Monday 22 January 2018 photo 6/15
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Adom improved guidebook herbs: >> http://zsk.cloudz.pw/download?file=adom+improved+guidebook+herbs << (Download)
Adom improved guidebook herbs: >> http://zsk.cloudz.pw/read?file=adom+improved+guidebook+herbs << (Read Online)
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improved adom guidebook
0.6.1.1 Training stats naturally (r++); 0.6.1.2 Training with Garth (+); 0.6.1.3 Herbs (+); 0.6.1.4 Eating corpses (+); 0.6.1.5 Potions; 0.6.1.6 Crystals of knowledge. 0.6.2 Rearranging stats. 0.6.2.1 Potions of exchange; 0.6.2.2 Potions of balance. 0.6.3 Increasing stats beyond their usual limits; 0.6.4 Luck (*). 0.7 Weapon skills (+).
A really big herb farm. The below is not thoroughly tested, nor do I have a saved game in a good place for testing it. It might be impractical because it requires a lot of pruning. But if it does work, it could make a lot of self-sustaining herb patches in the big room. Begin with a line of five herb bushes (for example, by adding two
The patterns governing herb growth are well documented elsewhere, but it is also quite easy to tell what kind of herb a given bush will produce. How? It's determined by the line on the screen at which the bush appears. Using the big room as a guide, the first screen line at which a floor or dungeon feature can appear is line
Dispelling final score myths. The test character I used was a backup of a crowned neutral wizard, gate closed. I compared the final score when doing different things before leaving the chain (all tested numerous times for accuracy of course). The following I can say with some degree of certainty: 1. Equipment makes no
A really big herb farm. The below is not thoroughly tested, nor do I have a saved game in a good place for testing it. It might be impractical because it requires a lot of pruning. But if it does work, it could make a lot of self-sustaining herb patches in the big room. Begin with a line of five herb bushes (for example, by adding two
The Improved ADOM Guidebook is an alternate version of the ADOM Guidebook maintained by Pavel
The Guidebook is basically divided in three parts. The first part, which includes the "0" chapters, give explanations on almost any game concept and mechanic — such as 10 of the races and 20 of the classes; dungeon features, herbs, and other information that builds on the information contained in the manual. The second
IGB - the Improved Guidebook for ADOM. Contains all available information about the roguelike game ADOM.
0.6.1.1 Training attributes naturally; 0.6.1.2 Training with Garth; 0.6.1.3 Herbs; 0.6.1.4 Eating corpses; 0.6.1.5 Potions; 0.6.1.6 Crystals of knowledge. 0.6.2 Rearranging attributes. 0.6.2.1 Potions of exchange; 0.6.2.2 Potions of balance. 0.6.3 Increasing attributes beyond their usual limits; 0.6.4 Luck; 0.6.5 Speed. 0.7 Attack.
The patterns governing herb growth are well documented elsewhere, but it is also quite easy to tell what kind of herb a given bush will produce. How? It's determined by the line on the screen at which the bush appears. Using the big room as a guide, the first screen line at which a floor or dungeon feature can appear is line
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