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Ancient Domains Of Mystery An Interactive Adventure In A Fantastic WorldCopyright 1994-2015 by Thomas Biskup.All Rights Reserved All Over The WorldDedication---------- To my parents for always allowing me to choose my path in life. To Dave Arneson and Gary Gygax for inventing the most wonderful pastime ever.Table Of Contents-----------------IntroductionThe Coming of ChaosThe Price of the Game To further the development of the game...The Horoscope Game-related Effects of Star SignsThe Player Character The Races The Classes Alignment Skills Increasing Skills Marking Skills for Quick Selection Weapon Skills Weapon Skills and Attack Energy Attributes Experience and Advancement Magic & Spells Casting Spells from Books Known Spells Mindcraft CorruptionsThe Game The Main Screen The Monster Memory The Display The Player Character Screen Miscellaneous Commands Movement Speed The Dynamic Display Dice The Inventory Filtering the Stuff List Beasts of Burden Spells Shops Wishing Saving the GameHow To Start -- A Beginner's GuideAppendix A: CreditsAppendix B: Customizing ADOMAppendix C: Command-Line OptionsAppendix D: Customizing the KeymapIntroduction ------------ Ancient Domains of Mystery (ADOM for short) is a rogue-like gamewhich means that it is a single-user game featuring the exploration ofa dungeon complex. You control a fictional character described byrace, class, attributes, skills, and equipment. This fictionalcharacter is trying to achieve a specific goal (see below) and succeedin a difficult quest. To fulfill the quest, you have to explorepreviously undiscovered tunnels and dungeons, fight hideous monsters,uncover long forgotten secrets, and find treasures of all kind.During the game, you explore dungeon levels which are randomlygenerated each game. You might also encounter certain special levels,which present a particular challenge or are built around a certaintheme.IMPORTANT: If you are a first-time player you should read the 'How tostart' section of this manual.The Coming of Chaos-------------------For 6000 years, the world of Ancardia was left untouched by theincursions of Chaos, but finally the sinister forces of evil anddarkness have found this young and teeming world. In a remotemountain complex, huge dungeons were formed by great magical powers.They seem to contain some kind of dimensional gate which allowsterrors from unknown dimensions to enter the world of Ancardia andwreak havoc.For years, nobody understood the true cause of sudden ambushes by evilmonsters, incursions by hideous monster armies, and the rising tide ofChaos. Finally Khelavaster, the great sage, uncovered an ancientprophecy foretelling the Coming of Chaos -- a dark and sinister timewhen the skill, power and valor of a single hero would determine thefuture of the world. The ancient scrolls of prophecy hinted at aremote mountain range -- the Drakalor Chain -- which was destined tobe the final battle ground for an epic fight between Chaos and Order.Khelavaster quickly made this known to all the intelligent races ofAncardia.Within weeks, many heroes set out to find the source of the chaoticforces and destroy it. Khelavaster was among the first to enter thosedungeons. Many heroes have followed him since then but no one hasever returned from the dungeons. Thus the forces of Chaos continuetheir conquest and threaten to defile Ancardia...You are one of those young heroes willing to risk your life to defeatthe forces of Chaos, gain fame, fortune, power, and ultimately saveyour world and your people. After weeks of arduous travel, you havefinally reached the center of the Drakalor Chain and now face theentrance to those dungeons of mystery which must contain a means tosave your world. You were told to visit a small village by the nameof "Terinyo" and talk to the village elder for he might have thelatest information about the region. Steady yourself and be preparedto engage in a heroic struggle for the fate of your home world!The Price of the Game---------------------ADOM is available for free as long as you honor the license of thegame (either see the file 'license.doc' or type 'adom -b' at yourcommand-line). If you want to thank me (Thomas Biskup) for creatingADOM, maintaining it, fixing all discovered bugs, providing supportand generally spending a lot of time on the game and if you are havingfun with the game, please consider rewarding my efforts by sending apostcard to the following address from wherever you are living: Thomas Biskup Zu den Tannen 5 58456 Witten GermanyI *love* receiving postcards from all over the world. Weigh the funADOM gave you against the ten minutes you probably need towrite and send such a postcard -- and if you find that you like andenjoy the game -- please do it. I'm really not asking much... am I?To further the development of the game...-----------------------------------------ADOM contains a number of bugs as is normal for one huge piece ofsoftware being developed by a single person (about 135,000 lines ofcode as of ADOM 0.9.9 Gamma 13). Thus it's absolutely necessary tosend bug reports in to me if you experience problems with the game.Bug reports are submitted at http://www.adom.de/bugsand should contain at least the following information:1. your real life name and your email address2. the version of ADOM you are using (exact version)3. the operating system you are using (exact version)4. a description on what you did to produce the error5. all dumps ADOM might have createdUnless asked you should *not* include any binary files.The Horoscope-------------The sky of Ancardia is covered by a myriad of stars. One moon circlesthe world. The inhabitants of Ancardia believe in the magical forcescontrolling the movements of the celestial bodies. Magic energiesinfluence one's life depending on the time of birth.Each month is named after a particular star sign. One year has 12months, each with four weeks of seven days each. In addition, thereare two special days in each month which don't belong to any week.The first day in a month is Darknight, when no moon is visible. The16th day of a month is called Silvernight, when the moon shinesbrightly. Darknight is considered to be a dangerous day followed by anight filled with evil magics. In contrast, Silvernight is a joyfulday (when nobody usually works) and is followed by a night full offeasts and revelries.During the day of Darknight all evil magics are very strong while goodmagics are severely hampered. On the day of Silvernight good magicsenjoy great advantages while evil magics are severely hindered. Theweeks are named Oneweek, Twoweek, Threeweek and Fourweek. Thus atypical month is structured like this: Day Specific Name ----- ------------- 1 Darknight 2- 8 Oneweek 9-15 Twoweek 16 Silvernight 17-23 Threeweek 24-30 FourweekThe following twelve star signs are used to name the months:Spring ........ Book .......... 2 Wand .......... 3 Unicorn ....... 4Summer ........ Salamander .... 5 Dragon ........ 6 Sword ......... 7Autumn ........ Falcon ........ 8 Cup ........... 9 Candle ........ 10Winter ........ Wolf .......... 11 Tree .......... 12 Raven ......... 1When the game is started, a star sign is determined (together withyour character's birthday). The star sign has some effects on thecareer of the character. Note that some signs are quite variable inthe attributes they govern. Your character will also be slightlyfavored during the month named after his star sign. Finally,characters tend to be very lucky on their birthday. You might want toconsider these factors when creating a character.Raven: Death, Messengers, Companion, TricksBook: Knowledge, Learning, LawsWand: Laws, Neutral Magic, LeadershipUnicorn: Grace, Beauty, Purity, Innocence, DignitySalamander: Magic (especially fire), EloquenceDragon: Ferocity, Combat, Might, Rulership, Anger, Combat MagicSword: Combat, Execution, Tactics, StrategyFalcon: Nobility, Hunt, Force of PersonalityCup: Collected Knowledge, Experience, CamaraderieCandle: Hope, Life, Serenity, TransitionWolf: Hunt, Ferocity, Community with Nature, Devotion, LoyaltyTree: Tradition, InflexibilityThe game itself begins on the first day of the month of the Unicorn.Game-related Effects of Star Signs----------------------------------Each star sign has specific game effects which will be enumeratedbelow:Raven*****Harder to trick by deceptions, messengers will reach you faster,you are faster (+10 to speed), companions are more powerful, +2 toinitial Perception.Book****Lawful tendencies (it's harder to change), one free skill increaseper level, increased chance to learn spells, +3 to initial Learning.Wand****Lawful tendencies (it's harder to change), spells for neutral castersare 10% cheaper in power points, +2 to initial Charisma, starts outwith lawful tendencies but gets +2 to Mana and 10% more power pointsif neutral initially.Unicorn*******Harder to corrupt by Chaos effects, hard to change to a differentalignment once lawful, +2 to initial Appearance.Salamander**********Fire magic is 20% cheaper in power points, +1 to initial Charisma, +3to initial Mana, +20% to power points (always).Dragon******10% increased effects from Tactics settings, -3 to initial Willpower,+2 to initial Strength, +1 to initial Toughness, costs to increaseweapon skills are reduced by 10%, combat magic is 10% cheaper in powerpoints.Sword*****Positive modifiers from Tactics settings are increased by 10%, coststo increase melee weapon skills are reduced by 20%, +1 to the initialLearning score.Falcon******Very good at surviving in the wilderness, +2 to initial Willpower, +1to initial Charisma, one free talent.Cup***Requires 10% less experience points to advance in level, receives onefree skill advance every two levels, learns spells more effectively(20% better than others), +2 to initial Learning.Candle******Heals faster, the gods are more forgiving when asked for favors, onefree talent.Wolf****+3 to initial Perception, +3 to initial Willpower, food is morenutritious for you (by +25%).Tree****It's generally hard to change alignment, +5 to initial Willpower, +2 toToughness, +1 to PV.The Player Character--------------------To be able to fight Chaos, you will have to create a fictionalcharacter, often called the player character (or PC). This characterwill be chosen from one of the intelligent races of Ancardia, willundergo long and hard hours of training to learn a profession and manyskills enhancing his chance to defeat evil and finally save the world.All these concepts are explained in detail in the sections below.The Races --------- In ADOM, a wide variety of fantasy races can be chosen for your playercharacter. Each race has certain advantages and disadvantages andreceives different equipment and attributes. Each race also gainssome default skills as their cultural heritage (see the section onskills for a complete list of available skills in the game). Youcan choose among the following races:HUMAN -- Humans are the most generic of all races. They tend to beadaptable, suited for every profession and generally well equipped.They are also very fast learners (getting a free skill increasewhenever they advance a level). While humans do not have any otherspecial advantages, they don't suffer from any disadvantages either.Humans train in the following skills: Climbing, Food Preservation,Haggling, and Swimming.TROLL -- Trolls are extremely huge and strong creatures with largemuscles, pointy teeth, big horns and a lot of hair all over theirbody. They are nearly always in a bad mood. Most races shun thembecause of this. Trolls are by far the strongest and the dumbest raceavailable in this game. They make excellent fighters and lousymagicians. Trolls are somewhat disadvantaged by their great size(good targets!) and the great amounts of food they need to sustaintheir bulk. They also learn very slowly and need a lot of experiencepoints to advance in their profession. On the positive side, they areby far the toughest and strongest race in the game and heal real fast.Trolls train in the following skills: Athletics, Bridge Building, FoodPreservation, Gemology, and Mining.HIGH ELF -- High Elves are a beautiful race of extremely long-livedcreatures. High Elves are of slender build, nearly six feet 10 inchestall and generally have golden or auburn hair and amber or purpleeyes. Their ears are very pointed and their skin is very fair. Theylive in the forests where they like to hunt, frolic, engage in musicaland romantic affairs and generally have a good time. They tend toshun the other races, partially because of their arrogance andpartially because they have had conflicts with most other races intheir long history. High Elves are excellent fighters (and also greatshots with their deadly long bows!) and mages. Their magical powersare especially noteworthy. On the negative side, they are not verywell-liked and somewhat frail.High Elves train in the following skills: Dodge, Listening, Literacy,and Stealth.GRAY ELF -- Gray Elves are the most noble of all elven races. Theirbeauty is ethereal, they move with unsurpassed grace and are among thegreatest mana-wielders in the game. Gray Elves look similar inappearance to High Elves, although most of them sport silver or goldenhair and purple or light blue eyes. They are of even more slenderbuild than their lesser cousins. But besides their great beauty, theyare arrogant and haughty beings, generally disliked by most otherraces that have contact with them (which is next to no one on a regularbasis... mostly you will meet Gray Elves in a chance encounter -- ifyou notice them at all!). Gray Elves tend to regard all the non-elvenraces as lesser beings, more closely related to animals than to "TrueBeings", as they like to call themselves. They are also even morefrail than their lesser cousins, which they balance with a greatlyenhanced agility and magical powers of which other races only dream.Gray Elves train in the following skills: Dodge, Listening, Literacy,and Stealth.DARK ELF -- Dark Elves are as evil as Gray Elves are beautiful. Manymillennia ago they were exiled into the Underdark after a long andhateful war with the other elven sub-races. Dark Elves worshipLol'th, the evil demon queen of all spiders. During the millennia beneaththe earth, they were corrupted by the dark secrets they managed tounearth. Their skin is as black as their souls. In contrast, theirhair is of pure white color. Dark Elves are of very slender frame andslightly smaller than their surface-dwelling cousins. Dark Elves arehated and feared by almost everyone because of their cruelty and lackof mercy. They possess great magical talents, are very nimble andhave an excellent perception in the underground. Because of theirlong absence from the sunlight, they are almost blind when adventuringin the daylight. Their greatest enemies are their surface cousins.Despite the general evil disposition of this race over the centuries,they have spawned some very rare individuals who have left theirhomelands and are eternally remembered in legends and song because oftheir valor, goodwill, and courage.Dark Elves train in the following skills: Alertness, Climbing, FindWeakness, and Stealth.MIST ELF -- Mist Elves are a truly ancient race, literally born from the mists of time. They are almost immortal and some of their ancient members are believed to have been present at the dawn of creation. Their incredible lifespan gives them a very different and aloof outlook on life and civilization as they regard even Gray Elves as mere toddlers. Combined with the fact that Mist Elves are a very magical race, their bodies being made from magically solidified mist, they appear frightening, uncaring, cold and wise at the same time. They scoff at the views of the younger races and life doesn't mean much to them, having seen many empires rise and crumble within the span of a single Mist Elf's life.Mist Elves are even larger than Gray Elves but thin and frail beings. Their skin is almost white, their hair is pearly white and it seems to move with a slight breeze all the time. Their breath is misty and their eyes are pearly, violet, pink or yellow. Mist Elves move almost without sound. Their physique is weak and they are not very strong. Additionally they are the most fairy-like of elves, going so far that the prolonged touch of mundane metal burns their skin like acid. Thus they prefer to wear and wield weapons and armaments of precious metals, like mithril or adamantium. Despite their weak physique they are dangerous warriorsas the mist-like makeup of their body greatly reduces damage taken inmelee combat.Gray Elves despise Mist Elves, viewing them as uncaring beings devoid of emotion and lacking the general elven love for life. Mist Elves just chuckle about the antics of their baby cousins. Mist Elves, having been lifted from the mists of time themselves during creation, have a very specific grasp of necromancy. Most of them - if not drawn towards Chaos due to boredom - hate undead and are very powerful in combatting them by using their magical powers to wreak great harm upon undead. Mist Elf necromancers are able to create special creatures and engage in an act of creation rather than infusing dead beings with unholy energies, called white necromancy by themselves.Mist Elves are the rarest of all elves. You will encounter a thousand Gray Elves before you see one Mist Elf. They are rumored to live in misty areas high in mountain valleys or deep in the hills, but no known mortal has ever seen one of their settlements. Some sages believe them to be physical manifestations of the dreams of gods, others regard them as leftovers from the act of creation itself. Mist Elves just chuckle and move on at such useless ponderings.Mist Elves train in the following skills: Alertness, Concentration,Dodge, Literacy, Necromancy and Stealth.DWARF -- Dwarves are a small, hardy and taciturn race. They barelygrow to be four and a half feet. Their body is stocky and theirendurance is legendary. Dwarves are especially proud of their longbeards and their great craftsmanship with metals. The dwarven racehas spawned the greatest of all smiths. Their skill in forgingweapons and armor is unsurpassed, as is their greed for gold. Theyare able warriors, brave to a fault, have an excellent sight in theunderground and are experts at detecting secret doors and traps.Dwarves train in the following skills: Climbing, Detect Traps,Metallurgy, Mining, and Smithing.GNOME -- Gnomes are the smaller cousins of dwarves. They live inrolling hills and wooded valleys. They are great connoisseurs of gemsand the best gem carvers known in the whole world. Gnomes are famousfor their very black humor and their great magical skills. They areabout four feet high and not so stocky as dwarves. They groom theirbeards very well, although they generally favor short cropped beards.Gnomes are great leather workers and gnomish boots are a qualityproduct every race greatly enjoys (except trolls and maybehurthlings). Their greatest enemies are the kobolds living in thetunnels below the mountains. They normally attack each other onsight. Gnomes are excellent crossbowmen who prefer to utilize lightcrossbows for ranged attacks.Gnomes train in the following skills: Gemology, Listening, Mining,Pick Pockets, and Ventriloquism.HURTHLING -- Hurthlings are the smallest of the little people. Theygrow to be an average three to three and a half feet high. They aresturdy and brave. Most hurthlings prefer to walk without shoes.Their feet are very well accustomed to this as they sport a leatherysole and are covered with thick and bushy hair. Hurthlings rarelywear beards and generally prefer short-cut hair. They (mostly) arenot an adventurous people. They enjoy their burrows, like to farm andsit together to tell stories. Their greatest pride are theirbeautiful gardens and the good tobacco they produce. Hurthlingsgenerally mistrust outsiders and foreigners and shun them most of thetime. A hurthling needs six meals a day to be happy and a comfortablebed to sleep in. Those few hurthlings who chose to beadventurers are mostly very talented thieves. Because of their smallsize and their low strength, hurthlings are not very well suited to befighters. One of their favored sports is tossing rocks (with orwithout slings) at distant targets -- consequently many hurthlings aredeadly shots both with slings and thrown rocks. Hurthlings have been known as hobbits in later ages and inother areas.Hurthlings train in the following skills: Archery, Cooking, FoodPreservation, Gardening, and Stealth.ORC -- Orcs belong to the dark races, created in the same dark pits astrolls. They mostly are the arch nemesis of many of the intelligentraces, as they reproduce quickly and enjoy plundering, killing andspreading havoc in general. The average orc is five and a half to sixfeet high, weighs 130 to 150 pounds and has a gray to black skin.Their eyes glow red in the dark. Orcs shun sunlight, as it tends tohurt their eyes greatly. Because orcs mostly live in the underground,they are very good at detecting secret doors. Orcs make goodfighters and are also known to spawn mighty priests serving theircruel war deity, Gruumsh, the One-Eyed and All-Seeing.Orcs train in the following skills: Backstabbing, Climbing, FindWeakness, Metallurgy, and Mining.DRAKELING -- Drakelings are humanoid lizard-like creatures about sixfeet tall. They weigh 150 to 200 pounds and are covered with blue orgreen scales. They speak with a hissing accent and normally wear fewclothes (besides their armor and weapons). Drakelings are able tospit a powerful acid at enemies, although this fatigues them. Theorigins of the Drakeling race are hidden in a past long forgotten.They reappeared some years ago and quickly spread across thecontinent. Sages believe that they remained for many centuries in akind of hibernation which only recently ended. Drakelings are good ateverything. They are very deadly shots with a weapon unique to theirrace, the drakish scurgar. Drakelings are cold-blooded creatures. Therefore, extremetemperatures influence them: when it gets cold, they slow down. On theother hand, great heat is beneficial for them as it speeds up theirreflexes.Their breath weapon causes {x}d6+{y} points of damage. {x} isequal to the maximum of 2 and the current PC level divided by 3. {y}is equal to the PC level divided by 2.Drakelings train in the following skills: Alertness, FoodPreservation, Music, and Swimming.RATLING -- Ratlings are one of the numerous yet rarely noticed races.These lean and wiry humanoid rats thrive in larger settlements andenjoy interacting with other races. Whether they are the result of anancient lich trying to create a servitor race, chaos-spawned descendentsof plain rats from the dawn of time or just one more example of theabundance of life forms in Ancardia still is a matter of dispute among sages. No matter what, they are accepted as skilled traders, quickwarriors and crafty thieves - acceptance in the latter case meaningcareful observation and quick reaction from other races.Ratlings grow to about 5 and a half feet in size and weigh 90 to 120 pounds. They usually sport brown hair although black, gray anda rare albino white are not unheard of. Their eyes are either black,brown, yellow or red in color, black being dominant.Ratlings train in the following skills: Appraising, Climbing, DetectItem Status, Haggling, Stealth, Survival and Swimming.The Classes ----------- In ADOM, every character belongs to a certain profession whichdescribes what he learned in his youth. This profession is called aclass and determines his special abilities and starting equipment(equipment is also dependent on race). Additionally, each class receives askill package to account for the knowledge you gain during yourapprenticeship (see the section on skills for a complete list of allskills available in the game). Finally, each and every class will provide special powers tothe character once a specific experience level is gained. The morepowerful the character gets, the better these abilities will be. Someabilities are magical, some are natural talents, some are automatic,others must be used manually, but each and every ability will serve tosimplify some aspect of your adventuring life. Special powers aregained at levels 6, 12, 18, 25, 32, 40 and 50. All these specialpowers are usually invoked (if this is necessary) with the C-x command-- if this keybinding does not work for you check your online help(press '?'-'K').The following classes can be chosen:ARCHER -- Archers are deadly shots. Although the name of their classseems to imply this, not all of them prefer to use bows. The race ofan archer has great influence on their preferred missile weapon.Archers are expert fighters in missile combat, rarely missing theirtargets and trained to hit the vital spots of their opponents. Inclose combat, archers are less formidable, although they are stilldangerous.Archers are trained in the following skills: Alertness, Archery,Climbing, Concentration, Dodge, Fletchery, Listening, and Stealth.At higher levels archers are the most deadly marksmen in allAncardia. At level 6 a missile attack takes up but 800 energy points.At level 12 the range for their missile attacks is doubled. At level18 they are a lot more productive when applying fletchery. At level25 missile attacks cost but 600 energy points. At level 32 theybecome able to completely dodge enemy missiles. At level 40 missilesattacks have a 20% chance to penetrate armor and at level 50 they areable to hit several targets with one missile.ASSASSIN -- Assassins are a dark and mysterious class. They aretrained to end the life of their opponents quickly and silently. Manyof them favor poisons to achieve this goal.Assassins are trained in the following skills: Alchemy, Alertness,Archery, Backstabbing, Climbing, Detect Traps, Dodge, Find Weakness,Pick Locks, Stealth, and Two Weapon Combat.At higher levels assassins get a lot more deadly in their trade. Atlevel 6 they can create poison from any potion (except for water andfruit juice). At level 12 their backstabbing powers get a lot moredeadly. At level 18 the range of their missile attacks is increasedby 30%. At level 25 their chance to score critical hits is increasedby 20%. At level 32 the Dodge bonus they gain is doubled. At level40 they become immune to poison. At level 50 they receive a smallchance to score instant killing hits. This chance is based upon thelevel of the target.BARBARIAN -- Barbarians hail from the harsh northern lands ofAncardia, from the roughest mountain peaks, the wildest hills and themost remote forests. What they lack in equipment, they more thanequalize with their great strength, enormous toughness and deadlyweaponry. Barbarians are very well experienced in the arts of battleand are well prepared to cope with the dangers of the wilderness.Barbarians are trained in the following skills: Athletics, Climbing,Dodge, First Aid, Herbalism, Stealth, Survival, Swimming, Two WeaponCombat, and Woodcraft.High-level barbarians are fearsome fighters. At level 6 they learn todeliver mighty blows that cause double damage (for the cost of 2500energy points). At level 12 moving costs but 750 energy points. Atlevel 18 they can deliver tremendous blows that cause triple damage(for the cost of 4000 energy points). At level 25 they start to gain+1d4 additional hit points per level. At level 32 barbarians gain aone-time bonus of +3 to strength and toughness. At level 40 they gaina +10 damage bonus with each melee attack when fighting as a trueberserker (which basically means that they have to fight naked,e.g. without any armor, and switching the tactics rating to theappropriate setting). At level 50 melee attacks take up but 800energy points when fighting as a true berserker.IMPORTANT: Note that both the mighty and the tremendous blow countonly for the first blow, even if the character is delivering a seriesof blows (because he wields more than one weapon, etc.).BARD -- Bards are musicians, entertainers and entrepreneurs. They tryto make an easy living by telling good stories for a meal. Most ofthem are below average fighters and don't possess much equipment.This is balanced by their knack to stumble upon strange items. Apartfrom that, bards make fast friends with strange beings at times. Abard starts his dungeoneering life with one loyal monster or animalcompanion. Once a bard has become friends with another being, thisfriendship lasts for a lifetime. Many legendary bards in Ancardiawere accompanied by monster or animal companions of equal fame. It issaid that talented bards are able to calm the spirit of a beast withtheir ethereal music.Bards are not trained in specific skills (except for Music), butrather receive a randomly determined group of skills. They also receivemore skills than any other character class.As bards advance in level they become more and more versatile. Atlevel 6 they receive one additional free skill increase peradvancement. At level 12 they gain +1d3 skill levels in 6 randomlychosen weapon skills. At level 18 they receive a base score of 80 +(10 * Learning score) + (20 * Mana score) in four randomly chosenspells. At level 25 they receive 6 random skills (or improve theirabilities in up to 6 skills). At level 32 they double their hit pointregeneration speed. At level 40 they double their mana pointregeneration rate. At level 50 they receive a bonus of +6 to allattributes.BEASTFIGHTER -- Beastfighters are partly mystic, partly primitivewarriors who excel at weaponless combat. They are lightly armored butextremely tough and fearsome opponents due to their weaponlessfighting style. They are well accustomed to wilderness settings andvery resistant to poisons -- especially to animal poisons. The moreexperienced a beastfighter becomes, the more deadly he is in meleecombat. Beastfighters are especially likely to score critical hitswhen fighting animals in melee combat.Beastfighters are trained in the following skills: Athletics,Climbing, Dodge, Healing, Herbalism, Listening, Stealth, Survival, andSwimming.With increasing experience, beastfighters perfect their naturalfighting style and their attunement to the wild beasts. At level 6they become poison resistant and at level 12 their wild fighting stylemakes them stun resistant. At level 18 movement costs them but 700energy points. At level 25 they can summon 2d2 cave bears or silverwolves for the cost of permanently losing one mana point (whicheventually regenerates after a lot of time has passed). At level 32they become able to exchange positions with hostile monsters. Atlevel 40 they can stun opponents on critical hits and at level 50 theygain +6 to both strength and toughness.CHAOS KNIGHT -- Chaos knights are the dark war leaders of the legionsof Chaos. Former members of the common races, they have fallen to the lureof Chaos, having become corrupted and tempted. Now they serve asmighty warriors and brutal fighters on the war-torn battlefields ofAncardia. Clad in mighty armors and wielding brutal weapons they slaytheir foes left and right and cherish the brutal massacres in whichthey partake. They are lost to Law and Balance and their only aspirationis to become the mightiest warriors of Chaos, potentially usurpingtheir leaders and toppling their reign to instill an even more brutalregime.Chaos knights are trained in the following skills: Athletics, Backstabbing, Dodge, Find Weakness and Two Weapon Combat.The more powerful chaos knights become, the more effectively they wield the forces of Corruption. At level 6 chaos knights begin to regeneratewounds when they become infused with corruption. At level 12 they receivea speed bonus of +1d(level) (determined each turn anew). At level 18they gain a weapon skill level bonus of +1d8 with each melee weapon they wield (determined each turn anew). At level 25 they receive a randombonus of +1d(number of corruptions) to Strength, Dexterity and Toughness(determined each turn anew). At level 32 corruption starts to workmore slowly on chaos knights (only 50% effectiveness if they have 10or more corruptions, only 75% effectiveness if they have 5 or morecorruptions). At level 40 they receive a damage bonus of +1d(level)when fighting with two-handed melee weapons (determined anew each turn).At level 50 they receive a PV bonus of +4d6 (determined anew each turn). DRUIDS -- Druids are nature priests. They worship the Old Gods andregard all nature as a holy thing to worship and protect. Theirspecialty are spells of nature and protection. It is said that noanimal will willingly harm a druid.Druids are trained in the following skills: Climbing, Concentration,First Aid, Gardening, Healing, Herbalism, Listening, Literacy, Survival,Swimming, and Woodcraft.At higher levels, druids become extremely attuned to nature itself.At level 6 they learn to evade wilderness encounters whenever theychoose to do so. At level 12 they regenerate power points twice asfast as usual while in the wilderness. At level 18 they become immuneto all weather effects. At level 25 they are able to summon 1d3 majoranimals as servants at the cost of 1d3 mana points (an almostpermanent loss, as it only regenerates after a very long period oftime). At level 32 they regenerate hit points twice as fast as usualwhile in the wilderness. At level 40 they become immune to lightning.Finally, they suffer 10% less corruption from all such attacks atlevel 50 due to their close connection to nature.DUELIST -- A duelist emphasizes physical and mental acuity, and precision in all things. Thus, the ability to accurately perceive their surroundings, and gracefully move through them, along with an appreciation for the fine arts that help separate them from their more thuggish contemporaries. They rely on the swiftness of their strikes and their agility to keep them safe from harm. Duelists differ between races however - while a high elven duelist might elegantly skewer his opponents with a rapier while darting through their defenses, a trollish duelist's idea of precision might be the simple fact that their size, reach, and strength allows them to lunge at their opponents from an amazing range and smash them over the head before they can respond, while their mental acuity might be the simple zen of knowing nothing but the clubbing, letting nothing interfere with their "art".Duelists are trained in the following skills: Alertness, Athletics, Concentration, Dodge, Find Weakness, Healing, Law.All duelists rely on fighting unencumbered and using a single one-handed weapon (and no shields!). When endowed in this way theyreceive a multitude of benefits: all duelists receive an extra +1to-hit bonus per weapon skill rank and +1 to damage per two weapon skill ranks with their weapon. At level 6 they require 15 energy points less for melee attacks per weapon skill rank for theirweapon. At level 12 they receive an extra +2 DV bonus for each weapon skill rank in their selected weapon. At level 18 they can gloveslap opponents by giving gauntlets to them (for a 2d3-turn stun).At level 25 their armor penetration probability is increased by +20%.At level 32 their dexterity increases by +12. At level 40 they gain a+6 weapon skill rank bonus for all one-handed melee weapon skills. Atlevel 50 they receive a +20 speed bonus.ELEMENTALIST -- Elementalists are magicians specialized on dealingwith the four elements: fire, water, earth and air. Their spellsspecifically deal with those elements and their magic equipmentreflects this preference, too. Elementalists normally don't usewritten magic but employ powers they harness from within. Their magicthus is somewhat limited in one way and a lot more powerful in otherways. Elementalists generally use a less scientific approach to magicthan wizards usually do.Elementalists are trained in the following skills: Climbing,Concentration, Gemology, Healing, Listening, Literacy, Metallurgy, andSwimming.Experienced elementalists use very special powers provided by theirclose elemental attunement. At level 6 they become fire resistant, atlevel 12 they become shock resistant. At level 18 they are immune toall weather effects. At level 25 they are able to breathe water. Atlevel 32 they can unleash an elemental storm at the cost of 120 powerpoints which fires a random bolt (fire, lightning or frost) into eachof the eight available directions, starting from the position of theelementalist. At level 40 they can summon an elemental as a pet.This forces them to permanently sacrifice two mana points (whicheventually regenerate -- albeit after a very long period of time). Atlevel 50 they can automatically burrow through stone (at the cost of20 power points and 1500 energy).FARMER -- Even among the most average folks, there are some valiant andlarger-than-life persons who are born to achieve more than theirparents and grand parents. After the news about the impending dangerhad spread throughout the lands, those people started their journey tothe location in the Drakalor Chain which might change their destiny --and the destiny of their world. Farmers are neither great fightersnor skilled magicians, but they possess inner strength and endurancefrom years of labor. Often they are accompanied by their trusteddogs. They are accustomed to hunger and hardship and often have verylittle to lose compared to the amount of fame they might be able towin. Equipped with a broad knowledge about herbs and food, they areprobably the best prepared class (except for barbarians andbeastfighters) for extensive travels.Farmers are trained in the following skills: Archery, Bridge building,Cooking, First Aid, Fletchery, Food Preservation, Gardening, Haggling,Herbalism, Smithing, Stealth, Survival, and Woodcraft.The more experienced farmers become, the better they adjust to theirhard circumstances of life. At level 6 their carrying capacity isdoubled due to their training and experience with moving around greatloads during harvest time. At level 12 they need only half as muchfood as everybody else (except for monks who also know how to surviveon very little). At level 18 they learn to pick herbs with a lotmore skill to select the better ones. At level 25 they learnabout making iron rations from corpses. At level 32 they receivebetter chances to increase their physical attributes and physicalattribute potentials. At level 40 they gain a +3 bonus to strengthand toughness. At level 50 they have become so much attuned to basicnature that all corruption effects are reduced by 30%.FIGHTER -- Fighters are simple warriors who have learned how to best facean opponent in melee combat. Most of them are well armed and armored.Fighters are tough and strong due to their physical training.Fighters are trained in the following skills: Archery, Athletics,Dodge, Find Weakness, Metallurgy, Stealth, Swimming, and Two WeaponCombat.With increasing experience, fighters become more able to efficientlyuse armor as a means of protection. Only the PV bonus of helmets,body armor, shields, gauntlets, cloaks, girdles, and boots will beimproved in this way. At level 6 a fighter gains +7% to PV from suchitems, at level 18 this bonus is increased to +15%, at level 32 it's+25%. At level 12 fighters gain a +50% bonus to DV adjustmentprovided by the dodge skill. At level 25 their chance to scorecritical hits is increased by 10%. At level 40 fighters are able touse a powerful bash attack which causes more damage (+20%) and has agreater chance to stun their opponents. The downside of this attackis that it costs 500 additional energy points to use. At level 50fighters learn to use a powerful all-round attack costing 3500 energypoints. This attack can be used against every opponent in theimmediate vicinity of the fighter.HEALER -- Healers are exactly that -- masters of the arts of healing,well equipped with magical healing items and means to examinepatients. Most of them are very robust and resistant to poisons anddiseases. Healers are not great fighters. They prefer to save lives ratherthan to take them, although they are nonetheless able to live throughfights.Healers are trained in the following skills: Alertness, Concentration,Cooking, Find Weakness, First Aid, Healing, Herbalism, and Literacy.Experienced healers have a vast array of means at their disposal tosoothe the pain of living beings, to treat diseases and poisons and toprevent suffering. At level 6 they regenerate wounds at twice thenormal speed, at level 12 they triple their recovery rate. At level18 they become able to use both the Healing and the First Aid skill onothers (and not only themselves). Starting with level 25 theyautomatically gain access to the following spells: Calm Monster, CureLight Wounds, Slow Poison and Cure Disease (with each additional leveltheir knowledge increases). Starting with level 32 they gain 2d3additional hit points per level. At level 40 they gain access to thefollowing spells: Cure Serious Wounds, Neutralize Poison (again theirknowledge increases with each new level). At level 50 they almostimmediately recover from the effects of disease, bleeding and poisonand gain a +8 bonus to their toughness score.MERCHANT -- Merchants are masters of trade and bartering. They almostall are very wealthy, charming and experts in communication. Eachmerchant specializes in trading with a certain type of magical itemsduring their apprenticeship. At the beginning of their career, theyare equipped with a sample of items to trade with (or use). Merchantsare neither well-armed nor well-armored and have to be careful infights. Should they encounter one of the rare dungeon shops, theywill probably make some great deals.Merchants are trained in the following skills: Appraising, Detect ItemStatus, Gemology, Haggling, Herbalism, Literacy, Metallurgy, PickPockets, and Survival.Experienced merchants become true masters of their trade -- being ableto sell almost anything to anyone and also being able to haggle forthe best prices. At level 6 shop prices for merchants will be loweredby 20%. At level 12 their carrying capacity is doubled. At level 18shop prices will be lowered by 40%. At level 25 they no longer areaffected by any kind of weather. At level 32 shop prices are loweredby 60%. At level 40 they learn to calm monsters by giving away items.At level 50 their carrying capacity is tripled (due to their enormoustalent of organization). Finally at that level they also learn a magicspell that allows them to create new items.MINDCRAFTER -- Mindcrafters use a very exotic and very differentmagic. They utilize their mental powers to evoke astonishing effects.Mindcrafters are very rare and only few people have ever heard aboutthem. While they are physically weak, they are mentally extremelystrong and resistant.Mindcrafters are trained in the following skills: Concentration,Gemology, Haggling, Herbalism, Literacy, Music, and Stealth.Experienced mindcrafters master various mental powers. At level 6they learn to quickly recover from confusion attacks. At level 12they become able to sense the amount of enemies within a limited area(that is the current level). Starting with level 18 they gain +1d6additional power points per level since they manage to unlockpreviously untapped mental energy sources. At level 25 theirwillpower is increased by +5. At level 32 they can block some of thecorruption they suffer when contacting beings of Chaos. At level 40they unlock even more unused areas of the brain and from then on gain+3d5 additional power points (cumulative with the bonus from level 18)per level. At level 50 they finally manage to resist some of thedamage they suffer when contacting undead: damage is halved (see thesection on mindcraft for details).MONK -- Monks are able martial artists striving to achieve perfectmastery of body, mind and spirit. They are experts at fightingunarmed, very good at dodging attacks and strong of will. Monks needto be unencumbered to be able to use their special martial art powers.Monks take vows of poverty at their initiation to prevent distractionby worldly means.Monks are trained in the following skills: Alertness, Athletics,Concentration, Dodge, Find Weakness, Healing, Literacy, and Stealth.The further monks advance, the more they hone their movement skills andunarmed combat powers. At level 6 monks learn to use a circular kickwith which they can hit every opponent in the vicinity (but also allfriends, so be careful). Using this kick costs 2500 energy points.At level 12 a normal move costs them but 800 energy points, at level18 but 600 energy points. At level 25 monks become able to changepositions with hostile opponents. At level 32 they can score instantkills in melee combat against up to human-sized creatures. At level40 they can do so against humanoids of any size. At level 50 theyhave become so attached to the flow of the universe that they actuallyare able to resist Chaos to a certain limit -- Chaos effects arelowered by 10%.NECROMANCER -- Necromancers are practitioners of the dark arts.Though not very effective in melee combat, their spells are deadly anddangerous. Their most horrible power, though, is the ability to animatecorpses and use them as slaves. Luckily, only humanoid corpses can beused in this evil way. Necromancers are outlawed and despised in mostplaces and feared and avoided like the plague in all other locations.Necromancers are able to command the slaves they create. Their slaveswill follow these commands without questioning. To invoke a command, youneed to press 'C-x'.Necromancers are trained in the following skills: Alchemy, Appraising,Concentration, Find Weakness, Food Preservation, Herbalism, Literacy,Necromancy, and Stealth.With increasing experience, Necromancers master all aspects ofundeath. At level 6 they slowly develop a resistance to all specialattacks from undead (like strength drain or paralyzation). The basechance for resistance is equal to 40% + 1% per level of thenecromancer. At level 12 they learn to turn undead. At level 18 theyare able to raise all humanoid corpses in sight as ghuls. Thesecorpses quickly decompose and turn to ashes after a number of turns.Each animated corpse drains 10 power points. At level 25 they can usethe dreaded Shadow Touch, which allows them to absorb the life energyof enemies when fighting bare-handed and wounding an enemy. At level32 they can raise all corpses in sight as wraiths (similar to thepower at level 18). Each animated corpse drains 20 power points. Atlevel 40 they have to pay but one-half of the usual Necromancy cost(see the skill description) when animating undead of a power level upto spectres. At level 50 they finally learn to overcome Death herselfand are able to return to the living when killed, if their Toughnessat the point of death was 10 or higher. Coming back in this waydemands a high price. They lose one-half of their toughness andone-half of their hit points permanently.PALADIN -- Paladins are noble fighters (from the point of view oftheir respective race... an orc paladin is _very_ different from ahuman paladin). They are well trained both in physical activities(not as well as fighters, but still very good) and in philosophicalactivities (not as good as priests, but...). Paladins are generallyvery well equipped by their respective churches. Many of them possessblessed items.Paladins are trained in the following skills: Athletics,Concentration, Dodge, Healing, Law (if they are lawful initially),Literacy, Stealth, Swimming, and Two Weapon Combat.With increasing experience, paladins gain holy powers fueled by theirstrong beliefs and their religious upbringing. Due to the nature ofthese powers, they are not able to use them if they aren't in decentstanding with their deity. At level 6 they can cure disease once per1000 turns. At level 12 they gain the ability to turn undead (thisaction costs 3000 energy points to use). At level 18 they candiscover the alignment of a beast by simply looking at it. At level25 they receive a protective aura which gives them +1DV per 2 levelsagainst chaotics (if they are lawful), lawful ones (if they arechaotic) or non-neutral opponents (if they are neutral) while in meleecombat. At level 32 they can use a healing touch once per 1000 turnsto cure (level - 24)d6 points of damage. When reaching level 40 theybecome highly resistant to some special melee attack powers used byundead beasts and demons (specifically, they become resistant tostrength drain, toughness drain, sickness and paralyzation). At level50 they are strengthened by their beliefs so much that all corruptioneffects are reduced by 30%.PRIEST -- Priests serve the various gods. They receive magical powersfrom their gods but are servants for their whole lifetime. Many ofthem carry holy items.Priests are trained in the following skills: Concentration, DetectItem Status, First Aid, Healing, Herbalism, Literacy, and Music.With increasing experience priests gain holy powers fueled by theirstrong beliefs and their religious upbringing. Due to the nature ofthese powers, they are not able to use them if they aren't in decentstanding with their deity. At level 6 priests can turn undead. Atlevel 12 all spell costs are reduced by 10%. At level 18 all spellcosts are reduced by 25%. At level 25 all spell costs are reduced by50%. At level 32 priests are allowed to pray twice as often as anybodyelse. At level 40 they are able to destroy minor undead (skeletons,zombies, ghuls, shadows, ghosts, wights, wraiths, ghost bats, slowshadows, mummies, corpse fiends and shadow centipedes). At level 50they are able to destroy major undead (liches, spectres, vampires,revenants, skeletal warriors, ghost lords, shadow trolls, masterliches, shadow lords, greater mummies and steel zombies).RANGER -- Rangers are fighters favoring natural environments. They areexcellent trackers and masters at fighting with two weapons. Most ofthem are wearing light armor to retain their mobility but in turn arewell armed. Many rangers carry missile weapons.Rangers are trained in the following skills: Alertness, Archery,Athletics, Climbing, Dodge, Food Preservation, Healing, Herbalism,Survival, Swimming, Two Weapon Combat, and Woodcraft.The more experience rangers gain, the more attuned to nature theybecome. At level 6 they are a lot more capable to survive in thewilderness through the means of the Survival skill as they find a lotmore food in far less time. They also become immune to all negativeweather effects since they have by now learned to avoid all relatedproblems. At level 12 rangers are no longer slowed down by terraineffects. At level 18 the range of all missile attacks is increased by+4. At level 25 they can automatically evade all wilderness encounters.At level 32 and 50 the weight of two weapons used at the same time canbe doubled/quadrupled without incurring negative effects. Starting atlevel 40 movement costs but 750 energy points.Note for the special power at levels 32/50: usually your to-hitadjustment for fighting with two weapons is determined in thefollowing way:* Take (Two weapon combat / 20) as a basic bonus.* Subtract 6 if you are not playing a ranger.* Subtract MAX(0, (Weight of the two weapons / 10) - 6). If you are a ranger of level 32-49 it is "Subtract MAX(0, (Weight of the two weapons / 20) - 6)" If you are a ranger of level 50 it is "Subtract MAX(0, (Weight of the two weapons / 40) - 6)"THIEF -- Need we say more? For the sake of completeness: Thieves arevery good at stealing, opening locks, finding and disarming traps andother secretive activities.Thieves are trained in the following skills: Alertness, Appraising,Backstabbing, Climbing, Detect Traps, Disarm Traps, Listening, PickLocks, Pick Pockets, and Stealth.Highly experienced thieves are masters of stealth, trickery androbbery. At level 6 thieves automatically use the search command onevery step they make. At level 12 they get a lot more deadly withbackstabbing attacks. At level 18 they become able to pilfer shopsdue to their exceptional agility and skill (but take care ofexperienced shopkeepers -- they might be very vigilant!). At level 25thieves learn very deadly (and dirty!) fighting tactics allowing themto stun humanoid monsters with critical hits (a good kick at the righttime does wonders). At level 32 they manage to pick the best stufffrom other folks' pockets, occasionally even discovering highlyvaluable items. At level 40 their speed is increased by +20. Atlevel 50 they are invisible as long as they are adjacent to a wall dueto their exceptional stealth (but make sure that you don't carry anylight source!).WEAPONSMITH -- Weaponsmiths are crafty men and women able to repairdamaged metal equipment and improve items. Weaponsmiths normally arewell-equipped and carry the tools of their trade. They are strong andresilient, hardened by many hours of strenuous work.Weaponsmiths are trained in the following skills: Appraising,Athletics, Concentration, Detect Traps, Find Weakness, Haggling,Metallurgy, and Smithing.Weaponsmiths perfect their skills at higher experience levels. Atlevel 6 they become able to melt all metal items into ingots. Atlevel 12 they can forge items four times as fast as everyone else. Atlevel 18 they gain a +4 bonus to strength. At level 25 theyautomatically recognize all metal types. At level 32 weaponsmithsbecome immune to fire. At level 40 they gain a +8 bonus to toughness.At level 50 they automatically know the damage caused by unidentifiedmelee weapons.WIZARD -- Wizards are masters of the 'art'. They wield greatmagical powers and are able to create fireballs, lightning strikesand magical protection spells. Their great magical powers arebalanced by their mediocre fighting abilities. Most mages spend theirlives studying books and conducting arcane experiments in hiddenlaboratories and thus have next to no time to practice their physicalskills.Wizards are trained in the following skills: Alchemy, Concentration,Healing, Herbalism, Literacy, Stealth, and Ventriloquism.With increasing power, wizards become more and more skilled in themagical arts. At level 6 all spell costs are reduced by 10%, at level12 all costs are reduced by 20% and at level 18 all costs are reducedby 40%. Starting with level 25 they slowly gain experience in onerandomly chosen spell per level. At level 32 they become able torecharge wands (but no wand can be recharged more than once by a wizard).Recharging costs 50 power points per charge. If the wizard tries toovercharge the wand, he risks losing one mana point permanently. Atlevel 40 wizards learn to uncurse items. This permanently costs onemana point. At level 50 they finally get basic knowledge in allcommonly known spells.Alignment---------One very important characteristic of the persona you are creating ishis alignment. ADOM depicts the epic struggle between Law and Chaosand your character needs to take sides! Either your PC will sidewith Law and bring order to the multiverse or your PC will side withthe ever-changing forces of Chaos and bring chaos, change and upheavalto the world. There even might be a third way, but will your PC findout how to proceed on this path?Generally, alignments represent the basic moral ideas and beliefs ofa character. A lawful character believes in law, order, the welfareof the whole community, tradition, peace and happiness. Chaoticcharacters enjoy change, are creative but also are quite selfish andgenerally are an unorganized lot. Some of the more extreme chaoticbeings are downright evil, many extreme chaotics are quite mad.Lastly, there are neutral beings who apply the best or worstprinciples of both sides to make up their basic belief system.All in all, the system is not as "black and white" as it might seem.There are many shades. Nonetheless, the basic axis looks like this: Chaos Neutrality LawIn ADOM every being has an alignment. Your PC's initial alignmentdepends on his race: High Elves, Dwarves and Hurthlings are lawfulinitially, while Trolls, Orcs and Dark Elves are chaotic. All otherraces are initially neutral. Choosing to be a necromancer also altersyour alignment towards Chaos. If your character starts out as a Druid,he will always be neutral.In ADOM these alignments are divided into seven categories. Ashortcut describing the current category your PC belongs to willalways be listed on the screen to represent your PC's currentposition. The following five symbols are possible:L+ : The character is extremely lawful. He might be able to become a very powerful Champion of Law.L : The character is lawful.N+ : The character has not yet chosen a side, but prefers to remain unaligned. Still, he has a minor tendency towards Law.N= : The character is as close to neutrality as possible for a mortal. He can become a Champion of Balance.N- : The character has not yet chosen a side, but prefers to remain unaligned. Still, he has a minor tendency towards Chaos.C : The character is chaotic.C- : The character is extremely chaotic. He might be able to become a very mighty Champion of Chaos.There are also four "in-between" alignments which show your character'stendencies. Generally, the alignment is still rated according to thefirst letter of the alignment description (L for lawful, N for neutraland C for chaotic). Nonetheless, these in-between alignments indicatethat a change to the alignment described by the second letter might beimpending due to your PC's actions. The following special alignmentdescriptions are possible:LN : Lawful with tendencies towards Neutrality.NL : Neutral with tendencies towards Law.NC : Neutral with tendencies towards Chaos.CN : Chaotic with tendencies towards Neutrality. Thus the complete range of alignment order from Law to Chaos looks like this: L+ -- L -- LN --- NL -- N+ -- N= -- N- -- NC --- CN -- C -- C- L A W F U L N E U T R A L C H A O T I CNow the final question: what effect does alignment have upon the game?Depending on alignment, a different deity is worshipped. Someitems might be more or less useful for your character depending on hisalignment. Other beings might react in a different manner depending onalignment. There are lots of things that can happen... try tofind out for yourself.The Gods--------Besides the forces of Law and Chaos, the Gods of Ancardia are a rulingforce in the universe. There is a multitude of gods and each race hasat least three major gods they worship -- one for each alignment.In the worlds of Ancardia the Gods are a tangible force. Their effectscan be seen through ancient artifacts they once created for theirworshipers and the miracles their priests perform. They also are knownto be fickle and dangerous at times... insult or annoy them and theirwrath will be upon you!Each character in ADOM worships (at least nominally) the deity of hisalignment. Throughout the game you have many chances to influence yourstanding towards your god. You can increase your piety by sacrificingto your god -- but make sure that you are sacrificing at the rightaltar! This will help you in dire situations, where you might beable to pray for divine intervention and receive some help. But becareful... if you annoy your deity too often, you might incur someserious penalties. It's also said that various miracles can occur atholy sites.Finally, great piety can bring you the highest honor: your god mightdeclare you to be a champion of his/her religion, endowing you withgreat powers and the ability to use artifacts with less risk thanother mortals.Nonetheless, remaining in good standing is an impressive feat: you needto sacrifice somewhat regularly lest your god becomes bored andforgets you. The more powerful you become, the better your sacrificesneed to be and the more often you ask for help, the faster your godwill become annoyed with you.The gods of the various races enjoy some gifts particularly:Humans: tools of all kindTrolls: rocks, the larger the betterHurthlings: cooked mealsGnomes: gemsDwarves: goldHigh Elves and Gray Elves: magical ringsDark Elves and Mist Elves: magical wands and booksOrcs: melee weaponsDrakelings: musical instrumentsRatlings: the ratling gods do not seem to care about anything in particularSuch gifts are very welcome and will be of higher benefit to yourcharacter's piety. On the other hand, gods also dislike certainsacrifices... so be careful with your actions!Skills------Each character possesses a certain number of skills which allow foractions that cannot be simply described by class, level and race.Skills are rated as a score of 0 to 100. The score given can beassumed to be the average chance of success in percent when trying anaverage feat. This chance is lowered when trying something difficultand raised when trying something simple. There is always a chance forautomatic success and automatic failure.A NOTE ON HIGH SKILL SCORES: High skill scores are generally veryhelpful although they can be particularly effective with some specificskills. All skills below marked with a '+' will make ADOM behave in aspecial way if the score is greater than or equal to 80 or equal to 100. If the skill score is greater than or equal to 80, ADOM willinternally always make two skill checks when one was requested by thecircumstances and use the better result. If the skill score is equal to 100, ADOM will make three skillchecks whenever requested to do so and will also use the best result.Some skills need training material so that you can improve them. Onthe skill screen in the game, such skills are marked with '(mr)', iftraining material is still required (and thus currently no improvementis possible) or with '(ma)' if the required training material isavailable. Skills that need such material are marked with a [!]below. Skills can be marked so that you can select often used skillsa lot faster. How to do this is described at the end of this section. Not all the skills listed below are immediately available toyour character. Some are available to everyone by default, some skills aredetermined by your race and some by your class. If you receive askill due to class _and_ race, the skill score will be higher than normal.The following skills are available during the game (skills marked with a[*] are default skills available to everyone): Alchemy: Alchemy allows you to brew magical potions. To use thisskill, you need to collect the ingredients required to mix magicalpotions. It would also be useful to have the recipe for a potion athand. Alertness [+]: This skill is used automatically. It helps tosense traps and invisible monsters although it is not too effective(which basically means that an active search for traps with therespective skill has a much higher chance of success). It can saveyour character from some nasty surprises at times. It's also *very*helpful when trying to dodge combat magic since high reflexes (ascreated by a high alertness skill) will help to dodge combat magicwith lightning speed. Finally, a high skill value grants some minor DVbonuses, +1 at 75+, +2 at 90+ and +4 at 100. Appraising [+]: This skill allows the estimation of the value andpower of unknown items. Items are rated on the following scale: horrible terrible poor mediocre fair good great superb amazing A score of poor and below should be considered to be a warning.Handle such items with great care! Archery: This skill increases your proficiency with missile weapons.Archers receive a bonus of +1 to hit per 10 points in this score and abonus of +1 to damage per 20 points in this score. All other classesreceive a bonus of +1 to hit per 25 points in this skill and a bonus of +1to damage per 40 points of skill score. This skill also slightly increasesthe range of your missile attacks on a successful skill check (which is doneautomatically whenever you use a missile). Athletics: This is a passive skill. It is used to raise yourphysical attributes by training your muscles and movement powers. Wheneveryou raise a level, this skill influences your chance to raise a physicalattribute. Athletics works especially well for characters with low (< 10)to very low (< 5) physical attributes. The skill also slightly influencesyour looks. Athletics also affect your speed score. At 70+ you gain +1 tospeed, at 75 you gain +2 to speed, at 80 you gain +3 to speed, at 85you gain +4 to speed, at 90 you gain +5 to speed, at 95 you gain +6 tospeed and at 100 you gain +8 to speed. Backstabbing [+]: This skill increases your chance to hit andyour chance to score a critical hit when you attack friendly orneutral monsters (or on hostile monsters if they don't notice you).Note that daggers and knives are particularly effective whenbackstabbing others. Bridge Building [!+]: This skill allows you to build bridges. Climbing [*+]: This skill is used to climb out of pits and holes. Concentration: This skill influences the time required toregenerate lost magic points. A high skill value also makes it easier tolearn new spells. Scores of 75+ allow you to regain mana points a lot faster; the rateincreases again at 90+ and 100. Cooking [!+]: Cooked food is more nutritious and less prone to rot away. Very effective if used on corpses. You need a cooking set to use this skill. Courage: It is difficult to be a cold-blooded warrior when youare surrounded by dozens of enemies in a horrible fray. Usually, yourPC will receive disadvantages in combat when surrounded and attackedby lots of opponents. Once a certain critical number of attackers issurpassed (two for fighters, paladins, rangers, monks, barbarians andbeastfighters; one for all others), your combat abilities willdeteriorate. Your character receives a -1 to hit per monster above thecritical number, the monsters above the critical number receive a +2to hit per such monster and your chances to hit with missiles arereduced by -4 per monster above the critical number... ...unless you know this skill. It will allow you toremain calm and cold-headed in bloody situations and thus mass attacksby monster hordes might be less effective. It's a skill you need tolearn somewhere *in* the game. Detect Item Status: This skill is automatically used todetermine the {cursed|uncursed|blessed} status of items. This skillis comparable to the automatic ability of priests (in versions of ADOMolder than 0.9.0) to discover the status of an item. Detect Traps: This skill must be explicitly used to discoverhidden traps. It also helps to avoid known traps. The 'Search'command also activates this skill. Disarm Traps [+]: This skill allows disarming previouslydiscovered traps. Be careful... if you fail a check badly, you mightspring the trap! Dodge: This skill increases your Defensive Value. The higheryour dodge skill, the more points will be added to your DV (+1 forDodge 1-30, +2 for Dodge 31-50, +3 for Dodge 51-65, +4 for Dodge66-75, +5 for Dodge 76-83, +6 for Dodge 84-90, +7 for Dodge 91-95, +8for Dodge 96-99 and +10 for Dodge 100). Dodging is also helpful in aminor way for evading combat magic cast on you (Alertness is morehelpful since it trains the subconscious reflexes, which are moreimportant since combat magic is so fast). Find weakness: This skill increases your chance to score acritical hit when fighting monsters. First aid [*+]: This skill allows handling bleeding wounds andeven might allow you to recover some hit points... but only if thosehit points were lost very recently. Fletchery [!+]: With this skill, you can create new arrows and bolts.You need a fletchery set and some wood to use it. Food preservation: This skill is automatically used. Certaintypes of food (mainly corpses) decompose over the time and finallyvanish. Food preservation helps to prevent such food from decomposing. Ifgiven enough time, food will nonetheless decompose... this skill only helpsto slow down the process. It also makes it more likely to find corpsesof monsters you slay. Gardening [+]: This skill enables the character to plant herbs andharvest them later. This might come handy since some herbs havemagical properties. Gemology [+]: This skill is used to identify gems and separate themfrom worthless pieces of glass. Haggling [*]: This skill allows the haggling down of prices foritems. Charisma is also important, but a PC good at haggling probablywill have few problems to make a bargain. Please note that althoughyou might have bargained successfully at times, the price forindividual items won't necessarily go down since ADOM drops allfractions and rounds prices. Healing: Healing covers long-term treatment of wounds anddiseases. Long-term treatment is used automatically. A high healingskill allows for a quicker hit point recovery. Additionally, thechances to survive wasting sicknesses are greatly increased by a highhealing skill. Herbalism: Herbalism covers both plant and herb lore. Acharacter skilled in herbalism will be better able to recognize someof the strange plants that grow in the dungeons. Additionally, whencollecting herbs, such a character will have a definite advantage overunskilled characters, because unskilled characters only will be ableto find cursed herbs. Law [+]: Law allows you to notice (maybe) whenever you gobeyond law and commit a chaotic act. It will also make known to youparticularly lawful acts. Listening [*]: This skill makes you notice sounds better. It isautomatically checked whenever the need arises. If you want your characterto be very perceptive, you should take care of your skill value inthis skill. Literacy [+]: This skill governs your ability to read andwrite texts. If your learning score is at least 10 and you areneither a barbarian nor a beastfighter, you will receive this skill forfree. Metallurgy [+]: This skill is automatically used. When youdiscover metal ingots, it allows for automatic identification (notalways, but...). It is of great importance to weaponsmiths. It canalso be actively used to determine the type of metal an item is madefrom (the item needs to be identified for this). The higher yourskill score is, the more detailed the results will be. Mining [+]: This skill determines your ability in diggingtunnels. You'll need to use a pick axe to do that. The higher theskill is, the less time you need to dig a tunnel section. Music [+]: This skill controls your ability to play musicalinstruments. Some people contend that it is possible to tame wildanimals if you are a very skilled musician. Necromancy: This dark and forbidden art allows the user tocreate undead creatures which will serve him (or her). But there is aprice to it... and don't forget to bring the necessary corpses foranimation. Using this skill permanently drains your Mana attribute,although it is said that your Mana very slowly regenerates itself (butthis really seems to be a tedious process). It's also important to note that Necromancers using thisskill are a lot more versatile than simple dabblers in necromanticaffairs. Necromancers receive a wide variety of choices for the typeof undead they wish to create (starting with level 18). Pick locks: This skill allows the opening of locked doors,chests and hatches. To utilize it you need some kind of thievespicks. If a lock is trapped, the trap will probably be sprung unlessyou disarm the trap before picking the lock. Pick pockets: This skill enables you to steal small items from thepockets of certain monsters. Not every monster will carry treasuresaround, not every treasure will be accessible and finally you always riskmaking your victim very angry (at least if your victim notices yourattempt). Smithing: Smithing allows the PC to repair damaged orbroken metal items and to improve weapons and armor. It is hard touse because you need the necessary tools to practice it, the materialto work with, and finally, you have to find a smithy. Stealth [+]: This skill prevents some monsters from noticingthe player character. If you are very good at it you might be able tosneak past monsters or mount a surprise attack. The Stealth skill alsois extremely helpful in ambushing monsters in the wilderness. In thatspecial case it can be supplemented by the Survival skill. Survival [+]: This skill allows the character to gather food whiletraveling through the wilderness. It can be very handy since morethan one adventurer already starved in the wilderness. The Survival skill alsois extremely helpful in ambushing monsters in the wilderness. In thatspecial case it can be supplemented by the Stealth skill. Swimming: This skill enables you to traverse bodies of water. Tofail an attempt to swim can be very deadly nonetheless. Tactics: This skill modifies the bonuses and penalties yieldedby the 'T' command (see the command list) which influences thefighting techniques of a character. No character starts out with thisskill -- you'll have to learn it somewhere. Two weapon combat: This skill increases your offensive powerwhen fighting with two weapons. Your chance to hit is increased by +1per 20 points in this skill. Note that fighting with two weaponscosts 800 energy points plus the maximum of the weapon speeds for theweapons being used, minus 4 energy points per skill point in thisskill. Ventriloquism: This skill can be used to confuse monsters.You try to project another voice and if successful, this helps toconfuse monsters for two or more turns. This skill is very difficultto use effectively. Woodcraft [+]: Whoever uses this skill is able to act competentlywhile crossing woods and trying to work on trees. Additionally it slightlyincreases the probability to score critical hits on plant monsters. Many woodcutters and rangers learn this skill.Increasing Skills-----------------Skills can be increased in several ways. If you practice a skill quite a lot, you might receive automaticincreases in your skill score from time to time. You are also allowed to raise your skill score when you advance toa new level. Increasing skills in this way is not very effective since youare normally not allowed to increase your skills by a lot of points whenadvancing a level. Practicing the skill often and training a little bit(it is said that some skilled trainers are living in the area known as theDrakalor Chain) can help a lot in this regard.Marking Skills for Quick Selection----------------------------------By using the 'A' command you can mark skills with a number from 0 to9. This allows you to quickly select skills you like to use veryoften in a speedier way. If you have marked one or more skills andpress the 'a' key, you will be asked whether you want to use a markedskill or choose from the complete list. Since many skills in ADOM are passive (automatically used), itmight be a good idea to mark such skills as 'Detect Traps', 'FirstAid' and others.Talents-------Each character in ADOM has one or more talents representing inbornstrengths and abilities that favor the character in some specialway. A character receives one or more talents at the time of charactercreation (depending on several factors, among them race, profession,star signs and special luck) and also steadily gain new talents whileadvancing in level: every third level a new talent is gained.While talents sometimes are independent of each other, at other timesthey depend on prerequisites. These prerequisites can be highlyvariable: race, profession, attribute scores, level, skills and otherthings are possible.By selecting talents in a special order, you will be able to focus oncertain key areas and thus gain access to very powerful yet highlyspecialized talents. By remaining unfocused you can choose from a widevariety of talents and thus remain flexible.If no talents are available (because you don't meet theprerequisites), your choices are lost.Initial Talents---------------The initial number of talents is determined according to the followingrules:- Every character receives one base talent.- Characters born under the sign of Falcon or Candle receive one free talent.- Characters with a Mana score of 18 or more receive one free talent.- Gnomes and hurthlings receive one free talent.- Bards, merchants and farmers receive one free talent.- Characters whose sum of attributes is divisible by 7 receive one free talent (this represents some inborn magical luck or talent).Cumulative Talents------------------All talent effects are cumulative, e.g. they add up or multiply(depending on the special effect in question).Talent List-----------The following list of talents is sorted in alphabetical order andgives each talent with a brief description and optionally a list ofprerequisites.AFFINITY WITH AXES -- +2 to hit with axes.AFFINITY WITH BOOMERANGS & SCURGARI -- +4 to hit with thrownboomerangs and scurgari.AFFINITY WITH BOWS -- +2 to hit with bows.AFFINITY WITH CLUBS & HAMMERS -- +2 to hit with clubs and hammers.AFFINITY WITH CROSSBOWS -- +2 to hit with crossbows.AFFINITY WITH DAGGERS & KNIVES -- +2 to hit with daggers and knives.AFFINITY WITH THROWN DAGGERS -- +3 to hit with thrown daggers.AFFINITY WITH MACES & FLAILS -- +2 to hit with maces and flails.AFFINITY WITH POLEARMS -- +2 to hit with polearms.AFFINITY WITH SLINGS -- +2 to hit with slings.AFFINITY WITH STAVES -- +2 to hit with staves.AFFINITY WITH SWORDS -- +2 to hit with swords.AFFINITY WITH THROWN AXES & HAMMERS -- +3 to hit with thrown axes and hammers.AFFINITY WITH THROWN ROCKS & CLUBS -- +3 to hit with thrown rocks and clubs.AFFINITY WITH THROWN SPEARS -- +3 to hit with thrown spears.AFFINITY WITH TWOHANDED WEAPONS -- +2 to hit with twohanded weapons.AFFINITY WITH WHIPS -- +4 to hit with whips.AGGRESSIVE -- +1 to hit in melee.ALERT -- +1 to Perception.Prerequisites: Level 1.AMBIDEXTROUS -- +2 to hit when fighting with two weapons.BASHER -- +1 to hit and damage with weapons weighing more than 100stones.BEAST OF BURDEN -- Carrying capacity is increased by 30% due to the PCsefficient packaging skills and great endurance.Prerequisites: Master Packager, Willpower 12+, Toughness 12+.BOON TO THE FAMILY -- Twice normal starting money.Prerequisites: Level 1.BRAWLER -- +2 to hit in unarmed melee combat.Prerequisites: Strength 13+.CAREFUL -- +1 to DV.CHARGED -- Regenerates power points at higher speed.Prerequisites: Mana 16+, Potent Aura.CHARMING -- +1 to Charisma.Prerequisites: Level 1.DEFENSIVE FIGHTER -- +2 to DV.Prerequisites: Careful, Quick.DEXTROUS -- +1 to Dexterity.Prerequisites: Level 1.DODGER -- +2 to DV.Prerequisites: Defensive Fighter, Dodge 75+DURABLE MAGIC -- all spell durations are increased by the PCs currentlevel times 3.Prerequisites: Willpower 16+, Strong Aura.EAGLE-EYED -- +3 to hit and damage with missile weapons.Prerequisites: Good Shot, Archery 80+, Dexterity 18+.EXTENDED MAGIC -- all spell ranges are increased by 2.Prerequisites: Mana 24+, Mighty Aura.EXTREMELY HARDY -- +9 hit points.Prerequisites: Very Hardy, Toughness 20+.EXTREMELY SKILLED -- +5 to all initial skill values.Prerequisites: Very Skilled, Learning 15+, Level 1.FAR SHOT -- Missile attack ranges are increased by 20%.Prerequisites: Keen Shot, Strength 10+.FEY-BLOODED -- +1 to Mana.Prerequisites: Level 1.FILTHY RICH -- Two times the normal starting money.Prerequisites: Very Wealthy, Level 1.GOOD BOOK CASTER -- Casting spells from books costs only double powerpoints.Prerequisites: Careful, Strong Aura, Dexterity 14+, Literacy.GOOD BOOK LEARNER -- PC is 10% more effective when learning spells fromspell books.Prerequisites: Potent Aura, Good Learner, Literacy.GOOD LEARNER -- Learns very fast. +2% to all experience gained.Prerequisites: Learning 10+.GOOD LOOKS -- +1 to Appearance.Prerequisites: Level 1.GOOD SHOT -- +1 to hit and damage with missile weapons.GREASED LIGHTNING -- +4 to Speed.Prerequisites: Very Quick, Dexterity 15+.GREAT BOOK CASTER -- Casting spells from books costs only 50% more powerpoints.Prerequisites: Good Book Caster, Mighty Aura, Dexterity 18+,Perception 15+.GREAT BOOK LEARNER -- PC is 10% more effective when learning spells fromspell books.Prerequisites: Good Book Learner, Strong Aura, Great Learner.GREAT LEARNER -- Learns extremely fast. +3% to all experience gained.Prerequisites: Learning 16+.HARDY -- +3 hit points.Prerequisites: Toughness 10+.HEALTHY -- Heals wounds 20% faster.HEIR -- Receives a special magical item inherited from his family.Prerequisites: Boon to the Family, Charming, Level 1.IMMUNE TO PAIN -- One point of damage is always negated for all attacks.At least one point of damage will be caused nonetheless.Prerequisites: Iron Skin, Willpower 15+.IRON SKIN -- +1 to PV.Prerequisites: Tough Skin, Toughness 15+.KEEN SHOT -- +2 to hit and damage with missile weapons.Prerequisites: Good Shot, Dexterity 13+.LEARNED -- +1 to Learning.Prerequisites: Level 1.LIGHTNING SHOT -- Missile attacks require 10% less energy.Prerequisites: Quick Shot, Archery 60+.LONG-LIVED -- the PCs life span is extended by 30%.Prerequisites: Level 1.LONG STRIDE -- Movement costs but 950 energy points.MASTER PACKAGER -- Carrying capacity is increased by 20% due to the PCsefficient packaging skills.Prerequisites: Porter, Learning 12+, Perception 12+.MECHANICALLY INCLINED - All Disarm Traps checks are 10% easier.MELEE WEAPON MASTER -- +3 to hit and damage in melee combat.Prerequisites: At least 3 melee weapon affinities, DefensiveFighter, Strong of WillMIGHTY AURA -- +9 power points.Prerequisites: Strong Aura, Mana 15+MIGHTY STRIKE -- +3 to hit and damage with weapons weighing morethan 100 stones.Prerequisites: Powerful Strike, Strength 18+.MISER -- tends to find more gold because he looks more intensely for it.MISSILE WEAPON MASTER -- +3 to hit and damage in missile combat.Prerequisites: At least 3 missile weapon affinities in additionto Keen Shot, AlertMITHRIL SKIN -- +3 to PV.Prerequisites: Steel Skin, Dwarf.NATURAL BERSERKER -- +2 to hit and damage when berserking.Prerequisites: Aggressive.NATURAL TRADER -- Shop prices are reduced by 20%.Prerequisites: Silver Tongue, Charisma 14+.PIOUS -- Prayers are 5% less expensive.Prerequisites: Willpower 15+.PORTER -- Carrying capacity is increased by 10% due to the PCsefficient packaging skills.Prerequisites: Strength 8+, Dexterity 10+.POTENT AURA -- +3 power points.Prerequisites: Mana 10+POWERFUL STRIKE -- +2 to hit and damage with weapons weighing morethan 100 stones.Prerequisites: Basher, Strength 13+.QUICK -- +2 to Speed.QUICK SHOT -- Missile attacks require 10% less energy.Prerequisites: Keen Shot, Quick.SAINT -- Prayers are 5% less expensive.Prerequisites: Strong of Will, Very Pious, Willpower 30+.SCOUT -- More likely to evade wilderness encounters. Less likely tobe ambushed.Prerequisites: Dexterity 10+, Perception 13+.SHIELD EXPERT -- +2 to DV when wielding a shield.Prerequisites: Shield Specialist, Shield Weapon Skill 3+SHIELD MASTER -- +3 to DV when wielding a shield.Prerequisites: Shield Expert, Shield Weapon Skill 6+SHIELD SPECIALIST -- +1 to DV when wielding a shield.SILVER TONGUE -- Shop prices are reduced by 10%.Prerequisites: Charisma 10+.SIXTH SENSE -- More easily evades traps.Prerequisites: Perception 18+.SKILLED -- +2 to all initial skill values.Prerequisites: Learning 9+, Level 1.STEALTHY - All Stealth checks are 10% easier.STEEL SKIN -- +2 to PV.Prerequisites: Iron Skin, Toughness 20+.STRONG -- +1 to Strength.Prerequisites: Level 1.STRONG AURA -- +6 power points.Prerequisites: Potent Aura, Mana 12+.STRONG HEALER -- +4 to all damage healed by spells.Prerequisites: Potent Aura, Willpower 15+.STRONG LEGS -- Kicking in doors is much easier. +2 to kick damage.Prerequisites: Level 1.STRONG MAGIC -- +2 to all damage caused by spells.Prerequisites: Potent Aura, Mana 15+.STRONG THROWER -- +2 range with thrown weapons.Prerequisites: Strength 12+.STRONG OF WILL -- +1 to Willpower.Prerequisites: Level 1.TOUGH -- +1 to Toughness.Prerequisites: Level 1.TOUGH SKIN -- +1 to PV.Prerequisites: Hardy, Toughness 12+.TREASURE HUNTER -- Finds more treasure.Prerequisites: Alert, Miser.VERY CAREFUL -- +3 to DV when fighting very defensively or like a coward.Prerequisites: Careful.VERY HARDY -- +6 hit points.Prerequisites: Hardy, Toughness 15+.VERY PIOUS -- Prayers are 5% less expensive.Prerequisites: Pious, Willpower 20+.VERY QUICK -- +3 to Speed.Prerequisites: Quick.VERY SKILLED -- +3 to all initial skill values.Prerequisites: Skilled, Learning 12+, Level 1.VERY WEALTHY -- Two times the normal starting money.Prerequisites: Wealthy, Level 1.WEALTHY -- Three times the normal starting money.Prerequisites: Level 1.Weapon Skills-------------Every character also has some weapon skills he can train. Weaponskills can only be increased in one way: by practice. Basically, thismeans that your skill will increase after a certain number ofsuccessful attacks (hits). Depending on the weapon type, this canresult in increases in to-hit and to-damage ratings. Hand weaponsalso can yield a bonus to the character's DV.Note that ADOM traditionally assumes that everyone is right-handedand thus your right hand will be your stronger hand. This might (incertain cases) result in reduced bonuses if your character forwhatever reason prefers to wield weapon in his left hand.For all weapons the following titles of mastery are used.Weapon Level Level------------ ----- 0 unskilled 1 basic 2 basic 3 basic 4 skilled 5 skilled 6 skilled 7 skilled 8 excellent 9 excellent 10 excellent 11 Mastery 12 Mastery 13 Mastery 14 Mastery 15 Grand MasteryFor melee weapons, the following numbers are used to mirror theexperience of a character with the weapon of his choice (note howdifferent weapon types yield different advantages):UNARMED FIGHTING 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15To-Hit Modifier 0 +1 +2 +2 +3 +3 +3 +4 +6 +6 +9 +10 +10 +10 +12 +12To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +3 +4 +6 +6 +8 +10 +10 +12DV Modifier 0 0 0 0 +1 +1 +2 +2 +3 +3 +4 +5 +6 +8 +10 +12DAGGERS & KNIVES 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15To-Hit Modifier 0 +1 +2 +2 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18 +20To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12DV Modifier 0 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5CLUBS & HAMMERS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15To-Hit Modifier 0 +1 +2 +2 +3 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12DV Modifier 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5 +6MACES & FLAILS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15To-Hit Modifier 0 +1 +2 +2 +3 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12DV Modifier 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5 +6SWORDS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15To-Hit Modifier 0 +1 +2 +2 +3 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12DV Modifier 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +4 +4 +4 +5 +6AXES 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15To-Hit Modifier 0 +1 +2 +2 +3 +3 +4 +5 +6 +7 +9 +10 +12 +14 +16 +18To-Damage Modifier 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +12 +14 +16DV Modifier 0 0 0 0 0 +1 +1 +1 +2 +2 +3 +3 +3 +4 +4 +4WHIPS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15To-Hit Modifier 0 +1 +2 +3 +4 +5 +6 +8 +10 +12 +14 +16 +18 +20 +22 +24To-Damage Modifier 0 0 +1 +1 +2 +2 +3 +4 +5 +7 +9 +11 +13 +15 +17 +19DV Modifier 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15POLEARMS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15To-Hit Modifier 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +12 +14 +16 +18 +20To-Damage Modifier 0 0 0 +1 +1 +2 +2 +3 +4 +5 +6 +7 +8 +10 +11 +12DV Modifier 0 0 +1 +2 +3 +4 +5 +6 +8 +10 +12 +14 +16 +18 +20 +22TWOHANDED WEAPONS 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15To-Hit Modifier 0 +1 +2 +3 +4 +4 +5 +6 +7 +8 +10