ADOM Manual


Previous - TOC - Next

Miscellaneous Commands

During game play, commands are issued by pressing one or more keys. Whenever you find a description like 'C-x' you are expected to press the Control-key and the key 'x' at the same time to invoke the corresponding command.

The following default commands are normally available:

Cmd Meaning
C-t Activate trap at current position
a Apply skill
< Ascend stairway & Leave location (in the wilderness)
Z Cast spell
C Chat with monsters
H Change highlight mode
T Change tactics
L Check literacy
E Clean ears
c Close door
w s Continuous search
( Create short character log
) Create verbose character log
[ Create screenshot
> Descend stairway & Enter location (in the wilderness)
: W Describe weather
! Dip (something) into (potion)
: T Display available talents
A Display skills and quick-mark skills
B Display background
P Display bill
: b Display burden levels
= Display configuration variables
\ Display chaos powers
: c Display companions
$ Display current wealth
C-e Display elapsed game time
@ Display extended character information
/ Display identified items
K Display kick damage
: k Display killed monsters
M-l Display level map
: m Display message buffer
M Display missile statistics
: w Display monster wound status
: g Display name of your deity
q Display quest status
R Display recipes
x Display required experience
M-t Display talents
V Display version
C-w Display weapon skills
W Display weapon statistics
D Drink
d Drop item(s)
C-d Drop items in a comfortable way
e Eat
l Examine environment
: d Extended drop
: p Extended pay
: u Extended use
g Give item to monster
h Handle something
i Inventory
C-i Invoke mindcraft
C-o Issue order to companion (reaction heavily depends on your Charisma)
k Kick
C-l Look
: Z Mark spells
I Miscellaneous equipment
1 Move to the southwest
2 Move to the south
3 Move to the southeast
4 Move to the west
6 Move to the east
7 Move to the northwest
8 Move to the north
9 Move to the northeast
n Name monster/yourself
? Online help
o Open door
p Pay
; Pick up items primitively (fast)
, Pick up items
C-p Pick up items comfortably
_ Pray
Q Quit game
r Read
& Recall monster memory
C-r Redraw screen
O Sacrifice
S Save and quit game
s Search
F1 Set tactics to 'berserker'
F2 Set tactics to 'very aggressive'
F3 Set tactics to 'aggressive'
F4 Set tactics to 'normal'
F5 Set tactics to 'defensive'
F6 Set tactics to 'very defensive'
F7 Set tactics to 'coward'
: = Set variable
t Shoot/Throw missile
: s Swap position with monster
C-a Switch auto-pickup on/off
: t Switch the dynamic display (turns, speed, energy, gold, ammunition)
C-k Switch the required (more) key
C-u Unlock door
U Use item
C-x Use class power
m Use special ability
u Use tool
. Wait
5 Wait
w 1 Walk to the southwest
w 2 Walk to the south
w 3 Walk to the southeast
w 4 Walk to the west
w 5 Walk on the spot
w 6 Walk to the east
w 7 Walk to the northwest
w 8 Walk to the north
w 9 Walk to the northeast
F Wipe face
z Zap wand

For details about the dynamic display see the end of this section.

In the game you will encounter multiple screens containing tables, lists, etc. Whenever you are given the choice to get out of one of those screens by pressing the 'Z' key, you can also press the space bar. The 'Z' key is always listed in the help lines because of historical reasons (and because it's easier to display than the ' ' ;-)

It is possible to redefine the keybindings (see the appropriate section of the manual for details).

Movement

You can move into eight directions by pressing the respective number key displayed in the following movement grid:

                             7  8  9
                               \|/
                             4 -5- 6
                               /|\
                             1  2  3
To attack a monster, simply try to move into the field the monster is standing on. This will result in a melee attack.

If you opt for faster movement you can activate the so-called 'walk-mode' by pressing 'w' followed by a direction key. This will make your character walk into the chosen direction until he meets something of interest. Movement will cease as soon as one of the following things happens:

Generally, activating 'walk-mode' is a good way to cover long distances which have been explored before. To make full use of the vast array of available tactical options, you should not use 'walk-mode' when exploring unknown locations.

Walk-mode also allows the character to wait in place (e.g. to regenerate lost hitpoints or power points). Just press 'w' for walk-mode and the '5' for waiting in place. Walk-mode will abort if a monster enters your immediate vicinity, your equipment weight or your hunger level changes or 50 turns have gone by.

If you are using the numeric keypad remember to press NUM LOCK.

Speed

Actions in real life rarely are synchronous. Beings rather act individually, move with different speed and are either slower or faster than others. ADOM simulates this by using a 'speed system'. The core notion of this system is that every character and monster has to collect a certain amount of energy to be able to act. Some beings are able to gather this energy faster and thus can act at higher speed, others gain this energy more slowly and thus act in a slower way.

To be able to act once in ADOM your character needs to accumulate at least 1000 energy points. Every acting being has a 'speed rating' (SR) and a current energy rating (CER). ADOM divides each player turn into a number of segments. In each segment every being on the current level adds its speed rating to its current energy. Each being that passes the '1000 energy minimum' with its current energy rating is allowed to act. Afterwards the CER is reduced by 1000 (in most cases).

All Player Characters start with a basic speed rating of 100 which basically means that they can act once every 10 segments. This rating can be modified by class (monks and beastfighters get faster with more experience), dexterity (a score of 17 or higher can be helpful), encumbrance level (the more you are encumbered the slower you get), alcohol level (being drunk is not a good idea in all cases), satiation level (a full stomach makes you move slower... starving doesn't help either), your Athletics skill, and special items. Being born under the sign of the Raven also helps.

Your energy can never be lower than 1 (although this spells certain doom) and is not limited by any value. The only limit is that you can act only once per segment (even speed scores of 2000+ can't help in this respect... although they are impossible to attain in any case).

Most monsters also have a base speed rating of 100, although there are exceptions. Be prepared to face changing speed monstrosities occasionally.

Finally you need to understand that some items don't increase your overall speed score but might limit the energy costs for certain actions (e.g. seven league boots could require you to expend but 500 energy points to be able to move -- thus you could move faster, but all other actions would be carried out at normal speed). This is also true for weapon skills which are able to reduce the amount of energy required to stage an attack (see the section on weapon skills for details).

SPECIAL NOTE: If you are setting your tactics level to 'coward' and then simply move around without attacking anything, such a move only costs 800 energy points *if* your hitpoints are reduced to one-third their starting value or below (panic does that to you -- and since ADOM basically is a heroic game we'll ignore other wound effects). Remember this when you try to run away!

The Dynamic Display

The dynamic display is used to present detailed information about the actions of the player. It either can display the current turn number (an internal game counter), the current speed rating of the display or the energy cost of the last action of the player character. Usually the current speed rating is displayed.

Note that the 'energy cost for the last action' display option does not necessarily show the expected value for energy costs below 1000. This is so because ADOM's internal rating system for action costs relies on relative measurements (e.g. if your potion of speed results in an 800 energy point cost for movement and due to your class you also would be able to move for 800 energy points, this is scaled to a cost of 100000 / {100 + [(100000 / 800) - 100] * 2} = 666 energy points). If you don't understand the formula, simply look at the source code. ;-) Not understanding it is *not* a sign of being stupid ;-))