There are nine main attributes in ADOM, plus several secondary attributes, partially derived from the main ones. In addition, there are also attribute potentials, based on the original attributes, which govern how high they may rise through training. In practice, it's not really all that difficult to train your attributes beyond these potential maximums, if they're below 25. Above 25, most attributes are somewhat difficult to train through traditional methods (such as herbs or eating corpses), while magical methods (primarily potions) and Garth, the Dwarven trainer, are always useful.
Main Attributes Edit
- Strength (St)
- Learning (Le)
- Willpower (Wi)
- Dexterity (Dx)
- Toughness (To)
- Charisma (Ch)
- Appearance (Ap)
- Mana (Ma)
- Perception (Pe)
Game mechanics make a big difference between attribute training and attribute changing. Sometimes the former results on the latter. Immediate attribute changing may be done by drinking potions, eating corpses, monster attacks, some room effects, etc. On the other hand, training is a continuous process and consists in the following:
Every attribute has a hidden variable associated with it, which can be increased or decreased every turn by the PC's action or certain game conditions. Some times game makes a check, consisting of some calculations, dice rolling and comparison. If the absolute value of the hidden attribute training variable is large enough, then the attribute changes by one (up or down) and the variable is decreased (not below zero) or set to zero. Otherwise, only the variable is decreased (by a lesser value) or set to zero. The probability for attribute changing is higher when its absolute training value is higher, or when Learning is higher (10+ makes no difference). A negative training value has significantly higher chances to decrease its attribute during a game check. Probability is lower when current attribute value is higher, but in every case there are minimum values (most commonly 50 * [10 + attribute value]) which are enough for reliable attribute increasing. For example, Mana training value is increased every time PP are spent by the amount spent. For magic classes, this makes traning Mana very simple right up to 99 (if enough potions of potential mana are available).
Garth, the Dwarven trainer, will train most attributes (but not Mana or Appearance). Some herbs will train specific attributes. A blessed potion of gain attributes will immediately increase every attribute by one point, while an uncursed potion will randomly increase one attribute by a single point. Each attribute (except Perception) has a potion (e.g., potion of strength) that will increase it by one point, if uncursed, and by two points, if blessed. See the individual articles for hints on how to train (and abuse) each attribute.
Initial values Edit
The first one depends on race and player can choose to modify it randomly or by answering questions. It seems that average table modifiers exists and are used in random generation. If you choose questions, you will be asked for random 8-12 of 51 questions, each of which modify certain stats in both directions. If new value notably differs from average modifier, it will be redistributed.
The second table depends on class and is modifying by randomly generated biography. The biography is split into 4 parts - birth, childhood, youth and adulthood. Each part has 2 possible scenarios for barbarian, 5 for chaos knight and 8 for other classes. Each scenario seems to have certain set of attribute modifiers.
Mist Elves seems to have a little more stat modifiers.
Secondary Attributes Edit
Other Attributes Edit
There are other values related to the PC, which can be changed during the game.