ADOM Manual


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The Display

During game play everything you encounter is represented by certain symbols on the map. Symbols are simple colored characters. Some symbols have more than one meaning. This section explains the various symbols and their potential meanings.

Map Symbols (dungeon)
# Rock or wall = Water
/ Open door T Tree
+ Closed door 0 Pool or hive
. Floor, passage, tunnel + Tombstone
&Forge or other special places | Webs
< Stair leading upwards >Stair leading downwards
_ Altar * Hole
^ Known trap 8 Gate

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

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

Monsters are grouped into specific categories to make it easier to distinguish them. The following scheme is used (with some exceptions):

Monster Symbols
a Ants A Aquatic beings
b Bees B Bats
c Centipedes C Chaos creatures
d Dogs & other canines D Dragons
e magical Eye E Elementals
f Felines F Fantastic beasts
g Grungy humanoids G Ghosts
h Humanoids H giant Humanoids
i Insects I Imps & other minor demons
j Jellies & oozes J (unused)
k Kobolds K berserKers & barbarians
l Lizards L Liches
m Mimics M Minotaurs
n (unused) N Natural beasts
o Orcs O Ogres
p Pixies P Plants
q (unused) Q (unused)
r Rodents R Rust monsters
s Snakes S Spiders
t Townsfolk T Trolls
u Underdark humanoids U Unicorns
v (unused) V Vortices
w Worms W Wyrms
x grues X eXtra-planar beings
y (unused) Y constructs
z Zombies & other lesser undead Z greater undead
& greater demons @ (demi-)humans
[ animated armor * will o'wisp

The Player Character Screen

ADOM provides a screen with most of the important statistics you might want to know about your PC. Usually (as per default command set) this screen is invoked by pressing '@'. The PC screen is divided into several parts dedicated to certain aspects of the PC.

The upper left half of the screen is dedicated to the attribute scores of your PC. It lists all the attribute names in the first column (in yellow, if not yet maxed out or in brown if maxed out in the natural way), followed by the current unmodified attribute score. The next column lists the natural maximums for the attribute scores. They can be raised by long and hard training, but usually only magic will be of quick help when trying to pass these limits. (See the section on attributes for more details.) The next column displays temporary attribute bonuses (e.g. from certain potions), followed by a column listing special bonuses (e.g. due to magical items). The last column shows the total score for each attribute. If your attribute score is raised, it will be displayed in green; if it's lowered by some means, it will be displayed in red; if it's equal to the maximum score possible, it will be displayed in brown. In all other cases yellow is used.

The upper right half of the screen contains a list of miscellaneous data. First you'll see the current speed rating. If you also enjoy a temporary speed bonus, it will be displayed in square brackets. This is followed by a verbal approximation of that rating. Then the screen lists your current financial status, potential debts, the name of your deity, and the elapsed amount of game time. The next entries are concerned with your omens of birth and star sign. First you'll see the number of the day on which you were born in the Ancardian year followed by your star sign. Then you'll see the *current* month in the game (both by number and by name). The next line describes the *current* day in the game, both by its number in the current month and by its absolute number in the current game year (so that you can compare it to your birthday). Finally, the state of the moon (full, new, waxing, waning) will be described. The last entry in that section displays the age of your character.

In the middle of the screen you'll see the encumbrance data for your PC. In order, you'll see the current encumbrance, the minimum encumbrance to be considered burdened and the respective minimum levels for being considered strained and very strained.

Below this, you'll see the data for melee combat, kicking, and missile combat.