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Farmer (class)

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This is a page about a playable character class. For other uses, see Farmer.


Farmers are an interesting class. While they are unspecialised and start out with no combat skill, they have the potential to be good to excellent fighters, with a slew of practical and useful skills and bonuses. Their starting equipment reflects their practical bent.

Manual DescriptionEdit

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.

Basic InformationEdit

Base StatsEdit

Statistically average stats for each race are listed below. Male Farmers can be expected to have an extra point in Strength, female Farmers — an extra point in Dexterity.

Race St Le Wi Dx To Ch Ap Ma Pe
Human 15 12 12 12 14 10 10 12 12
Troll 25 4 9 10 24 6 5 8 9
High Elf 14 13 10 19 11 9 14 15 17
Gray Elf 13 14 11 16 10 7 19 18 17
Dark Elf 13 10 14 17 13 6 12 18 16
Dwarf 17 10 12 10 18 8 8 11 13
Gnome 13 11 10 14 15 12 9 16 13
Hurthling 9 9 11 17 16 12 10 9 12
Orc 18 6 11 11 17 7 6 8 10
Drakeling 17 9 14 11 18 9 7 12 11
Mist Elf 13 16 10 16 9 7 24 23 19
Ratling 14 8 10 15 19 5 6 11 16

Starting Skills Edit

Skill Typical Value Typical Modifier Available Ingame?
Archery 15 3d4 No
Bridge building 15 3d5 Yes
Cooking 15 4d5 No
First aid 35 3d4 N/A
Fletchery 15 3d4 No
Food preservation 55 4d4 No
Gardening 30 (depends on Learning) 4d5 Yes
Haggling 35 3d5 N/A
Herbalism 35 3d4 Yes
Smithing 15 3d5 Yes
Stealth 25 3d3 Yes
Survival 45 3d4 No
Woodcraft 10 4d5 No

Crowning Gifts Edit

 Special AbilitiesEdit

Class AbilitiesEdit

  • Takes 20% less weapon marks to train Polearms.
  • Heir gift — vigilant clothes (light furs for Trolls) of resilience. Note that this armor seems to be of particularly good quality — the clothes have typical stats of [+3, +3], sometimes even as much as [+3, +6].

Class PowersEdit

  • Level 6: their carrying capacity is doubled.
  • Level 12: they need only half as much food as everybody else
  • Level 18: they learn to pick herbs with a lot more skill to select the better ones.
  • Level 25: able to make iron rations from corpses.
  • Level 32: they receive better chances to increase their physical attributes and physical attribute potentials.
  • Level 40: gain a +3 bonus to strength and toughness.
  • Level 50: all corruption effects are reduced by 30%.

Starting Gear Edit

Human Troll High Elf Grey Elf Dark Elf Dwarf
Gnome Hurthling Orc Drakeling Mist Elf Ratling

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