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Attribute GenerationEdit

Attributes can be determined in two ways in ADOM. The easy way is random attribute generation. Your attributes will be based on your race and profession and a bit of luck. This means that your attributes might be truly exceptional or pretty abysmal. The second way is attribute generation by answering questions. Each question will present you with a situation and four choices. Your selected choice will modify your attributes in one or more ways. Please note that each choice will raise one or more attributes and lower one or more other attributes. Additionally each choice is balanced: if one attribute is increased by an amount 'x', another attribute will be decreased by an equal amount. The choice is yours, so to speak!


Attribute TablesEdit

These tables are sortable by clicking on the symbol next to the column headers.

Racial starting attributes

Race StLeWiDxToChApMaPeTotal
Dark Elf 9101215 9 712161313
Drakeling 131012 91310 810 9 4
Dwarf 121111 913 9 91011 5
Gnome 911 9121112101411 9
Gray Elf 10131014 7 818151419
High Elf 1013 915 81014131416
Human 101210101010101010 2
Hurthling 6101015121210 810 3
Orc 14 8101013 8 7 6 8-
Troll 18 5 8 818 6 5 6 7-9


Class attribute modifier

Class StLeWiDxToChApMaPeTotal
Archer 1 0 0 4 0 0 1 0 3 9
Assassin 1 1 0 2 1-2 0 0 2 5
Barbarian 5-2 2 1 3-1-1-4 1 4
Bard 0 2 1 2 1 3 3 1 1 14
Beastfighter 4-1-1 4 4-2-1-2 2 7
Druid 0 1 0 0 2 0 0 2 1 6
Elementalist -1 2 1 1 0-2-1 2 0 2
Farmer 2-2 0 0 1-1-1 0 1 0
Fighter 3-2 1 0 1 0 0-3 0 0
Healer -1 1 3 1 4 1 0 1 1 11
Merchant 0 1 2 1 0 3 1 0 1 9
Mindcrafter -3 2 4 1-1 0 0 1 1 5
Monk 2 1 3 2 1-3-1-1 2 6
Necromancer -1 2 2 0 1-4-3 3 0 0
Paladin 2 1 2-1 0 4 2 1 0 11
Priest 0 2 4-1 0 1 0 3 0 9
Ranger 2-1 0 1 2-1 0 0 3 6
Thief 0 0 0 3 0 1 2 0 3 9
Weaponsmith 2-1 1 1 3 0 0 1 1 8
Wizard -2 3 3 1-1 2 0 3 1 10

Primary AttributesEdit

Basically, every character is described by eight attributes which represent his abilities by birthright. Every attribute is rated from 1 to 99 (in theory). 10 is an average score, 8 is slightly below average, 5 is quite bad, 3 is horrible, and everything below this is a real hindrance. 13 is a good score, 15 very good, 17 exceptional, 20 very high and everything above this of epic proportions. It should be remembered that the average PC is rated higher than normal individuals of his (or her) race because PCs are meant to be true heroes. The absolute maximum for all attributes is 99, which is probably equal in power level to demi-gods.

The potential maximum attribute scores are based on the initial attribute scores. The maximum for an attribute is dependent on the base score and the player race. These maximums can only rarely be surpassed by natural training. This is a long and arduous process. Only magical methods can exceed these limits with ease.

Attributes are rated as either primary or secondary. Secondary attributes are derived from primary attributes and are often greatly influenced by your experience level, class and race. The following attributes are used:

StrengthEdit

Strength describes your ability to inflict damage in combat, determines your carrying capacity and influences your chance to hit opponents in melee combat. The initial hit points are also partially based upon strength.

LearningEdit

The learning score describes how easily your character learns new things, how good the PC is at increasing skills and how easily magical spells are learned. Your ability to read and write (no, that's not automatic!) is also influenced by this score. Characters except Beastfighters and Barbarians who start with a learning score of 10 or higher start with the Literacy skill.

WillpowerEdit

Willpower describes the strength of your will. The higher it is, the better your PC is able to resist attacks affecting his mind. It also determines the range of most spells. Willpower influences your initial hit points and your initial magic points.

DexterityEdit

Dexterity rates your agility, nimbleness, speed and many other things. A high dexterity score allows you to better dodge enemy attacks and traps. PCs with low dexterity are clumsy and slow-moving... easy prey for your enemies. Dexterity is also very important when attacking with missile weapons.

ToughnessEdit

Toughness rates your physical resistance, your endurance, your constitution and your resistance to pain. Toughness is a major factor influencing the number of hit points of your character.

CharismaEdit

Charisma describes the personality of your character. PCs with high charisma are outgoing, friendly and easily make friends, while characters with low charisma are disliked by many people and have difficulties interacting on a friendly and easy-going basis.

AppearanceEdit

Appearance describes the looks of your character. PCs with high appearance are good-looking and draw attention, while characters with low appearance are unattractive or simply ugly but also draw attention (unfriendly attention most of the time, that is!).

ManaEdit

Mana describes the luck of your character, his attunement to the forces of magic and his resistance to magic. Mana is a prime determinant for magical power.

PerceptionEdit

Perception describes the general perception ability of your character. Perception is very important. It influences how far you can see in dungeons. Characters with low perception have problems finding secret doors, hearing noises and noticing certain traps -- they also can't see very far in the dungeons. Characters with high perception are very alert and notice slight details. They have superior vision and good hearing.

Secondary AttributesEdit

The following secondary attributes are used:

Defensive Value (DV)Edit

The Defensive Value determines how hard you are to hit. It starts at 1, 10 is about average, and, in theory, it is not limited in its value. The higher the value is, the harder you are to hit. This value is influenced by race, class, dexterity, equipment, burden level, hunger, and dozens of other factors.

Protection Value (PV)Edit

Protection Value determines how many points of damage are stopped when your PC is hit by a physical attack. This value can be positive (which means that you have adequate protection) or negative (which means that your are carrying some kind of cursed items making it easier for your enemies to inflict wounds upon you). This value is influenced by your toughness, your equipment and several minor factors.

Hit Points (HP)Edit

Hit Points represent how much punishment your character can take before dying. The higher this value is, the better for you! Your maximal hit points are listed in brackets. Your hit points can decrease through combat wounds, traps, magical attacks, and many other things. As soon as your current hit points are lower than your maximum hit points, you start to heal wounds. How fast you heal injuries depends upon race, class, toughness, healing skill, equipment, general conditions, and several minor factors.

Power Points (PP)Edit

Magical power is described by a certain number of Power Points. To cast a spell (if you are able to do so), you have to spend a certain amount of power. If you do not have enough power points to cast a certain spell, your life energy will be drained instead. Be careful -- this might kill you! As an added side effect abusing your body by channeling too much magic also might result in a decreased connection to the mana flow of Ancardia... which basically means that your Mana attribute might decrease over time. Your maximum power points are listed in brackets. Power is influenced by mana, class, race, experience and willpower.

Hidden AttributesEdit

A number of attributes are not as readily visible as others, even though they have profound effect on the results of the game mechanics.

Experience ModifierEdit

short explanation ... tables in a seperate article

Experience Modifier

PietyEdit

Piety is gained by various actions and is used to pay for praying.

See Piety for more.

Subcategories

This category has the following 2 subcategories, out of 2 total.

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Pages in category "Attributes"

This category contains only the following page.

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