ADOM Manual


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The Game

ADOM is started by typing

adom

at your command prompt. After some moments the game will start.

After passing the title screen, you will have to choose whether to start a new game, restore an old game or page through this manual.

The restore option will provide you with a list of available saved games from which you can restore a game. Please note that you can't restore a game when your character died in that game.

If you choose to create a new character, ADOM first of all will randomly determine your birth date, your star sign and give some details about the effects of the events surrounding your birth. Then you will have to decide whether to choose a specific class and race to play or whether you want ADOM to choose for you. In both cases you will have to determine the gender of your character. This has some influence on game play (in ADOM female characters are more agile, male characters are slightly stronger). If you allow fate to decide the details, ADOM will randomly choose the race and profession of your character, otherwise you will be presented with lists for both from which you have to choose.

Then you will have to enter a name for the character you are going to play. The name has no further influence on game play but serves to individualize your character. If you just press ENTER instead of entering a name, the game will christen your character with a default name, if the variable "Allow_Default_Names" is set to "true" in "adom.cfg" or ".adom.cfg" (depending on your operating system).

Next, the background of your character will be described. The game will mention your sex and race (in case fate is responsible for your race) and then detail your life prior to starting your adventure. Every character lives through four major phases of development: early childhood, childhood, youth and young adulthood. For each phase certain events are generated. These events serve to detail your PC and influence his attributes. Finally, you will get to know your class, your area of specialization (if available) and your starting age.

After all this you will be dumped directly into the game. You are assumed to have just entered one of the major valleys in the Drakalor Chain and from that point on everything is based on your actions.

The Main Screen

Most of the time you will see the main game screen, which contains most of the interesting information about your character, your surroundings and your condition.

The following sample shows how a game screen might look:

The skeleton fails to hurt you.


                                   ################
                                   #..../.%.......#    #########
                                   #.####.........######.......#
  #########                        #.#  #............../.......#
  #.......###                      #.#  ########/#######.......#
  #......./.#############          #.#         #.#     #########     #######
  #.......#./...........############.###########.#####################.....#
  ####.######.............^..z@............................................#
     #.#    #....<......############.###########.#####################.....#
     #.#    #...........#          #.#   #######/#                   #.....#
     #.#    ##/##########          #.#   #.......#                   #.#####
     #.#     #.#                   #.#   #.......#                   #.#
     #.#    ##/############        #.#   #.......#                   #.#
  ####/#### #......^......#    #####/### #########                   #.#
  #.......# #.....###.....#    #.......###############################.#
  #.>.....# #.....# #.....#    #......./...............................#
  #.......# #.....# #######    #.......#################################
  ######### #######            #########

Geffrey      St:19  Le: 9  Wi:14  Dx:12  To:22  Ch: 8  Ap: 8  Ma:11  Pe:15 N=
DV/PV: 10/4  H: 27(27)       P: 3(3)        Exp: 1/139         D: 1  Sp: 100
The first two lines of the screens are reserved for messages which explain certain events and actions. If more text is issued than fits into those two lines, a (more) prompt will appear. To continue you have to press SPACE (or Z). If you are expecting many messages in one turn which you don't want to read, you also can press ENTER. All messages will scroll through without waiting for a confirmation. If you want to look at one of those messages later, you can still use the ':m' command (see below).

The last three lines contain information about your character in the following order:

All lines between these two screen parts are used to display the map of the current dungeon level or wilderness area (as far as you have explored it). Specific characters are used to represent items, monsters, locations, and other stuff.

The Monster Memory

One of the utilities provided by ADOM is the so-called monster memory. This utility helps the player to memorize useful monster data, like monster DV and PV, average hitpoints, number of attacks, average damage, and special powers. The monster memory can be invoked in two ways: either you 'l'ook around and demand more information upon looking at a monster or you invoke the '&' command and enter the name of a specific monster race (e. g. 'goblin' or 'white baby dragon'). If you have encountered the monster before, you will receive information based upon your observations. This can be as little as the physical description to as much as complete data about the combat stats and powers of a monster.

It is important to note that the monster memory takes into account the abilities of your character. Based upon his Learning score, his Perception score and some skills, it is more or less likely that the character will learn something from his observations. This also means that your character might mistake powers for something else. If a monster resists a fireball due to its innate magic resistance the character still will believe that the monster is immune to fire (just to name on example). Only later experiences will remedy this observation.

Additionally, the monster memory is not persistent. Between two games (that is: from one character to the next) it will get erased. This is so (compared to other games, which keep such a memory) because monsters in ADOM are pretty dynamic. They have varying levels and can gain experience like the PC. This effectively means that a monster can be very different between two games. Since observations thus are very subjective, it would be pretty misleading to keep such data between two games. It is my firm belief that the monster memory should serve to mirror the observations of the actual character and not those of the player. If you want to have a hint through, use some sheets of paper and a pen (or pencil).