Ancient Domains Of Mystery Map
ADOM (Ancient Domains of Mystery) is a Roguelike game by Thomas Biskup.The player's aim is to stop the forces of Chaos that invade the world of Ancardia.This wiki is a source of information on all parts of the game, and can offer help to players of all skill levels.
So here is a short list of my favorite race/class combinations that I like for being easy:Rattling duelists. Remember to keep one hand free and stay lightweight.Troll healers, candle star sign for a stupid easy game. Not much to these guys except you have a 'weak' early and late game.
Not even close to weak but you get really strong after you get your second class power and max healing. Then you drop off after you are unable to keep gaining levels because of trolls soft level cap.Grey elven wizards. Stereotypical bs class. You 'can' abuse the question system to get a REALLY high early learning score and make it so you never run out of spells. But it is more difficult than you would think.
Just make sure to dive into the infinite dungeon until you get a few of the most important spell books and maybe a blink dog corpse for an ez game.Gnomish elementalists. Little shits who are wanna be wizards. Very easy to learn how spellcasting works on this class.
Not nearly as strong utility-wise as wizards toward the mid game.A personal favorite 'cheese' class is an orcish paladin. They get an ever burning torch to light up those dark areas. And it makes an A+ melee weapon early game.Archers of any race that invest heavily into speed and the archery talent tree. For those of you who enjoy picking out enemies at range. Also for those who are mentally disabled.
This class is for you. When you used to worry about enemies being able to one shot you, you will now worry about wasting a 2d6 arrow instead of a 1d6.
You will be sweating because you have to protect that stockpile of 1000 precious slaying arrows in the toef. And worrying about every arrow that breaks, even though you have 3 Fletcher's kits stockpiled.
This class makes the main difficulty of the game, dying to monsters, one of your smallest problems. You will now be worried about things like food and carry capacity. You will cry when you lose your first 4, 3 bow you get AT THE START OF THE GAME. While other classes struggle to find good gear you will have it thrown at you. And you are the best at the most op thing in the game, ranged combat.
If you invest in speed, you should never get caught.Ratling/(any class) but ratling wizards are exceptionally good for players who understand the game but can't seem to win. Not especially strong but they give the 'detect item status' skill which is insane. Ratlings are not that good at all.Detect item status can be nice but loose more and more appeal the more experienced you get at the game. (Play a priest if you want detect item status.)Their starting eq is mediocre, they have good dex and to, which is nice in early game, rest of the stats are often pretty crappy.Grey elven wizards can die very easy in early game but yes maybe most powerful option in late game.Orcs are vulnerable to aging, the everburning torch is brittle and easy destroyed, the do get good phys stats and starting eq as paladins which makes early game easier.Archers are one of the most powerful classes indeed.
Could not disagree with you more about ratlings, they are one of the best races in ADOM. We (on the discord) have a tier list that we use to recommend to new players, ratling is considered tier 2 for numerous reasons:Races.
Tier 1: Drakeling, Dwarf, Dark Elf. Tier 2: Orc, Ratling, Human. Tier 3: Hurthling, Gnome. Tier 4: Troll, High Elf, Gray Elf.
Tier 5: Mist ElfClasses. Tier 1: Necromancer, Wizard, Archer, Druid, Priest. Tier 2: Elementalist, Paladin, Duelist, Chaos Knight.
Tier 3: Fighter, Weaponsmith, Monk, Assassin. Tier 4: Healer, Mindcrafter, Barbarian, Ranger, Beastfighter. Tier 5: Bard, Farmer, Thief, MerchantP.S.
Keep in mind this for the point-buy era. Without point buy many of the races are significantly weaker. Feel free to recommend what you want, I'm just going from personal experience.And of course it's from random generated characters (I don't use point buy) because I began before it was in.Drakeling is said to be so good (and it is when you get more experienced) but they often come with really crappy gear.Dark elves are really squishy with sometimes sub 10 toghness and low strength, can be very difficult, probably easier if you pump the toughness with points.Ratlings are decent for beginners (to and dex) but they get pretty crappy mana, strength, learning and not very good eq.
So what are some good classes you might suggest?Detect item status is my personal favorite skill in the game besides literacy. I absolutely hate seeing a great piece of gear, especially good armor, and having to carry it all the way to an altar or until I find an altar. Detect item status allows me to try out everything I find. It allows me to instantly know the worth of certain items.
And with it I am always able to use my best equipment. Also cursing in the early game is annoying.Ratlings are pretty normal as a race. Imo they are on par with humans. I don't see any disadvantages to the class besides bad starting gear.
Dex and To and usually pretty hard to increase early. St is obviously the easiest. Combine those three and you get a really good physical combat char for early game.Orcs are like trolls. Dumb, vulnerable to aging, and strong in combat. You are trading power against ghosts for other things. Can't disagree that the torch breaks. But I still like the class.
First if the player doesn't know/learn how to use altars the chance of success past the very early game is small, very small no matter what race/class. (because of altars item status and blessing water)Starting eq:Is always the same, rolls can differ slightly but items are always the same (ie a dwarf paladin always start with a platemail).Back to the classes.Casters:All the caster classes are strong, Wizard and Priest in particular, they can even be played with races that have low learning score oh and of course elementalist that doesn't really sorely on books. A new wizard/priest with crappy starting spellbook can be. 'It allows me to instantly know the worth of certain items. And with it I am always able to use my best equipment.
Also cursing in the early game is annoying.' Store stuff until altar and/or you can identify.Compare weight to see if material is better before try it on, mithril weigh 80% adamantium 70% and eternium 50% compared to iron.Try and learn the trade offs.A metal chest piece is usually worth wearing and a shield is worth using despite cursed, found a mithril shield? Don't try that wooden or iron shield.Beware of gauntets of peace, that is also true if you have detect item status.Beware of girdles, a cursed girdle prevents you taking off body armour, but if you find a mithril or adamantium girdle that is probably an ok trade even if cursed.Weapon? For early game a spears are extremely good.If you really want to try all weapons carry them with you and stay in coward mode vs a master swordsman, let him disarm the cursed ones.Head? Dont put on leather helmets, wear a black helmet or metal helmets that weigh less than 50. I remember starving to death when I started, but I was playing crap with low starting strength and I couldn't carry enough rations.Iirc when I started the game the hardest thing for me to understand was tactics and actually hitting enemies. I have learned that strength increases hit chance in melee so I try and get my strength to at least 16 asap.
Trolls usually don't have this problem and can just go and start mashing people in the face. Bezerking and tactics in general obv fixes a lot of issues with hitting people but I never knew about it till I was beating the water temple. Animated forest is sometimes a problem if you have very low dv, low dex characters with iron chain/platemail tend to be susceptable (orcs, dwarves and trolls in particular).When you killed a bunch of trees they begin to land the penetrating hits.This is when PV isn't king anymore, stack more DV, put points in dodge and check your healing options before going in.Use teleport if you have.Herbalism is nice but I prefer healing skill for fighters, I mean you can still collect herbs and uncurse/bless them. The first class I ever won the game with was human fighter.Then I won as dwarven weaponsmith.Then as high elven wizard.Then as dwarven fighter.Then as gnomish elementalist.It's hard to be something in between either a spellcaster with good spellcasting stats or a stand-and-banger with good stand-and-bang stats. I prefer fighter over any other melee class because I prefer to use a shield and the huge benefits you quickly get from shield master.
I also prefer heavy armor and the huge PV bonuses fighters get.I have never won as a bard despite trying dozens of times. I have never won as a priest or a paladin even though I really enjoy their kits. Middling spellcasters will see the toughest enemies simply 'shrug off' their spells, while middling swordsmen will not be able to kill off the most dangerous foes quickly enough when things get hairy in an open cavern or a wilderness encounter. If you want to be a thief or a bard, you need to get used to taking your time and planning out everything you do-which is fun, you just can't get careless.Weaponsmith isn't great for starting out, but man, if you make into late game it is quite fun having two reinforced eternium tower shields with max stats and full eternium plate mail. Goblins will still throw rocks at you though.Wizard is just incredible once you start to acquire magic items and crazy spells that can solve almost any problem.
I still like to build up weapon and shield skills as a wizard and rely on weapon attacks to take care of most enemies. Those weapon skill comes in handy later. I basically play an elementalist the same way.
Gnome elementalists gain levels so quickly that they may have an easier early to mid game due to the free spells they get from levelling and the extra hp, pp and ability points.Anyone else recommend a combination I should try?. Personally I have to recommend Hurthling Archer. While all Archers are strong, I particularly like Hurthlings; starting with level 5 in Thrown Rocks lets you deal with any OOD monsters in the early game, and the faster leveling they get for Slings makes achieving Grand Mastery realistic. Rocks are far more plentiful than arrows and quarrels, letting you always fight ranged once you've stocked up. From the wiki:A PC can get more than one starting talent, with a potential maximum of six. The number depends the PC's race, class, star sign, and initial attributes. These are applied as follows:1) If the PC is a Hurthling or a Gnome, they get 1 additional talent.2) If the PC is of the Bard, Merchant, or Farmer class, they get 1 additional talent.3) If the PC has the Candle or Falcon star sign, they get 1 additional talent.4) PCs with an initial Mana score of 18 or above will get 1 additional talent.5) Furthermore, if the sum of a PC's initial attributes is divisible by 7, they will get 1 additional talent.
American Early Carrier. Japanese Early Carrier. Heavy Bombers I for the major nations. Japanese Carrier I. Verdun video game.
Ancient Domains of Mystery, or ADOM, is a roguelike video game by Thomas Biskup first released in 1994. The player's aim is to stop the forces of Chaos that invade the world of Ancardia.Like most roguelikes, ADOM uses ASCII graphics to represent the game world. Recent versions optionally can be played using tile based graphics, soundtracks and sound effects.It features a wilderness map that connects different types of dungeons.1 Most dungeons are randomly generated on first entering.
Once visited, they — with the exception of the Infinite Dungeon — do not change when re-entered during play.Since 2012, after a 9-year hiatus, development has been resumed by Thomas Biskup on ADOM as well as its successor ADOM II (a.k.a. Due to a crowdfunding campaign the latest versions are only available to those who participated, but version 1.2.0p23 has been made available for public download.