View Full Version : Adom II guidebook

03-22-2012, 10:58 PM
Here's the link to my horribly incomplete/started wiki


So I've mostly been working on switching everything over to the wiki. I'll be going and gathering more data soon enough though. So feel free to join the wiki and lend some fingers

03-22-2012, 11:08 PM
better keep a couple reserved just in case

03-22-2012, 11:24 PM
better keep a couple reserved just in case

03-23-2012, 04:48 AM
Just a heads up, you have 1 post for 'content' which by all your other headings will including anything from world discovery/locations, quests, NPC's, building materials and so on. Good luck on the guidebook. I thought Master Biskup was against a guidebook/spoiler. Is this still the case?

03-23-2012, 05:31 AM
I'm not sure if he's anti-guidebook, I hope not... but if he is I'll stop working on this

*edit* Though there is a sticky one the general adom section for work on guidebook, so seems like if he was compeletly opposed to guidebook work that that wouldn't be sticked. Anyway I'm just sort of working on items and other random stuff I come across for right now, not really doing anything spoily/this is how you win the game. Just sort of making a list of cool items people have run across so other people can look at it and dream of someday finding cool stuff themselves

03-23-2012, 10:58 PM
Something I noticed from playing so many games: different races/classes have different skill costs. For instance, it only costs 4 SP at first to raise the 'Dodge' and 'Find weakness' skills for Dark Elven Fighters, but for Dark Elven Commoners it costs 8 SP.

Next time I'm free for an hour or two, I'll try to compile a list and post it--as well as an explanation of how I believe the game determines skill costs.

In the meantime, some suggestions:

For rings: you might want to put +x instead of an actual number; put the numerical range in the last set of parentheses (ex: Damage (+x) (x = 2 to 4)).

For weapons: remove entries three and thirteen; they are just repeat of other entries, but with the material.
For weapon prefixes: 'Great' is not a prefix; it is actually part of the weapon name/type.
For weapon materials (see 'In general:' below): 'blackwood,' 'iron,' 'ironwood,' 'mithril,' 'steel,' and 'wooden' (these need to be ranked).

For armor: remove entry two, and entries eight through twelve; entry sixteen should be 'clothes (40s)' while entry seventeen should just be 'rags;' add an entry for 'clothes (60s).'
For armor materials (see 'In general:' below): 'adamantium,' 'chaos mutant skin,' 'iron,' 'leather,' 'mithril,' 'silk,' 'spider silk,' 'steel,' and 'woolen' (these need to be ranked).

For cloaks: entries two and three are not types of cloaks (as far as I've seen, anyway).
For cloak suffixes: I believe that both that are listed are not actual suffixes, but instead are actually different types of cloaks.
For cloak materials (see 'In general:' below): 'leather,' 'silk,' and 'woolen' (these need to be ranked?).
For cloaks in general: 'leather' can refer to both the type of cloak and the material it's made out of.

In general: don't list materials under 'prefixes;' materials should have their own section for weapons/armor/cloaks, and they should probably be ranked in order of protectiveness/damage/weight/et cetera.

In final: it's nice that you're going through the effort to make this, but you should probably make it more presentable; both to attract users and to ensure ease-of-use. Go through your posts and fix typos and the like; make sure you're consistant with what's capitalized in a given section (not that I'm an authority on making something like this; take my opinions with a grain of salt).

03-24-2012, 02:40 AM
@MITZE, thanks for the input I think I'll compile separate lists for base materials and such. I'm thinking about maybe trying to start up a website or check into trying to make a wiki or something that way I can make tables and put items weights and other features in there, it's been a few years since I've made a website but it shouldn't be too tricky.

as far as skill costs, some things that might affect the skill cost might include: race, class, skill level, and base attribute (str, dex, tou, etc...) so good luck on that and I look forward to seeing what you're able to find out.

Hopefully I can get a lot more information posted on here this week since I'm on spring break, but I also gotta hang out with the gf, and work and enjoy the weather we're having over here.

03-24-2012, 07:16 AM
i wonder how much of this you could get from the java docs?

03-24-2012, 08:30 AM
I'm not sure I never thought of that, maybe I'll take a little look around in them. Though I do not want to do anything even slightly reverse engineery

03-24-2012, 04:52 PM
You might want to think about organizing a new Guidebook as a Wiki, similar to the Ancardia one (http://ancardia.wikia.com/wiki/ADOM_Wiki). You'll probably find that the work will go a lot faster if other contributors are able to help out directly.

[edit]As long as you aren't code-diving, I can't imagine that TB will have a problem with a Guidebook...

03-24-2012, 05:26 PM
Hopefully this is useful, and actually makes sense. If it is/does, feel free to stick it in one of your many reserved posts so that it's closer to the beginning of the topic.

Keep in mind, though, that nearly all of this was noted through casual observation--I didn't do any special tests or anything.


These are the skill costs for every combination using the Human race. A "*" signifies that the listed skill cost is likely not the base skill cost for the indicated race/profession combination because the skill level was too high--see the explanation below the chart.

Skill Bar Com Fgt Thf Tnk Wrr
--------------- --- --- --- --- --- ---
Athletics 3 6 6 6 6 3
Construction 8 8 8 8 *6 8
Dodge 4 8 4 8 8 4
Find weakness 8 8 4 8 8 4
Healing 10 10 10 10 10 5
Imbue with power 10 10 10 10 5 10
Literacy 6 6 6 6 3 3
Open locks 6 6 6 3 3 6
Sailing 4 2 4 4 4 4
Survival *5 *11 7 7 7 7
Swimming 2 2 4 4 4 4
Tactics 8 8 4 8 8 8
Woodcraft 2 2 4 4 2 4

As you can see, different race/profession combinations have different skill costs.

The cost for another level in a skill will go up with every five levels in said skill, and additional costs will be incurred if the skill level is too much higher than the PC level (with the former, there is sometimes odd behavior--occasionally, hitting skill level 5 will not cause an increase in cost, but hitting skill level 6 will).

By how much a skill cost is increased by seems to be determined by the current skill cost (a cost of "2" might only increase to a cost of "3", while a cost of "6" might jump to a cost of "8"), and is possibly affected by which skill it is.

03-24-2012, 06:00 PM
I think you should definitely open a wiki for this. It's easy, it's free (in several websites), and it's much more powerful than forum posts to organize and edit this kind of information, at least if it is to be done collaboratively and not by a single person like the ADOM Guidebook.

03-24-2012, 07:30 PM
OK I made a free wiki. I haven't added anything yet... But it exists, so feel free to join it, and add stuff as well


03-26-2012, 04:56 PM
I'll see what I can contribute after I do something about this giant backlog of bugs I've been meaning to report.

I'm just hoping that working with wikis is as easy as I've heard--I don't want to spend a couple of hours trying to figure out what's what.

03-26-2012, 06:03 PM
This is the first one I've worked on and it's pretty easy. If you got any questions or anything feel free to drop me a message

06-22-2012, 04:07 PM
I could really use a "Getting Started" guide. I'm not looking for spoilers, but more of a how-to for skills and such. I don't know anything about ADOM, but I have played nethack. So, I'm confused about how to do some things, like how to cook, haggle, appraise, garden, cut down trees for wood to craft things, etcetera. I've played a bunch of games in the last few days, and although it seems like there's a lot to appreciate in the game, I feel pretty lost. Most of the time I've died of starvation because, while I've killed tons of wolves and jackals, none of them drop corpses. And even if they did drop a ton of corpses, I wouldn't know how to cook them, or how food preservation works. I'd like to get involved, and contribute to the wiki, but I'm completely in the dark on how to survive the early-game perils.

06-22-2012, 06:33 PM
I could really use a "Getting Started" guide. I'm not looking for spoilers, but more of a how-to for skills and such. I don't know anything about ADOM, but I have played nethack.

Are you talking about ADOM or ADOM II? The former already has a Guidebook and a wiki, found at adomgb.info and ancardia.wikia.com, respectively.

06-25-2012, 06:31 PM
Definitely talking about ADOM II. I'm currently delving into the guidebook and wiki for ADOM (because I figure some stuff will be similar), but I'm really just looking for basics on how to play. For example, I would like a list of active skills and how to use them in game. I can't figure out how to cook, haggle, or pray. Maybe these skills just haven't been implemented in ADOM II, but I haven't come across anything in the forums, wiki, or project issues to indicate how one actually uses them in game.