ADOM Manual

Previous - TOC - Next

The Player Character

To be able to fight Chaos, you will have to create a fictional character, often called the player character (or PC). This character will be chosen from one of the intelligent races of Ancardia, will undergo long and hard hours of training to learn a profession and many skills enhancing his chance to defeat evil and finally save the world.

All these concepts are explained in detail in the sections below.

The Races

In ADOM, a wide variety of fantasy races can be chosen for your player character. Each race has certain advantages and disadvantages and receives different equipment and attributes. Each race also gains some default skills as their cultural heritage (see the section on skills for a complete list of available skills in the game). You can choose among the following races:


Humans are the most generic of all races. They tend to be adaptable, suited for every profession and generally well equipped. They are also very fast learners (getting a free skill increase whenever they advance a level). While humans do not have any other special advantages, they don't suffer from any disadvantages either.

Humans train in the following skills: Climbing, Food Preservation, Haggling, and Swimming.


Trolls are extremely huge and strong creatures with large muscles, pointy teeth, big horns and a lot of hair all over their body. They are nearly always in a bad mood. Most races shun them because of this. Trolls are by far the strongest and the dumbest race available in this game. They make excellent fighters and lousy magicians. Trolls are somewhat disadvantaged by their great size (good targets!) and the great amounts of food they need to sustain their bulk. They also learn very slowly and need a lot of experience points to advance in their profession. On the positive side, they are by far the toughest and strongest race in the game and heal real fast.

Trolls train in the following skills: Athletics, Bridge Building, Food Preservation, Gemology, and Mining.


High Elves are a beautiful race of extremely long-lived creatures. High Elves are of slender build, nearly six feet 10 inches tall and generally have golden or auburn hair and amber or purple eyes. Their ears are very pointed and their skin is very fair. They live in the forests where they like to hunt, frolic, engage in musical and romantic affairs and generally have a good time. They tend to shun the other races, partially because of their arrogance and partially because they have had conflicts with most other races in their long history. High Elves are excellent fighters (and also great shots with their deadly long bows!) and mages. Their magical powers are especially noteworthy. On the negative side, they are not very well-liked and somewhat frail.

High Elves train in the following skills: Dodge, Listening, Literacy, and Stealth.


Gray Elves are the most noble of all elven races. Their beauty is ethereal, they move with unsurpassed grace and are among the greatest mana-wielders in the game. Gray Elves look similar in appearance to High Elves, although most of them sport silver or golden hair and purple or light blue eyes. They are of even more slender build than their lesser cousins. But besides their great beauty, they are arrogant and haughty beings, generally disliked by most other races that have contact with them (which is next to no one on a regular basis... mostly you will meet Gray Elves in a chance encounter -- if you notice them at all!). Gray Elves tend to regard all the non-elven races as lesser beings, more closely related to animals than to "True Beings", as they like to call themselves. They are also even more frail than their lesser cousins, which they balance with a greatly enhanced agility and magical powers of which other races only dream.

Gray Elves train in the following skills: Dodge, Listening, Literacy, and Stealth.


Dark Elves are as evil as Gray Elves are beautiful. Many millennia ago they were exiled into the Underdark after a long and hateful war with the other elven sub-races. Dark Elves worship Lol'th, the evil demon queen of all spiders. During the millennia beneath the earth, they were corrupted by the dark secrets they managed to unearth. Their skin is as black as their souls. In contrast, their hair is of pure white color. Dark Elves are of very slender frame and slightly smaller than their surface-dwelling cousins. Dark Elves are hated and feared by almost everyone because of their cruelty and lack of mercy. They possess great magical talents, are very nimble and have an excellent perception in the underground. Because of their long absence from the sunlight, they are almost blind when adventuring in the daylight. Their greatest enemies are their surface cousins. Despite the general evil disposition of this race over the centuries, they have spawned some very rare individuals who have left their homelands and are eternally remembered in legends and song because of their valor, goodwill, and courage.

Dark Elves train in the following skills: Alertness, Climbing, Find Weakness, and Stealth.


Mist Elves are a truly ancient race, literally born from the mists of time. They are almost immortal and some of their ancient members are believed to have been present at the dawn of creation. Their incredible lifespan gives them a very different and aloof outlook on life and civilization as they regard even Gray Elves as mere toddlers. Combined with the fact that Mist Elves are a very magical race, their bodies being made from magically solidified mist, they appear frightening, uncaring, cold and wise at the same time. They scoff at the views of the younger races and life doesn't mean much to them, having seen many empires rise and crumble within the span of a single Mist Elf's life.

Mist Elves are even larger than Gray Elves but thin and frail beings. Their skin is almost white, their hair is pearly white and it seems to move with a slight breeze all the time. Their breath is misty and their eyes are pearly, violet, pink or yellow. Mist Elves move almost without sound. Their physique is weak and they are not very strong. Additionally they are the most fairy-like of elves, going so far that the prolonged touch of mundane metal burns their skin like acid. Thus they prefer to wear and wield weapons and armaments of precious metals, like mithril or adamantium. Despite their weak physique they are dangerous warriors as the mist-like makeup of their body greatly reduces damage taken in melee combat.

Gray Elves despise Mist Elves, viewing them as uncaring beings devoid of emotion and lacking the general elven love for life. Mist Elves just chuckle about the antics of their baby cousins. Mist Elves, having been lifted from the mists of time themselves during creation, have a very specific grasp of necromancy. Most of them - if not drawn towards Chaos due to boredom - hate undead and are very powerful in combatting them by using their magical powers to wreak great harm upon undead. Mist Elf necromancers are able to create special creatures and engage in an act of creation rather than infusing dead beings with unholy energies, called white necromancy by themselves.

Mist Elves are the rarest of all elves. You will encounter a thousand Gray Elves before you see one Mist Elf. They are rumored to live in misty areas high in mountain valleys or deep in the hills, but no known mortal has ever seen one of their settlements. Some sages believe them to be physical manifestations of the dreams of gods, others regard them as leftovers from the act of creation itself. Mist Elves just chuckle and move on at such useless ponderings.

Mist Elves train in the following skills: Alertness, Concentration, Dodge, Literacy, Necromancy and Stealth.


Dwarves are a small, hardy and taciturn race. They barely grow to be four and a half feet. Their body is stocky and their endurance is legendary. Dwarves are especially proud of their long beards and their great craftsmanship with metals. The dwarven race has spawned the greatest of all smiths. Their skill in forging weapons and armor is unsurpassed, as is their greed for gold. They are able warriors, brave to a fault, have an excellent sight in the underground and are experts at detecting secret doors and traps.

Dwarves train in the following skills: Climbing, Detect Traps, Metallurgy, Mining, and Smithing.


Gnomes are the smaller cousins of dwarves. They live in rolling hills and wooded valleys. They are great connoisseurs of gems and the best gem carvers known in the whole world. Gnomes are famous for their very black humor and their great magical skills. They are about four feet high and not so stocky as dwarves. They groom their beards very well, although they generally favor short cropped beards. Gnomes are great leather workers and gnomish boots are a quality product every race greatly enjoys (except trolls and maybe hurthlings). Their greatest enemies are the kobolds living in the tunnels below the mountains. They normally attack each other on sight. Gnomes are excellent crossbowmen who prefer to utilize light crossbows for ranged attacks.

Gnomes train in the following skills: Gemology, Listening, Mining, Pick Pockets, and Ventriloquism.


Hurthlings are the smallest of the little people. They grow to be an average three to three and a half feet high. They are sturdy and brave. Most hurthlings prefer to walk without shoes. Their feet are very well accustomed to this as they sport a leathery sole and are covered with thick and bushy hair. Hurthlings rarely wear beards and generally prefer short-cut hair. They (mostly) are not an adventurous people. They enjoy their burrows, like to farm and sit together to tell stories. Their greatest pride are their beautiful gardens and the good tobacco they produce. Hurthlings generally mistrust outsiders and foreigners and shun them most of the time. A hurthling needs six meals a day to be happy and a comfortable bed to sleep in. Those few hurthlings who chose to be adventurers are mostly very talented thieves. Because of their small size and their low strength, hurthlings are not very well suited to be fighters. One of their favored sports is tossing rocks (with or without slings) at distant targets -- consequently many hurthlings are deadly shots both with slings and thrown rocks. Hurthlings have been known as hobbits in later ages and in other areas.

Hurthlings train in the following skills: Archery, Cooking, Food Preservation, Gardening, and Stealth.


Orcs belong to the dark races, created in the same dark pits as trolls. They mostly are the arch nemesis of many of the intelligent races, as they reproduce quickly and enjoy plundering, killing and spreading havoc in general. The average orc is five and a half to six feet high, weighs 130 to 150 pounds and has a gray to black skin. Their eyes glow red in the dark. Orcs shun sunlight, as it tends to hurt their eyes greatly. Because orcs mostly live in the underground, they are very good at detecting secret doors. Orcs make good fighters and are also known to spawn mighty priests serving their cruel war deity, Gruumsh, the One-Eyed and All-Seeing.

Orcs train in the following skills: Backstabbing, Climbing, Find Weakness, Metallurgy, and Mining.


Drakelings are humanoid lizard-like creatures about six feet tall. They weigh 150 to 200 pounds and are covered with blue or green scales. They speak with a hissing accent and normally wear few clothes (besides their armor and weapons). Drakelings are able to spit a powerful acid at enemies, although this fatigues them. The origins of the Drakeling race are hidden in a past long forgotten. They reappeared some years ago and quickly spread across the continent. Sages believe that they remained for many centuries in a kind of hibernation which only recently ended. Drakelings are good at everything. They are very deadly shots with a weapon unique to their race, the drakish scurgar.

Drakelings are cold-blooded creatures. Therefore, extreme temperatures influence them: when it gets cold, they slow down. On the other hand, great heat is beneficial for them as it speeds up their reflexes. Their breath weapon causes {x}d6+{y} points of damage. {x} is equal to the maximum of 2 and the current PC level divided by 3. {y} is equal to the PC level divided by 2.

Drakelings train in the following skills: Alertness, Food Preservation, Music, and Swimming.


Ratlings are one of the numerous yet rarely noticed races. These lean and wiry humanoid rats thrive in larger settlements and enjoy interacting with other races. Whether they are the result of an ancient lich trying to create a servitor race, chaos-spawned descendents of plain rats from the dawn of time or just one more example of the abundance of life forms in Ancardia still is a matter of dispute among sages. No matter what, they are accepted as skilled traders, quick warriors and crafty thieves - acceptance in the latter case meaning careful observation and quick reaction from other races. Ratlings grow to about 5 and a half feet in size and weigh 90 to 120 pounds. They usually sport brown hair although black, gray and a rare albino white are not unheard of. Their eyes are either black, brown, yellow or red in color, black being dominant.

Ratlings train in the following skills: Appraising, Climbing, Detect Item Status, Haggling, Stealth, Survival and Swimming.

The Classes

In ADOM, every character belongs to a certain profession which describes what he learned in his youth. This profession is called a class and determines his special abilities and starting equipment (equipment is also dependent on race). Additionally, each class receives a skill package to account for the knowledge you gain during your apprenticeship (see the section on skills for a complete list of all skills available in the game).

Finally, each and every class will provide special powers to the character once a specific experience level is gained. The more powerful the character gets, the better these abilities will be. Some abilities are magical, some are natural talents, some are automatic, others must be used manually, but each and every ability will serve to simplify some aspect of your adventuring life. Special powers are gained at levels 6, 12, 18, 25, 32, 40 and 50. All these special powers are usually invoked (if this is necessary) with the C-x command -- if this keybinding does not work for you check your online help (press ?-K).

The following classes can be chosen:


Archers are deadly shots. Although the name of their class seems to imply this, not all of them prefer to use bows. The race of an archer has great influence on their preferred missile weapon. Archers are expert fighters in missile combat, rarely missing their targets and trained to hit the vital spots of their opponents. In close combat, archers are less formidable, although they are still dangerous.

Archers are trained in the following skills: Alertness, Archery, Climbing, Concentration, Dodge, Fletchery, Listening, and Stealth.

At higher levels archers are the most deadly marksmen in all Ancardia. At level 6 a missile attack takes up but 800 energy points. At level 12 the range for their missile attacks is doubled. At level 18 they are a lot more productive when applying fletchery. At level 25 missile attacks cost but 600 energy points. At level 32 they become able to completely dodge enemy missiles. At level 40 missiles attacks have a 20% chance to penetrate armor and at level 50 they are able to hit several targets with one missile.


Assassins are a dark and mysterious class. They are trained to end the life of their opponents quickly and silently. Many of them favor poisons to achieve this goal.

Assassins are trained in the following skills: Alchemy, Alertness, Archery, Backstabbing, Climbing, Detect Traps, Dodge, Find Weakness, Pick Locks, Stealth, and Two Weapon Combat.

At higher levels assassins get a lot more deadly in their trade. At level 6 they can create poison from any potion (except for water and fruit juice). At level 12 their backstabbing powers get a lot more deadly. At level 18 the range of their missile attacks is increased by 30%. At level 25 their chance to score critical hits is increased by 20%. At level 32 the dodge bonus they gain is doubled. At level 40 they become immune to poison. At level 50 they receive a small chance to score instant killing hits. This chance is based upon the level of the target.


Barbarians hail from the harsh northern lands of Ancardia, from the roughest mountain peaks, the wildest hills and the most remote forests. What they lack in equipment, they more than equalize with their great strength, enormous toughness and deadly weaponry. Barbarians are very well experienced in the arts of battle and are well prepared to cope with the dangers of the wilderness.

Barbarians are trained in the following skills: Athletics, Climbing, Dodge, First Aid, Herbalism, Stealth, Survival, Swimming, Two Weapon Combat, and Woodcraft.

High-level barbarians are fearsome fighters. At level 6 they learn to deliver mighty blows that cause double damage (for the cost of 2500 energy points). At level 12 moving costs but 750 energy points. At level 18 they can deliver tremendous blows that cause triple damage (for the cost of 4000 energy points). At level 25 they start to gain +1d4 additional hit points per level. At level 32 barbarians gain a one-time bonus of +3 to strength and toughness. At level 40 they gain a +10 damage bonus with each melee attack when fighting as a true berserker (which basically means that they have to fight naked, e.g. without any armor, and switching the tactics rating to the appropriate setting). At level 50 melee attacks take up but 800 energy points when fighting as a true berserker. IMPORTANT: Note that both the mighty and the tremendous blow count only for the first blow, even if the character is delivering a series of blows (because he wields more than one weapon, etc.).


Bards are musicians, entertainers and entrepreneurs. They try to make an easy living by telling good stories for a meal. Most of them are below average fighters and don't possess much equipment. This is balanced by their knack to stumble upon strange items. Apart from that, bards make fast friends with strange beings at times. A bard starts his dungeoneering life with one loyal monster or animal companion. Once a bard has become friends with another being, this friendship lasts for a lifetime. Many legendary bards in Ancardia were accompanied by monster or animal companions of equal fame. It is said that talented bards are able to calm the spirit of a beast with their ethereal music.

Bards are not trained in specific skills (except for Music), but rather receive a randomly determined group of skills. They also receive more skills than any other character class.

As bards advance in level they become more and more versatile. At level 6 they receive one additional free skill increase per advancement. At level 12 they gain +1d3 skill levels in 6 randomly chosen weapon skills. At level 18 they receive a base score of 80 + (10 * Learning score) + (20 * Mana score) in four randomly chosen spells. At level 25 they receive 6 random skills (or improve their abilities in up to 6 skills). At level 32 they double their hit point regeneration speed. At level 40 they double their mana point regeneration rate. At level 50 they receive a bonus of +6 to all attributes.


Beastfighters are partly mystic, partly primitive warriors who excel at weaponless combat. They are lightly armored but extremely tough and fearsome opponents due to their weaponless fighting style. They are well accustomed to wilderness settings and very resistant to poisons -- especially to animal poisons. The more experienced a beastfighter becomes, the more deadly he is in melee combat. Beastfighters are especially likely to score critical hits when fighting animals in melee combat.

Beastfighters are trained in the following skills: Athletics, Climbing, Dodge, Healing, Herbalism, Listening, Stealth, Survival, and Swimming.

With increasing experience, beastfighters perfect their natural fighting style and their attunement to the wild beasts. At level 6 they become poison resistant and at level 12 their wild fighting style makes them stun resistant. At level 18 movement costs them but 700 energy points. At level 25 they can summon 2d2 cave bears or silver wolves for the cost of permanently losing one mana point (which eventually regenerates after a lot of time has passed). At level 32 they become able to exchange positions with hostile monsters. At level 40 they can stun opponents on critical hits and at level 50 they gain +6 to both strength and toughness.


Chaos knights are the dark war leaders of the legions of Chaos. Former members of the common races, they have fallen to the lure of Chaos, having become corrupted and tempted. Now they serve as mighty warriors and brutal fighters on the war-torn battlefields of Ancardia. Clad in mighty armors and wielding brutal weapons they slay their foes left and right and cherish the brutal massacres in which they partake. They are lost to Law and Balance and their only aspiration is to become the mightiest warriors of Chaos, potentially usurping their leaders and toppling their reign to instill an even more brutal regime.

Chaos knights are trained in the following skills: Athletics, Backstabbing, Dodge, Find Weakness and Two Weapon Combat.

The more powerful chaos knights become, the more effectively they wield the forces of Corruption. At level 6 chaos knights begin to regenerate wounds when they become infused with corruption. At level 12 they receive a speed bonus of +1d(level) (determined each turn anew). At level 18 they gain a weapon skill level bonus of +1d8 with each melee weapon they wield (determined each turn anew). At level 25 they receive a random bonus of +1d(number of corruptions) to Strength, Dexterity and Toughness (determined each turn anew). At level 32 corruption starts to work more slowly on chaos knights (only 50% effectiveness if they have 10 or more corruptions, only 75% effectiveness if they have 5 or more corruptions). At level 40 they receive a damage bonus of +1d(level) when fighting with two-handed melee weapons (determined anew each turn). At level 50 they receive a PV bonus of +4d6 (determined anew each turn).


Druids are nature priests. They worship the Old Gods and regard all nature as a holy thing to worship and protect. Their specialty are spells of nature and protection. It is said that no animal will willingly harm a druid.

Druids are trained in the following skills: Climbing, Concentration, First Aid, Gardening, Healing, Herbalism, Listening, Literacy, Survival, Swimming, and Woodcraft.

At higher levels, druids become extremely attuned to nature itself. At level 6 they learn to evade wilderness encounters whenever they choose to do so. At level 12 they regenerate power points twice as fast as usual while in the wilderness. At level 18 they become immune to all weather effects. At level 25 they are able to summon 1d3 major animals as servants at the cost of 1d3 mana points (an almost permanent loss, as it only regenerates after a very long period of time). At level 32 they regenerate hit points twice as fast as usual while in the wilderness. At level 40 they become immune to lightning. Finally, they suffer 10% less corruption from all such attacks at level 50 due to their close connection to nature.


A duelist emphasizes physical and mental acuity, and precision in all things. Thus, the ability to accurately perceive their surroundings, and gracefully move through them, along with an appreciation for the fine arts that help separate them from their more thuggish contemporaries. They rely on the swiftness of their strikes and their agility to keep them safe from harm. Duelists differ between races however - while a high elven duelist might elegantly skewer his opponents with a rapier while darting through their defenses, a trollish duelist's idea of precision might be the simple fact that their size, reach, and strength allows them to lunge at their opponents from an amazing range and smash them over the head before they can respond, while their mental acuity might be the simple zen of knowing nothing but the clubbing, letting nothing interfere with their "art".

Duelists are trained in the following skills: Alertness, Athletics, Concentration, Dodge, Find Weakness, Healing, Law.

All duelists rely on fighting unencumbered and using a single one-handed weapon (and no shields!). When endowed in this way they receive a multitude of benefits: all duelists receive an extra +1 to-hit bonus per weapon skill rank and +1 to damage per two weapon skill ranks with their weapon. At level 6 they require 15 energy points less for melee attacks per weapon skill rank for their weapon. At level 12 they receive an extra +2 DV bonus for each weapon skill rank in their selected weapon. At level 18 they can glove slap opponents by giving gauntlets to them (for a 2d3-turn stun). At level 25 their armor penetration probability is increased by +20%. At level 32 their dexterity increases by +12. At level 40 they gain a +6 weapon skill rank bonus for all one-handed melee weapon skills. At level 50 they receive a +20 speed bonus.


Elementalists are magicians specialized on dealing with the four elements: fire, water, earth and air. Their spells specifically deal with those elements and their magic equipment reflects this preference, too. Elementalists normally don't use written magic but employ powers they harness from within. Their magic thus is somewhat limited in one way and a lot more powerful in other ways. Elementalists generally use a less scientific approach to magic than wizards usually do.

Elementalists are trained in the following skills: Climbing, Concentration, Gemology, Healing, Listening, Literacy, Metallurgy, and Swimming.

Experienced elementalists use very special powers provided by their close elemental attunement. At level 6 they become fire resistant, at level 12 they become shock resistant. At level 18 they are immune to all weather effects. At level 25 they are able to breathe water. At level 32 they can unleash an elemental storm at the cost of 120 power points which fires a random bolt (fire, lightning or frost) into each of the eight available directions, starting from the position of the elementalist. At level 40 they can summon an elemental as a pet. This forces them to permanently sacrifice two mana points (which eventually regenerate -- albeit after a very long period of time). At level 50 they can automatically burrow through stone (at the cost of 20 power points and 1500 energy).


Even among the most average folks, there are some valiant and larger-than-life persons who are born to achieve more than their parents and grand parents. After the news about the impending danger had spread throughout the lands, those people started their journey to the location in the Drakalor Chain which might change their destiny -- and the destiny of their world. Farmers are neither great fighters nor skilled magicians, but they possess inner strength and endurance from years of labor. Often they are accompanied by their trusted dogs. They are accustomed to hunger and hardship and often have very little to lose compared to the amount of fame they might be able to win. Equipped with a broad knowledge about herbs and food, they are probably the best prepared class (except for barbarians and beastfighters) for extensive travels.

Farmers are trained in the following skills: Archery, Bridge building, Cooking, First Aid, Fletchery, Food Preservation, Gardening, Haggling, Herbalism, Smithing, Stealth, Survival, and Woodcraft.

The more experienced farmers become, the better they adjust to their hard circumstances of life. At level 6 their carrying capacity is doubled due to their training and experience with moving around great loads during harvest time. At level 12 they need only half as much food as everybody else (except for monks who also know how to survive on very little). At level 18 they learn to pick herbs with a lot more skill to select the better ones. At level 25 they learn about making iron rations from corpses. At level 32 they receive better chances to increase their physical attributes and physical attribute potentials. At level 40 they gain a +3 bonus to strength and toughness. At level 50 they have become so much attuned to basic nature that all corruption effects are reduced by 30%.


Fighters are simple warriors who have learned how to best face an opponent in melee combat. Most of them are well armed and armored. Fighters are tough and strong due to their physical training.

Fighters are trained in the following skills: Archery, Athletics, Dodge, Find Weakness, Metallurgy, Stealth, Swimming, and Two Weapon Combat.

With increasing experience, fighters become more able to efficiently use armor as a means of protection. Only the PV bonus of helmets, body armor, shields, gauntlets, cloaks, girdles, and boots will be improved in this way. At level 6 a fighter gains +7% to PV from such items, at level 18 this bonus is increased to +15%, at level 32 it's +25%. At level 12 fighters gain a +50% bonus to DV adjustment provided by the dodge skill. At level 25 their chance to score critical hits is increased by 10%. At level 40 fighters are able to use a powerful bash attack which causes more damage (+20%) and has a greater chance to stun their opponents. The downside of this attack is that it costs 500 additional energy points to use. At level 50 fighters learn to use a powerful all-round attack costing 3500 energy points. This attack can be used against every opponent in the immediate vicinity of the fighter.


Healers are exactly that -- masters of the arts of healing, well equipped with magical healing items and means to examine patients. Most of them are very robust and resistant to poisons and diseases. Healers are not great fighters. They prefer to save lives rather than to take them, although they are nonetheless able to live through fights.

Healers are trained in the following skills: Alertness, Concentration, Cooking, Find Weakness, First Aid, Healing, Herbalism, and Literacy.

Experienced healers have a vast array of means at their disposal to soothe the pain of living beings, to treat diseases and poisons and to prevent suffering. At level 6 they regenerate wounds at twice the normal speed, at level 12 they triple their recovery rate. At level 18 they become able to use both the Healing and the First Aid skill on others (and not only themselves). Starting with level 25 they automatically gain access to the following spells: Calm Monster, Cure Light Wounds, Slow Poison and Cure Disease (with each additional level their knowledge increases). Starting with level 32 they gain 2d3 additional hit points per level. At level 40 they gain access to the following spells: Cure Serious Wounds, Neutralize Poison (again their knowledge increases with each new level). At level 50 they almost immediately recover from the effects of disease, bleeding and poison and gain a +8 bonus to their toughness score.


Merchants are masters of trade and bartering. They almost all are very wealthy, charming and experts in communication. Each merchant specializes in trading with a certain type of magical items during their apprenticeship. At the beginning of their career, they are equipped with a sample of items to trade with (or use). Merchants are neither well-armed nor well-armored and have to be careful in fights. Should they encounter one of the rare dungeon shops, they will probably make some great deals.

Merchants are trained in the following skills: Appraising, Detect Item Status, Gemology, Haggling, Herbalism, Literacy, Metallurgy, Pick Pockets, and Survival.

Experienced merchants become true masters of their trade -- being able to sell almost anything to anyone and also being able to haggle for the best prices. At level 6 shop prices for merchants will be lowered by 20%. At level 12 their carrying capacity is doubled. At level 18 shop prices will be lowered by 40%. At level 25 they no longer are affected by any kind of weather. At level 32 shop prices are lowered by 60%. At level 40 they learn to calm monsters by giving away items. At level 50 their carrying capacity is tripled (due to their enormous talent of organization). Finally at that level they also learn a magic spell that allows them to create new items.


Mindcrafters use a very exotic and very different magic. They utilize their mental powers to evoke astonishing effects. Mindcrafters are very rare and only few people have ever heard about them. While they are physically weak, they are mentally extremely strong and resistant.

Mindcrafters are trained in the following skills: Concentration, Gemology, Haggling, Herbalism, Literacy, Music, and Stealth.

Experienced mindcrafters master various mental powers. At level 6 they learn to quickly recover from confusion attacks. At level 12 they become able to sense the amount of enemies within a limited area (that is the current level). Starting with level 18 they gain +1d6 additional power points per level since they manage to unlock previously untapped mental energy sources. At level 25 their willpower is increased by +5. At level 32 they can block some of the corruption they suffer when contacting beings of Chaos. At level 40 they unlock even more unused areas of the brain and from then on gain +3d5 additional power points (cumulative with the bonus from level 18) per level. At level 50 they finally manage to resist some of the damage they suffer when contacting undead: damage is halved (see the section on mindcraft for details).


Monks are able martial artists striving to achieve perfect mastery of body, mind and spirit. They are experts at fighting unarmed, very good at dodging attacks and strong of will. Monks need to be unencumbered to be able to use their special martial art powers. Monks take vows of poverty at their initiation to prevent distraction by worldly means.

Monks are trained in the following skills: Alertness, Athletics, Concentration, Dodge, Find Weakness, Healing, Literacy, and Stealth.

The further monks advance, the more they hone their movement skills and unarmed combat powers. At level 6 monks learn to use a circular kick with which they can hit every opponent in the vicinity (but also all friends, so be careful). Using this kick costs 2500 energy points. At level 12 a normal move costs them but 800 energy points, at level 18 but 600 energy points. At level 25 monks become able to change positions with hostile opponents. At level 32 they can score instant kills in melee combat against up to human-sized creatures. At level 40 they can do so against humanoids of any size. At level 50 they have become so attached to the flow of the universe that they actually are able to resist Chaos to a certain limit -- Chaos effects are lowered by 10%.


Necromancers are practitioners of the dark arts. Though not very effective in melee combat, their spells are deadly and dangerous. Their most horrible power, though, is the ability to animate corpses and use them as slaves. Luckily, only humanoid corpses can be used in this evil way. Necromancers are outlawed and despised in most places and feared and avoided like the plague in all other locations.

Necromancers are able to command the slaves they create. Their slaves will follow these commands without questioning. To invoke a command, you need to press 'C-x'.

Necromancers are trained in the following skills: Alchemy, Appraising, Concentration, Find Weakness, Food Preservation, Herbalism, Literacy, Necromancy, and Stealth.

With increasing experience, Necromancers master all aspects of undeath. At level 6 they slowly develop a resistance to all special attacks from undead (like strength drain or paralyzation). The base chance for resistance is equal to 40% + 1% per level of the necromancer. At level 12 they learn to turn undead. At level 18 they are able to raise all humanoid corpses in sight as ghuls. These corpses quickly decompose and turn to ashes after a number of turns. Each animated corpse drains 10 power points. At level 25 they can use the dreaded Shadow Touch, which allows them to absorb the life energy of enemies when fighting bare-handed and wounding an enemy. At level 32 they can raise all corpses in sight as wraiths (similar to the power at level 18). Each animated corpse drains 20 power points. At level 40 they have to pay but one-half of the usual Necromancy cost (see the skill description) when animating undead of a power level up to spectres. At level 50 they finally learn to overcome Death herself and are able to return to the living when killed, if their Toughness at the point of death was 10 or higher. Coming back in this way demands a high price. They lose one-half of their toughness and one-half of their hit points permanently.


Paladins are noble fighters (from the point of view of their respective race... an orc paladin is _very_ different from a human paladin). They are well trained both in physical activities (not as well as fighters, but still very good) and in philosophical activities (not as good as priests, but...). Paladins are generally very well equipped by their respective churches. Many of them possess blessed items.

Paladins are trained in the following skills: Athletics, Concentration, Dodge, Healing, Law (if they are lawful initially), Literacy, Stealth, Swimming, and Two Weapon Combat.

With increasing experience, paladins gain holy powers fueled by their strong beliefs and their religious upbringing. Due to the nature of these powers, they are not able to use them if they aren't in decent standing with their deity. At level 6 they can cure disease once per 1000 turns. At level 12 they gain the ability to turn undead (this action costs 3000 energy points to use). At level 18 they can discover the alignment of a beast by simply looking at it. At level 25 they receive a protective aura which gives them +1DV per 2 levels against chaotics (if they are lawful), lawful ones (if they are chaotic) or non-neutral opponents (if they are neutral) while in melee combat. At level 32 they can use a healing touch once per 1000 turns to cure (level - 24)d6 points of damage. When reaching level 40 they become highly resistant to some special melee attack powers used by undead beasts and demons (specifically, they become resistant to strength drain, toughness drain, sickness and paralyzation). At level 50 they are strengthened by their beliefs so much that all corruption effects are reduced by 30%.


Priests serve the various gods. They receive magical powers from their gods but are servants for their whole lifetime. Many of them carry holy items.

Priests are trained in the following skills: Concentration, Detect Item Status, First Aid, Healing, Herbalism, Literacy, and Music.

With increasing experience priests gain holy powers fueled by their strong beliefs and their religious upbringing. Due to the nature of these powers, they are not able to use them if they aren't in decent standing with their deity. At level 6 priests can turn undead. At level 12 all spell costs are reduced by 10%. At level 18 all spell costs are reduced by 25%. At level 25 all spell costs are reduced by 50%. At level 32 priests are allowed to pray twice as often as anybody else. At level 40 they are able to destroy minor undead (skeletons, zombies, ghuls, shadows, ghosts, wights, wraiths, ghost bats, slow shadows, mummies, corpse fiends and shadow centipedes). At level 50 they are able to destroy major undead (liches, spectres, vampires, revenants, skeletal warriors, ghost lords, shadow trolls, master liches, shadow lords, greater mummies and steel zombies).


Rangers are fighters favoring natural environments. They are excellent trackers and masters at fighting with two weapons. Most of them are wearing light armor to retain their mobility but in turn are well armed. Many rangers carry missile weapons.

Rangers are trained in the following skills: Alertness, Archery, Athletics, Climbing, Dodge, Food Preservation, Healing, Herbalism, Survival, Swimming, Two Weapon Combat, and Woodcraft.

The more experience rangers gain, the more attuned to nature they become. At level 6 they are a lot more capable to survive in the wilderness through the means of the Survival skill as they find a lot more food in far less time. They also become immune to all negative weather effects since they have by now learned to avoid all related problems. At level 12 rangers are no longer slowed down by terrain effects. At level 18 the range of all missile attacks is increased by +4. At level 25 they can automatically evade all wilderness encounters. At level 32 and 50 the weight of two weapons used at the same time can be doubled/quadrupled without incurring negative effects. Starting at level 40 movement costs but 750 energy points.

Note for the special power at levels 32/50: usually your to-hit adjustment for fighting with two weapons is determined in the following way:


Need we say more? For the sake of completeness: Thieves are very good at stealing, opening locks, finding and disarming traps and other secretive activities.

Thieves are trained in the following skills: Alertness, Appraising, Backstabbing, Climbing, Detect Traps, Disarm Traps, Listening, Pick Locks, Pick Pockets, and Stealth.

Highly experienced thieves are masters of stealth, trickery and robbery. At level 6 thieves automatically use the search command on every step they make. At level 12 they get a lot more deadly with backstabbing attacks. At level 18 they become able to pilfer shops due to their exceptional agility and skill (but take care of experienced shopkeepers -- they might be very vigilant!). At level 25 thieves learn very deadly (and dirty!) fighting tactics allowing them to stun humanoid monsters with critical hits (a good kick at the right time does wonders). At level 32 they manage to pick the best stuff from other folks' pockets, occasionally even discovering highly valuable items. At level 40 their speed is increased by +20. At level 50 they are invisible as long as they are adjacent to a wall due to their exceptional stealth (but make sure that you don't carry any light source!).


Weaponsmiths are crafty men and women able to repair damaged metal equipment and improve items. Weaponsmiths normally are well-equipped and carry the tools of their trade. They are strong and resilient, hardened by many hours of strenuous work.

Weaponsmiths are trained in the following skills: Appraising, Athletics, Concentration, Detect Traps, Find Weakness, Haggling, Metallurgy, and Smithing.

Weaponsmiths perfect their skills at higher experience levels. At level 6 they become able to melt all metal items into ingots. At level 12 they can forge items four times as fast as everyone else. At level 18 they gain a +4 bonus to strength. At level 25 they automatically recognize all metal types. At level 32 weaponsmiths become immune to fire. At level 40 they gain a +8 bonus to toughness. At level 50 they automatically know the damage caused by unidentified melee weapons.


Wizards are masters of the 'art'. They wield great magical powers and are able to create fireballs, lightning strikes and magical protection spells. Their great magical powers are balanced by their mediocre fighting abilities. Most mages spend their lives studying books and conducting arcane experiments in hidden laboratories and thus have next to no time to practice their physical skills.

Wizards are trained in the following skills: Alchemy, Concentration, Healing, Herbalism, Literacy, Stealth, and Ventriloquism.

With increasing power, wizards become more and more skilled in the magical arts. At level 6 all spell costs are reduced by 10%, at level 12 all costs are reduced by 20% and at level 18 all costs are reduced by 40%. Starting with level 25 they slowly gain experience in one randomly chosen spell per level. At level 32 they become able to recharge wands (but no wand can be recharged more than once by a wizard). Recharging costs 50 power points per charge. If the wizard tries to overcharge the wand, he risks losing one mana point permanently. At level 40 wizards learn to uncurse items. This permanently costs one mana point. At level 50 they finally get basic knowledge in all commonly known spells.