ADOM Guidebook

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Increasing stats - Training explained - Training with Garth - Training with herbs - Eating corpses - Drinking potions - Crystals of knowledge - Rearranging stats - Increasing stats beyond their usual limits - Luck - Speed


Stats are referred to as Attributes in the ADOM Manual. A basic description of them can be found there. The current value for stats is displayed on the main game screen. The current value and the potential maximum value for the PC's stats can be found on the screen shown by the @ command.

Stats can increase or decrease for many reasons, some of which are detailed below. When a stat changes, the following messages are generated:

Stat changes
StatIncreases Decreases
Strength Your muscles feel stronger Your muscles soften
Learning You feel studious Thinking seems to get tougher
Willpower Your will seems inflexible You feel soft-hearted
Dexterity Your movements are getting swifter You are getting shaky
Toughness Your health increases It seems that you are getting a cold
Charisma You feel very self-confident You feel reserved
Appearance Your looks improve You are growing a wart
Mana You feel more in touch with the world You are getting out of touch with everything
Perception Your senses sharpen You seem to get less perceptive

0.6.1 Increasing stats

It is to any PC's advantage to raise stats to the potential maximum and beyond. There are several ways to do this. Stats may be increased to their potential maximum (and beyond) naturally by training the stat. Training stats naturally

How to train stats naturally
StatHow to increase (or decrease) naturally
Strength Burdened if St<15, Strained if St<16, Strained! if St<18, Overburdened if St<20
kicking stairs trains St a lot (+20), but beware of stairs collapse (St/2000 chance)
kicking down doors
breaking webs if St < 15
using pickaxe successfully on rock
of weakness abuses St
Learning reading scrolls and spellbooks
casting Identify
potion of literacy (20/100/500 C/U/B)
dull room abuses Le
Willpower casting spells/reading books while confused/stunned
of surrending abuses Wi
Dexterity disarming traps
evading door traps
catching a returning missile weapon (Dx / 20 chance to catch)
moving over discovered pit trap
of fumbling abuses Dx
Overburdened abuses Dx (-2)
Toughness cure sickness (1d10)
waiting for sickness to wear out (+10)
eating candy or gnomish candy abuses To (-5/-50)
Charisma no known way to train naturally
Appearance no known way to train naturally
Mana casting spells from PP, from HP abuses Ma -1d500+500
evading undiscovered traps
creating undead slaves (a lot, but costs Ma)
Druid summoning monsters
Perception casting Knock
drinking carrot juice, best if blessed (+6), cursed abuses (-6)
disarming traps
evading door traps
finding secret doors
being Blind for long periods

The Athletics skill also helps raise physical stats (St, Dx, To) more quickly and has a half effect on Appearance. It trains twice as fast if stat < 10, and three times as fast if stat < 5. It happens at only level up, basic effect is skill level x 100.

Training explained

Training value is associated with every stat, ranging from -5000 to 5000. Natural training happens once in 500-1000 turns, and always at level up. Every level up trains every stat by level if it's not at potential max. If St < 10, train by 100 at level up, if < 5 another 100. Also with Toughness.

There is a chance that the stat will be increased or decreased on each check. No training occurs if Training=0, if Training>0 then a stat increase is possible, otherwise a stat decrease is possible.

If the stat isn't at maximum (or Training is negative), number from 1 to N is rolled randomly, and if abs(Training) > RolledNumber, then the stat is increased or decreased. It means the smaller N, the bigger chance for a stat change. If Learning>9 (or Training is negative), N = X*(Stat+10), otherwise N = X*(Stat+20-Le). X=50 if Training is positive, X=10 if negative; it means negative training generates 5 times smaller N, thus is 5 times more effective. If the stat was increased, Training is decrerased by 1000 points, but not below zero. If a stat decrease occured, Training is set to 0.

If the stat is at its potential (and Training is positive), or it is not at potential but 1/10 chance, (another) number from 1 to StatPotential*100+750 is rolled randomly. If Training > RolledNumber, then the stat potential goes up and Training is decreased by (another) 2000 points, but not below 0.

Finally, another 1000 points of Training are removed, not below 0. To sum up, PC loses 1000 points of Training on unsuccessfull check, 2000 on stat increase, 3000 on potential increase, and 4000 on stat and potential increase. Training with Garth

The dwarven weaponmaster Garth, found in Dwarftown, can be paid to increase stats other than Appearance and Mana. The formula for how much to pay is ($100 * stat)+1 value, doubled once for each 5 points over 15. This is a general formula that may vary according to the PC's race (probably myth).

See section 2.5.5 for a bit more detail on training with Garth. Training stats with herbs

Two of the herbs can be used in order to increase stats to a maximum of about 25-27 per stat. These are:

Tip: when your Wi/To stats or your Dx stat is 24 and the natural maximum is greater than 24 (in other words, when one more increase would put you to 25), use all of the morgia and not cursed moss of marelion you can, since once you hit 25, the herbs become useless. But if you pack on the training at 24, you may still get another increase or two after you hit 25, from the remainder.

In any case, do not eat or use additional herbs until the stat increases have taken effect - this may take a while. Increasing stats by eating corpses

Many corpses have an affect on stats. Some simply increase a given stat, others will increase one stat while decreasing another. Some have a limit, that is, they will only increase a stat to a certain number, after which they will have no effect. Others affect stats regardless of their value.

For example, spellcaster corpses have 17% probability of granting +1 Ma, except for kobold shaman corpse, which always grants +1 Ma, but also causes sickness. Refer to section 0.3.3 for the other effects resulting from eating monster corpses. Increasing stats with potions

There are five kinds of potions that increase or decrease the PC's stats directly: potions of -stat-, potions of potential -stat-, potions of boost -stat-, potions of gain attributes and potions of carrot juice. Rearranging stats is dealt with below.

Potions of -stat- behave as follows: Crystals of knowledge

'U'sing crystals of knowledge has two possible effects: if the crystal is uncursed, a bit of the level layout around the PC is revealed. If the crystal is blessed, a 1d2 increase to the Learning stat may also occur. In ADOM 1.0.0+, there is a limit similar to that encountered with herbs: Learning increase mostly fails around 25 - 27 or so with blessed crystals of knowledge.

0.6.2 Rearranging stats Potions of exchange

Drinking a potion of exchange changes your stats, not taking into account any effects from corruption or equipment. A cursed potion of exchange swaps six stats randomly, an uncursed one twists five, and a blessed one swaps two stats around. Potions of balance

Potions of balance can be very, very helpful if you know how to use them. When you drink one, the game calculates the average of all of your stats, rounds it down, and adds a number depending on the potion's status. For a blessed potion, it's +3, uncursed 0, and cursed -3. The stat changes are based on this final score.

If a stat exceeds this score, it's lowered by one. If it's below this, it's raised by one. If it's equal, it remains unchanged.

Therefore, if you have a well-rounded character, with most or all stat scores close to each other and drink a blessed potion of balance, you will get a boost to most or all stats.

However, this only happens with 100-4*(StatAverage-10) % chance. This means 100% chance for stat averages of 10, 0% for 35. The B/U/C status of the potion is counted towards that StatAverage as explained earlier. Otherwise, alignment is moved towards neutrality instead.

Note also that potions of balance take into account all stat-modifying elements including worn equipment, wielded equipment and corruptions.

0.6.3 Increasing stats beyond their usual limits

Certain afflictions will lower stats. While suffering from these, the PC can take advantage of this fact to increase his stats. Once the affliction wears off or is removed, the stat will recover and exceed the usual limit.

Sickness: -2 to several stats; -5 to Toughness

Starvation: -4 to Strength as soon as Starving status is reached. As time passes, Strength, Learning, Willpower and Dexterity begin dropping. They will eventually reach half their starting value (Strength reaches half the value after the immediate -4). While the stats are dropping, the PC is not in danger of starving to death. When the stats reach the halfway point, the PC is in danger of dying and should eat something. Since Starvation halves stats rather than simply decrementing them it is much more powerful than Sickness.

Rings of weakness: Decreases Strength to 2. Be careful to drop the PC's pack (and heavy worn equipment i.e. Big Punch) before using rings of weakness.

An extremely convenient scenario for these tactics is mining out a level that supports herbs. Morgia roots and moss of mareilon train Toughness, Willpower and Dexterity. Stomacemptia can be used for Starvation. Mining will generate crystals of knowledge for training Learning and Stone Giant corpses for increasing Strength. Even better if it is near Dwarftown. Most PCs will not have the Mining skill or an artifact pickaxe and will need Glod's help repairing pickaxes for 1500 gold pieces. This exploit should raise these stats into the 50s.

Garth (section 2.5.5) is a potentially endless source of stat increases for those stats he trains. The limitless gold available from the Casino can be used for this.

0.6.4 Luck

Luck is a hidden property of the PC, which is not stored anywhere, but rolled whenever needed. This Guidebook sometimes references to Luck. The following table explains how Luck is calculated.

Luck modifications
Condition Luck modification
being Blessed +2
birthday +1d12+1
+Luck intrinsic +3
+Fate intrinsic +6
ankh or platinum girdle equipped +3
correctly equipped item that grants +Luck +2
correctly equipped item that grants +Fate +4
always if 1d100 < Ma then +Max(1d(Ma/10+2)-1,4)
+Curs intrinsic -2d2
+Doom intrinsic -3d5
correctly equipped items that grants +Curs -1d(Number of +Curs items * 3)+1
correctly equipped items that grants +Doom -1d(Number of +Doom items * 8)+1
savegame cheating -1d200

The actual Luck roll is 1dGoodLuck-1 + BadLuck, where GoodLuck are conditions which increase Luck, and BadLuck are conditions which decrease luck (last 5 rows from the above table). This gives overall positive or negative bonus to the situation. Note that being Doomed in itself will also further impact many situations beyond the Luck roll penalty above.

0.6.5 Speed

The speed system is well covered in the ADOM Manual. The following table quantitates the means of modifying PC's speed.

Speed modifiers
Activity Speed modifier
Slowed (Slow Monster, or by an opponent) -50%
Overburdened! -40
Strained! -20
Strained -10
Bloated -10
Burdened -5
Satiated -5
Drunk -5
Starving -5
Talents (Quick, Very Quick, Greased Lightning) +2, +5, +9
Athletics skill up to +8
Raven birthsign +10
Dexterity +1 for every 2 points above 17
Wish +20d20, +1 permanent

Monks and Beastfighters also receive speed bonuses as they level. Some items such as a quicksilver staff, ring/amulet of speed, or boots of the slow shuffle, and the artifacts black torc, Ring of the Master Cat and Boots of Great Speed can also impact the PC's speed. Corpses of monster such as quicklings and claw bugs and potions of quickling blood can also increase base speed.

Please note that this is an unofficial and unauthorised copy of Andy William's ADOM Guidebook. For further information on the legal and moral challenges raised against this Improved ADOM Guidebook please see
Updated August 6th, 2009