uglyvan
03-15-2008, 04:02 PM
Technics
Empathy
Music
Physics
Steam
You've got to choose up to 5 classes from the standard 20 ADOM Classes,
each ranking from Level 0 (not yet a practicer) to Level 10, so that
your Global Level may climb to famous Lvl 50.
Each class is given one Major (10) Domain and one minor ( 6) Domain;
these are fixed by the rules and depend on class type (there are 5
domains, T E M P and S), but Player is free to choose between the 3
other domains (i.e. neither M nor m ) a knowledge (3) domain (at class
level 3) and one level will be given upon achieving class level 10 in a
domain between the last two as a bonus domain... well take a look
beneath
Class Lvl 1 2 3 4 5 6 7 8 9 10
Major 10 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
minor 6 +1 +2 +3 +4 +5 +6
knowl 3 +1 +2 +3
bonus 1 +1
Furthermore, when a given Domain has but one level in it you are
considered D?butant; at M 10, m 8, k 9, and b 10, you climb one Rank
in your expertise : the five Ranks are D?butant, Amateur,
Professionnel, Expert/Champion, and Ma?tre.
Each Domain may be chosen once as M (10), once as m (6),
once as k (3) and once as b (1) ,so to climb to 20th Level in, say
Steam, you must be
- 10th Level in a class using intensively energy
- 8th Level in a class where endurance is a factor
- 9th Level in a 3rd class in which Steam is chosen as k at 3rd Level
- 10th Level in a 4th class in which Steam is chosen as b at 10th
level
...Global Level 37
but you may be 19th Steam level at GL 27
and you could be 16th S at but GL 18..
one thing to remember here is levels 17-20 in a domain should give lots
of abilities...
well we will see later if this is the case, but for the moment let us
examine the 20 classes and see how we can regroup them :
euh, well what are these domains anyway ?
--Technics gives you lots of skills and skill levels
--Empathy helps you understand the working of many things in the
world, including creatures, elements, status, and classes.
--Music is the key to enthousiasm, that is to say moral; with a high
moral you can supercede your skill levels, and you can spend moral to
achieve great deeds.
--Physics lets you understand the magics of reality, giving you
access to spells (each class should have a spell list with unique
spells attached to it);each spell is bound to a domain.
--Steam is your personal endurance reserve; with high stamina you can
launch more spells, or sustain more non-critical blows.
With each domain is associated a primary ability (or stat):
with Technics comes Dexterity
with Empathy is Charisma
with Music lies Intelligence
with Physics there is Wisdom
with Steam is a mix of strength and constitution called Health
Each ability begins in the range of -5 to +3 and can be raised up to
Max(3,min(9,(Stat Domain)/2)) by spending AP (ability points) that you
get with each Global Level (your GL gives you the number of AP that you
get this level, i.e. if you began to play at 50th GL you should spend
1275 AP in abilities).
Euh, in fact stats start at 0 and you can obtain bonus AP at the rate
of 1 per negative point in a stat (but you will have to raise your
stats at a later time by losing those bonus AP)
There are also secondary abilities, such as
--Flesh and Bones (FB), beginning at 10 points and you can purchase
up to 40 levels (each level gives you +1hp oops FB).
--Chaining Mastery (CM),beginning at level 0 that you can raise up to
level 20.
--Latency Time (LT): 20-CM; between two actions you lose min(d20,LT)
segments due to your lack of control of the flow of the universe-oh
oh, where did i read about that ??
Ability levels (along with Moral level) use the same table as AP from
GL i.e. if you wish to have a Health of +9 you will have spent a total
of 45 AP, and one super-heroic good character with 1000 points of moral
is entitled to level 44 (the Maximum without magic) in every known
skill or power, although he drops to level 43 after losing 15 moral -
( moral cost is 5 times (sigma rank increase) with 1 rank is 5 skill
levels, and one action is resolved by rolling 1d20 + skill levels +
magic( up to +6), then by dividing the total by 5 ( rounded down) and
comparing the score with the rank required; i.e. if you total a 13 then
you score a 2, and if you needed rank 5 and you have 5*(1+2+3) moral
and it's worth it then you can succeed in your action. Grand Maximum is
theorically 70 i.e. rank 14 but the toughest (level 10) spells to
launch require a 60 ( and a spending of 55 Steam ahem).)
-
With 1275 AP you can purchase 40 levels of FB worth 820 AP
20 levels of CM worth 210 AP
and 5 times 9 levels of stats worth 225 AP
So there is room for a FB increaser, 4 times from *2 to *5, each time
worth 5 AP, but to get one you must raise one class to 10th level ( so
after reaching GL 40 you may reach 250 FB).
A skill or power (s o p) requires 1 point to climb a level, but you are
somewhat limited by the domain it refers to, see below
Domain Level 1-4 5-9 10-13 14-16 17,18 19 20
s o p Level is DL+3 DL+4 DL+5 DL+6 DL+7 27 29
To a s o p Level you gain exceptional bonus based on Domain Lvl
DL 1-4 5-9 10-13 14-16 17,18 19 20
bonus +0 +1 +2 +3 +4 +5 +6
Finally you get a bonus ( or malus) based on your stat score
So, to obtain a natural +44 to a s o p you need to be 20th DL plus
having spent 29 points in the s o p plus having a +9 stat.
One thing to keep in mind here is that although at low level you can be
a dreadful fighter but a poor wizard, at high levels you are both
devastating and unbeatable...
Near the end of the game, each domain will eventually have four classes
attached to it, one Major, the second minor, the third being knowledge,
and the fourth a bonus.
Actually, each Class gives some points per level to the Domain
so that one can purchase skill levels etc :
--a Major Class gives 10 points per level
--a minor Class is worth 6 per level
--a knowledge Class but 3 per level
--a bonus Class 1 per level
As each class may attain 10th level, a given Domain can grow to
100+60+30+10 or 200 points. The stat associated with the Domain gives
an additional stat( magic included) times Domain Level increment - max
is ( +9( +6))*20) that is 300 more points.
So max points should be around 500; alignment modifies this total as
explained below...
Player's Alignment is based on AD&D i.e. nine possibilities, see
below:
<-Lawful: Empathy is doubled, Steam is halved
->Chaotic: Steam is doubled, Empathy is halved
/\Good: Music is doubled, Technics is halved
\/Bad: Technics is doubled, Music is halved
><Neutral: Physics is doubled
a True Neutral Player may get up to 1000 points in physics, and 500
points in every other Domain; every other Player will have a limitation
in at least one Domain which will lower it to 250 points at best;
for example, Players GL 50 with +6 enhancement in each stat will look
like this:
Al LG NG LN CN
T 250 250 500 500
E 1000 500 1000 250
M 1000 1000 500 500
P 500 1000 1000 1000
S 250 500 250 1000
As is revealed, an extreme Alignment gives two weaknesses, while
a partly Neutral is very skilled in magics.
Let us now examine the 20 Classes :
(capitalized is the Major Domain, whereas the minor
domain is in minuscule)
(remember, T or t stand for Technics, E or e is Empathy,
M or m is Music, P or p is Physics, and S or s is Steam)
Tm Archer
Tp Assassin
Ms Barbarian
Ep Bard
Me Beastfighter
Mp Druid
Ps Elementalist
Sp Farmer
Ts Fighter
Te Healer
Se Merchant
Pt Mindcrafter
Es Monk
Pe Necromancer
Em Paladin
Et Priest
Mt Ranger
Sm Thief
St Weaponsmith
Pm Wizard
Say your first Class is Farmer, then you pick Elementalist, followed by
Beastfighter, and Paladin, i tell you there's no fifth Class for you to
take and you're limited to GL 40 with no great skill in Technics, i.e.
no M nor m in T.
Empathy
Music
Physics
Steam
You've got to choose up to 5 classes from the standard 20 ADOM Classes,
each ranking from Level 0 (not yet a practicer) to Level 10, so that
your Global Level may climb to famous Lvl 50.
Each class is given one Major (10) Domain and one minor ( 6) Domain;
these are fixed by the rules and depend on class type (there are 5
domains, T E M P and S), but Player is free to choose between the 3
other domains (i.e. neither M nor m ) a knowledge (3) domain (at class
level 3) and one level will be given upon achieving class level 10 in a
domain between the last two as a bonus domain... well take a look
beneath
Class Lvl 1 2 3 4 5 6 7 8 9 10
Major 10 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
minor 6 +1 +2 +3 +4 +5 +6
knowl 3 +1 +2 +3
bonus 1 +1
Furthermore, when a given Domain has but one level in it you are
considered D?butant; at M 10, m 8, k 9, and b 10, you climb one Rank
in your expertise : the five Ranks are D?butant, Amateur,
Professionnel, Expert/Champion, and Ma?tre.
Each Domain may be chosen once as M (10), once as m (6),
once as k (3) and once as b (1) ,so to climb to 20th Level in, say
Steam, you must be
- 10th Level in a class using intensively energy
- 8th Level in a class where endurance is a factor
- 9th Level in a 3rd class in which Steam is chosen as k at 3rd Level
- 10th Level in a 4th class in which Steam is chosen as b at 10th
level
...Global Level 37
but you may be 19th Steam level at GL 27
and you could be 16th S at but GL 18..
one thing to remember here is levels 17-20 in a domain should give lots
of abilities...
well we will see later if this is the case, but for the moment let us
examine the 20 classes and see how we can regroup them :
euh, well what are these domains anyway ?
--Technics gives you lots of skills and skill levels
--Empathy helps you understand the working of many things in the
world, including creatures, elements, status, and classes.
--Music is the key to enthousiasm, that is to say moral; with a high
moral you can supercede your skill levels, and you can spend moral to
achieve great deeds.
--Physics lets you understand the magics of reality, giving you
access to spells (each class should have a spell list with unique
spells attached to it);each spell is bound to a domain.
--Steam is your personal endurance reserve; with high stamina you can
launch more spells, or sustain more non-critical blows.
With each domain is associated a primary ability (or stat):
with Technics comes Dexterity
with Empathy is Charisma
with Music lies Intelligence
with Physics there is Wisdom
with Steam is a mix of strength and constitution called Health
Each ability begins in the range of -5 to +3 and can be raised up to
Max(3,min(9,(Stat Domain)/2)) by spending AP (ability points) that you
get with each Global Level (your GL gives you the number of AP that you
get this level, i.e. if you began to play at 50th GL you should spend
1275 AP in abilities).
Euh, in fact stats start at 0 and you can obtain bonus AP at the rate
of 1 per negative point in a stat (but you will have to raise your
stats at a later time by losing those bonus AP)
There are also secondary abilities, such as
--Flesh and Bones (FB), beginning at 10 points and you can purchase
up to 40 levels (each level gives you +1hp oops FB).
--Chaining Mastery (CM),beginning at level 0 that you can raise up to
level 20.
--Latency Time (LT): 20-CM; between two actions you lose min(d20,LT)
segments due to your lack of control of the flow of the universe-oh
oh, where did i read about that ??
Ability levels (along with Moral level) use the same table as AP from
GL i.e. if you wish to have a Health of +9 you will have spent a total
of 45 AP, and one super-heroic good character with 1000 points of moral
is entitled to level 44 (the Maximum without magic) in every known
skill or power, although he drops to level 43 after losing 15 moral -
( moral cost is 5 times (sigma rank increase) with 1 rank is 5 skill
levels, and one action is resolved by rolling 1d20 + skill levels +
magic( up to +6), then by dividing the total by 5 ( rounded down) and
comparing the score with the rank required; i.e. if you total a 13 then
you score a 2, and if you needed rank 5 and you have 5*(1+2+3) moral
and it's worth it then you can succeed in your action. Grand Maximum is
theorically 70 i.e. rank 14 but the toughest (level 10) spells to
launch require a 60 ( and a spending of 55 Steam ahem).)
-
With 1275 AP you can purchase 40 levels of FB worth 820 AP
20 levels of CM worth 210 AP
and 5 times 9 levels of stats worth 225 AP
So there is room for a FB increaser, 4 times from *2 to *5, each time
worth 5 AP, but to get one you must raise one class to 10th level ( so
after reaching GL 40 you may reach 250 FB).
A skill or power (s o p) requires 1 point to climb a level, but you are
somewhat limited by the domain it refers to, see below
Domain Level 1-4 5-9 10-13 14-16 17,18 19 20
s o p Level is DL+3 DL+4 DL+5 DL+6 DL+7 27 29
To a s o p Level you gain exceptional bonus based on Domain Lvl
DL 1-4 5-9 10-13 14-16 17,18 19 20
bonus +0 +1 +2 +3 +4 +5 +6
Finally you get a bonus ( or malus) based on your stat score
So, to obtain a natural +44 to a s o p you need to be 20th DL plus
having spent 29 points in the s o p plus having a +9 stat.
One thing to keep in mind here is that although at low level you can be
a dreadful fighter but a poor wizard, at high levels you are both
devastating and unbeatable...
Near the end of the game, each domain will eventually have four classes
attached to it, one Major, the second minor, the third being knowledge,
and the fourth a bonus.
Actually, each Class gives some points per level to the Domain
so that one can purchase skill levels etc :
--a Major Class gives 10 points per level
--a minor Class is worth 6 per level
--a knowledge Class but 3 per level
--a bonus Class 1 per level
As each class may attain 10th level, a given Domain can grow to
100+60+30+10 or 200 points. The stat associated with the Domain gives
an additional stat( magic included) times Domain Level increment - max
is ( +9( +6))*20) that is 300 more points.
So max points should be around 500; alignment modifies this total as
explained below...
Player's Alignment is based on AD&D i.e. nine possibilities, see
below:
<-Lawful: Empathy is doubled, Steam is halved
->Chaotic: Steam is doubled, Empathy is halved
/\Good: Music is doubled, Technics is halved
\/Bad: Technics is doubled, Music is halved
><Neutral: Physics is doubled
a True Neutral Player may get up to 1000 points in physics, and 500
points in every other Domain; every other Player will have a limitation
in at least one Domain which will lower it to 250 points at best;
for example, Players GL 50 with +6 enhancement in each stat will look
like this:
Al LG NG LN CN
T 250 250 500 500
E 1000 500 1000 250
M 1000 1000 500 500
P 500 1000 1000 1000
S 250 500 250 1000
As is revealed, an extreme Alignment gives two weaknesses, while
a partly Neutral is very skilled in magics.
Let us now examine the 20 Classes :
(capitalized is the Major Domain, whereas the minor
domain is in minuscule)
(remember, T or t stand for Technics, E or e is Empathy,
M or m is Music, P or p is Physics, and S or s is Steam)
Tm Archer
Tp Assassin
Ms Barbarian
Ep Bard
Me Beastfighter
Mp Druid
Ps Elementalist
Sp Farmer
Ts Fighter
Te Healer
Se Merchant
Pt Mindcrafter
Es Monk
Pe Necromancer
Em Paladin
Et Priest
Mt Ranger
Sm Thief
St Weaponsmith
Pm Wizard
Say your first Class is Farmer, then you pick Elementalist, followed by
Beastfighter, and Paladin, i tell you there's no fifth Class for you to
take and you're limited to GL 40 with no great skill in Technics, i.e.
no M nor m in T.