Star sign

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At creation, each character is randomly assigned a star sign, each of which have several effects. While many people assert that their favorite is the best, most are rather balanced and can be capitalized upon with a little bit of effort. Certainly, many star signs do lend themselves to being used with specific classes, but the more generic the bonus, the more useful the star sign is to a player who allows fate to choose his/her character's class.


Star Signs[править | править исходный текст]

Star Sign Effect Recommended Classes
Raven Harder to trick by deceptions, messengers will reach you faster, you are faster ( 10 to speed), companions are more powerful, 2 to initial Perception Bard, Necromancer, Archer, Farmer, Thief, Assassin, any Drakeling
Book Lawful tendencies (it's harder to change), one free skill increase per level, increased chance to learn spells Paladin, Archer, Healer, Weaponsmith, Monk, Elementalist
Wand Lawful tendencies (it's harder to change), spells for neutral casters are 10% cheaper in power points, 2 to initial Charisma, starts out with lawful tendencies but gets 2 to Mana and 10% more power points if neutral initially Druid, Wizard, Priest, Elementalist, Paladin, Bard, Mindcrafter, Necromancer
Unicorn Harder to corrupt by Chaos effects, hard to change to a different alignment once lawful, 2 to initial Appearance Monk, Farmer, Paladin, Druid
Salamander Fire magic is 20% cheaper in power points, 1 to initial Charisma, 3 to initial Mana, 20% to power points (always) Elementalist, Wizard, Druid, Necromancer, Bard, Paladin
Dragon 10% increased effects from Tactics settings, -3 to initial Willpower, 2 to initial Strength, 1 to initial Toughness, costs to increase weapon skills are reduced by 10%, combat magic is 10% cheaper in power points Paladin, Monk, Weaponsmith, Archer, Healer
Sword Positive modifiers from Tactics settings are increased by 10%, costs to increase melee weapon skills are reduced by 20%, 1 to the initial Learning score Farmer, Fighter, Barbarian, Beastfighter, Monk, Paladin, Weaponsmith, Archer
Falcon Very good at surviving in the wilderness, 2 to initial Willpower, 1 to initial Charisma, one free talent Merchant, Bard, Ranger, Druid, Wizard, Mindcrafter, any Troll
Cup Requires 10% less experience points to advance in level, receives one free skill advance every two levels, learns spells more effectively (20% better than others), 2 to initial Learning Wizard, Priest, Paladin, Druid, Necromancer
Candle Heals faster, the gods are more forgiving when asked for favors, one free talent All
Wolf 3 to initial Perception, 3 to initial Willpower, food is more nutritious for you (by 25%) Archer, Mindcrafter, Elementalist, Wizard, Priest, Druid, Thief, any Troll
Tree It's generally hard to change alignment, 5 to initial Willpower, 2 Toughness, 1 PV Mindcrafter, Druid, Elementalist, Wizard, Priest, Paladin, Necromancer



Notes[править | править исходный текст]

The class advice is doubtful at very least and it is probably better to consult individual star sign pages for detailed explanation and hints.


Suggested class is roughly in descending order, with the first one listed being the most obvious choice, though not necessarily the best choice.


Recommendations are based on the following criteria:


  • Druids really, really like being Neutral
  • Wizards, Elementalists, and Mindcrafters (and other casters, to a lesser extent) need as much Wi as possible
  • Necromancers (and other casters, to a lesser extent) need as much Ma as possible
  • Archers, Monks, Weaponsmiths, Paladins, Healers, and Elementalists want help learning spells
  • Bards need as much Ch as possible, for their companions
  • Paladins, Monks, Druids, and Farmers want more corruption resistance, to stack with their level 50 class power
  • Merchants, Rangers, and Druids (and possibly Bards) want to have a star sign effect that stacks with their Survival skill, and other classes are generally uninterested in gaining Survival
  • Pure spell-casters (except Elementalists and Mindcrafters) want to learn spells more effectively, but don't need any help learning spells more easily
  • Archers, Thieves, and Assassins need as much Pe and Speed as possible
  • Classes without Concentration are uninterested in spells, and pure spell-casters are uninterested in melee
  • Drakelings want stronger companions, and Trolls want more food
  • Farmers are a melee class and want more bonuses that stack with their Polearm discount
  • Paladins are generally included as an honorary spell-casting class, due to finding more spellbooks than any other semi-caster class
  • Merchants are generally a poor choice for any star sign