon class.
i) Two-handed weapons
Rating: good
Good weapons: eternium two-handed sword, Vanquisher, Grod, axe of the minotaur emperor
Compatibility with the Basher talents: Alright, higher metal two-handed swords do not qualify, the a
rtifacts do.
Hands: Two. Duh.
For those who already wet their pants at the thought of wielding a big motherfuckin' axe, I have to
disappoint you: The great axe isn't spectacular. It's almost equal to the two-handed sword in power
- the iron two-handed sword. Higher metal two-handed swords are the two-handed weapons to use in the
later game. Except, of course, you plan on using the axe of the minotaur emperor. Remember, however
, how much of a pain in the ass the Minotaur Maze is for non-spellcasters.
Two-handed weapons might not be the best weapon class for anybody, but I think it's the best for Bar
barians. That's because two-handed weapons deal the greatest raw damage of all - Needle & Sting asid
e. The higher your damage output, the greater effect will tremendous and mighty blows have. The two-
handed weapons weapon skill itself assists this even more due to its unequalled damage bonus (Over t
hirty points of extra damage on Grand Mastery!). And then there is Vanquisher, which a non-elven Bar
barian has a 33% chance to get, and there is Grod, obtainable with a 16% chance. There's a whopping
66% chance for your crowning gift to be a two-handed weapon in general (though Death's Blade is hard
ly superior to an eternium two-handed sword). Vanquisher is the wet dream of any Barbarian due to it
s power of slaying almost ANYTHING, and Grod offers nice base damage, immunity to fire, higher criti
cal chances, and at least giant and demon slaying. Even if your crowning gift doesn't turn out this
way, an eternium two-handed sword is powerful enough to be used with success until the very endgame,
especially if you find one with certain magical properties (penetration or devastation spring to mi
nd). Still, Skullcrusher with a shield is probably better as long as you don't find one with those.
j) Staves
Rating: poor
Good weapons: eternium-shod quarterstaff, quicksilver quarterstaff
Compatibility with the Basher talents: Practically non-existant.
Hands: 100% two-handed.
Of all the weapon classes, this one offers the highest DV bonus. Nice? Pointless, as it doesn't make
up for the lack of being able to wear a shield. A good single-handed weapon with a good shield will
always be better than any staff. Investing weapon skill training in this weapon skill is probably a
waste. Except in the case that you stumble across an eternium-shod quarterstaff in the small cave o
r something, don't fight with a staff. Certain magical staves might be worthwhile to use for a spell
casting character, but you're a Barbarian!
2. Missile weapons
Why does a Barbarian need missile weapons? Well, first of all, you can't use spells. So what happens
if you encounter an opponent that you can't engage in melee? Karmic lizards? Master swordsmen and r
atling duelists with their nasty habit of disarming you? Hotzenplotz with his poisonous melee attack
s? Fleeing enemies that are faster than you? You can use wands against most of these enemies, grante
d. But wands and the booze to recharge them with don't grow on trees. So there is no good excuse not
to use some sort of missile weapon.
However, there is a second incentive to use missile weapons, especially bows and crossbows, and that
is slaying ammunition. With "slaying ammunition", I refer to arrows and quarrels that have the powe
r to slay a certain type of monster: "arrow of dragon slaying" for instance. These are randomly drop
ped by monsters frequently, and almost always come in bundles. And their power is obvious: They can,
when supported by decent dexterity and missile weapon skill, slay the thing they're supposed to sla
y a lot better than your melee attack could - except, of course, if your melee weapon also "slays",
but only artifacts (and maces of disruption for undead and rabbit knives for battle bunnies) can do
that. And on top of that, slaying ammunition can slay from afar - and the more powerful opponents ha
ve usually devastating melee attacks or eat your stats as if they're pizza. Some, if not most, don't
have distance attacks at all, meaning you simply get powerful free hits with your missile attack.
Lastly, when you encounter an opponent, normally you have to run up to him or hit "5" until he is ne
xt to you so you can use your melee weapon. But isn't that time better spent shooting some missiles
at your enemy in berserk mode to soften him up for the melee fight?
So, we've established you want to use missile attacks, and I've given you a very good reason to use
bows and crossbows. And I mean bows AND crossbows. Specializing in one of them means better damage o
f course, but I promise you that you won't find all the kinds of slaying ammunition for only one of
these. What will you do if you train in bows only and engage an ancient karmic dragon and suddenly f
ind out that all your dragon slaying ammunition comes in quarrels? Bite yourself in the ass, that's
what. Train both weapons with the normal ammunition you find, the first levels in the missile weapon
skills are very easy to obtain and already help a lot.
Slings, no (unless you're a gnome in the early game). Throwing weapons, hell no (Except, maybe, boom
erangs of slaying or something like that, or to become a throwing spears specialist to prepare for t
he rune-covered trident). Missile attacks play a supporting role for your Barbarian, and bows and cr
ossbows give the best support. Hurthling Barbarians have the added advantage that they get the most
powerful missile attacks of any Barbarian, making them all the better at the described uses of missi
le attacks.
3. Armor
Some dismiss wearing armor as a sign of weakness. "Some" tend to die pretty easily. You should be sm
arter and wear the best armor you can find. There are two kinds of armor values: DV and PV. You beco
me harder to hit the higher your DV is, and every time you are hit, the damage caused is reduced by
your PV value except for the cases where monsters punch through your armor, as claw bugs do. PV is t
he more useful armor value in the early game. A PV of 10 or higher makes you invincible against the
attacks of puny goblins and rats, and you won't feel much even from orc chieftain or kobold chieftai
n attacks. If you manage to get a PV value of 15 or higher, you can consider yourself very well prot
ected for early game purposes. So in the early game, the PV value of the armor dictates its worth.
As the game progresses, monsters deal higher base damage, and thus their criticals add even more dam
age. Critical hits by monsters do not bypass PV, however - they simply deal double damage. Simply? C
heck the maths regarding monster PV for tremendous blows again - the effect of dealing multiplied da
mage. Well, the same applies for monsters against you! When your PV is, say, 50 (a realistic endgame
value), and a monster can deal a maximum of 50 damage normally, normally you'd think you can sit th
ere and laugh at its puny attempts to hurt you. But if that monster deals a critical hit with maximu
m damage, you lose 50 hitpoints. That's a lot - enough to kill you depending on the circumstances, a
fter all, the monster could have several attacks and luck out with these as well, or you could be fi
ghting several opponents at once, or already be pretty hurt!
The more powerful the attacks of the monsters become, the less reliable is PV, and as a consequence
the more valuable becomes DV. When you become harder to hit, you will suffer less hits in general, a
nd thus criticals. And if you do get hit, a reasonable PV value allows you to absorb most of that da
mage as well. A good combination of high DV and PV is what you want in the endgame, but it doesn't m
atter all that much whether your PV is 30 or 50 if you have a DV of 90.
Berserk mode lowers DV, but due to the fact that monsters are destroyed more quickly in it you're hi
t about as or even less often as you would have been in normal mode, especially with a high Tactics
skill. But with a lousy DV from equipment, your Barbarian will still be hit too often, berserk mode
or not - except, of course, you avoid to be even attacked thanks to attacking and movement speed.
For PV, it's pretty easy: Higher metals offer better protection. Better DV mostly isn't gained from
armor parts (though some high quality armor parts give DV boni), but higher metal body armor doesn't
have as high DV penalties. Shields are the most effective source of DV. In the case of shields, I c
onsider DV the more important property in the long run (again, in the very early game, every extra p
oint of PV helps survival): A [+11, +2] shield is better than a [+9, +4] shield. This is because of
the special relationship the DV of your shield has with the shield weapon skill: Even if your shield
skill would allow for a higher gain, the maximum DV gained by the skill is equal to double the DV b
onus of your current shield. Your endgame shield should be either a eternium or crystal tower shield
or the artifact shield Protector (or maybe the shield of raw steel - though that should be consider
ed toying with fire!).
Another thing: If you want the absolute supreme armor in DV/PV terms, the Smithing skill is your ult
imate tool, as it can improve any kind of metal gear by a very large margin - BOTH DV and PV. Check
the skill description for more information.
Scrolls of defense and protection should always be preserved for those parts of your armor that can'
t be smithed and are pretty low on DV and PV already. Seven league boots or magical girdles (Like gi
rdles of giant strength) are good examples.
4. Magical equipment
There is a large assortment of magical items to be found in the game. Some are of great use to a Bar
barian. Since Barbarians are usually illiterate for quite some time, there is a need for wield-ident
ifying (equipping items to see what they do). This doesn't always work, is not generally a safe thin
g to do, and for some kinds of items, it can be potentially fatal. The risk of being stuck with a cu
rsed item can be considerably lowered by determining the status of an item before wield-identifying
it, which can be done by dropping the item on a coaligned altar. If an item is uncursed or blessed,
you will be able to unequip it again safely unless that item is auto-cursing. Auto-cursing items are
rare, and for some types of items there are none at all, making it safe to equip these once you kno
w they aren't cursed.
a) Rings
Rings of slaying are very desirable, as the six points of melee damage added by them multiplies when
you take berserk mode and tremendous blows into consideration: the effect is equal to the effect of
the Basher talent PLUS Good Shot, Keen Shot and Eagle Eye (to-hit increases of those aside)! There
is a lot of other possibilities for ring slots, and sometimes using a certain ring is simply a neces
sity. Early on in the game, rings you find will not be even identified for quite some time. Wield-id
entifying is generally not advisable, as it is possible to find yourself crushed by tons of luggage
due to equipping a ring of weakness, and you may get yourself stuck with rings of doom (very nasty)
or of the fish, which both autocurse as well. However, the majority of rings is harmless; though any
ring can be cursed and force you to wear them until water can be blessed or scrolls of uncursing ca
n be read. Other useful rings include the ring of teleport control (almost essential if you don't ha
ve it as an intrinsic thanks to a pool or blink dog corpses, useless if you do), artifact rings like
the ring of the High Kings, the ring of the Master Cat or the ring of immunity, rings of mental sta
bility or speed (especially if they are of high quality) and other, specialized rings depending on t
he situation. (It's good to remember those two rings of acid resistance in your pack when you see an
acid vortex heading right towards you, and the ring of see invisible is the only non-artifact item
that grants that particular intrinsic.)
b) Amulets
You'll find yourself changing amulets pretty often during a game. The reason for that is the wide va
riety of amulets that grant special resistances. While rings offer mostly elemental, stun and confus
ion resistance, petrification, paralyzation and death ray resistance is restricted to amulets. Pick
up any amulet you find. When you encounter a gorgon, switch to petrification resistance. When you en
counter a mimic or dorn beast, switch to free action. When you encounter Nuurag-Vaarn, an emperor li
ch or a ki-rin, switch to death ray resistance. Of course, if you have these resistances from anothe
r source, you can use other amulets in the amulet slot. The ankh is a nice choice if only for the ad
ded luck and the DV/PV offered. Amulets of speed offer a small advantage, as is true for most of the
other amulets. You should only wear an amulet of life saving, if you have one, before a great battl
e, it can be destroyed too easily by traps if you use it for everyday exploring. If you're really lu
cky, though, you'll find Preserver, and then you'll never want to change your amulet again ever.
Early game Barbarians should remember that amulets of light are always glass amulets, and are very u
seful for exploring those dark rooms and adding to your range of sight. For all other amulets note t
hat there is one amulet with a negative effect, which also autocurses - one that can slowly kill ear
ly game PCs: amulets of hunger. Wield-identifying thus carries risks. There is one other autocursing
amulet - but you should be aware of its dangerous nature after having seen what it has done to its
previous owner.
c) Helmets
Helms of mental stability increase Learning, a semi-important stat for Barbarians, and grant confusi
on resistance, an important intrinsic. Helms of water breathing are only really useful in the water
cave. Helms of teleportation let you randomly teleport, which is nice if you want to save your on-de
mand teleportation sources for emergencies. Crowns of regeneration are very powerful, but vulnerable
to fire. Red, white and blue crowns offer elemental immunities for special occasions. All of these
except helms of mental stability can be smithed to your liking! Wield-identifying headgear carries n
ext to no risk - the worst that can happen is that you get stuck with a cursed low-qualitiy helm stu
ck on your head. There are no auto-cursing helms (safe for two artifact crowns found late in the gam
e, which also both doom, so take care), so feel free to wield-identify all the helms you know aren't
cursed.
d) Girdles
The best girdle in the game is the girdle of giant strength. It has only one weakness: It can be eas
ily destroyed, especially by fire. And suddenly losing 12 or more points of strength from one moment
to the other is something not all PCs can deal with. Still, Barbarians LOVE strength. The regular g
irdle of strength is probably not worth it compared to a higher metal girdle. Girdles of carrying ar
e very useful, but have the same weakness as the girdle of giant strength. Girdles of greed are usef
ul in the Casino, and if you have at least the Porter talents, you can use a certain exploit to incr
ease your carrying capacity to the potentially unlimited: Blessed girdles of greed increase your car
rying capacity by the exact weight of your gold. However, Porter talents increase the capacity AFTER
this has happened, meaning that girdles of greed actually yield a net gain in carrying capacity the
more gold you carry: If your carrying capacity were 2000 without gold or blessed girdle of greed, b
ut you have Porter, wearing 100 stones in gold with a blessed girdle of greed would increase your ca
rrying capacity to 2121, meaning you can wear 21 stones more in total. Wearing 1000 stones in gold i
ncreases carrying capacity to 3300 (300 extra), 10000 stones in gold to 13200 (1200 extra), 2 billio
n stones in gold to 2 billion, 200 million and 2000 (2.200.002.000) stones, meaning you have 200 mil
lion stones of carrying capacity more to fill! However, you can easily predict what will happen shou
ld your girdle of greed be destroyed while exploiting this trick. Money belts, finally, are next to
useless - if anyone ever steals from you, just kill him and take your gold back. You should refrain
from wield-identifying girdles in any case. Not only can cursed girdles of carrying and cursed girdl
es of weight hamper your progress greatly: if your girdle is cursed, you can't change your body armo
r anymore, not even equip one after the old has been damaged or destroyed! However, it's safe to wie
ld-identify girdles you know aren't cursed, as there are no autocursing girdles. Note that magical g
irdles cannot be smithed, only the metal girdles - which are usually non-magical - can.
e) Cloaks
Cloak have the annoying habit of not lasting too long, as they can all be destroyed by fire, water,
lightning, acid or monster hits. The only truly magical cloak is the cloak of invisibility, and in s
ome places it is a tremendous asset. Do not wear it constantly since it consumes food very quickly (
and is, as has been stated, easily destroyed). Wield-identifying cloaks is safe - The worst that can
happen is a cursed cloak with negative properties, and even that one will not be on your shoulders
for long thanks to cloaks high vulnerability to item destruction. Cloaks cannot be smithed, but don'
t invest scrolls of defense or protection in them either.
f) Bracers
If you find the bracers of war, the question of how to use this slot is settled. If you don't, it's
not that tough of a decision either. Bracers of regeneration are probably the best. Bracers of tough
ness come on the next place. Bracers of resistance are pretty nice, as are bracers of speed, bracers
of defense or protection are the most basic and least useful of the bracers. Except for bracers of
toughness and brass bracers (and, obviously, the bracers of war), all bracers can be smithed. Bracer
s in general are rare and wield-identifying is harmless (no auto-cursing, no negative effects), that
s why I usually equip the first pair of bracers I find (except for brass bracers, as they have no ef
fect).
g) Gauntlets
The best gauntlets for a Barbarian are gauntlets of strength, especially Ironfist. A pair of artifac
t gauntlets in general (if not Ironfist, then the elemental gauntlets, which are also very useful) h
as the added advantage that it protects your rings from harm. Only divine forces can destroy rings t
hat are hidden under an artifact gauntlet. Dragon-hide gauntlets offer useful resistances. Gauntlets
that are made of iron can be smithed. These include any kind of dragon-hide gauntlets, normal gaunt
lets, gauntlets of strength and gauntlets of peace (presumably). There are no gauntlets made of othe
r metals than iron. Wield-identifying gauntlets is risky. While there are no gauntlets that cause yo
u direct harm if you equip them, you can become stuck with auto-cursing gauntlets of peace, which ar
e indistinguishable from normal gauntlets while unidentified. Also, being stuck with cursed gauntlet
s means you can't equip or unequip rings, a restriction almost as severe as the one a cursed girdle
has.
h) Boots
Seven league boots are probably the best boots you could ever want, even though the Barbarian class
power on level 12 is a good replacement for them. Apart from the seven leagues, there is only one ty
pe of magical boots that can be of use: Boots of speed. Their speed bonus is significant. The dexter
ity bonus of the boots of sneakiness is nice, but not really that useful. Apart from these two, you
can pretty much only wear non-magical boots for their armor ratings. Metal boots can be smithed, and
they come in all metals. Wield-identifying boots is a pretty harmless endeavour - the boots that ca
n have negative effects are pretty easily recognized by their weights: Boots of the slow shuffle, th
ough they are auto-cursing and have a very negative effect, always weigh 40 stones and are ridiculou
sly rare, seven leagues weigh 30 stones and are either leather, soft or worn boots weighing 30 stone
s. When equipping worn boots you don't know the status of, you should have holy water handy, as curs
ed seven leagues are actually very harmful.
i) Shields
There are no magical shields except for artifact shields. The question of which shield to wear is th
us solely one of DV and PV. Of the artifact shields, Protector is as powerful as Nature's Friend is
useless. The shield of raw steel, a possible quest reward from Kherab, is very powerful, but contain
s the essence of chaos and corruption, making it a dangerous item to use. Shields can be smithed, ex
cept for wooden, crystal and artifact ones. Wield-identiying shields is not recommended since it is
mostly unnecessary. You can recognize the metal from the weight of the shield in relation to its typ
e (small, medium, large, tower): Iron small shields weigh 50 stones, for example. So if you find a s
mall shield that weighs less, you know that it's made of a higher metal, and if you find a small shi
eld weighing more, it has to be made of crystal. Some crystal shields are as powerful as the eterniu
m variety of the shield type, some only live up to the adamantium variety. All crystal shields are b
etter than their mithril counterparts, though. Wield-identifying shields is not that risky, but bein
g stuck with an inferior shield when a better one is found can hurt a lot. If you know the shield is
n't cursed, however, you can freely test it out.
j) Body armor
Dragon scale mails are probably best if available, due to their high armor value coupled with a usef
ul immunity. Except for artifact armor, there are no other inherently magical armors. High-end body
armor can pretty much always be smithed (dragon scale mail can as well, most notably - adamantium),
artifact armor being the notable exception. The robes of resistance and Nature's Companion are prett
y powerful armors despite this weakness. Smithing armor helps mostly with DV. Wield-identifying armo
r is not advisable, as body armor is a pretty important part of your equipment and potentially being
stuck with cursed armor is not something you want, especially since there is a variety of nasty ran
dom magical effects for body armor (such as worm-ridden, charged, trapped, or auto-locking).
5. Crowning gifts
Barbarians can only get one of four artifacts as crowning gifts, five if elven. Two of these, Vanqui
sher and Skullcrusher, have double the probablity to become your new shiny toy. Let's look at these
babies closer, shall we?
a) Vanquisher
1 in 3 chance to get for non-elves, 2 in 7 for high/gray elves
+3 to-hit, 6d5+3 damage, -3 DV, slays humanoids, giants, undead, constructs, demons, dragons and jel
ly
Twohanded Weapons
The silvery two-handed sword, the only two-handed sword weighing 300 stones, is the wet dream of eve
ry Barbarian in the whole wide world. Sure, its base damage and to-hit is highly inferior to, say, a
n eternium two-handed sword, but look at its slaying properties. Remember that "slaying" means "doub
le damage". And "double damage" refers to total damage, not only the damage of Vanquisher itself. Al
l your strength, your melee damage increasing talents, your weapon skill damage boni, magical items
that increase damage, berserk mode, tremendous blow, Backstabbing bonus - all that is DOUBLED if you
use Vanquisher against the kinds of opponents it slays. And pretty much the only thing of note it d
oesn't slay is animals, and by the time you can get crowned, there is not a single animal that would
n't fall before you, Vanquisher or not. With this weapon, your Barbarian is a devastating demigod of
death and destruction!
b) Skullcrusher
1 in 3 chance to get for non-elves, 2 in 7 for high/gray elves
+12 to-hit, 3d6+2 damage, -3 DV, slays humanoids, +4 strength, resistance to stunning and confusion
Clubs and Hammers
The rune-covered club weighing 120 stones isn't too hot when it comes to raw damage. Actually, it's
even pretty bad in that regard. However, you get four extra points of strength directly translating
to more damage, you get the humanoid slaying power, which works against quite a number of opponents,
and the weapon is Basher-compatible. This weapon is especially nice to have against Nuurag-Vaarn, a
s he tries to confuse you very frequently and several sources of confusion resistance increase your
chance not to be affected. Also, Nuurag-Vaarn is humanoid, as are balors and Andor Drakon, incidenta
lly. It might not be the perfect weapon for use against anything, but it's not bad.
c) Grod
1 in 6 chance to get for non-elves, 1 in 7 for high/gray elves
+16 to-hit, 5d10+5 damage, -8 DV, slays giants and demons, higher critical chance, resistance to stu
nning, immunity to fire
Twohanded Weapons
220 stones is the weight of the mighty morning star, a two-handed weapon which is also part of the t
wo-handed weapon class. In raw damage and to-hit, it surpasses Vanquisher. Its DV penalty is hefty,
though. Also, while Vanquisher slays everything, Grod slays only demons and giants, not humanoids. T
he higher critical chance and the raw damage makes it dangerous in melee nonetheless, and the immuni
ty to fire is a nice gimmick. Grod is more powerful than an eternium two-handed sword taking the hig
her critical chance and the compatibility with the Basher talents into account, and it can easily de
stroy balors on D:50, making it worthwhile to use. It lacks the "Kill 'em all" feeling of Vanquisher
, though, and it hurts your chances in defense with its -8 to DV. All in all, an okay crowning gift,
but I'd be more grateful for Vanquisher, Skullcrusher or even Sun's Messenger.
d) Death's Blade
1 in 6 chance to get for non-elves, 1 in 7 for high/gray elves
+6, 6d8+6 damage, +4 DV, resistance to death rays
Twohanded Weapons
The heaviest of the crowning gifts at 400 stones, the ancient claymore "Death's Blade" is also the r
elatively worst. Its damage-dealing capabilities in comparison to a run-of-the-mill eternium two-han
ded sword don't look that hot, unless you have the Basher talents to support it with. (The math: Ave
rage eternium two-handed sword deals 24-48 damage averaging 36, Death's Blade 12-52 averaging 32, wh
ich can be increased to 38 with the Basher talents.) And while it has 12 lower to-hit, it somewhat m
akes up for that with five more DV and the death ray resistance. If Death's Blade is only slightly b
etter than an eternium two-handed sword, how does it look compared to Grod and Vanquisher with their
slaying powers? Death ray resistance may be more easily acquired with an amulet or the ancient mumm
y wrapping. It's not as horrible an artifact as, say, Soaker or Bugbiter, but it certainly isn't a r
eason to jump around in circles. Depending on your item finding luck, you could find yourself with n
othing better to use, though.
e) Sun's Messenger
1 in 7 chance for high/gray elves only
+15 to-hit and damage, slays undead
Wondering why the elven long bow deserves a spot in this list? All high and gray elves, regardless o
f their class, can be crowned with Sun's Messenger, so if you ended up playing one of these races wi
th your Barbarian, you may find yourself with this. Since Barbarians love to use bows and crossbows
alike (as has been explained in an earlier section), they don't sneer at this masterpiece of elven c
raftsmanship, but cherish it! Powerful undead can show up anytime, and the +15 to-hit and damage far
surpass anything a non-artifact bow can dish out. Say goodbye to those pesky emperor liches as your
blessed eternium arrows shoot forth from this wonder!
6. Items to wish for
Aside from the items already mentioned in the previous sections (the good weapons for each class, th
e magical equipment like the girdle of giant strength or seven league boots) there is, naturally, a
couple of very good choices for a wish. Like in the Archer guide, this should be taken as a general
pool of ideas - except the first wish mentioned, which is very much worth it. Again, if you wish for
items, always try to wish for them in plural - "pairs of" is the plural for gauntlets and boots.
- "Amulet of life saving", for the dying sage (Remember: Six blessed scrolls of chaos resistance 4 U
!)
- "scrolls of chaos resistance", if you're paranoid (and have reason to be)
- "Find Weakness", if you don't have it and didn't get Vanquisher (Vanquisher makes Find Weakness ob
solete)
- "Concentration", if you want to dabble in spellcasting affairs (but I don't make any guarantees th
at you'll be successfull)
- "scrolls of education", if you want to get lots of new skills (bless them!)
- "magical writing sets", should you have seen scrolls of education or of chaos resistance and want
to make more
- "Alchemy", though it's folly to obtain it if you can't max it in time for the PoGA recipe
- "wands of destruction" for an easier time on D:50
- "rings of ice" for an easier time in the Tower of Eternal Flames
#NAME?
- "potions of quickling blood" (yummy speed)
- "potions of youth" (if you've been raped by ghost lords)
- "potions of strength" (bless them both and gulp them down for four permanent extra points of stren
gth)
- "maces of destruction" in case you want a powerful, basher-compatible one-handed melee weapon
a) Keethrax
Why the hell are you fighting against Keethrax? You already have Herbalism and the black torc is shi
t, Healing is what you would have needed! Sigh. Well, it can't be helped. Against Keethrax, be resis
tant to fire, go up to him and start bashing him. If you engage him in a hallway, you can ignore the
Darkness spells as you will be able to hit him just as hard in the dark. If he is in a room and sta
ys in there, you should have an amulet of light or a torch ready. Keethrax can hit somewhat hard, so
finish him off as quickly as you can. Mighty blows in berserk mode with a decent weapon should take
him down in two hits. I'd consider fighting him with a Barbarian of level 8 and upwards. Below can
work too, but you have to be pretty powerful, orc or troll for instance.
b) Hotzenplotz
Don't melee him. Don't let him even come near you. I know, you're a Barbarian, honorable battle and
all that, but do you have any desire to be poisoned to death? Good. If you trust your missile weapon
skills enough, you may shoot him in berserk mode and hope that you manage to kill him before he rea
ches you. This works especially well with a Barbarian of at least level 12 because of the class powe
r. Shoot, run away, shoot, repeat until Hotzenplotz is dead. Grunge and Munge can be meleed without
risking poisoning damage, though they can occasionally hit hard. If you don't have missile skills go
od enough to do the trick, you can use wands. Wands of lightning or magic missiles work especially w
ell if you can get them to bounce and hit Hotzenplotz twice with one shot. Simply seek a bit of dist
ance, stay in coward mode and shoot until Hotzenplotz is dead, at least until a berserk finishing bl
ow can hope to catch him. Wands of poison are an especially clever way to kill Hotzenplotz. Simply r
un away from him in coward mode until he croaks. Using wands is a lot less risky than using missiles
. Being able to run away in general is good against Hotzenplotz, so try and keep your speed as high
as possible. Every Barbarian has Athletics, so even below level 12 you are faster than him while unb
urdened und non-satiated.
c) Rehetep
Against Rehetep, you can go for brute force; but undead slaying ammo or the wand of fireballs from T
hrundarr are the best way. His mummies are not very dangerous, but have some curaria mancox handy in
case you are sickened. His servants can be more problematic. Be prepared for as large a variety of
out-of-depth monsters as possible, have means of invisibility so you aren't attacked by all monsters
at once and can hope to make a run for it if push comes to shove. Means of Healing - blessed spense
weed for instance - are highly recommended. Not only for Rehetep, but in general.
d) Nonnak
Be at least resistant, if not immune, to cold before you engage Nonnak. If you're equipped with the
ancient mummy wrapping from Rehetep, you should take every opportunity you get to stay away from Non
nak and fire arrows or quarrels at him, he will try in vain to damage you with frost bolts. In melee
, he can occasionally get some mean critical hits in. Against a reasonably powerful Barbarian, howev
er, he won't stand a chance.
e) Griff
He is a formidable opponent in melee. If you can teleport behind him and pour holy water on his grav
e, do it, you'll get the experience anyway. Otherwise, be prepared for a drawn out fight, as he has
high defenses and hitpoints. It doesn't hurt to have blessed spenseweed handy. Use undead slaying am
mo if you want to spare yourself the trouble.
A first taste of the horror that is an orb guardian. Against the Snake from Beyond, you'll come to l
ove your level 12 class power. After fighting against all the servants around the temple, try to mak
e it so that you fight against the Snake alone, with no meddling elementals and demons. This can be
achieved by becoming invisible, crossing the water and leaving through the hallway you dug through t
he temple while the snake is on your tails. High speed is your friend. You can either use it to keep
or get a distance between you and the Snake, shooting off your missiles - though it is unlikely tha
t missiles will be very effective unless you have high dexterity or are a hurthling (best if you're
a hurthling with high dexterity, of course!). You can also shoot off some wands, though the Snake wi
ll probably shrug off most of the bolts. If all this doesn't seem to be able to help much, you'll ha
ve to bite the bullet and go into melee. Don't be too low on DV if possible, as the Snake hits hard
and poisons and corrupts you. On the other hand, the Snake has a fair share of PV, so what to do? Th
e best thing may be to switch to berserk anyway and either deal tremendous blows or repeat after eac
h hit in such a way that the Snake cannot attack you, preferably with a poisoned weapon since that w
ill work on the snake a bit while you run away a bit. A wand of paralyzation, should you have one, i
s a tremendous asset. Use it - it can be recharged for the later fights.
g) Skeletal King
Undead slaying ammo. Confusion resistance so he doesn't get you eaten by piranhas before you have a
chance to leave the bridge you built. High fire resistance or immunity so the magical barrages he fi
res don't hurt you. He can be beaten in melee, but he is hard to kill that way and hits pretty hard
himself. Slaying ammo simply spares you a lot of trouble.
The doom of many promising PCs. Barbarians benefit from their high hitpoint counts against him. If o
nly they could cast Frost or Acid Bolt! The biggest danger while fighting the wyrm is his shock atta
ck. It is best to avoid being shock attacked by him as much as possible. There are two ways to do th
at: Have monsters between you and him so he can't hit you (but that won't help a lot in the long run
, since you want to kill him and don't have spells to do it well from afar), or take away his abilit
y to shock attack you. This can be done by blinding him, by confusing him, by paralyzing him or by k
illing him. The last of these possibilies is the most appealing one, I'm sure, but sadly, it takes s
ome good hits with your best way of dealing damage to achieve it. If you have dragon slaying ammo, i
t is probably superior to your melee weapon; having Vanquisher or Wyrmlance at this point is best, s
o try to get crowned beforehand for Vanquisher. Use tremendous berserk blows, as a melee attack of t
he wyrm isn't as dangerous as the shock attack. To survive while killing the wyrm with your weapon,
blindness, confusion and paralyzation are your friends. The first two can be induced by throwing the
respective potions at the wyrm, the latter is achieved by using a wand of paralyzation. Also very h
elpful are wands of poison or potions of poison to dip your weapon in, and wands of cold or acid to
deal the finishing blow if the wyrm decides to make a run for it. Also, be resistant to confusion, a
s you can hardly afford to stagger around aimlessly while the Wyrm shocks you. The key to fighting t
he Ancient Chaos Wyrm is cleverness. The direct brute force approach probably won't work, but with a
bit of magical or alchemical help, you will be able to do it!
i) Cat Lord
You have killed cats? Well, it's hard to avoid that at any time with a Barbarian (as a spellcaster,
you have almost no excuse). Fighting against the cat lord is a major pain in the ass. The first step
you should take is a tactical retreat: Lure him to either a level above or a level below so you can
teleport away in a pinch. Afterwards, consider the following: The cat lord casts invisibility; seei
ng invisible is essential, equip the ancient mummy wrapping or a ring of see invisible if you don't
have the intrinsic yourself. The cat lord also is very fast and hits very hard, depending on how man
y cats you killed, he can be motherfucking fast and beat the living shit out of you. Luckily, that i
s the full extent of his abilities (though it's bad enough). Humanoid slaying ammo is effective, and
paralyzation from a wand is, again, very useful against him. When he is paralyzed (it will take sev
eral tries), try your best to hit as hard as ever possible (berserk, if the cat lord's PV is high an
d your damage not that high, tremendous - remember that you can theoretically let the game stay wher
e it is and do the math!) - his high DV and hitpoints give him a chance to get moving again and deva
state you. Remember: He who fights the Cat Lord without blessed potions of extra or ultra healing in
his backpack is naught but an addle-brained fool!
Once you reach Yulgash, he should be easily killed in melee (especially with a humanoid slaying weap
on), or with humanoid slaying ammo. The trouble is reaching him. The Temple itself is full of static
electricity that can damage a PC and his equipment. Don't bring anything too valuable into the Temp
le; scrolls of chaos resistance or the like should be left on another level. As a Barbarian, you sho
uld be powerful enough to clear the right outside of the Temple. To-hit is important, as air creatur
es tend to have no PV but high DV, so berserk mode with non-tremendous blows might be a good idea. O
n the other hand, the vapor rats, grues and demons have high to-hit themselves and will corrupt you
more, so against these, you should use one of the defensive modes (not coward, though). You can clea
r the whole outside of the temple, but I advise against it - there's no reason to spend too much of
your time having equipment destroyed. Once you have cleared the right part of the temple grounds, be
come invisible (preferably, as it protects you from being attacked by elementals and grues you haven
t attacked yourself) and open the Temple itself by searching for a secret door in the middle of the
right wall. Lure the elementals out someway, defeat some of them until you can get into melee range
to Yulgash or have a clear shot with humanoid slaying ammo. Yulgash will follow you out into the hal
lway if you wait long enough, but who knows what he will summon until he's there? Once Yulgash is de
feated, grab the orb and leave, unless you want to lose some more equipment to the charged air and t
he elementals' lightning bolts. If you went into the Temple without notable equipment anyway, that's
of course an option.
Question: Do you have some way of penetration? Any weapon with the magical suffix "of penetration" o
r phase dagger is your best bet against this opponent. It's almost guaranteed to do more damage than
any other weapon as it will bypass the 60 PV of the Ancient Stone Beast. No penetration? I think th
e Stone Beast is a construct, so unlife slaying (like Vanquisher and Purifier possess) should work w
ell, just remember to use tremendous blows since you'll have to overcome the PV. In this case, they
will always be worth it. The attacks of the Ancient Stone Beast tend to be relatively harmless, and
he doesn't drain stats or anything else remotely remarkable. Just damage, and not too much of it. Ag
ain, the more annoying part of fighting against it is fighting against its servants, the elementals
and grues. Be careful while digging a hallway towards the temple, as they pass through stone and are
capable of surrounding you by blocking your only escape route. Being surrounded by potentially hard
-hitting elementals and grues might be an exciting opportunity to prove your battle prowess, but sur
vival is important, too, right? Well then. Against the elementals and grues, the same tactics apply
that I have already explained for the Ancient Stone Beast, only that they have 40 instead of 60 PV a
nd elementals don't have corrupting attacks, making them infinitely more pleasant to fight than the
grues. If you don't want to fight them all at once, you have to lure some of them to another level s
ince you can't use hallways as choke points like you've done with every tension room until this poin
t. That way, you can at least restrict the number of elementals and grues you have to fight at once,
mostly making it a one-on-two fight. With the right weapon and tactic, it will be tedious, but doab
le work.
God, I hate that guy. Okay, before you even step one foot into the Temple, ask yourself: Are you res
istant to death rays? If not, see that you are. Now, are you resistant to confusion? No? Well, don't
blame me if you find yourself spending your precious time stumbling about in the corridor while you
re being shot at with shock attack after shock attack. Do you have a torch or an amulet of light? Go
od. Do you have humanoid slaying ammo? No? Be prepared for berserk tremendous blow, having to drink
a couple of potions of extra and ultra healing, and stat drains. Awful lots of stat drains. A fuckin
g awful lot of godforsaken stat drains from hell. Even humanoid slaying ammo won't prevent having to
resort to melee fighting reliably. This battle, to make it short, is a pain in the ass in any way.
The only ones that ever seem to have an easy time are archers with their awesome missile abilities a
nd humanoid slaying ammo. Or cheap spellcasters who use high-Willpower Acid Ball while having a GOD
DAMN DOOR prevent Nuurag-Vaarn from attacking them. Sigh. A Barbarian's life is never easy. Well the
n, if you fulfill the requirements mentioned, you have a good chance. But first, you'll stand before
the doorway and fight against hordes after hordes of summoned chaos creatures. If ever possible, tr
y to berserk the annihilators away with tremendous blows - they're worth taking out quickly to preve
nt your equipment from being destroyed. Sometimes, you can walk into the choke point to reach one of
the chaos wizards and take him out. You'll be hit by three monsters instead of one, but chaos wizar
ds must be taken out if you want to get out of that darn place in a reasonable timeframe.
Sooner or later, Nuurag-Vaarn won't be able to resist the temptation anymore and come for you. Once
it's between you and him, get some distance (easier said than done, because confusion resistance doe
sn't seem to work in any way remotely reliable) and shoot off your humanoid slaying ammo. If that di
dn't do the trick, prepare yourself for some nasty stat drains and melee him, tremendous berserk all
the way to take him out as quickly as possible. Since he won't always use his melee attack, the DV
loss isn't that bad compared to the faster taking him out. Switch to coward if you need to drink a b
lessed extra or ultra healing potion (You do have some with you, right?). Don't overestimate yoursel
f - drink that potion if your HP drop below a value you deem unsafe, even if you still have more tha
n 150 HP left. You'll see for yourself how hard his spells will hit. But don't forget to attack, and
do it with a vengeance. With any luck and a decent weapon, he should be killed before he can drain
too many stats. Even if your stats got drained a fair bit, laugh with glee as you stand above his ma
ngled remains - this was one of the hardest fights you'll ever have to endure.
NOTE: The Archer Guide has been revised. You'll notice a couple of sections have been added, others
expanded. Especially the Weapon choice section has been renamed Weapons and should actually be calle
d Equipment now. Will do it right the next time (Barbarian guide is already in progress!)
Let us begin with one of the easier classes to play, which is, coincidentally, the first in the alph
abetical list of all classes: the Archer.
I. Manual information
Archers are deadly shots. Although the name of their class seems to imply this, not all of them pref
er 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 sp
ots of their opponents. In close combat, archers are less formidable, although they are still danger
ous.
Archers are trained in the following skills: Alertness, Archery, Climbing, Concentration, Dodge, Fle
tchery, Listening, and Stealth.
At higher levels archers are the most deadly marksmen in all Ancardia. At level 6 a missile attack t
akes 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 w
ith one missile.
1. Starsigns
Concerning starsigns, the guidebook gives a couple of good hints. Archers benefit greatly from the R
aven starsign since they can hit and run a lot easier with it; it also has the nice effect that you
become resistant to doppleganger confusion ("harder to trick by deceptions"). Candle is always nice
for classes without Healing (it allows for regenerating at a decent speed); you can afford going Her
balism much easier with the Candle starsign. The other starsigns don't offer much to the archer. Swo
rd and Dragon are somewhat useful for faster weapon skill gainage (though Sword only increases melee
weapons skills, so Dragon is probably more useful). Unicorn, as always, is nice for ultimate aspire
rs. Falcon adds a not really useful skill (works nice for buffing up the skill page of high elven ar
chers, though). Book is useful for elven or gnomish archers because it improves upon their latent sp
ellcasting abilities later on. The other casting starsigns aren't that spectacular, though all of th
em do offer some minor advantage.
Worthy of attention is the "a falling star killed the village elder" part of your history. It decrea
ses the number of marks you need to advance in your missile weapon skills.
a) Human:
Skills added: Swimming, Food Preservation
Notable starting equipment: Leather armor, Longbow, about 50 arrows
b) Troll:
Skills added: Athletics, Bridge Building, Food Preservation, Gemology, Mining
Notable starting equipment: Thick furs, heavy club, 5-10 throwing clubs
Pros: Quite sturdy thanks to high regeneration rate, toughness and strength, Athletics skill is pret
ty powerful, Gemology and Mining at least useful
Cons: Horrible archer weapons at start, only mediocre dexterity, troll experience and troll metaboli
sm, very short lifespan
Verdict: Pretty bad choice, suffers from all the disadvantages of trolls while not making much use o
f their advantages, does not start out with ranged weapons worth using.
c) High Elf:
Skills added: Literacy.
Notable starting equipment: Elven chain mail, Longbow, about 50 arrows
Pros: Excellent starting equipment (elven chain mail more than makes up for low toughness), very hig
h dexterity, long lifespan
Cons: Almost no skillset additions
Verdict: IMHO the best choice; with 20/5 DV/PV right off the bat and plenty of ammo you're all set u
p for a relatively easy early game; excellent missile damage thanks to high dexterity and longbow.
d) Gray Elf:
For the most part, see High Elf
Verdict: Very good, not as good as high elves due to slightly lower regeneration rate, strength, tou
ghness and dexterity. They do have an even longer lifespan - but high elves are already so good it's
hardly relevant.
e) Dark Elf:
Skills added: Find Weakness.
Notable starting equipment: Elven chain mail, Hand Crossbow, up to 20 tiny quarrels
Pros: Elven chain mail, very high dexterity, Find Weakness skill, long lifespan
Cons: Not a lot ammo to work with at the beginning, bad starting missile weapon, slowest regeneratio
n rate of all races
Verdict: Very good, but have to find a bow or crossbow with respective ammo quick; if they manage th
at, they're better than high elves due to Find Weakness skill. Still, early game is somwhat harder.
f) Dwarf:
Skills added: Detect Traps, Metallurgy, Mining, Smithing
Notable starting equipment: Chain mail, Heavy boots, Heavy crossbow, 40-50 quarrels
Pros: Detect Traps, very decent starting equipment, sturdy due to high toughness and PV, other skill
s are useful too, long lifespan
Cons: Rather low dexterity
Verdict: Decent; can survive the early game comfortably with PV of 6 or better, high toughness and l
ots of ammo; are somewhat held back by low dexterity, though.
g) Gnome:
Skills added: Gemology, Mining, Pick pockets, Ventriloquism
Notable starting equipment: Leather armor, Gnomish boots, Light crossbow, about 30 quarrels
Pros: A couple of pretty useful skills, easier training in crossbows, long lifespan
Cons: Low PV on starting equipment, overall only average equipment
Verdict: Okay choice; the crossbow bonus is nice, but isn't enough to completely offset the disadvan
tages.
h) Hurthling:
Skills added: Cooking, Food Preservation, Gardening
Notable starting equipment: cursed ring, sling, about 20 rocks, cooking set
Pros: Very high dexterity, level 4 thrown rocks skill, easier training in slings and thrown rocks
Cons: Zero PV on starting equipment, skills are convenient, but useless in battle
Verdict: Pretty good, not as spectular as the guidebook would have you believe, though; the low PV m
akes early game a bit difficult if you don't manage to kill anything with your wicked rocks; slings
and thrown rocks aren't the best weapons for an archer overall, making the high bonus to weapon skil
l marks less valuable as it may seem.
i) Orc:
Skills added: Backstabbing, Find Weakness, Metallurgy, Mining
Notable starting equipment: Studded leather armor, Light crossbow, about 15 quarrels
Pros: Nice skillset addition, especially Find Weakness, quite sturdy thanks to decent toughness and
strength
Cons: Not much starting ammo, low dexterity, short lifespan
Verdict: A bit better than okay choice; Find Weakness is very nice to have, yet low starting ammo an
d low dexterity are turnoffs
j) Drakeling:
Skills added: Food Preservation, Music, Swimming
Notable starting equipment: About twenty drakish scurgari
Verdict: Probably the worst class for an archer; Alertness, a major selling point of drakelings, is
already included in the archer skillset; except for a pretty uselessly low Music skill, humans get t
he same skillset additions plus halfway decent starting equipment; like dark elves and trolls, drake
lings have to look for other ranged weapons right off the bat while not being able to withstand prol
onged melee (even with their natural regeneration rate, which is higher than that of other non-troll
races); the breathing attack is pretty pointless since as an archer you should have better distance
attacks available and in the beginning, when you need it most, you can't use it that heavily due to
food problems.
k) Conclusion:
All in all, high elves and dark elves are contenders for the best archer race, though I prefer high
elves. Gray elves are High elves light. After these Hurthlings and dwarves are the next best races,
followed by orcs, then humans and gnomes, after that trolls and on the last place drakelings.
1. Archers in general
Archers, as has been aptly described in the manual, are best when using their ranged weapons. They c
an attack faster and deal more damage that way than any other class can. Apart from that, they're no
t the worst melee fighters, and they can make effective use of minor spellcasting because of their C
oncentration skill, though they have to build up on their Literacy first. You can use a melee weapon
to fight most of the opponents you meet, but once you face a really dangerous opponent, it's your r
anged weapon you have to fall back on. It's important not to neglect your ranged weapon skills - eve
n though you can beat most opponents with melee weapons to save ammo, with a lower skill you deal le
ss damage when you really need every point you can get.
Generally, when exploring more dangerous dungeons, it is important to gauge your position carefully,
to know which opponents you should keep a distance from. Keeping a distance, anyway, is the most im
porant skill you should learn when playing archers. Every meter between you and your dangerous oppon
ent is a resource to be valued. Speed is important. Every skill, talent or class power that decrease
s energy point consumption for actions like attacking and moving is important. If your opponent ever
reaches you and you can't get away, though, keep on using your ranged weapon - because, in the end,
it will still deal the most damage.
2. Dopplegangers
Archers in general have a rather easy time playing (If there is such a thing as an easy time in ADOM
). Dopplegangers are a nuisance, though. Normal ones fall in melee (careful with hurthlings, they ha
ve no armor at the beginning and low strength; drakelings can at least use the breathing attack), by
the time doppleganger lords appear they fall in melee as well or to a wand, but doppleganger kings
are pretty damn dangerous (fortunately, by the time you meet them they should be easily avoided or d
ispatched with spells).
3. Skills to obtain
A disadvantage of playing archers is the lack of either the Healing or Herbalism skill. Healing is,
in my opinion, the better choice, so you should take the Village Dungeon quest by talking to Rynt be
fore Guth'Alak. If you feel like heavily exploiting Herbalism, though, you could also pick the Keeth
rax quest by talking to Guth'Alak first and gather lots of spenseweed to replace Healing. Just know
that once you get the Keethrax quest, you can't get Healing except through lucking out with a potion
or scroll of education. Note that while Keethrax has the black torc, a pretty useless artifact, Yrr
igs has a hatchet - number one on your tool wishlist if you're an archer. Also, herbs aren't actuall
y plenty - if you're unlucky, you won't find any until you reach the Big Room inside the Caverns of
Chaos (You'll know it when you see it)!
There are plenty of skills than can be learnt by talking to right people in the Drakalor chain. The
old barbarian teaches you the Courage skill under several conditions: First, to get the quest, you h
ave to slay 500 monsters of any kind. The quest demands that you kill twenty (He doesn't say twenty,
but you came to this guide to get accurate information, right?) more of the monster you first slew.
It's good to know what monster that was. I have a knack for forgetting that; and I'm pretty sure I
should get rid of that if I ever want to complete an ultimate ending. I usually get the quest when I
head east towards the CoC and stop by his clearing, and I usually have slain the monsters he demand
ed when I return to tackle the graveyard. Courage increases your to-hit and DV when attacked by more
than one opponent. To be exact, it lowers the penalties that usually take effect if you are surroun
ded. Usually you shouldn't let that happen at all, but sometimes it's near impossible to avoid - and
in these cases, Courage is VERY nice to have.
Another important source of skills is Bart, the grizzled gladiator who hangs around in the Dwarftown
inn. If you become champion of the arena and obtain the golden gladius as a reward and talk to Bart
, he will reminisce about his sad past and afterwards ask if he can get the gladius in exchange for
training. Bart's training consists of some minor weapon skill training in all the melee weapon skill
s - pretty pointless for an archer - and, most importantly, of teaching the skills Backstabbing, Tac
tics and Two weapon combat. Except for orcish archers, all three of these skills are new. Especially
the Tactics skill is well worth giving up the gladius, a pretty decent sword for the early game. Th
e other two only come into play in rare occasions - though the latter is pretty much a prerequisite
to fighting with two weapons in any way effective. Tactics increases the positive effects and lowers
the negative effect of the different stances on the tactics scale. With Tactics, your berserking be
comes a lot more powerful, your cowardice a lot more cowardly, and everything else also gets better.
Tactics is useless if you stay in Normal mode, however - but skilled players don't stay in normal m
ode when they battle; usually, anyway.
There are, of course, more skills available, some from pretty surprising sources. First, Yergius tea
ches all the thieves skills to you. Pick Pockets is trivial to get, but the others can only be obtai
ned by becoming a member of the thieves guild. To become a member, you have to use the Pick Pockets
skill about twenty-five times successfully. I think being nonlawful is also a prerequisite. Once you
re in, you can have Yergius teach you all the other Thieves skills: Detect traps, Disarm traps and P
ick locks. (And Stealth - but you have that already.) Disarm traps is of limited use, because you ca
n avoid traps you have detected pretty easily with decent Dexterity and Perception, and Pick locks i
s even worse, since doors that late in the game are usually opened with keys, and even with Pick loc
ks, you still need thieves tools to open doors. I needn't mention that they drop next to never rando
mly, and you have to be level 13 to enter the pyramid to get the only guaranteed in the game. At tha
t point, you should have wands of knocking anyway or simply kick down the doors you don't have keys
for. The Detect traps skill, however, is very useful, and covered in a later section. Dwarves alread
y have it and can easily afford not becoming a member of the thieves guild.
There's not much left. Blup, the baby water dragon, loves carrot juice. If you give enough of it to
him (blessed works better), he will teach you how to swim. For those that can't already swim (all bu
t humans and drakelings) this is a godsend. You can also get the Law skill from Tywat Pare if you ki
ll both Kranach and Hotzenplotz for him, but that skill is pretty useless. Usually common sense tell
s you what is a chaotic act and what is not, and the Law skill only kicks in after you've already do
ne what you did.
More obscurely, if you find dark sage corpses lying around while illiterate, bless one to guarantee
that it works and gulp it down. Bang, Literacy skill without potion of Literacy. Veeery nice, especi
ally when you got a near-impossible first Thrundarr quest.
And finally, having been born unter the sign of Falcon grants you the Survival skill - of low import
ance, but can save your life when you run out of food in the wilderness.
6. Talent choice
Regarding talents, all the archery talents (except the rather useless Far Shot and the maybe not qui
te as, but still useless Strong Thrower) are pretty much musts. This includes the following: Alert (
starting talent), Good Shot, Keen Shot, Eagle-Eyed, Quick, Quick Shot, Lightning Shot, three affinit
es (if you take my advice, these are Bows, Crossbows, and whatever strikes your fancy), Missile Weap
on Master (For which I have chosen Alert, Keen Shot and the three affinities beforehand).
I listed eleven talents. On your way to Level 50, if you get one starting talent, you get 17 talents
total, so you're left with six. I would add the other two Speed talents Very Quick and Greased Ligh
tning. Since you've already chosen Alert as a starting talent, I'd add Miser and Treasure Hunter, be
cause the latter is awesome (Some say that you can just kill more monsters to get the treasure, but
why should I do that when I can actually advance in the game instead?). Two talents left? It's up to
you. Porter and Master Packager are useful for carrying around your missile arsenal, Long Stride ca
n help in a ton of situations especially early in the game. Strong Thrower is probably not bad if yo
u plan on using throwing weapons extensively (though why you would do that is beyond me). Also tempt
ing are the DV-increasing talents (Careful, Shield Fighter and so on). With extra starting talents,
you can even get Beast of Burden. To get the bookcasting talents, however, you have to sacrifice som
e of the talents above (Missile Weapon Master and the affinities, preferably). Depends on your opini
on about bookcasting; my archers usually use spells rarely if ever, and when you're not in the middl
e of a battle you don't care all that much whether you spend 3000 energy points on a bookcasted Invi
sibility or 1000. And for the middles of battles, there's still wands and scrolls. Your main damage
dealing comes from arrows and quarrels, not spells. Narcolepcy (thanks again) has pointed me towards
Natural Berserker, a talent requiring Aggressive as a prerequisite, which increases to-hit and dama
ge by two each while fighting in berserk mode. However, when you're already in berserk mode, those t
wo extra points aren't as spectacular as they would seem: You've already got enormous to-hit and dam
age when you berserk. Personally, I think you'd be better off if you spent the two talents required
for Natural Berserker elsewhere. Nonetheless, it's worth mentioning. For details regarding talents I
didn't cover, you're better off checking them out in the guidebook. Now a last one.
If you get three starting talents, you can choose Charming, Boon to the Family, and finally Heir. Th
e archer heir gift is a bundle of 40 winged quarrels of hunting. These are normal quarrels except th
at they fly twice as far and increase the chance that the monster hit drops a course. If you ask me,
this is most definitely not worth giving up Missile Weapon Master and Treasure Hunter, for which yo
u'd need a starting talent spent on Alert as prerequisite. I would only consider getting Heir if you
somehow got four starting talents (And even then, I'd rather enjoy the luxury of being able to take
Long Stride AND all the carrying capacity talents, or DV talents, or Long-lived...). Theoretically,
four starting talents are possible with a Candle-born gnomish archer with high mana, or a Candle-bo
rn elf with decent mana/Candle-born hurthling with low mana that also gets lucky (There is a one out
of seven chance to obtain an extra talent for any character; you get it if, after character creatio
n, your stats are dividable by seven.). The maximum is five (Candle- or Falcon-born gnomish archer w
ith high mana who also gets lucky).
a) Alertness
Alertness is a skill that you may not actively notice often, but everytime your character manages to
avoid a trap he or she didn't even see... your alertness is what probably spared you a lot of troub
le. Later on in the game traps become more of a nuisance than a threat (though it still sucks if an
acid trap destroys valuable equipment), but the other feature of alertness will become more importan
t - the chance to evade spells and certain creature attacks like water breathing or the like. This c
an really save your ass against powerful opponents like dragons, wyrms, Nuurag-Vaarn... The list goe
s on and on. So, be thankful for the alertness skill, and be nice to it. Sadly, it is rather hard to
increase, so you should turn your attention to other skills once it has approached around the fifti
es, only occasionally increasing it as the levels drop by. (On very high levels, you even get extra
DV points out of this skill, though.)
b) Archery
There is not much to be said about this skill. It increases range, damage and to-hit of ranged attac
ks (awesome). Aside from that, possessing it gives you a chance to hit opponents even in the "red" r
ange (not that awesome, because you usually don't have problems with missile range as an archer). Th
is is a top-priority skill, and on top of that, easy to increase. You will (and should) have this at
100 very soon.
c) Climbing
This skill isn't really that useful. Climbing out of pits isn't a main part of your adventuring care
er, to say the least. Climbing around mountains with a higher skill in this may be easier, but then
again there is little need to play around in the mountains. Climbing must, however, be maxed if you
plan on going down the Rift. As an archer, the Rift - and the Library contained therein - is hardly
a necessary visit. If you feel reckless, however, don't let me stop you, and spend a few skill advan
ces and especially training on this skill so you don't have to wait forever for it to reach 100. But
at least have Stealth at 100 by that time as well...
d) Concentration
Next up is Concentration. While not as useful at archery in this regard, it does improve on your to-
hit and maybe even damage, apart from the better-known - and more noticable - effect of increasing y
our power point regeneration rate. Later on, when you start casting spells (you will if you are an e
lf or gnome, you probably won't as much if you're a troll), having this skill is a great help. Early
on you have neither spellbooks nor decent Literacy (*if* you even have it - as an orc or troll, you
probably won't); so Concentration is of low priority.
e) Dodge
Now, Dodge. It adds to your DV, the higher the skill the more DV you get out of it. DV, in case you
spent your earlier ADOM career living under a rock, increases your chances not to be hit by enemy at
tacks. Do you want to be hit by enemy attacks? Surely not. So do you want high DV? Of course you do.
What do you do to get yourself high DV? Why, yes, increase the Dodge skill. The help from the Dodge
skill is most valuable early on, so don't hesitate to make use of your skill increases on it on eve
ry one of your early levels.
f) First Aid
Hm, First Aid. It's not an archer skill per se, but now that you have it you want to know what to do
with it, right? First Aid can be 'a'pplied to heal part of recently sustained wounds. Very recently
. We're talking about four rounds, tops. Now, whatever caused that wound is very likely to still be
around by that time, and rather than applying this skill (especially with its chance of failure) you
should be attacking that opponent! If the battle is over, though, it won't hurt to use this skill i
n case you can still save some of your precious hitpoints. The problem with this skill is that it is
much more useful in higher skill levels, but at the same time the First Aid skill in general is onl
y a great helper in the early game - in the later game, you can use spenseweed, drink potions, or wa
it for a few rounds until your wounds are healed by your godly regeneration rate granted upon you by
the Healing skill. First Aid also helps against poisoning and sickness (again, this is most useful
early on). Everytime you're damaged by those conditions - either by "poison coursing through your ve
ins" or being "wracked by feverish fits", you can use First Aid, regaining some or all hit points, s
ometimes even healing the poisoning or sickness. It's a slim chance, but it can save your butt. My a
dvice is either to put your points into this skill as early as possible or leave it as it is.
g) Fletchery
I already explained a bit about it. Now, your class power kicks in at level 18. By that time you wan
t it at 100, no discussion about it. How you increase it before, however, is up to you. If you think
you won't be using Fletchery before level 18, wait for a bit and increase other skills more instead
. If you do want to use Fletchery earlier, you should arrange for it to be at 100 by then. Fletchery
isn't hard to train for archers. Together with Archery, it is one of your earliest 100s. The point
is, if you won't be using it for quite a time, you should divert your skill advances to maxing Dodge
, Alertness or Archery or other skills you fancy more important.
h) Haggling
What a loser skill. You can always try haggling with shopkeepers over price. But waste precious skil
l advances just so you can save a couple o' coins? Hell no.
i) Listening
Another skill you don't even notice is there, probably because everyone has it. Do not waste skill a
dvances on this. I won't elaborate on the uses it may have, but simply point out that this skill inc
reases itself wonderfully without your support. It starts out at forties, sixties even if you're an
elf, and as you don't need it at certain values for anything, why waste the effort?
j) Stealth
Last skill on the standard archer list. Now, I'm not clear on its use. Even with a 100 stealth skill
, you can't sneak around like you're invisible or something, though it might just give you the occas
ional opportunity of positioning yourself better before a prolonged battle, or extra chances to avoi
d overpowering encounters - though how tangible that effect is, I can't say. Like Listening, Stealth
tends to itself. Unlike listening, increasing it to 100 is a requirement if you want to get a certa
in artifact, as is having 100 in climbing. Don't use your early skill advances, but if you find your
self without a decent skill to train later on, why not add it to Stealth (and Climbing) to get yours
elf a nice treat?
a) Athletics
You only get it as a troll, and, boy, is it a useful skill. It adds to your speed. This alone would
make it as valuable as Dodge. Yet it gets better: The Athletics skill increases your chances to get
stat increases! Strength, toughness and dexterity (and less spectacularly, appearance) are affected
by Athletics. You want this skill at 100 for the speed bonus anyway, but you want it there ASAP to m
ake the most of the occasional stat increases, as they will occur with levelups. This also means tha
t trollish archers, who almost never get more than three skill advances, will have trouble deciding
on their favoured skills for advancing: Athletics, Dodge, Archery, or Alertness? The situation is ea
sed by starsigns that add skill advances, like Falcon or Candle. In any case, a wonderful skill to h
ave, and unobtainable in-game except with a wish or a scroll or potion of education, so if you absol
utely want to have this skill and can handle the negative sides of playing trolls, go ahead with my
blessing!
b) Backstabbing
Next up is Backstabbing, a specialty of orcs. This skill adds damage if you manage to catch an oppon
ent off-guard - either if he didn't see you (either because you're so stealthy or because it is dark
) or didn't think you would backstab him (i. e. he was neutral to you). The skill doesn't always wor
k, though; its chance to hit also is dependant on the skill level. The major catch of Backstabbing i
s that it is only usable with melee weapons. You're an archer. Your strategy is not to sneak up behi
nd enemies to plunge sharp metal into their backs. Your strategy is to stay as far away as possible,
aim, hit and kill. Backstabbing doesn't enter into this. So, actually, this skill is mainly useless
, with few exceptions. Sometimes you need to use a phase dagger or a slaying melee weapon to deal wi
th something dangerous, and in that case, well, you need every point of extra damage on the first hi
t you can get. Backstabbing is lovely for fighting water dragons in the dark, for instance. However,
these uses of Backstabbing appear rather late in the game - and this late in the game, Backstabbing
is available to any class through Bart's training, so don't choose an orc just to get this skill (t
hough orcs are a wonderful choice because of another skill). Regarding skill increases, Backstabbing
isn't particularly hard to train, but you shouldn't make it a high priority. Still, high advance di
ce are rarely a waste to use, right?
c) Bridge Building
Sigh. Okay, you already have the hatchet because you're a smart archer. You've spend hours of game t
ime and plenty of food to chop a log. Now you don't use it for fletchery, but instead put it in the
side pocket of your backpack (Isn't it hilarious that ADOM has weight, but not space restrictions?).
Then chop a couple more logs. Now, climb down your favorite dungeon and find a river. You try to bu
ild a bridge segment. You fail, wood gone. Try again. Fail, wood gone. Try again, it worked! Now on
to the next segment. But wait, you're out of logs? Chopping time again! Repeat to slowly increase yo
ur Bridge Building skill to a level with which you don't actually need to carry around ten times as
many logs as you want to build bridge segments. Oh, screw this shit. Swimming is so much easier. Mak
ing ice bridges is so much easier. Teleporting is so much easier. There is one level in the game whe
re you need either Bridge Building or several frost bolt spells, granted - but which one of these is
the greater hassle? Wands of cold are so much easier to find than the time and patience to collect
enough logs and Bridge Building skill points to build that particular bridge. This skill is pretty t
errible. Don't, for the love of God, play trolls just to get it (the argument for playing trolls is
Athletics, not Bridge Building). If you choose the carpenter quest, you get it anyway as a side rewa
rd for doing the quest (though I can only pity you if you ever need to use it).
d) Cooking
Now that's something every adventurer needs! Nothing like opening a good hurthling gourmet restauran
t in the deepest depths of the darkest most dreadful and dangerous dungeon. Sarcasm aside, this skil
l isn't that bad. In case you haven't noticed, this skill enables you to cook stuff. Cooking stuff i
mproves the nutritious value of corpses and raw meat or fish meat, lowers their weight slightly, and
keeps them from rotting, at least for a certain time. This has several uses. For one, you can keep
stat-increasing corpses around for a longer time in case you are too bloated to eat them all at once
(although there are other ways to get those corpses all down your throat... There is a certain herb
perfect for the bulimics among you). Also, there are some who like it if you bring corpses to them.
Specifically, a certain druid rewards you for bringing him corpses of very powerful chaotic beings.
If they're cooked, you've actually got a decent chance to get the corpses all the way to him. Still
, all in all, it's a skill of low usefulness. But why not use it when you have it? Aside from being
a hurthling, you can't obtain this skill for your archer except with a wish or a scroll or potion of
education. If you do get it, you'll notice your hurthling starts out with a decent value already. I
ncreasing it is probably kind of a waste of good skill advance points, but if you want to minimize t
he risk of ruining a chaos corpse you want to deliver later, go ahead.
e) Detect Traps
This dwarven skill is really good, as it is the only way to find traps without actually walking into
them or using a wand of trap detection. It is not a passive skill, though. Detect Traps is applied
every time you 's'earch your surroundings. Of course, you don't walk around always searching your su
rroundings - unless you wear a ring of searching, something to consider if you have this skill - so
you won't be able to find just every trap. If you have this skill, however, you should make it a hab
it to use it on every door. Doors have a much higher chance of being trapped compared to the dungeon
floor, and sometimes even trying to open a door to see if it is locked may spring a trap. A higher
skill level works better, but even a Detect Traps skill of 1 gives you the ability to find any trap
- it's just that you have to spend a long time searching. If you want to use this skill with a ring
of searching, you should have a high skill value because you don't make more than one searching chec
k per turn with the ring. Since the skill is obtainable in-game theoretically (Yergius provides trai
ning in certain skills to members of his thieves guild), playing a dwarf for this skill is not as go
od an idea as it seems to be. However, it's the early game where you should be especially afraid of
stepping into traps - they can potentially kill low-level characters - so the choice is yours.
f) Find Weakness
This skill is made of win and awesome. Simply put, this skill increases your chance to score critica
l hits, which cause double damage. The higher you climb in levels, the higher your damage becomes, a
nd the greater is the additional damage your criticals will deal, to a devastating effect. Simply pu
t, with this skill you will do a lot more damage overall. You'll want this at 100 more sooner than l
ater. Find Weakness is obtainable only with a scroll or potion of education or through a wish. If yo
u want to play an orc or dark elf to get it, don't hesitate - it sure is worth it.
g) Food Preservation
This skill is shared by humans, drakelings, hurthlings and trolls, all of which get other non-archer
skills as well. Food Preservation by itself isn't a bad skill. It slows down the decomposition rate
of the corpses you carry around - both the cooked and uncooked ones - and, more importantly, increa
ses the chance of monsters you kill actually leaving behind a usable corpse. There are quite a few m
onsters you will want to eat corpses of: giants, quicklings, blink dogs, dark sages (if illiterate),
giant slugs, just to name a couple of the most desirable. How much you want this skill depends on h
ow much you are ready to exploit it, obviously. Increase levels as you see fit - higher levels are o
nly "needed" per se if you are preparing to engage a horde of monsters you want to eat the corpses o
f, like giant warbands or something. When deciding which race to play that has this skill, do check
out the other skills. For the others, Food Preservation is unobtainable without a wish or scroll/pot
ion of education.
h) Gardening
Well, they can't all be winners, right? Let's keep this short. Only hurthlings get this skill. It is
used to plant seeds, either herb seeds or plant seeds. Plant seeds produce trees - Rather useless,
though it can keep you from returning the surface to chop trees. Herb seeds can grow to herbs, and t
his is indeed nice. However, you will find only about four to five herb seeds in a single game, if y
ou're lucky. Do you really want to invest a lot of skill points just to be able to plant a couple of
herbs when you can essentially achieve the same with a decent stack of holy water? I know I don't.
If you do choose hurthlings, you probably won't because of this skill. Gardening is obtainable throu
gh Guth'Alak, but only if you already have Herbalism to begin with, since he will teach that skill f
irst. And archers don't have herbalism. If you do have this skill, try to have it at a high value be
fore trying to plant herb seeds.
i) Gemology
Yet another useful skill, though not as spectacular as Find Weakness or Athletics. Gnomes and trolls
are trained in this skill. With it, they can identify gems better - there is a good chance that the
y will be able to discern the worthless pieces of glass from the actual jewelry. However, the really
impressive effect is that a character with this skill will actually be able to find out gems from t
he rubble of destroyed walls. It doesn't even matter whether he mines the walls himself or lets a mo
nster do it - he will be able to find gems afterwards, while characters without Gemology won't. Now,
remember that there aren't only valuable gems and worthless pieces of glass - there are also crysta
ls. Some heal, some make light and darkness, some even produce fireballs, and some are crystals of k
nowledge. These can, if blessed, increase Learning - sometimes by one, sometimes even by two points.
Now imagine being able to mine a potentially infinite number of these and you can increase your lea
rning score well into the twenties! This is especially nice for trolls, who suffer from a low Learni
ng score anyway, but it is also very nice for gnomes. Since this skill is yet again unobtainable by
means other than scrolls/potions of education or wishes, it is somewhat worthwhile choosing a troll
or gnome for this skill (Especially since they've got other skills to offer). Start mining away once
you hit a sufficiently high skill level.
j) Literacy
This is the only non-archer skill the high and gray elven races grant, though any other race also ge
ts this skill if they have a decent Learning score (ten). Now, make no mistake about it - it is a tr
emendously useful skill, simply because not having means you can't read. No books, no scrolls. No re
ading books is bad enough as it effectively takes away your hopes of becoming a spellcaster worth an
ything. No reading scrolls, however, is a horrible handicap to endure - being illiterate for a whole
game truly is a great challenge - and challenge games are for those that have already won, not for
those still trying. Concerning scrolls, the value of the Literacy skill does not have any effect exc
ept on the scroll of literacy check, but that one is more of a joke item. The skill level does come
into play when it comes to reading books. While reading spellbooks may be very difficult early on, i
t becomes more feasible the more levels you increase and the better your Literacy skill becomes. Sim
ply put, invest points if you feel you can afford it in order to achieve spellcasting abilities. The
re is no need to play high elves or gray elves to get this skill. Not only is the chance high you'll
get it anyway with humans or gnomes, you can also get the skill from an artifact potion Thrundarr h
as (but will only give out to the illiterate) as well as from corpses of certain opponents who were
really good at reading when they were alive - spellcasters spring to mind. Dark ones.
k) Metallurgy
This is an orc specialty, but not one that scores many points on the usefulness scale. It enables yo
u to identify pieces of ore - which is pretty pointless as they should be easily recognized by their
weight. You can also 'a'pply it to find out the metal your items are made of. Only useful if you wa
nt to smith or find out whether an item of yours is susceptible to rust. Yet again, it isn't hard to
figure that out even without this skill, and the knowledge isn't all that important anyway. Metallu
rgy isn't the reason you want to play an orc, that's for sure. I don't even think you should actuall
y use skill advances on it - do it only if you've really got no other, more useful skill to increase
. Metallurgy is unobtainable during the game. (Except for wishes and education stuff - you know the
drill)
l) Mining
A nice skill, though not terribly important. Trolls, orcs, dwarves and gnomes start out with it. Bei
ng knowledgeable in Mining means you can mine faster than those who don't have the slightest clue ab
out what they're doing. In-game, this means that the Mining skill decreases the time you need to dig
through stone with a pickaxe. Also, with this skill, pickaxes won't break on you that easily since
you know how to use them. Now, how much you'll want this skill depends on how much you want to dig -
and since there is both a spell and a wand that can do the digging for you, it isn't that important
. Not to mention that you can always dig even without this skill if the need arises. Fast digging ma
y be a way out of tough situations, but even with a high mining skill digging will take some time. F
ast digging is, however, useful in combination with the Gemology skill: Trolls and gnomes have that.
This skill is yet another skill you have to either wish for or get through a potion or scroll of ed
ucation. If you want this skill, you'll still have to decide which one of the four races that get it
to play, though. Spend points in Mining preferably after you've spent points in the more useful ski
lls.
m) Music
Only drakelings start out with basic musical knowledge, god knows why. Music is an ambivalent skill.
On the one side, animal companions can be very helpful. On the other side, the skill is useless unl
ess you've got it at values at least over 70 or something. Drakelings start out at a single digit nu
mber and without an instrument, however, and when animal companions would be most useful they simply
don't have the abilities to tame them. Now, at a high level, when your Music is finally maxed, ther
e are still dangerous animals you'd rather have tamed on your side than opposing you, namely killer
bugs. A tamed killer bug is a big help. However: You are not a bard. This means that you run the ris
k of companions turning on you - and you absolutely do NOT want to be surprise attacked by a killer
bug. Nobody in-game will teach you this skill, either start with it, wish for it or luck out with a
scroll or potion of education. This skill is the only incentive for choosing a drakeling over a huma
n skill-wise (though there is still the Acid Breath to consider), and I don't feel it compensates fo
r the crappiness of drakeling starting equipment compared to humans'.
n) Pick Pockets
This skill is a specialty of gnomes. Even though I don't particularly like this skill, I'm forced to
admit that it is pretty powerful. The reason for that is that you don't steal the items the monster
s have on them per se - instead every time you steal something with it a new item is generated. The
only restriction is that this item can never weigh more than 10 stones. Do you know that this means?
Gold and gems are possible. Any amulet, ring, potion, scroll or wand is possible. This includes art
ifact amulets and rings. Yes, it is entirely possible to get Preserver this way, or the ring of immu
nity. And even if you don't have this much luck, you'll still get a couple of very nice potions, scr
olls and wands. Or an amulet of life saving. Or a ring of regeneration. Or... You catch my drift. Th
e reason I don't like this skill anyway is that it's tedious to use. You have to 'a'pply Pick Pocket
s on monsters. To make the best use of this skill, you have to use it on *any* monster that has pock
ets, at least those that you can afford wasting a turn against - and these get of course more and mo
re plenty as the game goes on and you grow more powerful. In the end, it's a question of playing sty
le. Some use it religiously and love it; build your own opinion on this skill. I shall not forget, t
hough, that having it and using it with success a certain number of times is a prerequisite to becom
e a member of the thieves guild. Only members of the thieves guild can buy training from Yergius and
obtain skills like Detect traps, Disarm traps, Pick locks. It is pretty damn useless on low skill l
evels, though, and it takes some investment to increase it and get proper success. Note that while t
his skill may be a minor early game helper, you shouldn't play gnomes just to get it, but let yourse
lf become trained by Yergius. Since all you have to do to get this skill is be nonlawful when you me
et up with him, this should be possible even on level 1. (If you're lawful, simply eat a baby or som
ething to become neutral - or be a good roleplayer and don't even think about using it!)
o) Smithing
Like Pick Pockets, some people swear by this skill. Only dwarves start out with it. Sadly, you can't
just 'a'pply Smithing and be done with it, otherwise it would be more awesome than words could desc
ribe. First, you need an anvil, a hammer and a forge. Anvils are very rare to find - sometimes you w
on't have a choice but to either kill Kherab or Glod to get one. Forges aren't particularly plenty e
ither. Like pools, herbs or shops, they can appear on any level of a randomly generated dungeon. You
can also rent a forge from Glod (a bit tricky, but surprisingly nonchaotic is teleporting Glod out
of his smithy and afterwards luring him off Dwarftown - after that, you can use his forge freely) or
use one of the many forges in Darkforge. The problem is smithing takes time, and you don't want to
hang around in corrupting (and otherwise dangerous) areas like Darkforge too much. The hammer, final
ly, is the easiest thing to find during the game. Large hammers and warhammers (maybe even huge iron
hammers) work, regardless of metal.
But even only with these three things and the skill, all you can do is remove rust from your items.
You need ingots of the right metal to improve an item through smithing. Ingots itself can be randoml
y found, but the safer way to obtain them is to make them yourself, again with the Smithing skill. S
ince you are only an archer, not a weaponsmith, you can only make ingots out of pieces of ore. There
are four different kinds of ore, and four different kinds of ingots. So how much you can improve an
item is, in the end, directly dependant on how long you keep digging up walls to obtain the ore. Sm
ithing takes time and work, but a [+0,+1] metal cap can potentially become a [+7,+7] metal cap or so
mething eventually. Feel the power of this skill? Invest time and skill points in it and obtain the
proper tools, and you just may have the key to winning the game comfortably in your hands. It isn't
necessary do play dwarves to get this skill. It can be taught by Glod, the smith of Dwarftown, to an
ybody for a substantial, but not quite unaffordable amount of money. A dwarven archer could use the
skill before reaching Dwarftown, but it is very unlikely that he manages to get the equipment needed
before Dwarftown. So even though Smithing is very useful, I wouldn't play dwarves just for it. The
smithing skill directly influences anything you want to do with it: Transforming ore into ingots, su
ccess in improving the items. So I would try to get it as high as possible before starting serious s
mithing sessions.
Another general hint: If you want to make the best use of Smithing, you should be prepared to also m
ake the best use of all the ore. Due to the rarity of eternium, you don't want to equip all-eternium
equipment and enhance it. Some parts of your equipment should be iron, some mithril, some adamantiu
m and some eternium. That way you don't have to throw away perfectly good ore. Dragon scale mail, fo
r instance, is considered to be made of adamantium. So instead of wearing eternium plate mail, wear
dragon scale mail and use your eternium to improve your eternium tower shield or something. Bracers
in general are usually iron-made. Crowns of regeneration are iron-made and, if smithed up, a lot bet
ter than eternium caps. And if you already wear all of this stuff plus eternium tower shields and et
ernium boots, you should actually wear a mithril girdle instead of an eternium girdle just so you ca
n do something with your mithril ore. (Actually, you'll probably want to wear girdles of giant stren
gth and seven league boots the most... for these you can't use Smithing, so you should keep your scr
olls of defense and protection around for them.)
p) Swimming
A skill that is difficult to replace for those that don't start out with it, in this case any but hu
mans and drakelings. Simply put, if your character can't swim, he really, really shouldn't try. In s
ituations where the only way to escape from overwhelming opposition is across a body of water (one o
f the dungeon rivers, for instance), not knowing how to swim means death. The importance of this ski
ll is greatest early on in the game, but it doesn't become obsolete by any means. For instance, move
ment speed in the Water Dragon Cave is directly influenced by the skill level in Swimming. Also, it'
s always better (and easier) to be able to cross rivers without wasting ice or teleportation spells
(or, god forbid, investing in the Bridge Building skill - I pity anyone who has to build bridges bec
ause he can't swim). Lastly, ask yourself: How ridiculous is it if you can best ancient dragons in c
ombat, but quiver in fear before a simple river? Invest skill advances in it until you feel safe tra
versing bodies of water. Having the skill at 100 is not necessary in most cases, but then, every poi
nt can prevent the "You are drowning!" message and thus save your life in a tough spot. While you sh
ould have this skill, luckily it's not necessary to play a human or drakeling to obtain it. Blup, th
e baby water dragon, can teach it to you, but only if you're nice to him. I heard he likes carrot ju
ice... Of course, carrot juice may be common, but you won't always have the luck to find enough of i
t early on, and while your character is stuck without Swimming... Let's just say that, in any case,
drakelings and humans have one thing less to worry about.
q) Ventriloquism
Finally, the last skill in this extensive list, yet another gnomish specialty. This skill can confus
e anyone you use it on. He or she will then stagger around aimlessly like any confused opponent. Sin
ce there are no confusion spells, the only way aside from mindcraft to confuse opponents is with thi
s skill. A nice (but very chaotic) treat is that this skill can be used to "aggro" certain opponents
inside a town without making all the others hostile. To them, it will seem that the victim of your
Ventriloquism skill attacked you first, and they will even try to protect you. That's not the only u
se of the skill: You'll always benefit from very powerful opponents being confused. You spend a turn
confusing them, they spend the next four turns or so recovering from confusion. I'm counting a coup
le hits more for you, though it's fewer if the opponent hits you by accident. Regarding skill points
: If you want to use this skill effectively at all, you'll have to invest in it, as its chances of s
uccess are pretty low at low skill levels. If this skill strikes your fancy, you'll probably love pl
aying a gnome, because there is no other way aside of wishes, scrolls or potions of education to get
it. (Nice fact: Ventriloquism is even usable while confused, so you can use it to confuse the doppl
egangers that confused you and kill them! Thanks to Narcolepcy for this piece of information.)
r) Acid Breath
No, I'm not finished. Yes, wallow in despair as I add, in a revised version of this guide, another e
ntry in the non-archer skill section that is not actually a skill, but a special ability only drakel
ings have! I've decided to include it because it deserves the same special attention as the skills w
hen you choose your race. If you play a drakeling, you can press "m", then choose the direction with
the well-known number prompt (with the 5 missing, as you can't attack yourself) and then spit a glo
b of acid in that direction. This glob of acid deals more damage with each level, and flies until it
has used up all its damage, i. e. when it can't kill the first thing it hits, it will stop, but if
it deals enough damage, the leftover acid hits the opponent after that. The Acid Breath has a very l
imited range, though. An exceptional property of this special attack is that it doesn't consume powe
r points like spells would, but nutrition. It's like the food you eat serves as fuel. If you're low
on food, you should be careful about using the Acid Breath.
The Acid Breath is not something you should continually use, simply because its power scales up by l
evel and is not dependent on how often you use it. As long as you use the Acid Breath, you don't tra
in weapon skills, and frankly, missile weapons are a lot more powerful overall than the Acid Breath.
Dopplegangers are NOT immune to the Acid Breath, though, so drakelings actually have few problems w
ith them.
Sometimes, when you get into situations where you absolutely *have* to eat something (curaria or alr
aunia spring to mind) but are bloated, you actually want to get rid of your absorbed nutrients ASAP.
Stomacemptia doesn't work because you would have to eat that as well. The only solution? Being a dr
akeling and using the Acid Breath attack. So, to recap, it has two uses: Killing monsters and loweri
ng satiation value while bloated when required. The first one can be covered in all but few cases by
your missile weapons (and later on, wands fulfill the role of the breath attack just as fine), but
the second one is hard to get. Luckily, you don't have to waste skill advances on this, as it isn't
a skill (duh). Even though the Acid Breath is a drakeling racial ability, other characters can actua
lly obtain it themselves, or at least a variation of it: There is a corruption that makes you exhale
sulphur, which you can use just the same way you can use the Acid Breath. If you're far enough in t
he game to become corrupted, the corruption is probably only useful for the nutrient-lowering, thoug
h. A last bit of advice: If you play a drakeling archer, go to Terinyo and spend every goshdarned co
in you have on large rations (of course, only so many you can carry), because you should have the Ac
id Breath ready to fill in against the more dangerous opponents until you find decent ammo and armor
.
IV. Weapons
1. Short version
This section is for those who don't want to look for my recommendations in the stuff below:
Missile weapon: Bow *and* crossbow (switch regularly to get decent weapon skills in both)
Melee: Shield and either Spear or whatever you find that does decent damage (but the shield is prett
y much a given)
Note that this is IMHO the best choice for all races, even hurthlings (Sling bonus?). Read below for
why I think it is.
3. Arrows or quarrels?
You heard me say that the best weapons are the bow and the crossbow. Now you'll probably ask which o
ne to pick. My advice is to train both. You will not achieve as high values in weapon skill, but thi
s is offset by the fact that you will be able to use both slaying arrows and quarrels effectively -
since slaying ammo is what will really win your battles. Another advantage of the bow and the crossb
ow is the possibility of getting Sun's Messenger and The Far Slayer as crowning gifts - unless you g
et one of them, both classes should be trained equally. In general it's like this: arrows are more p
lenty, but quarrels deal more raw damage.
6. Melee weapons
Regarding melee weapons, you should definitely pick a shield for this class. The reason for that is
that archers deal the most damage with their ranged weapon of choice, so the higher damage of a two-
handed weapon is rather useless, while the DV gain of a shield is very useful. In your free hand, yo
u can wear a one-handed melee weapon of your choice. You won't always be using ranged weapons due to
ammo limitations (although Fletchery could change that), that's why training in a certain melee wea
pon skill is a good idea. Which melee weapon skill to train depends on the one-handed melee weapons
you find (or hope to find). Swords are good in case you find a sword of sharpness, daggers in case y
ou find a phase dagger, or anything else if you find a -weapon- of penetration - and who knows what
kind of artifact you'll stumble upon? If you prefer extra DV over weapon damage, you can use a spear
or go crazy entirely and use a second shield (after having obtained crazily high ammo stacks, of co
urse).
7. Ammunition
Depending on your race, you start the game with low to average amounts of ammunition. Of course, the
one you start out with is not enough for the rest of the game: You must find more. As with any item
, ammunition can be randomly dropped by any monster. Especially in the early game, though, you can't
rely very well on that. When you notice you run out of precious ammunition, it's time for desperate
measures!
First, there is a certain kind of trap that shoots arrows: It has a white-colored trap symbol (The s
pear trap has the same, be careful). If you're desperate, you can activate that trap on purpose with
Strg-t, hoping that you can use the arrows it shoots at you afterwards. You'll take damage, of cour
se (unless you've got high PV), and you accumulate arrows very slowly that way.
The main source of arrows and quarrels is the Fletchery skill. Normally, you wait until you have the
skill at a decent level and use your fletchery set on logs. Yet, you can also make ammo out of wood
en sticks. Again, do that only when you've positively run out of ammo, because fletchery sets don't
grow on trees. The gain is yet again low - usually you get very few arrows or quarrels from a wooden
stick.
Rocks can be accumulated by digging through walls or triggering stone block traps, if you're feeling
desperate. Even if you don't have a pickaxe, you can go to PC:2 and let the ants dig through the wa
lls, producing plenty of rocks. Also a good source of rocks: Collapsing tension rooms.
Finally, one of most practical alternative sources of ammo are monsters. Not only can they randomly
drop ammo just like other items; there are some monsters that have high chances of dropping certain
kinds of ammo. An example is the goblin rockthrower: He will often drop rocks for you to use. A list
of the ones that are sort of relevant in the early game:
Barbarians: Found in the wilderness, so you can hunt them down if you can spare the game time. They'
re quite tough in the beginning, but become manageable - if you haven't run out of ammo, that is. Fi
re arrows and can drop very decent stacks. They also tend to drop short bows, their leaders even lon
gbows.
Black hurthlings: Rare, but weak, fortunately. Fire tiny quarrels and can drop very small stacks of
these. They also drop hand crossbows.
Dark elven archer: Rare and not total pushovers. Fire tiny quarrels and can drop very small stacks o
f these. They also drop hand crossbows.
Gargoyles and Margoyles: Rare, pretty sturdy and can hit a low-level PC quite hard. If you eat their
corpses, you get a small amount of rocks.
Goblin rockthrowers: Common and weak. Fire rocks and can drop small stacks. They also drop slings fr
equently.
Kobolds: Common and weak - if they're not large. Fire arrows and can drop stacks. They also tend to
drop short bows.
Ogres: Quite rare, and formidable opponents for low-level PCs. Fire rocks and can drop small stacks.
They also drop slings frequently.
Pixie archers: Rare and weak. Fire tiny quarrels and can drop small stacks.
Quicklings: Rare, fast, how well you fare against them depends on your luck hitting them. Fire tiny
quarrels. Because they are so fast, they can actually fire a lot of them.
Raiders: Rare, not that tough. Fire arrows and can drop decent stacks. They also tend to drop short
bows and longbows.
Ratling archers: Rare, not very tough. Fire quarrels and can drop decent stacks. Also a possible sou
rce of light crossbows.
Because you have to kill these monsters somehow, it's best not to let your last missiles go out befo
re gathering more. Generally, keep an eye on your ammunition status and if you drop below, say, 20 a
mmo left, take measures to obtain more.
As the game progresses, the ammunition situation changes dramatically. Sooner or later, if you relig
iously pick up any stack of quarrels and arrows you find just as I told you, you'll find yourself wi
th tons of ammunition in your backpack. Now you've got another problem: Weight. Arrows and quarrels
may weigh only 2 stones each, but once you have enough of them, they can really drag you down, espec
ially since you want to carry other stuff as well (good ADOM players usually pick up every single po
tion, scroll and wand they find, just for the chance they need them someday...). Walking around stra
ined or even very strained for a prolonged period of time will lead to dexterity loss. While that is
somewhat less of a problem if you've got mosses of mareilon to repair the damage, it's still someth
ing to be avoided. Here is a couple of pieces of advice:
- When you know you've got enough ammunition anyway, start picking out and dropping those that have
no magical properties and are on small stacks, for instance your single cursed arrow (-2, 1d6-1) and
your bundle of 2 blessed arrows (+1, 1d6-2) and so on.
- If you know you won't be using rocks, then don't take them with you. They're too heavy. The same g
oes for throwing clubs. Even throwing daggers and scurgari weigh a bit too much for them to hang aro
und in your backpack unused in great stacks. Make sure
- The same goes for tiny quarrels. If you've got enough normal quarrels, you don't have any need for
the tiny ones. Drop them and your hand crossbows. (An exception could be made for tiny quarrels of
slaying.)
Err:509
- It is only good sense to have some spare missile weapons, but don't overdo it. You'll never need m
ore than three missile weapons of the same type, and even three is pretty paranoid. One spare bow an
d one spare crossbow is usually enough, except if you'r
- Generally, if I feel uncomfortable getting rid of an item, I tend to keep it. You can survive pret
ty well being strained the whole game, you'll just never be super-dextrous - with mosses of mareilon
, however, you can always get back to mid-twenties.
8. General equipment
Archers love the same stuff everyone else loves. They love PV to survive enemy attacks. They love DV
to avoid being hit. They especially love Speed, though, because being able to outrun opponents can
often be the difference between victory and defeat. For the same reason, seven league boots are an a
rcher favorite. Archers usually have trouble carrying all the stuff they want, so you should wear a
girdle of carrying, or better, a girdle of giant strength. Regeneration items, like bracers or crown
s of regeneration, are wonderful for any character. You should, in any case, take care not to wear t
oo much equipment that lowers archery to-hit, especially not early on. A plate mail just isn't the t
hing for you.
- "amulet of life saving". For Khelly, because he rewards you with six scrolls of chaos resistance a
nd is essential to the ultra endings.
- "Find Weakness" skill if you don't have it already.
- "arrows/quarrels of -foo- slaying" if you lack any before a fight. Sometimes the random number gen
erator just loves to keep his humanoid slaying ammo to itself. The following types of slaying ammo e
xist and can be wished for: dragon, demon, humanoid, gi
- "potions of quickling blood", just to increase speed some more, though instead you should wish for
- "Athletics", if you're not too advanced in levels already (or already have it).
- "pairs of seven league boots". With this item, archers can potentially beat any opponent provided
they have the space, since they'll be able to outrun ANYTHING except quicklings. Prime candidate for
a wish after Khelly has been saved.
- "rings of ice", so you may fare better in the Tower of Eternal Flames - a very nasty place otherwi
se.
- "scrolls of chaos resistance", because they are always nice to have.
- "wands of destruction" to finish the game.
- Ultra ending stuff, if you're feeling ambitious. Check the guidebook for what you need.
- "girdle of giant strength" to solve all your carrying problems - that is, until the next eye of de
struction/annihilator.
- "phase daggers" to deal with high-PV monsters, though you should likely have penetrating arrows an
d weapons.
- "emperor moloch", if you have lots (and I mean LOTS, because this wish creates like 25 of them) of
demon slaying ammo, yet your trollish archer still doesn't seem to get any decent XP. Penetration w
eapons also work against them, but you're asking for tr
- "books of Strength of Atlas", provided you have decent Literacy and Learning, to solve your carryi
ng problems indefinitely.
- "Herbalism" if you chose Healing earlier, though at the stage where you get the most wishes you do
n't need it that much.
- "Alchemy", but only if you've got time left to train it to 100 and check the recipe for potions of
gain attributes.
- "scrolls of education" if you want a chance to get several skills, but that's just gambling. Note:
You should wish for
- "magical writing sets" if you've already seen scrolls of education or of chaos resistance and want
to make more.
- Powerful armor, like "-color- dragon scale mails" or "eternium plate mails". Note that you have to
specify the kind of dragon scale mail, it is not possible to wish for dragon scale mails and get on
e of every type. The following colors are possible: blu
I've never actually gotten this artifact before. It offers a couple of very useful magical propertie
s. The DV/PV is rather low compared to what you can get with smithed up equipment, but pretty nice o
therwise. The added dexterity is a very nice bonus. Death ray resistance, paralyzation resistance an
d teleport control are intrinsics every PC needs, as each of them can be invaluable when dealing wit
h certain situations. Having Boots of the Divine Messenger on, I'd imagine, removes a couple of head
aches you have regarding endgame equipment (especially the paralyzation resistance, because even the
most powerful characters can be utterly destroyed by greater mimics without it). While all of the r
esistances and teleport control can be obtained in other ways (most famously trough the respective a
mulets or, in case of teleport control, rings or blink dog corpses), it would be nice to keep the am
ulet slot available for wearing amulets of rapid healing or the ankh. I'd consider this a lucky crow
ning gift, the only disadvantage of the Boots of the Divine Messenger as a crowning gift is the fact
that the non-artifact seven league boots are already so useful to an archer. A luxury problem, I kn
ow.
I have gotten this artifact before, though not as an archer crowning gift. Should you find it random
ly, you can recognize it through its weight: It's the only heavy crossbow that weighs 350s. Simply p
ut, it's the best crossbow in the game. It surpasses even the best heavy crossbow of accuracy by len
gths. With this artifact, your quarrels become mighty quarrels o' kill. If you get this artifact, do
not hesitate to specialize in crossbows more, and most importantly, use your fletchery sets on quar
rels. With several hundreds of quarrels, the Far Slayer and Mastery (eventually Grand Mastery) in Cr
ossbows you almost don't need slaying ammo anymore to be able to kill absolutely anything. With slay
ing ammo... Let's just say that this artifact also removes headaches, simply because you don't have
to worry anymore whether you'll be able to compete in the endgame. Far Slayer is one of the best cro
wning gifts you can get as an archer, and having it is a reason to celebrate. And by celebrate I mea
n kill monsters to take their loot.
c) Sun's Messenger
Adds +15 to bow to-hit and damage and slays undead
Have gotten this before, again not as an archer crowning gift. If you're an elf, you've got slightly
higher chances to get this. It's easily recognizable by being called an elven longbow, though its w
eight is the same as a normal longbow. This artifact is more or less Far Slayer for arrows. The diff
erence in to-hit and damage is more than made up by the undead slaying property. So what if you are
slightly less likely to hit other opponents and deal slightly less damage compared to the Far Slayer
? Being able to one-shot the more wussy undead (most importantly, ghost lords) and quickly defeat al
l the others more than makes up for that. With this artifact longbow, you can spout laughter and moc
king at these pesky emperor liches! Well, until they defeat you anyway that is. What I said about Th
e Far Slayer still holds true otherwise. If you get Sun's Messenger as a crowning gift, specialize i
n arrows and switch to arrow-making exclusively. On a side note, you can choose to sell your arrows
and quarrels of undead slaying in the nearest general store. You won't be needing 'em anymore.
d) True Aim
+10 to-hit, deals 15d5 damage
This silvery arrows (only one in the game) weighing the usual 2s is one of the crowning gifts you'll
get if the random number generator hates you. Apart from its higher damage, this is regular ammo. I
t does not have slaying powers, higher critical chance nor does it even make a funny noise when it h
its a monster or something else remotely interesting. It simply deals 15d5 instead of 1d6 extra dama
ge (and is a bit more likely to hit than other arrows). 15d5. That's 15-75 damage. An eternium arrow
s deals, on average, 10-20 damage. That is quite a bit lower, granted. But now consider what I told
you about the importance of slaying ammo. For the dangerous opponents, you shouldn't use eternium ar
rows or True Aim: you should have suitable slaying ammo ready, they're the biggest stick in your ars
enal, not True Aim. And while it deals a fair bit of damage, if it's used and the opponent still liv
es (and he will unless he's a goblin or something), you have to use other arrows anyway. Sun's Messe
nger is so much more useful than True Aim it's not even funny, since it adds its damage to ANY arrow
you shoot, including SLAYING ammo. If you get stuck with this shitty artifact, feel free to scream
obscenities or whatever helps you cool down (I know it helped me). Just remember that life goes on,
even if your crowning sucks. And at least you got an immunity, right?
e) Thunderstroke
+8 to-hit, deals 20d4+8 damage
Remember what I said about the silvery arrow? This obsidian quarrel may be of an entirely different
color, but it sucks just like that for the same reasons. Thunderstroke deals 28-88 damage, which is
quite a bit more than True Aim. Still a great deal better than the 12-32 of an eternium quarrel, but
still no slaying powers, still only one-time usable in a given fight, still no funny noises. Due to
the opposite appearance compared to True Aim, you may vary on the kinds of obscenities you scream i
f you get stuck with this garbage. (Maybe shout "Unholy piece of shit" instead of "Holy piece of shi
t"...)
f) Whirlwind
+12 to sling to-hit and damage, grants resistance to fire
This sling is easily noticed by the fact that it is covered in runes for some reason. Like Sun's Mes
senger and Far Slayer, it's the best missile weapon for its class you can ever hope to find. Unlike
Sun's Messenger and Far Slayer, having it is no reason to specialize in slings, as I've explained in
length in another section above. Also, the to-hit and damage bonus is not that spectacular compared
to Sun's Messenger and Far Slayer, considering crossbows and longbows of accuracy can scale almost
all the way up to +12 to-hit as well. If you're a hurthling archer and have somehow ended up using r
ocks until your crowning, you'll be glad to know that you can actually keep up the rockslinging unti
l the end of the game and both success and Grand Mastery are almost guaranteed. The fire resistance
is only of minor interest, but may be somewhat nice if you lack a fire resistance source for the ToE
F and can't have your favorite missile weapon equipped all the time anyway. This crowning isn't as b
ad as the artifact missiles, but mostly it's also no reason to jump around in circles. Chances are g
ood you stuff this in your backpack, keep on using bows and crossbows and forget about it.
Remember for all of these that blessed ammunition is a lot more useful than uncursed or especially c
ursed against most enemies - so do invest a fair bit of holy water!
Keethrax: Any type of ammo should work due to sheer archer damage. Humanoid slaying is almost instak
ill. Remember to take a light source with you, though, since Keethrax uses Darkness spells and you c
an't fire in the dark. Also, you should be resistant to fire so his magic barrages don't hurt you to
o much, and remember that he shoots missiles - berserking is risky.
Hotzenplotz: Berserking archery to start off, humanoid slaying is instakill. When he manages to catc
h up to you, your best bet is to switch to coward mode and shoot off a couple of wands. That, or sim
ply be faster (105 speed is good, 110 is better; remember to be unburdened and normally satiated, al
so remember that if you have lower than one third of your HP left, your walking speed increases if y
ou switch to coward. Some ways to become fast: Choosing the Raven starsign, having high dexterity an
d/or Athletics, choosing Quick talents or Long Stride, wearing speed- or movement-enhancing equipmen
t) in some way so you can gain some ground on him again. You DO NOT WANT to be hit by Hotzenplotz to
o often - his poison attack is strong enough to kill even the poison resistant once he gets a few hi
ts in.
Rehetep: Undead slaying ammo is the best way, together with fire spells. Rehetep is less of a proble
m in general, his servants can mean loads of trouble. Be prepared, optimally level 16 or even 17 (th
e pyramid closes for characters of a level higher than 16, but as long as you're in, you're free to
gain as many levels as you want), preferably have as many different kinds of slaying ammo as possibl
e to cover the widest base of opponents possible, be invisible, have the fireball wand Thrundarr giv
es to you.
Nonnak: Humanoid slaying ammo, berserking archery. Be immune to ice and keep him at a distance, and
you should be able to ace this fight.
Griff: Undead slaying ammo (though I love teleporting behind him and pouring holy water on his grave
- you still get XP as if you defeated him!)
Snake from Beyond: No slaying ammo will fit, I'm afraid, except universal slaying ammo. The Snake ca
n be beaten with normal ammo, too, but you'll take some beating as well. Clear out the area, have hi
gh speed so you can use hit and run tactics. Berserking archery helps if you can afford it.
Skeletal King: Undead slaying ammo. Confusion resistance.
Ancient Chaos Wyrm: Dragon slaying ammo. Only pack it out shortly before encountering the wyrm, or h
ave a ring of ice handy, because you DO NOT WANT your dragon slaying ammo to burn before the ACW is
dead - you have almost no other chance of beating that beast. Nasty is the fact that your bows and c
rossbows are also vulnerable to the fire. Archers need rings of ice. Also have potions of extra heal
ing, since that shock attack hurts like hell and if you have a clear shot at the ACW, he gets a clea
r shot too. If you do have a clear shot, be invisible so you can afford to go berserk even with mons
ters nearby. It is possible to one-shot the wyrm with high weapon skill, blessed slaying ammo plus d
ecent bow or crossbow and berserk tactics!
Cat Lord: Humanoid slaying ammo. Also lots of potions of extra healing because that thing is trouble
. No hit and run for you since he is so fast, and berserk mode is out of the question because of the
same reason. Paralyzing him works wonders, because if he can't move, he can't hit you, and if your
archer can't be hit, it's time for berserking! (Paralyzing is useful against any opponent, but hard
to come by since it is only in wands - depending on how many cats you killed, the cat lord is going
to be one of the best choices to use your wands of paralyzation on!) Note that the Ring of the Maste
r Cat is an extremely useful artifact for archers, so you should avoid to kill cats.
Master Summoner: Humanoid slaying ammo. First lure the Master Summoner into the hallway you dug, the
n get a bit of distance between him and you (By this time your speed should be halfway decent) and u
se berserking archery. With that and slaying ammo, he should be down in two hits, tops. You should d
rop valuable equipment you won't need in the fight on another level, and the stuff you will need som
ewhere outside the area where items are destroyed. Especially your slaying ammo should not be brough
t inside. Pick it up once you have left the item destruction area with Yulgash behind you, equip it,
use it! And don't bother exploring the whole temple and killing every monster. It ain't worth the i
tem destruction.
Ancient Stone Beast: I hope you saved all that penetration ammo or found a penetrating weapon or pha
se dagger, 'cause you won't beat this monster through normal means. Best to deal with its earthen go
ons first. Lure the Ancient Stone Beast to another level so you can fight it one-on-one. Got no pene
tration? Then either retreat and find some or go crazy with berserking hit and run and hope for luck
y damage rolls and criticals. This is IMHO the biggest pain in the ass for archer characters. Not be
cause it is so dangerous - for a monster this late in the game, it doesn't hit that hard - but becau
se it is so annoyingly hard to kill. If you've reached level 40, your class power is going to come i
n very handy.
Chaos Archmage: Humanoid slaying ammo. Notice the pattern? Humanoid slaying is among the most useful
types of slaying. Against the Chaos Archmage, remember the death ray resistance, the confusion resi
stance and the light source under all circumstances! (Just fought against him without confusion resi
stance. It's doable, but the stat decreases you get while wasting turns staggering around are horrib
le.)
Use your slaying ammo for the most dangerous enemies, like demon slaying against balors, dragon slay
ing against ancient dragons and wyrms (and Sraxxarrakex), giant slaying against giant kings and tita
ns, jelly slaying against death oozes, undead slaying against emperor liches and lich kings. And an
ultimate archer ending definitely includes finding a nice stack of humanoid slaying ammo and blessin
g it...
Because I forgot the first time, I want to thank all the guys at the ADOM forum for their being trem
endously nice and fun people to chat, discuss, and generally be with, my friends for generally kicki
ng ass, my girlfriend for kicking the most ass (and for actually trying to play ADOM, if only to hum
our me), and Soirana, Nightmare, Narcolepcy, Hendar23, Giant Frog, Battle bunny and Mewto for their
suggestions. If you others want to get special mentions too, why not point out some flaws of this gu
ide to me? ;)
If you've arrived here, you have either come from the ADOM forums over at the Hall of Fame, or walke
d a path too mysterious for me to fathom. Anyway, welcome to this blog that is not actually a blog.
You'd think it would be something cool like a top secret nuclear weapon laboratory, but basically it
is a place where I post hints and guides for ADOM.
ADOM stands for Ancient Domains of Mystery, a freeware role-playing game downloadable over at the of
ficial website www.adom.de. If this is new to you, it's a good time to go there, download the game a
nd try it before browsing through anything posted on here.
If you've tried to play through ADOM, you'll have realized already that it is a very hard game, the
very hard part being not dying. While in other, more mainstream games like Oblivion, Diablo, Neverwi
nter Nights or whatever you can either be resurrected or at least save your game and reload, there i
s no such luck in ADOM. When you're dead, you're dead.
And death lurks from behind all corners. Were someone to compile a list of the deaths you can die in
ADOM, I could show it to you and you would be in awe at how long it is. But since there isn't and i
t would take too much time to make one, just cut straight to the awe. Anyway, of all these deaths, a
single one is enough to keep you from winning.
Now, ADOM is very fun to play by itself, you don't need to win it. But as the highscore list gets fi
lled with characters who met their end at the hands of dangerous monsters, cruel, cruel fate or thei
r own stupidity, you'll probably start to desire more. A greater destiny. To complete the quest to s
ave the world!
Now, there is a document called the ADOM guidebook that can help you. In the most parts, it contains
all the information you will ever need, though it can be a spoily read. This compendium of ADOM gui
des (that doesn't contain a single one yet, I'll comment on that later) shall be seen as some kind o
f an expansion the the ADOM guidebook. I plan to post guides that tell the reader that wants to hear
it everything there is to be told about a certain class, so that they may take this class and actua
lly, finally, win the game with it.
I shall make the start with the Archer guide... soon. Tomorrow, to be exact. Hopefully.
This introduction, however, shall announce an integral part of Adom Guides' policy: Contribution! Or
do you think I actually want to write all the Guides for this website alone?!
If you're an experienced ADOM player, why not write a guide yourself and send it to me? I'd be happy
to put it up here, give people the opportunity to comment, and make this a place where as many peop
le as possible can get that little step closer to victory...
* Numbers in users time out after 40 minutes (unless they manually log out), lurkers and anonymous posters after 20.
List of contents:
I. Introduction
I. Introduction
”a martial artist, an almost inhuman fighting machine trained to fight without weapons or armor. The monk can use them, but, a
“Thirst for existence, O monks, has a specific condition, it is nourished by something, it also does not go without support. And
Monks are trained in the following skills: Alertness, athletics, concentration, dodge, find weakness, healing, literacy, and stealt
b. Undocumented features.
* The monk can kick down walls to at level 13. This ability will produce rocks as well as ore and gems if you have gemology sk
* The monkberserking bonus when fighting barehanded.
Level 1. No bonus:
1d9 damage, AVG damage will be 5.
Level 50. +12 from equipment, +10 from skill (level 14), +20 from strength.
1d58 +54 damage, AVG damage will be 83,5.
Monks also receive a bonus to DV equal to 2/3 per level, for an increase of +33 to DV at level 50.
Burdened status will eliminate both of these boni, as will wearing a shield.
Wearing «heavy» armor will remove the DV penalty. To be precise, the allowed armors are: Robe, Black robe, Shirt of the Sain
Notice the absence of «Ancient mummy wrappings» in the list even though it weighs the same as a robe. Also, strangely, “ugly
Note that whanded weabonus will negatet he penalty of not using a shield.
Finally, as a light fighter, the monk receives +1 speed per two levels gained. This bonus will stay even if character wields weap
Alertness Avoiding darmored charcters. DV bonus helps along with other means to making the character unhittable at highe
Athletics Extra speeincreases on weak monks faster.
Concentrat Allows magstyle for any monk, even at low levels.
Dodge Good for all characters, and like alertness helps the monk evade hits due to the extra DV bonus.
Find weakn Lacking i damage hits to damage certain tough opponents.
Healing self explanatory, if monks did not have this it would have made the early game a bit harder
Literacy available in the game, having this at start allows monks to start training to become a spellcaster right away.
Stealth available tough to handle earlgame monsters.
Level 6 circular kick. For 2500 energy points, attack all NPC around you with a kick attack.
Rating: Very Bad.
Discussion: This should almost never be used.
Firstly, th 2 free rounds in which to hit you afterwards. In this time other monsters will have time to close in and mabye even a
Secondly, wcost attack instead.
Thirdly, your kick attack is a bit weaker than barehanded hit. Monks receive a bonus to kicking, but a typical 8th level characte
Fouth pointeffective at all. This is not a position one should find oneself in.
This really is a novelty skill, used if you are surrounded by harmless creatures. But I would rather be heading towards a corrido
One possibllevel summons like spiders, in order to gain weapon skill marks. But again, why not just attack them normally....
a. Starting equipment
A monk always starts out with a robe. Trollish have extra food and start with a heavy club equipped, the other races have a qu
b. Starsigns
As monks are passable magicians in addition to being great fighters, both «brain» and «brawn» type starsigns are fine. Some
Dragon: +strength is good for avoiding burden status.
Cup: Enhancrelated abilities come sooner.
Candle: Speedy healing combined with monk's bonus to movement equals being hard to kill.
c. Races
Races havetrained skills are not listed. Lifespan I consider to be generic to any class and is not discussed. I will also not discus
Human:
Race skills: swimming and food preservation.
Starting attributes: Very average.
Level up: Fast
Discussion: Food preservation is good for all races, mabye somewhat less since monks have less food consumption. Swimmin
Troll:
Skills: Gemology, mining, food preservation and bridge building.
Starting attributes: High strength and toughness. Low everything else, especially learning and mana.
Level up: Slowest by far.
Discussion: Starting attributes leads itself to playing the monk as a melee fighter. Highest strength means burden levels will be
The big drawback is the terrible experience tables, bad for a monk who wants to be as high level as possible.
Discussion: Potentially a mighty character, elves start out weak and must be careful in the beginning game. If you find spellboo
Dark Elf
Skills: None
Starting attributes: Like other elves
Level up: Normal
Discussion: you are not able to sell SI for as much money, which means slower precrowns and less gold to buy stats from Gar
Dwarf
Skills: Metallurgy, Mining, Smithing, Detect traps.
Starting attributes: Higher St and To, lower Le and Ma.
Level up: Slow
Discussion:game survival. Metallurgy is useless as you can test most items by attempting to smith on them if you do not know
Gnome
Skills: Gemology, Mining, Pick pockets, Ventriloquism
Starting attributes: Lower St, Higher mana.
Level up: Fast
Discussion:users once they find some books. Ventriloquism combined with high running speed will also make the gnome monk
d. Talents
Everyone has certain favourite talents. I will discuss some that relate directly to the monk class. In my opinion, of course.
Shield talents:
Not necessa handed weap
bonus, but the shield bonus should more than compensate for this. If you plan on fighting like any regul
Heir:
Terrible. The heir gift is Padded clean robe of defense. That means a [+4,+1] (ap+2) robe which grants stun resistance. This is
e. Getting equipped
Beginning 12):
As a fresh handed weapon like you should. More importantly, you can become burdened without severe penalty to your attack
My advice to the starting monk is to pick up at least some weapons for emergency use. If you suddenly get burdened, this will
As for armo1,+3]. If y 1,+3] armor? That would probably depend on your other equipment, if your "basic" PV is covered throug
I strongly advice that you employ smithing. As a monk you have access to unlimited ore, just by kicking in walls. Getting a ham
Handwear: up
E gauntlets (of strength, preferably) could be better.
Neckwear: The Ankh adds [+2,+2], and luck too. Carry other amulets for use in certain situations, as always. Artifact amulet is
Girdle, Boometal versions of these. If you smith like you should, is it a good idea to get different types of metal for each. Eterni
Bracers: Myfinishing strikes before your opponent can react. Waterproofing them with blessed oil of rust removal is useful. Brac
Rings: A blessed ring of damage on your right finger is, indeed, a blessing. Monks have just one hit dice, which can lead to low
Cloak: You can wear them all without penalty. Invisibility might be easier to sustain than other classes, and PV might be better
Missile weapons: Bows might be better, if only for the high weight of crossbows. But I would still at least keep and stash away
The Mean mean as in “average”, is my name for playing your monk without using his special abilities, like you would any othe
This is a p powers andhanded weap
to hand monk.
The Martial Artist is probably the most traditional fighting style for a monk. Unarmed attacks will be used throughout the game.
There are sPV monsters, and of course to wield the certain trident once you get it.
While all m powered magical abilities. This is what the hermit is about, when the going gets tough, the magic starts flying.
To become a successful hermit, one must realize one’s limitations. I will point these out by comparing to the wizard class.
A wizard will start the game with an offensive spellbook. Hermit will not.
A wizard has 100 starting literacy, hermits do not. A wizard learns spells easier than an otherwise identical hermit. Literacy ski
Also, wizards find a lot more spellbooks than a hermit.
So you will vital non offensive spells right away, to build up concentration skill and mana stat. Bless important books to maxi
The main prcasting days. The library usually has dangerous monsters, so having emergency teleportation and/or healing is rec
b. Sample walkthroughs
A traditional start:
Started up a random race monk. Grey elf. Potentially great, but slow at start, so I decide to take it pretty slow. Start with 3 talen
A look at the character: Level 5 now. 1d13+3 damage dealt. At normal tactics, no DV from eq I have 16 DV. Speed is +3, but I
Finding a s 1,+3] gives up DV is better. Also, it is heavy at 250 s, taking up precious carrying capacity.
No wonder, I quickly am faced with the question whether to become burdened or not. I decide to go ahead, because I just lost
I enter D:7 10 and everything will be better, weapons skill, speed, martial damage. I therefore decide to set out to destroy the e
I then have a herd of blink dogs appear. They fall to acid spit, drop a corpse. I think a troll monk could have taken them, but th
At level 5, I see that I can train athletics to 72. I go for it even if it wastes some training, knowing that it will give +1 speed now.
Okay, the cplaying the risk monsters quickly will boost your level giving you more killing power.
Keriax, the Black Druid, is often the first special enemy encountered. The problem with him is that his monster level will be con
Yulgash, thability to get close and personal to him, and end his summoning capers right there and then.
The Emperor
covered trident could work fine against him, and you’d have high DV if you were smart enough to be unburdened fo
Elder Chaos God. You have to be wielding the trident while killing him. Humanoid slaying for style, otherwise bash him with the
Final thoughts.
During the process of writing this guide, I have grown more fond of the monk class. Versatile, and with many unique abilities, t
Credits:
Silfir, for starting up the guides thus leading to this coming into being.
Soirana, for making a guide from which I borrowed some headings and general ideas.
F50 for making the direct request for this guide.
J. for providing the info about martial attack bonus
Kevin O’Connor for making the list on martial art bonus.
Hilter, Darren Gray, Silfir, Soirana, Nightmare, gut, J., for various input about the guide.
[Edited 1 t 5) by Molach]
Silfir
Registered user
True Nitpicker
A nice way to start a guide. Keep it going, I'm looking forward to reading it. Being sucky at playing monks, I'll probably learn a
If the
bread
weights
that much
in the
draklor
chain,
then it's
no
wonder
so many
die of
starvation
.
AND -
what kind
of IRON
RATION
weights
as much
as an iron
shield?! A
dinner for
four, oven
included?
;)
Maelstrom
J.
Registered user
You'll never get rid of me
Very nice, monks are a nice class with awesome skills, yet I always manage to get them killed pretty early. This ought to help :
The
bonus is
Equal to
the
The shield thing is nice to know. If you wear a shield, might as well use the heaviest armour you can find. When not using a sh
LEV, HIT,
DMG
01, +1,
1d9+0
02, +3,
1d10+0
03, +6,
1d11+0
04, +8,
1d12+1
05, +10,
1d13+1
06, +12,
1d14+1
07, +14,
1d15+1
08, +16,
1d16+2
09, +19,
1d17+2
10, +21,
1d18+2
11, +22,
1d19+2
12, +25,
1d20+3
13, +27,
1d21+3
It's quite useful to know how much damage your fists do, when you find some nice weapon and want to know which one is bet
Beastfighters do a bit more raw damage than monks unarmed, but don't have find weakness. Monks can also use weapons w
Originally bug) for elaborated scumming tatics even if the feature seems completely useless or bad."
[Edited 1 t 5) by J.]
Soirana
Registered user
Chaos Freak
as armour goes: i do remember my surprise after getting stuck in cursed fancy clothes. never thought these are heavy:)
Yay for circular kick! Like the skill fighters get at lvl 50, lol. Yay for kicking down walls and switching places with hostile monste
Be sure to DG
Silfir
Registered user
True Nitpicker
Yay for being able to cast spells whilst beastfighters have to stand and watch you in awe!
Maelstrom
Registered user
The Knight of the Black Rose
Oh? I seem to recall getting trigger happy with ball spells and it was with a beastfighter... ;)
Teleportati any usefull spell I missed? All were learnt from books.
Beastfighters just lack concentration, but can learn spells quite nicely, if they have enough Learning.
Yay for being able to survive and train St at the same time ;)
[Edited 1 t 5) by Maelstrom]
J.
Registered user
You'll never get rid of me
The circular kick and fighter's circular attack are useless. You shouldn't get surrounded by monsters, period. If you are surroun
Originally bug) for elaborated scumming tatics even if the feature seems completely useless or bad."
Silfir
Registered user
True Nitpicker
@Maelstrom: My beastfighter outright refused to learn spells in more than 20 castings at a time. And that was Light.
It may be a different story on level 50 with 40 Learning, but beastfighters seem to get pretty harsh penalties to me.
Maelstrom
Registered user
The Knight of the Black Rose
[Edited 1 t 5) by Maelstrom]
Molach
Registered user
Lord of DurisMud
And thanks for replies, they shall be used shamelessly in the final guide compilation. I started with 1% and now there is 15% in
I have expe they are both similar and very different from monks.
Maelstrom
Registered user
The Knight of the Black Rose
I think general George Patton, of WW2 fame, was quoted as saying "We're surrounded... this makes our job easier."
Point being, if you're powerful enough, you won't mind or will want to get surrounded in some circumstances, it makes thrashin
Gotta train if they have low PV or you hit hard enough, you'll do much more damage faster than hitting one thing at a time.
Be sure to DG
Silfir
Registered user
True Nitpicker
While taking eight times more damage... And having to keep pressing THE DAMNED ENTER KEY ALL THE TIME!
First post has been updated, if some would go back and read it again, and then give further comments I would be much oblige
Having to press the enter key all the time... oh, you mean like a wizard with a big ball spell in a crowded room?
Be sure to DG
J.
Registered user
You'll never get rid of me
A small thing about cup: the 10% faster levelin is decent for monks: they have good special skills, and depend on their level fo
The "two headed calf" and "falling star" special messages also give 10% faster levelling.
Originally bug) for elaborated scumming tatics even if the feature seems completely useless or bad."
gut
Registered user
Painted this one too.
Molach
Registered user
Lord of DurisMud
The level 32kills, is that with barehanded only or with any weapon? If it's only barehanded then it would *not* be a cool way to o
Silfir
Registered user
True Nitpicker
Last page view:
13 hours, 5)
You miss the rat. The rat misses you. The rat misses you. The rat fails to hurt you. (more) The rat misses you. The rat misses
You miss the rat. The rat misses you. The rat misses you. The rat fails to hurt you. (more) The rat misses you. The rat misses
Some gripes about monks: They only attack once, like they lost an arm or something. Shouldn't a monk with both his hands fre
And why is kicking so weak? IRL, a person can generally kick much harder than they can punch. Kick damage should go up e
Why do excellent melee weapons drop for monks, then not drop for other characters who could make so much better use of th
Be sure to DG
Silfir
Registered user
True Nitpicker
A monk who is kicking exclusively wouldn't fare better than a monk using the attack that is the best in the current situation.
AdomguidesI'm still working on my druid guide, and just wanted to check in on your progress.
Is this dex based? uberhigh dex would give you many instakills yes?
Molach
Registered user
Lord of DurisMud
How's it going! Sure, going fine. Just have to think back to what I meant with the unfinished "playing styles" section. But I can w
HairyChaosdiving to f game chars have). And he did not score very many of them.
Darren Grey
Registered user
Last page view:
8 hours, 3 5)
I hear you kills though... But I've never gotten a monk that far myself.
Oh, and in it lets you dodge undiscovered traps and enemy magic and bolts. Extremely useful against the ACW.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
Silfir
Registered user
True Nitpicker
Alertness - Avoiding damage is good for low-armored charcters. DV bonus helps along with [b]other means[/b] to making the c
With "other means" he is probably referring to the higher probability of spell evasion thanks to Alertness, so he did mention it. I
This approafor one, it makes his section on skills a whole lot shorter than the ones in my guides. I also sometimes think that th
[Edited 1 t 5) by Silfir]
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monk can use them, but, at higher levels particularly, often does better without.” (Bards' tale manual)
go without support. And what is that nourishment? It is ignorance experience levels!” (Buddha, with author’s twist at the end)
xperts at fighting unarmed, very good at dodging attacks and strong of will. Monks need to be unencumbered to be able to use their specia
amage, compared to 1d3 for other classes except beastfighter. Each level the max damage will increase with one, and each 4 levels you wi
me. The estimates put below are very conservative, it should not be hard to beat these values and do more damage. Also you will hit critica
ack robe, Shirt of the Saints, Robes of Resistance, Elven Chain Mail, Clean Robe, Clothes.
obe. Also, strangely, “ugly clothes” are not tolerated. For those who dabble in smithing, note that the only smithable armor is the elven chai
nd containing 3 skills I have used a wish on with other characters. For detailed information about skills, see the ADOM guidebook. I will onl
close in and mabye even attack. Summoners will have time to summon.
typical 8th level character of mine had 1d16+9 on unarmed melee attack, but 1d14+7 on kick. It appears that boni from unarmed weapon c
heading towards a corridor still, to mow down the enemies in one direction.
ttack them normally....
out a nasty summoner in the middle of a monster pack. On the other side, when you are level 25 your monks should be pretty tough (even
giants and demons, but again informal testing against balors made the activation about 1 in 100. Not something to rely on. It does give a n
tly that at level 50 game is almost over anyway, and secondly that 10% is not a whole lot at all. It will help against corrupting hits from mons
the other races have a quarterstaff in inventory. Many races have sandals. Some may have tools. Robe and sandals can have +DV or +PV
starsigns are fine. Some starsigns that work particularly well with monk class:
ssed. I will also not discuss Ap and Ch stats as I consider them mostly useless, and not connected to the monk class in any way.
od consumption. Swimming means that you could og for an early dive into the unremarkable dungeon without having to turn back when fac
eans burden levels will be little problem, and high toughness will give some +PV to make the easy game easy. Mining skill is useless are yo
game. If you find spellbooks you can probably read them and cast spells from the moment you find them.
gold to buy stats from Garth. Buying items is never much of a problem.
n them if you do not know what they are made of. Mining is useless for a monk. Dwarves can get the mithril skin talent, which will make up f
so make the gnome monk safer. Fast level up is nice, and the free talent will give some flexibility to the early game, making it easier. A very
y opinion, of course.
ng capacity is simply very useful, and I have yet to play a monk who did not get these talents at one point.
ts stun resistance. This is not something anyone should waste 3 talents on, especially as it is susceptible to destruction from burning and e
vere penalty to your attack and damage. This is important for instance if you decide to dive down through the UD to HMV, as you can carry
nly get burdened, this will allow you to deal decent damage even if your unarmed fighting suddenly dropped to a pathetic level. And if you fi
asic" PV is covered through other equipment then high DV is probably better. Again, burdened status will remove the bonus, so maybe you
e is no clear distinction between mid and late game, because after you have all the stuff, you can just knock off the Ancient Chaos Wyrm, a
ng in walls. Getting a hammer is trivial, getting an anvil can be done by cutting a deal with the greater demon, having it slay the dwarven sm
s of metal for each. Eternium girdle, adamantium cap and mithril boots, for example. It doesn't matter much, they all resist fire and they can
ust removal is useful. Bracers of toughness add that important attribute, and they can be improved with scrolls of defense/protection. Bracer
dice, which can lead to low minimum damage even at high levels. Weapon skill, strength bonus and rings of damage all push this lower limit
s, and PV might be better than DV since you already get so much DV, but that is depending on your level and your other equipment.
ast keep and stash away both kinds of missiles and launchers, hoping for rare slaying ammo. Humanoid and dragon slaying are your most
s, like you would any other class. This is done by picking up a weapon, and then using a shield. Staying in burdened status will also do the
sed throughout the game. You may use light armor for DV boost or heavy for protection and other benefits. Your focus on barehanded attac
entical hermit. Literacy skill, learning score, concentration skill as well as class matters. A wizard gets reductions on casting spell with level.
s important books to maximize yield. Elves have good learning, and if you started playing a gnome, then you of course build learning by kick
etty slow. Start with 3 talents, but unable to select “hardy” for defense. Go with long stride, porter and alert. Go to the village and get quests,
16 DV. Speed is +3, but I stupidly got satiated, and due to monks low metabolism I have waited a long while for it to drop back to normal. I
ahead, because I just lost the DV bonus anyway (the armor was, of course, cursed), and with 13 strength I would like to train it by walking a
to set out to destroy the evil druid and (hopefully) die, proving my point.
e. Went immediately to SMC. Got to level 3, found downstairs. I got hurt a fair bit, but had prayers in reserve. Decided not to use spit, to pro
d have taken them, but this guy would have died horribly without the spit.
it will give +1 speed now. Remember the breakpoints, 70, 75, 80, 85 etc gives +1 each, 100 gives +2.
s monster level will be connected to your character’s level. Monks have no special attacks at the start, and their ability comes very much fro
herwise bash him with the trident. Or scepter, if you took that route.
h many unique abilities, they can easily become mighty, and are at least fun to play. I wish all potential monks out there luck with their attem
even listening?"
early. This ought to help :)
find. When not using a shield, it pays off to use the light armours(33DV@lvl50), because you really want to play a monk, not just any melee
to know which one is better to use.
can also use weapons with useful properties(slaying, resistances, PV bypass etc.) without penalties.
rength dependent) you might wanna switch to kicking. After level up you might wanna switch back and so on.
even listening?"
period. If you are surrounded as a monk, change to coward setting and swap places with the hostile monsters and get out of there!
nalties to me.
even listening?"
% and now there is 15% in place. Good job.
LL THE TIME!
even listening?"
d *not* be a cool way to off Andy, since you'd not be wielding the trident and you'd get the coveted "miserable chaos wretch" ending.
sses you. The rat misses you. The rat fails to hurt you. The rat fails to hurt you. The rat fails to hurt you. (more) The rat misses you.
sses you. The rat misses you. The rat fails to hurt you. The rat fails to hurt you. The rat fails to hurt you. (more) The rat misses you...
even listening?"
onk with both his hands free swing with each one?
even listening?"
even listening?"
ess, so he did mention it. I guess Molach assumes that the people who read his guides have studied the skill section of either manual or gu
so sometimes think that the skill sections in my guides is pretty unnecessary, but I included them anyway because I wanted to compile as m
even listening?"
ght blue Light green Light cyan Light red Light magenta Yellow White HTML color code: result:
e able to use their special martial art powers. Monks take vows of poverty at their initiation to prevent distraction by worldly means.
and each 4 levels you will get a +1 bonus to damage. First +1 bonus happens at level 4. There is a + to hit bonus too, it comes out to roug
ge. Also you will hit criticals from time to time leading over time to a higher average (AVG) damage. But this is also not considered.
DOM guidebook. I will only comment on what makes these good for monks.
i from unarmed weapon combat skill is not factored in. This may well be a bug, since you gain melee marks from using the ability.
uld be pretty tough (even naked) so you could easily go a whole game without ever using this ability.
o rely on. It does give a nice way to off Emperor Moloch, and if it can work against AnRoR DrAkOn that would be fun.
corrupting hits from monsters, and from using elemental orbs, but it may have no effect on background corrution at all, as this occurs gradu
als can have +DV or +PV modifiers, but base is [0,+1] robe and [0,0] sandals. One lucky character I had started with [+3,+2]robe and [0,+2]
ning skill is useless are you kan kick walls, but gemology means that you can kick walls for unlimited gems once you reach level 13, for exa
lent, which will make up for lack of PV that can come from not using shield and heavy armor.
e, making it easier. A very solid choice for monk, if only a little weak in the very early game.
uction from burning and exploding runes.
o HMV, as you can carry that bag of loot to sell at the shop. At the very start your martial art bonus is not too high, as your level will be too
athetic level. And if you find a decent shield early on, you would probably want to wield a weapon and wear the shield. This will really help y
e Ancient Chaos Wyrm, and then complete the game in what you wear, letting levelups increase your damage and DV.
ing it slay the dwarven smith. Just remember to buy the smithing skill first.
all resist fire and they can be smithed up as high as you want them to be. You may of course have some seven league boots, but they migh
ge all push this lower limit upwards. For other ring finger good choices are really what is good for any class. With the monks low food consu
ur other equipment.
on slaying are your most important kinds of ammo. However after level 13 you have a source of unlimited sling ammo or thrown rocks, so i
n casting spell with level. Wizards gain spell marks quicker than any hermit.
urse build learning by kicking walls after level 13. Your gemology skill will sometimes let you find gems in the walls, higher skill means more
he village and get quests, then village dungeon. Quicly get level 2, but have to retreat and heal up from time to time. At level 4 I have to use
to drop back to normal. I have picked up some rocks and am busy trying to improve that skill.
ike to train it by walking around carrying a heavy load. Also, a nice orc scorcher donated a crude spear I want to start using. My barehande
ided not to use spit, to prove that this can be done with any (somewhat strong) race.
bility comes very much from character level. If you wait to be powerful, he will be more powerful too. So, either be a strong fighter race, or ha
I wanted to compile as much information as possible that would be helpful to the more newbish reader who doesn't want to read the guide
y worldly means.
s too, it comes out to roughly +2 each level. In addition to there is the usual bonus from equipment, strength and weapon skill (unarmed com
o not considered.
using the ability.
at all, as this occurs gradually over time and the 10% reduction gets lost when rounding. Unless mabye you are on Emperor moloch level o
hield. This will really help you survive the harsh early game. You will only lose some unarmed melee marks, as you can throw off the weapo
ague boots, but they might not be the best choice in the tower of fire where you are going. Also, monks already get good movement speed
he monks low food consumption they might get away with wearing a ring of invisibility all the time. Ultimate rings are of course ring of immu
mmo or thrown rocks, so it might not be too bad an idea to train with that either, for the early middle game.
do not trust the RNG (random number generator) as they are not relying on lucky equipment finds. You can fight barehanded and naked an
s, higher skill means more gems. Bless and use crystals of knowledge and your learning will rise above 20 fast enough. If you are not shy a
me. At level 4 I have to use a prayer. Still, I can run whenever I want, due to long stride and + speed from levelup. Not much, but enough. I h
tart using. My barehanded attack skill is only 2, no extra damage, so I would end up doing 1d3+0 if I attack barehanded while burdened. G
a strong fighter race, or have luck finding stuff you can use against him (wands, spells) or use the simple but effective tactic of entering his l
does say right away that detailed descriptions are in the guidebook, after all.
u can throw off the weapon and the shield anytime you want.
t good movement speed from class powers, and the boots do not add attack speed. Boots of speed, however, do.
ough. If you are not shy about using sickness/starvation to train stats, it is not hard to get it to 40.
Not much, but enough. I have to be very careful in combat, with 7 To. I try not to become satiated, as that kills my speed advantage. I do pr
anded while burdened. Guess I can do it against weak enemies to train barehanded, but on the other hand I see many uses of training pole
tive tactic of entering his level early, leave, and come back when you are stronger. Then you can laugh at his puny skills before dispatching
eservations is somewhat better for trolls as they have higher food consumption. A troll monk is about as hungry as a regular adventurer.
speed advantage. I do pretty good damage now, but am very weak in return.
many uses of training polearms too. If the spear had been cursed I would be stuck with it, but that would not be a crisis. Holy water will beco
y skills before dispatching him “mit eleganz”. The artifact is not generated when you enter the level, just when you kill him.
a regular adventurer.
crisis. Holy water will become available, and the spear will be good enough for a fair while.
1 1
2 2
find weakness
concentration
necromancy
food pres
alertness
athletics
cooking
archery
dodge
music
score 10 10 8 8 7 6 6 6 6 6
Drakeling 1 1 1
Dwarf
Dark Elf 1 1
Gray Elf 1
High Elf 1
Gnome
Human 1
Hurthling 1 1 1
Orc 1
Troll 1 1
Archer ranged 1 1 1 1
Assassin stealth 1 1 1 1
Barbarian MNFW 1 1
Bard caster 1
Beastfighter MNFW 1 1
Druid caster 1
Elementalist caster 1
Farmer melee 1 1 1
Fighter melee 1 1 1 1
Healer caster 1 1 1 1
Merchant ranged
Mindcrafter caster 1 1
Monk melee 1 1 1 1 1
Necromancer caster 1 1 1 1
Paladin MNFW 1 1 1
Priest caster 1 1
Ranger ranged 1 1 1 1
Thief stealth 1
Weaponsmith MNFW 1 1 1
Wizard caster 1
> OK, I'm trying to distill all of this raw data down
> into something that can be added to the GB (maybe the
> raw data could be added as a linked addendum to the
> Appendices). So, does the following omit anything
> significant for the casual reader?:
> Spears
> ------
> Broadswords
> -----------
> Arrows
> ------
Yes.
> Robes
> -----
Yes; I have looked into this further and found victory posts mentioning
blue eternium plate mail in 1.0.0. Maybe the non-existence of blue
robes in current versions of ADOM is a bug; there was a bug report on
www.adom.de about blue armour getting the wrong on-screen colour. Maybe
something went wrong in fixing this. It would be good to check if blue
eternium plate mails can still be generated; ToGu, are you listening?
:-) If they cannot, I'd file a bug report.
Since the statistics describe everything else there is to know about the
statistics of wished for robes (which I think can be generalized to body
armour in general) apart from B/U/C status, I'd add that little detail too.
Malte
> [...]
> >>> Has the RNG some inbuilt devices against such strange combinations?
>>> I seem to recall that some combinations are checked for and thus
>>> don't happen, but I can't find a reference.
> [...]
>> Those references that you are too missing, Malte, these would be
>> really interesting. Any volunteers for lengthy testing, prodding,
>> probing? (Any volunteers for finding a reliable method of testing?):-)
> Malte
Ugh, I couldn't get around looking here for a while... yes, it is the
fault of sweet students highlife on weekends and lousy means of internet
access.
In fact I recently found a pre/suffix-combo at Waldenbrook's that at
least calls for an exact definition and, given this maybe a closer look
on the precedence of pre/suffix.
The specimen was an "ashen spear of vampirism".
The call for a precise definition arises when contemplating "of
vampirism"-effects: Does the drain of an opponent's HP come under the
headline of "damage" in the sense of the prefix "ashen"?
If "no" the effect is quite clear. No regular damage against undead,
just drains.
If "yes" the order of applying pre/suffix-effects is of quite some
interest. If the prefix takes precedence, (in the case of "ashen") the
regular damage against undead is nullified while the suffix "of
vampirism" still does affect undead. If the suffix takes precedence
really no damage is done to undead for the prefix is take into account
after the "vampirism" is added.
No evaluation so far. The character died before I began asking myself
the original question. And - typical enough - now I can't find any more
of these. I won't fall to hexediting me one. I'm not fully convinced the
act as the real RNG-crafted once, for no particular reason but the bad
feeling when doing it the 'easy' way.
Andreas Grates
--
E-Mail-Address has been corrupted! Just remove CHAOS from firstname
detect item status
backstabbing
ventriloquism
detect traps
acidbreath
appraising
metallurgy
swimming
gemology
freetalent
fletchery
alchemy
smithing
healing
longlife
literacy
stealth
mining
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46 47 48
bridge building
pick pockets
disarm traps
classbonu
gardening
woodcraft
pick locks
herbalism
haggling
listening
climbing
survival
first aid
law
St Le
1 1 1 1 1 1 1 1 1 1 1 1 1 -5
Drakeling 13 10
1 Dwarf 12 11
1 DarkElf 9 10
1 GrayElf 10 13
1 HighElf 10 13
1 1 Gnome 9 11
1 1 Human 10 12
1 Hurthling 6 10
1 Orc 14 8
1 Troll 18 5
Note - elves get a toug
1 1 9.99
1 1 1 1 6.58
1 1 1 1 1 1 1 9.56
1 4.22
1 1 1 1 9.55
1 1 1 1 1 1 1 7.64
1 1 8.81
1 1 1 1 1 1 1 1 5.56
1 1 7.21
1 1 1 7.86
1 1 1 1 1 4.12
1 1 1 8.94
1 9.12
1 1 5.97
1 1 6.42
1 1 1 8.91
1 1 1 1 1 1 5.79
1 1 1 1 5.31
1 1 8.77
1 1 9.81
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49 50 51 52 53 54 55 56 57 58 59 60 61
49 50 51 52 53 54 55 56 57 58 59 60 61
stealth MNFW
57.663893511 80
55.261231281 75
69.677204659 105
56.462562396 50
58.865224626 55
54.717190388 55.172414
51.479500891 53.333333
55.034482759 43.389831
76.885191348 135
46.580645161 83.2