ADOM Wiki
Advertisement

Tephra Tephra 5 July 2019
0

Fandom Discord

Hey everyone, there is now an official Discord server for Fandom/Gamepedia!

This is an additional point of contact for Fandom staff and other editors who you can ask for assistance with editing or other wiki-related subjects.

In order to join, you must do the following:

  1. Have a Discord account set up ahead of time
  2. Add your Discord user ID into your Fandom profile masthead
  3. Join at http://discord.gg/Fandom
  4. Follow the #verification process on the server

This server is for registered editors, admins, Wiki Team, and Staff. Users without registered accounts on Fandom or Gamepedia are not allowed here.

Read Full Post
Tephra Tephra 11 May 2019
0

New Wiki Manager

Hi! My name is Tephra, and I'm the Fandom Wiki Manager for the ADOM Wiki. I am here to help the community and be a liaison to full-time Fandom staff. If you ever have a question or issue relating to the wiki, editing, etc., please contact me on my talk page.

Read Full Post
Yulgash Yulgash 3 December 2017
1

3.0.x Changes

  • 1 Locations
    • 1.1 Goblin camp
    • 1.2 Thief guild
    • 1.3 Borderland settlement
    • 1.4 Fungal caves
    • 1.5 Antediluvian jungle
    • 1.6 Heavenly area
    • 1.7 Merchant guild
    • 1.8 Ultimate challenge
  • 2 Items
    • 2.1 Mushrooms
    • 2.2 Scrolls
      • 2.2.1 Scroll of entropy
      • 2.2.2 Prayer scroll
  • 3 Monsters (incomplete)
    • 3.1 Minor fungoid
      • 3.1.1 Special abilities
      • 3.1.2 Common stats
    • 3.2 Major fungoid
      • 3.2.1 Special abilities
      • 3.2.2 Common stats
    • 3.3 Greater fungoid
      • 3.3.1 Special abilities
      • 3.3.2 Common stats
    • 3.4 Fungoid sporecaster
      • 3.4.1 Special abilities
      • 3.4.2 Common stats
    • 3.5 Fungoid overlord
      • 3.5.1 Special abilities
      • 3.5.2 Common stats
    • 3.6 Angel of order
      • 3.6.1 Common stats
    • 3.7 Archangel of order
      • 3.7.1 Common stats
    • 3.8 Power of order
      • 3.8.1 Common stats
    • 3.9 Throne of order
      • 3.9.1 Common stats
    • 3.10 Seraphim of order
      • 3.10.1 Common stats
    • 3.11 Great gray wyrm
      • 3.11.1 Special abiliti…
Read Full Post
Yulgash Yulgash 6 October 2017
0

r73+ Monsters

  • 1 Kobold trapmaster
    • 1.1 Special abilities
    • 1.2 Common stats
    • 1.3 Corpse effect
  • 2 Breaker
    • 2.1 Special abilities
    • 2.2 Common stats
  • 3 Builder
    • 3.1 Special abilities
    • 3.2 Common stats
  • 4 Trapster
    • 4.1 Special abilities
    • 4.2 Common stats
  • 5 Detrapster
    • 5.1 Special abilities
    • 5.2 Common stats
  • 6 Juggernaut
    • 6.1 Special abilities
    • 6.2 Common stats
  • 7 Truesilver golem
    • 7.1 Special abilities
    • 7.2 Common stats
  • 8 Antediluvian orc
    • 8.1 Special abilities
    • 8.2 Common stats
    • 8.3 Corpse effect
  • 9 Antediluvian orc chieftain
    • 9.1 Special abilities
    • 9.2 Common stats
    • 9.3 Corpse effect
  • 10 Antediluvian troll
    • 10.1 Special abilities
    • 10.2 Common stats
    • 10.3 Corpse effect
  • 11 Antediluvian troll chief
    • 11.1 Special abilities
    • 11.2 Common stats
    • 11.3 Corpse effect
  • 12 Baby stone dragon
    • 12.1 Special abilities
    • 12.2 Common stats
    • 12.3 Corpse effect
  • 13 Stone dragon
    • 13.1 Special abiliti…
Read Full Post
Yulgash Yulgash 2 October 2017
0

r73+ Quests, Locations, Artifacts

  • 1 Map fragments
    • 1.1 ID fragment
    • 1.2 Ancient shop fragment
    • 1.3 Griff fragment
    • 1.4 Gladiator fragment
    • 1.5 Sinister fragment
    • 1.6 Random fragment
  • 2 Rolf's fortress
    • 2.1 Ruined courtyard
    • 2.2 Dungeon
    • 2.3 Mighty hall
    • 2.4 Throne room
  • 3 Rolf's quest
    • 3.1 Stone dragon caves
    • 3.2 Turning in the heart
  • 4 Volcano quest
    • 4.1 The volcano
    • 4.2 Stopping the cataclysm
  • 5 Artifacts
    • 5.1 Unpick axe

There are 6 antediluvian dwarven map fragments scattered across the chain. Reading one when the PC possesses all 6 fragments allows the PC to combine them into a map to Rolf's fortress.


The location of this fragment is revealed by talking to the drunken dwarf NPC in Lawenilothehl several times. He will eventually require you to guess the ID level this fragment is located on; the level number is an anagram of the …



Read Full Post
Ln Ln 29 September 2017
3

2.3+ changes

Hello everyone!

As we all know, the latest versions of ADOM introduced a bunch of new mechanics, quests, items and monsters. Right now these versions are available to people who participated in the indiegogo campaign and are restricted to the general populace. Thus I think we should not yet add all the new stuff on existing content pages to avoid making things confusing for people who use the wiki to play the latest open version. My opinion is by no means the law, so I'd like some other to speak their mind. If we reach a consensus on this among active contributors, we can put in temporary policy to block edits that add new stuff; or simply inform everyone that does edit the wiki and has access to the prerelease version that we should wait.

I…

Read Full Post
Yulgash Yulgash 23 September 2017
3

r73+ Items

  • 1 Magical staves
  • 2 Wands
  • 3 Bracers
  • 4 Body armor
  • 5 Shields and other armor
  • 6 Rings
  • 7 Potions
  • 8 Weapons

All magic staves appear as quarterstaff when unidentified. They can be activated by 'U'sing or 'z'apping. Blessed staves recharge four times as fast as uncursed staves, and uncursed staves recharge twice as fast as cursed staves. Staves recharge twice as fast if they are discharged while being wielded. Magic staves are counted as normal melee weapons, and can be generated with prefixes and suffixes. For instance, it is possible for a flaming staff of strength and devastation to be generated.

Recharge ranges go from the minimum (blessed and wielded) to the maximum (cursed and not wielded). For a range of 300-4800, this gives the following recharge times:



Wielde…

Read Full Post
Yulgash Yulgash 10 May 2017
0

Class Ranged To-Hit Bonuses

Lowest to-hit: Healer, Mindcrafter
Very, very low to-hit: Wizard, Elementalist
Very low to-hit: Farmer, Merchant, Necromancer, Priest
Low to-hit: Beastfighter, Druid, Monk, Weaponsmith
Medium-low to-hit: Duelist, Chaos Knight
Medium to-hit: Paladin, Thief
Medium-high to-hit: Bard
High to-hit: Assassin
Very high to-hit: Barbarian, Fighter
Very, very high to-hit: Ranger
Highest to-hit: Archer



Level
Lowest
VV Low
V Low
Low
M Low
Medium
M High
High
V High
VV High
Highest
2

+0


+0
+0
+0
+1
+1
+1
+1
+2
+2
+1
3
+0
+0
+0
+1
+1
+2
+2
+3
+2
+4
+3
4
+1
+1
+2
+2
+3
+3
+3
+3
+4
+4
+4
5
+1
+2
+2
+2
+3
+3
+4
+4
+4
+5
+5
6
+2
+2
+2
+3
+4
+5
+5
+6
+6
+7
+7
7
+2
+2
+2
+3
+4
+5
+5
+6
+6
+7
+8
8
+3
+3
+4
+4
+6 …



















Read Full Post
Yulgash Yulgash 11 March 2017
0

Class Melee To-Hit Bonuses

Classes have several different progressions for melee to-hit bonuses. At each level, melee to-hit is increased by 0, 1, or 2. Each progression seems to have a repeating pattern of increases (of periods 5, 10, 15, 20, or 30); the numbers listed below are somewhat based on extrapolation and may not be 100% accurate.


Lowest to-hit: Healer, Mindcrafter
Low to-hit: Elementalist, Wizard
Medium to-hit: Bard, Farmer, Merchant, Necromancer, Priest
High to-hit: Archer, Assassin, Beastfighter (ignoring unarmed bonus), Druid, Monk (ignoring unarmed bonus), Paladin, Ranger, Thief, Weaponsmith
Highest to-hit: Barbarian, Chaos Knight, Duelist, Fighter
Special to-hit: Beastfighter (unarmed), Monk (unarmed)



Level
Lowest
Low
Medium
High
Highest
Special
1
+0
+0
+…








Read Full Post
Yulgash Yulgash 30 January 2017
0

Bosses Versus Disablers

Yes = Vulnerable
No = Not Vulnerable
N/A = Doesn't have the applicable attack (poison or corruption)

Cursed potion of invisibility is really, really good, working 100% of the time versus every tested boss and opening them up to backstabs.



Boss


Para.
Conf.
Stunn.
Blind.
Petri.
PoEX
Poison
Death
Cure pois.
Cure corrup.
SFB
Yes
Yes
Yes
Yes
No
No
No
No
Yes
Yes
ACW
No
No
No
Yes
No
No
Yes
No
N/A
Yes
Yulgash
Yes
Yes
No
Yes
No
No
No
No
N/A
N/A
ASB
No
Yes
No
Yes
No
No
Yes
No
N/A
Yes
Nuurag
No
No
Yes
Yes
No
No
Yes

No


N/A
Yes
Cat lord
Yes
Yes
Yes
Yes
No
No
Yes
No
N/A
N/A
Emp Moloch
Yes
Yes
Yes
Yes
No
Yes
Yes
No
N/A
N/A
Mino Emp
Yes
Yes
Yes
Yes
Yes
No
Yes
No
N/A
N/A
AKW
Yes
Yes












Read Full Post
Yulgash Yulgash 29 January 2017
0

Resistance to Disabling Effects

Supposedly bosses (and other monsters) have been made more resistant to disabling effects [1]. However, the added immunities have not been documented for the most part.


  • 1 Relevant monsters that may have been changed
  • 2 Table of potion results
  • 3 Testing data
    • 3.1 Potion of exchange
    • 3.2 Potion of wonder
    • 3.3 Potion of blindness
    • 3.4 Potion of confusion
    • 3.5 Potion of poison

  • Snake from Beyond
  • Ancient Chaos Wyrm
  • Yulgash
  • Ancient Stone Beast
  • Nuurag-Vaarn
  • Andor Drakon
  • Cat lord
  • Keriax
  • Fistanarius?
  • Sharad-Waador?
  • Srraxxarrakex?
  • Minotaur emperor?

A preliminary step is figuring out the default behavior for non-resistant creatures. Wands were covered by the MR testing. This leaves potions and webs (webs I will probably test separately).



Potion
Save?
MR applies?
Notes
Cure corruption …




Read Full Post
Yulgash Yulgash 20 January 2017
0

Magic Resistance Testing - Wrap Up

It seems like spells fall into four categories: only ignorable with magic resistance, ignorable with magic resistance or save (i.e. there is some base chance for any monster to resist), not ignorable (mostly well-known stuff that I didn't have to test; e.g. ball spells), and always ignored (just web).

Character level reduces magic resistance (by about (L/2)%), while spell efficiency reduces the chance of a save.

Of the spells that allow saves to non-magic-resistant monsters, the base chance varies from spell to spell. Wand of paralysis (~30%), calm monster (~30%), petrification (~50%), stun ray (~55%), scare monster (~75%).

Spells that are only ignorable with magic resistance include: all elemental bolts, magic missile, death rays, wand of po…

Read Full Post
Yulgash Yulgash 1 January 2017
0

Magic Resistance Testing - Mindcraft

Summary of results: All resistible mindcraft seems to follow the same rules as damaging bolts: 0 magic resist monsters are always affected, and resistant monsters completely ignore some percentage of attacks which is only reduced by character level. Telekinetic powers cannot be resisted, but everything else can.

MR values from the code-dive wiki: great blue wyrm - 50, floating eye - 25, large kobold - 10


  • 1 Level 1 confusion blast versus great blue wyrm
  • 2 Level 50 confusion blast versus great blue wyrm
  • 3 Confusion blast versus great blue wyrm
  • 4 Level 50 mindcraft versus great blue wyrm
  • 5 Level 1 confusion blast

15 Willpower: 48% resist
99 Willpower: 44% resist


Level 1 wyrm: 26% resist
Level 69 wyrm: 23% resist


Level 1: 48% resist
Level 50: 26% resist


Confusi…









Read Full Post
Yulgash Yulgash 31 December 2016
0

Table Formatting Testing

Appearance
Inscription
Effect Trigger
Effect
Activation Message
Notes
It resembles a small little ugly quasit, hewn from gabbro basalt. In its hands the statue holds some sort of shovel.
"a good shovel is a key to tomb robbery".
Kick
Learn Mystic Shovel spell.
You learn the Mystic Shovel spell.

You learn the Divine Digger spell. (for divine casters)



The statue is unfinished, it's as though the sculptor ran out of time.
No inscription
Step on
Reverses (some) unnatural aging
You Feel (sic) younger
Editor noticed all four years of unnatural aging removed from a PC. Also, having age status changed from 'grown-up' to 'young' did not affect stats
It appears to be of a fair skinned Queen, with hair of rose gold and eyes of uncut blue-gr…


Read Full Post
Yulgash Yulgash 29 December 2016
0

Magic Resistance Testing - Bolts (part II)

Summary of results: completely non-magic-resistant creature (never shrugs damaging bolts) has a chance to shrug stun ray, spell efficiency reduces this chance, level has no effect on it. Results for stun ray on magic-resistant creatures are not clear.


+0 ray: 54% resist
+25 ray: 42% resist


Level 1: 54% resist
Level 50: 52% resist


Floating eye: 55% resist (magic resist doesn't seem to be stacking with default stun resistance)
Dwarven chaos knight: 87% resist (magic resist seems to be stacking with default stun resistance)

Read Full Post
Yulgash Yulgash 7 December 2016
0

Magic Resistance Testing - Bolts (part I)

Summary of results: versus a magic-resistant creature all bolts tested had about the same performance, PC level seems to be the only factor which impacts magic resistance, and killer bugs seem to have some special behavior with regards to shrugging bolts.

Each individual test had 100 trials, every separate group of tests was done with the same character (there is some overlap between groups of tests).


  • 1 Uncursed wand of lightning versus killer bug
  • 2 Uncursed wand of lightning versus will o'wisp
  • 3 Level 1 B/U/C wand of lightning versus will o'wisp
  • 4 Level 1 uncursed wand of lightning versus will o'wisp
  • 5 Level 50 uncursed wand of lightning versus will o'wisp
  • 6 Level 1 uncursed wand of lightning versus will o'wisp
  • 7 Level 1 lightning bolt versus will o'wis…

Read Full Post
Yulgash Yulgash 6 December 2016
0

Monster Magic Resistance Research

Monster magic resistance (how often they shrug bolts, ignore resistible effects) would be interesting to document. Code-dived stats are available [1], and while reproducing results at this level of granularity would be really time-consuming, it should be possible to get more general estimates (e.g. zero, low, medium, high) with something on the order of 100 tests per monster.

Other points of interest:

  • What factors impact magic resistance. Old patch notes (and the code-dived info) indicate that magic resistance goes down as the PC gains levels [2]. Other potential influences might include: spell efficiency, monster level, certain attributes, and the B/U/C status of a wand.
  • How different effects compare in resistibility. Killer bugs seem to be …
Read Full Post
Soirana Soirana 9 November 2016
0

Background corruption tets in 2.x.x (initial)

So since we can determine area DL, I thought it would be nice to check how corruption is handled (since it has been reworked few times). Given free time this is likely be very slow going tests...

DL10

Old way 1 point every 20 turns, 1 corrruption in 20000 turns

All tets with dwarven paladin lv1 candle born in wilderness...

At Ap 1 (checked several times) 1 corruption in 20240 turns.

At Ap 4 (checked twice) 1 corruption in 20920 turns

all corruptions happen on 20xsomething turns from the game start... (should try to change DL with few turns remaining to see how it functions)

At Ap10 (not sure I calculated start precisely enough ince I did some corruption clearing) - 22240

I've hit day 90 and checked few times at App1 (reduced via corruptions):

13100…

Read Full Post
Soirana Soirana 4 November 2016
0

Char level influence on mob generation

My current theory is bonus max (0, DL/2-4).

Plan:

- check D1 with various low char levels to find at which point DL2 mobs are generated;

the actual problem there is no set of DL1  monsters generated cleanly:(. Anyway it seems magic number is char level 3 (and I checked my mindcrafter in the AF -  that's 27 level (troll) ad DL1 area, and lightning lizards keep annoying me with starting theory it would be DL1+ (27/2-4)-- ~DL10 which is not enough to gen lightning lizard).

I've run char level  8 - 10 through CoC 1 multiple times -- seems 8 are generating DL4 monsters (or DL3 figurine stuff) while 9-10 gen DL5stuff (eyes of destruction and co). If we add anecdote data of molochs on DL1 for lv50 char (need +24 to DL)...

it seems like bonus is more l…

Read Full Post
Soirana Soirana 1 November 2016
0

Monster DL 31-50

Links to results:(DL of area, +1 to mons)(I thought to share folder, but that enables stuff like editing)

PP 67 DL30

https://www.dropbox.com/s/ij7a20ih29redq8/dl30.txt?dl=0

PP 68 DL31

https://www.dropbox.com/s/w3cvs6mets505ik/dl31.txt?dl=0

PP 70 DL32

https://www.dropbox.com/s/mtw70ytiv51f50g/dl32.txt?dl=0

PP 71 DL33

https://www.dropbox.com/s/6lcey73qfmgj92t/dl33.txt?dl=0

PP 73 DL34

https://www.dropbox.com/s/xhatxfp7b70mxrm/dl34.txt?dl=0


PP 74 DL35

https://www.dropbox.com/s/2mfjefg6sjwqag2/dl35.txt?dl=0

rest of links:

https://www.dropbox.com/s/w7i8gcepwtmkkn6/dl36.txt?dl=0

https://www.dropbox.com/s/fbrejavstrsnjpl/dl37.txt?dl=0

https://www.dropbox.com/s/fzg6cadob0f3jmm/dl38.txt?dl=0

https://www.dropbox.com/s/66xcsut7llicwq5/dl39.txt?dl=0

https://www.dropbox.…


Read Full Post
Soirana Soirana 29 October 2016
0

Monster DL 15+

Figured, that I should change slg extension for uploads. PP44 (DL16 for generation)

https://www.dropbox.com/s/fcjru9wj6h1ggbu/dl15.txt?dl=0

corruptor, berserker prince, stone giant, werewolf lord, animated armor, quickling lord

PP 46

https://www.dropbox.com/s/mti426rqqphqf29/dl16.txt?dl=0

greater mummy, ogre lord, troll king

PP47 (DL18 for generation)

https://www.dropbox.com/s/l3h9xrudt8h4a38/dl17.txt?dl=0

chaos spider, hill giant chieftain, ice elemental, Dorn Beast, karmic baby dragon

PP49

https://www.dropbox.com/s/qljsa6eqwfdomn7/dl18.txt?dl=0

frost giant, doppel king, living wall, frost salamander

PP50

https://www.dropbox.com/s/axjhb1u8ijzq8kb/dl19.txt?dl=0

chaos eye, ancient minotaur, chaos knight, annihilator, vampire, master mimic, water demon, l…

Read Full Post
Soirana Soirana 28 October 2016
1

Monster DL going on

At PP 28 new monsters:

(log-https://www.dropbox.com/s/q2sb32i72rnk1ox/dl4.slg?dl=0)

carrion crawler, owlbear, green slime, chaos brother, chaos sister, eye of destruction, hill orc, cave tiger, dire wolf, delf wizard, least demon, outlaw, gibbering mouther, delven warrior, karmic lizard, red worm, shadow, necromancer, mist wolf, rattlesnake, minotaur, cave lizard, delven archer, werewolf, fire lizard, shadow centipede, silver wolf, orc chieftain, harpy, displace beast, gargantuan rat, large snake, ankheg


At PP 29(22+5x1.5) new monsters:

(log-https://www.dropbox.com/s/3gqqyjs855kzqdq/dl5.slg?dl=0)

yellow ooze, hell hound, ogre magus, brown bear, fire vortex, caveman, gargoyle, berserker

DL1mobs are still generated...

interestingly this starts to d…


Read Full Post
Soirana Soirana 28 October 2016
0

Moonster DL - further data (1)

At Eth.bridge 25PP (22+2x1.5) monster list is (I skipped numbers fo sanity sake, + marks new ones):

https://www.dropbox.com/s/x740owfhwj8qa93/dl2.txt?dl=0

+big dog

+bandit

black hurthling

+blink dog

bugbear

claw bug

cutpurse

+dark sage

dwarf

+fairy dragon

fire beetle

floating eye

+gelatinous cube

ghost bat

giant bat

giant rat

+ghul

giant centipede

giant frog

+giant lizard

giant rat

+gnoll

goblin

+goblin chieftain

goblin rockthrower

goblin slavemaster

gremlin

hobgoblin

hobgoblin leader

+hobgonlin chief

homunculus

huge bat

jackal

kobold

+kobold chieftain

kobold shaman

large bat

large kobold

large spider

lizardman

+ogre

orc

orc scorcher

pixie

rabid dog

+raider

rat

ratling archer

ratling thief

+ratling warrior

skeleton

+swordsman

+viper

+wererat

white worm

wildcat

+wolf

zombie

At bridge 26PP (https://w…

Read Full Post
Soirana Soirana 28 October 2016
0

Monster DL testing - basics

Okay, so we can test out laces DL via tp cost and items have massive tables, but not much on monster DL. So I've read some old attempts and sorear vs Ascyron discussions (mostly at danger level talk page).

From what I have read and know

-- scrolls of familiar summoning completely unreliable.

--statues -- some mobs do bot produce statues, vey heavy

-figurines - there is page of Ascyron attempt to wish for these -- looks promising, except it seems to gen by  abit higher DL than monster generation (DL1 - gave DL1-2 monsters, DL2 -- DL1-3 monsters). Well, again test ignored B/c figurines, so I've hoped these might do something (nope).

Essence of the test:

Overcharge (50.000, I think) wand of wishing from exploration mode by memmory editor (by the wa…

Read Full Post
Sofisk Sofisk 29 January 2016
0

Jim - Human Monk

1/27/16

Drew a Raven star sign, chose a somewhat fast leveling race (with food preservation, but without the strength penalty of a hurthling). Starting stats: Hope to nab the rune covered trident at level 16.

S: 16 (19)

L: 14 (24)

W: 13 (21)

D: 12 (18)

T: 15 (19)

C: 10 (16)

A: 12 (15)

M: 12 (18)

P: 16 (18)

Starting with 3 PV (+1 robe, +2 sandals)

Starting with a 1d10+2 staffs

Starting talents: Alert, Miser

Some good luck in finding ring of the fish in the bandit town, will come back for it later if I do not find another item to help get him into the Water Caves at level 16.

Learned pick pocketing and killed a couple bandits. Renamed character "Jim Bandit". Off to find the staircase & blanket in SMC

-SMC Notes: Advanced to level 3. Acquired Treasure Hunter…

Read Full Post
Ln Ln 10 October 2014
0

Plural form

I've made this little template after bad-mouthing pluralization once again, feel free to use it:

Read Full Post
Ln Ln 24 June 2014
4

Races and Classes capitalization

I've accidentally stumbled upon the old discussion we had here — http://ancardia.wikia.com/wiki/Talk:High_Elf

I want to actually go and update all articles using one style. If you have any preferences concerning which one should it be, please post.

Possible variants on classes: 1) Always capitalized 2) Capitalized only in the beginning of a sentence

Possible variants on races:

1) Always capitalized (all words) 2) Always capitalized (first word) 3) Capitalized only in the beginning of a sentence

My votes go to 1/1.

Read Full Post
Ln Ln 2 December 2013
2

Item stat variation

The thing that was bugging me for a while: We currently have min and max stats listed for some armor and weapons. For one thing, this may mislead someone making an impression of (scroll)smithing limits. For another thing, these modifiers are not true (according to Anilatx' item dumps). There are, for example, plain long swords generated with greater stats, like (+7, 1d8). For armor +- 3 variation for PV/DV is almost certainly not true (values up to +7 and -6 are present). to-hit armor modifiers are even worse, as it seems like there is a limited number of pairs. Example: scanning the whole item dump provides the following possible to-hit modifiers for plate mail:

  • (-2, -4) - base
  • (-1, -5)
  • (-1, -3)
  • (+1, -1)
  • (-4, -2)
  • (-3, -3)
  • (-3, -5)
  • (+0, -6)

I'm not…

Read Full Post
Ln Ln 28 November 2013
1

ADOM tiles in pages

Just so you know, guys, I've (somewhat) contacted team ADOM about the possibility to upload monster/item images and add them to wiki. Currently I'm waiting for a reply from Thomas himself on this topic. If we get the permission, I'll do the work with the help of our bot. Hopefully, this may introduce a sense of state-of-the-art source and get more people. If we don't get the permission, there's still tons of stuff to add I guess :D

Read Full Post
Ln Ln 3 September 2013
1

NPCs vs Monsters

Do we really need NPCs category which includes unique creatures/normally peaceful monsters. What do you think of moving only truly unique guys (+ Kranach and Bart, since they can be wished for) to "Unique monsters" category and everything else to "Monsters"?

Frankly, distinction between NPCs and monsters somewhat escapes me. Sure, some give you quests/items, but that's about it.

Read Full Post
Ln Ln 29 August 2013
0

Categorization

I've just realized I didn't ask for public opinion on categorizing monster pages. It seemed reasonable to me, but category list sometimes look pretty big now (especially for some things like karmic dragons). Luckily this can be easily removed. Any ideas, opinions?

I'm also thinking about categorizing items. What do you think of the following:

  1. A subcategory for each DL (struggling to think of a proper name here, though; "DL:x items", "DL x items", something else?)
  2. A subcategory for each material
  3. A subcategory for each conferred ability, namely:
    1. intrinsics
    2. stat boosts (like "items increasing Toughness")
    3. special stuff like crits, slaying powers
  4. A subcategory for each weapon skill (although it's hard to think of a proper category name)
Read Full Post

Advertisement