Single-file Improved Adom Guidebook


Table of Contents


ADOM Introduction

Guidebook Introduction

Wilderness - Graphical navigation

Caverns of Chaos - graphical navigation

0. Whole-game issues

0.1 Character creation
0.1.1 Day and date effects
0.1.2 Birth
0.1.2.1 Star sign
0.1.2.2 Special birth messages
0.1.3 Sex
0.1.4 Race and class
0.1.4.1 Specific starting trained skills and alignment
0.1.4.2 Class powers
0.1.4.3 Starting attributes
0.1.4.4 Lifespans
0.1.4.5 Special considerations
0.1.4.6 Race-specific starting companions
0.1.4.7 Class-specific starting items
0.1.5 History
0.1.5.1 History messages
0.1.5.2 History messages for Barbarians
0.1.6 Opening question system
0.1.7 Talents
0.1.8 Name
0.1.9 Starting equipment
0.1.9.1 Race starting equipment
0.1.9.2 Class starting equipment
0.2 Religion
0.2.1 Alignment
0.2.1.1 Quests, rewards and alignment restrictions
0.2.1.2 Alignment range
0.2.1.3 Chaotic acts
0.2.1.4 Lawful acts
0.2.1.5 Miscellaneous changes
0.2.2 Piety
0.2.2.1 Miscellaneous piety changes
0.2.2.2 Piety loss
0.2.3 Altars
0.2.3.1 Status identification
0.2.3.2 Water manipulation
0.2.3.3 Sacrificing
0.2.3.3.1 Sacrificing items
0.2.3.3.2 Sacrificing food
0.2.3.3.3 Sacrificing monsters
0.2.3.3.4 Sacrificing gold
0.2.3.3.5 Messages generated when sacrificing on altars
0.2.3.3.6 Other possible sacrificing messages
0.2.3.3.7 Messages when sacrificing in the dark
0.2.3.4 Converting an altar or PC
0.2.3.4.1 Observations
0.2.3.4.2 Possibilities
0.2.3.4.3 Conversion summary
0.2.3.4.4 Recovering from errors
0.2.4 Praying
0.2.4.1 Prices of praying
0.2.4.2 Order of precedence
0.2.5 Crowning, precrowning and postcrowning
0.2.5.1 Requirements
0.2.5.2 Rewards
0.2.5.2.1 Immunity
0.2.5.2.2 Possible crowning gifts for each class
0.2.5.3 Fallen Champions
0.2.6 Tracts
0.3 Food
0.3.1 Preventing starvation
0.3.1.1 Increasing satiation
0.3.2 Satiation levels
0.3.3 Eating corpses
0.3.4 Monsters who never leave a corpse
0.4 Skills
0.4.1 Description and usefulness
0.4.2 Guaranteed ways of acquiring skills
0.4.3 Non-guaranteed ways of acquiring skills
0.4.4 Training skills
0.4.5 Class aptitudes
0.4.6 Skill mechanics
0.5 Magic
0.5.1 Spells
0.5.1.1 Casting
0.5.1.2 Ball spells
0.5.1.3 Wish
0.5.1.4 Other spells
0.5.1.5 Learning spells mechanics
0.5.1.6 Spell list
0.5.2 Writing scrolls
0.5.3 Mindcraft
0.5.3.1 Confusion blast
0.5.3.2 Mindcraft abbreviations
0.6 Attributes
0.6.1 Increasing attributes
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
0.7.1 Jack of all trades or master of one?
0.7.2 Class considerations - what weapon to specialize in
0.7.3 Achieving Grand Mastery
0.7.4 True Berserker
0.7.5 Melee combat
0.7.6 Missile combat
0.7.7 Critical hit chances
0.8 Defense
0.8.1 DV versus PV
0.8.2 DV bonuses
0.8.3 PV bonuses
0.9 Monsters
0.9.1 Significance of the first kill
0.9.1.1 Courage skill
0.9.1.2 Filk quest
0.9.1.3 Strategy for the first kill: where and what?
0.9.2 Cats - significance of felines
0.9.3 Karmic beings
0.9.4 Monster types
0.9.4.1 Animals
0.9.4.2 Constructs
0.9.4.3 Demons
0.9.4.4 Dragons
0.9.4.5 Giants
0.9.4.6 Humanoids
0.9.4.7 Jellies
0.9.4.8 Plants
0.9.4.9 Undead
0.9.5 Strategies for dealing with particularly annoying monsters
0.9.5.1 Early game
0.9.5.2 Midgame
0.9.5.3 Late game
0.9.5.4 General strategies
0.9.6 Weapon status - blessed, uncursed, cursed
0.9.7 Monsters gain experience level
0.9.8 Gaining experience
0.9.8.1 Shambling mounds
0.9.9 Spellcasting monsters
0.9.9.1 Spell ranges
0.9.9.2 Spell powers
0.9.9.3 Directed spells
0.9.9.3.1 Energy bolt / Death ray
0.9.9.3.2 Stream of energy
0.9.9.3.3 Confusion
0.9.9.3.4 Glowing Balls / Magic Missile
0.9.9.3.5 Cone of cold
0.9.9.3.6 Shock bolt
0.9.9.3.7 Avoiding directed spells
0.9.9.4 Touch attack spells
0.9.9.4.1 Drain attribute
0.9.9.4.2 Curse
0.9.9.4.3 Teleport other
0.9.9.4.4 Avoiding touch attack spells
0.9.9.5 Non-targetted spells
0.9.9.5.1 Invisibility
0.9.9.5.2 Darkness
0.9.9.5.3 Heal
0.9.9.5.4 Greater Heal
0.9.10 Summoners and Breeders
0.9.11 Rage
0.10 Corruptions
0.10.1 What is corruption?
0.10.2 Gaining corruptions
0.10.2.1 Background corruption
0.10.2.2 Corruption traps
0.10.2.3 Corrupting hits from monsters
0.10.2.4 Artifacts which corrupt
0.10.2.4.1 Moon Sickle
0.10.2.4.2 When carried
0.10.2.4.3 When used
0.10.2.5 Potions of raw chaos
0.10.2.6 Tracts of chaos
0.10.2.7 From pools
0.10.2.8 From corpses
0.10.2.9 Riurry - the greater black unicorn quest
0.10.2.10 Being crowned as champion of chaos
0.10.3 Removing corruptions
0.10.3.1 Potions of cure corruption
0.10.3.1.1 Obtaining potions of cure corruption from Guth'Alak
0.10.3.2 Scrolls of chaos resistance
0.10.3.3 Tracts of order
0.10.3.4 Yrruir - the greater white unicorn quest
0.11 Companions
0.11.1 Scrolls of familiar summoning
0.11.2 Figurines of wondrous power
0.11.3 Taming monsters
0.11.4 Hawkslayer
0.11.5 Borys
0.11.6 Slaves
0.12 Powers
0.12.1 Intrinsics
0.12.1.1 Resistances
0.12.1.2 Immunities
0.12.1.3 Dooming and Cursing
0.12.1.4 Lucky and Fate smiles
0.12.1.5 Teleportitis and Teleport Control
0.12.1.6 Invisibility and See Invisible
0.12.1.7 Water breathing
0.12.2 Status conditions
0.12.2.1 Hunger
0.12.2.2 Burden
0.12.2.3 Bleeding
0.12.2.4 Tactics
0.12.2.5 Positive
0.12.2.6 Other
0.12.3 Item powers
0.12.3.1 Regeneration
0.12.3.2 Critical hits
0.12.3.3 Autocursing
0.12.3.4 Slaying
0.12.3.5 Returning
0.12.3.6 Penetration
0.12.3.7 Item statuses
0.13 Dungeon features
0.13.1 Messages
0.13.1.1 Messages which indicate the presence of monsters or monster vaults
0.13.1.2 Messages which indicate the presence of a special dungeon feature
0.13.1.3 Messages which indicate the presence of traps
0.13.1.4 Messages which indicate a unique level
0.13.1.5 Special messages
0.13.2 Traps
0.13.2.1 Trap types
0.13.2.2 Trap pattern
0.13.3 Doors
0.13.3.1 Locked doors
0.13.3.2 Trapped doors
0.13.3.3 Secret doors
0.13.3.4 Special door features
0.13.3.5 Door pattern
0.13.3.6 Monsters who can smash doors
0.13.4 Rooms
0.13.4.1 Dark rooms
0.13.4.2 Tension rooms
0.13.4.3 Threatening rooms
0.13.4.4 Trap rooms
0.13.5 Special rooms and their effects
0.13.5.1 Permanent effects
0.13.5.2 One time effects
0.13.6 Herbs
0.13.6.1 Herbs growth
0.13.6.2 Picking herbs
0.13.6.3 Herbs properties
0.13.7 Shops
0.13.7.1 Guaranteed shops
0.13.7.2 Random shops
0.13.7.3 Shopkeepers' racial prejudices
0.13.7.4 Robbing shops
0.13.8 Rivers
0.13.8.1 Freezing water
0.13.9 Pools
0.13.10 Forges
0.13.11 Hives
0.13.11.1 Ants
0.13.11.2 Bees
0.13.12 Vaults
0.13.12.1 Lesser vaults
0.13.12.2 Greater vaults
0.13.13 Royal treasuries
0.13.14 Altars
0.13.15 Graves
0.13.16 Cavernous levels
0.13.17 Webs
0.13.18 Statues
0.14 Items
0.14.1 Recharging wands
0.14.2 Huge rocks and anvils
0.14.3 Statues
0.14.4 Potions of raw chaos
0.14.5 Potions of exchange
0.14.6 Regeneration of HP and PP
0.14.6.1 HP regeneration
0.14.6.2 PP regeneration
0.14.6.3 Potions of troll blood and raw mana
0.14.6.4 Troll corpses
0.14.7 Seven league boots
0.14.8 Stethoscopes
0.14.9 Safe places to store items
0.14.10 Weight and appearance of objects
0.14.11 Dipping stuff into a potion
0.14.12 Milking
0.14.13 Losing cursed stuff
0.14.14 Item destruction
0.14.15 Monster item drops
0.14.16 Giving stuff to monsters
0.15 Miscellaneous
0.15.1 Dungeon generation
0.15.2 Kicking
0.15.3 Undocumented character abilities
0.15.4 Smithing
0.15.4.1 Smelting ore
0.15.4.2 Removing rust
0.15.4.3 Improving items
0.15.5 Darkness
0.15.6 Death messages
0.15.7 Bugs
0.15.7.1 Bugs causing the game to crash
0.15.7.2 Bugs causing unfair death
0.15.7.3 Bugs used to get unfair advantage
0.15.7.4 Other bugs
0.15.8 Rumors
0.15.8.1 Fortune Cookie messages
0.15.8.2 Yggaz's babblings
0.15.9 Final score

1. Early game locations

1.1 Wilderness
1.1.1 Why start the game in the wilderness?
1.1.2 Strategy and problems in the wilderness
1.1.3 Survival skill
1.1.4 Wilderness encounters
1.1.4.1 Chance for ambush
1.1.4.2 Chance to evade
1.2 Terinyo
1.2.1 Tywat Pare
1.2.1.1 Kranach
1.2.2 Rynt
1.2.3 Guth'Alak
1.2.4 Tiny Girl
1.2.5 Blup
1.2.6 Munxip
1.2.7 Yggaz
1.2.8 Townspeople
1.2.9 Magical island
1.3 Lawenilothehl
1.3.1 Yergius
1.3.2 Barnabas
1.3.3 Kranf Niest
1.3.4 Skriek
1.3.5 Hotzenplotz and his guards
1.3.6 Other inhabitants of Lawenilothehl
1.4 Small Cave and Unremarkable Dungeon
1.4.1 Objectives, strategy for survival and items found in the Small Cave
1.4.2 Should PCs descend through the Unremarkable Dungeon?
1.4.3 Unremarkable Dungeon
1.4.4 High Mountain Village - introduction
1.5 Infinite Dungeon - beginning
1.5.1 Why start the game in the Infinite Dungeon?
1.6 Village Dungeon
1.6.1 Jharod
1.6.2 Yrrigs
1.7 Druid Dungeon
1.7.1 Keethrax
1.8 Puppy Cave
1.8.1 Cute Dog
1.9 Places to avoid in the early game
1.9.1 Whats's next?

2. Other locations

2.1 High Mountain Village - part two
2.1.1 Stone giant lord
2.1.2 Hawkslayer
2.1.3 Ratling guardians
2.1.4 Leggot
2.1.5 Ogre Guardian
2.1.6 Gaab'Baay
2.1.7 Oracle
2.1.8 Malicious Doctor
2.1.9 Ratling traders
2.1.10 Hidden locations
2.2 Infinite Dungeon
2.2.1 Filk
2.2.2 MaLaKaI
2.3 Bug-Infested Temple
2.3.1 Bug Temple rewards
2.4 Darkforge
2.4.1 Kherab
2.4.2 Kherab's quests and their rewards
2.5 Tower of Eternal Flames
2.5.1 Ancient Chaos Wyrm
2.6 Barbarian's glade
2.6.1 Old Barbarian
2.7 Dwarven Graveyard
2.7.1 Surface level
2.7.2 Underground level
2.7.2.1 Griff Bloodax
2.7.2.2 Nonnak
2.8 Mad Minstrel's Clearing
2.8.1 Mad Minstrel
2.8.2 Mad Minstrel's songs
2.9 Pyramid
2.9.1 First Level
2.9.2 Second level
2.9.3 Top level
2.9.2.1 Rehetep
2.10 Gremlin Cave
2.11 Assassins' Guild
2.11.1 DDL
2.11.2 VDDL
2.11.2.1 Hidden stairway and how to descend
2.11.3 Final level
2.11.3.1 Assassin Prince
2.12 Tomb of the High Kings
2.12.1 Skeletal King
2.13 Water Dragon's Lair
2.13.1 Shyssiryxius
2.14 Ruined City
2.14.1 Minotaur Maze
2.14.1.1 How to find out whether the new level is false?
2.14.1.2 Minotaur Emperor
2.15 Rift
2.15.1 Ratling Dealer
2.16 Sinister Library of Niltrias
2.16.1 Ghost Librarian
2.17 Stone Circle
2.17.1 Keriax
2.18 Quickling Tree
2.19 Unicorn Glades
2.19.1 Yrruir
2.19.2 Riurry
2.20 Scintillating Cave
2.20.1 Emperor Moloch
2.21 Ice Queen Domain
2.21.1 The Moat House Area (IC: 1)
2.21.2 The Small Court (IC: 2)
2.21.3 The Dungeon (ICD)
2.21.4 The Training Grounds (IC: 3)
2.21.5 The Grand Hallway (IC: 4)
2.21.6 The Inner Courtyard (IC: 5)
2.21.7 The Frozen Garden (C: 6)
2.21.8 The Prison Section (C: 7)
2.21.9 The Grand Antechamber (C: 8)
2.21.10 The Throne Room (ICT)
2.21.10.1 Ice Queen
2.21.10.1.1 Ice Queen Quests
2.22 Frost Giant Jarl Caves
2.22.1 Haggar
2.23 Random Dungeons
2.23.1 Tome of donors

3. Caverns of Chaos (CoC)

3.1 Early levels
3.2 Arena
3.2.1 20th Arena opponent
3.2.2 Remaining Arena opponents
3.2.3 Dak
3.2.4 Ratling traders
3.2.5 Ratling Rebel
3.2.6 Cats in the Arena
3.3 Big Room
3.4 Si
3.4.1 Si growth
3.5 Dwarftown
3.5.1 Waldenbrook
3.5.2 Ruun
3.5.3 Thrundarr
3.5.3.1 Thrundarr's quests
3.5.3.2 Ogre Cave
3.5.4 Dwarven Mystic
3.5.5 Garth and training
3.5.6 Glod and smithing
3.5.7 Green Griffon Inn
3.5.7.1 Bart
3.5.7.2 Torgall
3.5.8 Demented Ratling
3.5.9 Others
3.6 Animated Forest and Dwarven Halls
3.6.1 Animated Forest
3.6.2 Dwarven Halls
3.6.3 Your choice
3.7 Khelavaster
3.7.1 Saving Khelavaster
3.7.2 Khelavaster's gifts
3.8 CoC Graveyard
3.9 Water Temple
3.9.1 Snake from Beyond
3.10 Banshee
3.11 Wall of flames
3.12 Eternal Guardian
3.13 Casino
3.13.1 Casino winnings
3.13.2 Casino shopkeeper
3.13.3 Big Casino Guard
3.13.4 Strategies for robbing the Casino
3.13.5 Consequences of robbing the Casino
3.14 Shortcut to the surface
3.15 Battle bunnies
3.15.1 Bugs
3.16 Cat Lord
3.17 Air Temple
3.7.1 Yulgash
3.18 Earth Temple
3.18.1 Ancient Stone Beast
3.19 Unreal Caves
3.19.1 Sharad Waador
3.20 Blue Dragon Caves
3.20.1 Srraxxarrakex
3.21 Mana Temple
3.21.1 Nuurag-Vaarn
3.22 D: 48 - Elemental Anomalies
3.22.1 Mana anomaly
3.22.2 Earth anomaly
3.22.3 Water anomaly
3.22.4 Air anomaly
3.22.5 Fire anomaly
3.22.6 Descending
3.23 D: 49 - Frictionless Ice
3.24 D: 50 - Metaplane
3.24.1 Fistanarius
3.24.2 Wands of destruction ending
3.24.3 Wands of door creation / monster creation ending
3.24.4 Paragon of Order

4. Special endings

4.1 Andor Drakon
4.2 Chaos God ending
4.2.1 Requirements
4.2.2 Chaos God ending step by step
4.3 Ultra endings
4.3.1 Trident of the Red Rooster
4.3.1.1 Filk quest
4.3.1.2 Mad Minstrel
4.3.1.3 Crumpled scroll
4.3.1.4 Khelavaster in Terinyo
4.3.2 Avatar of Order ending
4.3.3 Avatar of Balance ending
4.3.4 Ultimate Chaos God ending
4.3.5 Ultra endings step by step

5. Unresolved mysteries

5.1 Kherab's third quest and the reward
5.2 Scroll of Omnipotence
5.3 Red Rooster Inn
5.4 Volcano
5.5 Weird Tome

6. Appendices

Notation for the item Appendices

Appendix A: Wearable items
Appendix B: Weapons
Appendix C: Tools
Appendix D: Wands
Appendix E: Potions
Appendix F: Books and Scrolls
Appendix G: Food
Appendix H: Gems
Appendix I: Unique NPCs
Appendix J: Monsters
Appendix K: Quests
Appendix L: Locations
Appendix M: Artifacts
Appendix N: Wishing
Appendix O: Versions
Appendix P: Abbreviations
Appendix Q: Online resources
Appendix R: Challenge games
Appendix S: Improved keymap


Updated March 8th, 2013

Single-file Improved Adom Guidebook


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ADOM Introduction

Ancient Domains of Mystery (ADOM for short) is a rogue-like game which means that it is a single-user game featuring the exploration of a dungeon complex. You control a fictional character described by race, class, attributes, skills, and equipment. This fictional character is trying to achieve a specific goal (see below) and succeed in a difficult quest. To fulfill the quest, you have to explore previously undiscovered tunnels and dungeons, fight hideous monsters, uncover long forgotten secrets, and find treasures of all kind. During the game, you explore dungeon levels which are randomly generated each game. You might also encounter certain special levels, which present a particular challenge or are built around a certain theme. IMPORTANT: If you are a first-time player you should read the 'How to start' section of this manual.
Source: ADOM© r66 official documentation.


Single-file Improved Adom Guidebook


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Guidebook Introduction

This guidebook is intended to be a complete (single-file) reference for ADOM and as such contains many spoilers. There is no provision made to protect newer players from spoilers, so if you want to figure out the game for yourself, this guide is not appropriate. Both the original Original Guidebook and the Improved Guidebook were designed so that the content of the ADOM Manual would (mostly) not be repeated. This Single-file Improved Adom Guidebook, however, attempts to bring the manual information together with (much) needed details to help the player enjoy all that suh a complex game as ADOM has to offer.

Keeping an extensive record of all changes made to this guidebook would take just too much time — time that can instead be used to improved and update it. Assume that its information is up to date with the latest version of ADOM, as this is the goal of this version of the guidebook.

Some information still is relative to ADOM versions prior to 1.2. One piece at a time they are being updated, however (e.g. sections about the new classes, such as the Chaos Knight, races, such as Ratling, and locations, such as the Ice Queen Domain or the Random Dungeons).

This project is hosted on github, and aims to become a collaborative effort from the community to keep and update a solid reference to this game that we all love.

If you find something in here that is wrong, the github interface should be used to report a bug (and, why not, the correction itself? :)



Single-file Improved Adom Guidebook


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Day and Date - Star sign - Birth messages - Sex - Race and class - Class powers - Starting attributes - Lifespans - Special considerations - Bard's pets - Heir items - History - Opening questions - Talents - Name - Starting equipment

0.1 Character creation

0.1.1 Day and date effects
Starting a game on Results in the message And has the following effects
Creator's Day (TB's birthday, July 2nd) You feel that starting your adventure on Creator's Day was a good idea. PC starts with Lucky and Fate smiles; also, if the day falls on a Monday, HP are not reduced.
Christmas Eve (December 24th) A lone star leads you to this remote valley. PC starts with Fate smiles.
New Year's Eve (December 31st) You feel well prepared for the coming year. PC starts with six blessed potions of booze.
Any Friday the 13th You feel unlucky. PC starts Cursed.
Any Monday You feel slightly exhausted today. PC starts slightly low on HP.

There are of course Ancardian day and date effects as well, which are well covered in the ADOM Manual. One Ancardian time effect not mentioned is the fact that the PC's range of sight depends on the time of day on the overworld map and in the wilderness. During the day (which apparently begins around 6h), the PC sees further, and at night (which apparently begins around 20h) the PC's sight is limited to 2 squares on the overworld map, 5 in the wilderness. Terrain, Perception score, whether or not using lit torch(es), necklace of the eye, and the Farsight spell all contribute to the sight range.

Press @ or Ctrl-e to learn Ancardian month, day, and time. You start the game at day 1 of Unicorn, at midnight.

0.1.2 Birth

0.1.2.1 Star sign

Check out the ADOM Manual for general game-related effect of starsigns. Additional tips are provided here.
  1. Raven

    The +10 to Speed is good for all PCs. It can save the life of low level PCs who need to run away from a monster they can't handle. The "messengers will reach you faster" refers to the delivery of the rune-covered trident, which happens faster for those born in this month, at level 16 rather than 36, a nice bonus. The "harder to trick by deceptions" grants resistance to confusion attacks by dopplegangers. The stronger companions characteristic makes this month excellent for Bards. The Raven birthsign gives you a 75% chance to evade a doppleganger's confusion attack.

  2. Book

    Lawful tendencies is a weak effect. One free skill increase each level helps all PCs, especially those with low learning. Increased chance to learn spells means borderline casters have a better chance. This is not the ideal month for a Wizard - they are already great at learning spells. More suited to elven fighting classes or a Dwarvish Paladin. The Book birthsign decreases alignment changes towards chaotic by 10%. Book-born characters get an undocumented +3 boost to Learning.

  3. Wand

    Here we have the sign for a neutral Wizard. Gray Elven Wizards are ideal with their naturally high Mana and neutral alignment. They are somewhat difficult to keep alive in the early game but become enormously powerful in the mid- and endgame. The Wand birthsign decreases alignment changes towards chaotic by 10%.

  4. Unicorn

    Generic sign with resistance to corruption. Pretty attractive for any PC going for an ultra ending, especially an aspiring Avatar of Order. The fact that lawful alignment is difficult to change means such a PC can commit a few chaotic acts and get away with it without becoming a fallen champion. Also nice for an aspiring (ultimate) Chaos God, since crowned chaotics are corrupted more rapidly than others. The Unicorn birthsign reduces corruption by 19% if you are L, by 37% if L+, and increases it by 30% for C-. Due to a bug, it also increases alignment changes towards chaotic by 20%.

  5. Salamander

    Very attractive for Elementalists, who rely on a lot of fire magic. Not half bad for a Necromancer who finds some fire-based spellbooks, either. Necromancers need that +3 to Mana.

  6. Dragon

    Fighters. The +1 to Toughness is not significant - that is within the variability for the attribute for identical race/class PCs. The -3 to Willpower is significant and makes this unattractive for those who need it in the early game - Wizards, Mindcrafters. Not a bad month for Paladins with both weapon and combat magic costs reduced.

  7. Sword

    Learning bonus is insignificant, although it can push a PC from illiterate to literate. The 20% reduction in cost to train melee weapon skills makes this attractive for a PC that really wants to become super-proficient with a weapon. Not a bad choice for Rangers who start the game dual wielding swords.

  8. Falcon

    Grants the Survival skill to any character. This skill is generally considered as being of little use (see section 0.4). The Willpower bonus is somewhat useful for spellcasters and Mindcrafters, although better starsigns exist for those classes. The Charisma bonus is of little significance for any character, with the possible exception of Bards, Necromancers and male Merchants. The free talent is good for all PCs, especially for gnomish and hurthling Bards, as it guarantees them both a very useful Heir gift and the possibility to go for the Treasure Hunter talent.

  9. Cup

    Another sign for Wizards. Higher Learning to start and the 10% reduction to gain a level means they advance rapidly, which is very helpful in keeping them alive at low level. The 20% effectivity increase in learning spells also helps keep them alive in the early game, while the player has not had time to raise their Learning score.

  10. Candle

    This can be an unbelievable sign for Trolls. They heal rapidly anyway, but those born in this month almost don't need the Healing skill! Almost. Get it and they seem to have natural regeneration. Playing a trollish Healer born in this month is almost cheating. ;-) Candle-born characters are guaranteed to heal 2 hitpoints every 12 turns.

  11. Wolf

    Significant benefits to Perception and Willpower. The Willpower is good for Wizards and Mindcrafters, of course. Races that start with lower Perception include Dwarves, Orcs and of course Trolls.

  12. Tree

    Made for Mindcrafters, who really need that +5 to Willpower in the early game. Not bad for Wizards either. The Tree birthsign reduces all alignment changes by 10%.
    As of v1.2.0, Tree also gets +2 To and +1 PV.

The Candle starsign is by far the best for any character, with Raven being the distant second. The Candle healing effect is great for everyone and it is better than the Healing skill at 100. Raven's speed bonus allows all characters to outrun most opponents. The effects of other starsigns are utterly negligible when compared to Raven and especially Candle.

0.1.2.2 Special birth messages

If you are really lucky, one of these messages could be generated along with the star sign.

0.1.3 Sex

The sex of the character has little significance. The following table lists all known gameplay differences.

Gender differences
Condition Male Female More info
Start with +1 St +1 Dx  
Shop prices depend on Ch Ap  
Wedding ring works for Banshee yes no 3.10
Wedding ring tames berserkers female berserkers 0.11.3
Frog quest is available no yes Appendix K
Cheaper keys no yes 1.3.4
Base Smithing cost 5000 gp 5250 gp 0.15.4

0.1.4 Race and class

The classes and races as described in the ADOM Manual are presented below, covering a bit of background about each (much of which is flavor, with little relevance in terms of gameplay). Skills and class powers are also mentioned. More detailed (and accurate) information concerning racial and class skills, alignment and other aspects is provided after that.


0.1.4.1 Specific starting trained skills and alignment

Each race has unique characteristics including initial alignment, trained skills and modifiers to attributes. Skills in ADOM vary in terms of availability. All PCs are born with Climbing [1dDx + 1d10 + 20], First Aid [1dLe + 1d10 + 15], Haggling [1dCh + 1d10 + 15], and Listening [1dPe + 1d10 + 20].

All PCs other than Beastfighters and Barbarians with a Learning score of 10 or greater are born with Literacy [Le*4]. Many skills can be taught or trained by various NPCs during the game. Other skills are much more difficult to obtain if the PC is not born with them. Skills other than Alertness and Healing can be wished for. Any skill can be obtained from a potion of education, but this is a matter of random chance and cannot be counted on. Skills available only from wishes or potions of education are referred to as "Nonguaranteed Skills" for the sake of the tables below.

The first table shows the starting alignment and trained skills [starting value] that each race is born with. For all starting values, please consider 1dx as 1dx-1, ie generating a random number between 0 and x-1. So 1d5+5 means a value between 5 and 9. Consider ydx (y > 1) normally.

Race-specific starting alignment and trained skills
Race Initial alignment Guaranteed or NPC-available Skills [starting value] Nonguaranteed Skills [starting value]
Drakeling neutral Swimming [1d20 + 40] Alertness [1d20 + 20], Food Preservation [1d25 + 20], Music [1d10 + 5]
Dwarf lawful Climbing [1d10 + 10], Detect Traps [1d10 + 10], Smithing [1d30 + 20] Metallurgy [1d30 + 20] , Mining [1d10 + 60]
Dark Elf chaotic Climbing [1d20 + 20], Stealth [1d20 + 30] Alertness [1d30 + 10], Find Weakness [1d10 + 10]
Gray Elf neutral Listening [1d10 + 15], Literacy [1d10 + 30], Stealth [1d10 + 30] Dodge [1d10 + 10]
High Elf lawful Listening [1d10 + 20], Literacy [1d10 + 20], Stealth [1d10 + 20] Dodge [1d10 + 20]
Gnome neutral Listening [1d30 + 10], Pick Pockets [1d10 + 10] Gemology [1d10 + 10], Mining [1d5 + 5], Ventriloquism [1d20 + 20]
Human neutral Climbing [1d10 + 10], Haggling [1d20 + 10], Swimming [1d20 + 20] Food Preservation [1d10 + 10]
Hurthling lawful Stealth [1d20 + 40] Archery [1d5 + 10], Cooking [1d20 + 50], Food Preservation [1d30 + 30], Gardening [1d15 + 15]
Orc chaotic Backstabbing [1d5 + 5], Climbing [1d20 + 20] Find Weakness [1d5 + 5], Metallurgy [1d5 + 5], Mining [1d10 + 5]
Troll chaotic Bridge Building [1d10 + 10] Athletics [1d30 + 20], Food Preservation [1d40 + 20], Gemology [1d5 + 10], Mining [1d10 + 10]

Lawful alignment is +2000, neutral is 0, and chaotic -2000. This is then modified by class: Druids have alignment set to 0, Necromancers get -1500 and Healers get +1000.

A table similar to that above showing the trained skills each class is born with:

Class-specific starting trained skills
Class Guaranteed or NPC-available Skills [starting value] Nonguaranteed Skills [starting value]
Archer Climbing [1d20 + 30], Listening [1d10 + 30], Stealth [1d20 + 30] Alertness [1d20 + 20], Archery [1d30 + 50], Concentration [1d20 + 20], Dodge [1d20 + 30], Fletchery [1d20 + 30]
Assassin Backstabbing [1d20 + 30], Climbing [1dDx + 20], Detect Traps [1dPe + 15], Pick Locks [1d20 + 30], Stealth [1d10 + 30], Two Weapon Combat [1d6 * 1d6 + 20] Alchemy [10], Alertness [1d30 + 20], Archery [1d10 + 20], Dodge [1d10 + 10], Find Weakness [1d30 + 20]
Barbarian Climbing [1d20 + 50], First Aid [1d20 + 20], Herbalism [1d10 + 20], Stealth [1d30 + 30], Swimming [1d30 + 30], Two Weapon Combat [1d20 + 20] Athletics [1d30 + 30], Dodge [1d20 + 50], Survival [1d20 + 30], Woodcraft [1d10 + 10]
Bard None guaranteed [1] Music [1d40 + 60]
Beastfighter Climbing [1d30 + 30], Healing [1d30 + 30], Herbalism [1d30 + 30], Listening [1d30 + 30], Stealth [1d30 + 30], Swimming [1d30 + 30] Athletics [1d30 + 30], Dodge [1d30 + 30], Survival [1d10 + 20]
Druid Climbing [1d20 + 30], First Aid [1d20 + 40], Healing [1d10 + 40], Herbalism [1d30 + 60], Listening [1d20 + 30], Literacy [1d20 + 40], Swimming [1d20 + 30] Concentration [1d20 + 30], Gardening [1d5 + 5], Survival [1d20 + 30], Woodcraft [1d5 + 5]
Elementalist Climbing [1d20 + 20], Healing [1d10 + 5], Listening [1d10 + 10], Literacy [1d30 + 30], Swimming [1d20 + 20] Concentration [1d30 + 50], Gemology [1d20 + 20], Metallurgy [1d20 + 20]
Farmer Bridge Building [1d10 + 10], First Aid [1d20 + 30], Haggling [1d20 + 20], Herbalism [1d30 + 20], Smithing [1d10 + 10], Stealth [1d10 + 10] Archery [1d20 + 5], Cooking [1d10 + 10], Fletchery [1d10 + 10], Food Preservation [1d30 + 40], Gardening [1d(Le*2) + 20], Survival [1d20 + 40], Woodcraft [1d10 + 5]
Fighter Stealth [1d10 + 10], Two Weapon Combat [1d5 + 5] Athletics [1dTo + 1d5 + 25], Archery [1dDx + 10], Dodge [1dDx + 15], Find Weakness [1d10 + 10], Metallurgy [1d10 + 10]
Healer First Aid [1d30 + 40], Healing [1d30 + 50], Herbalism [1d40 + 40], Literacy [1d50 + 50] Alertness [1d10 + 10], Concentration [1dWi + 20], Cooking [1d30 + 10], Find Weakness [1d10 + 10]
Merchant Haggling [1d30 + 40], Herbalism [1d10 + 10], Literacy [1d30 + 40], Pick Pockets [1d20 + 20] Appraising [1d40 + 30], Detect Item Status [1d10 + 10], Gemology [1d30 + 30], Metallurgy [1d20 + 20], [2]
Mindcrafter Haggling [1d10 + 10], Herbalism [1d10 + 10], Literacy [1d40 + 50], Stealth [1d10 + 20] Concentration [1d20 + 50], Gemology [1d30 + 20], Music [1d20 + 20]
Monk Healing [1d10 + 30], Literacy [1dLe + 40], Stealth [1dDx+ 1d20 + 20] Alertness [1d30 + 20], Athletics [1dTo + 1d5 + 30], Concentration [1dWi + 30], Dodge [1dDe + 20], Find Weakness [1d20 + 20]
Necromancer Herbalism [1d20 + 20], Literacy [1d30 + 50], Stealth [1d20 + 30] Alchemy [1d30 + 30], Appraising [1d10 + 10], Concentration [1d20 + 30], Find Weakness [1d10 + 10], Food Preservation [1d20 + 30], Necromancy [1d30 + 50]
Paladin Healing [1d10 + 30], Law [1d20 + 20] (if lawful initially), Literacy [1dLe + 25], Stealth [1dDx + 1d10 + 20], Swimming [1d20 + 20], Two Weapon Combat [1d5 + 5] Athletics [1dTo + 1d5 + 20], Concentration [1dWi + 20], Dodge [1dDx + 20]
Priest First Aid [1d20 + 20], Healing [1dLe + 40], Herbalism [1d30 + 30], Literacy [1d30 + 60] Concentration [1dWi + 1d10 + 20], Detect Item Status [1d50 + 50], Music [1d10 + 20]
Ranger Climbing [1dDx + 20], Healing [1d10 + 15], Herbalism [1dLe + 20], Swimming [1d20 + 30], Two Weapon Combat [1d10 + 50] Alertness [1dPe + 20], Archery [1dDx + 20], Athletics [1dTo + 1d10 + 30], Dodge [Dx*2], Food Preservation [8d5], Survival [1d(Pe*2) + 30], Woodcraft [1d10 + 20]
Thief Backstabbing [1d5 + 5], Climbing [1dDx + 30], Detect Traps [1dPe + 30], Disarm Traps [1dDx + 25], Listening [1dPe + 20], Pick Locks [1d20 + 30], Pick Pockets [1d20 + 25], Stealth [1d10 + 30] Alertness [1d30 + 10], Appraising [1dLe + 2d5]
Weaponsmith Detect Traps [1d10 + 5], Haggling [1dCh + 30], Smithing [1d30 + 40] Appraising [1d30 + 10], Athletics [1d40 + 20], Concentration [1dWi + 20], Find Weakness [1d10 + 10], Metallurgy [1d30 + 40]
Wizard Healing [1dLe + 10], Herbalism [1d30 + 20], Literacy [100], Stealth [1d10 + 20] Alchemy [1dLe * 2 + 20], Concentration [1dWi + 10 + 30], Ventriloquism [1d20 + 30]

[1] Bards never get: Necromancy, Bridge Building, Tactics, Law, Courage. Every other skill (except Music) has 25% chance, with starting value of [1d20 + 15].

[2] If specializing in potions, then Alchemy [1dLe], else if specializing in scrolls then Literacy [1d20 + 30] else (wands or rings) Survival [1d20 + 20].

Falcon birthsign increases Survival by 10, or grants Survival at 10 if there was no Survival by race or class.

The manual also states that Bards get more skills than other classes. Testing does not agree with this. What the manual fails to mention is the two free skill advances per level Bards receive. This is useful for races that have low initial Learning scores, such as Orcs and Trolls.

There are definite effects on gameplay depending on the alignment, skills and birthsign the PC is born with. Note that none of the races is born with the Healing skill; it is entirely class-dependent. Nine classes are born with Healing. It is essential to obtain this skill (except for those born under Candle). This means that those without it must choose Rynt's quest as opposed to Guth'Alak's in Terinyo, whether they intend to actually obtain the skill from Jharod or Kranf Niest. This puts restrictions on the game right away, since the Keethrax quest and thus a guaranteed artifact and potion of cure corruption are forfeited before the game even starts. Further, three races start with chaotic alignment. If the PC wants to receive Healing from Jharod, thus avoiding Kranf Niest's attribute drains, alignment must be changed to neutral (or lawful).

Note also that no race starts with Herbalism, the other skill available through a Terinyo quest. If the player wants maximum flexibility - to do either Rynt's or Guth'Alak's quest, or neither (in the case of a minimalist challenge game) - choose a class that starts with Healing, Herbalism, or ideally both, such as a Beastfighter, Druid, Healer, Priest, Ranger or Wizard.

If there is a skill that is difficult to obtain that you cannot live without, such as Alertness, play a Dark Elf or Drakeling, or choose a class that is born with it - Archers, Healers, Monks, Rangers and Thieves all start with this skill. Many players feel similarly about Detect Item Status - play Priests or a Merchant for a challenge.

A PC that trains a given skill due to both race and class will be especially proficient with that skill. This makes certain combinations especially powerful. Dwarven Weaponsmiths (doubly trained Metallurgy and Smithing), Hurthling Archers (doubly trained Archery), Hurthling Farmers (doubly trained Archery, Cooking, Food Preservation, Gardening, Stealth) and Dark Elven Rangers (doubly trained Alertness and Climbing) are examples.

0.1.4.2 Class powers

Press Ctrl-x to see the list or use your class powers.

The ADOM Manual contains a list of the classes along with their characteristics and class powers. The below well-arranged table is presented here for better comparisons:

Class Powers
Class Level 6 Level 12 Level 18 Level 25 Level 32 Level 40 Level 50
Archer 800 EP / missile attack 2x range bonus to Fletchery 600 EP / missile attack always dodge missiles 20% chance for a missile to penetrate armor hit several targets / 1 missile
Assassin create poison from any potion bonus to Backstabbing +30% range +20% for critical hits x2 bonus to Dodge =Pois chance for instant kill [7]
Barbarian mighty blow: x2 dmg / 2500 EP moving / 750 EP tremendous blow: x3 dmg / 4000 EP +1d4 HP / Level +3 St, +3 To +10 dmg / True Berserker 800 EP / True Berserker
Bard free skill increase / Level +1d3 lvl / 6 random weapon skills 80+10*Le+20*Ma / 4 random spells +6 random skills or improves [1] x2 to HP regeneration x2 to PP regeneration +6 to all attributes
Beastfighter -Pois -Stun moving / 700 EP summon 2d2 bears or wolves / -1 Ma swap position with hostile opponents chance to stun opponent on critical hit +6 St, +6 To
Druid evade wilderness encounters x2 to PP regeneration immune to weather effects summon 1d3 major animals / -1d3 Ma x2 to HP regeneration =Elec -10% corruption from attacks
Elementalist -Fire -Elec immune to weather effects +WBre elemental storm / 120 PP summon random elemental pet / -2 Ma burrow through stone / 1500 EP + 20 PP
Farmer 2x carrying capacity half food consumption bonus to Herbalism iron rations from corpses increased chance to raise attributes and potentials [3] +3 St, +3 To -30% corruption
Fighter +7% PV +50% to Dodge +15% PV +10% for critical hits +25% PV bash: +20% dmg, stun / +500 EP all round attack / 3500 EP
Healer x2 to HP regeneration x3 to HP regeneration ability to heal pets basic spells: CM, CD, CLW, SP +2d3 HP / Level advanced spells: CSW, NP near immunity to disease, bleeding, poison; +8 To
Merchant -20% shop prices 2x carrying capacity -40% shop prices immune to weather effects; immune to ambush -60% shop prices calm monsters by giving away items 3x carrying capacity; Create Item spell
Mindcrafter -Conf sense the amount of enemies on current DL +1d6 PP / Level +5 Wi less corruption from chaos opponents +3d5 PP / Level, cumulative half damage from undead
Monk circular kick / 2500 EP moving / 800 EP moving / 600 EP swap position with hostile opponents chance for instant kill of up to human sized opponents [8] chance for instant kill against any humanoid [8] -10% corruption
Necromancer resistance to St drain, -Para: (40+lvl)% turn undead raise ghuls / 10 PP per raised ghul Shadow Touch: transfer HP when hitting bare-handed [4] raise wraiths / 20 PP per raised wraith lowered Ma cost for using Necromancy reborn if To > 9 / -50% To, -50% Max HP
Paladin cure disease / 1000 turns turn undead / 3000 EP, piety automatical know alignment +1 DV / 2 levels in melee vs opposite alignment opps healing touch: +(lvl-24)d6 HP / 1000 turns resistance to St drain, To drain, -Sick, -Para -30% corruption
Priest turn undead / piety -10% spells PP cost -25% spells PP cost -50% spells PP cost -50% piety consumption for praying destroy minor undead destroy major undead
Ranger bonus to Survival, immune to weather not slowed down by terrain [5] +4 range evade wilderness encounters double weight bonus to Two weapon combat moving / 750 EP quadruple weight bonus to Two weapon combat
Thief automatical search bonus to Backstabbing pilfer shops ability stun opponent on critical hit better items pickpocketed [2] +20 Speed invisibility when adjacent to a wall
Weaponsmith melt metal items into ingots [6] 4x faster smithing +4 St automatically recognize all metal =Fire +8 To know damage of unided melee weapons
Wizard -10% spell PP cost -20% spell PP cost -40% spell PP cost gain xp in randomly choosen spell / Level recharge wands: once per wand; 50 PP per charge uncurse item / -1 Ma basic knowledge in all spells except Wish

[1] Can be ANY skill, and does not have the restrictions imposed on character creation. Bards gain 1d20 + 20 in those skills.

[2] Stolen items must have at least 10 value.

[3] Trains St by (Level*5)-155)*4, Dx by (Level*5)-155), and To by ((Level*3)-93)*10.

[4] Shadow Touch will regain HP first; if maxed, it will regain PP instead. PP Gained is DamageDealt / 2, HP Gained is DamageDealt / 3. There is DamageDealt/1000 chance to get +1 Mana. If 1d10000-1 < damage dealt, you gain 1 Mana.

[5] Also receives only 1/3 of drowning damage.

[6] Melting ability is determined by the weight of what you're melting down as far as how many ingots you'll get. This means for example ultra-heavy armors are especially nice for melting down. Blessed hammer + blessed metal = 9:1000 (9 ingots for 1000 stones); B+U = 8,1:1000; B+C = 6,3:1000; U+U = 7,2:1000; U+C = 5,6:1000; C+C = 4,4:1000. Failing a Smithing roll halves the amount you get.

[7] If monster Level<50 and monster not unique: (50-moblevel)*2 / 1000 chance for instant kill.

[8] If monster not unique, and (monster is humanoid but not undead/construct), and (monster size < 3 or Monk Level >= 40): (50-moblevel)*2 / 1000 chance for instant kill.

0.1.4.3 Starting attributes

The following table was generated directly from the executable. Remember that 10 is regarded as an average attribute. It gives a general idea of which races and classes receive bonuses or penalties to each attribute at the start of the game:

Race starting attributes
Race St Le Wi Dx To Ch Ap Ma Pe Total Xp
Dark Elf 8+1d2 9+1d2 11+1d2 14+1d4 8+1d2 7 11+1d3 15+1d4 12+1d5 +4+1d25 40
Drakeling 12+1d3 9+1d2 11+1d4 8+1d3 12+1d4 9+1d2 7+1d2 9+1d3 8+1d2 -3+1d25 80
Dwarf 11+1d4 10+1d2 10+1d3 9 12+1d4 9 8+1d2 9+1d2 10+1d2 -4+1d21 60
Gnome 8+1d2 10+1d4 8+1d2 11+1d2 10+1d2 11+1d3 9+1d2 13+1d4 10+1d3 +0+1d28 0
Gray Elf 10 12+1d4 9+1d2 13+1d3 7 8 17+1d5 14+1d5 13+1d5 +10+1d32 20
High Elf 9+1d3 12+1d4 8+1d2 14+1d5 8 9+1d2 13+1d4 12+1d3 13+1d4 +7+1d28 30
Human 9+1d3 11+1d3 9+1d3 9+1d3 9+1d3 9+1d3 9+1d3 9+1d3 9+1d3 -7+1d27 0
Hurthling 6 9+1d2 9+1d2 14+1d4 11+1d3 11+1d3 9+1d3 8 9+1d3 -6+1d22 0
Orc 13+1d4 7+1d2 9+1d3 9+1d2 12+1d4 7+1d2 7 5+1d3 7+1d3 -15+1d26 60
Troll 17+1d10 4+1d3 7+1d3 7+1d3 17+1d7 5+1d3 4+1d3 5+1d3 6+1d3 -18+1d38 150

Additionally, Hurthlings get a special *0.8 bonus to Xp requirement, Gnomes even better *0.75 bonus, Humans *0.86 bonus. Trolls get a *2.5 penalty.

Class starting attributes
Class St Le Wi Dx To Ch Ap Ma Pe Total Xp
Archer +1 0 0 +4 0 0 +1 0 +3 +9 20
Assassin +1 +1 0 +2 +1 -2 0 0 +2 +5 35
Barbarian +5 -2 +2 +1 +3 -1 -1 -4 +1 +4 150
Bard 0 +2 +1 +2 +1 +3 +3 +1 +1 +14 10
Beastfighter +4 -1 -1 +4 +4 -2 -1 -2 +2 +7 40
Druid 0 +1 0 0 +2 0 0 +2 +1 +6 30
Elementalist -1 +2 +1 +1 0 -2 -1 +2 0 +2 30
Farmer +2 -2 0 0 +1 -1 -1 0 +1 +0 0
Fighter +3 -2 +1 0 +1 0 0 -3 0 +0 40
Healer -1 +1 +3 +1 +4 +1 0 +1 +1 +11 0
Merchant 0 +1 +2 +1 0 +3 +1 0 +1 +9 5
Mindcrafter -3 +2 +4 +1 -1 0 0 +1 +1 +5 20
Monk +2 +1 +3 +2 +1 -3 -1 -1 +2 +6 60
Necromancer -1 +2 +2 0 +1 -4 -3 +3 0 +0 20
Paladin +2 +1 +2 -1 0 +4 +2 +1 0 +11 60
Priest 0 +2 +4 -1 0 +1 0 +3 0 +9 5
Ranger +2 -1 0 +1 +2 -1 0 0 +3 +6 60
Thief 0 0 0 +3 0 +1 +2 0 +3 +9 25
Weaponsmith +2 -1 +1 +1 +3 0 0 +1 +1 +8 25
Wizard -2 +3 +3 +1 -1 +2 0 +3 +1 +10 5

Higher Xp number means more experience is required to advance a level.

The ADOM Manual gives some hints about race/class combinations. For instance, the manual identifies Trolls as the strongest, toughest and stupidest race in the game and suggests that they make good fighters (because of their Strength and Toughness) and lousy magicians (because of their low Learning and Mana). This is true as far as it goes, but Trollish Wizards can be a viable combination if they are played more as fighters to start and later develop their magical talents. Elves make fantastic Wizards (due to their high Learning and Mana) once they gain some experience, but are difficult to keep alive in the early game because of their low Toughness. Humans are a jack of all trades race and can be used with all classes. Some combinations favored by newsgroup readers:

Classes and combinations that are regarded as difficult:

0.1.4.4 Lifespans
Race Starting age Max age Grownup Middle aged Old Very Old
Drakeling 20+1d6 60+8d4 22 40 60 80
Dwarf 50+5d4 400+10d10 60 180 280 380
Dark Elf 100+10d6 1200+10d10 120 400 750 900
Gray Elf 200+20d10 2000+20d40 250 800 1500 2000
High Elf 150+10d10 1500+10d40 200 650 1000 1350
Gnome 75+10d6 600+10d20 100 300 500 620
Human 12+4d6 40+10d8 20 40 60 80
Hurthling 25+2d10 80+10d4 32 60 75 90
Orc 10+2d4 35+3d4 15 25 32 40
Troll 8+1d10 35+12d4 15 25 35 45
+attributes     +1 St, +2 Le, +2 Wi +1 Le +1 Le, +2 Wi, +2 Ma +2 Le, +1 Wi, +2 Ma
-attributes       -1 St, -2 To, -1 Sp -3 St, -2 Dx, -2 To, -1 Ap, -2 Pe, -2 Sp -4 St, -3 To, -2 Ap, -3 Pe, -4 Sp

Press B to determine your age and age category. You can start the game as either young or grownup. The age category has definite effects on your attribute scores, listed in the effects fields. Generally, you lose Strength, Toughness, Appearance, and Perception with age. On the other hand, you gain Learning, Willpower, and Mana. During normal game, you naturally age very slowly, and this should almost never become any problem. However, undead attacks may unnaturally change your age and age category very quickly, depending on race. Use potions of youth to reverse the effects of unnatural aging. Potions of longevity increase your max age. Beware of cursed potions of youth and longevity though - they may result in an immediate death of old age.



0.1.4.5 Descriptions and special considerations


0.1.4.5.1 The Races
In ADOM, a wide variety of fantasy races can be chosen for your player character. Each race has certain advantages and disadvantages and receives different equipment and attributes. Each race also gains some default skills as their cultural heritage (see the section on skills for a complete list of available skills in the game).
Source: ADOM© r60 game manual.

The following playable races are available in ADOM (since v1.2.0):



Dark Elves

Dark Elves are as evil as Gray Elves are beautiful. Many millennia ago they were exiled into the Underdark after a long and hateful war with the other elven sub-races. Dark Elves worship Lol'th, the evil demon queen of all spiders. During the millennia beneath the earth, they were corrupted by the dark secrets they managed to unearth. Their skin is as black as their souls. In contrast, their hair is of pure white color. Dark Elves are of very slender frame and slightly smaller than their surface-dwelling cousins. Dark Elves are hated and feared by almost everyone because of their cruelty and lack of mercy. They possess great magical talents, are very nimble and have an excellent perception in the underground. Because of their long absence from the sunlight, they are almost blind when adventuring in the daylight. Their greatest enemies are their surface cousins. Despite the general evil disposition of this race over the centuries, they have spawned some very rare individuals who have left their homelands and are eternally remembered in legends and song because of their valor, goodwill, and courage. Dark Elves train in the following skills: Alertness, Climbing, Find Weakness, and Stealth.
Source: ADOM© r60 game manual.

Alertness is an often sought after skill that cannot be wished for; players may choose either a dark elf, drakeling or mist elf to get the skill if their chosen class doesn't have it. Similarly, Find weakness is a crucial skill for PCs that rely on missile and/or melee combat a lot; players that want to make use of the skill may choose a dark elf or orc if the PC's class doesn't offer it. Stealth is also somewhat useful, whereas Climbing is guaranteed anyway.

Like all elves, dark elves have excellent Dexterity and Mana. They have average dexterity scores as high as those of high elves, and average mana scores (at least!) as high as those of gray elves.

Most dark elves also have very high Willpower and Perception, and better-than-average Appearance; though they are generally not as intelligent, perceptive or attractive as the other elves.

On the negative side, dark elves typically have below average Strength and Toughness, and terrible Charisma scores. They tend to be slightly weaker, but slightly tougher, than high or gray elves.

Whilst dark elves come well prepared for some professions (particularly combat-orientated ones) with elven chain mail, dark elves of other classes such as Thief or Barbarian start with barely any armor. Dark elven Beastfighters are notably well prepared — wearing Spider shell armor.

A number of classes start with the dark elves' missile weapon of choice, a hand crossbow and dark elven quarrels. Although relatively powerful, dark elven quarrels generally see little use as they get smashed very easily.

Dark elves never carry torches, regardless of profession.

Dark elves start out at 110-160 (100 + 10d6) years old and die at 1210-1300 (1200 + 10d10) years old. Whilst they don't live as long as other elves, they still have extremely long lifespans; thus are generally safe from the aging attacks of undead creatures.

Like other elves, dark elves have high power point regeneration rates and lower-than-average hit point regeneration rates.

The diabolical demeanor of dark elves makes them pariahs amongst some of the other races in ADOM. Dark elven PCs suffer very harsh penalties from dwarven shopkeepers, and are also disliked by human and elven shopkeepers (save for fellow dark elves). This makes buying and selling particularly difficult for dark elves since they will receive terrible deals from Waldenbrook in Dwarftown and even worse than usual prices in the Casino; which generally serve as the main store and the biggest source of valuable items, respectively, in the game.

On the other hand, other races aren't too bothered by dark elves; shopkeepers of chaotic races, i.e trolls, orcs and fellow dark elves, tend to do good deals with dark elven PCs.

Dark elves have a particularly bizarre relationship with spiders. Although dark elves worship spiders and some dark elven NPCs summon them as familiars, dark elves also love to eat them. Whilst dark elves don't share the eating habits of the other chaotic races, orcs and trolls, they are the only race that can eat spider corpses without vomitting or becoming poisoned. They are also the only race that enjoy eating spider bread (particularly cursed loaves!).

Spiders: Not only do dark elves like to eat spiders, but also if a dark elven PC is caught in a web and covered by "hundreds of tiny spiders", he/she won't be bitten and thus won't get poisoned (instead, the message "You welcome your spidery friends." is generated after the spiders swarm).

Night vision: Unlike most other races, dark elves' line of sight increases in the nighttime and decreases during the daytime.

Daylight penalties: In open areas (wilderness, Terinyo, bandit village, etc) dark elves get -8 penalty to perception and minor penalties to melee and missile to-hit (seems to be dependable on weapon type, in general ~-4 for melee and -8 for missiles). This was implemented in r51.

When choosing a race-class combination, dark elves have a number of points of interest - their skillset, their dexterity and their magical power.

They are natural Archers, making use of Find weakness and their excellent dexterity; however, they may want to practise with another type of missile weapon since dark elven quarrels are hard to keep. They are almost guaranteed to have very good or excellent scores in both mana and dexterity; meaning that many classes - particularly Monks or Paladins - can become effective missile users and at least semi-casters, for greater flexibility in combat. Their guaranteed knowledge of Alertness and Find weakness is very useful for classes that lack one or both of these skills - e.g. Barbarians, Beastfighters, Priests and all casting-orientated classes (though Necromancers have Find weakness, but not Alertness).

Overall, dark elves are generally a good choice for players that are not looking for tank-like melee fighters like trollish or orcish Barbarians, but PCs that perhaps have at least some potential in all three modes of combat, and lack important skills like Find weakness and/or Alertness.



Drakelings

Drakelings are humanoid lizard-like creatures about six feet tall. They weigh 150 to 200 pounds and are covered with blue or green scales. They speak with a hissing accent and normally wear few clothes (besides their armor and weapons). Drakelings are able to spit a powerful acid at enemies, although this fatigues them. The origins of the Drakeling race are hidden in a past long forgotten. They reappeared some years ago and quickly spread across the continent. Sages believe that they remained for many centuries in a kind of hibernation which only recently ended. Drakelings are good at everything. They are very deadly shots with a weapon unique to their race, the drakish scurgar. Drakelings are cold-blooded creatures. Therefore, extreme temperatures influence them: when it gets cold, they slow down. On the other hand, great heat is beneficial for them as it speeds up their reflexes. Their breath weapon causes {x}d6+{y} points of damage. {x} is equal to the maximum of 2 and the current PC level divided by 3. {y} is equal to the PC level divided by 2. Drakelings train in the following skills: Alertness, Food Preservation, Music, and Swimming.
Source: ADOM© r60 game manual.

Alertness is a particularly desirable skill, and one unavailable from wishes; the other three skills are quite useful as well.

Drakelings on average begin with above average Strength, Willpower, and Toughness, while being slightly below average at Dexterity, Appearance, and Perception. Their above average toughness helps with early-game survival, although none of their attributes are tilted so strongly in either direction as to make them a poor choice for any class.

Drakelings often start with very poor starting equipment. They rarely start with armor, but occasionally start with bracers of defense/bracers of protection or a ring of protection.

Drakeling lifespan is similar to that of Humans, leaving them without the concerns that some of the extremely short-lived races have at dealing with aging attacks, but also without the protection that the elven races have.

Drakelings have above-average health regeneration (only worse than Troll) and slightly below-average power point regeneration.

Drakelings receive fair prices from shopkeepers from all races, though they suffer a small penalty from High Elves, Grey Elves, Dwarves and Orcs. Curiously, Drakeling shopkeepers do not reciprocate, and offer somewhat poor prices to all non-drakeling races, and significant penalties to the usual suspects, Orcs and Dark Elves.

Drakelings have average eating habits, except for the fact that they are one of the few races that enjoy eating raw meat (as well as Orcs and Trolls). They vomit after eating rats, fat worms and cooked roaches, and refuse to eat doppelgangers unless starving.

The drakeling breath attack is invoked by the m key and is similar to that provided by the sulphuric breath corruption but a bit weaker. It always hits (though is subject to DV and acid resistance: it damages if 1d(Level+10)+Dx > MonstersDV+3), its damage scales with the PC's level (Max(2, Level/3)d6 + (Level/2) damage, ~1.7*Lvl), and has a maximum range equals to Str/4. If the damage dealt is greater than that needed to kill the target, the remaining damage is then applied to any monster behind it, and this continues until the total damage to be dealt has been completely expended.

Messages related to acid spit can be misleading — a monster that is "nearly hit" still takes damage. Only messages about the foe resisting or their defenses not being penetrated mean that no damage has been done. Since tactics have no effect on acid breath, setting tactics to 'Coward' while using it against any dangerous enemy is highly recommended.

It can be very useful, particularly in the early game, to deal with enemies that a new PC may not have any other way of dealing with. Notably, it provides guaranteed damage against vortices (except acid vortices), doppelgangers, and claw bugs, which can otherwise be significant hazards to various classes at various stages of the game.

Spitting depletes satiation (5d10+50, ~80 food points per spit) — which means it retains its utility until the end of the game as a way of allowing PCs to lower their satiation and eat more beneficial corpses without having to worry about carrying stomacemptia. A PC can only starve to death by using acid breath if they are starving when they use the ability. It does not appear to be influenced by effects that reduce food consumption, such as the Monk or Farmer class abilities.

At least one player has won a game using acid spit as their only source of damage.

There are few truly poor classes to play as a Drakeling. Their balanced stats, excellent skills, and racial acid spit ability offer something for nearly every class. They are popular for difficult classes such as Farmers, Mindcrafters, and Thieves, which benefit considerably from having an early projectile attack to deal with early threats as well as high toughness. Drakelings make excellent Fighters, Paladins, and Chaos Knights — since, in addition to their other benefits, Drakelings have excellent starting gear in these classes. For example, Drakeling Paladins start with a respectable scale armor, as well as three random weapons — which may include weapons made of mithril, a crystal dagger, a powerful bloody dagger, a pickaxe, or even (on extraordinarily rare occasions) the scorched spear.

Drakelings are not penalized in Learning, Willpower, or Mana, so they make passable spellcasters as well. Drakelings are notably powerful Monks, as their stats and acid breath are well suited to surviving the otherwise troublesome early game, and their generally poor equipment is meaningless with a class that receives none.

Cold-bloodedness: Drakelings are particularly vulnerable to temperatures; cold temperatures cause their speed to drop precipitously, while warm temperatures increase their speed but eventually at the cost of taking damage.

Drakelings in the Tower of Eternal Flames should prepare to take continual damage even if they are immune to fire; however, they have the advantage (or, for those concerned about XP, the disadvantage) of extremely high speed. Extra healing herbs or potions will be needed unless the PC has equipment conferring regeneration. Characters will also experience great heat if they deal with lots of fire breathing creatures - especially in greater or lesser vaults of red dragons, though entering these areas is optional anyway.

Cold blood can be very useful to characters with Alchemy: protecting themselves with fire resistance and creating a series of alchemical explosions by mixing herbs can boost speed up to around 200. This technique can be used before anticipated difficult engagements, i.e. visiting the Ancient Stone Circle, elemental temples or even fighting Andor Drakon. It should be noted, that the speed boost will have a (big)negative effect on gained experience.

Drakelings subjected to cold temperatures, for instance from white dragons, on Ice Queen Domain or on D: 49, will find that their speed drops so low they are essentially unable to function. Offensive alchemy or the Improved Fireball spell may be used to quickly warm them up and get their speed back to normal. Drastically reduced speed, however, can be used to gain extra experience (if you survive).

As noted, the drakeling acid spit attack depletes satiation. Thus players who intend to use this ability regularly should plan to bring extra food with them, and should err on the side of being satiated rather than hungry.



Dwarves

Dwarves are a small, hardy and taciturn race. They barely grow to be four and a half feet. Their body is stocky and their endurance is legendary. Dwarves are especially proud of their long beards and their great craftsmanship with metals. The dwarven race has spawned the greatest of all smiths. Their skill in forging weapons and armor is unsurpassed, as is their greed for gold. They are able warriors, brave to a fault, have an excellent sight in the underground and are experts at detecting secret doors and traps. Dwarves train in the following skills: Climbing, Detect Traps, Metallurgy, Mining, and Smithing.
Source: ADOM© r60 game manual.

Detect Traps is of most use to PCs whose class does not offer it — as traps that are detected are much easier to avoid. Mining is also useful for harvesting gems, and reducing risk of pickaxes breaking for such PCs that depend on them for digging. Whilst Dwarves are the only race to practise Smithing, it can be learned by all PCs within the game anyway; many players might not even bother with it due to how difficult the skill is to use.

Dwarves are usually strong and very tough. Their other stats are not tilted heavily in either direction; typically their Learning and Willpower is slightly above average, but their Dexterity is slightly below average. While they aren't excellent at archery or learning spells, they aren't bad either.

Dwarves tend to be well equipped, with many classes starting with a full set of metal and/or leather armor. Dwarven Paladins are notable for being very heavily armored, with their starting armor granting them 10-26 PV depending on the luck of the dice. They favor axes as their starting weapon, and Archers start with an impressive heavy crossbow as their missile weapon of choice.

Dwarves start out at 55-70 (50 + 5d4) years old and die at 410-500 (400 + 10d10) years old. Thus, their long lifespans mean that they have huge deal of protection against unnatural aging.

Dwarves have slightly higher than average HP regeneration rates, but very slow PP regeneration. This poses considerable concern for Dwarves using spells, or particularly mindcraft since at least magic can be cast from HP (which dwarves tend to have quite a lot of) in emergencies.

Dwarves' law-abiding but haughty nature attracts a small number of friends and a lot of enemies in Ancardia. Their friends are fellow Dwarves, Gnomes and Hurthlings — with which races they do great trading deals with. Their nemesis is the Orcish race — Dwarves and Orcs both do very harsh trading deals with each other. High Elven and Grey Elven shopkeepers are prejudiced against Dwarves, whilst Dwarves themselves are extremely prejudiced against Dark Elves.

Dwarves are the fussiest eaters in ADOM. Like most other races, they vomit after eating rats, fat worms and cooked roaches, and refuse to eat doppelgangers unless starving. Being a racial enemy, they may not eat orcs of any kind unless starving (the message "No self-respecting dwarf would do that!" is usually generated when trying to eat an orc). They also refuse to eat fellow dwarves unless they are starving.

Mithril skin: Only Dwarves can get the talent 'Mithril Skin', which permanently adds 3 to their PV score. This is the only talent in the game with a racial requirement.

Dungeon sight: Dwarves tend to find secret doors and tunnels quicker than other races.

Racial crowning gift: Dwarves may be crowned with Hammerhead instead of the usual crowning gifts for their class.

Extra piety from sacrificing gold: Dwarven gods especially prize gold. This, combined with a guaranteed dwarf shopkeeper, means that Dwarves may accumulate piety much faster than other races through selling items and sacrificing gold.

A few other small gameplay effects also apply for Dwarves, such as being able to read the runes on Griff Bloodax's grave. It is rumored that Dwarves also have a better chance than other races of obtaining the artifact Rolf's Saviour.

Dwarves are typically strong and tough and thus are suited to fighting classes such as Fighters, Paladins, Monks and Barbarians. They are a very popular choice for Weaponsmiths, due to their natural smithing talents. While they do not possess great magical talents, their mental and magical stats are much better than those of Orcs and Trolls; together with their good physical stats, this makes Dwarven mages potent at balancing both average magical abilities with (at least) average chances of survival.



Gray Elves

Gray Elves are the most noble of all elven races. Their beauty is ethereal, they move with unsurpassed grace and are among the greatest mana-wielders in the game. Gray Elves look similar in appearance to High Elves, although most of them sport silver or golden hair and purple or light blue eyes. They are of even more slender build than their lesser cousins. But besides their great beauty, they are arrogant and haughty beings, generally disliked by most other races that have contact with them (which is next to no one on a regular basis... mostly you will meet Gray Elves in a chance encounter -- if you notice them at all!). Gray Elves tend to regard all the non-elven races as lesser beings, more closely related to animals than to "True Beings", as they like to call themselves. They are also even more frail than their lesser cousins, which they balance with a greatly enhanced agility and magical powers of which other races only dream. Gray Elves train in the following skills: Dodge, Listening, Literacy, and Stealth.
Source: ADOM© r60 game manual.

Gray elves train in Dodge, Listening, Literacy and Stealth; thus, they offer identical skillsets to high elves. Racially granted literacy means any PC that doesn't meet the required learning score of 10 (including Barbarians and Beastfighters) will still be able to read and write (probably not very well, though). Dodge and Stealth are somewhat useful to all PCs.

They tend towards excellent Mana scores and very high Learning scores, making them generally very good at learning and casting spells. Gray elves also have stellar Appearance scores and, like other elves, very high Dexterity and Perception. On the downside gray elves usually have very low Toughness scores, and low Charisma scores (although this stat is a lot less important).

Gray elves are typically very well equipped. Most melee-orientated classes start out with elven chain mail, which helps to compensate their low endurance.

They have extremely long lifespans, surpassing even those of dark elves and high elves. They are usually very safe from the effects of unnatural ageing.

Gray elves regenerate power points very quickly, but regenerate hit points slowly compared to most other races.

They are hated by their evil cousins and disliked by trolls and orcs, whilst gray elven shopkeeper display similar prejudices towards those races. Gray elves' only friends in Ancardia are fellow gray elves, and high elves.

Due to their high Mana and Learning scores, gray elves are a popular choice for magic-orientated PCs. They make very powerful Wizards, although gray elven Wizards are not the easiest PCs to keep alive in the early game due to their low HP and Toughness. They are also good Archers, due to their high Dexterity and good starting equipment. Paladin is also a respectable class choice for gray elven PCs, as the class offers good boosts to their physical stats and a typically decent casting potential that gray elves can greatly improve.



High Elves

High Elves are a beautiful race of extremely long-lived creatures. High Elves are of slender build, nearly six feet 10 inches tall and generally have golden or auburn hair and amber or purple eyes. Their ears are very pointed and their skin is very fair. They live in the forests where they like to hunt, frolic, engage in musical and romantic affairs and generally have a good time. They tend to shun the other races, partially because of their arrogance and partially because they have had conflicts with most other races in their long history. High Elves are excellent fighters (and also great shots with their deadly long bows!) and mages. Their magical powers are especially noteworthy. On the negative side, they are not very well-liked and somewhat frail.
Source: ADOM© r60 game manual.

High Elves have great Dx and Ap; good Pe, Le, and Ma; and tend to suffer somewhat in St, To, Wi, and Ch.

High Elves are very well equipped, often wearing Elven chain mail, with a bow and arrows equipped.

Like all elves, high elves have very long lifespans, the third longest after mist elves and gray elves. High Elves start the game at 160 to 250 (150 + 10d10) and die at 1510 to 1900 (1500 + 10d40), making them effectively immune to aging attacks.

High Elves have above average power regeneration, but are slightly penalized in hit point regeneration. This penalty can be alleviated by eating Troll corpses and drinking potions of troll blood.

High Elves have better relations with the other races than the manual would lead you to believe, but they are penalized when dealing with shopkeepers of chaotic races, namely dark elven, trollish and orcish shopkeepers. They get reasonable deals from Waldenbrook.

Food such as rats, fat worm and cooked roaches make them vomit; but aside from doppelgangers, there is nothing that they refuse to eat.

High Elves are quite versatile, though their low Toughness is not well-suited to a "tank"-type melee fighter. Given their amazing Dx, Archer, Thief, and Assassin are naturals. They also make good spellcasters, especially with semi-caster classes, such as Healer or Paladin. As they always start with the Literacy skill, this is one way to play a Barbarian who can read. High Elves may require a little bit more finesse than other stronger, tougher races when playing a melee class. Use your Dexterity to soften up your enemies with missile, then use hit and run tactics, as your slightly superior Speed should allow. If you have Backstabbing, remember to avoid using a light source — it will nullify your Stealth ability.



Humans

Humans are the most generic of all races. They tend to be adaptable, suited for every profession and generally well equipped. They are also very fast learners (getting a free skill increase whenever they advance a level). While humans do not have any other special advantages, they don't suffer from any disadvantages either. Humans train in the following skills: Climbing, Food Preservation, Haggling, and Swimming.
Source: ADOM© r60 game manual.

Humans have rather average attributes, but they do usually have a good Learning, meaning that they often start with Literacy. Background, Gender, Star signs and Talents can have a stronger relative effect on Humans' attributes, pushing them into either below average or above average territory. Human attribute potentials tend to be rather generous, though a low starting score often translates to an equally low maximum potential.

Humans are one of the better-equipped races, starting with torches, a complete outfit of leather or metal armor, a shield, and a sword. Of particular note, Human Barbarians start with an amulet of luck.

While they don't have the long lives of some other races, Humans are generally safe from lesser undead, such as ghost bats and ghosts. Care should be taken around more powerful undead, as a single aging attack could advance you to near-death or even death, if you're unlucky. Humans start out at 16-36 (12 + 4d6) years old and have a lifespan of 50-120 (40 + 10d8) years.

Unsurprisingly, Humans are rather average in their hit point and power point regeneration rate, receiving neither bonuses nor penalties to either.

Humans tend to be tolerated by other races and to tolerate other races. This means that Human adventurers will often get good deals from merchants, though they do suffer a slight penalty from Dwarves. Human shopkeepers penalize Dark Elves but suffer few other prejudices.

Surprisingly, even lawful humans don't mind eating other humans. Food such as rats, fat worm and roaches make them vomit; but aside from doppelgangers, there is nothing that they refuse to eat.

Humans are decent at every class. Though their attributes lack of the brute power of trolls or the magical affinity of elves, they suffer none of the disadvantages, like the manual points out. With their rapid leveling, Humans can take advantage of class powers earlier than some other races. Starting equipment is frequently good, though they do lack anything as amazing as Elven chain mail. Unfortunately, humans compare rather unfavourably to drakelings, who have the same skills as well as the very powerful Alertness skill, and a generally more favourable attribute distribution.



Hurthlings

Hurthlings are the smallest of the little people. They grow to be an average three to three and a half feet high. They are sturdy and brave. Most hurthlings prefer to walk without shoes. Their feet are very well accustomed to this as they sport a leathery sole and are covered with thick and bushy hair. Hurthlings rarely wear beards and generally prefer short-cut hair. They (mostly) are not an adventurous people. They enjoy their burrows, like to farm and sit together to tell stories. Their greatest pride are their beautiful gardens and the good tobacco they produce. Hurthlings generally mistrust outsiders and foreigners and shun them most of the time. A hurthling needs six meals a day to be happy and a comfortable bed to sleep in. Those few hurthlings who chose to be adventurers are mostly very talented thieves. Because of their small size and their low strength, hurthlings are not very well suited to be fighters. One of their favored sports is tossing rocks (with or without slings) at distant targets -- consequently many hurthlings are deadly shots both with slings and thrown rocks. Hurthlings have been known as hobbits in later ages and in other areas. Hurthlings train in the following skills: Archery, Cooking, Food Preservation, Gardening, and Stealth.
Source: ADOM© r60 game manual.

Food preservation is useful for all PCs as it increases chances of corpse drops — which is useful since many corpses have desirable effects, such as those of blink dogs and giant slugs. Cooking is useful for hurthlings since their deities like cooked food as sacrifices. Their other skills are somewhat useful as well; though Gardening's use is restricted by the rarity of herb seeds, and Archery doesn't give a lot of bonuses to non-Archers (but still better than none).

Hurthlings are extremely dexterous, and surprisingly tough. In contrast to their toughness, however, hurthlings tend to have very bad Strength scores; which is somewhat odd seeing as all other classes are either high or low in both strength and toughness. Hurthlings also tend towards poor Mana scores; which can make them tricky to play as some classes, seeing as they typically are neither outstanding fighters nor mages.

Like Gnomes, hurthlings tend to pack light and always bring torches. Hurthlings always pack extra food, and a cooking set. They tend to be lightly armored and generally poorly equipped for combat, with the exception of Paladins. Since hurthlings are more suited to ranged attacks, a number of classes pack missiles — usually a sling and rocks, but sometimes a bow and arrows; notably, assassins start out with a rare boomerang.

Furthermore, all hurthlings have a unique problem — they start with a random cursed ring equipped (yet another reference to J.R.R Tolkien's "The Hobbit"). Hurthlings are the only PCs that can — and always will — start off with a cursed item. This can be particularly problematic if it is a ring of damage.

Hurthlings have similar lifespans to humans; albeit slightly longer. They start out at 26-45 (25 + 2d10) years old and die at 81-120 (80 + 10d4) years old. Whilst not as safe from unnatural aging as elves or gnomes, hurthlings still have a lot more protection against it than orcs and trolls.

Hurthlings have average HP generation rates, and slightly lower than average PP generation rates.

Despite the manual saying that hurthlings shun and mistrust outsiders, they are by far one of the most popular and unassuming races in Ancardia (along with ratlings). Hurthling adventurers are liked by human, elven, dwarven and gnomish shopkeepers. Hurthling shopkeepers appear to have no racial prejudices at all.

Like most other playable races hurthlings vomit after eating rats, fat worms and cooked roaches, and refuse to eat doppelgangers unless starving. Hurthlings also refuse to eat black hurthlings (the message "You wouldn't eat a member of your own race...even if it was evil!" is usually generated).

Champion rock throwers: Hurthlings have a huge advantage over other races in throwing rocks — they start at an incredible level four in the weapons class (five for archers). They are also extremely proficient with slings, and need approximately only 66% of the usually required marks to advance levels in it.

Level advancement: Hurthlings require less experience per level to advance in level than most other races (i.e. all others but gnomes).

Talented: Hurthlings receive an extra starting talent (another trait they share with gnomes).

Dislike for shoes: On the negative side, hurthlings receive a -2 penalty to Dexterity whilst they are wearing anything in the boots slot.

Extra piety from cooked food: Hurthlings receive an extra bonus to their piety while sacrificing cooked food. This is particularly advantageous since all hurthlings start with a cooking set, and that cooked corpses from summoned monsters can be sacrificed, making it very easy for hurthlings to accumulate piety.

Hurthlings' excellent dexterity and natural ability in throwing rocks makes them excellent Archers — particularly in the early game, where they can easily overcome most opponents by throwing rocks at them. Their talents in archery also makes them good Assassins. Also, they can make good monks and somewhat good beastfighters — since what they lack in strength they make up for in fast levelling and toughness.

With low strength and magical abilities, hurthlings are a race that typically aren't jacks of all trades. However, with enough persistence — especially since PCs with extremely low starting scores can quite easily train them — they can become quite respectable fighters as well as missile users.



Gnomes

Gnomes are the smaller cousins of dwarves. They live in rolling hills and wooded valleys. They are great connoisseurs of gems and the best gem carvers known in the whole world. Gnomes are famous for their very black humor and their great magical skills. They are about four feet high and not so stocky as dwarves. They groom their beards very well, although they generally favor short cropped beards. Gnomes are great leather workers and gnomish boots are a quality product every race greatly enjoys (except trolls and maybe hurthlings). Their greatest enemies are the kobolds living in the tunnels below the mountains. They normally attack each other on sight. Gnomes are excellent crossbowmen who prefer to utilize light crossbows for ranged attacks. Gnomes train in the following skills: Gemology, Listening, Mining, Pick Pockets, and Ventriloquism.
Source: ADOM© r60 game manual.

Gnomes are the only race that are guaranteed Pick pockets and Ventriloquism; Pick pockets can easily be obtained by PCs that are neither lawful nor aspiring Paragons of Order, though. Gemology and mining can be put to good use to generate a source of both income and Learning (through blessed gems of knowledge), provided the PC has a pickaxe. Ventriloquism is a somewhat rare skill that can be sometimes put to good use; however, the skill is generally hard to advance, even for gnomish PCs that also practise it in their profession.

Whilst most gnomes have roughly average stats, gnomes typically have very impressive Mana scores and good Dexterity. Whilst gnomes are not as nimble and often not quite as magically adept as elves, they tend to be considerably tougher — making gnomes a popular choice for magic-orientated PCs.

Gnomes tend to incur minor penalties to Strength and Willpower, and tend to be slightly less intelligent than humans; otherwise, their stats are typically well balanced and they tend to have surprisingly good Charisma scores.

Like humans and hurthlings, all gnomes come prepared with some torches and an adequate supply of fuel. Gnomes otherwise tend to pack light — typically starting out with leather armor (although gnomish Paladins start out wearing chain mail) and a light weapon. Some gnomes — such as Fighters and Priests — also start out with a small shield to compliment their defensive fighting styles.

Gnomes start out at 85-135 (75+10d6) years old and die at 610-800 (600+10d20) years old. They have the longest lifespan of the non-elven races, and thus have a large degree of resistance against unnatural ageing.

Gnomes have somewhat high power point regeneration rates, and average hit point regeneration rates.

Despite their dark sense of humor, gnomes appear to be relatively popular in the world of Ancardia. Gnomish shopkeepers seem to unassuming, and don't generally do very mean deals with any race. Gnomish PCs are equally treated well by shopkeepers; they receive excellent deals from gnomish shopkeepers (obviously), and they also receive relatively good deals from dwarves.

Gnomes start off Neutral, though Class and Star sign can affect this.

Level advancement: Gnomes require less experience to increase in level than other races — receiving roughly a 25% discount on required experience per level for their profession.

Whilst being able to raise levels quickly is almost always a good thing, it may be of some concern to PCs that are trying to get through the Small Cave safely. Also, the PC might reach level 16 perhaps more quickly than desired, i.e before clearing the Pyramid — meaning they may have to attempt to defeat Rehetep without adequate time to prepare, or just abandon the Pyramid completely.

Gnomes require roughly 25% less marks per skill level to raise their skill with Crossbows than the other races.

Gnomes start with one extra Talent. They share this racial ability with hurthlings.

Food such as rats, fat worm and cooked roaches make them vomit; but aside from doppelgangers, there is nothing that they refuse to eat.

When choosing a race-class combination, gnomes have a number of points of interest — their fast level advancement, their high Mana scores and their relatively good Toughness (particularly for a magically adept race).

Gnomes are natural Elementalists — due to their magical abilities and fast level advancement (meaning they gain more spells quickly). Their ability to quickly gain levels also makes them notable Beastfighters and Monks. Their high Mana combined with one guaranteed extra talent means that gnomes are often eligible for a Heir gift - which is particularly beneficial for Thieves, Healers, Bards and Mindcrafters (their typically mediocre Willpower limits their ability at mindcraft, though; but their ability to quickly gain levels somewhat makes up for this).

Gnomes can do well at any class centred around casting. Alternatively, players may chose gnomes to be Archers due to their racial affinity with crossbows and their semi-casting potential.



Mist Elves

Mist Elves are a truly ancient race, literally born from the mists of time. They are almost immortal and some of their ancient members are believed to have been present at the dawn of creation. Their incredible lifespan gives them a very different and aloof outlook on life and civilization as they regard even Gray Elves as mere toddlers. Combined with the fact that Mist Elves are a very magical race, their bodies being made from magically solidified mist, they appear frightening, uncaring, cold and wise at the same time. They scoff at the views of the younger races and life doesn't mean much to them, having seen many empires rise and crumble within the span of a single Mist Elf's life. Mist Elves are even larger than Gray Elves but thin and frail beings. Their skin is almost white, their hair is pearly white and it seems to move with a slight breeze all the time. Their breath is misty and their eyes are pearly, violet, pink or yellow. Mist Elves move almost without sound. Their physique is weak and they are not very strong. Additionally they are the most fairy-like of elves, going so far that the prolonged touch of mundane metal burns their skin like acid. Thus they prefer to wear and wield weapons and armaments of precious metals, like mithril or adamantium. Despite their weak physique they are dangerous warriors as the mist-like makeup of their body greatly reduces damage taken in melee combat. Gray Elves despise Mist Elves, viewing them as uncaring beings devoid of emotion and lacking the general elven love for life. Mist Elves just chuckle about the antics of their baby cousins. Mist Elves, having been lifted from the mists of time themselves during creation, have a very specific grasp of necromancy. Most of them — if not drawn towards Chaos due to boredom — hate undead and are very powerful in combatting them by using their magical powers to wreak great harm upon undead. Mist Elf necromancers are able to create special creatures and engage in an act of creation rather than infusing dead beings with unholy energies, called white necromancy by themselves. Mist Elves are the rarest of all elves. You will encounter a thousand Gray Elves before you see one Mist Elf. They are rumored to live in misty areas high in mountain valleys or deep in the hills, but no known mortal has ever seen one of their settlements. Some sages believe them to be physical manifestations of the dreams of gods, others regard them as leftovers from the act of creation itself. Mist Elves just chuckle and move on at such useless ponderings. Mist Elves train in the following skills: Alertness, Concentration, Dodge, Literacy, Necromancy and Stealth.
Source: ADOM© r60 game manual.

Mist elves train in Alertness, Concentration, Dodge, Literacy, Necromancy and Stealth. They will practise White necromancy if lawful or neutral, or usual (black) necromancy otherwise.

For those who are interested in using white necromancy, mist elven PCs are the only ones that have this skill. Alertness is a very desirable skill for many players that can't be wished for, so they might choose either a mist elf, drakeling or dark elf if the PC's class doesn't offer it. Guaranteed Concentration and Literacy combined with their magical talents means that almost any mist elf — with the exception of mindcrafters — can have some potential to learn and cast spells. Stealth and Dodge are also useful skills to have.

Mist elves are in spirit what trolls are in body. They have unbelievably high Appearance, stellar Mana, and excellent Learning scores. Their magical powers greatly surpass those of gray and dark elves, which were the most magically orientated races up to v. 1.1.1. Like their distant elven relatives, they also have very high Dexterity and Perception scores.

On the downside, mist elves have by far the lowest racial HP gains per level; the player would be lucky to play a mist elf that has over 40 HP at level 10. This makes traps and vortices (if lacking the right elemental resistances) potentially fatal for a long part of the early game. Mist elves tend towards terrible Strength and Toughness scores. Like other elves, they also tend towards low Charisma scores.

Due to their allergy to iron and steel, mist elves often start out with mithril items — making them often better equipped than other races. Many classes focused on melee are excellently equipped, with elven chain mail, mithril boots and mithril weapons. Classes that usually wear robes or clothes anyway don't get any special advantages, though, as mist elves have no objection to starting work wearing these.

Mist Elves start at an average of 7,000 years of age. Testing with wishes for 'death' reveal an average of 63800 for regular Mist Elves, and closer to 70,000 for those who are 'long lived'.

As might be expected, mist elves regenerate power points extremely quickly but regenerate hit points very slowly. A potion of insight reveals the rates to be about 80 turns for hit points and about 15 turns for power points.

Mist elves are outsiders in Ancardia, and they appear to be hated by all shopkeepers. Mist elven shopkeeper likewise make terrible deals with adventurers of all races.

Mist elves have a unique problem — 'impure metal' causes their skin to burn, meaning they will lose hit points at each turn for each impure metal item they have equipped. The amount of damage depends on the type of item: one hit point for amulets, bracers or gloves; two hit points for boots, headgear or weapon; five for body armor. Impure metal refers to any item made of iron (ironically, since iron is a naturally occurring element) or steel. Since mist elves are an extremely frail race, it is definitely not a good idea to have iron-based items equipped for too long or at all; the PC should certainly have some means of uncursing handy when equip-IDing items.

Mist elves can wield weapons and shields made of iron without being harmed, provided they are wearing gauntlets. Of course wearing iron-made gauntlets will cause damage themselves. Likewise the damage from iron girdles is prevented by body armor. Mist elves can also wear one ring made of iron without taking damage.

It is worth noting that with the Immune to Pain talent, the damage from wearing only one amulet, or a pair of gloves or bracers is completely negated; this allows the mist elf to wear an iron-made item like an amulet of life saving, which would otherwise end up taking the elf's life as well as saving it, for example. Unfortunately there is no way for a mist elf to wear iron headgear or body armor without taking any damage.

Mist armor: Mist elves seem to take half the usual damage from melee attacks.

Racial crowning gift: Mist elves can be crowned with the Staff of Creation instead of the usual crowning gifts for their class.

Having only a very slight physical form, mist elves appear to deplete satiation more slowly than other races.

The manual mentions that they have special powers against undead; it is not yet known if this has any actual in-game effects or is just flavor text, though.

Not only do mist elves have outstanding magical abilities, due to their ability to greatly reduce damage they take in melee combat they also perform reasonably well in melee-orientated classes. Their power as pure spellcaster classes like Wizards is unsurpassed, and they are also very good as semi-casters such as Paladins. They are not terrible choices for Barbarians either, guaranteeing Literacy as well as Concentration for some chance to learn spells.

The main problem that any mist elf will face is their low HP; whilst this not a problem in melee since mist elves take reduced damage from physical attacks anyway, many mist elves will face significant danger from traps and magical attacks such as vortex explosions, especially frail classes like Wizards. Thus, when considering an easy race-class combination for a mist elf, the player should maybe consider a class that can survive against traps and similar hazards. Barbarians or Chaos Knights are good choices for their high endurance, as are Weaponsmiths as they train in detect traps and start with a source of fire resistance. Thieves are experts at dealing with traps, though the class is arguably not a good fit for a mist elf since it does not do much to help their poor physical stats.



Orcs

Orcs belong to the dark races, created in the same dark pits as trolls. They mostly are the arch nemesis of many of the intelligent races, as they reproduce quickly and enjoy plundering, killing and spreading havoc in general. The average orc is five and a half to six feet high, weighs 130 to 150 pounds and has a gray to black skin. Their eyes glow red in the dark. Orcs shun sunlight, as it tends to hurt their eyes greatly. Because orcs mostly live in the underground, they are very good at detecting secret doors. Orcs make good fighters and are also known to spawn mighty priests serving their cruel war deity, Gruumsh, the One-Eyed and All-Seeing. Orcs train in the following skills: Backstabbing, Climbing, Find Weakness, Metallurgy, and Mining.
Source: ADOM© r60 game manual.

Find weakness is a crucial skill for PCs that rely on missile and/or melee combat a lot; players that want to make use of the skill may choose an Orc or Dark Elf if the PC's class doesn't offer it. Backstabbing can be learned from Bart in Dwarftown anyway, and Metallurgy is more or less useless.

Orcs have a similar stat distribution to Trolls, except without as many extremes either way. Orcs are hugely strong, and very tough, but not as strong or tough as Trolls. On the other hand, Orcs tend to have terrible Mana scores and suffer slight penalties to Learning, Charisma, Appearance and Perception.

Orcs often start out very well equipped for combat, with most classes starting out with studded leather or metal armor and a decent weapon. Some classes also start out with metal gauntlets and boots. Orcish Paladins and Priests are notable for starting out with a quite rare and valuable everburning torch — which both increases the Orcish PC's (usually low) line of sight and makes a useful weapon in the early game.

Orcs start out at 11-18 (10 + 2d4) years old and die at 36-47 (35 + 3d4) years old. Their lifespans are thus extremely short, so the biggest threat that Orcish PCs usually face in the game is being aged to death by strong undead monsters such as the mass onslaught of ghost lords on D:50.

Orcs have slightly higher than average HP generation rates, and slightly lower than average PP generation rates.

Orcs' generally violent and bloodthirsty nature makes them the nemesis of numerous races; Orcish adventurers thus tend to treated harshly by shopkeepers of those races. Orcs are claimed to be sworn enemies of Dwarves and thus receive very bad shop prices from dwarven shopkeepers (though such shopkeepers still prefer them over Dark Elves). Elves, Gnomes and Drakelings also dislike orcs and penalize orcish adventurers in shops. Orcish shopkeepers similarly penalize Dwarves, Elves, Gnomes and Drakelings. On the other hand, Orcish PCs and shopkeepers get along with others of evil races [i.e. Trolls, Dark Elves and fellow Orcs].

Orcs start off Chaotic, though Class can affect this. Orcish monsters are chaotic, too.

Orcs are one of the least fussy eaters of the playable races, just behind Trolls. Orcs don't vomit after eating rats, fat worms or cooked roaches, and enjoy eating raw meat (though not as much as Trolls). They do not mind engaging in cannibalism, either. Like other non-trollish races, though, they still refuse to eat doppelgangers unless starving.

Night vision: Unlike most other races, Orcs' line of sight increases in the nighttime and decreases during the daytime.

Daylight penalties: In open areas (wilderness, Terinyo, bandit village, etc) orcs get -4 penalty to perception and minor penalties to melee and missile to-hit (seems to be dependable on weapon type, in general ~-2 for melee and -4 for missiles). This was implemented in r51.

With their heightened physical stats and talent at landing critical hits (via the Find Weakness skill), Orcs are well suited to melee and missile combat. They make excellent Paladins, Barbarians, Beastfighters and Monks. The latter two classes are particularly noteworthy, as orcs are the strongest race not to suffer very slow level advancements. They are also very potent Archers, due to the Find Weakness skill and tough (but still somewhat nimble) frame.

On the other hand, Orcs are perhaps not recommendable as spellcasters — as they tend to have low Learning and terrible Mana, and generally not quite enough strength to balance this out (compared to Trollish spellcasters). Although the manual suggests that orcs make very powerful Priests, Orcs are perhaps not recommendable for players that want to make the most of Priests' excellent magic-wielding potentials.



Ratlings

Ratlings are one of the numerous yet rarely noticed races. These lean and wiry humanoid rats thrive in larger settlements and enjoy interacting with other races. Whether they are the result of an ancient lich trying to create a servitor race, chaos-spawned descendents of plain rats from the dawn of time or just one more example of the abundance of life forms in Ancardia still is a matter of dispute among sages. No matter what, they are accepted as skilled traders, quick warriors and crafty thieves — acceptance in the latter case meaning careful observation and quick reaction from other races. Ratlings grow to about 5 and a half feet in size and weigh 90 to 120 pounds. They usually sport brown hair although black, gray and a rare albino white are not unheard of. Their eyes are either black, brown, yellow or red in color, black being dominant. Ratlings train in the following skills: Appraising, Climbing, Detect Item Status, Haggling, Stealth, Survival and Swimming.
Source: ADOM© r60 game manual.

Swimming is a quite useful skill to have, especially if the PC is (otherwise) unfortunate enough to need to cross a river in the CoC early in the game. Detect item status and Appraising are quite interesting skills that were previously only available to few classes. Detect item status especially is quite useful, though it is hard to advance in for most classes.

Ratlings tend towards very high Dexterity, Toughness and Perception scores. Their other stats appear to be about average, except for very low scores in Appearance and, surprisingly, Charisma.

Ratlings tend to be quite lightly armored, with ratlings of many melee classes starting with leather armor and only upgrading to studded leather armor if they are Paladins or Barbarians. They tend to use light weapons, particularly small swords. Notably, even Ratling Healers start out with a short sword.

Though Ratlings enter adulthood at a younger age than Humans do, they actually have slightly longer lifespans. Thus, while they are still quite vulnerable to aging attacks especially from ghost lords or ghost kings, they are not at as much risk as Trolls or Orcs would be.

A potion of insight reveals Ratlings' regeneration rates to be roughly one HP per 35 turns, and one PP per 55 turns. They thus recover HP quite quickly, whilst having a slightly slower than average PP regenerate rate.

As the manual and the ingame presence of ratling traders suggest, Ratlings are sociable creatures that love to trade with other races. Both Ratling adventurers and ratling shopkeepers seem to do good deals with most races; Ratling adventurers seem to be hated by Mist Elves and Drakelings, though, and like all Ancardian races ratling shopkeepers are extremely prejudiced against Mist Elves.

Like most other races, Ratlings refuse to eat doppelgangers unless starving and they vomit after eating rat(ling)s or spiders. Unlike most other races, they can digest the less appealing snacks that ratling traders sell — fat worms, rat tails and cooked roaches; they do not get much satiation from these, though.

The preferred sacrifice of Ratling deities is artifacts; Ratlings get a bonus multiplier on the huge amount of piety they would receive for sacrificing artifacts, making these sacrifices especially valuable. This applies to sis, though sacrificing these does not increase piety by much anyway.

With respectable starting stats and a few useful racial skills, Ratlings are quite well suited to any class. Their (starting) stat distribution makes them quite good as Archers or Thieves. They make decent fighters, especially as Monks or Beastfighters since at least they seem to gain levels more quickly than the stronger races. While their abilities to learn and cast magic are generally not spectacular, their typically high Toughness and potential toughness can give them greater survivability than the more magically adept races.



Trolls

Trolls are extremely huge and strong creatures with large muscles, pointy teeth, big horns and a lot of hair all over their body. They are nearly always in a bad mood. Most races shun them because of this. Trolls are by far the strongest and the dumbest race available in this game. They make excellent fighters and lousy magicians. Trolls are somewhat disadvantaged by their great size (good targets!) and the great amounts of food they need to sustain their bulk. They also learn very slowly and need a lot of experience points to advance in their profession. On the positive side, they are by far the toughest and strongest race in the game and heal real fast. Trolls train in the following skills: Athletics, Bridge Building, Food Preservation, Gemology, and Mining.
Source: ADOM© r60 game manual.

Trolls have stellar St and To, but most of their other attributes are atrocious. If you're looking for early game survival, you just can't beat trolls. Since they start with Athletics, Trolls will easily train their physical attributes, and Gemology will help them quickly raise their Learning, once a pickaxe is found, thanks to Gems of knowledge. It'd be a miracle to start a Troll with Literacy, but since so many of them are going to be Barbarians, that's probably not an issue.

All Trolls start with a Heavy club — even Beastfighters, who are advised to drop it as soon as possible. Besides this, most Trolls don't have very good equipment, although they typically have enough food to survive for a while without buying supplies from Munxip.

The biggest disadvantage Trolls face is their brief lifespan. Great care needs to be taken around any monster with an aging attack, until you can stock up on Potions of youth. Even better yet, learn Alchemy and create Potions of longevity. Trolls start the game between the ages of 9 and 18 (8 + 1d10) and die between the ages of 47 and 83 (35 + 12d4).

The regenerative powers of Trolls are legendary. A Troll Healer born in the star sign of Candle is almost cheating. Unfortunately, Trolls suffer great penalties to their power point regeneration time, making them a poor choice for spell-casters. On the other hand, a Troll Wizard could probably win the game without casting a single spell, if he really wanted.

Due to their tendency to eat first and talk later, Trolls suffer some rather hefty penalties when dealing with Dwarves, Elves, and Gnomes, though not nearly as much as Dark Elves.

Trolls eat almost anything, with some of the only exceptions being spiders and carrion crawlers. Trolls are the only race that can eat doppelgangers at any time, or that enjoy eating cursed hurthling cakes, or that (strangely) enjoy eating trolls. They love raw meat; and, like orcs, don't mind eating rats, fat worms or cooked roaches either.

Due to their tremendous St and To, amazing HP regen, and stunning stupidity, Trolls are best suited to classes that depend on brute power, such as Barbarians. Due to their food requirements and massive XP penalty (see below), Farmer isn't such a horrible choice, either.

Their very low Le and Ma attributes make them the worst race at casting spells; however, as trollish spellcasters are still much stronger and tougher than other spellcasters, they can effectively use both brute strength and a small bit of magic to survive fights [some considerations for spellcasters who may not usually be able to survive fights against strong enemies that resist magic; and for melee-orientated fighters who may need ranged attacks to get the edge over foes].

Trolls need lots of food to survive (about double the amount of food compared to other races); in fact, keeping Trolls well-fed may require quite a lot of effort for newer players. Although this is somewhat alleviated by starting with Food preservation, some players may find Falcon and Wolf star signs to be helpful, due to their food-related bonuses.

Levels come very slowly for Trolls; most probably won't come anywhere near level 50, even at the endgame. Choosing a class that peaks early is a good idea, since you may never even see some of the later class powers.

Trolls start the game with the Twohanded Weapons melee skill at level two. Do not pay any attention to this if you are playing a trollish Beastfighter. Drop that club and fight unarmed.


0.1.4.5.2 The Classes
In ADOM, every character belongs to a certain profession which describes what he learned in his youth. This profession is called a class and determines his special abilities and starting equipment (equipment is also dependent on race). Additionally, each class receives a skill package to account for the knowledge you gain during your apprenticeship (see the section on skills for a complete list of all skills available in the game). Finally, each and every class will provide special powers to the character once a specific experience level is gained. The more powerful the character gets, the better these abilities will be. Some abilities are magical, some are natural talents, some are automatic, others must be used manually, but each and every ability will serve to simplify some aspect of your adventuring life. Special powers are gained at levels 6, 12, 18, 25, 32, 40 and 50. All these special powers are usually invoked (if this is necessary) with the C-x command -- if this keybinding does not work for you check your online help (press '?'-'K').
Source: ADOM© r60 game manual.

The following classes can be chosen in ADOM (since v1.2.0):



Archers

Archers are deadly shots. Although the name of their class seems to imply this, not all of them prefer to use bows. The race of an archer has great influence on their preferred missile weapon. Archers are expert fighters in missile combat, rarely missing their targets and trained to hit the vital spots of their opponents. In close combat, archers are less formidable, although they are still dangerous. Archers are trained in the following skills: Alertness, Archery, Climbing, Concentration, Dodge, Fletchery, Listening, and Stealth. At higher levels archers are the most deadly marksmen in all Ancardia.
  • At level 6 a missile attack takes up but 800 energy points.
  • At level 12 the range for their missile attacks is doubled.
  • At level 18 they are a lot more productive when applying fletchery.
  • At level 25 missile attacks cost but 600 energy points.
  • At level 32 they become able to completely dodge enemy missiles.
  • At level 40 missiles attacks have a 20% chance to penetrate armor and
  • at level 50 they are able to hit several targets with one missile.
Source: ADOM© r60 game manual.

Archers are a class that specializes almost exclusively in missile weapons. As such, they are without peer in terms of damage, accuracy, and range with any sort of missile, and as they advance in level, become one of the more powerful classes in ADOM. Their stats and skillset are heavily tilted towards their missile abilities, boasting high dexterity and perception, and the skills Archery, Fletchery, and Concentration. Many races make excellent Archers, notably Orcs and Dark Elves which add Find Weakness to the skillset, Hurthlings for their exceptional starting rock throwing ability, or Gray/High Elves or even Humans for higher dexterity and excellent starting equipment.



Assassin

Assassins are a dark and mysterious class. They are trained to end the life of their opponents quickly and silently. Many of them favor poisons to achieve this goal. Assassins are trained in the following skills: Alchemy, Alertness, Archery, Backstabbing, Climbing, Detect Traps, Dodge, Find Weakness, Pick Locks, Stealth, and Two Weapon Combat. At higher levels assassins get a lot more deadly in their trade.
  • At level 6 they can create poison from any potion (except for water and fruit juice).
  • At level 12 their backstabbing powers get a lot more deadly.
  • At level 18 the range of their missile attacks is increased by 30%.
  • At level 25 their chance to score critical hits is increased by 20%.
  • At level 32 the Dodge bonus they gain is doubled.
  • At level 40 they become immune to poison.
  • At level 50 they receive a small chance to score instant killing hits. This chance is based upon the level of the target.
Source: ADOM© r60 game manual.

Assassins are branded by the manual as masters of stealth and guile, skilled at killing in shadows or with deadly poison. In reality, Assassins have a very flexible skillset that can lend itself to a variety of playing styles, including an enviable skillset for any melee fighter that includes Dodge, Find Weakness, Backstabbing and Alertness. Their abilities with missile weapons are notable thanks to the Archery and Find Weakness skills. They are also the only combat-oriented class trained in Alchemy, a skill that can be made excellent use of. Nearly any race can make an effective Assassin, depending on playing style: Drakelings, Gnomes, Humans, Hurthlings, and Dwarves all offer some nice advantages; for players who enjoy Trolls, Assassin is one of the best (if not the best) skillsets for a Troll.



Barbarian

Barbarians hail from the harsh northern lands of Ancardia, from the roughest mountain peaks, the wildest hills and the most remote forests. What they lack in equipment, they more than equalize with their great strength, enormous toughness and deadly weaponry. Barbarians are very well experienced in the arts of battle and are well prepared to cope with the dangers of the wilderness. Barbarians are trained in the following skills: Athletics, Climbing, Dodge, First Aid, Herbalism, Stealth, Survival, Swimming, Two Weapon Combat, and Woodcraft. High-level barbarians are fearsome fighters.
  • At level 6 they learn to deliver mighty blows that cause double damage (for the cost of 2500 energy points).
  • At level 12 moving costs but 750 energy points.
  • At level 18 they can deliver tremendous blows that cause triple damage (for the cost of 4000 energy points).
  • At level 25 they start to gain +1d4 additional hit points per level.
  • At level 32 barbarians gain a one-time bonus of +3 to strength and toughness.
  • At level 40 they gain a +10 damage bonus with each melee attack when fighting as a true berserker (which basically means that they have to fight naked, e.g. without any armor, and switching the tactics rating to the appropriate setting).
  • At level 50 melee attacks take up but 800 energy points when fighting as a true berserker.
IMPORTANT: Note that both the mighty and the tremendous blow count only for the first blow, even if the character is delivering a series of blows (because he wields more than one weapon, etc.).
Source: ADOM© r60 game manual.

Barbarians are a class of warriors known for their incredible prowess in melee combat. Their strength and toughness are nearly peerless, and they are capable of delivering immensely powerful attacks that can kill even the most powerful opponents in a single attack. Their skillset is fairly modest, adding only Athletics and Dodge to supplement their combat abilities, as well as Herbalism to increase their general flexibility. Orcs and dark elves make excellent Barbarians, adding the excellent Find Weakness skill to this powerful melee class. Troll Barbarians are powerhouses starting out, with strength and toughness that can easily exceed 30 to start. Unless the Barbarian is grey or high elf, they will be illiterate regardless of their learning score.



Bard

Bards are musicians, entertainers and entrepreneurs. They try to make an easy living by telling good stories for a meal. Most of them are below average fighters and don't possess much equipment. This is balanced by their knack to stumble upon strange items. Apart from that, bards make fast friends with strange beings at times. A bard starts his dungeoneering life with one loyal monster or animal companion. Once a bard has become friends with another being, this friendship lasts for a lifetime. Many legendary bards in Ancardia were accompanied by monster or animal companions of equal fame. It is said that talented bards are able to calm the spirit of a beast with their ethereal music. Bards are not trained in specific skills (except for Music), but rather receive a randomly determined group of skills. They also receive more skills than any other character class. As bards advance in level they become more and more versatile.
  • At level 6 they receive one additional free skill increase per advancement.
  • At level 12 they gain +1d3 skill levels in 6 randomly chosen weapon skills.
  • At level 18 they receive a base score of 80 + (10 * Learning score) + (20 * Mana score) in four randomly chosen spells.
  • At level 25 they receive 6 random skills (or improve their abilities in up to 6 skills).
  • At level 32 they double their hit point regeneration speed.
  • At level 40 they double their mana point regeneration rate.
  • At level 50 they receive a bonus of +6 to all attributes.
Source: ADOM© r60 game manual.

Bards are a companion-oriented class with no particular focus on one of the three major offensive approaches (melee combat, ranged combat and magic). Rather, they gain various powers that benefit all three fields and focus on making the best of the current situation. Additional class-exclusive feature — random starting skills — further cement the unpredictable nature of the class.

Bards are poorly equipped and suffer from a difficult early game (which can be somewhat offset by smart companion use), but pick up the pace towards mid- and late game getting extremely proficient in multiple areas. Their powerful class powers favor fast-leveling races, while potentially high number of starting skills and good skill modifiers synergize with high-Learning races.

Bards get minor bonuses for all stats and a medium boost to Charisma and Appearance. They get an additional starting talent, which increases the chances to successfully pursue the Heir line; taking the necessary talents is a widely accepted approach as Bards receive a pair of blessed seven league boots — widely regarded as the best Heir gift of all classes.

Bards start the game with an animal (for all races except Grey Elves who start with an intelligent fairy dragon) companion to cover for their lack of defense and offense in the early game.

Unlike any other class, Bards do not have a fixed starting skill set. They are guaranteed to start with Music and the usual common and racial skills. For every other skill (except Necromancy, Tactics, Bridge building, Law and Courage) there is a 25% chance to appear on the starting list. There are no lower and upper limits for random skills — it is possible to start with no extra skills and all extra skills; however, both these outcomes are incredibly rare.

On average, every random skill will start at proficiency level 25, while Music will be trained to level 80.



Beastfighter

Beastfighters are partly mystic, partly primitive warriors who excel at weaponless combat. They are lightly armored but extremely tough and fearsome opponents due to their weaponless fighting style. They are well accustomed to wilderness settings and very resistant to poisons -- especially to animal poisons. The more experienced a beastfighter becomes, the more deadly he is in melee combat. Beastfighters are especially likely to score critical hits when fighting animals in melee combat. Beastfighters are trained in the following skills: Athletics, Climbing, Dodge, Healing, Herbalism, Listening, Stealth, Survival, and Swimming. With increasing experience, beastfighters perfect their natural fighting style and their attunement to the wild beasts.
  • At level 6 they become poison resistant and
  • at level 12 their wild fighting style makes them stun resistant.
  • At level 18 movement costs them but 700 energy points.
  • At level 25 they can summon 2d2 cave bears or silver wolves for the cost of permanently losing one mana point (which eventually regenerates after a lot of time has passed).
  • At level 32 they become able to exchange positions with hostile monsters.
  • At level 40 they can stun opponents on critical hits and
  • at level 50 they gain +6 to both strength and toughness.
Source: ADOM© r60 game manual.

Beastfighters are melee-orientated fighters that specialise in Unarmed fighting. As they gain levels, Beastfighters' to-hit and damage ratings rise greatly whilst fighting unarmed. While they share this trait with Monks, the to-hit and damage penalties that Beastfighters receive when fighting with weapons are far more severe; thus, unlike Monks, Beastfighters pretty much need to fight unarmed. Also, while Monks get more increases on the number of faces on the damage die when fighting unarmed, Beastfighters get more generous increases to final damage scores.

The life of a Beastfighter is generally a simple one — sell all weapons and shields found, don't bother with magic, and just punch most enemies encountered. While Beastfighters might have some difficulties in the early game, once they have advanced many levels their performance in melee combat becomes awesome; by level 20-25, they should have little trouble tearing apart even steel golems with their bare hands. While they are generally inept with magic (unless they acquire Concentration as well as Literacy), Beastfighters can take advantage of their typically high Dexterity scores to use missiles to soften up more hazardous foes.

As far as race-class combinations go, Orcs tend to make outstanding Beastfighters as they have the Find weakness skill — critical for Beastfighters, especially since they have trouble fighting with slaying weapons — and superior physical attributes. Dark Elves also make surprisingly good Beastfighters due to their knowledge of the skill. Gnomes and Humans advance levels quickly, so these can also become surprisingly good Beastfighters. As for Trolls, though their stellar starting attributes give them the best prospects in the early game, their very slow leveling means they may not fare as well in the late game.



Chaos knight

Chaos knights are the dark war leaders of the legions of Chaos. Former members of the common races, they have fallen to the lure of Chaos, having become corrupted and tempted. Now they serve as mighty warriors and brutal fighters on the war-torn battlefields of Ancardia. Clad in mighty armors and wielding brutal weapons they slay their foes left and right and cherish the brutal massacres in which they partake. They are lost to Law and Balance and their only aspiration is to become the mightiest warriors of Chaos, potentially usurping their leaders and toppling their reign to instill an even more brutal regime. Chaos knights are trained in the following skills: Athletics, Backstabbing, Dodge, Find Weakness and Two Weapon Combat. The more powerful chaos knights become, the more effectively they wield the forces of Corruption.
  • At level 6 chaos knights begin to regenerate wounds when they become infused with corruption.
  • At level 12 they receive a speed bonus of +1d(level) (determined each turn anew).
  • At level 18 they gain a weapon skill level bonus of +1d8 with each melee weapon they wield (determined each turn anew).
  • At level 25 they receive a random bonus of +1d(number of corruptions) to Strength, Dexterity and Toughness (determined each turn anew).
  • At level 32 corruption starts to work more slowly on chaos knights (only 50% effectiveness if they have 10 or more corruptions, only 75% effectiveness if they have 5 or more corruptions).
  • At level 40 they receive a damage bonus of +1d(level) when fighting with two-handed melee weapons (determined anew each turn).
  • At level 50 they receive a PV bonus of +4d6 (determined anew each turn).
Source: ADOM© r60 game manual.

Chaos Knight is a class in ADOM that first appeared in v. 1.2.0. Chaos Knights are the sturdiest and perhaps strongest of all classes, and deadly in melee combat from the onset. The problem is, unlike the other adventurers that come to Ancardia to find fame as heroes, Chaos Knights arrive as villains... meaning that they won't be welcomed by many NPCs in the game.

Chaos Knights begin the game very chaotic, regardless of starting race. Most NPCs will refuse to talk to the PC whilst they are chaotic, meaning that some quests will be unavailable and some obstacles harder to overcome. Lawful acts adds only 10% of its value. Chaos Knights can find redemption from their ways, though, by converting to another alignment; this requires a lot of lawful acts and/or small sacrifices. Most NPCs will interact with the PC as normal if (s)he is not chaotic, though Chaos Knights that have deserted their cause will suffer from other penalties. See Class Abilities for more details.

On the positive side Chaos Knights start out with extremely high PV, are very strong and tough, and are eligible for some extremely powerful crowning gifts. Other than that, life is far from easy for Chaos Knights.

There is a special ending that is only available to Chaos Knights.



Druid

Druids are nature priests. They worship the Old Gods and regard all nature as a holy thing to worship and protect. Their specialty are spells of nature and protection. It is said that no animal will willingly harm a druid. Druids are trained in the following skills: Climbing, Concentration, First Aid, Gardening, Healing, Herbalism, Listening, Literacy, Survival, Swimming, and Woodcraft. At higher levels, druids become extremely attuned to nature itself.
  • At level 6 they learn to evade wilderness encounters whenever they choose to do so.
  • At level 12 they regenerate power points twice as fast as usual while in the wilderness.
  • At level 18 they become immune to all weather effects.
  • At level 25 they are able to summon 1d3 major animals as servants at the cost of 1d3 mana points (an almost permanent loss, as it only regenerates after a very long period of
  • time).
  • At level 32 they regenerate hit points twice as fast as usual while in the wilderness.
  • At level 40 they become immune to lightning.
  • Finally, they suffer 10% less corruption from all such attacks at level 50 due to their close connection to nature.
Source: ADOM© r60 game manual.

Druids are quite powerful clerical casters that usually start out in better physical shape than Wizards or Priests, but tend not to be as proficient with magic as either.

As beings that are one with nature, animals that are naturally generated during the game will not be hostile to Druids. Druids also have a very varied skillset as nature priests, including useful skills like Herbalism and Swimming, and quite rare skills like Woodcraft and Gardening. Concentration and Literacy of course are must-have skills for them; they tend to advance in these skills slowly compared to other casting classes, though, which can make them somewhat frustrating to play in the early game.



Duelist

A duelist emphasizes physical and mental acuity, and precision in all things. Thus, the ability to accurately perceive their surroundings, and gracefully move through them, along with an appreciation for the fine arts that help separate them from their more thuggish contemporaries. They rely on the swiftness of their strikes and their agility to keep them safe from harm. Duelists differ between races however - while a high elven duelist might elegantly skewer his opponents with a rapier while darting through their defenses, a trollish duelist's idea of precision might be the simple fact that their size, reach, and strength allows them to lunge at their opponents from an amazing range and smash them over the head before they can respond, while their mental acuity might be the simple zen of knowing nothing but the clubbing, letting nothing interfere with their "art". Duelists are trained in the following skills: Alertness, Athletics, Concentration, Dodge, Find Weakness, Healing, Law. All duelists rely on fighting unencumbered and using a single one-handed weapon (and no shields!). When endowed in this way they receive a multitude of benefits: all duelists receive an extra +1 to-hit bonus per weapon skill rank and +1 to damage per two weapon skill ranks with their weapon.
  • At level 6 they require 15 energy points less for melee attacks per weapon skill rank for their weapon.
  • At level 12 they receive an extra +2 DV bonus for each weapon skill rank in their selected weapon.
  • At level 18 they can glove slap opponents by giving gauntlets to them (for a 2d3-turn stun).
  • At level 25 their armor penetration probability is increased by +20%.
  • At level 32 their dexterity increases by +12.
  • At level 40 they gain a +6 weapon skill rank bonus for all one-handed melee weapon skills.
  • At level 50 they receive a +20 speed bonus.
Source: ADOM© r60 game manual.

Duelists are fighters that practise melee combat as an artform, putting emphasis on precise strikes with their weapons that can even punch through the armor of humanoid opponents. However, they must not be burdened by equipment or armor nor wielding a two-handed weapon or shield for their penetrating attacks to work. Any of these conditions will also stop them from using their class powers.

Duelists have a very desirable melee skillset that includes Alertness, Find weakness, Dodge and Athletics. Amongst the other classes, Duelists perhaps stand out as the specialists of melee combat. Their class powers allow them to become extremely powerful, particularly in the mid-to-late game. Even if they don't follow the restraints of fighting one-handed and not being burdened, they will not get any particular penalties (just denied bonuses), and are still respectable fighters. On the other hand, they have a considerable disadvantage with ranged weapons since they require an enormous amount of marks to increase their skill level with them, and despite starting with Concentration most Duelists are not very good magic users. They also have difficulties increasing skill levels with shields, polearms and two-handed weapons.

Regarding race/class combos, obviously a physically strong race would be preferred for the amount of melee combat duelists tend to engage in (as well as allowing them to carry more equipment without becoming burdened); Drakelings, Dwarves and Orcs usually make good choices. Whilst their melee prospects aren't as good, Elven Duelists at least stand some sort of chance of channeling magic and (except for Dark Elves) have superior starting equipment. Of course, Trolls would be the best class for fighting and carrying a heavy inventory with... though due to slow experience gains they might lose out on some good class powers. For a less intuitive combination, Hurthling Duelists get an amazing skill spread, and a reliable way to mix (non-slaying) missile combat into a duelist's repertoire with their high starting skill with thrown rocks.



Elementalist

Elementalists are magicians specialized on dealing with the four elements: fire, water, earth and air. Their spells specifically deal with those elements and their magic equipment reflects this preference, too. Elementalists normally don't use written magic but employ powers they harness from within. Their magic thus is somewhat limited in one way and a lot more powerful in other ways. Elementalists generally use a less scientific approach to magic than wizards usually do. Elementalists are trained in the following skills: Climbing, Concentration, Gemology, Healing, Listening, Literacy, Metallurgy, and Swimming. Experienced elementalists use very special powers provided by their close elemental attunement.
  • At level 6 they become fire resistant,
  • at level 12 they become shock resistant.
  • At level 18 they are immune to all weather effects.
  • At level 25 they are able to breathe water.
  • At level 32 they can unleash an elemental storm at the cost of 120 power points which fires a random bolt (fire, lightning or frost) into each of the eight available directions, starting from the position of the elementalist.
  • At level 40 they can summon an elemental as a pet. This forces them to permanently sacrifice two mana points (which eventually regenerate -- albeit after a very long period of time).
  • At level 50 they can automatically burrow through stone (at the cost of 20 power points and 1500 energy).
Source: ADOM© r60 game manual.

Elementalists are arcane casters with a few notable differences between themselves and the other arcane magicians, Wizards and necromancers. Elementalists are able to learn spells naturally, meaning that as well as starting the game with existing knowledge of two spells they can learn new spells at certain levels, and their knowledge of all spells they naturally learned increases each time they level up. They can also learn spells from spellbooks, though they have a bit more difficulty doing so than Wizards or necromancers. Moreover, Elementalists find a lot less spellbooks than either of those classes -- making their spell base perhaps more limited in the long run.

As well as having average book finding abilities -- generally on par with fighting classes -- Elementalists get frustratingly slow level advances on all their skills including Concentration and Literacy. The skills that they do have are quite useful, such as Healing and Swimming. Like other classes relying mainly on magic they have quite poor starting equipment, though they always start with a useful ring of fire resistance. They have a couple of interesting class powers, but no exceptionally useful ones.

As far as race/class combos go, gnomes are obviously a popular choice for Elementalists since they gain levels (and thus spells) quickly and have high Mana scores. Elves make good Elementalists too, with dark elves adding two useful skills. Since playing an Elementalist is one way of getting a PC of a physically strong race to easily learn offensive spells, drakelings and dwarves are not bad choices either. Playing a trollish Elementalist is perhaps not a good idea due to their difficulties with gaining levels or learning spells from books... though one could probably still win without any magic.



Farmer

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. The more experienced farmers become, the better they adjust to their hard circumstances of life.
  • At level 6 their carrying capacity is doubled due to their training and experience with moving around great loads during harvest time.
  • At level 12 they need only half as much food as everybody else (except for monks who also know how to survive on very little).
  • At level 18 they learn to pick herbs with a lot more skill to select the better ones.
  • At level 25 they learn about making iron rations from corpses.
  • At level 32 they receive better chances to increase their physical attributes and physical attribute potentials.
  • At level 40 they gain a +3 bonus to strength and toughness.
  • At level 50 they have become so much attuned to basic nature that all corruption effects are reduced by 30%.
Source: ADOM© r60 game manual.

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.



Fighter

Fighters are simple warriors who have learned how to best face an opponent in melee combat. Most of them are well armed and armored. Fighters are tough and strong due to their physical training. Fighters are trained in the following skills: Archery, Athletics, Dodge, Find Weakness, Metallurgy, Stealth, Swimming, and Two Weapon Combat. With increasing experience, fighters become more able to efficiently use armor as a means of protection. Only the PV bonus of helmets, body armor, shields, gauntlets, cloaks, girdles, and boots will be improved in this way.
  • At level 6 a fighter gains +7% to PV from such items,
  • At level 12 fighters gain a +50% bonus to DV adjustment provided by the dodge skill.
  • at level 18 the PV bonus is increased to +15%,
  • At level 25 their chance to score critical hits is increased by 10%.
  • at level 32 the PV bonus becomes +25%.
  • At level 40 fighters are able to use a powerful bash attack which causes more damage (+20%) and has a greater chance to stun their opponents. The downside of this attack is that it costs 500 additional energy points to use.
  • At level 50 fighters learn to use a powerful all-round attack costing 3500 energy points. This attack can be used against every opponent in the immediate vicinity of the fighter.
Source: ADOM© r60 game manual.

Fighters are a rather unassuming class geared heavily toward defensive fighting with heavy missile support. Their class powers are not nearly so impressive as, for example, Barbarians in terms of damage or maneuverability, but do provide significant long-term defensive bonuses that, combined with a strong skill set featuring Find Weakness, Archery, Dodge, and Athletics and generally excellent starting gear makes Fighters a safe, if somewhat boring, choice. Conventional pairings for a Fighter are drakelings or dwarves since both start with excellent starting gear, Toughness and Strength, and complement the Fighter's skill set well. Players wishing to take advantage of the strong archery abilities of Fighters may wish to try more agile races (elves or hurthlings).



Healer

Healers are exactly that -- masters of the arts of healing, well equipped with magical healing items and means to examine patients. Most of them are very robust and resistant to poisons and diseases. Healers are not great fighters. They prefer to save lives rather than to take them, although they are nonetheless able to live through fights. Healers are trained in the following skills: Alertness, Concentration, Cooking, Find Weakness, First Aid, Healing, Herbalism, and Literacy. Experienced healers have a vast array of means at their disposal to soothe the pain of living beings, to treat diseases and poisons and to prevent suffering.
  • At level 6 they regenerate wounds at twice the normal speed,
  • at level 12 they triple their recovery rate.
  • At level 18 they become able to use both the Healing and the First Aid skill on others (and not only themselves).
  • Starting with level 25 they automatically gain access to the following spells: Calm Monster, Cure Light Wounds, Slow Poison and Cure Disease (with each additional level their knowledge increases).
  • Starting with level 32 they gain 2d3 additional hit points per level.
  • At level 40 they gain access to the following spells: Cure Serious Wounds, Neutralize Poison (again their knowledge increases with each new level).
  • At level 50 they almost immediately recover from the effects of disease, bleeding and poison and gain a +8 bonus to their toughness score.
Source: ADOM© r60 game manual.

Healers are generally a melee-orientated class, with an excellent potential for semi-casting. They have a very good skillset that includes Find weakness to greatly compensate their mediocre strength scores, Concentration and Literacy to allow them to learn spells, and Alertness and Herbalism for general flexibility. Of course, they tend to advance their Healing and First aid scores more quickly than other classes as well.

No matter what mode of combat they choose, Healers have the advantage of possessing a much greater survivability over the other classes due to their typically high Toughness scores and class powers. Although the manual says they do not make great fighters, their high proficiency in the Find weakness skill actually makes them generally better fighters than classes that lack it (as long as they have a good melee weapon, anyway). They are surprisingly good at learning spells for greater flexibility in combat; although they do lack the casting powers (and book finding abilities) of Wizards, Priests or Necromancers.

Whilst Healers can be very formidable around the mid game, their biggest weakness is early game survival — as most healers start off with terrible weapons and barely any armor. Humans, Gnomes and Hurthlings might find themselves better off fighting with their torches than their scalpels (unless true berserking), whereas Trolls are fine on the weapons front as they are guaranteed a heavy club anyway. Their healing abilities make any damage sustained during a fight essentially non-consequential, as long as they don't get surrounded; the trouble is winning the fight in the first place. For this reason, Healers should definitely consider taking off what little armor they get and boosting their paltry damage using true berserk tactics.

Almost any race can make a good Healer. Orcs, Drakelings and Dwarves in particular generally make excellent fighters. Elves and Gnomes can make great fighters and great casters; Gnomes in particular are a good choice as they have a good chance of receiving the Heir gift for early game survival. As for Trolls, they are not just good healers but trollish healers are perhaps one of the most formidable race-class combinations in the game. They have excellent survival prospects in the early game and can become true powerhouses in the late game, capable of both inflicting and surviving massive amounts of damage. Since Healers advance most of their skills quickly and one of their best class powers comes at level 12, Trolls' slow experience gain isn't a huge issue either.



Merchant

Merchants are masters of trade and bartering. They almost all are very wealthy, charming and experts in communication. Each merchant specializes in trading with a certain type of magical items during their apprenticeship. At the beginning of their career, they are equipped with a sample of items to trade with (or use). Merchants are neither well-armed nor well-armored and have to be careful in fights. Should they encounter one of the rare dungeon shops, they will probably make some great deals. Merchants are trained in the following skills: Appraising, Detect Item Status, Gemology, Haggling, Herbalism, Literacy, Metallurgy, Pick Pockets, and Survival. Experienced merchants become true masters of their trade -- being able to sell almost anything to anyone and also being able to haggle for the best prices.
  • At level 6 shop prices for merchants will be lowered by 20%.
  • At level 12 their carrying capacity is doubled.
  • At level 18 shop prices will be lowered by 40%.
  • At level 25 they no longer are affected by any kind of weather.
  • At level 32 shop prices are lowered by 60%.
  • At level 40 they learn to calm monsters by giving away items.
  • At level 50 their carrying capacity is tripled (due to their enormous talent of organization). Finally at that level they also learn a magic spell that allows them to create new items.
Source: ADOM© r60 game manual.

Merchants are considered to be one of the weakest classes and therefore one of the hardest to play. This is due to the fact that shop transactions (which the class specializes in) are of relatively low importance in the game compared to combat or magic prowess. Merchants start with high amounts of gold but normally very poor equipment. This, combined with a shallow skill set, makes them hard to play in the early game, while their trading-related class powers typically provide little to no advantage in the mid- and late game. However, merchants do feature several interesting features which may satisfy a demand for a challenge or simply a change of gameplay.



Mindcrafter

Mindcrafters use a very exotic and very different magic. They utilize their mental powers to evoke astonishing effects. Mindcrafters are very rare and only few people have ever heard about them. While they are physically weak, they are mentally extremely strong and resistant. Mindcrafters are trained in the following skills: Concentration, Gemology, Haggling, Herbalism, Literacy, Music, and Stealth. Experienced mindcrafters master various mental powers.
  • At level 6 they learn to quickly recover from confusion attacks.
  • At level 12 they become able to sense the amount of enemies within a limited area (that is the current level).
  • Starting with level 18 they gain +1d6 additional power points per level since they manage to unlock previously untapped mental energy sources.
  • At level 25 their willpower is increased by +5.
  • At level 32 they can block some of the corruption they suffer when contacting beings of Chaos.
  • At level 40 they unlock even more unused areas of the brain and from then on gain +3d5 additional power points (cumulative with the bonus from level 18) per level.
  • At level 50 they finally manage to resist some of the damage they suffer when contacting undead: damage is halved (see the section on mindcraft for details).
Source: ADOM© r60 game manual.

Mindcrafters are the psion Class that specializes in confusing and killing their enemies with their brain. The catch is that the target has to possess a mind for it to work - thus, Mind Blast, Confusion Blast and their upgrades do not work on mindless beings. Worse, linking to undead damages the caster. Until they reach lvl 15 and unlock Telekinetic Blast, the player will have to find alternative means of dealing with both.

Other drawbacks exist. They cannot learn spells from books, though they can bookcast very well if they get lucky with a Potion of wonder or Wand of wonder. Wands are thus very important - though Mindcrafters all receive a wand at the start, a Wand of fire or similar can mean the difference between living through their first battle and getting killed by an outlaw. Linking with corrupted minds corrupts the mindcrafter. Their powers cannot be used without sufficient PP - running out is at best annoying and at worst deadly. The starting equipment is reminiscent of the Wizard. They always start with a random ring, a Ring of stun resistance, 1 or 2 random wands, 2-3 potions and 1-2 scrolls. If the PC is very weak, the starting equipment may be slightly better. Mindcrafters have poor melee prospects compared to other classes, but yet they may find themselves having to engage in physical combat to win most battles until they learn Mind Blast (or Telekinetic Blast when dealing with mindless or corrupted creatures); this is perhaps the main reason they are considered to be a challenging (but still interesting) class to play as. They do gain weapon skill levels more quickly than pure casters and semi-casters (the latter being Priests and druids). Their prospects of surviving the early game are also somewhat challenged by the fact that they do not start with the Healing skill.

There are a few upsides. Their mindcraft goes through walls (helpful for tension rooms) and cannot be shrugged off, though strong-willed characters can resist it. It cannot miss, which increases the usefulness of Telekinetic Blast massively, and Mind Blast ignores both PV and DV. Confusion is a very powerful status effect, as confused enemies cannot fire missiles, cast spells or even attack consistently. There is also some evidence that confusion prevents humanoid enemies from summoning. They deal better than any other non-Wizard with unwanted wilderness hordes or enemies—one Confusion Wave or Blast can let the PC (and it) escape unscathed. As such, they are a choice for the expert player who wants to think through every fight. Focus on confusing enemies first, then peppering them with missiles, fleeing or engaging in melee before confusion wears off.

Their stats and skillset are tilted towards avoiding strong enemies, raising their willpower and regenerating their PP, and the skills Concentration, Herbalism, Music and Stealth reflect this. They also learn Gemology, which may produce an occasional Crystal of knowledge or Crystal of fire. Haggling is nigh-on useless.

Depending on playing style, when considering a race-class combination for a mindcrafter it might be a good idea to pick the stronger races to play as fighters who leave mindcrafting until later. Gnomes don't lose too much strength, level up fast, have great PP regeneration and have the toughness to survive as purer mindcrafters—Ventriloquism can be handy when you're in need of confusion; Gemology is trained too. Dark elves add Alertness and Find Weakness to the skillset at the cost of strength and toughness. Drakelings level up more slowly but have Alertness, added strength and endurance, and the life-saving acid spit.



Monk

Monks are able martial artists striving to achieve perfect mastery of body, mind and spirit. They are experts at fighting unarmed, very good at dodging attacks and strong of will. Monks need to be unencumbered to be able to use their special martial art powers. Monks take vows of poverty at their initiation to prevent distraction by worldly means. Monks are trained in the following skills: Alertness, Athletics, Concentration, Dodge, Find Weakness, Healing, Literacy, and Stealth. The further monks advance, the more they hone their movement skills and unarmed combat powers.
  • At level 6 monks learn to use a circular kick with which they can hit every opponent in the vicinity (but also all friends, so be careful). Using this kick costs 2500 energy points.
  • At level 12 a normal move costs them but 800 energy points,
  • at level 18 [a normal move costs] but 600 energy points.
  • At level 25 monks become able to change positions with hostile opponents.
  • At level 32 they can score instant kills in melee combat against up to human-sized creatures.
  • At level 40 they can do so against humanoids of any size.
  • At level 50 they have become so attached to the flow of the universe that they actually are able to resist Chaos to a certain limit -- Chaos effects are lowered by 10%.
Source: ADOM© r60 game manual.

Monk is a class in ADOM. Monks are skilled fighters that specialise in hand to hand combat, kicking, and agility. Whilst their unarmed melee and kicking skills can grow tremendously powerful over time, the PC must not be burdened or worse or else they will revert to their default damage values (i.e. 1d3 base damage for unarmed melee and 1d4 base damage for kicking). Note that unlike Beastfighters, Monks do not receive any penalties if they choose to fight with weapons.

Monks generally have difficulty surviving the early game due to poor starting equipment; however, they can become very powerful as the game progresses. They have excellent class powers and skill sets — including Find weakness, Alertness, Healing and Dodge. They can also train Literacy and Concentration quickly, giving them some promise as semi-casters; in practice, however, it is often tricky for Monks to learn spells without the appropriate starsign.

As for race-class combinations, generally no race is a poor choice for a Monk. Gnomes and Elves make particularly good Monks, as due to their stat distributions they usually have decent archery and casting prospects as well as melee potential. Gnomes are particularly notable for to their fast levelling. Orcs, Drakelings and Dwarves make good Monks as well, for their fighting abilities. Hurthlings can make use of find weakness and the agility of Monks to greatly enhance their missile combat styles. Whilst Trolls' unarmed fighting skills develop a lot more slowly than those of other classes (due to slow levelling), their starting Strength usually makes up for this in the early game. Even in the later game, Trollish Monks armed with weapons can still make excellent fighters.



Necromancer

Necromancers are practitioners of the dark arts. Though not very effective in melee combat, their spells are deadly and dangerous. Their most horrible power, though, is the ability to animate corpses and use them as slaves. Luckily, only humanoid corpses can be used in this evil way. Necromancers are outlawed and despised in most places and feared and avoided like the plague in all other locations. Necromancers are able to command the slaves they create. Their slaves will follow these commands without questioning. To invoke a command, you need to press 'C-x'. Necromancers are trained in the following skills: Alchemy, Appraising, Concentration, Find Weakness, Food Preservation, Herbalism, Literacy, Necromancy, and Stealth. With increasing experience, Necromancers master all aspects of undeath.
  • At level 6 they slowly develop a resistance to all special attacks from undead (like strength drain or paralyzation). The base chance for resistance is equal to 40% + 1% per level of the necromancer.
  • At level 12 they learn to turn undead.
  • At level 18 they are able to raise all humanoid corpses in sight as ghuls.
  • These corpses quickly decompose and turn to ashes after a number of turns. Each animated corpse drains 10 power points.
  • At level 25 they can use the dreaded Shadow Touch, which allows them to absorb the life energy of enemies when fighting bare-handed and wounding an enemy.
  • At level 32 they can raise all corpses in sight as wraiths (similar to the power at level 18).
  • Each animated corpse drains 20 power points.
  • At level 40 they have to pay but one-half of the usual Necromancy cost (see the skill description) when animating undead of a power level up to spectres.
  • At level 50 they finally learn to overcome Death herself and are able to return to the living when killed, if their Toughness at the point of death was 10 or higher. Coming back in this way demands a high price. They lose one-half of their toughness and one-half of their hit points permanently.
Source: ADOM© r60 game manual.

Necromancer is a class in ADOM. Necromancers are evil sorcerers that have almost exclusive access to the necromancy skill, which allows them to raise the corpses of humanoids to serve as their undead slaves. Whilst any PC can potentially learn the skill by magical means, since necromancers are the masters of it they get additional benefits when using the skill (see Class Abilities). Their talent for learning and casting arcane magic is also very good; they are second only to wizards in channeling arcane magic, though they have a bit more difficulty with clerical spells (particularly those focused on healing).

Necromancers practise in an interesting variety of skills related to the areas of necromancy, magic and indeed killing in general. Food preservation greatly helps with their dark arts, as at certain levels it increases the chances of corpse drops. Find weakness and Stealth help them to assassinate monsters, spawning more potential slaves for their undead armies. Concentration and Literacy, of course, help them learn and use magic. Alchemy and Appraising are also useful skills. Necromancers also have some interesting class powers — such as the ability to drain foes' health at level 25, and the ability to potentially cheat death herself at level 50 (for a price).

Necromancers are physically weak, but tend to be considerably tougher than other magic-orientated classes. They are still considered difficult classes in the early game, though, since on top of the poor starting gear associated with mages they also start without the Healing skill. They get frustratingly slow skill advances across the board, such as in quite important skills like food preservation, find weakness and literacy. Their chances of survival certainly increase at level 6, though, when they can raise ghuls to paralyze nasty attackers.

As far as race/class combos go, gnomes certainly offer some nice advantages as they have high Mana and gain levels quickly (allowing them to raise different types of undead more quickly, and to raise some of their skill levels more quickly). Elves also make good necromancers, though mist elves will use white necromancy if their alignment moves from chaotic. Since high Mana is important for necromancers, trolls, orcs and hurthlings might not be well suited to the job. With the find weakness skill and the chance to be crowned with Vanquisher or Kinslayer, a troll could still win without any magic or slaves, though.



Paladin

Paladins are noble fighters (from the point of view of their respective race... an orc paladin is _very_ different from a human paladin). They are well trained both in physical activities (not as well as fighters, but still very good) and in philosophical activities (not as good as priests, but...). Paladins are generally very well equipped by their respective churches. Many of them possess blessed items. Paladins are trained in the following skills: Athletics, Concentration, Dodge, Healing, Law (if they are lawful initially), Literacy, Stealth, Swimming, and Two Weapon Combat. With increasing experience, paladins gain holy powers fueled by their strong beliefs and their religious upbringing. Due to the nature of these powers, they are not able to use them if they aren't in decent standing with their deity.
  • At level 6 they can cure disease once per 1000 turns.
  • At level 12 they gain the ability to turn undead (this action costs 3000 energy points to use).
  • At level 18 they can discover the alignment of a beast by simply looking at it.
  • At level 25 they receive a protective aura which gives them +1DV per 2 levels against chaotics (if they are lawful), lawful ones (if they are chaotic) or non-neutral opponents (if they are neutral) while in melee combat.
  • At level 32 they can use a healing touch once per 1000 turns to cure (level - 24)d6 points of damage.
  • When reaching level 40 they become highly resistant to some special melee attack powers used by undead beasts and demons (specifically, they become resistant to strength drain, toughness drain, sickness and paralyzation).
  • At level 50 they are strengthened by their beliefs so much that all corruption effects are reduced by 30%.
Source: ADOM© r60 game manual.

Paladins are a melee-oriented class with an exceptional talent for Divine Magic. They have an excellent skillset featuring healing, concentration, athletics, dodge, literacy, and stealth; superior starting equipment (typically blessed); and have a variety of special powers linked to a favourable standing with their god. Paladins can be played well by almost any race. Drakelings, dark elves, orcs, and dwarves are notably good choices.



Priest

Priests serve the various gods. They receive magical powers from their gods but are servants for their whole lifetime. Many of them carry holy items. Priests are trained in the following skills: Concentration, Detect Item Status, First Aid, Healing, Herbalism, Literacy, and Music. With increasing experience priests gain holy powers fueled by their strong beliefs and their religious upbringing. Due to the nature of these powers, they are not able to use them if they aren't in decent standing with their deity.
  • At level 6 priests can turn undead.
  • At level 12 all spell costs are reduced by 10%.
  • At level 18 all spell costs are reduced by 25%.
  • At level 25 all spell costs are reduced by 50%.
  • At level 32 priests are allowed to pray twice as often as anybody else.
  • At level 40 they are able to destroy minor undead (skeletons, zombies, ghuls, shadows, ghosts, wights, wraiths, ghost bats, slow shadows, mummies, corpse fiends and shadow centipedes).
  • At level 50 they are able to destroy major undead (liches, spectres, vampires, revenants, skeletal warriors, ghost lords, shadow trolls, master liches, shadow lords, greater mummies and steel zombies).
Source: ADOM© r60 game manual.

Priests are masters of clerical and divine magic. They are the most effective class at casting clerical spells and are overall very good magic users; though not quite as effective at arcane magic as Wizards or Necromancers. They are also notable for being the most proficient class with the Detect item status skill (and one of only two classes that start with it at all) — meaning that in little time, Priests can easily spot the danger of cursed items. This ability can range from saving the player from frustration by spotting cursed equipment before the PC equips it, to possibly saving the PC's life in the case of girdles of carrying.

Priests are not only very good magic users and can easily identify the B/U/C status of any item, but Priests are also very proficient at both curative skills (Healing and First aid) and Priests of many races start off very well equipped. These qualities make Priests one of the easiest classes to play as... though not necessarily the easiest to win with. Priests will need to practise melee combat as well as spells to take down some stubborn foes, but at least they are not as at much of a disadvantage with it as Wizards.

Most races can make good Priests. Elves in particular make excellent Priests, due to their magical talents and superior starting equipment. Dark Elves are particularly noteworthy as they add two important skills — Alertness and Find weakness — to the Priest's skill pool. Dwarves and Drakelings also make very respectable Priests. Trolls and Orcs, whilst lacking in ascribed magical talents, can fare quite well as the talents they achieve as Priests can allow them to become great fighters with a reasonable knowledge of spells. Hurthlings, on the other hand, are probably not well suited to the job due to their lack of fighting or casting talents.



Ranger

Rangers are fighters favoring natural environments. They are excellent trackers and masters at fighting with two weapons. Most of them are wearing light armor to retain their mobility but in turn are well armed. Many rangers carry missile weapons. Rangers are trained in the following skills: Alertness, Archery, Athletics, Climbing, Dodge, Food Preservation, Healing, Herbalism, Survival, Swimming, Two Weapon Combat, and Woodcraft. The more experience rangers gain, the more attuned to nature they become.
  • At level 6 they are a lot more capable to survive in the wilderness through the means of the Survival skill as they find a lot more food in far less time. They also become immune to all negative weather effects since they have by now learned to avoid all related problems.
  • At level 12 rangers are no longer slowed down by terrain effects.
  • At level 18 the range of all missile attacks is increased by +4.
  • At level 25 they can automatically evade all wilderness encounters.
  • At level 32 the weight of two weapons used at the same time can be doubled without incurring negative effects.
  • Starting at level 40 movement costs but 750 energy points.
  • At level 50 the weight of two weapons used at the same time can be quadrupled without incurring negative effects.
Note for the special power at levels 32/50: usually your to-hit adjustment for fighting with two weapons is determined in the following way: * Take (Two weapon combat / 20) as a basic bonus. * Subtract 6 if you are not playing a ranger. * Subtract MAX(0, (Weight of the two weapons / 10) - 6). If you are a ranger of level 32-49 it is "Subtract MAX(0, (Weight of the two weapons / 20) - 6)" If you are a ranger of level 50 it is "Subtract MAX(0, (Weight of the two weapons / 40) - 6)"
Source: ADOM© r60 game manual.

Rangers are wilderness adventurers who specialize in two-weapon and ranged combat, and they feature among the largest number of starting skills of any class. Unfortunately, wilderness abilities are of limited use in regular play since the majority of the game is spent in dungeons, and many players dislike two-weapon combat because of its inherent penalties; nonetheless, Rangers are still a relatively popular class because their skillset and excellent modifiers offers the ultimate in flexibility in playstyle. Obviously, for players who wish to use two-weapon combat for extended periods of time, Rangers are an ideal class. Orcs and Dark Elves are among the most popular choices since one of the important skills Rangers do lack is Find Weakness, and both races have excellent starting gear. Because of the relatively unimpressive nature of Ranger class powers, Trolls are also a perfectly respectable choice, since leveling is less important.



Thief

Need we say more? For the sake of completeness: Thieves are very good at stealing, opening locks, finding and disarming traps and other secretive activities. Thieves are trained in the following skills: Alertness, Appraising, Backstabbing, Climbing, Detect Traps, Disarm Traps, Listening, Pick Locks, Pick Pockets, and Stealth. Highly experienced thieves are masters of stealth, trickery and robbery.
  • At level 6 thieves automatically use the search command on every step they make.
  • At level 12 they get a lot more deadly with backstabbing attacks.
  • At level 18 they become able to pilfer shops due to their exceptional agility and skill (but take care of experienced shopkeepers -- they might be very vigilant!).
  • At level 25 thieves learn very deadly (and dirty!) fighting tactics allowing them to stun humanoid monsters with critical hits (a good kick at the right
  • time does wonders).
  • At level 32 they manage to pick the best stuff from other folks' pockets, occasionally even discovering highly valuable items.
  • At level 40 their speed is increased by +20.
  • At level 50 they are invisible as long as they are adjacent to a wall due to their exceptional stealth (but make sure that you don't carry any light source!).
Source: ADOM© r60 game manual.

Thieves are one of the more challenging classes in ADOM, particularly in the early game. Their starting equipment, stats, and skills are decidedly mediocre — generally comparable with those of Merchants, for example — with the exception of a rather impressive Heir gift. A thief's skillset is geared heavily toward skullduggery and stealth, featuring the desirable Alertness and Detect Traps, as well as Appraising, Disarm traps, Pick locks, and Pick Pockets. As they advance, thieves become much more competent, gaining a number of handy class powers such as automatic searching, stunning criticals, and an impressive speed boost. Gnomes and Hurthlings are normally recommended for Thieves to better ensure the availability of the Heir gift, but Orcs, Dwarves, Drakelings, Trolls or Ratlings are all possibilities for players wishing for a more durable start.



Weaponsmith

Weaponsmiths are crafty men and women able to repair damaged metal equipment and improve items. Weaponsmiths normally are well-equipped and carry the tools of their trade. They are strong and resilient, hardened by many hours of strenuous work. Weaponsmiths are trained in the following skills: Appraising, Athletics, Concentration, Detect Traps, Find Weakness, Haggling, Metallurgy, and Smithing. Weaponsmiths perfect their skills at higher experience levels.
  • At level 6 they become able to melt all metal items into ingots.
  • At level 12 they can forge items four times as fast as everyone else.
  • At level 18 they gain a +4 bonus to strength.
  • At level 25 they automatically recognize all metal types.
  • At level 32 weaponsmiths become immune to fire.
  • At level 40 they gain a +8 bonus to toughness.
  • At level 50 they automatically know the damage caused by unidentified melee weapons.
Source: ADOM© r60 game manual.

Weaponsmiths are a melee-oriented class specializing, as the name suggests, in Smithing. They have a decent skillset, including the highly desired Find weakness, as well as Concentration for spellcasting. Athletics gives a great speed boost if maxed, as well as extra attribute increases. Although most Weaponsmiths are strong and sturdy enough to be played as a pure melee class, the class seems to have a considerable semi-casting potential... though like with archers, the fact that they do not practise literacy as part of their profession makes book reading difficult until around the mid game.

As expected, Weaponsmiths' class powers and starting items allow easy access to smithing. Moreover, Weaponsmiths are significantly more effective at improving item quality than other classes. Performing extensive smithing can lead to incredible DV and PV modifiers.

As far as race-class combinations, perhaps any race can do well as a Weaponsmith. Orcs, Dwarves, Gnomes and maybe Trolls are good choices since they add the Mining skill to the Weaponsmith's skillset. Drakelings and Hurthlings make good choices too, the latter greatly benefiting from the high minimum Strength score of smiths (see below). Elven smiths make good semi-casters around the mid-game, as well as having perhaps better survival prospects than other elves in the early game (particularly for Mist Elves) due to the Detect traps skill and starting fire resistance.



Wizard

Wizards are masters of the 'art'. They wield great magical powers and are able to create fireballs, lightning strikes and magical protection spells. Their great magical powers are balanced by their mediocre fighting abilities. Most mages spend their lives studying books and conducting arcane experiments in hidden laboratories and thus have next to no time to practice their physical skills. Wizards are trained in the following skills: Alchemy, Concentration, Healing, Herbalism, Literacy, Stealth, and Ventriloquism. With increasing power, wizards become more and more skilled in the magical arts.
  • At level 6 all spell costs are reduced by 10%,
  • at level 12 all costs are reduced by 20% and
  • at level 18 all costs are reduced by 40%.
  • Starting with level 25 they slowly gain experience in one randomly chosen spell per level.
  • At level 32 they become able to recharge wands (but no wand can be recharged more than once by a wizard). Recharging costs 50 power points per charge. If the wizard tries to overcharge the wand, he risks losing one mana point permanently.
  • At level 40 wizards learn to uncurse items. This permanently costs one mana point.
  • At level 50 they finally get basic knowledge in all commonly known spells.
Source: ADOM© r60 game manual.

Wizards are the masters of arcane magic, and very powerful magic users overall. They are the most effective class at learning and casting arcane spells, and seem to get more PP and find more spellbooks than other classes. Due to their talents in magic — which can deal with most enemies relatively risk free (with enough persistence) — they seem to be considered by common consensus as one of the easiest classes to win the game with. They have good class powers that especially help them with their spellcasting, and start with good skills like Healing, Herbalism and Alchemy.

Whilst Wizards are potentially one of the most powerful classes in the game, they might be difficult for (new) players to keep alive during the early parts of the game. They are one of the physically weakest and most frail classes in the game (along with mindcrafters), and start with little armor to protect them early in the game. They are guaranteed to start with at least one offensive spellbook and a few magical items to compensate for this, though. They are weaker in melee than other classes — not only do they usually have poor strength scores compared to other classes, but they require twice as many marks as most other classes to advance in skill levels for all types of weapons (and shields). Of course, their problems with melee combat are irrelevant for those wishing to play Wizards that will only use spells and not physical force to win battles.

When considering race-class combinations, there are two general ways to play a Wizard — either as pure casters that are extremely powerful with magic, or as average melee fighters that can tap into the natural arcane abilities of Wizards to learn a bit of magic to survive some difficult fights. Elves have great magical talents and thus can make extremely powerful Wizards, though elven Wizards are considerably frail and at particular risk of traps etc. in the early game. Drakelings, dwarves and ratlings can be sturdy Wizards with a decent chance of learning spells, whilst trollish and orcish Wizards are decent fighters which at least have more hope of learning and using spells than other classes. Gnomes stand out as a 'happy medium' due to their great magical talents and decent Toughness, and in 1.2.0 are one of the race-class combinations suggested by the game for new players.



0.1.4.5.2.1 Bonuses for Beastfighters and Monks

Level Speed To-hit Damage DV
Beastfighter Monk Beastfighter Monk
1 0 +1 1d4+0 1d9+0 0 0
5 +2 +10 1d6+3 1d13+1 +1 +3
10 +5 +21 1d10+7 1d18+2 +3 +6
15 +7 +32 1d14+10 1d23+3 +5 +10
20 +10 +42 1d16+15 1d28+5 +6 +13
25 +12 +53 1d20+18 1d33+6 +8 +16
30 +15 +64 1d24+22 1d38+7 +10 +20
35 +17 +74 1d26+25 1d43+8 +11 +23
40 +20 +85 1d30+30 1d48+10 +13 +26
45 +22 +95 1d34+33 1d53+11 +15 +30
50 +25 +106 1d36+37 1d58+12 +16 +33


0.1.4.5.2.2 Elementalists spell charges

Level Spell Increase Max increase
1-4 Burning Hands Level * 5 + 50 none
5-14 Level * 4 + 35 none
15+ Level * 3 + 25 none
1-4 Frost Bolt Level * 2 + 15 none
5+ Level * 4 + 50 none
5-14 Fire Bolt Level * 5 + 15 none
15+ Level * 5 + 25 none
5+ Fireball Level / 3 10
10+ Earthquake Level / 2 5
15+ Improved Fireball Level / 4 5
20+ Lightning Ball Level / 4 5
25+ Ice Ball Level / 4 5



0.1.4.6 Race-specific starting companions

Race Bard pet Farmer pet
Drakeling giant lizard large dog
Dwarf cave bear
Dark Elf giant spider
Gray Elf fairy dragon
High Elf cooshoo
Gnome giant raccoon
Human silver wolf
Hurthling big dog
Orc dire wolf
Troll cave bear



0.1.4.7 Class-specific starting items

Class Heir item
Archer 40 winged arrows/quarrels/rocks/scurgari of hunting (race dependent)
Assassin poisonous adamantium dagger
Barbarian brutal mithril two handed sword
Bard seven league boots
Beastfighter vigilant light furs of protection
Druid yellow leather armor of balance
Elementalist ring of minor elemental mastery
Farmer vigilant clothes of resilience
Fighter eternium girdle
Healer elven chain mail of health
Merchant beautiful leather armor of carrying
Mindcrafter empowered robe of protection
Monk padded clean robe of defense
Necromancer chaotic skull staff of slaughtering
Paladin lawful mithril long sword (even chaotics get this - probably a bug)
Priest heavy mace of the sun
Ranger masterwork mithril battle axe
Thief adamantium dagger of penetration
Weaponsmith brutal mithril warhammer
Wizard wand of fire (30 charges)



0.1.5 History

Four paragraphs describe PC's history (or Background): information about parents, childhood, youthhood, and young adulthood. All of these are pretty random and have little significance - different descriptions probably modify slightly starting attributes. Additional research is needed on this topic.

0.1.5.1 History messages
Period Message
Parents Your parents belong to the lower class. They were honest hard-working people, who did everything to enable you to live a comfortable and fine life. They were not very successful.
Your parents are travelling adventurers. Both are competent, talented and doing very well.
Your father is a guildmaster. Your family generally is rather wealthy and well-known in your home town.
Your mother is a mighty enchantress. She is unmarried. Your father is living in the vicinity of your mother's tower. He is a humble shepherd.
Your parents belong to the nobility. They are rich, respected, wealthy and own more than they can count.
Childhood In your childhood you were tortured by your cruel parents. They seemed to thoroughly hate and despise you.
As a young child you were often alone. You did not have any friends. You do not like to remember those times. They were very sad.
As a child you had to survive pretty harsh times since your parents seemed to have run out of luck. Their wealth was ever-declining and times were very hard.
As a child your parents cared a lot for you. Despite all circumstances you enjoyed a happy and fine childhood.
As a child you lived through happy days. Your parents tried to ease your life as much as possible and gave you a lot of comfort.
In your childhood you were a credit to your family. Your people loved you and enjoyed your presence.
In your childhood you were fascinated by your environment and the everchanging wonders of the world. You were a very curious and adventurous child.
During your childhood one of your uncles taught you a lot of things about the history of your people. Your vast knowledge on the legends and the lore of your people made you very popular with your friends because of all the exciting stories you knew.
Youth In your youth you became seriously ill and suffered for many years. When your disease finally was cured you were left weakened, both physically and spiritually, and bereft of the joys of youth.
During your youth you were very lazy. You slept a lot and didn't care too much for your duties and tasks. Your parents were not very happy with you.
As a kid you often watched the adult adventurers preparing for new exciting journeys. They sparked your imagination.
In your youth you enjoyed competition against others to the fullest. You were a very active kid.
During your youth you had a lot of fun playing with other kids of your age. You always were a natural leader and the center of interest.
As a youth you spent a lot of time in the wilds exploring woods and generally enjoying your freedom. You had a lot of fun and learned to value the treasures of nature.
Young adult As a young adult you left your home because of trouble with your parents. They opposed your plans for the future without understanding your wishes. Thus you decided to live on your own. You wandered through the country for many years, growing older and wiser and learning many things.
Your young adulthood was characterized by hard and long work. You had decided to study under a renowned master. To your great disappointment you had to find out, that he was a hard, unjust and tyrannic man, embittered by his old age. Your apprentice years were quite terrible.
As a young adult you spent a lot of time searching for a deeper meaning and purpose in your life. You pondered and pondered but nothing truly sparked your interest. Finally, after many many hours, you made a decision.
As a young adult you were a credit to your family. Your parents supported your plans and were very understanding. They tried to help you along your way with all means at their disposal.
Your path was always clearly lying before you. You knew about your destiny since your earliest years and fortunately your grandfather supported your wishes. You managed to find a competent trainer and began your studies.
Your life as a young adult was characterized by steady determination. Your goal lay clearly ahead of you and you never strayed from your path.

0.1.5.2 History messages for Barbarians
Period Message
Parents Your father was an accomplished hunter and warrior. You were well- respected and comparatively wealthy.
Your mother was a wise shaman and healer. You didn't know your father and his origins seem to be very mysterious.
Childhood As a child you were not accepted by the other children of your tribe. Your childhood was sad and lonely.
As a child you were very active and imitated the hunters and warriors of your tribe at all opportunities.
Youth During your youth you traveled to nearby tribes and traded with them. You met many strangers and learned a lot about the outside world.
In your youth you strived very hard to become the best warrior in your tribe. You watched, learned and became very strong and nimble.
Young adult As a young adult you more and more separated from the more traditional members of your tribe. Your desire to see the outside world became overwhelming.
As a young adult your family was killed in a raid. You became embittered and filled with the desire for revenge.

0.1.6 Opening question system

You can see the attribute modifying questions along with their exact function below. You can disable the whole thing by setting the Questioned_Attributes variable to false.
Opening question system:
Question [A] [B] [C] [D]
1. Your father wants you to help him building a new house for your family. This work will be very long and very hard and your father is a harsh task master. At the same time your uncle, a merchant, wants you to accompany him on a trip to a distant and exotic city. Will you... ...help your father with all your skill in order to further the welfare of your family, despite missing the opportunity to see new marvels and wonders?

St +1, Le -1,
To +1, Pe -1
...help your father with all your skill until your uncle departs and then accompany him?

St +1, Wi -1,
Ch -1, Pe +1
...feign to work hard although you actually only do what is necessary to appear hard working?

Le +1, Ch -1
...accompany your uncle, ignoring the pleads of your father?

St -1, Le +1,
Wi +1, Ch -1
2. In your childhood slaves were forced to work in your neighborhood. Many of the slaves were too young, too old or too weak to work effectively. The forcemasters mistreated them and abused them all the time. Will you... ...help them personally, trying to lessen the worst chores the slaves face and bring them food and water whenever you can do so without being noticed?

St +1, Le -1, Wi +1,
To +1, Ch -1, Ap -1
...ignore their pains because bringing them food and water only would prolong their suffering?

Le +1, Ch -1
...ask the taskmasters if a couple of silver pieces would allow you to take some of the slaves home to you to do the hard work you are obliged to do for your family?

St -1, Le +1,
Wi +1, To -1
...ask the taskmasters if a couple of silver pieces would allow you to take some of the slaves home to you to do the hard work you are obliged to do for your family... and then do those hard chores yourself so that the slaves can recover a bit?

St +1, To +1,
Ch +1, Ma -2
3. You and your friends pass a lot of time fighting among each other... not seriously but to test your strength, cunning and physical prowess. Will you... ...train hard in order to be the best of them all, even if this means that you will have less time for other activities?

St +1, Le -1, Dx +1,
To +1, Ch -1, Ma -1
...try to win with dirty tricks so that you won't have to train to stand up against them and prove yourself?

Le +1, Wi -1,
Dx +1, Ch -1
...let fate decide who is the best among you?

St -1, Dx -1, Ma +2
...avoid those physical challenges in case you start to lose too often?

St -1, To -1, Ch -1,
Ma +1, Pe +2
4. In cold winters lots of wood is needed to keep your home warm. In the vicinity of your home there is a sacred grove that never was touched by your family. Two hours away, up a steep hill, is a forest, where your family used to fetch wood for centuries. Will you... ...fetch the fire wood from the far hills in order to keep in line with the traditions of your family, even if this means more hard work for you?

St +1, Pe -1
...fetch the fire wood out of the sacred grove because it's less work and allows you to spend more time on other things?

Wi +1, Ma -1
...risk some cold nights because it's too much work to fetch the wood from the far hills and you don't want to anger the gods by taking it from the sacred grove?

St -1, Le +1
...fetch lots of wood from the far hills during summer, even at the risk of not having enough time for your other chores, because this will allow you to have a large enough storage for the cold winter nights?

St +1, Le -1,
To +1, Ch -1
5. Your grandfather always taught you to hone your mental skills and tried to further your development in this respect. Will you... ...honor his wishes and learn with the wise ones of your clan?

Le +2, To -1, Ch -1
...honor his wishes and learn with the priests of your clan?

Le +1, To -1,
Ch -1, Ma +1
...honor his wishes and study nature with the rangers of your clan?

Le +1, Wi -1, Dx +1,
Ch -1, Ap -1, Pe +1
...ignore his wishes and do something else?

no changes
6. When exploring a long-forgotten shed in the woods on a very cold night, you discover a chest with many ancient books and parchment scrolls. Will you... ...take some time and study the texts despite the cold weather and the dark night?

Le +1, Wi +1,
To -1, Ch -1
...burn the texts to heat the shed in order to get comfortable sleep?

Le -1, To +1
...take the scrolls and books back to your home in order to study them a bit and then sell them to the local merchants?

Le +1, Dx -1,
Ch +1, Pe -1
...ignore your findings in order to get back home quickly and find a warm place?

Le -1, Dx +1
7. You are offered two jobs on your first trip to the biggest city in your home country. The local library wants you help the old librarian to catalog dozens of new books and texts. The local stable owner wants you to help him train three spirited young colts. Will you... ...accept the job in the library because it allows you to learn while cataloguing the books?

Le +2, Dx -1, To -1
...accept the job in the library because it probably is better-paid than the job with the stable owner?

Ma +1, Pe -1
...accept the job with the stable owner because horses are so much more exciting than books?

Le -1, Dx +1
...accept the job with the stable owner because you cherish the thought of mastering the art of training horses a lot more than studying books?

Wi +1, Dx +1,
To -1, Ma -1
8. Your favorite teacher discovers you while you try to cheat in a test of prowess. He is very angry about you and refuses to teach you anymore. Since this was the first time and you really want him to teach you, you are horrified by this. Will you... ...try to convince him that you are a worthy student and that you will repent in whatever way he wants, no matter how long it will take to appease him?

Le -1, Wi +2, Ch -1
...try to find another better teacher because you just would waste your time trying to appease him?

Wi -1, Pe +1
...stop your learning efforts since you probably know enough and could make better use of your time in different pursuits?

Le -1, Wi -1,
Dx +1, Pe +1
...try to learn more from a friend of yours who still is taught by the master, avoiding any further confrontation with the master himself?

Le +1, Ch -1
9. While crossing a ford on a well-known road you slip and break your leg. You muster all your strength to reach the shore. Your leg is badly hurt and you can't travel fast enough to reach a safe place before dawn. Will you... ...call for help hoping that a traveller will come to your aid?

Le -1, To +1
...try to crawl to a safe place, risking further harm to your leg?

Wi +2, Dx -1, To -1
...pray to the gods and wait?

Le -1, Wi -1, Ma +2
...try to stabilize your leg with some branches and wait for travellers?

Dx +1, To -1
10. You have been training with weapons for some time. Your master believes that you are still too young to be succesful as a warrior and wants you to wait for a couple of years before you resume your combat training. Will you... ...agree with him and wait for a couple of years before resuming your training?

Le +1, Dx -1
...train harder and longer to prove your determination and worth to him?

Le -2, Wi +2,
To +1, Ap -1
...learn a few dirty tricks from an older friend to make up for your lack of physical talent?

Le +1, Dx +1, Ch -2
...stop your combat training completely in order to try your talents in other areas?

Le +1, Wi -2, Pe +1
11. At one point you fall deeply into love. Your beloved refuses your advances and does not seem to be interested. Will you... ...continue your advances because perseverance can overcome a lack of love?

Le -1, Wi +2, Ch -1
...stop your advances because there are so many other wonderful people out there?

Wi -1, Ch -1,
Ma +1, Pe +1
...admit defeat and never again show your feelings to another person because they will hurt you again?

Wi -1, Dx +1,
Ch -1, Ma +1
...discuss your feelings with that person to get a clear picture of the situation?

Le +1, Ma -1
12. While on a market, you discover a merchant selling a wonderful item you wanted to own for as long as you can think. Sadly you don't have enough money to pay him. Will you... ...try to steal the item in a moment of confusion because you *must* have it?

Le -1, Dx +1,
Ma -1, Pe +1
...try to earn some coins as a juggler on that market in order to be able to buy the item?

Le -1, Dx +2, Ch -1
...wait until night comes and then slay the merchant and take the item?

St +1, Dx -1,
Ch -1, Pe +1
...ignore the item for now and work more until you have enough money to buy it?

Wi +1, Ma -1
13. While playing in the fields during your childhood, your attention is attracted by something glinting in the sunlight. It turns out to be a ring, definitely pretty, maybe even valuable. Will you... ...put it on to see how it will look on you?

Ap +1, Ma -1
...show it to your parents just in case there is something wrong with it?

Le +1, To -1
...try to trade it with your friends?

Ch +1, Ma -1
...keep on searching in hope of finding more treasures?

Le -1, Ch -1,
Ma +1, Pe +1
14. Soon after starting your apprenticeship you come to realise that your master is a harsh and unjust man. Will you... ...endure all abuse in exchange for knowledge gained?

Le +1, Wi -1,
To +1, Ch -1
...continue your apprenticeship hoping the situation will eventually get better?

Wi -2, Ma +2
...complain to your master about his behaviour?

Le -1, Wi +1,
To -1, Ch +1
...run away during the night?

Le -2, Dx +1, Ma +1
15. After serving your master for several months you still feel like having learned hardly anything. One day, while sweeping your masters study during his absence, you can't help but feeling curious about the contents of a large dusty tome resting on a pedestal in one corner of the room. Of course, your master forbade you to even look at it, let alone touch it. Will you... ...heed the command of your master and continue with your task?

Le -1, Wi +1
...give in to temptation and peruse the book?

Le +1, Wi -1,
Ma -1, Pe +1
...accidently knock the pedestal over, hoping to get at least a lucky glance at something interesting?

Wi -1, Dx +1,
Ch -1, Ma +1
...ask your master about the book once he returns?

Le +1, Wi +1, Ma -2
16. Having finally mastered the basics of your profession, your master sends you to deliver a valuable package to the neighbour village. You get waylaid about halfway there. Standing on a bridge crossing a foaming river, bandits approaching from both sides. Will you... ...surrender your possessions, failing your task?

Le +1, Wi -1,
Ch -1, Ma +1
...shout for help?

Le -1, Wi +1
...ready your weapons and fight for your life?

St +1, Le -1, Wi +1,
To +1, Ma -1, Pe -1
...risk the river despite your meagre swimming skills?

Le -1, Wi +1,
Ma +1, Pe -1
17. The final day of your apprenticeship has come. All hardships have been mastered, all lessons learned, all gripes forgotten. Quite pleasantly your master surprises you with a farewell gift. One of four to be exact. Will you... ...pick a pair of sturdy boots to aid your travels?

Le -1, To +1
...select a slender dagger to ensure your safety?

Dx +1, To -1
...choose a small pouch of coins to get you past the worst?

Ch +1, Ma -1
...go for a few final bits of advice to help you on your way?

Le +1, Dx -1
18. After ending your apprenticeship you travel the country for several years performing odd jobs in order to earn a living. While wandering the wilderness during an especially unrewarding winter month you come across another traveller, gravely injured by wolves and barely concious. Will you... ...strip the traveller of everything valuable and leave him to die?

Dx +1, To +1,
Ch -1, Ma -1
...strike the killing blow of mercy, thus sparing him days of suffering with hardly a chance of survival?

St +1, Le -1,
To +1, Ma -1
...camp for a few days and try to aid him as best as your skills permit?

St -1, Dx +1,
To -1, Ma +1
...carry him to the next village?

St +1, Dx -1
19. Evil has started to invade the world, subtle and unnoticed at first, directly assaulting in the end. Monsters and nightmares roam the land, all signs pointing towards Terinyo, a small wilderness hamlet. You know it's your destiny to go there because... ...there are bound to be untold riches just begging for a new owner!

Dx +1, Ch -1
...this is finally the chance to prove yourself as the greatest fighter on Ancardia!

Le -1, Ma +1
...knowledge and insights hitherto unknown to mankind are waiting to be discovered!

Le +1, Ma -1
...somebody has to save the world!

Le -1, Wi -1, Ma +2
20. Now that you are old enough, your parents gave you a sword and a leather armor to practice with. While you are practicing with the goblins in the plains, you hear a dirty laughter nearby. You sneak up to the nearest hill and see a group of four raiders torturing a farmer. Will you... ...stealthily walk down and ambush the raiders, trusting your skills?

St -1, Dx +1, To -1, Pe +1
...run away, because what chance would you have against the brigands?

St -1, Le +1, Wi -2,
Dx +1, To +1, Ch -1,
Pe +1
...wait to see if the raiders would leave soon and then go help the farmer?

Le +1, Dx +1, Ch -2,
Ma -1, Pe +1
...quickly scout the area for help?

St -1, Wi +1
21. As you make your way toward the chain of mountains you have heard so much about, you stop for the evening at a village inn. Everyone gathers for the evening meal and you overhear a conversation between two seemingly well-to-do merchants. They are talking about a collection of precious jewelry which has been entrusted to them by an evil dark elven master assassin named Magrak. It seems they have been given little choice; sell the ill-gotten baubles on his behalf or live in the cold shadow of his sure, swift retribution. You saw the four locked chests carried inside by the merchants earlier and wondered at their contents, now you know what they must surely contain. Will you... ...attempt to aid them in their plight by plotting the demise of this evil thug?

Wi +1, Ch +1, Ma -2
...offer the merchants the name of a rich human enchantress you met in your travels who will buy much of their stock?

Ch -1, Ma +1
...wait until everyone goes to bed, then attempt to rob the merchants as they sleep?

Wi -1, Dx +1
...engage the merchants in conversation, hoping to learn more of Magrak? Surely one so skilled in his art must have something to impart to a young apprentice...

St -1, Le +1, Wi -1,
Dx +1, Ch -1, Pe +1
22. During your apprenticeship under an elderly wizard, you come across a powerful magical amulet of unknown power in a forgotten corner of his warehouse. Do you... ...tell your master of your finding?

Dx -1, Ch +2, Ma -1
...keep the amulet to your self, in hopes of gaining its powers?

Le +1, Wi -1,
Ch -1, Ma +1
...sell it, to get money for better living?

Wi -1, To +1
...leave it be and forget about it since this is not a thing that concerns you?

Wi +1, Pe -1
23. While doing research in a library, you come across a map to an ancient tomb containing many treasures. You decide to investigate the matter. Do you take with you... ...other adventurers to help fight the monsters in the way?

St -1, Le +1,
Ch +1, Ma -1
...magical items and spellbooks to strenghten your own power?

St -1, To -1, Ma +2
...all that which you can carry in a small pouch, in order to travel fast and stealthily?

St -1, Le -1,
Dx +1, Ma +1
...superb equipment and provisions, to make travelling easy?

Ma -1, Pe +1
24. During a night out, one of your friends is mugged and hurt badly. Do you... ...do what you can to heal his wounds?

St -1, To -1,
Ch +1, Ma +1
...chase after the attackers to reclaim lost wealth, while others tend to your friend?

St +1, Le -1,
To +1, Ch -1
...wait with your friend until help arrives, then chase after the attackers?

To +1, Ch +1,
Ma -1, Pe -1
...go and alert the city guards?

Wi +1, To -1
25. While on a journey, your carriage is attacked by foreign spies. They siege you and your travelling companions and call out for a royal emissary travelling under disguise with you. Do you... ...try and negotiate with the attackers in order to stall them until help arrives?

Le +1, To -2, Ch +1
...sacrifice yourself by masking as the emissary so that the others may escape?

Le -1, Wi +1,
Dx +1, To -1
...sneak your way past the attackers in order to call for help?

St -1, Wi -1,
Dx +1, Pe +1
...turn the emissary over to the spies in order to save yourself and the other travellers?

Wi -1, To +1,
Ma -1, Pe +1
26. If you came across an animal that was writhing in agony from a poisoned injury and looked like it would die anyway, will you... ...slay it as an act of mercy?

St +1, To +1,
Ch -1, Ma -1
...agitate it during its final moments?

Dx +1, Ch -1
...walk away?

Wi +1, Ch -1
...attempt to heal it, although odds are grim?

Wi +1, Ap -2, Ma +1
27. Your brother has come asking that you hide him from the law. Do you... ...send him away?

St +1, Wi +1,
Dx -1, Ch -1
...gladly let him in and then try to sway his behavior?

Le +1, Wi -1,
Ch +1, Pe -1
...tell him he must repent in a prison for the crime?

Le -1, Wi +1
...invite him to join your band of thieves?

St -1, Dx +1,
Ch +1, Pe -1
28. You are carrying your liege's gold to his castle. You stumble upon a poor beggar. Do you... ...give him some of your liege's money?

Le -1, Ch +1,
Ma +1, Pe -1
...give him some of your own money?

Ch +1, Pe -1
...take what little money the beggar has in his dish?

St +1, Dx +1,
Ch -1, Ma -1
...ignore the beggar?

St +1, To +1,
Ma -1, Pe -1
29. You have stolen to feed your family and the guards are searching for you. You... ...rush to a hiding place and, when it clears up, return home.

Wi -1, Dx +1,
To -1, Pe +1
...attack the guards head on!

St +1, Le -2, To +1
...turn in yourself in hopes of being able to explain the situation.

Le -1, Ch +1,
Ma +1, Pe -1
...become a professional criminal and perpetuate the acts...

Le -1, Ma +1
30. Your king lies dying, the battle is lost. He asks how the battle fares. Tell him... ..."All is well!"

Wi -1, Ch +1
..."Unfortunately, we are defeated!"

Wi +2, Ch -1, Ma -1
..."C'mon, die already, I want yer crown!!!"

St +1, Le -1,
To +1, Ch -1
..."Unfortunately, I am not able to help here."

Le -1, Dx +1
31. You are called home to run your late father's shop, but you are on a spiritual quest. Do you... ...return home without a moment's pause?

Wi -1, Ch +1,
Ma -1, Pe +1
...stay to follow your quest indefinitely?

Wi +2, Ch -1, Pe -1
...send some poor farm kid in your place?

Le +1, Ch -1,
Ma +1, Pe -1
...continue questing in hopes that the shop will still be there when you finish?

Wi +1, Pe -1
32. You are a witness to a crime. You are called to the stand. The defendant is not guilty of that crime, you know, but he did steal from your brother. Will you... ...falsely attest his guilt to avenge your brother's honor?

Le +1, Ch -1
...claim that he was guilty just for fun?

Wi -1, Ch -1, Ma +2
...attest the truth and call him out for your own vendetta?

Wi +1, Ma -1
...tell the truth, but let the vendetta die here and now?

Wi +1, Ch -1
33. As a child, whenever your friends had an idea of going to the nearby graveyard at darknight and asked you to join them, you... ...went along because you were forced to?

Wi -1, Ma +1
...went along curious to see how others behaved?

Le +1, Pe -1
...stayed home helping your mother?

To -1, Ch +1
...went fishing?

Dx +1, Ch -1
34. While shopping, you spot someone stealing something from the shop. Will you... ...tell the shopkeeper?

Le +1, Pe -1
...stop the thief and pursue him if needed?

St +1, Le -1,
Dx +1, Ma -1
...hope the shopkeeper sees him stealing?

Le -1, Dx -1, Ma +2
...ignore the thief?

Ch -1, Ma +1
35. One night you wake up of a strange dog whining on your yard. You see the dog is bleeding and critically hurt. Will you... ...end the dog's sufferings?

St +1, Dx -1,
To +1, Ch -1
...try to medicate the dog?

Le +1, Dx +1,
Ma -1, Pe -1
...wake your father and mother up?

Le +1, Ma -1
...ignore the dog?

Wi +1, Ch -1
36. When your father took you hunting for the first time, you saw a deer for the first time in your life. You were supposed to kill it for food. Do you... ...kill the deer, because you wanted your father to respect you?

St +1, Le -1,
Wi -1, To +1
...feel sorry for the deer, but kill it anyway, because you knew your tribe really needed the food?

St +1, Le +1,
To -1, Ma -1
...kill the deer with a smile on your face and a tingle inside you?

St +1, To +1, Ch -2
...decide not to kill such a magnificent animal?

Wi +2, Ch -2
37. What would you order in a restaurant for lunch? ...raw meat.

St +1, Le -1
...fried bat.

Ch -1, Ma +1
...cooked lizard.

St -1, Dx +1
...the dish of the day.

Ch +1, Ma -1
38. What about you gave your parents the most grief? ...you always had to be the center of attention.

Wi +1, Ch -1
...you holed up in your room instead of playing with other kids.

Ch -2, Ma +1, Pe +1
...your frequent brushes with the law.

Dx +1, Ch -1
...your amazing appetite.

Dx -1, To +1
39. Will you fight evil... ...by battling evil creatures whenever you see them?

St +1, Le -1,
Wi +1, Dx -1
...by trying to understand the cause and preventing it?

St -1, Le +1
...by repairing the damage everywhere you go?

Le -1, Ch +1
...by trying to become a leader and steering your followers to another course?

St -1, To -1,
Ch +1, Ma +1
40. You are in a nobleman's house as a dinner guest. While waiting in the library for your host, you notice a small, old book beautifully covered with gold lacing and ivory carvings. The temptation is strong. Do you... ...pocket the book in hopes of selling it?

Wi -1, Dx +1
...read the book?

Le +1, Ma -1
...advise your host that such a valuable should be better guarded?

St +1, Le -1
...admire the cover then look around for other old stuff like weapons and armor?

Le -1, Dx +1
41. There have been whispers throughout the land of approaching chaos. The great sage, Khelavaster, warned all of the races a short time ago, but you had your suspicions beforehand. What was it that made you suspicious?

...the early snow and sudden frost?

Ma -1, Pe +1
...a strange, sickly bird?

Le +1, Wi -1
...the behaviour of the townsfolk?

Ch -1, Ma +1
...the barren trees about your home?

To +1, Pe -1
42. Your mind made up, you pack your bags and prepare to leave for the Drakalor Chain. Your pack is almost full, and you still have several items you would like you take. Realizing that you can only fit one more thing in your backpack, you decide to pack... ...a worn old dagger?

St +1, Dx -1
...a book of cantrips?

St -1, Le +1
...extra rations?

Dx -1, To +1
...a length of rope?

Dx +1, To -1
43. On your way to the Drakalor Chain, you find yourself faced with several different paths. Your map does not specify which is safest. Which do you take?

...a rocky path into the countryside?

Dx -1, To +1
...the path through a thick forest?

Ma -1, Pe +1
...a worn path over the hills?

Le +1, Ma -1
...the path past a desolate town?

St +1, Le -1
44. You attempt to make an arrow and you do not succeed. Do you... ...pray to the Gods for guidance on making better arrows in the future?

Le -1, Ma +1
...bang your head against the wall for being such an idiot?

Le -1, Wi +1
...hit someone to let out your aggression?

St +1, Le -1
...calmly recover yourself and begin making another arrow?

Wi +1, Dx -1,
Ma -1, Pe +1
45. You are walking on the street, when you see a gang of men beating a beggar. What would you do?

...run to help the beggar regardless that there's five of them?

St +1, Le -1
...quickly walk away so the men won't notice you?

Wi -1, Dx +1
...go help the men beat the beggar?

St +1, To +1,
Ch -1, Ma -1
...shout to the nearby people to come help the beggar?

St -1, Le +1
46. You are chopping wood at your cottage in the woods when you suddenly see a faery next to you. The faery asks you : "Could you spare me some food and a resting place for this day?" You answer... ..."Of course I can! Just come on in."

Ch +1, Ma -1
..."Why not..." (glancing at the faery's expensive looking necklace).

Dx +1, Ma -1
..."No way! Run away you little pest!"

Wi +1, Ma -1
..."For a price... anything!"

Ch -1, Ma +1
47. You return back from your hunting trip and you notice that your cottage is on fire! Already half of it has burned. Do you... ...try to save what you can by any means?

Le -1, Wi +1
...let it burn and build a new cottage somewhere else?

Wi -1, Ma +1
...rush over to town and demand money for your lost cottage?

St +1, Le -1
...suspect that someone tried to assasinate you and stay on guard?

Ma -1, Pe +1
48. Your father has apprenticed you to the local smith. Do you... ...happily accept the position, believing that it is your chosen calling?

Le -1, Wi +1
...grudgingly accept, not wanting to shame your father?

Wi +1, To +1,
Ch -1, Ma -1
...adamantly refuse, setting out on your own path and alienating your family?

Wi +1, Ch -1
...pretend to accept, but plan to run away as soon as the opportunity presents itself?

Wi -1, Dx +1,
Ch -1, Ma +1
49. You find yourself working as an apprentice to a wise but cruel master. Do you... ...publicly humiliate him, hoping it will teach him to respect you?

Le -1, Ch +1,
Ma +1, Pe -1
...calmly accept his cruelty, knowing that the punishment is worth the reward?

Le +1, Dx -1
...kill him and steal all the tools of his trade?

Le -1, Dx +1,
Ch -1, Ma +1
...leave his service for a less experienced but kinder teacher?

Wi -1, Ma +1
50. While learning tricks of the trade from your wise teacher, you think you see a way to do something that he has taught you in a more efficient way. Do you... ...loudly point out the new method, proving yourself smarter than your teacher?

Le -1, Wi +1
...keep it to yourself, sure that your master knows more than you?

Ma +1, Pe -1
...keep it to yourself, hoping that you can use the method to earn great wealth?

Le +1, Wi -1,
Ch -1, Ma +1
...write the method down and leave it as an anonymous note to your teacher?

Le +1, Ma -1
51. After many years of toil, you have completed your apprenticeship. Do you... ...thank your master politely and set out into the world, confident that you have learned everything you need to know?

Wi +1, Pe -1
...seek to learn more from your master, believing that he still has more knowledge to share?

Wi +1, Ma -1
...slay your master so that nobody else will learn his knowledge and be able to compete with you?

St +1, To +1, Ma -2
...seek out a new master to increase your knowledge in your chosen profession?

Le +1, Ma -1

0.1.7 Talents

Press Alt-t to display your talents, press :T to display talents available at next opportunity.

The following table provides reference based on player's experience.

Talents
Category Prerequisites Talent Allows Effect Rating
Starting Level 1 Alert Treasure Hunter (9), Missile Weapon Master (3-7) +1 Pe 3, 4 for Archers
Charming Heir (3-10) +1 Ch 1, 2 for males and Bards
Dextrous   +1 Dx 3
Fey-Blooded   +1 Ma 3, 2 for non-spellcasters
Good Looks   +1 Ap 1, 2 for females
Learned   +1 Le [4] 4
Strong   +1 St 4, 5-7 for melee characters
Strong of Will Melee Weapon Master (5-7), Saint (2) +1 Wi 3, 4 for Mindcrafters
Tough   +1 To 4
Level 1 Wealthy Very Wealthy 3x starting money 1, 3 for Merchants
Level 1, Wealthy Very Wealthy Filthy Rich 2x starting money
Level 1, Very Wealthy Filthy Rich   2x starting money
Level 1 Boon to the Family Heir (3-10) 2x starting money 1
Level 1, Charming, Boon to the Family Heir   receive a special magical item inherited from family, see 0.1.4.7 3-10 depending on class, 10 for Bards
Level 1, Le 9+ Skilled Very Skilled +2 to all initial skills 3
Level 1, Skilled, Le 12+ Very Skilled Extremely Skilled +3 to all initial skills
Level 1, Very Skilled, Le 15+ Extremely Skilled   +5 to all initial skills
Level 1 Long Lived   +30% to MaxAge 1-5 depending on race (1-Elves, 5-Trolls)
Level 1 Strong Legs   kicking in doors is much easier, +2 to kick damage 1, 4 for Monks
Melee   Affinity with Axes Melee Weapon Master (5-7) +2 to hit with axes 6, 5 for spellcasters
Affinity with Clubs and Hammers +2 to hit with clubs and hammers
Affinity with Daggers and Knives +2 to hit with daggers and knives
Affinity with Maces and Flails +2 to hit with maces and flails
Affinity with Polearms +2 to hit with polearms
Affinity with Swords +2 to hit with swords
Affinity with Whips +4 to hit with whips
Affinity with Staves +2 to hit with staves
Affinity with Twohanded Weapons +2 to hit with twohanded weapons
3 melee weapon affinities, Defensive Fighter, Strong of Will Melee Weapon Master   +3 to hit and damage in melee 7, 5 for spellcasters
St 13+ Brawler   +2 to hit in unarmed melee combat 1, 7 for Monks and Beastfighters
  Aggresive Natural Berserker (4-8) +1 to hit in melee 5, 2 for spellcasters
Aggresive Natural Berserker   +2 to hit and damage when berserking 4-8, depending on playstyle
  Ambidextrous   +2 to hit when fighting with two melee weapons 6
  Basher Powerful Strike +1 to hit and damage with weapons weighing more than 100 stones 9, 6 for spellcasters
Basher, St 13+ Powerful Strike Mighty Strike +2 to hit and damage with weapons weighing more than 100 stones
Powerful Strike, St 18+ Mighty Strike   +3 to hit and damage with weapons weighing more than 100 stones
Missile   Affinity with Bows Missile Weapon Master (3-7) +2 to hit with bows 5, 4 for spellcasters, 7 for Archers
Affinity with Crossbows +2 to hit with crossbows
Affinity with Slings +2 to hit with slings
Affinity with Boomerangs and Scurgari +4 to hit with boomerangs and scurgari
Affinity with Thrown Daggers +3 to hit with thrown daggers
Affinity with Thrown Axes and Hammers +3 to hit with thrown axes and hammers
Affinity with Thrown Rocks and Clubs +3 to hit with thrown rocks and clubs
Affinity with Thrown Spears +3 to hit with thrown spears
3 missile weapon affinities, Alert, Keen Shot Missile Weapon Master   +3 to hit and damage with missile weapons 5, 3 for spellcasters, 7 for Archers
  Good Shot Keen Shot, Eagle-Eyed +1 to hit and damage with missile weapons 6, 4 for spellcasters, 9 for Archers
Good Shot, Dx 13+ Keen Shot Missile Weapon Master (3-7), Quick Shot (5-9), Far Shot (2-3) +2 to hit and damage with missile weapons
Good Shot, Dx 18+, Archery 80+ Eagle-Eyed   +3 to hit and damage with missile weapons
Keen Shot, Quick Quick Shot Lightning Shot missile attacks require 10% less energy 7, 5 for spellcasters, 9 for Archers
Quick Shot, Archery 60+ Lightning Shot   missile attacks require 10% less energy
Keen Shot, St 10+ Far Shot   missile attack ranges are increased by 20% 2, 3 for Archers
St 12+ Strong Thrower   +2 range with thrown weapons 2, 5 for throwers
Defensive   Careful Very Careful (4-7), Defensive Fighter (7), Good Book Caster (5-8) +1 DV 5
Careful Very Careful   +3 DV when very defensive or coward 4, 7 for spellcasters
Careful, Quick Defensive Fighter Dodger, Melee Weapon Master (5-7) +2 DV 7
Defensive Fighter, Dodge 75+ Dodger   +2 DV
  Shield Specialist Shield Expert +1 DV when wielding shield 7
Shield Specialist, Shield Weapon Skill 3+ Shield Expert Shield Master +2 DV when wielding shield
Shield Expert, Shield Weapon Skill 6+ Shield Master   +3 DV when wielding shield
To 10+ Hardy Very Hardy, Tough Skin (5-7) +3 HP 4, 5-7 in early game
Hardy, To 15+ Very Hardy Extremely Hardy +6 HP
Very Hardy, To 20+ Extremely Hardy   +9 HP
Hardy, To 12+ Tough Skin Iron Skin +1 PV 5, 7 for Dwarves
Tough Skin, To 15+ Iron Skin Steel Skin, Immune to Pain (5) +1 PV
Iron Skin, To 20+ Steel Skin Mithril Skin +2 PV
Steel Skin, Dwarf Mithril Skin   +3 PV
Iron Skin, Wi 15+ Immune to Pain   one point of damage is always negated for all attacks; at least one point of damage will be caused nonetheless 5
Magical Ma 10+ Potent Aura Strong Aura, Charged (2-3), Strong Magic (3-6), Strong Healer (4-7), Good Book Learner (4) +3 PP 4
Potent Aura, Ma 12+ Strong Aura Mighty Aura, Durable Magic (3-4), Great Book Learner (4), Good Book Caster (5-8) +6 PP
Strong Aura, Ma 15+ Mighty Aura Extended Magic (3-4), Great Book Caster (5-8) +9 PP
Potent Aura, Ma 16+ Charged   regenerates PP at higher speed [5] 2, 3 for spellcasters
Potent Aura, Ma 15+ Strong Magic   +2 to all damage caused by spells 3, 6 for spellcasters
Strong Aura, Wi 16+ Durable Magic   all spell durations are increased by the PCs current level times 3 3, 4 for spellcasters
Mighty Aura, Ma 24+ Extended Magic   all spell ranges are increased by 2 3, 4 for spellcasters
Potent Aura, Wi 15+ Strong Healer   +4 to HP healed by spells 4-6, 7 for spellcasters
Potent Aura, Good Learner Good Book Learner Great Book Learner PC is 10% more effective when learning spells from books 4
Strong Aura, Great Learner, Good Book Learner Great Book Learner   PC is 10% more effective when learning spells from books
Careful, Strong Aura, Dx 14+ Good Book Caster Great Book Caster casting spells from books costs only double PP 7-8, 5 for spellcasters
Mighty Aura, Good Book Caster, Dx 18+, Pe 15+ Great Book Caster   casting spells from books costs only 50% more PP
Miscellaneous Le 10+ Good Learner Great Learner, Good Book Learner (4) +2% to all xp gained 4, 5 for Trolls
Good Learner, Le 16+ Great Learner Great Book Learner (4) +3% to all xp gained
St 8+, Dx 10+ Porter Master Packager 10% more carrying capacity 6, 8 for Monks
Porter, Le 12+, Pe 12+ Master Packager Beast of Burden 20% more carrying capacity
Master Packager, Wi 12+, To 12+ Beast of Burden   30% more carrying capacity
  Quick Very Quick, Defensive Fighter (7), Quick Shot (5-9) +2 Speed 8
Quick Very Quick Greased Lightning +3 Speed
Very Quick, Dx 15+ Greased Lightning   +4 Speed
Cha 10+ Silver Tongue Natural Trader shop prices are reduced by 10% 3
Silver Tongue, Cha 14+ Natural Trader   shop prices are reduced by 20%
Wi 15+ Pious Very Pious prayers are 5% less expensive 2
Pious, Wi 20+ Very Pious Saint prayers are 5% less expensive
Strong of Will, Very Pious, Wi 30+ Saint   prayers are 5% less expensive
  Healthy   heals wounds 20% faster 6, 4 for spellcasters
Pe 18+ Sixth Sense   more easily evades traps [2] 6
  Mechanicaly Inclined   all Disarm Traps checks are 10% easier 1
  Miser Treasure Hunter (9) finds more gold [3] 4
Alert, Miser Treasure Hunter   finds more items [1] 9
  Long Stride   movement costs but 950 energy points 7
Dx 10+, Pe 13+ Scout   more likely to evade wilderness encounters, less likely to be ambushed 5, 3 for spellcasters
  Stealthy   all Stealth checks are 10% easier 3

[1] If a killed monster would drop nothing, then there is another check with 12.5% chance that it will drop something.

[2] Gives 16.7% chance to avoid traps.

[3] Predominately useful as a prerequisite for Treasure Hunter. There is 20% chance for Gold=Gold+(Gold/100*(1d20+100)).

[4] Note that talents are applied after skills are set, so this will not help starting with Literacy.

[5] If you aren't already gaining PP from another source (like Concentration), you have a 3% chance of gaining 1 PP.

0.1.8 Name

Of course, you can choose the PC's name freely, and you can also rename the PC later using the name command. You may as well let the game select a name for the PC, if you just press Enter to the game prompt, but only if Allow_Default_Names is set to true, that is. Otherwise you are required to enter a name! The monster memory remembers PC's name and provides verbal descriptions of his/her current experience level, attributes except Perception, and DV/PV values.

0.1.9 Starting equipment

By the way, press i to view your equipped inventory, press I to view the contents of your bag directly. Beware of your :burden levels too, they depend on Strength.

0.1.9.1 Race starting equipment
Race Starting equipment
Drakeling iron ration
Dwarf iron ration
Dark Elf spider bread
Gray Elf elven bread
High Elf iron ration
Gnome iron ration, gnomish boots (except Barbarian,Monk,Druid) [1], 2d2 torches, box with flint and steel, tinderbox
Human iron ration, 2d2 torches, box with flint and steel, tinderbox
Hurthling cooking set, cursed ring, 2 iron rations, 25%: elven bread, 2d2 torches, box with flint and steel, tinderbox, no boots
Orc iron ration
Troll 2 iron rations (Nec get only 1), heavy club & raw meat (except Wiz,Ele,Nec), thick furs (except Wiz,Ele,Nec,Far)

[1] Gnomes except Barbarians, Monks and Druids get no other boots, even if there should be some boots generated for class (Monks get sandals, Barbarians get light boots, Druids get no boots).

0.1.9.2 Class starting equipment
Class Starting equipment
Archer Human: leather armor, leather cap, apple, leather boots, gloves, dagger, long bow, arrows, fletchery set
Troll: throwing clubs
High Elf, Gray Elf: elven chain mail, leather boots, gloves, dagger, long bow, arrows, fletchery set
Dark Elf: elven chain mail, hand crossbow, dark elven quarrels, leather boots, light cloak, short sword, fletchery set
Dwarf: chain mail, heavy boots, heavy crossbow, quarrels, hand axe, light cloak, fletchery set
Gnome: light cloak, fletchery set, leather armor, light crossbow, quarrels, dagger
Hurthling: light cloak, clothes, gloves, sling, rocks, dagger
Orc: studded leather armor, heavy boots, light crossbow, quarrels, club, fletchery set
Drakeling: clothes, drakish scurgari, short sword
Assassin All: hooded cloak, 1d3+1 potions of poison, 1d4+5 daggers, gloves, hood
Human: leather boots, long sword, leather armor, dagger
Troll: leather boots
Elf: leather boots, elven chain mail, 2 short swords
Dwarf: leather boots, hand axe, small shield, studded leather armor
Gnome: leather armor, short sword, dagger
Hurthling: boomerang
Orc: studded leather armor, battle axe, medium shield
Drakeling: clothes, bracers of protection, scimitar, dagger, drakish scurgari
Barbarian Human: light furs, two-handed sword, dagger, leather boots, amulet of luck, 2 iron rations
Troll: 4d4 rocks
High Elf, Gray Elf: long sword, hooded cloak, leather boots, leather armor, arrows, 1d2+1 dry meat, short bow or long bow
Dark Elf: hooded cloak, hood, clothes, 2 short swords, throwing knife, spider bread, 1d4+1 potions of poison
Dwarf: thick furs, bone helmet, leather boots, battle axe, 2d2 throwing clubs, 1d2 iron rations, 5d2 potions of booze
Gnome: hood, light furs, light boots, spear, sling, 1d3+3 rocks
Hurthling: light furs, short bow, 1d3+3 arrows, club
Orc: orcish helmet, studded leather armor, orcish spear, heavy boots, rocks
Drakeling: heavy spear, throwing club
Bard All: 2 instruments, wand of light
All except Troll: 33%:sandals or 67%:leather boots, clothes, 50%:leather cap, more gold
All except Dark Elf [2]: 2d2 torches, box with flint and steel, tinderbox
Human, High Elf, Gray Elf: long sword
Dark Elf, Gnome, Hurthling: short sword
Dwarf: hand axe
Orc: battle axe
Drakeling: scimitar, drakish scurgari
Beastfighter All except Troll and Dark Elf: light furs, 1d4+4 fresh meat, 1d4 apples, 1d3 melons
Human: leather boots
High Elf, Gray Elf: leather boots, leather cap
Dark Elf: spider shell armor, leather boots
Dwarf, Drakeling: heavy boots
Druid All: apple, melon, wooden shield, 2 potions, spellbook of lightning bolt
Human: leather armor, light cloak, sandals, spellbook, cudgel
Troll: hood, light cloak
Elf: hood, leather armor, light cloak, scimitar, leather boots
Dwarf: heavy boots, hooded cloak, studded leather armor, heavy cudgel
Gnome: hooded cloak, leather armor, club
Hurthling: leather cap, leather armor, leather girdle, hooded cloak, club
Orc: quarterstaff, hooded cloak, studded leather armor, heavy boots, leather girdle
Drakeling: bracers of defense, robe, hooded cloak, leather girdle, scimitar or quarterstaff
Elementalist All: robe, quarterstaff or dagger, sandals or leather boots, ring of fire resistance, ring, 2 potions, 2 wands, scroll, scroll & potion or scroll & wand or potion & wand, more gold
Farmer All: hood, sandals, 1d4+2 herb seeds, 1d4+8 plant seeds, cooking set, fletchery set
All except Troll: clothes
Human: scythe, 3d2 iron rations
Troll: light furs, 3d2 large rations
High Elf, Gray Elf: scythe, 3d2 loaves of elven bread
Dark Elf: scythe, 3d2 loaves of spider bread
Dwarf: scythe, 3d2 loaves of dwarvish bread
Gnome: sickle, 5d4 bits of plain candy
Hurthling: sickle, 3d2 loaves of hurthling bread
Orc, Drakeling: scythe, 3d2 pieces of dry meat
Fighter Human: chain mail, medium shield, broadsword, heavy boots, light cloak
High Elf, Gray Elf: elven chain mail, small shield, long sword, potion of extra healing, leather boots, light cloak
Dark Elf: elven chain mail, small shield, short sword, hand crossbow, 4 dark elven quarrels, leather boots
Dwarf: chain mail, small shield, battle axe, horned helmet, heavy boots, gauntlets
Gnome: leather armor, leather cap, hand axe, small shield, leather cloak
Hurthling: leather armor, leather cap, small shield, short sword, sling & rocks or short bow & arrows
Orc: studded leather armor, raw meat, heavy boots, spear & metal cap & 2 daggers or battle axe & medium shield or broadsword & medium shield
Drakeling: scale mail, scimitar, medium shield, 2 raw meats
Healer All: 1d3+1d2 potions of extra healing, 2d4+3 bandages, scalpel, stethoscope
Human: clothes, light cloak, light boots
High Elf, Gray Elf: bracers of defense, clothes, 1d3 healing potions, light boots
Dark Elf: hand crossbow, dark elven quarrels, 1d3 potions of poison, light cloak, clothes, light boots
Dwarf: leather armor, warhammer, heavy boots, 1d2 potions of healing
Gnome: clothes, light cloak, 1d3+1d2-1 potions of booze
Hurthling: 1d4+1d2-1 potions of healing, clothes, light cloak
Orc: heavy boots, thick gauntlets, clothes, club, 1d3 potions of poison
Drakeling: clothes, bracers of defense, light cloak, 1d2 potions of healing, sandals
Merchant All: 5 times more gold, 7-10 rings or 5-8 wands or 11-26 scrolls or 11-17 potions
Mindcrafter All: quarterstaff, sandals, ring of stun resistance, ring, 1d2 scrolls, 2 potions, 2 wands, scroll & potion or scroll & wand or potion & wand, more gold
All except Troll: robe
Monk All: robe, quarterstaff, sandals (except Hurthlings), no gold [3]
Necromancer All: black robe, skull dagger or skull staff, sandals or leather boots, ring, scroll, 4 potions, book [1], scroll & potion or scroll & wand or potion & wand, more gold
Troll: heavy skull club
Paladin All: holy symbol
Human: chain mail, metal cap, long sword, mace, medium shield, gauntlets, leather boots, apple
Troll: one-handed weapon (up to DL 3), food
High Elf, Gray Elf: elven chain mail, long sword, metal cap, leather boots, 1d3 loaves of elven bread
Dark Elf: elven chain mail, short sword, hand crossbow, dark elven quarrels, 1d3 daggers, spider bread, leather boots
Dwarf: plate mail, horned helmet, gauntlets, iron boots, battle axe or warhammer, medium shield
Gnome: chain mail, leather cap, short sword, small shield, potion
Hurthling: chain mail, leather cap, short sword, small shield, potion
Orc: chain mail, spear, everburning torch, metal cap, iron boots, gauntlets
Drakeling: scale mail, scimitar, medium shield, metal cap, 3 one-handed weapons
Priest All: holy symbol, 1d3+1 potions of water, spellbook, scroll, potion of healing
Human: mace or flail or club, robe & small shield & sandals & 2 scrolls & 2 potions & spellbook & 3 iron rations or chain mail & medium shield & leather boots & light cloak
High Elf, Gray Elf: mace or flail or club, elven chain mail, long bow, arrows, leather boots, hooded cloak, scroll, spellbook, instrument
Dark Elf: mace or flail or club, elven chain mail, hooded cloak, hood, leather boots, dagger, 2 spellbooks, 1d2 potions of poison
Dwarf: warhammer or battle axe, chain mail, heavy boots, metal cap, 2 potions, medium shield
Gnome: mace or flail or club, leather armor, leather cap, small shield, spellbook, scroll
Hurthling: mace or flail or club, clothes, hat, hooded cloak, small shield, potion, potion of extra healing, instrument
Orc: chain mail, spear, everburning torch, hooded cloak, heavy boots
Drakeling: mace or flail or club, bracers of protection, clothes, scimitar, 2 scrolls
Ranger Human: long sword, hand axe, leather armor, light boots, short bow, arrows
High Elf, Gray Elf: elven chain mail, short sword, dagger, light cloak, light boots, short bow, arrows
Dark Elf: elven chain mail, scimitar, scimitar, light cloak, light boots
Dwarf: leather armor, light boots, leather cap, battle axe, club, light crossbow, quarrels
Gnome: leather armor, leather cap, hand axe, dagger, short bow, arrows
Hurthling: leather armor, light cloak, short sword, dagger, short bow, arrows
Orc: studded leather armor, iron boots, thick gauntlets, leather cap, battle axe, club, light crossbow, quarrels
Drakeling: clothes, bracers of defense, ring of protection, scimitar, short sword, drakish scurgari
Thief All: thieves picks
Human, High Elf, Gray Elf: leather armor, leather cap, gloves, light boots, short sword, 1d3 daggers
Dark Elf: clothes, light cloak, bracers of defense, light boots, gloves, short sword, dagger, hand crossbow, dark elven quarrels
Dwarf: leather armor, leather cap, gloves, light boots, hand axe, 1d3 daggers
Gnome: leather armor, leather cap, gloves, short sword, 1d3 daggers
Hurthling: leather armor, leather cap, gloves, short sword, 1d3 daggers
Orc: studded leather armor, leather cap, light boots, club, dagger
Drakeling: clothes, bracers of defense, light cloak, scimitar, dagger, drakish scurgari
Weaponsmith All: ring of fire resistance, anvil
Human: leather apron, heavy boots, large hammer, 1d4+1 iron ingots
Troll: large hammer, 1d12+2 iron ingots
Elf: elven chain mail, leather boots, long sword, warhammer, 1d3+1 iron ingots
Dwarf: leather apron, 2 warhammers, heavy boots, 10%:mithril ingot or 90%:1d8 iron ingots
Gnome: leather apron, warhammer, small shield, leather cap, 1d5 iron ingots
Hurthling: leather apron, leather cap, warhammer, 1d2 iron ingots
Orc: studded leather armor, heavy boots, warhammer, gauntlets, 1d3 iron ingots
Drakeling: clothes, scimitar, warhammer, drakish scurgari, 1d4 iron ingots
Wizard All: robe, leather boots or sandals, quarterstaff or dagger, 2 rings, 3 potions, wand, 1d2 scrolls, 2 spellbooks, spellbook & scroll or wand
All except Dark Elf [2]: 2d2 torches, box with flint and steel, tinderbox

[1] The Necromancer's book can be spellbook or tract of chaos or confucious book; in case of spellbook it will be Frost Bolt.

[2] Humans, Gnomes and Hurthlings get torches, flint and steel and tinderbox only once.

[3] All PCs except Monks also get some gold.


Updated October 15th, 2014

Single-file Improved Adom Guidebook


Previous - TOC - Next
Alignment - Piety - Altars - Sacrificing - Conversion - Praying - Crowning - Gifts - Tracts

0.2 Religion

Religion in ADOM means the PC has an alignment score which determines their current deity, and three piety scores. Furthermore, altars and tracts are randomly generated, and commands for sacrificing - O, praying - _, and displaying your current :god exist.

0.2.1 Alignment

Alignment reflects the moral nature of the PC. For example, PCs with lawful alignment generally do not slaughter innocents or steal from shops. Chaotic PCs will do these things and a lot worse besides. Neutral PCs choose from both options, doing nasty things when necessary to further their cause, but also performing good acts to maintain their balanced alignment.

A general and quite complete description of alignment can be found in the ADOM Manual. It is assumed that the reader is familiar with that description. The effects alignment have on gameplay are discussed here. The effects are mostly evident to the player in terms of the quests and rewards that are available.

0.2.1.1 Quests, rewards and alignment restrictions
Quest source Alignment restrictions
Terinyo quests are available to all PCs regardless of alignment, however Guth'Alak will not reward chaotics with a potion of cure corruption for delivering a chaos creature's corpse
Jharod will not teach the Healing skill to chaotics, regardless of how Yrrigs is dealt with
Hotzenplotz quests are available regardless of alignment
Yergius will not teach the Pick Pockets skill, or anything else, to lawfuls
Old Barbarian will not give the Courage quest to chaotics
Unicorn quest Yrruir will not give the quest to kill Riurry to chaotics; there is some uncertainty/argument about this
Thrundarr all quests are available regardless of alignment
Dwarven Mystic rewards are dependent on alignment; chaotics will receive nothing from him
Kherab quests are available regardless of alignment
Demented Ratling assigns a quest only to chaotics
Gaab'Baay assigns her quests to chaotics only
Assassin Prince Filk quest is available regardless of alignment
Sharad-Waador quest to kill Srraxxarrakex is available regardless of alignment
Mad Minstrel reveals the location of the Scintillating Cave regardless of alignment
Khelavaster will not summon the Trident of the Red Rooster for chaotics
Malicious Doctor will not offer flesh golem companion for lawfuls

0.2.1.2 Alignment range

Alignment can range from -10000 to +6000 as follows:

0.2.1.3 Chaotic acts

Changing alignment can be done in several ways. It is easy to change from a lawful flavor of alignment to a chaotic one. The PC need only commit chaotic acts, which include the following:

Repeatable chaotic acts

One time chaotic acts

0.2.1.4 Lawful acts

Changing from chaotic towards neutrality and law is more difficult. The following actions move the PC towards lawful:

Repeatable lawful acts

One time lawful acts

0.2.1.5 Miscellaneous changes

Upon each alignment change, the following is applied:

All of the above changing alignment are gradual methods which take some time to accomplish an alignment change. Without question, the fastest and easiest way to change alignment is by making sacrifices on an altar. See the section below about altars for more alignment change strategy.

0.2.2 Piety

Piety level determines your status towards a deity. Three piety levels for three gods (lawful, neutral, chaotic) are always maintained. They can change arbitrarily, wrapping around integer boundaries.

0.2.2.1 Miscellaneous piety changes
Action Piety cost
Start game with 200
Attempt to turn undead -200
Destroy altar -10000 (and alignment shift)
Kick altar -100
Destroy others altar +1000 if opposite alignment, +100 if it was neutral
Use of holy symbol +0.5 (yes, a half point!)
Convert using altar piety set to -850 for new deity
Gain a level +10 x level in piety for aligned deity
220 actions -1%
Convert altar -2000 for former owner, +1000 for new owner
Change deity (alignment) -10000 for old deity

For the usual ways of altering piety (see later sections 0.2.4 Praying and 0.2.3.3 Sacrificing) the two rival deities gain or lose 1/30th the amount of piety (rounded down) that the aligned deity loses or gains. So pissing off one God makes the others happy. That doesn't apply to crownings or to any of the miscellaneous changes above.

0.2.2.2 Piety loss

As referred to in the ADOM Manual, a PC's piety level is positively affected by the sacrifices made to the PC's god, and negatively affected by prayers. Remember that the value of sacrifices is dependent on a PC's race. Piety level constantly decreases with time, so sacrifices made in the early game will have little effect after many game turns have passed. In practice, this means that a PC who wants to keep his god happy should sacrifice items throughout the game. If a PC wants to be (pre- post- or normally) crowned, he should have a very large cache of valuable material to sacrifice. This can include live sacrifices, of course, which are always valuable. As stated in the table above, the PC loses 1% of piety every 220 actions.

0.2.3 Altars _

Altars have an alignment score much like the PC, one crucial difference is that the caps are much higher - 1 million stones in either direction. Initial value appears to be random from -2000 to 2000, making N altars twice as common as the other types. Altars are generally used for status identification, water manipulation, sacrificing, or converting the altar or the PC to a different alignment.

0.2.3.1 Status identification

An altar of a co-aligned deity will reveal the status of any item that is dropped on the altar, i. e. whether they are blessed, uncursed, or cursed. This happens regardless of piety. Dropping items on a non-co-aligned altar will result in an annoyed deity and rats being summoned, item destruction or curse might also occur.

0.2.3.2 Water manipulation !

If your deity is very pleased (see later sacrificing) with you, he or she will bless any potion of water that is dropped on the altar, resulting in extremely useful and valuable holy water. Dropping water on non-aligned altar will result in unholy water, which could be used to curse items, should you ever want this.

0.2.3.3 Sacrificing O

The main thing you do on altars is sacrificing (or Offering). Things that can be sacrificed include items, food, monsters and gold. When sacrificing items, you stand on top of the altar and Offer the item, which will then be accepted or rejected by the deity. When sacrificing monsters, you stand away from the altar, wait for the monster to step onto the altar, and then Offer it. Note that most humanoid monsters have the ability to speak. This means they can sacrifice the PC. Most, but not all, humanoids are chaotic. So idly standing around on an altar, especially a chaotic one, near humanoid enemies is a very unwise thing to do.

Priests recieve +50% to all sacrifice values; Paladins +20%. At high levels, sacrifice values are reduced.

0.2.3.3.1 Sacrificing items

When sacrificing items, one might want to keep in mind the fact that some races' deities specially favor some item types. These can be found in the ADOM Manual and are listed here for reference. The modifier quantitates a percentage bonus in terms of piety.

Deities specialties
Race Preferred sacrifices Modifier
Human tools of all kind 1.5
Troll rocks, the larger the better 3
Hurthling cooked meals 1.5
Gnome gems 3
Dwarf gold 1.5
High Elf magical rings 2.5
Gray Elf magical rings 2.5
Dark Elf magical wands and books 2
Mist Elves magical wands and books ?
Orc melee weapons 1.5
Drakeling musical instruments 4
Ratlings artifacts ?

Other observations:

0.2.3.3.2 Sacrificing food %

Food is quite profitable for any race based on its nutrition value, making blessed stomafillia herbs especially preffered, since they are plentiful resource once a living herb pattern is created - refer to section 0.13.6.

Sacrificing food uses a different set of rules from eating it. Start with the base satiation value, then:

Stomafilia herb gives 300/240/120 piety depending on B/U/C status. Other herbs score is negligible: only 5.92/4.8/2.4 per herb, rounded down. Stomacemptia herbs score the least, a mere 0.32 piety per herb, regardless of status. Sacrificing ratling food (you will not be prompted for an amount) will destroy the entire stack and give -200 piety.

0.2.3.3.3 Sacrificing monsters

Sacrificing monsters can be very bountiful, especially on levels with a high monster generation rate. Live sacrifices score 3 times as the value of corresponding corpse. There are a few things to be remembered, though:

0.2.3.3.4 Sacrificing gold $

Sacrificing gold is most straightforward and safest. Gold coin gives about 0.32 piety per gold coin, except for Dwarves who get about 0.48 piety (because their deities likes cash especially). Or roughly triple (double) the amount of piety needed and there's your gold cost.

0.2.3.3.5 Messages generated when sacrificing on altars

When any offering has been accepted, you'll notice your standing with your deity. The effects are:

Piety Message Effect
-62500- MORTAL, YE HAVE PESTERED ME FOR TOO LONG! summons solars/holy slayers/greater daemons; spectres if fallen champion
-46875- Mortal, ye art a pest. "A bolt of -damage type- hits you!" (67-79 points of damage)
-25000- *I* hereby punish thee, puny mortal. equipment turned to dust
You feel bad... very bad. same piety level as above, dooming results if no equipment
-9375- Take this for ye impudence! inventory cursed
-3125- Mortal, you are a nuisance! nothing
You hear -deity- grumbling in anger. nothing
-157- For some seconds the ground rumbles. nothing
-157..157 -deity- seems to be unconcerned. nothing
3125+ -deity- seems to be pleased. nothing
9375+ -deity- seems to be very pleased with you. deity will bless water dropped on altar
25000+ You feel inner strength lifting you spirits. same piety level as inner peace, deity grants the Lucky intrinsic, occurs only if the PC didn't have the Lucky intrinsic
You feel inner peace. see above message about inner strength
You burn with the anticipation of power. chaotic equivalent of inner peace
46875+ You feel spiritually invincible. nothing
62500+ You feel very close to -deity-. deity removes Cursed/Doomed intrinsics if present
You feel a terrible gloom being lifted from you. grants Fate smiles intrinsic
78125+ <deity> favors you. Added as a progress indicator. Doesn't exist prior to v. 1.2.0
? <deity> favors you greatly. Added as a progress indicator. Doesn't exist prior to v. 1.2.0
93750+ <deity> seems to be extremely close to you. (PC not of extreme alignment) (pre/post)crowning possibility
<deity> seems to be absolutely close to you. (PC of extreme alignment) the PC is eligible for crowning: correct alignment and the highest level of piety

0.2.3.3.6 Other possible sacrificing messages
Message Meaning
You feel spiritually elated! the PC receives the Lucky and Fate smiles intrinsics simultaneously. This works regardless of alignment.
*MORTAL, I AM NOT BUILDING A BLOODY GARDEN UP HERE! NO MORE TREES! }* the PC tried to sacrifice an animated tree; there is a typo, apparently, the }
A voice in your mind lectures you. *WHAT A MEDIOCRE SIGN OF DEVOTION. IMPROVE!* the PC tried to sacrifice a summoned creature
A voice in your mind lectures you. *THOU SHALT TAKE PAINS TO PROVE THY DEVOTION!* the PC tried to sacrifice a spawned creature
You hear a booming voice in your mind... *BE WARNED! SACRIFICING MY OWN CREATURES IS NOT SOMETHING I WELCOME WITH JOY!* the PC tried to sacrifice a creature coaligned with the altar
-deity- booms: *YOU DARE TO SACRIFICE MY GIFTS AT MY HOLY PLACE?!?* *FOOL!* The -foo- is consumed by a -bar- light and disappears. the PC sacrificed a divine gift
Suddenly -deity- speaks to you. *YOU DARE TO OFFER THE CRAP SOLD BY RATLING TRADERS?* *FORGET IT!* The -ratling fodder- disappears. sacrificing ratling wares
*FoOl*, ThOsE sErVaNtS aRe MoRe UsEfUl ThAn YoU. wHy NoT sAcRiFiCe YoUrSeLf? the PC tried to sacrifice an orb guardian

0.2.3.3.7 Messages when sacrificing in the dark
Message Meaning
You feel a warm aura. lawful altar
The air is suddenly very moist. neutral altar
You suddenly feel a chilling cold. chaotic altar

These messages are generated regardless of piety. The piety messages follow these. Note that creatures cannot be sacrificed in the dark.

0.2.3.4 Converting an altar or PC

Altars are not simply converted, they experience alignment motion just like the PC. Exception: an altar cannot swing from L to C in a single move, or vice versa, if this would happen the altar is set to plus or minus 749 (extreme N+/N-) instead.

Sacrificing items, food, gold or monsters on an altar can change the alignment of the PC or the alignment of the altar. In general, small sacrifices move the alignment of the PC towards the alignment of the altar. Note, however, that sacrificing at a lawful altar will not move a PCs alignment all the way to L+. Likewise, sacrificing at a chaotic altar will not move a PCs alignment all the way to C-. To achieve these alignments, the PC has to commit other lawful or chaotic acts, respectively (or wear an amulet corresponding to the desired alignment, preferably blessed). Large sacrifices move the alignment of the altar towards that of the PC. Live sacrifices can fall into either category depending on the experience level of the PC and the level of the monster being sacrificed. Converting the alignment of a PC or an altar with live sacrifices is a somewhat tricky and complicated business and can have dire consequences if the sacrificing is done incorrectly. Using gold is much more straightforward. To move a PC's alignment towards that of an altar, sacrifice small amounts of gold, 10 or 20 pieces, repeatedly. This will eventually result in a message: "*WELCOME BELIEVER*" when the PC's alignment changes to that of the altar. An additional message, "You feel your morals changing." occurs when changing from lawful to neutral on a chaotic altar or from chaotic to neutral on a lawful altar. The exception to this easy alignment conversion is the case of highly experienced chaotic PCs. More about that special case is found in section 4, ultra endings. To change the alignment of an altar to match the PC's, sacrifice at least 3000 gold at one time. The 3000 figure is a minimum; more may be required depending on the PC's experience level.

0.2.3.4.1 Observations

Some observations about sacrificing on nonaligned altars and changing the alignment of altars with live sacrifices:

0.2.3.4.2 Possibilities

The chart below shows all of the possible combinations for PCs sacrificing live monsters on aligned and nonaligned altars. The "altar moves to" field assumes the sacrifice is successful. A dash means there is no change in the altar; these are the "proper" sacrifices a PC makes in order to gain piety and move towards the extreme of his alignment. The "god irritated" field is as follows: Yes means the PC's god is irritated - a lawful PC tried to sacrifice a lawful creature or a neutral PC tried to sacrifice a neutral creature. No means the sacrifice was proper, the god accepted the sacrifice, the PC gains piety and moves closer to the extreme of his alignment. Fight means, it is possible the original god who owned the altar fights, and loses every time, to the god taking possession of it. Whether the fight actually occurs depends on the value of the sacrifice.

How the PC's alignment or piety level changes when converting altars is not proven for all cases. Note the case of a neutral sacrificing neutrals on a neutral altar. It is correct as written. The altar moves to chaotic with no (or a very, very small) alignment change or other negative consequences to the PC. Also note the remarkable case of neutral PCs sacrificing neutral monsters on a chaotic altar. This converts the altar to neutral with no noticeable alignment change. Lawfuls sacrificing lawfuls on a lawful altar may convert the altar to neutral, but not always. The PC always receives a noticeable alignment drop.

This chart will be updated as research progresses.

Conversion possibilities
PC Altar Sacrifice Altar moves to PC moves to God irritated
L L L N N yes
L L N - L+ no
L L C - L+ no
L N L L N yes
L N N C N fight
L N C C N fight
L C L N N yes
L C N N N fight
L C C N N fight
N L L N - fight
N L N N L yes
N L C N L fight
N N L - N= no
N N N C - yes
N N C - N= no
N C L N C fight
N C N N C yes
N C C N C fight
C L L N N fight
C L N N N fight
C L C N N fight
C N L C N fight
C N N C N fight
C N C C N fight
C C L - C- no
C C N - C- no
C C C - C- no

Note that only champions of Balance or Order can convert the altars in the elemental temples.

If all of this has confused more than it has helped, here are some rules of thumb:

  1. DO NOT sacrifice a creature whose alignment is the same as the PC's or the altar's. If you need to take advantage of live sacrifices to increase piety, only sacrifice nonaligned monsters on an aligned altar.
  2. If you must convert an altar, do it with gold. It is much, much safer.

0.2.3.4.3 Conversion summary

If the alignment of the sacrifice is different from the alignment of the altar, conversions may occur. First, the altar is drawn towards the alignment of the sacrifice by an amount proportional to the value of the sacrifice. This effect is three times larger for forced chaotic sacrifices. Next, if the altar is now still not of PC's alignment, PC's alignment will be shifted; generally 500 alignment points in the direction of the altar's old alignment; it could be larger if a huge sacrifice was made and somehow failed to convert the altar.

If the sacrifice alignment is the same as the altar alignment, PC gains piety. The altar's alignment is proportionally drawn towards neutrality or the extremes. If the altar is neutral, PC's alignment will be proportionally drawn towards neutrality, otherwise no effect on alignment. If the altar does not match PC's alignment (this is only possible for forced chaotic sacrifices), alignment will be pulled slightly towards the altar.

Effects are applied for PC's piety with the altar's god. If piety with the current god is negative, there is a check preventing more than one of the same punishment in a row.

0.2.3.4.4 Recovering from errors

Precautions:

When converting an altar, remove all gear except for artifacts. Also, remember that the bigger your sacrifice, the more likely it is that the altar converts - but remember, this sacrifice probably has minimal effect on piety, so don't make it ridiculously huge.

Dropping items on a nonaligned altar will make the deity that owns the altar angry. This causes some warning messages along the lines of "GET YOUR JUNK OFF MY ALTAR." Ordinarily this should be enough warning. If an extended drop command is used, however, there seems to be a bug present that allows the dropping to continue until the angry deity curses the inventory of the PC. Watch out for this.

If things go wrong:

  1. Inventory cursed

    By the time you have enough valuable stuff to sacrifice, you should be able to uncurse a cursed inventory with little trouble. Get to an aligned altar immediately. Bless your potions of water by dropping them on the altar if you are in sufficient standing with your deity. If not, sacrifice gold until you are. Dip a scroll of uncursing into your new holy water, read it, and voila, all of your stuff is back to uncursed status. Obviously, previously blessed status of inventory items has been lost.

  2. Equipment turned to dust

    This is why it's always recommended to remove non-artifacts before converting altars - you don't want to lose those seven league boots or that nifty sword of sharpness, do you? However, the equipment turned to dust penalty can be useful as a last resort for getting rid of a stubborn item. Repeatedly praying will anger a deity to this point.

  3. Doomed

    If the PC had no equipment, dooming rather than equipment turned to dust will occur. This is why the PC should have some equipment worn, even a si. It will be necessary to sacrifice enough to get your piety all the way up to very close, at which time the dooming will be removed. It is handy to know how to remove dooming and cursing in any case, since these intrinsics can be caused by things other than mistakes with altars - robbing shops with lawfuls, attacking karmics in melee and pools spring to mind.

  4. The worst two - bolt and summoning

    Ordinarily these never occur when mistakes with altars are made. It takes dooming then repeated additional prayers for a deity to get this mad. However, there are two situations where this will happen immediately - falling from champion status and sacrificing a gift from your deity. The deity casts an energy bolt at the PC, which, strangely enough, the PC seems to be immune to more often than not. The deity is further incensed by this and says "DAMN, YOU'LL SUFFER FOR THIS HUMILIATION TOO!" and summons creatures dependent on the deity: lawful deity - solars, neutral deity - holy slayers, chaotic diety - greater daemons. The exact sequence of events is dependent upon what the PC is doing, praying repeatedly while doomed or falling from champion status. In the former case there may be additional monsters summoned prior to those listed above.

Another case which causes summoning is to get as far as possible from a particular god then sacrifice on that god's altar. For instance, if an initially chaotic PC sacrifices repeatedly on a neutral altar to achieve very good standing with the neutral god then sacrifices on a lawful altar, creatures may be summoned.

0.2.4 Praying _

Unlike sacrificing, you don't need an altar when conducting prayers. Praying uses up your piety for an immediate reward, which you however cannot choose, but depends on your status and order of precedence - see later. It's quite possible to have a prayer answered and the cost pulls you down to low enough to recieve a warning, or penalty, but there are some safeguards against this happening and it's unlikely unless you have been doing a lot of praying. Here's a funny example:
You pray to Istaria.
Your cursed broadsword (+1, 1d7+3) glows in a silvery light.
You suddenly hear a thundering voice.
"*I* hereby punish thee, puny mortal!"
Your equipment turns to dust.
The main safeguard is that you cannot drop more than 3 levels of piety in answering a prayer if you start off at least "Inner peace". Instead you will be at the bottom of the level three below where you started from. For example if you start at 3000 piety and your prayer costs 15000 piety you will end up at -50 piety. That applies to unanswered prayers too - which also cost piety. I don't know but I don't think it applies to non-prayer piety penalties but the only one big enough to matter would be destroying an altar I think...

A second safeguard is that if your prayer is NOT answered and you had at least "Unconcerned" then, if you drop to one of the low levels, you will NOT receive a penalty due to low piety (or a warning message) until the next time you pray.

0.2.4.1 Prices for praying

In general the cost of a prayer or unanswered prayer is the base cost multiplied by a factor that increases incredibly fast according to how many OF THAT KIND OF PRAYER (or how many unanswered prayers) you have had with that character. The count increases even if you switch deities. The multiplier is 'triangular n' or n(n+1)/2.

For example the first unanswered prayer costs 20 piety. The second will cost 60, then 120, 200, 300, 420 and so on. The formula for the total piety cost of n prayers of the same kind is n(n+1)(2n+1)/6 multiplied by the base cost.

After all that there is a final deduction to the cost of 50% if you are a champion and Paladins seem to get prayer at 2/3rds cost (not Priests though), or 1/3rd if crowned. Those do NOT apply to the cost of pre-post crownings.

In the table below, if not mentioned otherwise, at least 50 piety is required in addition to the requirement mentioned. In elemental temples, this requirement is 2 levels higher (3000 piety for standard rewards).

Praying costs
Reward Requirement Cost
Pre/post-crowning piety at least 30000 50000
Removal of doom doomed 10000
Removal of curse cursed 3000
Prevent breeding at least 40 breeders on level 2500
Granting of pickaxe certain location, at least 15000 piety 2000
Uncurse 1 equipped item cursed item equipped 1000
Food at least Hungry 500 [1]
Remove mute Mute 350
Cure sickness Sick, at least 3000 piety 250
Cure blindness Blind 150
Full heal less than 75% health 150
Remove darkness being at dark 120
Remove slowed Slowed 100
Cure poison Poisoned 100
Full mana not at full PP 80
Remove deaf Deaf 60
Remove confused Confused 50
Remove stun Stunned 25
Nothing happens nothing of the above, or piety below 50 20

[1] The base cost of divine mana is between 450 and about 520 depending upon how starved you are. The cost of 450 is if you have just become hungry, the cost of 500 is for when you are just about to start reducing ability levels. Remember to multiply by the triangular n penalty.

Praying cost is further modified:

0.2.4.2 Order of precedence

  1. urgent heal (health < 25%)
  2. remove sickness
  3. urgent food (satiation < 100 ("Hungry!"))
  4. remove cursed / doomed
  5. cure blindness
  6. heal (health < 75%)
  7. remove confused
  8. remove slowed
  9. cure poison
  10. remove mute
  11. remove stunned
  12. food (satiation < 200 ("Hungry"))
  13. gain mana (even if you are just 1 pt below max)
  14. remove darkness (diameter = 9)
  15. uncurse an equipped item

Note that heal and food have two levels of precedence which cost the same and count as the same prayer. Also I couldn't seem to get cursed or doomed removed using prayer if I had both of them at the same time (by prayer that is - you can do it by sacrificing), so effectively they have the same precedence. Remove stunning may be 2 places higher in the list... needs a little more testing. Didn't attempt to find the precedence of preventing breeding on a level by prayer. Crowning seems to have the highest precedence, but then it also seems to heal you.

0.2.5 Crowning, precrowning and postcrowning

Crowning, precrowning or postcrownig is achieved via praying, provided your piety level is sufficient (see section 0.2.3.3.5).

0.2.5.1 Requirements

Crowning itself requires "Extremely close" (30000 piety) and costs 40000 piety but does not reduce you to below 20000 piety. So effectively the cost is 10000. Very odd behaviour. In practise then the crowning costs only 10000. Pre or post crownings cost the same. Although I have listed their base cost as 50000 (meaning that the first one costs 50000, 2nd costs 150000, then 300000 etc) there are a couple of oddities. Sometimes (usually) there is a special pre/post crowning that costs only 10000 piety. The rest use the formula above but all cost an extra 10000 more than the formula would suggest. However it looks like you may need to have 20000 piety more than the cost of the pre/post crowning to get it.

(Post)crowning requirements
Min piety Cost Crowning
30000 10000 crowning
30000 10000 1st post-crowning (usually)
80000 60000 2nd post-crowning
180000 160000 3rd post-crowning
330000 310000 4th post-crowning
530000 510000 5th post-crowning
780000 760000 6th post-crowning
1080000 1060000 7th post-crowning

Pre- and postcrowning gives the PC a random artifact, which will be one of the non-guaranteed artifacts. The requirements for pre- and postcrowning are:

Crowning can occur at any experience level.

Postcrowning doesn't include the non-extreme alignment restriction.

Note that PCs who achieve precrowning or crowning may never again see the "extremely close" status message. In this case, determining whether the PC has sufficient piety for further precrownings, crowning or postcrowning is a matter of trial and error. This is not as bad as it might seem, since praying uses up very little piety if prayers "remain unheard" - that is, the deity does nothing.

These seem to be the most important requirements in 1.0.0 - for instance, the PC may be wearing cursed items and the pre- or postcrowning will still occur.

For crowning, the PC must be at extreme alignment and extremely close (or have enough piety at very close). The PC must not be intrinsically Cursed or Doomed for any type of crowning. Ordinarily, this will never be a problem, since achieving very close status removes these intrinsics. However, if the PC is wearing or wielding an item that causes Cursing or Dooming (the Crown of Science, Executor, etc.), crowning will not occur.

Getting pre- or post-crowned increases the piety required for further pre- or post-crownings.

As an example to show how this works quantitatively, Malte Helmert did research using gold as the sole sacrificial item.

0.2.5.2 Rewards

Upon crowning, the PC receives an immunity, an artifact crowning gift which is preselected from a list of appropriate items for the PC's race and class (see section below), a blessed amulet matching the PC's alignment, a permanent blessing, the ability to convert elemental altars for champions of Balance and Order, to wear artifacts and other food consumption adding items with half burden on metabolism and half praying cost. Chaotic champions also receive corruptions.

0.2.5.2.1 Immunity

Note that the immunity received will not be one the PC already has, whether through eating appropriate corpses or worn items. For instance, if the PC is wearing the Ring of Immunity at crowning time, he will receive no immunity at all - take it off! (as of 1.1.1, it seems Ring of Immunity has no effect on immunity granted) Likewise, the Ancient Mummy Wrapping can be worn or the scorched spear wielded at crowning time to ensure the PC does not receive the rather undesirable immunity to cold.

The immunity the PC receives can be figured out by the message that it gives:

Immunity messages
Immunity Message
Acid You look forward to be digested by Chaos Lords / Lords of Order themselves.
Cold You feel prepared for the most chilling tasks.
Fire You no longer fear the heat of all hells combined.
Shock You feel that neither thunder nor lightning will be able to prevent the success of your mission.

0.2.5.2.2 Possible crowning gifts for each class
Class Gift 1 Gift 2 Gift 3 Gift 4 Gift 5 Gift 6
Archer Boots of the Divine Messenger Farslayer Sun's Messenger Thunderstroke True Aim Whirlwind
Assassin Cloak of Oman Death's Blade Emerald Dagger Executor Farslayer Kinslayer
Barbarian Death's Blade Grod Skullcrusher Skullcrusher Vanquisher Vanquisher
Bard Boots of the Divine Messenger Cat's Claw Cloak of Oman Staff of the Wanderer Trusted One Whirlwind
Beastfighter Boots of the Divine Messenger Bracers of War Cloak of Oman Nature's Companion Nature's Companion Preserver
Druid Black Thumb Nature's Companion Nature's Friend Purifier Staff of the Wanderer Whirlwind
Elementalist Brannalbin's Cloak of Defense Iron Crown of Havlor Nature's Friend Ring of Immunity Staff of the Archmagi Staff of the Wanderer
Farmer Hammer of the Gods Long Sting Nature's Friend Shirt of the Saints Skullcrusher Whirlwind
Fighter Bracers of War Death's Blade Grod Long Sting Protector Vanquisher
Healer Brannalbin's Cloak of Defense Preserver Robes of Resistance Shezestriakis Shirt of the Saints Staff of the Wanderer
Merchant Boots of the Divine Messenger Crown of Leadership Iron Crown of Havlor Shezestriakis Staff of the Wanderer Trusted One
Mindcrafter Brannalbin's Cloak of Defense Iron Crown of Havlor Ring of Immunity Robes of Resistance Robes of Resistance Staff of The Wanderer
Monk Boots of the Divine Messenger Iron Crown of Havlor Ring of Immunity Robes of Resistance Shezestriakis Shirt of the Saints
Necromancer Kinslayer Preserver Ring of Immunity Robes of Resistance Staff of the Archmagi Vanquisher
Paladin Aylas Holy Scarf Hammer of the Gods Justifier Justifier Perion's Plate Mail Trusted One
Priest Aylas Holy Scarf Hammer of the Gods Justifier Purifier Shirt of the Saints Skullcrusher
Ranger Boots of the Divine Messenger Bugbiter Nature's Companion Nature's Friend Sun's Messenger True Aim
Thief Cat's Claw Cloak of Oman Silver Key True Aim Whirlwind Whirlwind
Weaponsmith Bracers of War Hammer of the Gods Perion's Plate Mail Protector Ring of Immunity Skullcrusher
Wizard Brannalbin's Cloak of Defense Ring of Immunity Robes of Resistance Staff of the Archmagi Staff of the Archmagi Staff of the Wanderer

Note that Dwarves of most classes can receive Hammerhead as a crowning gift (except Dwarven Beastfighters and Monks). Likewise, High Elves and Gray Elves can receive Sun's Messenger as a crowning gift (except Beastfighters). If appropriate, chance for receiving race-based gift is 12.5%. In general, there are six possible gifts. There are exceptions: see Barbarian, Beastfighter, Mindcrafter, Paladin, Thief and Wizard.

Andrew Skalski provided the explanation for this. By examining the g16p2 executable, he determined that there are indeed less than six possible crowning gifts for these classes. However, the blank spots are filled in with a duplicate of one of the possibilities. This means that these classes are twice as likely to receive one of the doubled possibilities. The updated table above now reflects these observations. The order the artifacts are listed in is alphabetical and has no significance.

0.2.5.3 Fallen Champions

If the PC changes their alignment after becoming a champion, they will become a fallen champion and be treated with fury by the deity that crowned them. Punishments for fallen champions include:

0.2.6 Tracts "

Tracts are religious books related to particular alignment, weighing somewhat more than regular spellbooks. Reading them have the following effects:

Tracts have finite uses, measured in turns of reading. This is initially set to 1d1000 for a brand new tract. Each time you attempt to read a tract, you will spend 20d10 turns reading it, or the remaining time, whichever is smaller. While you are reading a tract, your body armor cannot be damaged, and teleportitis is disabled, in addition to the normal effects of a long action. If you are interrupted, no further effect will occur.

In the formulae below, T is the number of turns spent on reading. Piety effects from reading tracts are "raw" piety changes; they do not result in the typical -1/30 other god effect. If your piety with some god is reduced to or below -500 by a tract, you will suffer negative piety effects (inventory cursing, etc.), unless your god deflects them. Your god will never deflect his own penalties, and will deflect the penalties of other gods if and only if your piety with your current god is greater than 1/8 of the absolute value of the punishing god. Deflection does not cost piety.

Tract effects
Tract of Corruption Lawful piety Neutral piety Chaotic piety Alignment
Order -T CPs +T/2 -T/2 -T/2 +T/10
Balance no effect no change +T no change T/10 stones towards N=
Chaos +T CPs -T*2 -T*2 +T*2 -T/10

Note there is a typo: "You feel the anger of Order brewing." should sometimes read "You feel the anger of Balance brewing." The B/U/C status of the tract does not seem to have any effect.


Updated January 10th, 2014

Single-file Improved Adom Guidebook


Previous - TOC - Next
Preventing starvation - Satiation levels - Eating corpses - Detailed corpse effects - Monsters who never leave a corpse

0.3 Food

Note that you can also eat food directly from the ground.

0.3.1 Preventing starvation

Starvation is often a definite problem for new players. Rest assured that there is enough food provided in the game to survive. The easiest source at the start of the game is Munxip's food store in Terinyo. He sells primarily large rations, which are heavy at 200 stones each. These can be useful for training the Strength of PCs that start with low Strength. Food will be found in the various dungeons available from quests assigned in Terinyo, and in all dungeons, for that matter. If the PC elects to take Tywat Pare's quest to find and kill Kranach and his gang in the wilderness, remember that wilderness square are big, take considerable game time to cross, and therefore require much more food per game turn than exploring in the dungeons.

Once the PC finishes the area around Terinyo, he will have to cross a large area of wilderness to reach the Caverns of Chaos, the main dungeon in the game. The same warning about food requirements in the wilderness applies. After reaching the Caverns of Chaos, a short descent to the Arena level will provide a very good food source. Ratling traders are found on this level, selling various comestibles. The best are cooked lizards. These are light at 3 stones each, fairly inexpensive and nutritious. Food problems are generally solved at this point.

Most of the corpses that monsters leave are edible. Some are to be avoided. Kobolds of any type cause sickness. Rats (simple rats, not giant rats) will make any race other than Trolls or Orcs vomit (no satiation). Eating humanoid corpses, such as goblins, causes the message "This meal does not sit well with you." or "You feel uneasy." to be displayed. Several players have tested eating a variety of humanoid corpses while wearing the Platinum Girdle, which kills if a chaotic act is committed. It never killed the PCs.

Having said that, PCs who have trained the Law skill will receive the message "You feel as if transgressing some law." when eating a humanoid corpse, even a lowly goblin. However, there is no effect on alignment. This seems to imply that there is a bug somewhere in the humanoid corpse-eating code. Bear in mind that Thomas himself has stated that eating humanoid corpses is not a chaotic act.

Be aware that some food items are susceptible to rotting. These include corpses of all types, apples and pieces of raw meat. Eating rotten food does not cause sickness or other negative effects. Food that starts to rot has actually become cursed and will soon disappear. Eat it quickly if possible. In the case of corpses, especially strategically important ones such as chaos creatures or quicklings, rotting may be indefinitely stopped by repeatedly dipping the corpse in holy water when necessary, thus blessing it. Cooked corpses decay more slowly than uncooked corpses. Cooked corpses can be created with the Cooking skill or by blasting them with fire, from the fire bolt spell, for instance. Blessed cooked corpses carried by PCs with Food Preservation at 100 decay at the slowest rate. This is very handy for preserving the corpses of Chaos Orb guardians (section 0.10.3.1.1).

Wearing certain items causes a need for increased food consumption. This includes all items that grant invisibility, artifacts (especially for PCs that are not crowned) and worst of all (since they grant no positive effect) amulets of hunger. Interestingly, intrinsics, including intrinsic invisibility, do not have any effect on food consumption. Likewise, the Fate smiles / Lucky / Cursed / Doomed intrinsics have no effect.

The level of satiation is displayed on the screen. High levels of satiation (satiated or bloated) will cause a speed decrease.

One type of herb, stomafillia, is extremely filling. Blessed stomafillia will cause a PC to be bloated immediately.

The satiation value of food items is increased by 25% for blessed items and decreased by 50% for cursed items.

0.3.1.1 Increasing satiation

These are the ways to increase satiation:

Satiation decreases naturally over time (see next chapter), or you can decrease it artificially by eating stomacemptia herbs.

0.3.2 Satiation levels

Thanks to Malte Helmert for working out all details of this chapter.

Most "base" PCs use one unit of nutrition each turn. The units of nutrition for the various food items are listed below. None of the following applies to food consumption in the big wilderness map, where different rules apply (maybe just a multiplier). Apart from equipment, the formula for a PC's food consumption per turn is as follows:

1 standard
+1 for Trolls
+1 when Strained or Strained!
+2 when Overburdened!

The formula for moving is a bit different (+1 for Trolls still applies):

1 standard
+1 when Burdened
+2 when Strained
+3 when Strained!

The total value after those modifiers is halved for Farmers of Level 12+ and Monks of any level. So, for example, an overburdened Human Fighter would consume 3 units per turn, and a Strained! Troll Monk would consume 1.5 units per turn. In this case, fractions are not rounded away: The character will alternate between consuming 1 and 2 units.

After that, additional modifiers apply, which are not halved for Monks or Farmers:

+3 for each (!) equipped item granting Invisibility
+0.5 for each equipped artifact (rounded down), for uncrowned or fallen champion PCs
+0.25 for each equipped artifact (rounded down), for crowned PCs
+15 in the wilderness, for non-Trolls
+30 in the wilderness, for Trolls

Food consumption in the wilderness is independent of movement speed, including seven league boots, and terrain type.

So, for example, a strained Troll Barbarian, crowned chaotic, wearing 7 artifacts and one item granting Invisibility will consume 7 units per turn (1 standard, 1 troll, 1 strained, 7/4 rounded down = 1 for the artifacts, 3 for the invisibility).

From all experiments conducted with WADOMF and g16pre2, there was no influence caused by:

The different satiation categories are:

Satiation
Satiation level Satiation display
2501+ Bloated
1501..2500 Satiated
200..1500 (no display)
100..199 Hungry
50..99 Hungry!
49- Starving

A character with satiation level 0 can die because of starvation each turn. Apparently no food consumption takes place while eating, so it should be impossible to starve to death while eating.

Note also that starvation does not kill until Strength has dropped to half of what it was when the Starving message is shown. There is a -4 drop on getting to Starving status. From there Strength and other attributes will continue to drop until Strength reaches 50% of its value when Starving status was reached.

The exact turn of death seems to be -(Toughness*8)+2, with minor variations at some levels. In short, this means that for every point of Toughness the character has, their satiation can go 8 points lower below zero. Thus higher Toughness equals more time to find food to reduce starvation.

Satiation value can flip over 32 bit integer (about 2.1 billion), similarly to piety level, gold amount, xp amount, etc. It can be achieved for example by reading 1.07 million blessed scrolls of satiation. At this point, the PC will die.

Some other observations:

0.3.3 Eating corpses %

In addition to Appendix J, this section lists corpse effect in greater detail.

How to read the list

Examples

Speed Chances
Speed Chance
0-119 100%
120-139 57.95%
140-159 15.90%
160-179 3.88%
180+ 0.78%

Parenthesised Attribute Chances
Attribute Chance Attribute Chance Attribute Chance
1-21 100% 31 10% 41 0.95%
22 55% 32 6.67% 42 0.83%
23 58.33% 33 4.76% 43 0.74%
24 55.56% 34 3.57% 44 0.65%
25 100% 35 2.78% 45 0.58%
26 25% 36 2.22% 46 0.53%
27 25% 37 1.82% 47 0.48%
28 100% 38 1.51% 48 0.43%
29 46.67% 39 1.28% 49 0.40%
30 16.67% 40 1.10% 50 0.36%

Eating corpses effects
Corpse Effect
Ancient Black Dragon +1 Wi, -Acid
Ancient Blue Dragon (+1 Dx), -Elec
Ancient Blue Wyrm Spellcasting monster, (+6 Dx), (+5 Ma), (+5 To), (+1 Pe), =Elec, -Elec
Ancient Chaos Wyrm Spellcasting monster, (+1 Ma), (+1 St), -Fire, Corrupts 2500
Ancient Dwarf +6d6 PP, +Curs
Ancient Karmic Dragon Karmic
Ancient Karmic Wyrm Spellcasting monster, (+10 Ma), (+10 To), Restores PP to Max, Karmic
Ancient Minotaur -1 Wi, 25%: (+1 Pe), Confuses 10d3
Ancient Red Dragon (+1 St), -Fire
Ancient Stone Beast Corrupts 3000
Ancient White Dragon +1 To, -Cold
Ankheg 90%: -Acid
Annis Hag Spellcasting monster, +Curs
Baby Water Dragon +WBre
Battle Bunny Trains St, Dx, To, Abuses Le -2d4
Black Baby Dragon -Acid
Black Dragon -Acid
Black Druid Spellcasting monster, -4 Wi, +3 Ma, +2 Le, +1 To, Corrupts 999, Alignment -1000
Black Unicorn Corrupts [2d2 * 1000]
Blink Dog +TCtr
Blue Baby Dragon -Elec
Blue Dragon -Elec
Cat Lord Spellcasting monster, (+6 Dx), +Doom
Cave Fisher !Dark Elf: Poisons 2Da_10Fr, 90%: -Pois
Chaos Archmage Spellcasting monster, +50 PP, (+12 Ma), Corrupts 5000
Chaos Lizard Corrupts 10d10
Chaos Rat Corrupts 2d5
Chaos Spider Poisons 2Da_10Fr, 90%: -Pois, Corrupts 20d20
Chaos Viper (+1 Dx), -Pois, (+1 Sp), Poisons 8d5Da_3d3Fr, Corrupts 10d200
Claw Bug -2 Wi, (+1 Dx)
Cobra Trains To +100
Cooshoo ![-Slee]: Sleeps 4d4
Cute Dog Bad luck
Cyclops [[St < 8]: 62.5%: (+1 St); [St < 16]: 60%: (+1 St); [St < 20]: 58.3%: (+1 St); [St < 24]: 16.7%: (+1 St); [St = 24]: 14.3%: (+1 St)] {St up to 25}
Dark Elven Archer -1 To, (+1 Dx), -Pois
Dark Elven Lord -2 To, (+2 Dx), -Pois
Dark Elven Priestess -1 To, (+1 Dx), -Pois
Dark Elven Princess -2 To, (+2 Dx), -Pois
Dark Elven Warrior -1 To, (+1 Dx), -Pois
Dark Elven Wizard Spellcasting monster, -1 To, (+1 Dx), -Pois
Dark Orc (+1 St)
Dark Sage Spellcasting monster, NotCursed: DontHaveLiteracySkill: [Gain LiteracySkill = 1d20+19, Blessed: (+1 Le)]; ELSE: Cursed: LiteracySkill -5d5
Displacer Beast Stuns 3d8, Confuses 3d6, LevelAllowsTeleportation: Teleports
Doppleganger King Troll: 50%: +1 attribute (every attribute individually)
Dwarven Child +Curs, +Doom
Dwarven Elite Guardian (+1 Wi)
Emperor Moloch -6 Dx, (+8 To), (+6 St), Corrupts 2500, Alignment -666
Ettin [[St < 8]: 62.5%: (+1 St); [St < 16]: 60%: (+1 St); [St < 20]: 58.3%: (+1 St); [St < 24]: 16.7%: (+1 St); [St = 24]: 14.3%: (+1 St)] {St up to 25}
Fairy Dragon Spellcasting monster, Cures sickness, Confuses 6d10
Fire Beetle 50%: -Fire (no special message)
Fire Drake -Fire
Fire Giant King (+1 St)
Fire Giant 5%: -Fire, [[St < 8]: 58.3%: (+1 St); [St < 16]: 57.1%: (+1 St); [St < 24]: 56.3%: (+1 St); [St < 30]: 55.6%: (+1 St); [St < 32]: 11.1%: (+1 St); [St < 40]: 10%: (+1 St)] {St technically up to 40}
Fire Lizard 10%: -Fire (Shiver Message)
Fomorian Giant 50%: -1 Ap, [[St < 8]: 62.5%: (+1 St); [St < 16]: 60%: (+1 St); [St < 20]: 58.3%: (+1 St); [St < 24]: 16.7%: (+1 St); [St < 30]: 14.3%: (+1 St)] {St up to 30}
Frost Giant Berserker 5%: -Cold, [[St < 8]: 62.5%: (+1 St); [St < 16]: 60%: (+1 St); [St < 24]: 58.3%: (+1 St); [St = 24]: 57.1%: (+ 1St); [St < 32]: 14.3%: (+1 St); [St < 35]: 12.5%: (+1 St)] {St technically up to 35}
Frost Giant Jarl (+1 St)
Frost Giant 5%: -Cold, [[St < 8]: 62.5%: (+1 St); [St < 16]: 60%: (+1 St); [St < 24]: 58.3%: (+1 St); [St = 24]: 57.1%: (+1 St); [St < 32]: 14.3%: (+1 St); [St < 35]: 12.5%: (+1 St)] {St technically up to 35}
Gelatinous Cube ![-Para]: Paralyzes 12d6
Ghul ![-Para]: Paralyzes 2d8
Giant Ant Queen 90%: -Acid
Giant Ant Warrior 90%: -Acid
Giant Ant Worker 90%: -Acid
Giant Boar -4 Wi, (+2 St), (+1 To)
Giant Centipede Poisons 2Da_10Fr, 90%: -Pois
Giant Slug =Acid
Giant Spider !Dark Elf: Poisons 2Da_10Fr, 90%: -Pois
Gorgon ![-Petr]: (extremely low chance based on Luck): [-Petr, (+1 To)]; ELSE: Death!
Great Black Wyrm Spellcasting monster, +1 To, +1 Wi, -Acid
Great Blue Wyrm Spellcasting monster, (+1 Pe), (+1 Dx), -Elec
Great Karmic Wyrm Spellcasting monster, Karmic
Great Red Wyrm Spellcasting monster, (+1 Ma), (+1 St), -Fire
Great Water Dragon +WBre
Great White Wyrm Spellcasting monster, +1 Ch, +1 To, -Cold
Greater Black Unicorn Corrupts [3d3 * 1000]
Greater Claw Bug -6 Wi, (+3 Dx), (+2 Sp)
Greater Demon Spellcasting monster, +Doom
Greater Moloch -3 Dx, (+2 To), (+1 St)
Greater Titan (+1d3 St), (+1d3 To)
Greater White Unicorn Bad luck, Alignment -8000
Green Hag Spellcasting monster, +Curs
Harpy ![Muted]: Mutes 20d100
Hill Giant Chieftan 50%: (+1 St)
Hill Giant [[St < 8]: 62.5%: (+1 St); [St < 15]: 60%: (+1 St); [St = 15]: 20%: (+1 St); [St < 24]: 16.7%: (+1 St); [St = 24]: 14.3%: (+1 St)] {St up to 25}
Hill Orc Sergeant Trains To 300
Hill Orc Trains To 150
Homunculus ![-Slee]: Sleeps 4d4
Hydra ![-Conf]: Confuses 4d6
Imp Poisons 2d3Da_1d4+5Fr
Invisible Stalker [10%: +Invi; 90%: +SeeI]
Jackalwere Sickens 6d6
Karmic Baby Dragon Karmic
Karmic Dragon Karmic
Karmic Lizard Karmic
Killer Bug -12 Wi, (+6 Dx), (+4 Sp)
King Cobra Trains To 100
Kobold Chieftan Sickens 20d8
Kobold Shaman +1 Ma, [Cursed: 5%: +2d3PP; Uncursed: 25%: +2d3PP; Blessed: 50%: +2d3PP], Sickens 20d8
Kobold Sickens 20d8
Large Kobold Sickens 20d8
Large Snake 50%: -Pois
Large Spider !Dark Elf: Poisons 2Da_10Fr, 90%: -Pois
Least Demon +Doom
Lesser Demon +Doom
Lightning Lizard [Blessed: 12.5%: =Elec; ELSE: -Elec]
Master Summoner Corrupts 2000
Minotaur Emperor -8 Wi, +3 Pe, +3 St, +3 To, Confuses 40d24+60, Corrupts 200d10
Minotaur King -6 Wi, 50%: [(+3 Pe), (+2 St), (+2 To)], Confuses 20d12+30, Corrupts 10d100
Minotaur Lord -2 Wi, 66.7%: (+1 Pe), 25%: (+1 St), Confuses 10d4
Minotaur Mage Spellcasting monster, -4 To, 50%: [(+3 Ma), (+3 Pe)], Confuses 20d10+20
Minotaur Mazelord -4 Wi, 33%: [(+2 Pe), (+1 St), (+1 To)], Confuses 10d8+10
Minotaur Mazemaster -3 Wi, 33%: [(+1 Pe), (+1 St) (+1 To)], Confuses 10d6
Minotaur Trains Pe 800, Confuses 5d10
Moloch -1 Dx, (+1 To)
Multi-Headed Chaos Dragon Spellcasting monster, (+10 St), (+10 To), (+10 Ma), (+5 Pe), Corrupts 8000
Mutated Battle Bunny (+1 St), (+1 To), (+1 Dx), -2d4 Le
Ogre Emperor [St < 35]: 50%: +1 St {St up to 35}
Ogre Guardian [St < 25]: 50%: +1 St {St up to 25}
Ogre King [St < 25]: 50%: +1 St {St up to 25}
Ogre Lord [St < 22]: 33.3%: +1 St {St up to 22}
Ogre Magus Spellcasting monster, 25%: (+1 Ma), [St < 22]: 33.3%: +1 St {St up to 22}
Ogre [St < 19]: 25%: +1 St {St up to 19}
Oracle Spellcasting monster, (+6 Le), Bad luck
Orc Butcher (+1 St)
Pit Viper 50%: -Pois
Pixie Archer 25%: +Tele
Pixie 25%: +Tele
Priest Spellcasting monster, +Curs, +Doom
Quasit Poisons 3d2Da_3d3Fr, Sickens 6d6, +Curs
Quickling Bard Spellcasting monster, (1d5+2 Sp), -25% MaxAge
Quickling King (1d5+2 Sp), -25% MaxAge
Quickling Lord (1d4+1 Sp)
Quickling Queen (1d5+2 Sp), -25% MaxAge
Quickling (1d3 Sp)
Rabid Dog Sickens 30d10
Ratling Guardian Alignment +250
Ratling Rebel Alignment -1000
Ratling Warlord Alignment -1000
Rattlesnake 50%: -Pois
Red Baby Dragon -Fire
Red Dragon -Fire
Royal Guardian [![+Curs]: +Curs; ELSE: +Doom]
Shadow Troll -1 To, -1 NaturalRegen
Shadow Wyrm Spellcasting monster, -2 To, (+4 Dx)
Snake from Beyond Corrupts 2000
Spectre (+1 To), Alignment -500
Stone Giant Lord (+1 St)
Stone Giant [[St < 8]: 62.5%: (+1 St); [St < 16]: 60%: (+1 St); [St < 20]: 58.3%: (+1 St); [St < 24]: 16.7%: (+1 St); [St < 30]: 14.3%: (+1 St)] {St up to 30}
Stone Snake Trains To 500
Swamp Hydra ![Blind]: [Pe > 10]: 0.1%: Sickens 10d3; ELSE: ![-Conf]: [Trains To 5000, Confuses 12d6]
Tarantula !Dark Elf: Poisons 2Da_10Fr, 90%: -Pois
Titan (+1 St), (+1 To)
Troll Berserker [Blessed: -1 NaturalRegen; ELSE: 50%: -1 NaturalRegen]
Troll Chief [Blessed: -1 NaturalRegen; ELSE: 50%: -1 NaturalRegen]
Troll King [Blessed: -1 NaturalRegen; ELSE: 50%: -1 NaturalRegen]
Troll [Blessed: -1 NaturalRegen; ELSE: 50%: -1 NaturalRegen]
Vampire (+1 To), Alignment -500
Viper 50%: -Pois
Water Snake -Pois
Wererat Sickens 6d6
Werewolf King Sickens 42d6
Werewolf Lord Sickens 18d6
Werewolf Sickens 6d6
White Baby Dragon -Cold
White Dragon -Cold
White Unicorn Bad luck, Alignment -4000
Wight (+1 To), Alignment -500
Wraith (+1 To), Alignment -500
Zombie Poisons 2Da_8Fr

0.3.4 Monsters who never leave a corpse

These are:

acid vortex, air demon, air elemental, air grue, ancient sage, animated armor, animated tree, annihilator, arena master, assassin prince, balor, banshee, berserker, berserker emperor, berserker king, berserker lord, berserker prince, big casino guard, black slayer, black wizard, bone golem, brown worm, bunny master, burly adventurer, carpenter, casino guard, chaos brother, chaos eye, chaos knight, chaos mutant, chaos plague bearer, chaos servant, chaos sister, chaos spawn, chaos warlord, chaos warrior, chaos wizard, child, clay golem, cloaked ratling, corpse fiend, corruptor, crime lord, crystal statue, death ooze, demented ratling, diamond golem, djinni, Dorn Beast, dragon turtle, druid, dwarven artificer, dwarven chaos knight, dwarven inn keeper, dwarven mystic, dwarven smith, dwarven weaponmaster, dying sage, earth elemental, ElDeR cHaOs GoD, emperor lich, eternal guardian, eternium golem, eye of destruction, fire demon, fire elemental, fire grue, fire vortex, flesh golem, floating eye, fool, ghost, ghost bat, ghost king, ghost librarian, ghost lord, giant dragon turtle, giant rust monster, giant shark, giant turtle, gibbering mouther, goodwife, gray ooze, gray slayer, greater air elemental, greater balor, greater chaos servant, greater earth elemental, greater fire elemental, greater mimic, greater mummy, greater water elemental, green blob, green slime, green worm, gremlin, grizzled gladiator, half-orc bouncer, healer, holy slayer, ice vortex, iron golem, jackal demon, ki-rin, large rust monster, lich, lich king, lightning vortex, living wall, mad carpenter, mad doctor, mad minstrel, magebane eye, magedoom eye, malicious doctor, master lich, master mimic, master necromancer, master thief, mimic, mimic hivemind, mummy, mummy lord, necromancer, ochre jelly, old barbarian, old crone, purple worm, ratling dealer, ratling trader, red worm, revenant, rust monster, shadow, shadow centipede, shadow lord, shambling mound, shark, sheriff, shopkeeper, skeletal king, skeletal warrior, skeleton, slow shadow, small dwarf, solar, staring eye, steel golem, steel horror, steel zombie, stone golem, stone grue, stone ooze, stone statue, tiny girl, undead chaos dwarven berserker, vapor rat, village elder, wall beast, water demon, water elemental, water grue, white worm, will o'wisp, writhing mass of primal chaos, yellow ooze.

Monsters who always leave a corpse are the following uniques:

Ancient Chaos Wyrm, Ancient Stone Beast, Black Druid, Chaos Archmage, Cute Dog, Master Summoner, Minotaur Emperor, Multi-headed Chaos Dragon, Oracle, Snake from Beyond.

Farmers are special case. They never leave a corpse before a quest for a farmer corpse is assigned, after which they leave a corpse with 50% probability.


Updated September 20th, 2013

Single-file Improved Adom Guidebook


Previous - TOC - Next
Description - Acquiring skills - Non-guaranteed ways - Training skills - Class aptitudes - Skill mechanics

0.4 Skills

Skills can be applied, and one can also mark them for quick selection with the A command.

0.4.1 Description and usefulness

There is an excellent section in the ADOM Manual on skills. Be sure to take advantage of it. Some additional tips are provided here.

Skills
Skill Additional remarks
Alchemy One recipe is gained for each ten points in this skill. The last recipe gained at skill level 100 is always for potions of gain attributes. The first recipe is for potions of poison for Assassins. The command R brings up the recipe list [4]. When the skill level reaches 100, mostly blessed potions are created [5]. Mixing the wrong ingredients results in an explosion. The diameter is related to the PC's Willpower as usual. Damage is 12d12. This can be exploited. Run out of castings of Fire Ball? Wear your red dragon scale mail and apply some failed Alchemy.
Alertness Very helpful for evading bolt spells and undiscovered traps. Alertness / 600 chance to avoid traps. Small DV increase. [3]
Appraising Not very useful. As a general rule, mediocre/fair/good translates to cursed/uncursed/blessed. [8]
Archery Obvious benefits. Prerequisite for nice missile talents - Lightning Shot (60) and Eagle Eye (80). Archers get extra bonus from the skill.
Athletics Nice +8 bonus to speed at 100. Very powerful combination with Raven birthsign.
Backstabbing Very powerful when combined with invisibility, darkness, or Stealth. +25% chance to criticals. +4 to hit, Assassins lvl 12+ get also +Level to hit. If successful, damage dealt is doubled, or quadrupled for Assassins and Thieves lvl 12+. Doesn't work on undead.
Bridge Building If you must build a bridge it is obviously essential. Consider other options though. Gives 5d5 points on initial reading of the manual. Giving hatchet to saved carpenter gives Le*0.8+2d5 points.
Climbing Manual omits the fact that this must be at 100 to enter the Rift. Training with Yergius makes this much easier to achieve. apply to exit pits.
Concentration Critical for Wizards and Necromancers. Get this to 100 ASAP - having 100 Concentration is 4 times better than having only 74. +Concentration / 50 bonus for missile to-hit.
Cooking Improves the nutritious value of corpses and raw meat or fish meat, lowers their weight by 5%, and keeps them from rotting as fast (4x slower rotting). Useful for preserving the corpse of Orb guardians. Cooking takes 20/35/50 turns depending on the B/U/C status of the cooking set. Hurthlings enjoy the added benefit of preferred cooked corpses for sacrificing.
Courage Nice to have, some ignore it entirely when going for an ultra ending.
Detect Item Status Nice but not necessary.
Detect Traps Very important unless you can recharge wands of trap detection indefinitely. There are several heavily trapped areas in the game. Very useful for detecting trapped doors as well. apply this skill towards any door whose trapped vs untrapped status is unknown. (or just use search). DetectTraps/200 + DetectTraps percent chance to find traps per attempt.
Disarm Traps Nowhere near as important as Detect Traps. Once detected, traps are easily avoided. Gives a small amount of experience when applied successfully. This may be the only way to get experience without killing a monster. A skill level of 60 is reliable for door traps. Floor traps require higher skill level. A skill level of 80 is still risky. [9]
Dodge Very nice DV +10 at skill level 100. Factors into dodging bolt spells, though not as much as Alertness does. Dodge / 200 chance to avoid stone block door traps. Assassins lvl 32+ get double DV bonus, Fighters lvl 12+ get 1,5 DV bonus.
Find Weakness Very nice increase to critical hits. The skill stacks with weapons which have the Critical property (but not Slaying property, which always deliver criticals against vulnerable opponents). See 0.12.3. It increases the chance to score critical hits with ordinary missiles such as rocks, coins and arrows. The chance is a +Find Weakness / 500 in melee, +Find Weakness / 1000 for missile attacks.
First Aid All PCs have this. Can restore (some) recently lost hit points, but perhaps more importantly, can be used every turn to fight sickness. This can be a life saver. First Aid also works for poisoning. Apply the skill every time the game generates the message about "poison coursing through your veins!" There is FirstAid/1.5 % or (To+1)% chance to stop bleeding. Lvl 18+ Healers can use this skill to heal monsters.
Fletchery Wait until skill level is high, ideally 100, to use it. Logs produce more missiles than sticks. Blessed wood give double the number of missiles, cursed half. Arrows are about two times more abundantly produced than quarrels. There is a small chance of producing prefix and suffix missiles, this depends on PC's level. Note that tiny quarrels never get prefix or suffix. Archers get bonus at level 18.
Food Preservation Important for all, essential for Necromancers. [1]
Gardening Requires herb seeds to train. Using the skill to plant herb seeds is the only way to convert a dungeon level that does not support herbs to one that does. Herb farming can increase a low level PCs attributes quickly and produce endless sacrificial fodder. See sections 0.6.1.3 and 0.13.6. Plant seeds do nothing at all - they don't even train the skill. Blessed seeds work better and cursed seeds work worse. 90 skill guarantees planting a blessed seed. Planting successfully gives +5 alignment.
Gemology Gems are found and some identified solely depending on this skill. Without it, gems will not be found when mining. Exploitable. [2]
Haggling Somewhat useful for all, essential for Merchants. Make sure it is very high before using it and try to have good Charisma, or a price increase will be the most likely result. Can be used up to 11 times per level. Price multiplier cannot be lowered below 70%. Effectiveness is very nonlinear; the skill is useless below ~50, and increasing it further than ~65 is pointless.
Healing Very important for all PCs. Get it if you aren't born with it. The only possible exception is those born under Candle. Still nice to have at 100.
Herbalism Very useful for all PCs. Willpower, Toughness and Dexterity all go to ~25 with herbs. All herbs picked without this skill will be cursed. To use the skill, apply it while standing on an herb square. The game indicates the health of the plant. Herbs "full of blossoms" can be safely picked twice; "strong herbs" can be picked once. Picking from a "withered" plant will likely kill it. See also 0.13.6.2.
Law Marginal. By the time this skill informs you of the criminal nature of some act, the PC has already committed it! Does inform of lawful acts.
Listening All PCs have this. High skill level may train Perception. Trains naturally, don't waste level advances on this.
Literacy Essential for spellcasters, most of whom are born with high levels anyway. Less important than it used to be, since reading scrolls does not require high Literacy. Getting the Weird Tome sets Literacy to 100. Note that you can also check your Literacy.
Metallurgy Marginal, even for Weaponsmiths. You should know what metal are your items made of without ever needing this skill - by weight.
Mining Decreases the time you need to dig through stone with a pickaxe. Normally, such an action takes 1d3+5 turns - every twenty points of skill level reduce this number by 1 (capped at 1d3 at skill level 100). High level in Mining prevents pick axes from breaking. [2]
Music Essential for Bards, of course. Very high levels are needed for good effectivity. Only monsters flagged as Animals or Aquatic can be affected by music. B/U/C status of an instrument determines how far away creatures can be and still be affected: 4/3/2. In 1.2+, Arena opponents as well as Bug Temple inhabitants can't be tamed using Music.
Necromancy Necromancers, of course. Get this to 100 as soon as convenient. Do not believe the manual about very slow regeneration of Mana. Using the skill trains the Mana attribute. All classes can make zombies with the Necromancy skill; Necromancers can make other things as their level progresses. On unsuccessful attempt, Necromancy is trained and the PC loses 3d3 PP. Successful Necromancy gives -300 Alignment. Only HP and Speed are affected by the type of corpse you use -- the Damage, Attacks, DV, and PV are only based on the type of slave you create and its level. Some corpses are not eligible for Necromancy. These include the Cat Lord, Yulgash, Nuurag-Vaarn and Filk, despite the fact that they are all humanoid. The game responds with "The -foo- corpse turns to dust." The Minotaur Emperor, however is eligible and makes a good slave. Corpses should not be blessed when used for Necromancy. This results in a slave which is critically damaged. See also 0.11.6.
Pick Locks Useful for Thieves. Must have thieves' picks. Both unlocking and locking doors is possible. Cannot bypass door traps. Cursed thieves picks may create a door trap. It is possible to close and lock a door in one turn by applying Pick Locks. Attempting to unlock a trapped door may set it off even on fail, chance (29-Ma) in 30. If trap is not sprung, Mana is trained.
Pick Pockets Useful for all. Only humanoids and most undead can be pickpocketed. 'Ignore walls' monsters (Andor Drakon, Ghost Librarian) cannot be pickpocketed. Items up to 10s weight can be pickpocketed; this includes some artifacts. Proving the PC a successful pickpocket (20 items pickpocketed) allows entrance to the Thieves Guild, a means to receive very useful training.
Smithing Useful for all PCs, the specialty of Weaponsmiths. See section 0.15.4.
Stealth Useful for all PCs. If you're stealthy, monsters will have a harder time seeing you. Helps in avoiding wilderness encounters. Must be at 100 to get the Weird Tome in Library. Stealth factors into being able to ambush in the wilderness. ((Survival + Stealth) / 2) - 1 / 500 are the odds of being able to sneak up on the enemies.
Survival Useful for all PCs, especially Trolls and Rangers. All PCs born in the month of the Falcon receive this. Applying the skill while Bloated on a non-water square causes plant seeds to be gathered, which have some nutritional value and can be given to farmers for a small lawful boost. Doing the same on a water square causes fish to be gathered, which can be used to tame a variety of monsters (see section 0.11.3). For more quantitative info on Survival see section 1.1.3.
Swimming Nearly essential for all PCs in later gammas and 1.0.0 that include rivers (at least those without other means of dealing with rivers). Being more burdened, strained etc. makes it harder to swim. Drowning damage depends on MaxHP. Swimming has an energy cost of 1500 at skill 50+ or 1250 below (probably a bug). Wearing an amulet of free action (other sources of the intrinsic do not work) negates this effect.
Tactics Useful for all PCs, increases modifiers from the Tactics settings.
Two Weapon Combat Useful for all PCs. Two words: Needle. Sting. Best for Rangers. Dual wielding is not recommended for early game PCs since it lowers DV (no shield) and doubles attack turn length. [6]
Ventriloquism It is a means of confusing monsters, who will then be hostile after recovering from the confusion. They do not, however, alert other monsters on the level. This makes the skill extremely useful against shopkeepers (including the Casino shopkeeper), farmers in Terinyo (for Gaab'Baay's quest) and Thrundarr, who will wander off his lever when confused. If the skill is not trained to 100, there is a chance the monster will simply become hostile, but again, it will not alert other monsters. [7]
Woodcraft Marginal. Shortens the time it takes to chop trees (230 turns without the skill).

[1] Food Preservation increases chance of corpse generation

[2] Chances of item generation when Mining

[3] High Alertness provides DV bonuses:

[4] Ingredients can be potions and herbs. There are 4 levels of ingredients:

  1. potion of booze, potion of water, potion of carrot juice, burb root, pepper petal, demon daisy
  2. potion of healing, potion of insight, potion of troll blood, potion of oil, stomafillia herb, curaria mancox herb
  3. potion of extra healing, potion of invisibility, potion of balance, potion of cure poison, potion of wonder, potion of raw mana
  4. potion of strength, potion of youth, potion of longevity, potion of ultra healing, potion of cure corruption, potion of boost speed

The available recipes are always for: blindness (1+1), booze (1+1), deafness (1+1), poison (1+2), cure poison (1+3), insight (2+2), longevity (2+3), extra healing (3+3), youth (3+4), and gain attributes (4+4). The two ingredients are never chosen to be the same item type. A maximum of one herb per recipe is possible. The order is random except for gain attributes.

[5] Thanks to Krogg and Ascaron for the following observations: The level of the Alchemy skill seems to have a definite effect on the B/U/C status of the potions produced. Alchemy at 100 when creating potions of blindness, for instance, resulted in seven uncursed and 25 blessed. Ascaron tested 100 times creating PoGAs. The results were 70/28/2 B/U/C using two uncursed potion ingredients and 72/26/2 using two blessed potion ingredients. Using two cursed potions gave 66/31/3 results. This is probably within the margin of error for a sample of this size. Therefore the B/U/C status of the potion ingredients matters little, if at all.

[6] Calculation of to-hit bonus: start with TwoWeaponCombat * 0.05. From that, subtract: ((RightWeaponWeight + LeftWeaponWeight) / 10 [20 if Ranger Level32+, 40 if Ranger Level50]) - 6; if this results in a negative number it's changed to 0. Then there's some benefit for all Rangers. Add +2 for Ambidextrous talent.

[7] Thanks to CheatMan for the following observations: Attempts to use Ventriloquism on any undead always fail. Attempts to use Ventriloquism against constructs may succeed, but they do not react to it. Ventriloquism, unlike Mindcraft, works against all insects. Ventriloquism works against all orb guardians and Keriax.

[8] DV, PV, to-hit, damage, +/-{Attribute}, and prefix/suffix, modify the appraised status compared to standard version of the item in question. Exception are wands, which are always at least mediocre and improve solely based on number of charges.

[9] There is one area in the game where this skill is actually useful - the Gremlin Cave (2.10).

0.4.2 Guaranteed ways of acquiring skills

The following skills can be taught, or trained by Yrrigs and Yergius, providing alignment restrictions are met (see section 0.2.1.1).

Acquiring skills
Skill Source
Backstabing Bart
Bridge Building Yrrigs
Climbing Yergius
Courage Old Barbarian
Detect Traps Yergius
Disarm Traps Yergius
Gardening Guth'Alak (under special circumstances, see section 1.2.3)
Healing Jharod or Kranf Niest
Herbalism Guth'Alak
Law Tywat Pare
Literacy Thrundarr
Pick Locks Yergius
Pick Pockets Yergius
Smithing Glod
Stealth Yergius
Swimming Blup
Tactics Bart
Two Weapon Combat Bart

0.4.3 Non-guaranteed ways of acquiring skills

Potions and scrolls of education grant knowledge towards a random skill. 11 tries are made to select a skill which is not already at 100. The chosen skill is then granted at or increased by 6d5/4d5/2d5, depending on B/U/C. Skills can also be wished for; the exceptions are Alertness and Healing.

Potions of training increase the advancement rank of a random skill, by 2/1/-1 B/U/C. It is guaranteed that a skill not at 4d5 and not at 100 will be chosen if such a skill exists.

0.4.4 Training skills

In the sense meant for the sake of the following table, "training" means actions that will cause a skill to spontaneously increase, without the player deciding to increase skill proficiency when gaining an experience level. This is different from Yergius' training, which can change the potential maximum for a skill (how high the PC can raise it) and the dice roll (how fast the PC can get it there). The value of Yergius' training can only be taken advantage of when gaining an experience level or after successfully applying the skill elsewhere in the game.

Training skills
Skill Training method
Alchemy successfully applying
Alertness spontaneously discovering a trap (not using the Detect Traps skill) or evading a spellcaster's bolts
Appraising evaluating many items
Archery using missiles (apparently including scurgari and boomerangs but not other thrown missiles) and only when successfully firing a missile into the red zone
Athletics automatic
Backstabbing attacking unsuspecting monsters due to invisibility, Stealth or a nonhostile monster - always results in the message "You stab the -foo-..." or "You splatter the -foo-..."
Bridge Building successfully applying [1]
Climbing mountaineering, climbing out of pits
Concentration regenerating power points
Cooking successfully applying
Courage fighting more than one opponent
Detect Item Status evaluating many items
Detect Traps successfully detecting traps, whether the skill is applied or with the search command
Disarm Traps successfully disarming traps
Dodge successfully dodging spells and missiles
Find Weakness when the PC scores a critical hit "...with full force" unless this is due to a slaying weapon
First Aid applying, even if unsuccessful
Fletchery successfully applying
Food Preservation carrying corpses or other food items susceptible to rotting, probably by killing monsters as well
Gardening successfully applying
Gemology whenever the PC or a monster destroys rock; the game checks whether a gem is generated
Haggling successfully applying
Healing automatic when wounded
Herbalism successfully identifying an herb bush
Law whenever the PC receives the "You feel as if {behaving in proper form|transgressing some law}." messages
Listening automatic when sounds are present
Literacy reading spellbooks, gravestones, fortune cookies and (at least non-magical, if not all) scrolls
Metallurgy evaluating many items; may also be trained when the PC is on a level where digging is occuring (determining whether ore is present, and which type)
Mining mining, ie. only using pickaxes against stone
Music when a monster is successfully tamed using the skill
Necromancy successfully applying + level dependent for Necromancers
Pick Locks successfully applying
Pick Pockets successfully applying [3]
Smithing successfully applying + special considerations for Weaponsmiths [2]
Stealth moving around non-hostile monsters
Survival successfully applying
Swimming moving through water: dungeon rivers, wilderness water squares, Shyssiryxius' cave
Tactics Learning / 500 chance to gain training in Tactics, if your tactics are not set to normal, every time you make an attack
Two Weapon Combat successful hits when dual-wielding melee weapons
Ventriloquism successfully applying
Woodcraft automatic when traveling through forest squares in the wilderness or Animated Forest; also by attacking trees in the Animated Forest

[1] Giving hatchets to the Carpenter gives a direct, immediate boost to the Bridge Building skill, or even grants the skill at 1dLe+1d10+8.

[2] Smithing is most easily trained by removing rust from items; you can rust items on purpose by hopping in a river or water trap, and removing rust doesn't use any ingots.

[3] The training for Pick Pockets goes up only when it's applied successfully (you steal something or get the "nothing of value" message). The training goes up 3 points if something is stolen, and 4 if the "nothing of value" message comes up instead.

0.4.5 Class aptitudes

Each class has different proficiencies at skills, reflected in the initial advancement scheme (section 0.1.4.1) and in the advancement rank. Take, for instance, a Fighter's Courage skill. This is in the 3d3 (rank 5) column, so, at 45 skill his Courage will be advancable by [+3d3] at a time. If it is less than 40, the advancement dice will be 3d4 (rank 6), if it is 50 or more, then advancement dice will be only 2d4 (rank 4). Advancement dice moves one column for every multiple of 10 crossed. However, the advancement dice will never go below the rank-specific minimum, in this case 1d3 (rank 2).

Typefaces are used to indicate skill relevance. Bold skills are guaranteed to the class; italic ones are easily available (race, or in some cases random chance), and plain ones can only be obtained in game.

Class aptitudes
Rank 0 1 2 3 4 5 6 7 8 9
Class [+0] always [+1] at 45
[+1] minimum
[+1d3] at 45
[+1] minimum
[+1d5] at 45
[+1] minimum
[+2d4] at 45
[+1d3] minimum
[+3d3] at 45
[+1d3] minimum
[+3d4] at 45
[+1d5] minimum
[+3d5] at 45
[+1d5] minimum
[+4d4] at 45
[+2d4] minimum
[+4d5] at 45
[+2d4] minimum
Archer   Detect item status
Necromancy
Gardening
Gemology
Two weapon combat
Appraising
Cooking
Courage
Disarm traps
Herbalism
Law
Literacy
Metallurgy
Mining
Music
Pick locks
Pick pockets
Smithing
Tactics
Alchemy
Alertness
Bridge building
Swimming
Ventriloquism
Backstabbing
Listening
Woodcraft
Athletics
Detect traps
Dodge
Find weakness
First aid
Haggling
Healing
Survival
Food preservation
Stealth
Climbing
Concentration
Archery
Fletchery
Assassin   Detect item status Gardening Alchemy
Cooking
Courage
Law
Music
Survival
Tactics
Woodcraft
Appraising
Bridge building
First aid
Fletchery
Gemology
Haggling
Healing
Metallurgy
Mining
Necromancy
Smithing
Swimming
Ventriloquism
Archery
Literacy
Alertness
Athletics
Disarm traps
Dodge
Food preservation
Herbalism
Pick pockets
Two weapon combat
  Detect traps
Find weakness
Listening
Stealth
Backstabbing
Climbing
Concentration
Pick locks
Barbarian   Alchemy
Necromancy
Detect item status
Literacy
Ventriloquism
Appraising
Concentration
Gemology
Haggling
Law
Pick pockets
Tactics
Bridge building
Gardening
Mining
Music
Smithing
Backstabbing
Courage
Detect traps
Disarm traps
Fletchery
Healing
Metallurgy
Pick locks
Archery
Cooking
Find weakness
Food preservation
Stealth
First aid
Herbalism
Swimming
Two weapon combat
Woodcraft
Athletics
Climbing
Dodge
Listening
Alertness
Survival
Bard       Courage
Law
Alertness
Tactics
Archery
Detect item status
Find weakness
Fletchery
Mining
Necromancy
Stealth
Swimming
Two weapon combat
Backstabbing
Bridge building
Cooking
Dodge
Gardening
Gemology
Survival
Woodcraft
Literacy Alchemy
Appraising
Athletics
Climbing
Concentration
Detect traps
Disarm traps
First aid
Food preservation
Haggling
Healing
Herbalism
Listening
Metallurgy
Pick locks
Pick pockets
Smithing
Ventriloquism
Music
Beastfighter   Detect item status
Necromancy
Smithing
Two weapon combat
Appraising
Fletchery
Gemology
Haggling
Literacy
Metallurgy
Mining
Pick locks
Tactics
Alchemy
Archery
Gardening
Law
Music
Backstabbing
Bridge building
Pick pockets
Woodcraft
Concentration
Cooking
Courage
Ventriloquism
Survival Detect traps
Disarm traps
Find weakness
Food preservation
First aid
Healing
Herbalism
Alertness
Athletics
Climbing
Dodge
Listening
Stealth
Swimming
Druid   Detect item status
Necromancy
Backstabbing
Detect traps
Disarm traps
Gemology
Haggling
Pick pockets
Smithing
Tactics
Two weapon combat
Alchemy
Appraising
Archery
Cooking
Courage
Find weakness
Fletchery
Law
Pick locks
Ventriloquism
Bridge building
Metallurgy
Alertness
Concentration
Dodge
First aid
Mining
Stealth
Athletics
Food preservation
Gardening
Listening
Literacy
Music
Swimming
Woodcraft
Climbing
Healing
Survival Herbalism
Elementalist   Detect item status Backstabbing
Detect traps
Disarm traps
Dodge
Fletchery
Food preservation
Music
Pick locks
Pick pockets
Smithing
Tactics
Two weapon combat
Archery
Cooking
Courage
Find weakness
Law
Listening
Necromancy
Stealth
Survival
Ventriloquism
Woodcraft
Alertness
Appraising
Athletics
Bridge building
First aid
Gardening
Gemology
Haggling
Healing
Herbalism
Climbing Concentration
Metallurgy
Alchemy
Literacy
Mining
Swimming
   
Farmer   Alchemy
Detect item status
Gemology
Necromancy
Tactics
Alertness
Backstabbing
Detect traps
Disarm traps
Find weakness
Healing
Two weapon combat
Ventriloquism
Appraising
Archery
Concentration
Courage
Fletchery
Law
Literacy
Metallurgy
Music
Pick locks
Pick pockets
Stealth
Bridge building
Dodge
Listening
Smithing
Athletics
Climbing
First aid
Haggling
Herbalism
Mining
Survival
Swimming
Woodcraft
Cooking   Food preservation
Gardening
Fighter   Detect item status
Gardening
Necromancy
Gemology
Music
Pick pockets
Alchemy
Appraising
Backstabbing
Concentration
Cooking
Law
Literacy
Pick locks
Stealth
Ventriloquism
Bridge building
Detect traps
Disarm traps
Food preservation
Haggling
Herbalism
Listening
Metallurgy
Mining
Survival
Swimming
Tactics
Woodcraft
Alertness
Archery
Courage
Find weakness
Fletchery
Climbing
Dodge
First aid
Healing
Smithing
Two weapon combat Athletics  
Healer   Detect item status
Fletchery
Alertness
Backstabbing
Gemology
Tactics
Woodcraft
Appraising
Archery
Courage
Dodge
Law
Mining
Music
Stealth
Survival
Two weapon combat
Bridge building
Climbing
Detect traps
Disarm traps
Metallurgy
Necromancy
Pick locks
Pick pockets
Smithing
Swimming
Ventriloquism
Cooking
Gardening
Athletics
Find weakness
Literacy
  Concentration
Food preservation
Haggling
Listening
Alchemy
First aid
Healing
Herbalism
Merchant   Necromancy Backstabbing
Find weakness
Music
Tactics
Two weapon combat
Alertness
Archery
Courage
Detect item status
Dodge
Gardening
Law
Athletics
Bridge building
Concentration
Disarm traps
First aid
Fletchery
Healing
Pick locks
Smithing
Stealth
Ventriloquism
Woodcraft
Survival
Swimming
Alchemy
Climbing
Detect traps
Food preservation
Herbalism
Listening
Literacy
Cooking
Metallurgy
Mining
Gemology
Pick pockets
Appraising
Haggling
Mindcrafter     Appraising
Archery
Athletics
Backstabbing
Climbing
Find weakness
Fletchery
Food preservation
Gardening
Pick locks
Pick pockets
Smithing
Tactics
Two weapon combat
Woodcraft
Alchemy
Cooking
Courage
Detect item status
Detect traps
Disarm traps
Dodge
First aid
Healing
Herbalism
Law
Metallurgy
Mining
Music
Necromancy
Stealth
Survival
Bridge building
Swimming
Ventriloquism
    Gemology
Haggling
Listening
Alertness
Literacy
Concentration
Monk   Appraising
Fletchery
Archery
Backstabbing
Detect item status
Gemology
Alchemy
Cooking
Courage
Disarm traps
Law
Mining
Necromancy
Survival
Woodcraft
Bridge building
Climbing
Gardening
Haggling
Metallurgy
Pick locks
Pick pockets
Smithing
Tactics
Ventriloquism
Find weakness
Music
Swimming
Detect traps
Dodge
Herbalism
Stealth
Literacy
Two weapon combat
Alertness
Athletics
First aid
Food preservation
Healing
Listening
Concentration
Necromancer   Detect item status
Gemology
Haggling
Detect traps
Disarm traps
Dodge
First aid
Fletchery
Food preservation
Gardening
Healing
Herbalism
Music
Pick locks
Pick pockets
Smithing
Swimming
Tactics
Two weapon combat
Woodcraft
Appraising
Archery
Athletics
Climbing
Cooking
Courage
Find weakness
Law
Listening
Metallurgy
Mining
Survival
Alertness
Bridge building
Ventriloquism
Alchemy   Backstabbing
Concentration
Literacy
Stealth
  Necromancy
Paladin Necromancy Backstabbing Detect item status
Gardening
Gemology
Pick pockets
Appraising
Cooking
Fletchery
Mining
Pick locks
Stealth
Ventriloquism
Woodcraft
Alchemy
Bridge building
Detect traps
Disarm traps
Food preservation
Haggling
Listening
Music
Survival
Swimming
Archery
Dodge
Find weakness
Literacy
Tactics
Two weapon combat
Climbing
Courage
First aid
Healing
Herbalism
Law
Metallurgy
Smithing
Alertness Athletics
Concentration
 
Priest     Archery
Fletchery
Mining
Stealth
Tactics
Two weapon combat
Alertness
Appraising
Backstabbing
Cooking
Courage
Dodge
Find weakness
Gardening
Gemology
Law
Survival
Woodcraft
Athletics
Bridge building
Climbing
Detect traps
Disarm traps
Listening
Metallurgy
Pick locks
Pick pockets
Smithing
Swimming
Ventriloquism
Necromancy Alchemy
Music
  Food preservation
Haggling
Herbalism
Concentration
Detect item status
First aid
Healing
Literacy
Ranger   Detect item status
Necromancy
Disarm traps
Gemology
Haggling
Pick locks
Pick pockets
Alchemy
Appraising
Courage
Law
Literacy
Tactics
Ventriloquism
Backstabbing
Bridge building
Concentration
Gardening
Smithing
Swimming
Archery
Cooking
Mining
Music
Find weakness
First aid
Healing
Metallurgy
Alertness
Dodge
Fletchery
Stealth
Athletics
Detect traps
Listening
Survival
Woodcraft
Climbing
Food preservation
Herbalism
Two weapon combat
Thief   Detect item status Cooking
Gardening
Archery
Courage
Fletchery
Law
Literacy
Music
Necromancy
Tactics
Woodcraft
Bridge building
Find weakness
First aid
Healing
Herbalism
Metallurgy
Smithing
Survival
Swimming
Ventriloquism
Appraising
Mining
Alertness
Athletics
Concentration
Dodge
Food preservation
Gemology
Two weapon combat
  Alchemy
Backstabbing
Haggling
Climbing
Detect traps
Disarm traps
Listening
Pick locks
Pick pockets
Stealth
Weaponsmith   Detect item status Alertness
Archery
Gardening
Music
Necromancy
Pick pockets
Tactics
Woodcraft
Backstabbing
Cooking
Courage
Food preservation
Gemology
Law
Listening
Literacy
Stealth
Survival
Alchemy
Bridge building
Climbing
Detect traps
Dodge
Find weakness
First aid
Healing
Herbalism
Mining
Pick locks
Swimming
Two weapon combat
Ventriloquism
  Appraising
Disarm traps
Fletchery Concentration
Haggling
Athletics
Metallurgy
Smithing
Wizard   Detect item status Archery
Fletchery
Mining
Tactics
Two weapon combat
Appraising
Backstabbing
Courage
Dodge
Law
Smithing
Survival
Swimming
Woodcraft
Bridge building
Climbing
Cooking
Detect traps
Disarm traps
Find weakness
First aid
Gardening
Haggling
Healing
Music
Pick locks
Pick pockets
Stealth
Ventriloquism
Alertness
Athletics
Food preservation
Gemology
Listening
Metallurgy
Necromancy
  Herbalism Alchemy
Concentration
Literacy

0.4.6 Skill mechanics

Skill checks

When your skill value controls your chances of success at something, it's called a skill check. Every skill check in ADOM has a difficulty class, typically on the order of 120. A die with the difficulty class sides is rolled. If it comes up maximum, there is automatic failure; otherwise, you succeed if your skill value is at least as high as the rolled number (so rolling 1 means automatic success).

For some skills (in the manual marked with '+'), the die may be rolled multiple times - twice at 80+ skill, three times at 100. The lowest (best for you) result is taken. Note that this nearly eliminates the automatic failure chance.

The Stealthy and Mechanically Inclined talents reduce difficulty class by 10%. Eg. if you would be comparing Stealth or Disarm Traps against 1d400, compare it against 1d360 instead.

Successful skill checks give 1 + floor(Le / 20) points of active training (see below). Note the discontinuity at Le values divisible by 20.

Variables associated with skills

There are 3 semi-hidden variables associated with each skill:

  1. First is your skill advancement rank. This corresponds loosely to your increase dice, however, it extends in both directions. You could have an advancement rank of one rank beyond 4d5 (this is rank 10) - this would result in 4d5, but the next time your dice decreases, it would stay 4d5 (but now rank 9). Skill advancement automatically decreases by one rank each time your skill value crosses a multiple of 10.
  2. Second and third are the training counters. The two training counters, taken together, determine the amount by which you can raise your skill; if both are zero or the sum is negative, you cannot increase a skill until it has been somehow trained. The counters, here called 'active training' and 'inactive training', are equivalent except that only active training can lead to increases over time. When a skill is increased, voluntarily at level up or over time, the training counters are decreased, taking first from active and then from inactive.

Training Over Time

This is what happens every turn when the game checks to see if skills get trained up:

  1. A SkillTrainCountdown value is decreased by 1. If it's then not 0, nothing happens.
  2. If SkillTrainCountdown = 0, then (130 - Learning) * 5 + 1d100 = SkillTrainCountdown. (The higher your Learning is, the more often you have a chance to get a skill increase. At 25 Learning you'll be roughly 575 turns between checks; At 15, you'll be at about 625 turns.)
  3. For each skill, If 1d(SkillPoints + 10) > SkillPoints, proceed.
  4. If Skill can advance (has material, has positive active training, not rank 0, not already at 100), add to skill based on advancement rank OR 1d(ActiveTraining), whichever is less (and it won't raise over 100 obviously).
  5. Training is then reduced (active first, as always).

Increasing Skills at Level ups

Skill increases after level 50, henceforth known as fake levels, follow slightly different rules. Take the difference between your level 49 and your level 50 experience requirements. You can gain a fake level if and only if you have gained that much experience since your last levelup (real or fake), and you have at least one advancable skill. (This is why skill uses tend to precipitate fake levels.)

On real levels only, you have a chance to increase your skill advancement rank. The chance of it happening is (total training) in 1000 for each skill. Improvement cannot occur if you are already at 100, or already have 4d5 or better dice advancement, or are lacking skill increase materials if applicable. If it does occur, a message is only generated if the visible dice changes; increasing from one rank to another is hidden if both dice modifiers for the ranks are below or at the minimum.

After this, on real levels, some permanent training is awarded. Your advancement rank dice is rolled twice; the greater roll is divided by 2 and added as inactive training.

For the duration of a single levelup (real or fake), some temporary training is made available, equal to (for each skill) your advancement rank dice, rolled twice taking the larger, divided by 2, and adding a 1d4-1. This temporary training is lost after the level increase whether it is used or not; this can lead to your training going negative. The increase is always added to active training.

You can increase a number of skills starting at 3 and increasing by 1 for every 5 Le after 10. Bards receive two bonus increases. Level 6+ Bards receive an additional bonus increase. Characters born under the sign of the Book, or those under Cup if the (new) level is even, receive an additional increase.

After removing temporary training, training is decayed, reducing active training to 3/4 of its prior value and inactive training to 7/8. Note that training will never decay if you do not gain levels.


Updated August 16th, 2010

Single-file Improved Adom Guidebook


Previous - TOC - Next
Spells - Learning mechanics - Spells table - Writing scrolls - Mindcraft - Confusion blast - Mindcraft abbreviations

0.5 Magic

Books and scrolls can be read. Learned spells are cast - Z. You can also mark learned spells for quick selection via the :Z command. Mindcraft is invoked by pressing Ctrl-i. It only works for Mindcrafters though.

0.5.1 Spells

There is a description of available spells except Wish in the ADOM Manual. The range and damage information has been removed from the manual in ADOM 1.1.x+. Accordingly they are tabulated below.

Wizards, Priests, Druids, and Necromancers are 10 times more likely to find spellbooks. Paladins 2,5 times.

0.5.1.1 Casting

Note that spells become more costly to cast (in terms of PP) as the number of available castings decreases. Thus a spell will increase in cost as the number of available castings decreases below 100 or so, becoming very noticeable as the number drops below about 30. This is class dependent but will affect all classes to differing extents. Note also that the number of available castings is not a simple "decrement by one each time the spell is cast" type of formula. Again depending on class, the difficulty of casting the spell and probably other factors this will vary. For example, casting Light with 1000 castings available to a level 40 Wizard may decrease the available castings by one, while casting Death Ray with 20 castings available with a level 30 Archer may reduce the available castings to zero. These are purely hypothetical examples but should give an idea of the trends.

0.5.1.2 Ball spells

Ball spells are extraordinarily useful since no monsters shrug them off. They are wonderful when the PC is surrounded, of course. It is worth switching to Coward tactics and waiting to be completely surrounded before casting. Since they are relatively costly in terms of PP, it is useful to destroy the maximum number of enemies with each casting. Fire magic is particularly effective against cold-based creatures and undead including mummies. Cold magic is particularly effective against fire-based creatures. The diameter of ball spells is dependent upon Willpower / 8. However, this diameter only increases as a multiple of sixteen since ball spells radiate symmetrically; the minimum diameter is two. Therefore getting Willpower to 24, for instance, does not increase the diameter. Willpower must be increased to 32 for the diameter to increase to four, 48 for the diameter to increase to six, 64 for the diameter to increase to eight, 80 for diameter of 10, and 96 for diameter of 12.

0.5.1.3 Wish

Wish is a unique spell. It is very difficult to learn, probably impossible if the PC has teleportitis. Such PCs must travel to a location where teleportation is impossible, such as the the Assassin's Guild, the Tomb of the High Kings or the elemental temples (the desirability is in that order due to background corruption in all of those locations). Furthermore, PCs will usually reach Starving! status while attempting to learn Wish. Tactics to deal with this include eating a blessed stomafillia to become Bloated, waiting just until the PC returns to Satiated, then eating another blessed stomafillia. It may be necessary to drink additional satiating potions, such as potions of toughness or potential toughness, even when the double blessed stomafillia tactic is used. Alternatively, PCs without teleportitis can use a room that has the "rich flavour" special effect, where PCs will never become hungry. Wish is extraordinarly expensive to cast and also drains a random attribute -10 when cast. If the PC must cast it, be prepared for the attribute drain. Plan to cast it in a special room that lowers spell costs, and on Silvernight or Darknight, if possible, according to the PC's alignment.

0.5.1.4 Other spells

Bless damages undead. Healing spells can be cast at monsters including companions (but don't use them on slaves!). Lightning, Magic Missile, Stun Ray and Death Ray bolts will bounce off the walls, but not doors. Nothing is resistant to a Magic Missile. Magic Lock will close and lock a door in one turn. Anywhere Earthquake generates rocks will be turned into a normal ground tile - this can be used to destroy water tiles and make them passable. Some spell durations stack. Bless, Strength of Atlas, Invisibility and Farsight all stack. Calm Monster doesn't work on monsters generated in tension rooms, threat rooms and vaults. It just results in "The [monster] ignores your spell". In addition, arena opponents and Keethrax' animals won't be affected by the Calm Monster spell.

0.5.1.5 Learning spells mechanics

Book charges

Books start with 2d3 charges and disappear when it reaches 0. The number charges left is hidden to the player. Successfully reading a book deducts one charge.

Learning spells

Reading a spellbook takes 3 + Cost turns, succeed or fail. "Shelves of books" room effect halves this time. There are 11 possible bonuses to learning a spell:

  1. We start off with class. Priests and Wizards have +30, Mindcrafters -40, other classes in between.
  2. Learning is counted in next; +1/8*Le for Barbarians, +3*Le for Wizards, and in between for others.
  3. Next comes the difficulty based on the specific spellbook (Darkness and Light are lowest with +6, Wish is highest -100).
  4. Pure spellcasters (except Elementalists) attempting to learn purely arcane spells get -10, other combinations get +10.
  5. You are penalized -1 per remaining turn of drunkenness.
  6. You are rewarded +20 for a blessed book and penalized -20 for cursed.
  7. You are rewarded for your level. Pure spellcasters get +Min(75,2*level). All other non-Mindcrafter non-Trolls get +1*level. Mindcrafters and Troll non-casters get nothing.
  8. +Concentration/5.
  9. +Literacy/10.
  10. Druids and Necromancers receive +40 for their specific starting book, lightning bolt and frost bolt, respectively.
  11. Characters born under Book receive +20.

All of this combines together for some kind of BaseValue. Now you choose whether to cast or read the book. If you read it, there's a straight up Literacy roll. Basically, your Literacy skill is a percentage chance of successfully reading the book. If you fail the check, you "cannot decipher the runes" and nothing else happens (even with 100 Literacy there is 1% chance of automatic failure). Now if BaseValue > 1d100 you succeed in learning the spell. Otherwise, you fail. SuccessMargin = BaseValue-1d100 previously rolled.

On success

You gain castings and train Learning. Learning training is 2*Cost, or Cost/2 if you had some castings already.

If ExistingCastings < 30, then CastingsGained = Min(200 + Le*4, Max(20, Max(5, SuccessMargin - ExistingCastings) * Max(1, Le/4))); else CastingsGained = Max(5, Max(1, Le/8) * SuccessMargin).

CastingsGained is then reduced by ExistingCastings and level - CastingsGained *= (100 - 3 * (ExistingCastings/50 + lvl/3)) / 100. Reduction is never worse than 25% of previous value and never reduces CastingsGained below 1.

Next, Cup is +20% CastingsGained, Good and Great Book Learner talents are each +10%.

On failure

If you fail to read the book successfully, it depends on SuccessMargin (negative in this case) plus a base value for each class (shown below) your chances of the book doing something nasty versus your chances to just not learning anything.

If the value is now positive, nothing happens. Otherwise, you get a random penalty from the 11 equally probable effects:

Failed spellbook reading
# Message Effect
1 The spellbook is suddenly gone! spellbook disappears
2 The spellbook bursts into flames and is destroyed!
3 You are stunned by the power of the runes! stunned for 4d(Cost/2) turns
4 You suddenly feel very confused. confused for 5dCost turns
5 Your eyes refuse to further concentrate on this spellbook! blinded for 2dCost turns
6 The magical energies drain your healh! -1 To
7 The power of the spell partially drains your life force! 1dCost damage
8 The spellbook explodes into a ball of fire! fireball - 4d(Cost/4) fire damage to PC, equipment and inventory; spellbook is destroyed
9 Suddenly you stand somewhere else. teleportation
You feel dizzy. would have teleported, but the dungeon level doesn't allow it - so confuse for 5d5 turns instead
10 Your feel your power draining away! reduce PP by 2*Cost
You feel hollow. would have reduced PP, but PP is already 0, so no effect
11 Suddenly a pit opens beneath your feet. You fall into it! pit is created [1]; some HP might be lost during the fall
The ground suddenly rumbles! would have created a pit, but the dungeon level doesn't allow it (wilderness); no effect

[1] If you're standing on a grave, it'll dig the grave. Gravedigging is always a chaotic act though, even when done in this way.

Summary

To sum up, chance of successfuly learning a spell predominantly depends on class (pretty self explanatory to the extent spellcasters read better). Also birthsign (Book helps), whether you're drunk, the difficulty of the spellbook, whether you're a Mindcrafter/Troll, B/U/C status of the spellbook, Learning, Concentration, Literacy, and the PC's level factor in - the higher of these the better.

0.5.1.6 Spell list

Notation for spells:

For Darkness, Light, and ball spells, "Range" means "Diameter". Chance is relative probability of a spellbook to be generated. It also hints at spell difficulty.


Spells
Spell Base cost Range or Duration Damage Items with Similar Effect Chance
Acid Ball / Rain Of Sorrow (A) 35 M{2, W / 8} M{3, L / 4 + 2}d9 + L + E   40
Acid Bolt (A,C) 15 W / 4 + L / 4 + 2 M{4, (L + E) / 3}d8 + r wand of acid 40
Bless (C) 8 1d{W} + (M + E) * 2     40
Burning Hands / Baptism of Fire (A,C) 8   m{15, L}d3 + L + E torch, everburning torch 100
Calm Monster (A,C) 8       100
Create Item / Divine Favour (A,C) 250     scroll of item creation 4
Cure Critical Wounds (C) 15   cures 4d8 + 4 + E [2] 20
Cure Disease (C) 8     curacia mancox 40
Cure Light Wounds (C) 5   cures 1d8 + 1 + E [2] 100
Cure Serious Wounds (C) 10   cures 2d10 + 2 + E [2] 20
Darkness (A,C) 4 1 + M{4, (W + E) / 4} / 2   scroll of darkness, crystal of darkness 300
Death Ray / Greater Divine Touch (A,C) 100 M{2, m{16, (W + E) / 8}}   wand of death 20
Destroy Undead / Dispel Undead (C) 8   {L + 1}d6 + W + E holy symbol 20
Disarm Trap (C) 10       40
Earthquake (C) 80     wand of earthquakes 4
Farsight (A,C) 17 (M + E) * 10   necklace of the eye 40
Fire Bolt / Hellish Flames (A,C) 10 W / 4 + L / 4 + 2 M{4, (L + E) / 3}d6 + r wand of fire 100
Fireball / Major Punishment (A) 20 M{2, W / 8} M{3, L / 4 + 2}d6 + L + E wand of fireballs 40
Frost Bolt / Nether Bolt (A,C) 12 W / 4 + L / 4 + 2 M{4, (L + E) / 3}d6 + r wand of cold 100
Greater Identify / Greater Enlightment (A,C) 100     scroll of great identify 4
Heal (C) 40   cures 10d6 + 10 + E [2] 4
Ice Ball / Freezing Fury (A) 25 M{2, W / 8} M{3, L / 4 + 2}d7 + L + E   40
Identify / Enlightenment (A,C) 75     scroll of identify 4
Improved Fireball / Invoked Devastation (A) 30 M{2, W / 8} {2 + (L + E) / 5}d8 + L crystal of fire 20
Invisibility / Veil Of The Gods (A) 10 {L + E + 3}d6   potion of invisibility, ring of invisibility, cloak of invisibility 100
Knock / Divine Key (A) 12     wand of knocking 200
Know Alignment (C) 10       40
Light (A,C) 3 1 + M{4, (W + E) / 4} / 2   wand of light, scroll of light, crystal of light 300
Lightning Ball / Heavenly Fury (A) 30 M{2, W / 8} M{3, L / 4 + 2}d8 + L + E   40
Lightning Bolt / Divine Wrath (A,C) 13 W / 4 + L / 4 + 2 M{4, (L + E) / 3}d6 + r wand of lightning 100
Magic Lock / Seal of the Spheres (A) 8     keys, cursed wand of knocking 100
Magic Map / Knowledge of the Ancients (A,C) 40     scroll of magic mapping, crystal of knowledge 40
Magic Missile / Minor Punishment (A) 8 W / 4 + L / 4 + 2 M{2, (L + E) / 3}d4 + r wand of magic missiles 200
Mystic Shovel / Divine Digger (A,C) 100 M{2, m{10, (W + E) / 5}}   wand of digging, pickaxe 20
Neutralize Poison (C) 10     potion of cure poison, alraunia antidote 40
Petrification (C) 120       4
Remove Curse (A,C) 50     scroll of uncursing 40
Revelation (C) 33     potion of insight 40
Scare Monster / Holy Awe (A,C) 12 (L)d4 + E     40
Slow Monster (A) 7 3d{W + E}   cursed potion of quickling blood 200
Slow Poison (C) 6     cursed potion of cure poison, cursed alraunia antidote 100
Strength Of Atlas / Lordly Might (A) [1] 10 (W + E) * 20   blessed girdle of carrying 100
Stun Ray / Lesser Divine Touch (A,C) 8 M{3, m{12, (W + E) / 4}}   wand of stunning 100
Summon Monsters (A,C) 30     wand of monster creation, scroll of familiar summoning, figurine of wondrous power 20
Teleportation / Ethereal Bridge (A) 22     wand of teleportation, scroll of teleportation 100
Web (A) 12 M{3, m{12, (W + E) / 4}}   wand of webbing 100
Wish / Divine Intervention (A,C) 3000     wand of wishing, blessed ring of djinni summoning 1

[1] Increases carrying capacity by Mana * 1000.

[2] Potion of healing, potion of extra healing, potion of ultra healing, spensesweed, pepper petal, crystal of health.

0.5.2 Writing scrolls

Scrolls can be written if the PC is literate, has seen an example of the scroll, has a magical writing set and a blank scroll to write on. Blank scrolls can be found in the dungeons (usually an unlabeled scroll, although this is not guaranteed), or they can be created by dipping other scrolls into normal water - not holy water or unholy water. Be aware that the cost for writing scrolls of chaos resistance is high - there is a permanent loss of two or three Mana points for Wizards, apparently depending on the blessed vs uncursed status of the magical writing set. The Mana cost for non-wizards is significantly higher, ten Mana points is typical. In addition, any combination of a blessed MWS with an uncursed blank scroll or an uncursed MWS with a blessed or uncursed blank scroll will result in a loss of hitpoints. This loss ranged from 70 to 145 HP with a WADOMF'd experience level one Wizard PC. The HP loss may go down with increasing experience level for Wizards, but this has not been tested. The HP consequences for non-wizards may be more dramatic (i.e. deadly).

Writing other scrolls does not have such drastic consequences, though the exact effects have yet to be worked out. Scrolls which are particularly hard to write (in order of decreasing difficulty) include: scroll of chaos resistance (*10 Mana cost), scroll of education (*7), scroll of protection/defense (*6), scroll of increase melee accuracy/damage (*5), scroll of item creation (*4). Monks don't lose Mana when creating scrolls.

0.5.3 Mindcraft

ADOM Manual has a section describing Mindcraft. Malte Helmert contributed the following table regarding Mindcraft PP cost.

Mindcraft
Level TPC COB COW MBL MSH MWV TBL EOM GMB GTB REG TPS TPO GMW
1 N/A 8
2 N/A 8
3 N/A 7 24
4 N/A 7 24
5 N/A 7 24
6 N/A 6 23 18
7 N/A 6 23 18
8 N/A 6 23 18
9 N/A 5 22 17 5/T
10 N/A 5 22 17 4/T
11 N/A 5 22 17 4/T
12 N/A 4 21 16 4/T
13 N/A 4 21 16 4/T 47
14 N/A 4 21 16 4/T 46
15 N/A 3 20 15 3/T 45 30
16 N/A 3 20 15 3/T 44 28
17 N/A 3 20 15 3/T 43 26
18 N/A 3 19 14 3/T 42 24 6
19 N/A 3 19 14 3/T 41 22 6
20 N/A 3 19 14 2/T 40 20 6
21 N/A 3 18 13 2/T 39 18 5
22 N/A 3 18 13 2/T 38 18 5
23 N/A 3 18 13 2/T 37 18 5
24 N/A 3 17 12 2/T 36 18 4
25 N/A 3 17 12 2/T 35 18 4 27
26 N/A 3 17 12 2/T 34 18 4 27
27 N/A 3 16 11 2/T 33 18 3 26
28 N/A 3 16 11 2/T 32 18 3 26
29 N/A 3 16 11 2/T 31 18 3 26
30 N/A 3 15 10 2/T 30 18 3 25 60
31 N/A 3 15 10 2/T 29 18 3 25 58
32 N/A 3 15 10 2/T 28 18 3 25 56
33 N/A 3 14 9 2/T 27 18 3 24 54
34 N/A 3 14 9 2/T 26 18 3 24 52
35 N/A 3 14 9 2/T 25 18 3 24 50 5/T
36 N/A 3 13 8 2/T 24 18 3 23 48 5/T
37 N/A 3 13 8 2/T 23 18 3 23 46 5/T
38 N/A 3 13 8 2/T 22 18 3 23 44 5/T
39 N/A 3 12 7 2/T 21 18 3 22 42 5/T
40 N/A 3 12 7 2/T 20 18 3 22 40 4/T 35
41 N/A 3 12 7 2/T 19 18 3 22 38 4/T 35
42 N/A 3 11 6 2/T 18 18 3 21 36 4/T 35
43 N/A 3 11 6 2/T 17 18 3 21 34 4/T 35
44 N/A 3 11 6 2/T 16 18 3 21 32 4/T 35
45 N/A 3 10 5 2/T 15 18 3 20 30 4/T 35 35
46 N/A 3 10 5 2/T 15 18 3 20 28 4/T 35 35
47 N/A 3 10 5 2/T 15 18 3 20 26 4/T 35 35
48 N/A 3 9 5 2/T 15 18 3 19 25 4/T 35 35
49 N/A 3 9 5 2/T 15 18 3 19 25 4/T 35 35
50 N/A 3 9 5 2/T 15 18 3 19 25 3/T 35 35 50

N/A: this is for free
x/T: x per turn

0.5.3.1 Confusion blast

Note that Confusion Blast, available to experience level one Mindcrafters, works analoguously to Ventriloquism (see section 0.4). It confuses a monster who then does not alert other monsters on the level. It has a range of 3 + (Willpower + Level) / 8 squares. If it hits an undead monster, the PC takes 4d4 damage (4d4/2 at level 50) and no further effect. Mindless monsters, including insects and the Eternal Guardian, are immune, as are all unlife. Corrupting monsters will corrupt the PC as for a single melee hit (divided by 4 at level 32); however they ARE affected normally. The monster will not be affected if it passes a spell resistance save with an attack power of Level. If it is affected, it will be confused for Level + 1dWi-1 turns.

0.5.3.2 Mindcraft abbreviations
Abbr Meaning
TPC Teleport Control
COB Confusion Blast
COW Confusion Wave
MBL Mind Blast
MSH Mental Shield
MWV Mind Wave
TBL Telekinetic Blast
EOM Eyes of the Mind
GMB Greater Mental Blast
GTB Greater Telekinetic Blast
REG Regeneration
TPS Teleport Self
TPO Teleport Other
GMW Greater Mental Wave


Updated May 6th, 2013

Single-file Improved Adom Guidebook


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

0.6 Attributes

A basic description of the attributes can be found in the ADOM Manual. The current value for attributes is displayed on the main game screen. The current value and the potential maximum value for the PC's attributes can be found on the screen shown by the @ command.

Attributes can increase or decrease for many reasons, some of which are detailed below. When an attribute changes, the following messages are generated:

Attribute changes
Attribute Increases 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 attributes

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

0.6.1.1 Training attributes naturally

How to train attributes naturally
Attribute How 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 attributes (St, Dx, To) more quickly and has a half effect on Appearance. It trains twice as fast if attribute < 10, and three times as fast if attribute < 5. It happens at only level up, basic effect is skill level x 100.

Training explained

Training value is associated with every attribute, ranging from -5000 to 5000. Natural training happens once in 500-1000 turns, and always at level up. Every level up trains every attribute 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 attribute will be increased or decreased on each check. No training occurs if Training=0, if Training>0 then an attribute increase is possible, otherwise an attribute decrease is possible.

If the attribute isn't at maximum (or Training is negative), number from 1 to N is rolled randomly, and if abs(Training) > RolledNumber, then the attribute is increased or decreased. It means the smaller N, the bigger chance for an attribute change. If Learning > 9 (or Training is negative), N = X * (attribute+10), otherwise N = X * (attribute+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 attribute was increased, Training is decreased by 1000 points, but not below zero. If an attribute decrease occured, Training is set to 0.

If the attribute is at its potential (and Training is positive), or it is not at potential but 1/10 chance, (another) number from 1 to attributePotential*100+750 is rolled randomly. If Training > RolledNumber, then the attribute 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 attribute increase, 3000 on potential increase, and 4000 on attribute and potential increase.

0.6.1.2 Training with Garth

The dwarven weaponmaster Garth, found in Dwarftown, can be paid to increase attributes other than Appearance and Mana.

See section 3.5.5 for a bit more detail on training with Garth.

0.6.1.3 Training attributes with herbs "

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

Tip: when your Wi/To attributes or your Dx attribute 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 attribute increases have taken effect - this may take a while.

0.6.1.4 Increasing attributes by eating corpses %

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

0.6.1.5 Increasing attributes with potions !

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

Potions of -attribute- behave as follows:

0.6.1.6 Crystals of knowledge *

Using 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 attribute 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 attributes

0.6.2.1 Potions of exchange !

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

0.6.2.2 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 attributes, 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 attribute changes are based on this final score.

If an attribute 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 attribute scores close to each other and drink a blessed potion of balance, you will get a boost to most or all attributes.

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

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

0.6.3 Increasing attributes beyond their usual limits

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

Sickness: -2 to several attributes; -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 attributes are dropping, the PC is not in danger of starving to death. When the attributes reach the halfway point, the PC is in danger of dying and should eat something. Since Starvation halves attributes 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 ie. 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 attributes into the 50s.

Garth (section 3.5.5) is a potentially endless source of attribute increases for those attributes 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, and the artifacts Black Torc, Ring of the Master Cat and Boots of Great Speed can also increase the PC's speed. Corpses of monster such as quicklings and claw bugs and potions of quickling blood can also increase base speed. Slow Monster spell, boots of the slow shuffle, moloch armors, armor of sloth, high burden and high satiation can be used to guarantee speed increases from corpses, akin to sickness/starvation training for attributes.


Updated March 11th, 2013

Single-file Improved Adom Guidebook


Previous - TOC - Next
All trades or master one? - Class considerations - Grand Mastery - True Berserker - Melee combat - Missile combat - Critical hits

0.7 Attack

PC's ability to successfully attack monsters in melee or missile combat is improved via weapon skills. A general description of them can be found in the ADOM Manual. Press Ctrl-w to display your current weapon skills. Pressing W or M displays your melee or missile weapon statistics, ie. how likely are you to hit and how much damage you do with your currently equipped weapon or weapons. By the way, to attack with missile, just throw it. This works for thrown daggers and bows alike.

In general, a PC with higher Strength will do more damage with a given weapon. There seems to be one important exception to this: whips. As implemented in ADOM, the damage done with whips, especially dual-wielded whips, seems to be more dependent on Dexterity than Strength. The manual touches on this subject, stating that a PC must have high speed to use two whips effectively. Dexterity seems to be at least as important.

0.7.1 Jack of all trades or master of one?

This is a matter of personal preference and style. The advantage of becoming very proficient with one weapon becomes clear from reading the manual: bonuses to the to-hit, to-damage, and to DV as well as reduced attack cost when using the weapon. There is also the possibility of achieving Grand Mastery, where the attack cost is reduced to the point where about 1 1/2 attacks per round is possible. The downside is also easy to imagine: without an artifact weapon in the specialized category, a PC can have the weapon destroyed and be without one. In practice this is not usually a problem since there are generally plenty of weapons to be found in the game. Also, a PC may run across a truly outstanding weapon at some point in the game, some of which are guaranteed, and have no skill with the weapon. Again, this is not usually a huge problem since mid- to high-level PCs will be able to train up their weapon skill in any given category relatively quickly.

Critical hits yield double skill marks. If the PC finds a weapon that delivers critical hits, it will train about twice as fast. Throwing shield yields shield skill marks. No skill marks are gained if fighting using Very Defensive or Coward tactic setting. No shield marks are gained on Berserk.

0.7.2 Class considerations - what weapon to specialize in

Beastfighters - Beastfighters receive severe penalties for using melee weapons, and should avoid doing so for this reason. They develop a formidable unarmed attack as they advance in experience and Unarmed Combat skill. Note that the penalty does not apply to missile weapons; all Beastfighters should practice with missile weapons in order to take advantage of -foo- slaying ammunition.

Mindcrafters - Willpower is critical for Mindcrafters. The Sword of Nonnak is a guaranteed artifact sword available to most PCs at experience level 15 or less. It grants +5 to Willpower. This makes Swords an attractive weapon class for Mindcrafters to specialize in, at least during the early game.

Monks - Monks also receive penalties for using weapons, albeit not as severe as Beastfighters, and so should specialize in Unarmed Combat. Monks also excel at kicking and receive a class power that enables them to deliver a circular kick.

0.7.3 Achieving Grand Mastery

Grand Mastery is difficult to achieve. It will not happen simply from using a single weapon type throughout a normal game. Becoming doomed in the wilderness for the frequent wilderness encounters is one way of generating an infinite number of enemies to be killed with no corruption. The Crown of Science (doubly useful because of its +9 bonus to Le) or a ring of doom can be used for this.

There is one class + starsign combination that can reasonably expect to achieve Grand Mastery during a normal game. Note the following two manual entries:

From the Weapon Skills section:

Farmers are so skilled in the use of polearms that they need 20% less marks to increase in their use.

From the Horoscope section:

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.

This double 20% reduction in cost to increase weapon skills means that Farmers born in the month of the Sword who use polearms exclusively, and do not hurry, can expect to achieve Grand Mastery with polearms. This will happen approximately by the time the PC reaches the Mana Temple, depending on the ending the PC is going for, etc.

0.7.4 True Berserker

Any PC except Monks, who wield a weapon without armor (Beastfighter is no exception), and switch tactic to Berserk, get a True Berserker bonus, which is +10 to hit and damage, in addition to Berserk tactic setting bonus. Shields, necklaces, rings, bracers, tools, missiles, missile weapons and armor with "of rage" suffix can be worn and the PC is still a True Berserker. If the requirements for true berserking are met, every melee attack will yield the "You lust for blood!" message before hits or misses are displayed. Also, the message "Do you really want to attack..." will not be displayed and the PC will instantly attack any monster, hostile or not.

0.7.5 Melee combat

To hit

Stunned gives -4, Blind -4, Bloated -2, Satiated -1, Drunk -1, Blessed +2, spear without shield +2, Invisible +4, Dwarven Shield and Dwarven Rune Axe paired +10 (axe must be in left hand), Needle and Sting +50. Furthermore there is bonus based on Strength: +(St-12)/2, +(St-9)/2, only positive bonus is applied. Melee Weapon Master talent gives +3, Basher, Powerful Striker, Mighty Strike give +1, +2, +3 if weapon weight>=100s, Brawler +2 if unarmed. Monks and Beastfighters get additional bonuses if unarmed (see 0.1.4.5 for details).

An enraged monster has twice as many attacks as it normally would, and has 3 less DV.

To damage

Torch +1d4 and additional +2d4 vs fire vulnerable, thorns corruption +3d3, Assassin or Thief lvl 12+ and backstab *2, of the sun suffix vs undead *2, ashen vs undead =0, hateful weapon and Berserk tactic +2d6, Barbarian's mighty blow *2, tremendous blow *3, deadly and chilling silence room *10, vibrate with life room /10, blessed weapon vs undead and demons *1.5, cursed /2, rusty weapon /2, broken weapon /2, meleeing with a missile weapon /2, lawful weapon vs chaotics +1d8, chaotic weapon vs lawfuls +1d8, critical blow *1d4+1, slaying *1d4+2, mild weapon /5, penetration weapon +monster PV.

0.7.6 Missile combat

To hit

Blind -4, Stunned -4, Confused -4, Drunk -3, Satiated or Bloated -1, Burdened or worse -1, Blessed +2, Invisible +2, Archer +lvl+6, Paladin, Thief, Barbarian, Fighter +lvl/2, Assassin, Bard, Ranger +lvl/3, other classes +lvl/4, Merchant throwing gold +lvl-1, Good Shot, Keen Shot, Eagle Eye talents +1, +2, +3, +Max((Dx-12)/2,0), +Max((Dx-9)/2,0), stuck in webs /2, shifting breeze room /3, +Concentration/50, +Archery skill bonus (read manual).

To damage

Merchants throwing gold get lvl/2 + 3 more damage.

0.7.7 Critical hit chances

Base chance is 5%, but Luck modifies this slightly. Murderous weapon doubles this chance. Then add the following:

Due to a bug, Ring of the Master Cat (+16%) and Bracers of War (+8%) increase critical chance only if used as melee weapons. Both bugs are fixed in v1.2.0.


Updated March 11th, 2013

Single-file Improved Adom Guidebook


Previous - TOC - Next
DV versus PV - DV bonuses - PV bonuses

0.8 Defense

0.8.1 DV versus PV

As everyone knows from reading the ADOM Manual, DV is an abbreviation for Defensive Value and PV is an abbreviation for Protection Value. The former determines how hard it is for an opponent to hit the PC; the latter determines how much damage is absorbed by a PC's armor if a monster makes a successful hit. In recent gammas of ADOM, there has been a tendency for monsters to score more critical hits which bypass PV. Some monsters always bypass PV, notably claw bugs, which make them very annoying opponents for low level characters. Note also that non-artifact armor can be damaged by monster attacks, lowering its Protection Value especially and eventually destroying it.

So the question arises, which is better, a high DV or a high PV? As with the question of whether to specialize in one weapon or become proficient with many weapons, it is largely a matter of personal preference and style. There are successful players who use both approaches. In practice, it is possible to raise DV to the point where none other than the very highest level monsters can hit the PC. A DV over 100 means very few monsters will hit the PC successfully. However, a DV this high is not available to any but the very high level characters that specifically pursue it. Likewise, a PV over 100 means few monsters can hurt the PC, since the vast majority do not deal over 100 points of damage in one round. Bear in mind, however: 1) the possibility of critical hits and 2) the possibility of running into something very nasty, such as balors, Greater Molochs and the Emperor Moloch which certainly do deal over 100 points of damage per round.

A general rule of thumb? Add up the DV and PV bonuses. A [-3, +5] iron chain mail is about as good as a [+0, +2] leather armor (and the latter is lighter and won't rust). Few non-artifact armors can compete with an average eternium plate mail at [-1, +13]. Dragon scale mails averaging [-2, +11] are also extremely desirable armors since they grant immunity to the element corresponding to the dragon the armor is derived from. On the DV side, few non-artifact items can compare to eternium tower shields averaging [+13, +4]. Dragon scale mails and eternium tower shields are so powerful that many players will use a wish on these items.

The debate over DV versus PV is one that will never be settled, which is as it should be. ;-)

0.8.2 DV bonuses

DV is increased based on Dexterity twice, by (Dx-12)/2 and (Dx-9)/2; being Drunk decreases DV by 3. High Alertness with Alchemy have also positive effect on DV (see section 0.4). Monks get DV increased by (lvl*2)/3 if not wearing armor except specific (blood-stained robe, armor of rage?); Beastfighters by lvl/3. Mindcrafter's Mental Shield provides (Level+Wi)/5. PCs receive about half DV bonus from unarmed combat when fighting with staves.

0.8.3 PV bonuses

PV is increased based on Toughness, by (To-18)/2 (max 20), being Blessed increases PV by 1, Mincrafter's Mental Shield provides (lvl+Wi)/8. If a PC's PV is below 4, they will suffer corresponding damage from kicking walls and statues.


Updated March 11th, 2013

Single-file Improved Adom Guidebook


Previous - TOC - Next
1st kill - Cats - Karmics - Monster types: Animals - Dragons - Jellies - Undead - Annoying monsters: Early game - Midgame - Late game - Weapon status - Uberjackal effect - Gaining experience - Spellcasting monsters: Spell ranges - Spell powers - Directed spells - Touch attacks spells - Non-targeted spells - Summoners and Breeders - Rage

0.9 Monsters

The ADOM Manual has a section about experience and advancement, which is achieved mainly via :killing monsters. To see how much a neighbouring monster is injured, use :w. Another underused ability every PC has is to :swap positions with monster. However this mostly does not work with hostile monsters. Press & to access the monster memory.

0.9.1 Significance of the first kill

Many new ADOM players are dismayed to find that they need to know what monster their PC killed first. By the time they find this out, they have forgotten, of course. Write it down, rename your PC to reflect your first kill, do anything necessary to remember that first kill. It is very important, especially if you are going to attempt an ultra ending.

0.9.1.1 Courage skill

There is a description of the Courage skill in the ADOM Manual. It is worthwhile to acquire it, although many players ignore it and have finished the game without it. The skill is obtained by finishing the Old Barbarian's quest: kill an additional score (20) of the monster your PC first killed. Note that the Old Barbarian will not give the quest to PCs who have chaotic alignment.

0.9.1.2 Filk quest

The Filk quest is for very advanced players attempting an ultra ending. The quest objective is to find and kill the named quickling bard Filk. He can be found in the Infinite Dungeon on the level number corresponding to the number of first-kill monsters the PC has killed. This will of course be a minimum of 21 if the PC has acquired the Courage skill. It can also change during the quest if the PC kills additional first-kill monsters after being assigned the quest. See section 4.3.1.1 for more about the Filk quest.

0.9.1.3 Strategy for the first kill: where and what?

There are many schools of thought on what the first kill should be. If the PC wants to acquire the Courage skill quickly after being assigned the Old Barbarian's quest, the monsters should be readily available. If the PC also plans to do the Filk quest later in the game, the total number of first-killed monsters killed must be minimized in order to prevent a tedious and dangerous dive into the Infinite Dungeon. Some experienced players will ignore the Old Barbarian's quest for the Courage skill. This makes it very easy to complete the Filk quest, since if the player has chosen wisely the PC will have killed only one of the monsters in question. Some players choose to make the first kill in Lawenilothehl for this reason. Muggers, for instance, are found only in Lawenilothehl and the Assassins' Guild. Skriek, the ratling found in Lawenilothehl, is the only cloaked ratling in the game (although killing him means the PC can no longer buy keys from him, which can save the PC's life). Hotzenplotz, who is also located in Lawenilothehl, is the only crime lord in the game. He is not easy for an experience level one PC to kill, but it can be done with Wizards who have a good offensive bolt spell (not Magic Missile), or Hurthling Archers who start the game with level five skill in thrown rocks. Hotzenplotz's guardians Grunge and Munge are likewise the only two half-orc bouncers in the game.

If the PC wants the Courage skill and wants to attempt an ultra ending, the following requirements must be met: the first kill must be a monster readily available after receiving the Old Barbarian's quest; it must also be uncommon in the various dungeons the PC will face so that the Filk quest does not get out of control. Entering the Small Cave at the start of the game and killing a rat, kobold or goblin as the first kill, for instance, makes it much more difficult to finish an ultra ending.

Beggars, goodwives, children, and farmers all make good, risk free first kills (the alignment drop is pretty negligible). For the latter 3, you should lure them out of Terinyo first. Also, if you're going for both Courage and the Filk quest, outlaws are excellent first kills, since they're rare enough to avoid, but can be easily generated on the road by the Pyramid, as well as being guaranteed in Lawenilothehl.

0.9.2 Cats f - the significance of felines

There are three types of monsters that count as cats in ADOM: cave lions, cave tigers and wild cats.

The Cat Lord resides on D: 35 in the Caverns of Chaos. He rewards PCs who have avoided killing any cats with a powerful artifact ring. He will be hostile towards PCs that have killed cats and becomes more powerful with each cat killed (+10 HP for each cat killed, +1 level for each 25 cats killed, max level 20).

Many players consider the Ring of the Master Cat to be the most powerful and desirable ring in the game. It grants +16 to Dexterity and +16 to speed. In addition it causes the PC to deliver considerably more critical hits with melee and missile weapons and grants the Fate smiles intrinsic.

It is important to remember that even after receiving the ring, the PC must not kill any cats while wearing it, since it explodes in that circumstance. The ring does not explode if it is in the backpack or left on another level when a cat is killed after receiving the RotMC.

Make no mistake about it, the requirement to kill no cats for the entire game is a difficult one, causing many to refer to them as "those damn cats." The power of the ring makes it worthwhile to attempt to avoid killing them.

There are several ways to deal with cats. Teleportation is one, from a wand or spell. Either teleport the cat away, especially if the PC does not have teleport control, or teleport the PC. Potions of exchange thrown at a cat will turn it into another monster. Potions of raw chaos, available at any time once the PC has Moon Sickle, will turn cats into writhing masses of primal chaos when thrown at cats. Cats can be led over traps until they are killed or turned into a writhing mass of primal chaos. Luring a cat across an alarm trap causes other monsters to become hostile and attack the cat. Note that in newer versions of ADOM, the PC is charged with killing a cat if he creates or sets off a trap that kills a cat. Wands of destruction can be used to safely kill cats since monsters "destroyed" in this way do not appear in the kill list.

PCs that are near Dwarftown can bring cats to Dwarftown and have the Priest, for instance, kill them. This is probably a bit dangerous, since bringing hostile monsters into Dwarftown repeatedly may eventually result in some of the inhabitants becoming hostile. It should also be possible for PCs near the Banshee's level to bring cats to her level and have her wail kill them. Additional monsters that can be used include vortices. Lure a cat close enough to one and allow it to explode. Be familiar with vortices before trying this.

Companions can kill cats for you. Cave lions and wild cats can be tamed with rat and/or giant rat corpses, if you have enough of them. Cave tigers can eventually be tamed with pieces of fresh and/or raw meat, but it requires five or more pieces. If the PC can become invisible, and has not attacked the cat in question, it can simply be walked away from. Cats can be confused with the Ventriloquism skill. While they are confused, run away. Cats can probably be confused or blinded by throwing potions of confusion or blindness at them. Again the run away tactic would be used.

0.9.3 Karmic beings

Karmic monsters come in three main varieties: karmic lizards l, (ancient) karmic (baby) dragons D and named great karmic wyrms W. They can be identified by the fact that they change color with each turn. Be very careful if the PC encounters a lizard with the walk command. It may allow the PC to wind up right next to the lizard, in which case you may not have time to notice the color change. Karmics demand caution because attacking them in melee causes the PC to lose the Fate smiles intrinsic, then the Lucky intrinsic followed by cursing then dooming if the PC continues. This is not a 100% guaranteed effect. PCs can kill karmics in one hit and not suffer the consequences. However, it happens so often that karmics should not be engaged in melee if it is possible to avoid it. Killing them with magic, missiles, Mindcraft or companions is the way to dispatch them. The changing color of karmics reflects the nature of karmic dragons. They breathe not one element, like ordinary dragons, but have all the breath attacks available, varying from turn to turn depending on their color. This also means that they are immune to all elemental magical attacks. Unfortunately karmic dragon scale mail is not available in the game. ;-) They are vulnerable to dragon slaying ammo.

Three unique beings share the cursing/dooming property of karmics: Filk, the quickling bard, the Oracle, and Sharad-Waador, the ancient karmic wyrm.

Karmic beings will occasionally leave corpses when killed. Eating the corpse of a karmic being will, in order, remove the Doomed intrinsic if present, remove the Cursed intrinsic if present, grant the Lucky intrinsic if not present and grant the Fate smiles intrinsic if not present. Remember all or any of these intrinsics can be present simultaneously. Thus a PC that is Doomed and Lucky would lose the Doomed intrinsic and retain the Lucky intrinsic after eating a karmic corpse. The same is true for a PC that has the Cursed and Doomed intrinsics - the PC would lose the Doomed intrinsic but not the Cursed intrinsic and would not gain either the Lucky or Fate smiles intrinsics.

0.9.4 Monster types

Each monster is typically categorized based on attributes relating to the monster's race, body type etc. Each monster shares certain attributes with other monsters in the same category, usually including a common vulnerability to certain weapons (such as missiles "of -foo- slaying"). Such categories are commonly referred to as monster types, or mob types. Listed below are all the known monster types in ADOM. Note that a number of known monsters do not appear to belong to any of these categories; rather, their monster type can be said to be "Unknown". Examples are eyes e, most fantastic beasts F, unicorns U, mimics m, rust monsters R, will o'wisp *, and living wall #. Furthermore, it is possible for a monster to fall into more than one category, eg. golems are construct humanoids, skeletons, zombies, liches etc. are undead humanoids, and Andor Drakon is a demonic humanoid.

0.9.4.1 Animals

Animals are a diverse mixture of semi-intelligent monsters, which usually can be affected by mindcraft (with the exception of a few such as rabid dogs), but can't use equipment and tend not speak in a comprehensible language. The monster class consists of several monsters including bats B, natural beasts such as bears N, fantastic beasts F, lizards l, snakes s, and worms w.

Regarding animals:

The following are animal subtypes:

0.9.4.2 Constructs Y

Constructs, or unlife, are insentient or semi-sentient monsters, that are damaged and destroyed by attacks rather than injured and killed. The main types of monsters belonging to the construct/unlife category are golems Y, and construct humanoids such as gargoyles and margoyles I. Vortices V, elementals E, grues x, and animated armors [ are also constructs.

Regarding constructs:

0.9.4.3 Demons &

Demons are uncommon monsters that include some of the most powerful monsters in the game. Apart from molochs and least daemons, most demons have corrupting attacks and/or magical powers such as an elemental breath weapon. Almost all members of the demon monster type are represented by the & symbol; though some monsters such as grues x, imps and quasits I, and chaos knights h also belong to the group. The category includes all elemental demons, molochs, greater molochs, balors, greater demons; and all the fearsome artifact guardians, the Emperor Moloch, the Greater Balor, and Andor Drakon.

Demons are vulnerable to the aptly named arrows/quarrels of demon slaying. Additionally, several artifact weapons in the game slay demons: the Trident of the Red Rooster, the Rune-covered Trident, Executor, Purifier and Vanquisher. Furthermore, blessed weapons deal 1.5 times their base damage to demons.

0.9.4.4 Dragons D

This monster type consists solely of monsters represented by the letter D or W - dragons and wyrms. All dragons have breath attacks, whilst wyrms have extra magical attacks too. Nearly all dragons are associated with an element; with the exception of karmic dragons (which harness all elements), water dragons (water isn't an element in the game, per se), and shadow wyrms (which harness undead powers). Also, most dragons are chaotic, with the exception of Sharad-Waador and the water dragons.

Regarding dragons:

0.9.4.5 Giants H

Interestingly, various monsters whose name begins with the "giant" adjective are not giants at all - such as giant rat, giant rust monster etc. On the other hand, monsters with "giant" not as the first word are in fact giants - such as hill giant, fire giant king or frost giant jarl. Giants also include titans, cyclops, and the ettin O. As one can imagine, great physical strength is of course a common attribute amongst giants, as is their corresponding ability to grant the PC some extra Strength when eaten. Also, most giants use missile weapons. When a titan (or moloch) is approaching, you will hear "*THUMB*". Weapons which slay giants are only arrow/quarrel of giant slaying, Grod and Vanquisher.

0.9.4.6 Humanoids @

Humanoids are a diverse class of monsters that are at least semi-intelligent, capable of some sort of speech, and know how to equip, use, and throw items. Construct humanoids (golems) are an exception. Humanoids make up the largest group of monsters; making humanoid slaying weapons particularly desirable. The monster class consists of several monsters including humans @, small humanoids h, grungy humanoids g (goblins, hobgoblins, gnolls, bugbears), imps I, orcs o, ogres O, pixies and quicklings p, minotaurs M, ratlings r, kobolds k, berserkers and barbarians K, townsfolk t, trolls T, giant humanoids H, extraplanar beings X, underdark beings u, chaos creatures C, werebeasts, and also most demons &.

Regarding humanoids:

0.9.4.7 Jellies j

Jellies can be troublesome in the early game due to several of their attacks - sickness, corrosion, poison, confusion, paralyzation. Gray oozes and ochre jellies will corrode weapons made of iron, mithril and adamantium or damage the PC with their acidic attacks when fighting unarmed. Gloves will be immediately destroyed. Mithril and adamantium weapons are more resistant to corrosion, but it will happen eventually - do not attempt to clear a jelly pit in melee with weapons made of iron (especially), mithril or adamantium. This can be problematic for a low level PC. Spells or missiles are preferable, but if a low level PC must melee these critters, stone weapons are a good choice since they do not corrode. Alternatively, the PC can wield a si and bash the jelly with it. As an artifact, the si cannot be damaged. PCs that are acid resistant will take no damage unarmed.

Gelatinous cubes can be particularly annoying because of their ability to destroy items that are lying on the ground. Losing that waterproof blanket in the SMC to one of these ugly blobs is extremely frustrating. Easily killed with missiles, spells and mindcraft.

One of the nastier jellies is the stone ooze. The paralysis attack of these can be very, very nasty for PCs who have no means of paralyzation resistance (such as an amulet of free action). Attack them from a distance or run away.

Here is the list of all jellies and their specialties:

Apart from arrows and quarrels of jelly slaying, only Soaker and Vanquisher slay jellies.

0.9.4.8 Plants P

Apart from animated trees in the Animated Forest, and the shambling mound, also green blob and green slime are considered plants. PC cannot use :s command to swap places with them (even Monks and Beastfighters using their class powers). When killed, animated trees often drop logs, usable in Bridge Building and Fletchery. Regular trees T are probably plants as well, however they can't be attacked. Though you may extract logs from them by Using a hatchet on them. Be wary that chopping trees is very long process, which is shortened by the Woodcraft skill. It is rumored that handling trees may yield treasure if one is persistent enough.

There are no arrows or quarrels of plant slaying. The two artifact weapons which slay plants are Scorched Spear and Black Thumb.

0.9.4.9 Undead Z

Undead are a class of monsters consisting of reanimated corpses and spirits. They can be created by PC Necromancers using Necromancy, summoned by NPC Necromancers, or found randomly. The Dwarven Graveyard and the more generic, CoC Graveyard both feature massive numbers of undead. You can find even yet more undead by digging up the graves in a graveyard.

Undead powers
Undead Special attack Other notes
skeletons none giving bones heals them
zombies none corpse poisons
ghuls paralyzation corpse paralyzes
ghosts aging leave no corpses, ignore walls
liches glowing balls, confusion, paralyzation more powerful liches have additional spells; immune to cold [1]
mummies sickness vulnerable to fire
shadows attribute drain ignore water
spirits attribute drain corpses provide To and alignment drop

[1] Regular liches are also vulnerable to fire.

Skeletons: skeleton z, skeletal warrior, skeletal king Z
Zombies: zombie z, steel zombie Y
Ghuls: ghul z
Ghosts: ghost, ghost lord, ghost king G, ghost bat B
Liches: lich, master lich, lich king, emperor lich L
Mummies: mummy, greater mummy, revenant Z, corpse fiend z
Shadows: shadow, shadow lord, slow shadow G, shadow troll T, shadow centipede c
Spirits: spectre, wraight G, vampire, wight Z

Regarding undead:

0.9.5 Strategies for dealing with particularly annoying monsters

Suggestions for more annoying monsters are welcome. No uniques, though - they are dealt with in the section pertaining to their location.

This section is about annoying monsters. Not necessarily very dangerous or life-threatening, just monsters that are your personal pet peeve with some attack or characteristic that infuriates you.

0.9.5.1 Early game

0.9.5.2 Midgame

0.9.5.3 Late game

0.9.5.4 General strategies

If you cannot win a fair fight and you also cannot retreat - either the way is blocked or the monster is faster, not everything is lost. There might be a way to disable your opponent somehow, helping you win the fight. The means to do so are detailed in the below table, listed approximately from weakest to strongest. Note potions have to be thrown at your opponent, not drunk.

Disability Means Effect on monster Notes
Webs Web spell, wand of webbing no move does not work on large opponents and spiders; often does not work at all
Poison potion of poison [1], wand of poison damage does not work on undead and constructs
Stunning Stun Ray spell, wand of stunning [3] wander aimlessly; -4 to hit shrugged often, short duration
Sickness potion of sickness damage; reduced attack damage does not work on undead and constructs; good duration
Confusion potion of confusion, potion of wonder wander aimlessly very useful, works on everyone [2]; usually lasts longer than stunning
Blindness potion of blindness, cursed potion of invisibility wander aimlessly; -4 to hit very useful, works on everyone [2]; lasts longest
Paralyzation wand of paralyzation cannot do anything most useful, works on everyone [2] unless shrugged
Disable potion of cure corruption disable special attacks + damage most useful on monsters with corrupting hit and uniques

[1] Potion of poison can also be used to poison a weapon. The weapon then stays poisoned for several attacks.

[2] Everyone including the ElDeR cHaOs GoD!

[3] Thrown potions of cure poison will stun monsters with poisonous attacks, with 100 percent effectivity, except revenants which are undead and cannot be stunned.

Other means include teleporting away (you or the opp), the Scare Monster spell, exchanging the opp via thrown potion of exchange, or pacifying it via Calm Monster spell, thrown potion of balance, berzio potion or Music skill where applicable. Wands of destruction, wands of earthquakes or the Earthquake spell can also be used in dire situations. Remember darkness and/or invisibility often can be your friends, too.

0.9.6 Weapon status - blessed, uncursed, cursed

As previously noted, the damage inflicted on an opponent that falls into the demon or undead monster type is dependent on the weapon's blessed vs uncursed vs cursed status. The formulae are as follows:

Cursed weapons also seem to be more prone to breakage. Blessed weapons seem to be less prone to breakage.

0.9.7 Monsters gain experience level - the uberjackal effect

Monsters gain xp level when the PC is killing them. It means if you manage to kill a number of rats, the next generated rat will have higher xp level. Rarer creatures require fewer kills to raise their xp level, a minimum is 5. For example, orcs require 75 kills, rats and giant rats 50 kills, jackals 12 kills - avoid killing lots of those by any means! Exceptions are breeders, who never gain xp. Monsters gain:

0.9.8 Gaining experience

High Learning increases experience gains. For every 1 xp gained (remainders are accounted for exactly, there is no rounding loss), the PC gains Le/1000 bonus xp. The Good Learner and Great Learner talents increase xp too. Good Learner alone is 150%, Good Learner + Great Learner is 120%. Remainders are accounted for incorrectly and there is rounding loss for many small kills.

The experience gained per killing a monster is dependent on Speed of both combatants according to the following formula:

Exp_gained = base_exp * (monster_speed / PC_speed)

This means lowering PC's speed as well as increasing monster speed before delivering the final hit are means of generating more experience. This is most commonly achieved by repeatedly casting Slow Monster spell at the PC. Beware however, there is a limit on maximum xp gain. Going beyond the limit will yield only 1 xp.

Besides killing monsters, experience can be gained via disarming traps. A fraction experience (1/20) is gained when offering piece and when sacrificing monsters at an altar. There is no other known way of gaining experience.

0.9.8.1 Shambling mounds P

These guys love lightning. Any lightning damage increases their maximum HP by the damage amount. Note it still damages them, only their maximum HP gets increased. PCs with some lightning spell and some healing spell can make uber mounds rather quickly. They can then be dispatched via darkness or invisibility for large xp amount.

0.9.9 Spellcasting monsters

Not only the PC, but also some monsters are able to cast spells. However, the spell selection for monsters is very different, as is monster spell mechanics. Spellcasting monsters do not use the PP and spell knowledge/power system PC uses. There are three classes of monster spells: directed spells, touch attack spells, and non-directed spells, and two monster spellcaster's properties: spell range and spell power.

0.9.9.1 Spell ranges

Directed spells have a range which is a property of the monster spellcaster. This range is the same for all directed spells, and is generally square; beware of diagonals. High level monsters gain 1 spell range per 4 levels. Chaotic and lawful spellcasters have one third less range on Silvernight and Darknight, respectively. Base ranges are a function of spellcaster type as follows:

Spell ranges
Range Spellcasting monster
3 kobold shaman
4 dark elven wizard, dark sage
5 black druid
6 great white wyrm, ogre magus
7 druid
8 great black wyrm, ki-rin, lich, master necromancer, skeletal king
10 ancient karmic wyrm, great blue wyrm, master lich, minotaur mage, multi-headed chaos dragon, priest
12 Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, great red wyrm, lich king, old crone, Oracle, shadow wyrm
14 emperor lich
15 Chaos Archmage, ElDeR cHaOs GoD, ancient sage, quickling bard

0.9.9.2 Spell powers

The damage of spells is determined by another parameter of the monster, the spell power. Every additional level gives a monster +1 spell power; chaotic and lawful spellcasters get one third more spell power on Darknight or Silvernight respectively.

Spell powers
Spell power Spellcasting monster
3 kobold shaman
4 priest
5 master necromancer
6 black druid
8 ogre magus
12 Cat Lord, great white wyrm, shadow wyrm
13 druid, quickling bard
15 greater daemon
16 great black wyrm
18 black wizard, green hag
20 fairy dragon, great blue wyrm, lich, skeletal king
22 ancient karmic wyrm
24 great red wyrm
25 annis hag, master lich
30 Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, ki-rin, lich king, Oracle
35 emperor lich
40 old crone
45 minotaur mage
50 multi-headed chaos dragon
63 Chaos Archmage, ElDeR cHaOs GoD, ancient sage

0.9.9.3 Directed spells

These spells can be cast at range. Monsters will still use them in melee sometimes.

0.9.9.3.1 Energy bolt / Death ray

The Death Ray spell, described as an "energy bolt", attempts to instantly kill the target. It is a dodgable spell and has finite range. Even if it hits, the target still may make a saving throw and may have resistance; in either case, damage is done instead. There is no multiple death ray resistance. The damage done by a resisted death ray is equal to Xd3+Y where X = Max(15, spell power) and Y is 1d(spell power)-1. The PC will save on a (Mana + Luck) in spell power chance.

Death ray
Death ray user Resisted damage range
ki-rin, Oracle 30-119
emperor lich 35-139
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 63-251

0.9.9.3.2 Stream of energy

This is a simple non-elemental damage spell. It is displayed as a yellow line segment and described as a "painful stream of energy", or "strong magical energies" when affecting monsters. It has finite range and can be dodged when affecting the PC; against monsters, it can be shrugged like a bolt spell, with attack power equal to spell power. It does (spell power+2)d4 damage.

Stream of energy
Stream of energy user Base damage range
dark elven wizard, dark sage 2d4
priest 6d4
Ancient Chaos Wyrm 32d4
old crone 42d4
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 65d4

0.9.9.3.3 Confusion

This spell attempts to confuse its target. There is no path requirement; if the caster can see the PC and the PC is in range, it is fair game regardless of angle or anything in the middle. For monsters, success is based on a spell range and level, duration is Max(1, spell power/4)d2; for PC the maths are much more involved and not worth detailing here in prose. Chance to resist Confusion depends mainly on Willpower, with an effective +6 Willpower bonus per properly equipped -Conf item. Luck is also added to effective Willpower. Confusion duration depends mostly on -Conf items, but there is a small Willpower influence; Wi from 10 to 40 reduces average duration by 20% (no effect on maximum).

Confusion
Confusion user Wi thresholds to resist confusion with a given probability Max confusion durations
50% 75% 90% 95% 99% 99.9% 99.9999% Is level 6+ Mindcrafter
No Yes
Number of -Conf items
0 1 2 3 4 5 0 1 2 3+
black druid 3 4 5 5 6 8 11 2 1 1 1 1 1 1 1 1 1
great white wyrm, shadow wyrm 6 9 10 11 11 12 15 6 2 1 1 1 1 2 1 1 1
druid 7 10 11 12 12 13 16 6 2 1 1 1 1 2 1 1 1
great black wyrm 8 12 14 15 15 16 19 8 2 2 1 1 1 2 1 1 1
great blue wyrm, lich, skeletal king 10 15 18 19 19 20 22 10 3 2 1 1 1 2 1 1 1
ancient karmic wyrm 11 16 19 20 21 22 24 10 3 2 1 1 1 2 1 1 1
great red wyrm 12 18 21 22 23 24 26 12 3 2 2 1 1 2 1 1 1
master lich 13 19 22 23 24 25 27 12 3 2 2 1 1 2 1 1 1
Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, lich king 15 22 27 28 29 30 33 14 4 2 2 2 1 2 1 1 1
emperor lich 18 26 31 33 34 34 37 16 4 3 2 2 1 2 2 1 1
old crone 20 30 36 38 39 39 42 20 5 3 2 2 2 2 2 1 1
minotaur mage 23 34 40 42 44 44 47 22 6 4 3 2 2 3 2 1 1
multi-headed chaos dragon 25 37 45 47 49 49 52 24 6 4 3 2 2 3 2 2 1
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 32 47 56 59 62 62 64 30 8 5 3 3 2 3 2 2 1

0.9.9.3.4 Glowing Balls / Magic Missile

This is attack spell which targets like an arrow. It is dodgable, and can be shrugged by exactly as a bolt spell. It displays as a blue * and is described as glowing balls, but in the endgame dump is named as magic missiles, leading many to believe it non-elemental, but it actually does fire damage; it speeds up Drakelings, can melt beeswax, and is reduced significantly by fire resistance (divided by 1 + 6 if intrinsic, + 3 per item). Base damage is (spell power/2)d6.

Glowing balls
Glowing balls user Damage
black druid 3d6
druid, great white wyrm, quickling bard, shadow wyrm 6d6
great black wyrm 8d6
great blue wyrm, lich, skeletal king 10d6
ancient karmic wyrm 11d6
great red wyrm, master lich 12d6
ancient blue wyrm, great karmic wyrm, lich king 15d6
emperor lich 17d6
old crone 20d6
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 31d6

0.9.9.3.5 Cone of cold

Works like glowing balls, but deals cold damage. Users: ogre magus, Master Necromancer, emperor lich, shadow wyrm, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.

0.9.9.3.6 Shock bolt

Works like glowing balls, but deals lightning damage. Users: kobold shaman, dark sage, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.

0.9.9.3.7 Avoiding directed spells

Your ability to avoid spells is not affected by DV, tactics, what you're avoiding, or even the level of the caster. There are five checks to evade spells; only one of them needs to pass. Most of the checks are much harder in the dark. First, you will avoid a spell on a (Dx + Luck) in (Dx + 50 (120 in dark)) chance. Second, you will avoid a spell on a (Mana + Luck) in 1000 check. The third check only applies if your speed is greater than 100; you have a (speed - 100) in 100 (200 in darkness) chance to avoid spells, capped one short of perfection (99% or 99.5%). Thus, if speed is boosted above 200, or 300 for darkfighting, effective immunity to bolts is achieved; this is useful to remember against dangerous spellcasters. Finally come the skill checks. Fourth is a straight Dodge in 1000 (2000 if darkness) check. Finally, an Alertness check with a difficulty of 200 (400) is made. Since Alertness is a [+] skill, multiple checks are possible at high skill values; at 100, Alertness negates 7/8 of bolts that get this far. With 99 Dexterity, 200 speed, and 100 Alertness, 1 in 2400 spells will connect.

0.9.9.4 Touch attack spells

These spells can only be used in melee range, so avoiding them is easy - just stay out of range.

0.9.9.4.1 Drain attribute

Monsters will only use Drain attribute against the PC, never other monsters. If successful, one random attribute is lowered by 1d3 permanently.

The Drain attribute spell is used by the following spellcasters: black druid, great white wyrm, greater daemon, lich king, emperor lich, old crone, minotaur mage, multi-headed chaos dragon, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.

0.9.9.4.2 Curse

This spell will only be used by monsters against the PC, and has two possible results. An item is selected from inventory completely at random. If the PC has no items, or gold is the item chosen, the PC himself will be subjected to the curse; otherwise, the chosen item will. If the PC already has the Cursed intrinsic, there is 16.7% chance to gain the Doomed intrinsic instead.

The Curse spell is used by the following spellcasters: black druid, quickling bard, great black wyrm, black wizard, green hag, annis hag, master lich, lich king, emperor lich, old crone, minotaur mage, multi-headed chaos dragon, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.

0.9.9.4.3 Teleport other

Pretty self-explanatory effects, equivalent to zapping a wand of teleportation. Against monsters, only a level-dependent save is used; low-level monsters will almost never resist. In principle this provides a way to teleport Khelavaster off the stairs; sadly, the monster AI will never make attacks against dying sages. No effect on non-teleport levels.

The Teleport other spell is used by the following spellcasters: druid, quickling bard, fairy dragon, old crone, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.

0.9.9.4.4 Avoiding touch attack spells

The PC avoids attribute drain or "Curse the PC" spells if Luck + 1dMa-1 >= 1d(spell power-1). Therefore, high Mana and Luck are extremely beneficial, but cannot provide enough safety from these.

Curse item and Teleport other use easier save. They are avoided if 1d(spell power)-1 > Mana+Luck. Thus, high Mana can make your PC safe from item curses; the Mana needed in this way must be equal to the relevant spell power. With 25 or higher Mana, any item is safe from all cursing monsters that are not also attribute drainers (if the PC has positive Luck, and it is not Darknight).

0.9.9.5 Non-targeted spells

These spells do not require an enemy at all.

0.9.9.5.1 Invisibility

Turns the user invisible for (spell power / 2)d4 turns. Used by ogre magus (4d4 turns), Cat Lord (6d4 turns), and Chaos Archmage, ElDeR cHaOs GoD, ancient sage (31d4 turns).

0.9.9.5.2 Darkness

Darkens an octagonal area around the caster. Diameter is equal to spell range. Used by black druid (diameter 5), and Chaos Archmage, ElDeR cHaOs GoD, ancient sage (diameter 15).

0.9.9.5.3 Heal

Heals the caster up to (spell power)d5 damage, with no effect on any statuses. Used by priest (4d5), black druid (6d5), druid (13d5), ancient karmic wyrm (22d5), Ancient Chaos Wyrm (30d5), ancient blue wyrm (30d5), ki-rin (30d5), old crone (40d5), ancient sage (63d5).

0.9.9.5.4 Greater Heal

This spell restores its user to full health and ends bleeding. Used by ancient sage, emperor lich, lich, lich king, master lich.

0.9.10 Summoners and Breeders

Summoners are a type of monster. In addition to their normal attacks and skills, they have the ability to magically call upon assistance. Different summoners can summon different types and numbers of monsters. Some summoners are capable of summoning more summoners and quickly get out of hand. Summoners will get exhausted by summoning and stop for a while but they will recover and resume summoning. If you or your companion fights them, they will find less time to continue summoning, but the only way to stop summoners for good is killing them.

List of summoners and what they summon:

Breeders are monsters with the ability to replicate. Unlike summoners, they can only create one type of monster (themselves), and can only create them one at a time. While all breeders create further monsters of the same species, there are two ways that such monsters can breed: either by spawning separate monsters of the same species, or actually duplicating themselves. When a monster duplicates ("The foo duplicates and another foo appears!"), its own HP is halved and the new monster is created with the same amount of HP. When a monster spawns another ("The foo spawns another foo!"), the spawner doesn't lose any HP and the spawned monster is created with its HP at full.

One major difference between breeders and summoners is that breeders can be sterilized - ie. kept from replicating - using a scroll of vermin control, or a prayer. Note that Gremlins - who replicate only when being splashed with water, for instance from a water trap - are not true summoners nor are they true breeders - true summoners and breeders require no outside influence to create more monsters. They are included here for sake of completeness. It should also be noted that duplicated gremlins are considered summoned - not bred - creatures by the game.

List of breeders and how they breed:

0.9.11 Rage

A monster can be enraged by a number of actions in the game. The exact effects of rage are the same for each monster, however - due to careless fury, enraged monsters can execute twice as many attacks as normal, gain +6 to-hit and +6 damage, but lose 3 points of DV.

The following actions are known to make monsters enter a state of rage:


Updated October 15th, 2014

Single-file Improved Adom Guidebook


Previous - TOC - Next
What is corruption - Corruptions - Gaining corruptions: Backround - Other means - Removing corruptions: Potions of cure corruption - Scrolls of chaos resistance - Other means

0.10 Corruptions

There is only short, rather cryptic introduction to corruptions in the ADOM Manual. Press \ to view your corruption status.

0.10.1 What is corruption?

Corruption is unavoidable in the Drakalor Chain for any PC who wants to make progress in the game. It is a background process that happens as a result of the Chaos Gate at the bottom of the Caverns of Chaos being open. Some locations remain free of corruption despite the gate being open, notably those near the surface of the Drakalor Chain. In order to get anything done, however, the PC must descend into corrupting areas. It is only a matter of time after that until the first corruption occurs. After ninety days of game time elapses, corruption rate doubles. After the gate is closed, background corruption ceases, which is nice if the PC wants to play tourist for a while. However, corruption can still be caused by artifacts that corrupt (section 0.10.2.4) as well as corrupting hits from monsters (section 0.10.2.3).

Note that the possible corruptions occur in random order (not the order listed on this page) which is decided at the beginning of the game. However, if one or more corruptions are removed, the RNG is reseeded and the corruptions will reoccur in a new random order.

The following is a complete list of corruptions along with some comments about their effects and workarounds:


Antennae Description: Your antennae explore the details of your environment. Message when acquired: You suddenly grow antennae at your temples! Message when removed: The antennae growing from your temples suddenly disappear! Attribute changes: -4 Appearance. Extra: Periodically reveals map in a circular area around the PC. General: This corruption works more or less the same as randomly used crystals of knowledge for map revealing purposes. In practice this occurs about 1/250 turns. Loss of Appearance is tolerable, so it is marginally positive. It provides a means of locating hidden dungeon features such as royal vaults without using any items. Chaos Knights who begin with antennae do not need to worry about additional corruption removal since they are not especially detrimental.
Apish look Description: You look somewhat apish. Message when acquired: You suddenly feel that you are stepping backward in evolution. Message when removed: You seem to integrate into the evolutionary scheme once more. Effect activation message: You suddenly remember your ancestors. Attribute changes (accumulative): -1 Learning, -1 Willpower, -2 Charisma, -3 Appearance, +3 Strength. Extra: Continues to kick in over periods of time further changing attributes. All accumulated changes are removed with the corruption. General: This corruption periodically doubles down on its attribute changes. So the first time this happens, the effects will have changed to -2 Le/-2 Wi/-4 Ch/-6 Ap/+6 St; the second time -3 Le/-3 Wi/-6 Ch/-9 Ap/+9 St, and so son. At some point it also starts decreasing Dexterity and and increasing Toughness. This event is marked by the message "You suddenly remember your ancestors." This corruption is rather good for melee orientated characters, since Willpower can be kept within reasonable values by some use of morgia roots. Spellcasters, however, should remove it as soon as possible. There are unconfirmed reports that due to stat gaining peculiarities, characters with very high stats might get only the negative part of stat changing. As of version 1.2.0, Apish look can only be obtained if the PC is 'extremely corrupted', as their 18th corruption. Consequently, a Chaos Knight can never start out with the corruption.
Astral attunement Description: Your close attunement to corrupted astral space allows teleportation. Message when acquired: You suddenly feel more attuned to the astral planes. Message when removed: You suddenly feel less attuned to the astral planes. Attribute changes: None. Extra: Grants intrinsic teleportitis. General: Same as teleportitis intrinsic. If the PC has teleport control, it provides some free, randomly-timed teleportation. If not, it is extremely inconvenient, and although not immediately disastrous, may be deadly in certain situations. Teleport control is a priority in any game, and this is just one more reason to acquire it as soon as possible, especially if the PC has begun the game with astral attunement due to being a Chaos Knight.
Bulging cranium Description: You have grown a bulging cranium. Message when acquired: Your cranium suddenly grows to enourmous proportions! Message when removed: Your cranium shrinks back to normal size. Attribute changes: -3 Toughness, -4 PV, -6 Appearance, +6 Learning, +4 Willpower. Extra: None. General: The effects of this corruption are benign overall. The decreases make any PC more vulnerable to damage and corruption, while the increases are mostly beneficial for magic-oriented classes. It is possible to use the Learning boost before removing it. If it happens during the Toughness raising period, it can be kept forever or removed later for three extra points of Toughness. Chaos Knights who begin with a bulging cranium will find little benefit from the Learning and Willpower as a melee class. However, the negative effects are not the worst either.
Extra eyes Description: You have grown 10 extra eyes.Description. Message when acquired: Suddenly you grow 10 more eyes in a circle around your head! Message when removed: Suddenly 10 of your eyes disappear! Attribute changes: -6 Appearance, +6 Perception. Extra: May speed up recovery from light traps. General: Appearance and Perception are regarded as some of the least important attributes. Appearance increases corruption tolerance, and Perception increases the radius of visibility. PCs with extra eyes appear to recover from being blinded by traps very quickly or instantly.
Healing tissue Description: Your corrupted tissue seems to heal much faster. Message when acquired: Suddenly an unnatural vigor seems to spread through your body! Message when removed: The unnatural vigor brimming through your veins suddenly is gone. Attribute changes: None. Extra: Grants an additional source of natural healing (approx. 20 HP in 100 turns). Occasionally causes scars to appear (-1 Dexterity, -1 Appearance). Scars are not removed with the corruption. General: This corruption is hard to evaluate. On rough testing it seems give around 20 HP per 100 turns. Another effect it has is to inflict scars, each of which reduces Dexterity and Appearance by 1. It is unknown what determines when scars appear — might be total amount of HP healed by corruption. The only means to remove scars is by 'u'sing, not eating, gelee royal. It is not 100% effective — only one scar is removed per use. Given that a character rarely sees more than a couple (if any) lumps of gelee royal in game, a player who is afraid of scarring should remove this corruption immediately. Still, some experienced players keep it for rather long periods in the mid-to-late game. Chaos Knights who begin with healing tissue are likely to survive the early game thanks to the extra healing, but may eventually find their Dexterity firmly planted at 1.
Hooves Description: Your feet have been transformed into hooves. Message when acquired: Your feet suddenly transform into hooves! Message when removed: Your feet are reversed to their normal shape. Attribute changes: -6 Dexterity. Extra: Grants a +8 damage bonus to 'k'ick attack. General: With this bonus, a Monk's kick may be more powerful than normal barehanded attacks. Some testing has shown that it might help monks kick down walls. Kicks from Chaos Knights who start with hooves may initially be stronger than their normal melee attacks, but soon enough they get outclassed by better weapons and marks. Another benefit for Chaos Knights is to engage peaceful monsters in combat, starting with a powerful kick attack. For all other classes, hooves are a useless loss of Dexterity.
Horns Description: You have grown horns. Message when acquired: Suddenly horns sprout from your forehead! Message when removed: The horns in your forehead disappear! Attribute changes: -4 Appearance. Extra: Grants minor melee damage bonus (+2/+3 for weapon/barehanded attacks). General: Melee damage is applied even while wielding weapons, unlike the Thorns corruption. The bonus is +2 for weapons or +3 barehanded. While the loss of Appearance can cause other corruptions to be gained more easily, this is still one of the least harmful corruptions overall.
Mana battery Description: You are a living mana battery. Message when acquired: You start to absorb mana at an enormous rate. Message when removed: You no longer absorb mana. Attribute changes: None. Extra: Handling wands with positive number of charges drains all charges increasing PC's maximum PP score by 2/1/0 depending on the B/U/C status of the item. Spell costs are reduced to 80% of their value (cumulative with other discounts but not below 50% of base value). General: The reduction of spell costs to 80% is entirely beneficial, especially for PCs that rely heavily on spells. It may also play a vital role in creating an archmage. Because multiple cost reduction effects cannot bring costs lower than 50%, this aspect may have little or no effect when combined with certain Starsigns and class powers. Mana regeneration is also believed to improve, though this has not been quantified. All wands that a living mana battery picks up or zaps are drained of their charges. This prevents wands from being used, except by wrenching the final charge. In exchange, the PC's maximum PP increases by 2 per blessed wand and 1 per uncursed wand. The exact number of charges on the wand does not matter, as long as there is at least 1. For most PCs, the best course of action is to absorb all useless wands, then remove the corruption. It is very bad for melee classes as they lose backup offense in the form of rechargeable wands, along with important utilities such as digging. Wizards do not get much of a reduction due to their class powers and the 50% cap. Given the way mana regeneration works, a Concentration ranking of 100 suppresses the influence from other sources. Additionally, some wands like paralyzation do not have similar spells, and spells like Mystic Shovel are rather expensive. Wand absorption is one of the ways to make an Archmage. Wands that the PC sells while this corruption is active are priced per their existing charges, but are drained of charges after they are sold. Picking up a wand in a shop with this corruption will lower the value of the wand, and the shopkeeper will blame the PC for damages; the character will have to pay the difference, or else attempt to either rob the shop or kill the shopkeeper before (s)he can leave again.
Poison hands Description: Poison drips from your hands. Message when acquired: Suddenly a poisonous fluid begins to drop from your hands! Message when removed: The fluid dripping from your hands suddenly is gone. Attribute changes: None. Extra: Monsters will become poisoned when hit in melee, potions turn into potions of poison when handled, food becomes cursed when handled. Effects can be cancelled completely with thick gauntlets and reduced with alchemistic gloves/Shezestriakis. General: Poison hands corruption is typically seen as negative by most players due to a number of reasons.
  • Melee poisoning: Adding a poisoning effect to any melee weapon or barehanded attacks is a very powerful combat bonus. Poison effectively boosts melee damage output, can partially offset quick regeneration of some monsters and seems to significantly increase the chance for the opponent to panic and start to flee. This can take some pressure from the PC if (s)he likewise sustained heavy damage or open up a possibility of performing a ranged attack without the fear of immediate retaliation.
  • Potion poisoning: Potion transformation occur every time the PC interacts with a non-artifact potion in any way. The most general consequences of such an effect include the following:
    • The PC will be unable to drink a potion for its original effect. Not having an immediate access to various healing potions in the midst of a battle can easily get the PC killed. Receiving buffs from stat gain/boost potions will have to be postponed. Potions of cure corruption will be useless.
    • The PC will be unable to dip items to get the desired effect (unless the desired effect is to poison the weapon/stack of missiles). In practice, only holy water is likely to be used to dip potions in, but not having the means to bless an item is a very significant disadvantage.
    • The PC will not be able to use disabling potions to inflict blindness and confusion on monsters removing yet another way to soften opposition.
    • The PC will be unable to drop/pick up potions without transforming them into poison.
  • Food poisoning: Any food touched by the PC will automatically get cursed which results in the following negative consequences:
    • Food will become less nutritious increasing the possibility of running out of supplies.
    • Corpses will decay much faster increasing the difficulty of preserving them.
    • Most herbs will drastically drop in efficiency: spenseweed will heal negligible amounts of HP, moss of marelion will abuse Dexterity instead of training it, stomafillia will become barely satiating.
  • Coping with poison hands: As mentioned above, thick gauntlets will block all effects of the corruption when worn. Players are advised to carry one or several pairs with them and possibly stashing a spare in a safe place. Thick gauntlets make handling the corruption quite trivial. Wearing a pair at all times will protect the player from making mistakes at the cost of no melee poisoning. It is also perfectly possible to constantly switch them for another pair of gloves/gauntlets and back whenever the need arises. This approach, however, is potentially much more dangerous:
    • Forgetting to put on thick gauntlets before dropping/picking potions and food (working with item stashes, leaving important items outside of areas with increase item destruction) will cost the player all potions in question (food can be uncursed later). The effect on end-game stashes is particularly destructive.
    • Switching a pair of gloves takes at least 1 game turn which may cut off the possibility of using potions for emergency healing.
    Getting afflicted with poison hands while having neither a pair of thick gauntlets nor means of removing corruption is a significant disadvantage. All potions will have to be left on the ground and food management becomes an issue. The only guaranteed scroll of corruption removal in the High Mountain Village is always cursed and will not help without means of uncursing not dependent on holy water. There are no guaranteed early-game sources of thick gauntlets. Chaos knights often drop them, but they are high-DL monsters and are unlikely to be encountered early on. They start to appear in the wilderness as soon as the PC reaches experience level 25. PC Chaos Knights always start with a pair of thick gauntlets which is particularly desirable as they can also start the game with the corruption itself. Alchemistic gloves and artifact Shezestriakis provide partial protection from poison hands by allowing the PC to pick up potions and food without transforming the items although this protection does not activate 100% of the time. Unfortunately, they still do not prevent transformation when the PC drinks a potion or eats food.
  • Tips & tricks: Negative effects of poison hands can be used for practical gain when the transformation actually improves a potion or food:
    • Useless potions can be transformed into poison deliberately to create a stash which will be used after the corruption is removed.
    • Stomacemptia herbs can be deliberately cursed in order to improve their efficiency.
    • Cursed spider bread is much more nutritious for Dark Elven PCs.
Rage Description: You rage! Message when acquired: Suddenly a great hatred and anger takes control of you. Message when removed: You calm down. Attribute changes: -9 DV. Extra: Grants a +6 melee damage bonus. General: A fair exchange for dedicated melee fighters with good kit, but an absolute waste of DV for Archers and Wizards. Although PV is generally more valuable, all monsters have a chance of ignoring it, and some always do so, leaving DV as the PC's only defense. On the other hand, at some point, additional DV gives no actual benefit, while a little extra damage can be helpful to overcome high-PV enemies more quickly. Polearm-wielding characters with a good shield and high skill may not notice the drop in defense. For non-melee characters, it should be removed if the character has a means of corruption removal and does not need to become extremely corrupted for an ultra ending. Melee-oriented characters should remove it if their defense is already lacking. Rage is a good starting corruption for Chaos Knights, who are already protected by a great deal of PV from their starting equipment. Unlike armor of rage, this corruption has no effect on true berserking.
Scales Description: Your skin is covered by tough scales. Message when acquired: Suddenly your skin is transformed into tough scales! Message when removed: Your scales transform into natural skin! Attribute changes: -6 Dexterity, -4 Appearance, +8 PV.Extra: None. General: Most likely keepable, especially if you can cover the Dexterity loss with moss of mareilon. In the late game, some characters that depend on high Dexterity (e.g. using a lot of missiles or whips) might want to remove it. Early on, 8 PV significantly improves early game survival, making scales one of the better corruptions for a Chaos Knight to start with.
Stiff muscles Description: Your muscles have stiffened slowing you down. Message when acquired: Your muscles suddenly stiffen slowing you down greatly. Message when removed: The stiffness disappears from your muscles. Attribute changes: +2 Strength, +4 PV. Extra: Increases energy cost of all actions by 1.5x (other EP penalties/bonuses may cause imprecise results). General: Slows down all actions by 1.5x. Other EP penalties/bonuses may cause imprecise results. The bonuses are nowhere near worth the cost. Because energy cost is affected directly, rather than Speed, there is no bonus to experience. This should be removed immediately. Chaos Knights who begin with stiff muscles have a very low chance of survival.
Sulphuric breath Description: You exhale sulphur. Message when acquired: You start to exhale sulphuric clouds! Message when removed: Your breath suddenly is normal once more! Attribute changes: -4 Charisma. Extra: Grants Drakeling racial ability to spit acid at the cost of satiation points. General: The ability granted by this corruption is useful as an extra ranged attack, requiring no items or spell knowledge. The satiation cost can be an advantage for a bloated PC who needs to regain speed or urgently eat something like a pepper petal or displacer beast corpse. Definitely beneficial and should not be removed, unless after winning. Purely negative for drakelings, who already have the acid spitting ability, but a slight reduction of charisma is still a very minor downside.
Thin and nimble Description: You have become extremely thin and nimble. Message when acquired: Suddenly your body becomes extremely lean and your reflexes speed up! Message when removed: Your body becomes thicker and you assume your usual shape! Your reflexes slow down once more. Attribute changes: +6 DV. Extra: Reduces PC's weight and increases hunger rate. Required to access the Quickling Tree. General: An undocumented feature of this corruption is that it noticeably increases the PC's hunger rate; contrary perhaps to what one might expect, since according to the manual, trolls need to eat more because they're heavy. Though extra food consumption can be frustrating especially for trolls, most PCs are able to acquire a reliable food source before getting their first corruption. Thus, this corruption is almost universally beneficial thanks to the 6 extra DV. Chaos Knights who begin with this corruption are a major exception, and must make food acquisition an immediate priority, especially if they are also trollish. Along with very light, the PC must be thin and nimble to enter the Quickling Tree. Alternatively, the PC may have only the very light corruption and be a hurthling.
Thorns Description: You have grown thorns. Message when acquired: Suddenly thorns grow from your hands! Message when removed: The thorns in your hands suddenly retard and disappear! Attribute changes: -2 Dexterity, -3 Appearance. Extra: Replaces base 1d3 barehanded damage with 3d3. Causes minor damage when acquired which may kill on very low HP. General: This is not extra melee damage. It actually replaces the 1d3 die roll for normal unarmed attacks. It is also rumored to inflict bleeding on monsters more often. Monks and Beastfighters get no benefit at all. In most cases, other classes should not fight unarmed, since the damage output and other benefits of most weapons outweigh the damage bonus from this corruption. Thorns do give a good boost to Necromancers' Shadow Touch, which can be used on weaker monsters after tough fights. The damage inflicted on the PC when the thorns first grow (3d3) can be lethal if the PC already has very low HP.
Unholy aura Description: You are surrounded by an unholy aura. Message when acquired: You are suddenly emitting an unholy aura! Message when removed: The unholy aura surrounding you suddenly disappears. Attribute changes: -10 Charisma, +6 DV. Extra: Occasionally makes monsters to flee. Can turn shopkeepers hostile. General: This corruption mostly acts like armor of hate. At random times, nearby monsters will panic and flee from the PC, which would be rated between useful and annoying if not for the problem with shopkeepers: instead of being afraid of the PC, shopkeepers become afraid of losing their business (because the PC is scaring away their clients). This results in a hostile shopkeeper, a lost shop (although all items are now free for collection) and lots of thugs. If the PC has any unpaid items when this is triggered then it is classified as a shop robbery, with associated alignment drop and possible cursing or dooming. If this happens with Munxip or Waldenbrook, the entire town becomes hostile and the PC loses access to local quests. Shopkeepers do not become hostile instantly, so it is usually possible to make purchases with controlled teleportation, especially if invisibility is applied (which helps until the "stares at your position with great intensity" message appears). There have been some reports of shopkeepers not becoming angry if the PC is not in their line of sight. Unholy aura is next to deadly for the PC early on, and very annoying midgame (before the Darkforge shortcut is opened). On the final dive when you do not plan on chatting with any NPCs or using shops, this might be rather decent as long as you do not rely too much on pets. Early on, it should probably be removed as soon as possible; later on it depends on the situation.
Very light Description: You have become very light. Message when acquired: You suddenly lose a *lot* of weight. Message when removed: Your suddenly gain a *lot* of weight. Attribute changes: -6 Strength, -6 Toughness, -6 Appearance, +4 Dexterity, +20 speed. Extra: Required to access the Quickling Tree. General: The exact impact of this corruption varies significantly with different play styles and combat tactics. The Strength and Toughness decrease is universally negative for all characters, affecting melee damage output, HP, PV (if Toughness was over 20 points before acquiring corruption) and carrying capacity. On the other hand, the Dexterity and Speed increase offers improved mobility, missile damage, and DV. Thus, the corruption significantly impairs brute force melee fighters, provides interesting synergy for evasion-oriented fighters (such as Duelists) and is somewhat beneficial for ranged attackers. It should be noted that despite its advantages, high speed significantly lowers experience gains. Finally, the Appearance penalty lowers corruption tolerance. Hurthlings that are very light are able to enter the Quickling Tree. All other characters also need to be thin and nimble on top of very light to fit in (and out of) the Tree entrance. Chaos Knights who are very light at the beginning of the game will be impacted by the strength and toughness loss as melee fighters, but may also find that an enormous speed boost improves early game survival by allowing them to easily flee from battles.
Acid blood Description: Your blood turned to acid. Message when received: Your blood turnes to acid! Message when removed: Your blood no longer is acidic. Attribute changes: None. Extra: Grants intrinsic acid immunity. Opponents inflicting melee damage on the PC may be slightly damaged and blinded for several turns. General: Whether it not it has negative effects, its provision of an elemental immunity and the potential to blind attackers makes it very desirable anyway. It may even save a character's life, if (s)he is engaged in melee while paralyzed and/or by a monster with multiple attacks.
Babbling mouth Description: You sport a babbling mouth on your forehead that rants and raves dark secrets. Message when received: You sprout a babbling mouth on your forehead that rants and raves! Message when removed: The babbling mouth on your forehead disappears. Attribute changes: -6 Charisma, -6 Appearance, -4 Perception, +8 Learning. Extra: Makes PC periodically cast a random spell draining all PP but granting a low number of spell knowledge points. Presumably makes the PC automatically fail all Stealth checks (including the check to receive the weird tome). General: A very odd corruption. Its Learning boost is universally beneficial, and whilst the stat penalties it brings are somewhat significant, the three stats in question are generally regarded as the least important ones. It also nullifies Stealth, as if the PC was using a torch. Its secondary effect, however, is a bit trickier to assess. At random intervals, the mouth screams a formula that invokes the same effect as a wand of wonder, i.e. casts a random spell and slightly increases the PC's knowledge of that spell. The effect seems to have a 1d1000 chance of occurring at each turn; some testing has shown statistics of a minimum of 71 turns and a maximum of 4339 turns passing before the effect activated. Though appropriately rare, it is possible for the randomly chosen spell to be Wish. There is an additional price to pay for this effect, though — once activated it depletes all of the PC's PP. This may prove very frustrating and even dangerous for PCs heavily relying on their own magic, although veteran spellcasters tend to have very fast PP regeneration. It does have the additional benefit of training Mana quite quickly without draining the PC's own spell base. Fighters inept with magic might find this effect quite beneficial, depending on the spell that is cast (though it does mean that very unfortunate accidents, like unexpectedly attacking an adjacent NPC with a ball spell, can occur). Mindcrafters, on the other hand, might be largely disadvantaged by the effect as they depend more on maintaining their PP.
Black eyes Description: Your eye(s) turned black. Message when received: Your eyes turn black! or Your eye turns black!. Message when removed: Your eyes return to normal. or Your eye returns to normal. Attribute changes: +3 Perception. Extra: Grants see invisible intrinsic. General: Grants the see invisible intrinsic, in addition to extra Perception. One of two corruptions with no negative effects whatsoever (the other being thriving on the flesh of order).
Bloody sweat Description: You sweat blood. Message when received: You start to sweat blood! Message when removed: You no longer sweat blood. Attribute changes: -2 Charisma, -4 Appearance, +5 speed. Extra: Unknown if any. General: A decent tradeoff of stats, since extra speed is beneficial for most situations. Speed can be particularly useful in the early game, thus making the corruption beneficial to Chaos Knights which are likely to start with terrible Charisma and Appearance scores anyway.
Bronze bones Description: Your bones are made from bronze. Message when received: Your bones turn into bronze! Message when removed: Your bones no longer are made from bronze. Attribute changes: -2 Dexterity, -2 DV, +3 PV. Extra: None. General: A fair exchange of dodging abilities for protection, even for Archers. Certainly not one of the most dangerous corruptions.
ChAoS hands Description: You are attached to ChAoS corrupting your foes. Message when acquired: You embrace the essence of ChAoS! Message when removed: You feel somewhat less attached to ChAoS... Attribute changes: None. Extra: Melee attacks will corrupt opponents. General: This effect is almost universally undesirable. A monster that poses little threat to begin with may be transformed into a writhing mass of primal chaos; which may become especially hazardous to PCs depending on melee as the corrupting touch actually heals chaos monsters like WMoPCs. The effect is usually not complete absorption — the enemy will suffer damage, and most corrupting monsters will recover just a small amount — but non-lethal hits will completely heal WMoPCs. Some corrupted monsters such as chaos rats are not dangerous, but not safer than their non-corrupted counterparts either. PCs depending on melee should thus remove it immediately, especially if acquired in D:50. Chaos Knights who start with ChAoS hands are in for a challenge, since Chaos Knights are primarily a melee class.
ChAoS whisper Description: The voice of ChAoS whispers disturbing secrets into your thoughts. Message when acquired: You suddenly hear the constant whispering of ChAoS in your thoughts! Message when removed: The constant whisper of ChAoS suddenly is silenced. Attribute changes: -6 Willpower, +4 Learning, +2 Mana. Extra: None. General: Willpower is usually easier to train than Learning by using herbs, so it is generally a good tradeoff; neither greatly beneficial nor very dangerous. The change in Willpower can signifantly impact the power of spells and mindcraft, but Mana also improves spell casting and Learning helps with reading books. None of these attributes are especially relevant to a Chaos Knight, so this is one of the more benign corruptions to start the game with.
Cold blood Description: Your blood is freezingly cold. Message when received: Your blood freezes! Message when removed: Your blood returns to normal warmth! Attribute changes: -2 Dexterity, -1 Appearance, -10 speed. Extra: Grants Drakelings' racial feature of cold-blooded physiology. General: Drakelings get no benefits at all from the corruption; they may want to remove the corruption to regain speed right away, though compared to some other corruptions it is somewhat tolerable. For other PCs, while the speed penalty is undesirable, the temperature-related effects can be positive as well as negative.
Decay Description: Your bodily tissues seem to be in a state of decay requiring a lot of will to stay up. Message when received: Your body starts to decay! Message when removed: Your body gets rid of all decay. Attribute changes: -5 Strength, -5 Appearance, -10 speed, +10 Willpower. Extra: Halves the rate of HP regeneration (natural and magically induced). General: Though the Willpower boost may be of benefit to Mindcrafters and mages wielding ball spells, the disadvantages are likely to significantly nuisance them without adequate strategies to compensate the loss of mobility and carrying capacity. PCs depending on melee might want to remove it for the stat changes alone, with the speed penalty likely to be a great concern for Chaos Knights that start with it. The regeneration penalty is definitely very undesirable to all, and may make it one of the worst corruptions even (or especially) for Mindcrafters.
Devour Order Description: You thrive on the flesh of Order. Message when received: You yearn to consume Order! Message when removed: You no longer hunger for Order! Attribute changes: None. Extra: Eating corpses of lawful beings grants a temporary 1d100 speed boost. General: Though its usefulness is limited by the facts that very few monsters in the game are lawful (blink dogs being one notable example) and the bonus does not last very long, it appears to be entirely beneficial as it has no known negative effects.
Gills Description: You sport gills. Message when received: You grow gills! Message when removed: Your gills disappear. Attribute changes: -3 Appearance. Extra: Grants intrinsic water breathing. General: Like sulfur breath, gills are definitely a very desirable corruption with only a minor downside. Water breathing is a quite difficult intrinsic to obtain, and it allows the PC to cross any river and even the Water Dragon Cave without taking any damage.
Hate the sun Description: You hate the sun and try to blot it. Message when received: You start to hate the sun. Message when removed: You no longer hate the sun. Attribute changes: None. Extra: PC will periodically darken tiles in his/her immediate vicinity. General: With no light sources, this corruption can become very annoying and the player might want to get rid of it as quickly as possible. It is especially dangerous in places where there is no reason to cast Darkness anyway — such as Terinyo or Dwarftown where the PC can thus accidentally attack unseen civilians, or in shops (unless the PC is shoplifting anyway). Chaos Knights who begin the game hating the sun are not especially disadvantaged, since they have little use for Terinyo anyway. Whilst fighting monsters that can't see in the dark certainly has advantages, most PCs (except Barbarians and Mindcrafters) have little problem learning the corresponding spell to cast it at will anyway. Can be extremely dangerous (deadly) to doomed characters.
Maggots Description: Your flesh continually spouts disease-ridden maggots. Message when received: Your flesh starts to spout disease-ridden maggots! Message when removed: Your flesh stops spouting disease-ridden maggots. Attribute changes: -6 Toughness, -2 Charisma, -4 Appearance, +4 DV. Extra: Occasionally spawns a tame white/red/brown/purple/green worm. Spawning a worm deals minor damage. General: Note that the positive part of the corruption will not occur if PC is wearing headgear, which limits its usefulness. Otherwise, a useful tradeoff.
Merged eyes Description: Your frontal eyes have merged to form one larger eye. Message when received: Your frontal eyes merge to form one larger eye! Message when removed: Your central eye separates into two smaller eyes. Attribute changes: -2 Charisma, -2 Appearance, +4 Perception. Extra: Some headgear will block Perception bonus when worn (presumably because of the face plate and visor placement). General: Note that the positive part of the corruption will not occur if PC is wearing headgear, which limits its usefulness. Otherwise, a useful tradeoff.
Mists of ChAoS Description: Your eyes are shrouded by the mists of ChAoS. Message when received: The mists of ChAoS shroud your eyes! Message when removed: The mists of ChAoS no longer cover your eyes. Attribute changes: -10 Perception. Extra: Grants see invisible intrinsic. General: Though it grants a quite useful intrinsic, there are quite a few other less harmful means of acquiring it. The significant loss of Perception is likely to have a noticeably serious impact on the PC's visibility range; additionally, if the PC's Perception falls as low as 1, the number of turns required for him/her to find a secret door/passageway by 's'earching increases dramatically. Some PCs (particularly Archers) might want to remove this quickly if they already have a source of see invisible.
Stilts Description: Your legs have stretched into long, fragile stilts. Message when received: Suddenly your legs grow into enormous fragile stilts! Message when removed: Suddenly your legs return to normal length. Attribute changes: -4 PV, -6 Appearance. Extra: Reduces movement energy cost by 0.25x (stacks with other bonuses — seven league boots, Barbarian's, Beastfighter's, Ranger's and Monk's class powers). Grants a -4 'k'ick attack damage malus. General: Kind of like the opposite of the stiff muscles corruption, the corruption exchanges some PV for increased mobility — quite a desirable tradeoff overall. It is not yet known if it inhibits Monks' abilities to kick down walls.
Tentacle mouth Description: Your mouth has turned into a writhing mass of prehensile tentacles. MesGeneral: sage when received: Your mouth collapses into a writhing mass of prehensile tentacles! Message when removed: Your mouth returns to normal. Attribute changes: -15 Appearance, +6 Dexterity. Extra: Introduces a significant chance for spellcasting, 'c'hatting and ventriloquism to fail. General: Great gain in Dexterity, but a huge loss in Appearance. Since Appearance determines the PC's resistance to corruption (as of v.1.2.0 prerelease 21), the latter means that the PC can be corrupted much more easily after getting this, which can be especially troublesome if this is one of the first corruptions the PC gets. Perhaps the most serious effect of the corruption is its effect on spellcasting — attempting to cast a spell can cause it fail and waste a turn. Characters wishing to cast spells will need to remove this immediately. Trying to chat with NPCs also fails very frequently, but can be done with enough persistence and is usually not a major problem anyway. This corruption seems to prevent the PC from getting the Weird tome from the Ghost librarian even if speaking succeeds on the first try.

Becoming corrupted beyond this point turns the PC into a chaos creature and the game ends at that point. All those purple js are probably former adventurers.

0.10.2 Gaining corruptions

The game keeps track of corruption with a numerical value which increments each time twenty turns pass in a corrupting zone. Note that there are 18 corruptions listed above. For each 1000 "points" of corruption, the PC gains one corruption. Simple arithmetic shows that 180 points equals 1% corruption and the PC gains a new corruption each time he passes a multiple of 1000/180 = 5.556%. This is a strict rule only up to 99% corruption. The 99% corruption level begins at 99 * 180 = 17820 corruption points, but the PC is given extra leeway at this point and does not transform into a chaos creature until the counter is over 19000 points.

0.10.2.1 Background corruption

As mentioned above, the PC must eventually enter areas where background corruption occurs. Areas with no corruption flag set:

Otherwise, the corruption points (CP's) gained depend on a Danger Level (DL) in particular area. Refer to section Appendix L for the list of areas and their DL's.

Thanks to Vladimir Panteleev for the following information.

No other corruption occurs if:

The background corruption is applied once every N turns. If the PC is doomed, that's TWICE every N turns:

if (TurnNumber mod N=0) or (Doomed and (TurnNumber mod N=1)) then

(this is how mathematicians/programmers say once normally and twice with doomed intrinsic per N turns)

N is calculated based on the DL the PC is on.

CorruptionSpeed is a 5-element array:

Put in words, N can be 2, 5, 10, 15 or 20. The smaller N, the faster the corruption. In the Infinite Dungeon, N is 20 for levels 10-29, 15 for levels 30-49, 10 for levels 50-69, 5 for levels 70-89, and 2 for levels 90 and above. The exception is level I: 66 (the special level with MaLaKaI) where N is 20. For other areas, N is 20 for DL 10-19, 15 for DL 20-29, 10 for DL 30-39, 5 for DL 40-44, and 2 for DL 45 and above.

If the background corruption is to be applied on this turn:

Now, there's a bug in the corrupting code. This is how it SHOULD have worked:

Bug fixed in v1.2.0.

However, only the first line is executed - the 90-day limit.

Being L+ decreases corruption by -30%, L or LN -10 %, C- enhances corruption by +30%, lawful Unicorn-borns -10%, L50 Farmers and lawful Paladins -30%, lvl50 Monks and Druids -10%.

Note that since background corruption is applied only by 1-2 points, the above do not affect its speed, but major corruptions, such as eating chaotic corpses etc. The "crowned as champion" status does not affect corruption speed. By the way, 1 corruption = 1000 CP's.

Note that a corrupting level can be made less so, or even completely noncorrupting, by reading scrolls of peace. These reduce the danger level, and thus the corruption rate of the current level. Bless the scrolls before reading them. The number of scrolls required depends on the level. If Dwarftown is generated on D: 10 or D: 11, for instance, reading a blessed scroll of peace will probably stop corruption. On the other hand, if it is necessary to stop corruption on a particular level of the Blue Dragon Caves, approximately nine scrolls of peace are required.

0.10.2.2 Corruption traps ^

Corruption traps are as common as any other trap in the dungeons. They cause 10d10 CP's. They are purple when revealed.

0.10.2.3 Corrupting hits from monsters

Some monsters corrupt by hitting the PC in melee. Common ones include chaos brothers, chaos sisters and the grues found in the elemental temples. Appendix J contains a complete list.

0.10.2.4 Artifacts which corrupt

0.10.2.4.1 Moon Sickle (

Moon Sickle is a unique artifact unlike any other in the game. It does not contain the essence of Chaos and Corruption and so does not corrupt merely by carrying it. Likewise, wielding it does not cause corruption. However, successfully hitting a monster with Moon Sickle adds 2d3 CP's. Although it has no slaying powers, it is worth considering as a weapon against very difficult monsters for those PCs who have trained polearms, despite its corrupting nature. It has excellent base to-hit and damage at +6, 10d4+6 and polearms have decent to-hit and to-damage modifiers. Remember, however, that Moon Sickle is AUTOCURSING. Also, it will create potions of raw chaos from regular potions by dipping it in them. This also means that holy water cannot be used to remove the curse.

Moon Sickle will be found guarded by an unnamed stone golem in the Caverns of Chaos, between Dwarftown and the Wall of Flames.

0.10.2.4.2 When carried

The following artifacts contain the essence of Chaos and Corruption and will corrupt the PC merely by carrying them:

The Black Tome of Alsophocus teaches the PC random spell, or improves knowledge in a known spell if read successfully. It grants 20 CP's per turn spent reading (base PP cost of the spell + 3), but min 200 and max 6666. The corrupting artifacts provide about 1/2 CP per turn when in backpack, and almost 1 CP per turn when equipped. The effects are cumulative. Of course more corruption is applied when successfully used (spear & sceptre).

0.10.2.4.3 When used

All of the Chaos Orbs fall into this category, however, there is a great deal of difference in the amount of corruption caused by using the different Chaos Orbs. Stephen White has determined the precise amount of corruption caused:

Corruption caused by using the Chaos Orbs
Chaos Orb CP's added per use Effect
Water 600 full HP
Fire 300 fireball
Air 500 air elemental pet
Earth 300 earthquake
Mana 5000 full PP; +3 Ma

Note that if a PC is wearing the elemental gauntlets when the orbs are used, the above corruption points are halved.

0.10.2.5 Potions of raw chaos !

Logically enough, if the PC drinks a potion of raw chaos it will cause corruption (50d5/50d10/50d30 CP's B/U/C). They can also corrupt, however, if the PC tries to use them to polymorph an item by dipping it in the potion. There is a chance the potion will explode, which causes 100d100 CP's as well as 10d30 damage. Dipping in potions of raw chaos will not make wands of wishing or rings of djinni summoning. See section 0.14.4.

0.10.2.6 Tracts of chaos "

Tracts of chaos grant corruption, ~100 CP's per reading. See section 0.2.6.

0.10.2.7 From pools 0

Drinking from pools may result in the message "You feel corrupted!" (1/52 chance). Self-explanatory, DLd30 CP's. Additionally, a pool inside Stone Circle causes massive corruption (10d100 CP's) per sip.

0.10.2.8 From corpses %

Some corpses will corrupt the PC if eaten. Obvious ones include the corpses of the Chaos Orb guardians. Others include Keethrax, Keriax and chaos animals. The effects won't be compiled here. You can browse Appendix J or section 0.3.3 for corruptions resulting from eating monster corpses.

0.10.2.9 Riurry U - the Greater Black Unicorn quest

Riurry will reward the PC with 1 - 2 corruptions for killing the Greater White Unicorn Yrruir.

0.10.2.10 Being crowned a champion of chaos

Being crowned a champion of chaos will cause 2 - 3 immediate corruptions in addition to making further corruption faster. Additionaly, 75% of demons will be generated neutral to crowned chaotics.

0.10.3 Removing corruptions

There will be a time when your PC wants to remove one or more corruptions. Some corruptions are very troublesome and worth getting rid of immediately. Later in the game, removing corruptions may be necessary simply to extend the life of the PC. Whatever the reason, a thorough knowledge of how to remove corruptions should be part of every experienced player's repertoire. There are several ways of doing this as outlined below. Corruption removal items are among the most precious in the game. They should always be blessed unless the PC is trying to specifically remove only one corruption that is impossible to deal with (poison hands can be impossible to deal with without thick gauntlets) while preserving others (for instance one needed to enter the Quickling Tree).

0.10.3.1 Potions of cure corruption !

Potions of cure corruption are exactly what the name implies - they remove corruption, approximately 0.75 corruptions for each blessed potion of cure corruption the PC drinks. A potion of cure corruption is also a quest object for Gaab'Baay.

Beware of cursed potions of cure corruption. They cause corruption rather than curing it.

Magnus Malm has done some research on potions of cure corruption:

Potions of cure corruption
Status Ten trials: corruption points added or removed Min Ave Max Dice
Cursed +147 +139 +151 +147 +168 +138 +147 +122 +150 +162 +138 +147 +168 -50d5
Uncursed -298 -298 -283 -258 -296 -291 -279 -275 -304 -279 -258 -286 -304 50d10
Blessed -695 -733 -735 -795 -734 -812 -826 -841 -804 -716 -695 -769 -841 50d30

0.10.3.1.1 Obtaining potions of cure corruption from Guth'Alak

Potions of cure corruption can be obtained from the druid Guth'Alak in Terinyo. He will reward a non-chaotic PC with a potion of cure corruption for delivering a greater chaos creature's or highly corrupted creature's corpse to him.

He will provide potion of corruption for the corpse of the following monsters:

If the PC is chaotic, it is a good idea to sell a chaos creature's corpse to Munxip for safekeeping, then buy it back at a later time when the PC is non- chaotic. It can then be traded to Guth'Alak for a potion of cure corruption.

0.10.3.2 Scrolls of chaos resistance ?

Blessed scrolls of chaos resistance remove about 1.5 corruptions per reading. There are several places where scrolls of chaos resistance can be obtained: the only absolutely guaranteed location is the hidden room in the High Mountain Village. This will always contain one scroll of chaos resistance, although beware - it is always cursed. Khelavaster will give six scrolls of chaos resistance to a PC that manages to save him. The dwarven mystic in Dwarftown may give four blessed scrolls of chaos resistance to neutral PCs. The bug temple has three cursed scrolls of chaos resistance. Finally, the Mad Minstrel will reward a PC who brings him the Weird Tome with five cursed scrolls of chaos resistance.

Beware of cursed scrolls of chaos resistance. They cause corruption rather than curing it.

Magnus Malm has done some research on scrolls of chaos resistance:

Scrolls of chaos resistance
Status Ten trials: corruption points added or removed Min Ave Max Dice
Cursed +293 +286 +301 +304 +324 +304 +311 +307 +284 +299 +284 +301 +324 -100d5
Uncursed -595 -567 -539 -565 -618 -514 -562 -552 -500 -533 -500 -555 -618 100d10
Blessed -1649 -1512 -1458 -1561 -1415 -1542 -1561 -1279 -1507 -1652 -1415 -1544 -1652 100d30

Note that these numbers are to a first approximation double those of potions of cure corruption. Thus cursed SoCRs are twice as bad as cursed PoCCs, while blessed SoCRs are twice as good as blessed PoCCs. The implications should be obvious: never drink or read any cursed corruption removal item, and bless SoCRs in any but a dire emergency.

0.10.3.3 Tracts of order "

Reading a tract of order amounts to an appeal to the lawful god for corruption removal. This is not free and uses up piety. Do not try this with a PC who does not have a very good relationship with his lawful god. (not exactly true - see section 0.2.6) The amount of corruption removed is around 100 CP's. Tracts of order are most useful to get rid of an annoying corruption as soon as it occurs, thus reseeding the RNG and hopefully avoiding it the next time a PC receives a corruption.

0.10.3.4 Yrruir U - the Greater White Unicorn quest

Yrruir will remove all corruption once as a reward for the PC killing the Greater Black Unicorn - Riurry. It is wise to wait to use this cleansing until it is absolutely necessary. If the PC is doing a normal ending, this should ideally be the last thing the PC does before leaving the Drakalor Chain to ensure a corruption-free ending, which leads to better scores and a happier future history for the PC after the game is finished.


Updated March 13th, 2011

Single-file Improved Adom Guidebook


Previous - TOC - Next
Scrolls of Familiar Summoning - Figurines of wondrous power - Taming monsters - Hawkslayer - Borys - Slaves - Necromancy choices

0.11 Companions

Did you know that you can order your companions around? Press Ctrl-o to do so. Press :c to view a list of your companions.

Companions are allies who will help the PC, to a point. They can be obtained in several ways:

Companions are often referred to as pets if they are animals. One word of caution before attempting to create a powerful companion - they are fickle and will sometimes turn on the PC at the slightest provocation - such as unintentionally triggering a fireball trap, injuring the companion. This is a very common cause of death from powerful companions. Note that fire-immune companions will not turn hostile. Some types of companions have a distinct personality and bear careful watching. A high Charisma score is very helpful when ordering companions about. Most companions (not undead like an emperor lich) can be healed using any of the normal techniques - casting Heal and throwing potions of healing, for example.

One problem that many players have with companions is that companions have a fixed speed. This means that as the game progresses and the PC gains speed via wearables, the Athletics skill, eating quickling corpses, etc., companions become slower and slower relative to the PC. This can become very annoying, with the PC forced to wait for companions to catch up. This problem makes many players reluctant to rely too heavily on companions.

Note also that companions cannot accompany PCs to D:50. Companions can be created on D:50, but they cannot cross D:49.

0.11.1 Scrolls of familiar summoning ?

These scrolls can be read to create a tame monster. The monster created is dependent on the danger level of the dungeon level. This means it is to the PC's advantage to read these in the most dangerous place possible. In the early midgame, the best place is probably the Dwarven Halls, since almost anything can show up there. Ancient karmic dragon, emperor lich and balor companions have been generated in the Dwarven Halls, for instance. B/U/C status of the scroll (+6 DL/0/-6 DL) as well as the Raven birthsign (+5 DL) also contribute to the level of the companion.

0.11.2 Figurines of wondrous power ]

These miniature statues are a relatively new feature in ADOM, implemented by TB in response to players' requests for pet shops. Figurines can also be found randomly in the dungeons. They generate a monster when used; the type of monster corresponds to the name (i.e. a jackal figurine of wondrous power). If the figurine is blessed when used, the monster produced is tame. As with scrolls of familiar summoning, it is best to use them in a dangerous place. The Small Cave is ideal, since newly generated monsters have roughly twice the experience level of the PC.

0.11.3 Taming monsters

This is a specialty of Bards, but any PC with the Music skill can try to tame monsters by placing a musical instrument in the tool slot and using it. Most PCs are not very successful at this until the Music skill level is in the 90s. The success rate is also dependent on the type of instrument used, with heavier instruments generally better than light ones. No PC can tame a pet if there are already three pets on a dungeon level. One or more pets must be led to a different level and left there. The PC can then return to tame more.

Beggars can be made into companions by giving them gold and/or food. It requires about 8000 gold pieces and 10 cooked lizards. Berserkers of the same gender can be tamed by giving them a wedding ring.

Some monsters can be tamed by feeding them. Cave lions and wild cats can be tamed by giving them rat or giant rat corpses. This is very useful to remember if the PC wants the Ring of the Master Cat (see section 3.16). Cave tigers can also be tamed, but they refuse to eat rat or giant rat corpses. Instead, they like pieces of raw or fresh meat. Unfortunately, it takes more than five pieces of meat to completely tame them; this is out of reach for most PCs. Wild cats, cave lions, giant raccoons, and black hurthlings can also be tamed with fish, which can be obtained from water squares in the wilderness (see section 0.4 Survival). Dogs can be tamed by giving them bones, which are readily available by killing skeletons. This can be especially useful with blink dogs. Tame a blink dog with bones, then get it involved in a fight. The blink dog will summon more of his brethren, some of which will inevitably be killed. A blink dog corpse will eventually be generated, which grants teleport control when eaten. This is particularly useful for lawful PCs. Since blink dogs are lawful, killing them will wreak havoc on a lawful PC's alignment.


Taming Monsters
Monster Method
Animal Music, raw meat, fresh meat
Beggar gold, food
Berserker wedding ring (if same gender)
Black hurthling, giant raccoon fish meat
Cave lion, wild cat (giant) rat corpse, fish meat
Cave tiger raw meat, fresh meat
Dog bone, raw meat, fresh meat, sausage

Additionally, rust monsters can be made non-hostile by giving them iron items, but they can't be tamed.

0.11.4 Hawkslayer, the burly adventurer @

Information on the burly adventurer in the High Mountain Village can be found in section 2.1.2.

0.11.5 Borys, the flesh golem Y

A flesh golem can be bought in the High Mountain Village. More on this in section 2.1.8.

0.11.6 Slaves

Slaves are the undead created to serve a Necromancer PC. They share some characteristics with companions. They will fight against a Necromancer PC's opponents up to the point where injuries cause them to panic and become afraid of further combat. As with companions, a high Charisma score enables the Necromancer to better control his slaves. Note that traditional methods of healing damage undead rather than healing them. The Bless spell also damages undead. Undead in skeletal form (skeletons and skeletal warriors) can be healed by giving them bones. Others must simply heal at their natural rate, which is often frustratingly slow. Unlike companions, slaves will never turn on their master.

If a Necromancer manages to survive to a high enough level to find quickling corpses, especially higher-level quickling corpses, most of the problems with undead vanish. Quicklings are considered humanoid in ADOM and so their corpses can be animated with Necromancy. They are extremely fast (this also means the problem with slow companions vanishes) and regenerate wounds at a phenomenal rate. One particular quickling king skeletal warrior on record killed Nuurag-Vaarn, the Chaos Archmage, before the PC knew it had happened.

Note that slaves are not subject to the experience level 50 limit as PCs are. It is quite possible for slaves to reach experience level 100 and higher. Needless to say, they become formidable at those levels.

One trick Necromancers can use to create out of depth slaves is to exploit the properties of the Small Cave (check section 1.4 for a general explanation of how the Small Cave works). In this scenario, a Necromancer PC avoids entering the Small Cave at the beginning of the game, instead gaining early experience in the Infinite Dungeon or elsewhere. As the game progresses, a source of invisibility will eventually be found. It is rare for monsters that see invisible to be generated in the Small Cave. At the same time, many are humanoid and their corpses are usable for Necromancy. If an experience level 20 Necromancer enters the Small Cave while invisible, he can reasonably expect to leave or descend into the Unremarkable Dungeon with a couple of level 35 - 40 slaves. Very useful at that point in the game.

Creating undead corpses is chaotic act, which reduces alignment by 300, costs PP (increases with level) and most importantly Mana. When Mana is reduced to 1, the PC can continue creating slaves at no Mana cost, but only those costing 1 Mana. The PC "is not powerful enough" to create slaves which would reduce Mana attribute below zero. However, animating a corpse trains Mana 2 000 points. Note that lvl 1-5 Necromancers, as well as other classed dabbling in Necromancy, don't get to choose, but create zombie or skeleton randomly. The chance is 100% zombie at level 1 to about 50% zombie / 50% skeleton at level 5. Mana cost is reduced for Necromancers at level 40.


Necromancy choices
Undead being Availability lvl Ma cost lvl 1-39 Ma cost lvl 40-50
[A] skeleton 1 1 1
[B] zombie 1 1 1
[C] ghul 6 1 1
[D] shadow 10 2 1
[E] corpse fiend 13 2 1
[F] wight 16 2 1
[G] wraith 19 2 1
[H] mummy 25 3 1
[I] skeletal warrior 29 3 1
[J] ghost 33 3 1
[K] spectre 37 4 2
[L] vampire 41 N/A 4
[M] shadow lord 46 N/A 5
[N] lich 50 N/A 8

Good repeatable sources for more powerful corpses are the Quickling Tree, Minotaur Maze, and stone giants from Mining.


Updated March 6th, 2013

Single-file Improved Adom Guidebook


Previous - TOC - Next
Resistances - Immunities - Dooming and Cursing - Lucky and Fate smiles - Teleportitis and Teleport Control - Invisibility and See Invisible - Water breathing - Status conditions - Item powers

0.12 Powers

Powers in ADOM are intrinsics, status conditions and item powers. Status conditions differ from intrinsics, as intrinsics are usually permanent unless/until they are removed (by removing an item if granted by one; or by magical means such as pools or karma). Also, status conditions appear in the bottom left of the game screen; whilst intrinsics can usually only be identified by a potion of insight or the Revelation spell. Item powers are magical properties of certain items, usually artifacts.

0.12.1 Intrinsics

There is no command to view your intrinsics. You have to find a way to see them in game. The available methods are:

0.12.1.1 Resistances

There are various resistances available. These are:

Remember that resistance does NOT equal immunity in ADOM, ie. being hit by a death ray while resistant will not kill you instantly, but will still deal a significant amount of damage. Some of the resistances can be gained by eating an appropriate monster corpse: Intrinsic fire resistance can be gained by eating the corpse of fire-related creatures. The game generates messages related to this:

There are further considerations about fire resistance in the Tower of Eternal Flames. See section 2.5 for more explanation.

An interesting test conducted by Petri Sihvola regarding petrification by a gorgon's breath:

> I did some testing and there's an approximate 50% chance of dying
> to a gorgon breath without resistance. However, if DV is high enough
> the chance is drastically reduced. This one shows my DV and how many
> times I died:

> DV:23 10/20
> DV:44 8/20
> DV:53 1/20
> DV:69 0/20
The following table shows the means of gaining various resistances:

Gaining resistances
Resistance Wearables Wielded Weapons Class powers
Fire ring of fire resistance, ring of minor elemental mastery, robes of resistance, bracers of resistance, red dragon-hide gauntlets, Black Torc, Perion's Mithril Plate Mail, Brannalbin's Cloak of Defense, Rolf's Savior, Nature's Friend, Ring of the High Kings, Elemental Gauntlets, Shezestriakis, blue armor Rolf's Companion, Hammerhead, Trusted One, Staff of the Wanderer, Whirlwind, red weapon Elementalist level 6
Cold ring of cold resistance, ring of minor elemental mastery, amulet of the cold heart, bracers of resistance, white dragon-hide gauntlets, Black Torc, Brannalbin's Cloak of Defense, Rolf's Savior, Nature's Friend, Ring of the High Kings, Elemental Gauntlets, Shezestriakis, red armor, white armor sword of Nonnak, Trusted One, white weapon  
Acid ring of acid resistance, alchemistic gloves, robes of resistance, black dragon-hide gauntlets, Perion's Mithril Plate Mail, Brannalbin's Cloak of Defense, Nature's Friend, Shezestriakis, green armor Staff of the Archmagi, Trusted One, green weapon  
Shock robes of resistance, ring of minor elemental mastery, bracers of resistance, blue dragon-hide gauntlets, Black Torc, Brannalbin's Cloak of Defense, Nature's Friend, Ring of the High Kings, Elemental Gauntlets, Shezestriakis, yellow armor Sceptre of Chaos, Executor, Trusted One, Spear of Raw Steel, yellow weapon Elementalist level 12
Poison crown of leadership, alchemistic gloves, Preserver, Ancient Mummy Wrapping, True Strength, Celestrix, Rolf's Savior, Shield of Raw Steel, Nature's Friend, Ring of the High Kings, Shezestriakis whip of the snake, Bugbiter, Serpent's Bite, Soaker, Sceptre of Chaos, Spear of Raw Steel Beastfighter level 6, Healer level 50
Paralysis amulet of free action, Preserver, Lust for Glory, Boots of the Divine Messenger Soaker, Long Sting, Trusted One Necromancer level 6, Paladin level 40
Petrification amulet of petrification resistance, Crown of Chaos, Medal of Chaos, Lust for Glory Trusted One  
Death Rays amulet of death ray resistance, bracers of resistance, Crown of Chaos, Amulet of Raw Steel, ancient mummy wrapping, True Strength, Celestrix, Lust for Glory, Bracers of War, Boots of the Divine Messenger Sword of Nonnak, Trident of the Red Rooster, Death's Blade, Trusted One  
Confusion helm/ring of mental stability, crown of leadership, ring of the clear mind, Shirt of the Saints, True Strength, Protector, Bracers of War Staff of the Archmagi, Soaker, Skullcrusher, Executor, Axe of the Minotaur Emperor Mindcrafter level 6
Stun ring of stun resistance, Amulet of Raw Steel, Medal of Chaos, Ancient Mummy Wrapping, Protector, Bracers of War, Ironfist, padded armor Grod, Wyrmlance, Hammerhead, Skullcrusher, Executor, Big Punch, Trusted One Beastfighter level 12
Sleep bracers of resistance, Amulet of Raw Steel, Ancient Mummy Wrapping, Shirt of the Saints, Celestrix, Protector Staff of the Archmagi, Executor, Trusted One, Staff of the Wanderer, Black Thumb  
Sickness [1] amulet/armor of health   Paladin level 40, Healer level 50

[1] Final sickness attack deals 6d6 damage. It can be prevented with resistance, or (Wi*3.45)% chance or (Healing/5)% chance.

0.12.1.2 Immunities

Immunity to the four basic damage types is possible: fire, cold, acid and shock. Immunity means that the PC will take no damage from the corresponding elemental attack. However, creatures which deal elemental damage can still harm the PC, due to their ability to deal physical damage. The PC is only immune to damage from the elemental attack.

Obtaining immunities:

0.12.1.3 Dooming and Cursing

Basically, Cursed and Doomed intrinsics decrease PC's Luck, which is a hidden property. See section 0.6.4 for details.

Dooming or Cursing, as might be expected from the names, is generally to be avoided. They result from robbing shops, by drinking from pools, attacking karmic creatures in melee, reading scrolls of ill fate, cursing monster attacks (green hag, annis hag, black wizard, black druid), or eating certain corpses:

Cursing makes the game nudge all the die-rolls against the PC, generate more monsters which hit harder while the PC's hits become weaker. Dooming is a more severe form of this. Dooming also increases background corruption rate, and makes it much more difficult to pray for divine help.

Nevertheless, there are ways to exploit these intrinsics. These techniques are not for the beginner, of course. Vaults and wilderness encounters become more common. If the PC wants to achieve Grand Mastery in a weapon class, becoming Cursed and/or Doomed in the wilderness is the only way to do it in a reasonable time frame.

Dooming and cursing can be removed by sacrificing at a coaligned altar. It may take considerable sacrificing to remove the Cursed/Doomed intrinsics, since they are only removed at the "very close" level of piety. Praying while the PC is already at very close status also may remove dooming and/or cursing, although these intrinsics make it more difficult to appeal for divine assistance, as noted above. Removing Dooming (only) results in the message "You feel a terrible gloom being lifted from you." Removing Cursing (only) results in the message "You feel relieved." Removing both Cursing and Dooming simultaneously results in only the "You feel a terrible gloom being lifted from you." message.

Another trick for exploiting the Doomed state is as follows: If a PC finds an altar early in the game, ideally before the Si level so that zero or very few artifacts have been generated, the PC should purchase or acquire plenty of food (cooked lizards and/or stomafillia herbs), become Doomed by eating a dooming corpse (daemons and quasits spring to mind) or wearing a ring of doom, and then exploit the heavy monster generation by sacrificing the monsters on the altar. This can quickly lead to very close or even extremely close status. After the Dooming is removed, by removing a cursed ring of doom or through reaching very close status, the PC can be crowned or precrowned.

Dooming also has an effect in dark rooms: if a Doomed PC wanders into a dark room, there is 2% chance for an instakill "You are likely to be eaten by a grue." (this only applies to Doomed characters). Deliberately playing in a Cursed or Doomed state is dangerous and should be reserved for those players who know exactly why they are doing it.

There is a game bug that causes fireproof blankets to be positively affected by the Cursed and Doomed intrinsics. It makes them last almost forever in the ToEF. It is probably not worth the cursing or dooming to make the blanket last. The ToEF is usually difficult enough in a Blessed state. The bug is fixed in v1.2.0.

The following items grant Cursing/Dooming intrinsics:

0.12.1.4 Lucky and Fate smiles

Basically, Lucky and Fate smiles intrinsics increases PC's Luck, which is a hidden property. See section 0.6.4 for details.

The Lucky and Fate smiles intrinsics are the good counterparts to the Cursing and Dooming intrinsics, respectively. They cause the game to nudge die-rolls in the PC's favor. The effect is not as dramatic as the Dooming and Cursing intrinsics - Fate smiles almost counters Cursing. It should be noted that all four intrinsics may be present simultaneously. The negative ones are considerably stronger.

The Lucky and Fate smiles intrinsics are naturally gained by PCs as they sacrifice on coaligned altars; the messages are:

"You feel an inner strength lifting your spirits!" - The Lucky intrinsic
"You feel very close to -deity-." - The Fate smiles intrinsic

Eating karmic corpses increases Luck, by losing Dooming, Cursing, or gaining Lucky or Fate smiles intrinsics. Scrolls of luck work similarly but have no effect on Dooming.

The following items grant Lucky/Fate smiles intrinsics:

0.12.1.5 Teleportitis and Teleport Control

Teleportitis is a "disease" that causes your PC to teleport around randomly. It is obtainable from pools (you feel jumpy), corruption (your close attunement to corrupted astral space allows teleportation), from eating the right corpse (pixie) and items (helm of teleportation, cloak of Oman). It can be useful for escaping tight spots such as being surrounded by monsters (though it never seems to kick in when needed ;), for shoplifting and for reaching areas that are usually inaccessible.

Teleport Control allows you to choose the destination when teleporting your PC. It works whether the cause of the teleportation is teleportitis or deliberate, such as zapping a wand of teleportation or casting the Teleport spell at the PC's current location. Mindcrafters always get teleport control at experience level one, others have to rely on eating the right corpse (blink dog), drinking from pools (you feel like jumping around) or wearing items (amulet/ring of teleport control, boots of the Divine Messenger).

Controlled teleportation is important in the game. There is a guaranteed wand of teleportation in the VDDL level of the Assassin's Guild. It can be found using any of the item detection techniques. The wand and potions of booze are then on-demand teleportation. Teleport control is not guaranteed but if necessary, the PC can stair hop in the Infinite Dungeon between I3 and I4 until blink dogs are generated.

The following locations disallow teleportation of any source:

0.12.1.6 Invisibility and See Invisible

Invisibility provides several bonuses to Stealth, Backstabbing, to hit/damage etc. Be aware however that invisible PCs are not allowed to fight in the Arena. Invisibility can be gained by drinking from pools (you suddenly are gone), eating invisible stalker corpse (10% chance), or wearing items, such as ring/robe/cloak of invisibility, or Brannalbin's Cloak of Defence. Being invisible by wearing items severely increases food consumption, see section 0.3.2 for details. Potions of invisibility/visibility and the Invisibility spell provide temporary effect.

The See Invisible intrinsic can be gained by drinking from pools (your eyes tingle), eating invisible stalker corpse (90% chance), wearing a ring of see invisible, Amulet of Raw Steel, Medal of Chaos, Ring of the Master Cat, Crown of Leadership, Ancient Mummy Wrapping, Shirt of The Saints, or wielding Rune-covered Trident or Trident of The Red Rooster.

0.12.1.7 Water breathing

It is possible to gain the water breathing intrinsic by eating Blup's or Shyssiryxius' corpse. The message "For some seconds a strange liquid seems to fill your lungs." is generated.

Elementalists receive water breathing as an intrinsic class power at experience level 25. Certain items and wielded weapons grant the intrinsic:

The following items also stop drowning, although water breathing is not listed as an intrinsic at the time.

0.12.2 Status conditions

Status conditions are effects caused by certain actions in the game that temporarily influence characteristics of the PC (or a monster, if cast on one by certain means). Such characteristics include loss of HP, loss of certain attributes, inability to use certain commands or even complete loss of mobility for a certain amount of turns. Some may even be fatal. Status conditions are almost always negative; though a few can actually have positive effects.

0.12.2.1 Hunger
Condition Effects Causes Cure Notes
Bloated -3 DV, -10 Speed, -2 to-hit satiation > 2500 wait Prevents PC from eating most food, except certain potions.
Satiated -1 DV, -5 Speed, -1 to-hit 1500 < satiation <= 2500 stomacemptia herbs or wait  
Hungry none 100 <= satiation < 200 eating [1] Just serves as a warning.
Hungry! none 50 <= satiation < 100 Just serves as further warning.
Starving! -4 St, then -St, -Le, -Wi, -Dx [2] satiation < 50 In this state, most PCs will eat things they normally wouldn't out of desperation; for example, Dwarves will eat orcs and non-trolls will eat dopplegangers.
Starved Death! satiation <= 0 N/A High To prevents dying out of starvation too soon.

[1] Or other methods for increasing satiation, see 0.3.1.1.

[2] The attributes drop until half of the original value is reached (for St, it is half of original-4).

For more detailed information about hunger conditions and satiation levels, see section 0.3.2.

0.12.2.2 Burden
Condition Effects Causes Cure Notes
Burdened -1 DV, -5 Speed, -1 to-hit, food consumption +1 when moving carrying too much [1] droping items or increasing carrying capacity Trains St if St<15.
Strained -2 DV, -10 Speed, -2 to-hit, food consumption +1, +2 when moving Trains St if St<16.
Strained! -3 DV, -20 Speed, -3 to-hit, food consumption +1, +3 when moving [2] Trains St if St<18.
Overburdened! -4 DV, -40 Speed, -6 to-hit, food consumption +2 Trains St if St<20; abuses Dx; cannot pick up items or move.
Crushed! Death! N/A  

[1] The PC's burden levels can be checked using the command :b.

[2] Walking down staircases whilst very strained can cause the PC to fall, injuring her.

0.12.2.3 Bleeding
Condition Effects Causes Cure Notes
Bleeding -1-4 HP/turn [1] monster attacks; pools First Aid skill or bandage Can be inflicted on monsters by weeping weapons.
Bleeding! -5+ HP/turn [1]

[1] Bleeding status occurs when the number of turns the PC is to bleed for is between 1 and 4 inclusive, Bleeding! when it is 5 or higher. HP loss caused by either status is always equal to the amount of bleeding turns left, which decreases by 1 each turn.

0.12.2.4 Tactics
Condition Effects Causes Cure Notes
Berserk + X to-hit, + Y to-damage, - Z DV [1] setting the appropriate Tactic - F1 choosing another tactic setting One of the conditions for becoming True Berserker, see 0.7.4.
Coward - X to-hit, - Y to-damage, + Z DV [1] setting the appropriate Tactic - F7 If your HP is below 1/3 of maximum, moving costs 20% less EP.

[1] X, Y and Z modifiers are increased by the Tactics skill, Strength and Dexterity.

0.12.2.5 Positive
Condition Effects Causes Cure Notes
Blessed +2 Luck, +1 PV casting Bless spell on the PC (temporary), crowning (permanent) fallen champion; particularly unholy rooms The only truly positive status.
Invisible see section 0.12.1.6 above pools; potion of visibility (temporary) Invisible PCs cannot enter the Arena.

0.12.2.6 Other
Condition Effects Causes Cure Notes
Blind -8 DV, -4 to-hit; you cannot see PC's location on the map; PC cannot identify monsters or items (same effects as being in darkness); disables many actions: shooting, kicking, applying certain skills light trap, flashing door trap; cursed potion of invisibility, potion of blindness, cursed potion of booze; being hit with a glob of mud; failing to learn a spell from a book the glob of mud is removed using Wipe Face; blessed potion of blindness; prayer Being blind is one way to melee a Dorn Beast without becoming paralysed.
Confused actions of PC are considerably restricted - any direction key, including . and 5, causes PC to stagger in a random direction (even if this means falling into water!); PC can't shoot, zap wands, read, sometimes also fail to cast spells and can't control teleportation doppleganger attacks; spells cast by monsters such as liches, wyrms or skeletal kings; eating certain corpses (such as minotaurs or displacer beasts); non-blessed potion of confusion; failing to learn a spell from a spellbook; IBM guild manual confuses permanently blessed potion of confusion; prayer Combat staggering by applying First Aid or cleaning Ears.
Deaf no messages related to sounds will be generated; additionally, the PC cannot Chat to any NPCs (the message "You don't know how to communicate by using sign language." is generated) plugging the PC's ears by Using beeswax; non-blessed potion of deafness; exploding door traps blocked ears are cured by using the clean Ears command or if the wax is destroyed by fire; blessed potion of deafness; prayer Forcing the PC to be deaf is one way to survive being instakilled by the Banshee's scream. Curiously, the PC can still hear shopkeepers whilst deaf.
Drunk -3 DV, -1 to-hit, +2 to-damage; no effect on moving, shooting or casting spells; small penalty for spell learning non-cursed potion of booze; ales from Torgall in Dwarftown; pools wait It wears off rather quickly.
Mute cannot cast spells except for by wands; obviously, cannot chat harpy corpse prayer or wait  
Paralyzed cannot take any action for a number of turns - meaning that if there are monsters around, they are able to hack away at the hapless PC being attacked by or attacking a gelatinous cube, floating eye, Dorn Beast; attacks from mimics, ghuls, casino guards, carrion crawlers, brown worms, dark elven princesses, liches; attacking stone ooze; eating gelatinous cube or ghul corpses wait A PC can safely melee a Dorn Beast without being paralysed if they cannot see it (the PC is blind, the beast is invisible, or the battle takes place in darkness).
Poisoned PC takes Damage every Frequency number of turns (poison effect has two parameters: Damage and Frequency) potion of poison; potion of oil; oil of rust removal; monster attacks from snakes, spiders, assassins, thugs, dark elven warriors and lords, imps, centipedes etc.; corpses of certain monsters - spiders, imps, zombies, giant centipedes etc.; demon daisy; pools potion of cure poison, alraunia antidote, Neutralize Poison or Slow Poison spells; prayer Can be inflicted on monsters by attacking them with a weapon dipped into potion of poison (or Serpent's Bite).
Sick each attribute is reduced; the PC will suffer feverish attacks every time their HP is higher than half their max HP; it may wear off harmlessly by itself, but sometimes when it wears off the PC will "suffer one last major fever attack" which deals 6d6 damage attacks from mummies, corpse fiends, green blobs/slimes/worms; eating corpses of kobolds, rabid dogs, quasits, were-beasts; potion of sickness; devil's rose; pools Cure Disease spell; curaria mancox herb; potion of healing or better (these don't always work); fairy dragon corpse; prayer works only if piety is above 3000 and the PC is fully healed Feverish fits (last brutal sickness attack) + Paralyzed or Sleeping = Death.
Sleeping cannot act for a few turns harpy or werejackal songs; coshoo or homunculus attacks; eating a homunculus or coshoo corpse wait Though roughly equivalent to paralysis, sleep is generally not as dangerous; as monsters that inflict sleep do not tend to be as powerful or persistent as monsters that inflict paralysis.
Slowed Speed -50% Slow Monster spell cast on the PC; attacks from clay golem, slow shadow, stone snake, WMoPC prayer Increasing the PC's speed may improve the situation, but won't remove the speed penalty.
Stunned pressing a direction button will cause the PC to stagger in a random direction, but unlike confusion, the PC can safely skip their turn using . or 5; can't perform actions such as drinking potions or shooting; may be unable to cast spells flashing door trap; powerfull monster attack; failing to learn a spell from a spellbook; non-trolls eating a cursed hurthling cake prayer Note a potion of stun recovery won't work, as the PC's hands will shake too much to drink potions.

0.12.3 Item powers

For the effects of "Essence of Chaos and Corruption" power, see section 0.10.2.4.

0.12.3.1 Regeneration

Regeneration is a special item power which generates one additional hit point per turn. It works in addition to natural regeneration described in section 0.14.6. The effects are cumulative, so if the PC has two sourcers of Regeneration, it gains additional 2 HP per turn. The following items grant Regeneration: crown/ring/bracers of regeneration, knife of endurance, Bracers of War, Preserver, True Strength, and Celestrix. It is possible to regenerate a maximum of 9 HP per turn via Regeneration (head, amulet, girdle, hands, rings, bracers, missile).

0.12.3.2 Critical hits

Critical hits is a special item power which allows the PC to score critical hits more often. If a Critical hit is scored, the attack message generated includes "with full force" phrase. In case of missile attack, the message includes "exactly hit" phrase. As critical hits do not bypass PV, it is possible to receive the "You hit the -monster- with full force and fail to hurt it." message. In such a case even the double amount of damage wasn't enough to get past the PV. Consider switching the form of offense. The following items grant Critical hits: orcish dagger, whip of slaughtering, murderous weapon, Bracers of War, Ring of the Master Cat, Grod, Serpent's Bite, Axe of the Minotaur Emperor, and Spear of Raw Steel. Refer to section 0.7.7 for more quantitative details.

0.12.3.3 Autocursing

Autocursing items become cursed when equipped. It is obviously a bad effect, though not terrible for moderately advanced PC, since the curse can be removed via regular means, which include dipping the item into potion of holy water, reading a scroll of uncursing, casting the Remove Curse spell, praying, or using Wizard's 40th level class power. The following mostly bad items share the AUTOCURSING property: amulet of hunger, ring of doom, ring of the fish, ring of weakness, gauntlets of peace, boots of the slow shuffle, auto-locking armor, Black Torc, Medal of Chaos, Crown of Science, Shezestriakis, Moon Sickle, and Kinslayer.

0.12.3.4 Slaying

Many artifact and few special regular weapons are imbued with Slaying powers. This means the particular weapon always scores a critical hit against certain monster types. Vanquisher is very valued artifact weapon since it slays almost everything. A missile of slaying (without specification) slays everything. Refer to section 0.9.4 to determine monster types.
Slaying weapons
Monster type Weapons
Battle bunnies rabbit knife
Constructs Vanquisher, Purifier, arrow/quarrel of construct slaying
Demons Vanquisher, Grod, Rune-covered Trident, Purifier, Executor, Trident of the Red Rooster, Justifier, arrow/quarrel/sling bullet of demon slaying
Dragons Vanquisher, Wyrmlance, arrow/quarrel of dragon slaying
Giants Vanquisher, Grod, arrow/quarrel of giant slaying
Humanoids Vanquisher, Serpent's Bite, Skullcrusher, Executor, Kinslayer, arrow/quarrel of humanoid slaying
Insects Bugbiter
Jellies Vanquisher, Soaker, arrow/quarrel of jelly slaying
Plants Scorched Spear, Black Thumb
Rats Cat's Claw
Undead mace of disruption, Vanquisher, Rune-covered Trident, Purifier, Trident of the Red Rooster, Justifier, Sun's Messenger, Black Torc, arrow/quarrel of undead slaying

0.12.3.5 Returning

Some missiles or weapons possess a special Returning power, which means the missile or weapon returns when thrown. This does not mean the PC catches it automatically - the actual chance of successfully catching a returning missile depends on Dexterity and Luck. The following missiles and artifacts share the Returning power: dagger/spear/drakish scurgar of returning, curved throwing club, javelin of doom, boomerang, Black Torc, Rolf's Companion, Rune-covered Trident, Trident of the Red Rooster, Hammer of the Gods, and Spear of Raw Steel.

0.12.3.6 Penetration

Penetration is the act of bypassing the PV of a creature in combat, dealing damage as if the creature has PV of 0. For PC, penetration can only be achieved via a phase dagger, a penetrating weapon, a missile of penetration, or via Archer's 40th level class power, which grants 20% chance of bypassing enemy armor when using missile. On the other hand, several monsters, such as ratling duelists and claw bugs, will always bypass the PV of the PC.

0.12.3.7 Item statuses

The following statuses modify the item's function or stats in some way. More than one status can be present at the same time.

Artifacts are mostly excluded from these statuses, except they can be poisoned by dipping them into a potion of poison and broken with a cursed scroll of repair. Fixed in v1.2.0.


Updated January 10th, 2014

Single-file Improved Adom Guidebook


Previous - TOC - Next
Messages: Monsters or monster vaults - Special dungeon features - Traps - Unique levels - Special - Traps - Doors - Rooms - Room effects - Herbs - Shops - Rivers - Pools - Forges - Hives - Vaults - Royal treasuries - Altars - Graves - Cavernous levels - Webs

0.13 Dungeon features

0.13.1 Messages

See also section 0.2.3.3.5 for messages generated when sacrificing.

0.13.1.1 Messages which indicate the presence of monsters or monster vaults
Message Meaning
You feel excited. vault
You feel truly excited. greater vault
You sense a certain tension. room full of monsters
You sense the death of an innocent being. Cute Dog has just been killed
You feel a surge of power. artifact, guarded by a named monster
You hear a distant wind. vortex
You hear a distant "Hurumph!" Dorn Beast
*THUMB* titan or greater moloch
You hear a horrible unearthly wail in the distance! Banshee
You see a small hole in the ground. hive
Something is moving in the hole beneath your feet. hive creature is trying to emerge while the PC is standing on the hive
The whole dungeon level seems to be shaking. hive creature tried to emerge from a hive and was not successful [1]
You nearly fall into a small hole in the ground. hive in the dark
You see a crumpled hole in the ground. empty hive
The floor is very rough here. empty hive in the dark
You hear clicking sounds. ants
You hear buzzing sounds. bees
You hear an evil hissing and something large crawling about the ground." giant ant queen
You hear a vile buzzing sound! giant bee queen
You hear a slurping sound. spider spun a web
You hear a ripping sound. web was torn apart
You hear a burping/popping sound. breeder just bred
You hear a grinding sound. something just dug through stone
You sense imminent danger... chance of out-of-depth danger generation
... but the feeling passes. but it didn't happen
You sense a rupture in the spiritual aura of this place. (greater) moloch smashed an altar
You feel the presence of a friend. companion was generated out of LOS - in a dark room, for example
Someone shouts: "*Yippiyaiyay!*" Tywat Pare has found a bandit

[1] It will be followed by messages that indicate the reason, for instance "The center of the earthquake seems to be directly beneath your feet!" which means the PC is standing on the hive. There are other messages that need to be compiled regarding other monsters standing on the hive, etc.

0.13.1.2 Messages which indicate the presence of a special dungeon feature
Message Meaning
You hear the wind howling. forge
A lot of stuff seems to be standing around here. PC is standing at a forge's location in the dark
You sense a pious aura. altar
You stumble against some stone block. PC is standing on an altar in the dark
You hear someone counting money. shop
You hear someone cursing shoplifters.
You hear the chime of a tiny bell.
You hear arcane mumbling. shop being restocked
You feel observed. shop - invisible PC has been detected by a shopkeeper who is out of LOS
You hear splashing sounds. pool (note similarity to acid trap below)
Your feet suddenly feel wet. pool in the dark or while blind
You hear the sound of rushing water! river (note similarity to water trap below)
You hear the sound of falling coins. royal vault
You hear the steps of the royal guard.
You suddenly feel the urge to get very rich really soon! royal vault (while wearing an amulet of greed)
Something shifts beneath your feet! PC entered the top level of the Pyramid while blind or while the stairway is covered in darkness

0.13.1.3 Messages which indicate the presence of traps
Message Meaning
You hear a splashing sound. acid trap was triggered
You hear the sound of rushing water. water trap was triggered
You hear a strange "ZAP!" light trap (also possibly a flash/stun door trap) was triggered
You hear a pained -foo sound- in the distance. spear or arrow trap was triggered
You suddenly sense taint in your vicinity. corruption trap was triggered
You sense a soul in agony.
You hear the sound of toppling stones. stone block trap was triggered
You hear a thundering explosion. fireball trap was triggered
The -foo- seems to move very carefully. monster (or companion) encountered a trap
You shudder. trap-filled room is somewhere on the level

0.13.1.4 Messages which indicate a unique level
Message Meaning
You feel watched. You shiver. You shiver really bad! Gremlin Cave
The air of this level is filled with a strange smell. si level
You hear someone chuckling evilly. underground level of the Dwarven Graveyard
You smell the reek of sulphur, steel and oil. Darkforge
The air suddenly is filled with the stench of death. The stone is colored strange gray shades and everything seems to be decaying, rotting dying slowly. CoC Graveyard
This dungeon is very dusty. second level of the Assassin's guild
Water drips constantly from the ceiling... Water Temple
This whole level seems to be filled with emotions of terror, sorrow, pain and death... Banshee level
Stormy winds howl through these tunnels. Air Temple
This level is intensely hot! The rocks are glowing... Fire Temple
You sense an intense tension. battle bunny level
This level seems somehow removed from the rest of the world." Cat Lord level
The walls seem to be closing in... Earth Temple
This part of infinity seems to be special in a very eerie way. You wonder whether you would be able to find it ever again... SIL (I:66)
The walls and floor of this level are filled with the marks of huge reptiles... hundreds of such marks. final level of the Blue Dragon Caves
You feel touched by the forces of chaos... lair of the Emperor Moloch
Some strange energy fills the air causing your skin to itch. Mana Temple
This level is covered with a very slippery layer of ice. D: 49
This level is very strange... the walls are hard to see, everything seems to blur and you feel slightly dizzy. D: 50

0.13.1.5 Special messages
Message Meaning
Oh my, I'm so lonely and need some company. random, any NPC can say this, small lawful boost if the PC agrees to spend time with the NPC
You feel a great wave of relief rushing through these tunnels. Jharod has healed Yrrigs while both are out of LOS
Jharod, the healer, suddenly seems to touch someone in a soothing way. You feel a great wave of relief rushing towards you." Jharod, in LOS, has healed Yrrigs, out of LOS
You suddenly feel ancient magical energies manifest in your vicinity. PC has just achieved experience level 13; the papyrus scroll has been generated, which is an invitation to enter the Pyramid (see section 2.9). Alternatively:
You suddenly feel ancient magical energies manifest at your feet. same as above, but the papyrus scroll was generated on the dungeon square where the PC is standing
Your equipment suddenly seems to weigh less. item has disappeared from the PC's pack, most likely a food item susceptible to rotting - this includes corpses, apples and pieces of raw meat
Your -foo- starts to rot! food item in the PC's pack has started to rot (which means it has changed from uncursed to cursed status)
Your -foo- rots away! cursed food item in the PC's pack has rotted away; the difference between this message and "Your equipment suddenly seems to weigh less." may be Perception dependent or may involve other factors
You feel a change of mind in a being close to you. pet has become hostile
You feel like scum. OR You feel like a traitor. PC sacrificed a pet
Your mood darkens. PC has lost blessed status
For a moment you feel dizzy. monster tried to teleport to the PC's location
You hear a thudding sound. thrown rock landed without being destroyed OR a wounded monster died after running out of the PC's line of sight
You feel responsible. PC killed a ratling guardian
You feel a horrible loss. Cute Dog transformed into a writhing mass of primal chaos
You smash the stones to pieces. Some stuff buried in the rock in uncovered! PC dug through stone, uncovering an item dropped by a monster that was killed while in the wall
The altar is smashed by the greater moloch! An energy bolt strikes down on the greater moloch! The greater moloch shruggs it off and laughs with malicious glee! self-explanatory
*SORRY, MISSED* the above happens, but the PC is doomed; the god strikes at the PC by mistake
You hit something and notice a thudding sound. PC killed an invisible monster with a missile
Drops of blood appear on the ground. invisible monster is bleeding
The stairway is very long... generation of a dungeon level took a little bit longer; unnoticeable on faster machines

0.13.2 Traps ^

Traps are exactly what the name implies. They are represented by carets ^ in the dungeon maps once they are discovered.

0.13.2.1 Trap types

There are several varieties which do various nasty things to the PC or his worn or carried inventory:
Traps
Type Caret Description
Acid green Damages or destroys non-artifact worn equipment.
Alarm orange Warns every monster on the level of the PC's presence and causes them to become hostile; disarm with potion of oil.
Arrow white Shoots an arrow at the PC; can be exploited to gain arrows; there is more than 5% chance to be hit, in which case the arrow does 1d10+2 - PV damage, 1/3 is chance for the arrow to not break, and 1/30 chance for the trap to vanish.
Ceiling dark blue Drops a portion of the ceiling on the PC; found on levels with forbidden teleportation replacing teleportation traps.
Corruption purple Corrupts the PC; a relatively small effect (~55 CP).
Explosion red Generates a fireball at the location of the trap.
Light yellow Blinds the PC.
Simple Pit brown PC falls into a hole; can be used to train Climbing and Dx; deals 3d6 damage; if discovered and Dx>23, trap is always avoided and Dx is trained.
Pit with vipers brown OR cyan Appear as cyan caret if detected with a wand of trap detection, brown caret if detected with the Detect Traps skill (this may well be a bug); (Ma/500)% chance is to avoid the trap entirely WITHOUT discovering, trains Ma. Dx/40 is chance to avoid falling in pit, vipers still come out. 2d6 vipers spawned.
Spear brown Shoots a spear at the PC; can be exploited as a source of metal.
Stone block gray Drops a stone block on the PC; can kill low level PCs; (Ma/500)% chance to avoid entirely WITHOUT discovering, this trains Ma. Damage is 4d10 - PV, 1/2 chance to create rocks.
Teleportation light green Teleports the PC; sometimes handy for on-demand teleportation.
Water blue Causes a gush of water; can destroy scrolls if the PC does not have a waterproof blanket to protect the backpack; rusts vulnerable armor and weapons; unavoidable besides Alertness & Sixth Sense.

Traps can be deliberately set off by standing on the trap and pressing Ctrl-t.

It should be noted that traps affect monsters as well as the PC: light traps will blind monsters, corruption traps will corrupt monsters, acid traps will damage monsters, etc. An interesting use for an alarm trap is to lure a monster across it. Other monsters will become hostile towards the monster which triggered the trap and attack it. This can be very handy for disposing of cats (see section 0.9.2).

Traps can be discovered with the Detect Traps skill. PCs with this skill automatically apply it when the search command is used. In ordinary dungeons it is not worth using this technique, but in heavily trapped areas (the underground level of the Dwarven Graveyard, the Pyramid, the Assassin's Guild, the Mana temple) it is definitely prudent to use this skill multiple times during every turn where the PC suspects a trap is present.

Traps are much easier to avoid once they are discovered, probably by a factor of 100 or more. This is why the Detect Traps skill is so useful. Every PC should attempt to gain this skill. Wands of trap detection can be used for this, but they run out of charges. They can be recharged of course, but the skill never runs out and is unaffected by the mana battery corruption.

Note that it is not possible to use the w5 (walk in place) command while standing on a trap.

Finally, bear in mind that PCs with high Alertness, Mana, Dexterity attributes and the Sixth Sense talent will avoid undiscovered traps much more successfully than those without these abilities.

0.13.2.2 Trap pattern

Traps occur in a known pattern. The order, left to right or top to bottom, is:

There are several places on fixed-layout levels where trap types and locations are shown in these documents. Note that trap types, in particular, are dependent upon the dungeon level where the fixed-layout level in question is generated. Examples include Dwarftown and (most of) the elemental temples. There is generally a warning in those sections concerning variations caused by differing dungeon level. There is also variability introduced if the player chooses to play with nonstandard resolution. There is no warning about this factor. Nevertheless, the above pattern applies; identifying a single trap allows the player to predict the type of trap generated elsewhere on the level.

0.13.3 Doors /+

There are doors on many of the dungeon room entrances. The majority of doors are not a problem, as you can easily open and close them. However, they can be locked or locked and trapped. Doors are generated with the following probabilities: open door: 45%, closed door: 25%, doorway (no door): 20%, locked only door: 3%, locked and trapped door: 7%.

0.13.3.1 Locked doors

Locked doors can be opened using several methods. Safe ways are:

Non-safe ways:

Under some conditions player might want to lock doors to isolate part of the level or stop monsters from pursuing the character. Locked rooms are also recommended for storing items. General ways to lock (and sometimes also trap) a door are:

0.13.3.2 Trapped doors \

There are different types of door traps:
Door trap types
Type Description
Trick door trap Drops door directly in front of doorway, damages the PC and worn equipment; first chance to evade: ((Pe+Luck)/30) %, second chance to evade: (Dodge/200) %; damage: Min(10,DL+3)d4 - (PV of head armor); if evaded, trains Pe and Dx.
Booby trap Similar to the explosive rune trap, generates a fireball, can injure companions, making them become hostile. Damage is Min((DL+3)d4,100).
Stone block trap Similar to the collapsing door, drops stones directly in front of the door, can kill low level PCs. (Dx+Luck)/30 chance to jump back (if there's space to do it, of course). Otherwise, 3d10-PV damage.
Explosive rune Arguably the worst door trap, destroys a variety of worn items and backpack items and damages the PC; can injure companions, making them become hostile; a new effect in ADOM 1.1.x+ is possible deafening of the PC. Damage dealt is (Min(DL+1,16)d6)*x/2, where x is 1 if you "partially evade the explosion" (depends on Dx and Luck) or 2 otherwise.
Stunning rune If you have stun resistance, you only get "You receive a minor electric shock." Otherwise: If you can see the tile you're standing on, you have a (Dx+Luck)/30 chance to avoid being stunned for (DLd4) turns. If you fail the roll, in addition to being stunned another roll (Pe+Luck)/30 determines if you get blinded. In addition to the previous roll, there is a 1/30 chance to get heavily blinded for (DL*10d10) turns, otherwise it's just (DLd4)+DL turns. If you pass, the corresponding attribute that influenced the roll is trained.
Flash trap X is 0 if both the door's tile and the tile at the PC's position are lit, 10 if only one is lit and 20 if both are unlit. If 1d30+X+1 > (Pe+Luck), then you get blinded for (DLd4)+DL turns and Pe is abused by (-1-1d4). Otherwise, Pe is trained.

Players should get into the habit of never standing directly in front of a door when opening it whenever possible. This will completely eliminate deaths from Stone block door traps and damage from Trick doors. It also lessens the damage from an Explosive rune: "You partially evade the explosion." As with ordinary traps, PCs with high Dexterity are more successful at evading door traps: "Suddenly a huge rock drops directly in front of the door! You barely evade it by jumping backwards!"

If the PC has the Detect Traps skill, it is worth applying it a few times in the direction of closed doors, or simple searching can be used as well.

Unlike regular traps, the type of a discovered trapped door cannot be recognized neither by a color - it is always red, nor by looking around using look command. But it can be discovered by applying the Detect Traps skill in the direction of a known trapped door. Or, via calculating door pattern - see section 0.13.3.5 below.

0.13.3.3 Secret doors

Some doors are hidden and must be searched for. A ring of searching will do this automatically. Dark Elves (5), Thieves (6), Orcs (10) and Dwarves (20) get bonus to finding secret doors. Alternatively, secret doors may be discovered by kicking them. Kicking a normal dungeon wall results in the message "You hurt your foot kicking the wall!". Kicking a concealed secret door results in the message "You really hurt your foot kicking the wall!"

0.13.3.4 Special door features

Closed doors can be kicked down for wooden sticks, which can then be used for Fletchery. However, a destroyed door (either original or created) will leave an invisible doorstep, which has the following properties:

0.13.3.5 Door pattern

As with traps, door locks and door traps occur in a known pattern. Notice that door keys and door traps have pattern of six, which leads to fact that all doors with same key on same level can have only one trap type.

The order, left to right or top to bottom, is:

The trap type holds for the entire Infinite Dungeon. For Caverns of Chaos, D:1 round doors have Trick door traps. D:2 round doors have Booby traps, D:3 Stone blocks etc. For other locations, door trap patterns have not yet been investigated.

0.13.3.6 Monsters who can smash doors

The following is a list of monsters that can break doors:
dragons and wyrms of all colors and sizes, ogres, giants, minotaurs, golems, titans, slayers, turtles, balors and molochs of all types. Additionally: annihilator, (big) casino guard, bulette, burly adventurer, cat lord, caveman, chaos warlord, dark orc, Dorn Beast, dwarven (elite) guardian, emperor lich, eternal guardian, giant boar, greater earth elemental, lich king, old barbarian, orc butcher, revenant, sheriff, snake from beyond, stone statue, undead chaos dwarven berserker, writhing mass of primal chaos.

0.13.4 Rooms

0.13.4.1 Dark rooms

Dark rooms, and dark areas in general, are just that - dark. They are problematic since approaching enemies can't be seen. It is also possible to inadvertantly kill a creature in a dark room. The darkness can be permanently dispelled with the Light spell or a wand of light. A torch or an amulet of light provides a temporary light source. If a doomed PC enters a dark room, there is a 1 in 1000 chance of being instakilled by a grue each turn. See section 0.15.5 for more detailed information about darkness.

0.13.4.2 Tension rooms

Tension rooms have 1/5 chance to be generated.

Tension rooms are relatively small rooms filled with monsters. They always have doors that cause the walls around them to crumble. This allows the monsters within to swarm the PC. They can be filled with monsters of one type, two separate types or a variety of different monsters. Mixed tension rooms in particular can contain out-of-depth monsters. Since the level message "You sense a certain tension." is always associated with these rooms, the PC is forewarned. It is prudent to find out what is in the tension room with a wand of monster detection, especially at deeper dungeon levels. It is quite possible to be faced with a ghost king and ancient karmic dragon simultaneously from such a room.

PCs that are blinded by a trap whilst breaking into a tension room can still try to identify what monsters they are facing from the message generated, as this tends to usually relate to a sound or feeling rather than a sight:

0.13.4.3 Threatening rooms

Threatening rooms have 1/8 chance to be generated if DL>7.

A new variant of tension rooms has appeared in ADOM 1.0.0+. The level message "You suddenly feel threatened." is generated on levels containing these rooms. These rooms are similar to tension rooms, but are always filled with a single type of monster. In addition, they do not have the crumbling walls feature of tension rooms.

0.13.4.4 Trap rooms

Trap rooms have 1/50 chance to be generated, or 1/10 if Doomed.

If the message "You shudder" is created upon entering a new dungeon level, one of the rooms on that level will have a trap on each square. Care should be taken to locate this room as soon as possible. Monsters that don't fly or hover will activate the traps if they stumble in such a room. It is possible for a threat room to be the same as the trap room. Watch the carnage.

0.13.5 Special rooms and their effects

Special messages rooms are dungeon rooms with either a one-time effect on the PC or a permanent unique effect that affects the PC (or other monsters) as long as they remain on one of the tiles of the room. However some messages have no effect whatsoever.

Courtesy of Bartalak with contributions by FoxRedlum and rgra.

0.13.5.1 Permanent effects
Message Effect
Strange lights flicker in this room. squares adjacent to the PC will be lit and darkened, changing with every turn, the Light and Darkness spells do not have their usual permanent effect in these rooms
This seems to be a very dull room. this room abuses the Learning attribute if stayed in too long AND almost no monsters or items are generated in this room (?)
The floor of this room seems to be very sticky. the energy points cost to move is increased by 30%
There seems to be a shifting breeze in this room. missile to-hit bonus is reduced by 2/3

The floor of this room is covered with puddles of ancient dried blood. bleeding is increased
You get the odd feeling that something is wrong with your perception of this room, but can't seem to tell what it is from just looking around. the direction of game actions that use the 'Which direction' dialog is reversed
This room seems to be filled with a deadly and chilling silence. All sounds are muffled. damage is 10 times increased
The air of this room is filled with the smell of carrots. drink a potion of carrot juice for +5 Pe, then the smell will disappear
This room seems to be magically charged. this room probably does not exist - see next
The air of this room is filled with a very rich flavor. satiation level does not go down (the PC doesn't get hungry), or goes down very slowly
This room smells of herbs and antiseptics. HP regenerate faster: +2 HP per increase
The air of this room refreshes you and sharpens your spirits! HP regenerate much faster: +4 HP per increase
The walls of this room are made of many small stones of uniform height; they almost look like shelves of books. faster when learning spells from books (half time)
This room seems to vibrate with life. Insects are crawling everywhere, strange mushrooms cover the walls and moss is growing at the ceiling. all damage is divided by 10
The aura of this room seems to be devoid of all life! HP regeneration rate is reduced to 0
The air in this room is stale in a highly unnatural way. increases spell PP cost by 3x
The atmosphere of this room makes your skin tingle! decreases spell PP cost by 20%
The air in this room seems to be magically charged. decreases the PP cost by 20%, but not visible in the spell list, and even beyond the 50% of base cost limit
This room seems to be incredibly ancient. the effect of aging attacks is doubled
The skulls of many creatures are embedded in the walls. It's almost like being in the grave with them. Necromancy skill does not consume Mana - instead, the best possible slave is summoned for free
The walls and the ceiling of this room are sewn with cracks. increased chance of equipment being damaged/destroyed? less turns to mine through walls?
You sense the presence of some supernatural entity of benevolent nature. reduces cost of actions that consume piety 4 times (using holy symbol to turn undead, praying, kicking altars)
You sense the presence of some supernatural entity of malevolent disposition. doubles cost of actions that consume piety
The walls of this room seem to be made from pure obsidian. more chaotic creatures generated? better rolls for chaotics?
Thisroom seems to be tainted by evil. undead deal double damage
The walls of this room are covered with leering visages of demons of all kind! demons deal double damage?
The walls of this room are covered with ancient runes. doubles PP recovery rate? aging attacks doubles? may contain artifact?
This room is very humid. possible rust or water damage? OR possibly killed monsters drop water?
Hundreds of tiny insects are crawling beneath your feet and the whole ground seems to be covered with tiny white eggs! breeders breed faster
You hear a crunching sound beneath your feet.

same as above, but in darkness
The walls of this room are scarred by the signs of many fights. Most parts of the room are heavily damaged. triple chance for item destruction

0.13.5.2 One time effects
Message Effect
This room seems to be particularly unholy! temporary blessing is removed - permanent blessing, by crowning, will not be removed
Upon entering this room you feel a strange magical shock! PP is reduced to 0
Images of books and comfortable chairs line the walls. Suddenly the images fade away!
-1 St, +1 Le
The breeze accompanying you causes some ancient bones on the floor to transform into dust. You feel a sense of relief. heals 1 HP
This room looks like a spa with a mud bath. You are hit in the face by a glob of hot mud! Suddenly everything disappears! blinds the PC, lowers Ap by 1. Wipe the PC's Face, to raise the PC's Ap by 2 for a net gain of 1.
You notice a pale fading ball of light upon entering this room. It quickly disappears. no effect
You hear an eerie wail for a few seconds... no effect
You hear a strange "*TCHUNK*" in your vicinity. no effect
A rat scurries between your feet and disappears in a small hole in the ground. no effect
For a few seconds you see a looming shade before you. It points its hand towards you in a threatening manner! Then it disappears. no effect
A mouth appears on the wall and says: "[random fortune]". no effect
For a moment a mouth appears on the wall and seems to say something! no effect (PC is deaf)
The walls have mirrors with many distortions of your image. <message> All the mirrors shatter! if Ap > 18 PC gets +1 Cha and message is "You look great in all of them.", else PC gets -1 Pe and "You can't stand the sight of warped self." message; PC also takes 1d4 damage from shattering mirrors

0.13.6 Herbs "

Herbs have 1/6 chance to be generated if DL>2, no altar, no forge.

0.13.6.1 Herbs growth

Herb bushes are always found in the Big Room (level 6 of the Caverns of Chaos). They grow according to Conway's Life rules. They are as follows: ADOM adds to this: there are 1d1000 turns between generations. If a bush has two neighbors, it will remain the same during the next generation. If a bush has three neighbors, it will gain strength during the next generation. These additions are important, since there are many stable patterns, but very few that will continue to blossom over time. For instance the following patterns are stable:

                                       *     *
                                      * *   * *
                                      * *    *
                                       *
but are quite useless as far as ADOM is concerned. Since none of the bushes has three neighbors, once they reach a withered state they will never recover. The best pattern to create for farming herbs in ADOM is a 2 x 2 square of herbs. This will remain alive indefinitely and generate more herb blossoms every generation. It is also worth preserving a 1 x 3 pattern. This is a pattern that oscillates between horizontal and vertical. Since two of the herb bushes are new each generation and therefore unpicked, they will constantly be renewed. The danger with this pattern is overharvesting. If one bush dies, they all die. The square 2 x 2 pattern does not have this liability. If one (and only one) bush dies, it will be filled in the next generation.

Herbs apparently require light to survive. A message "It's dark here! Some herb bushes full of blossoms are growing here. The vegetation beneath your feet shrivels and suddenly is gone." has been observed.

Herbs can be generated on any dungeon level by Using a potion of holy water on a dungeon square, even for PCs without the Gardening skill. The success rate is 33%. Note that while any dungeon level will work, only those levels which already had herbs will support herb growth. In other words, herbs will not undergo the normal growth cycle unless the dungeon level had indigenous herbs. Consequently, the PC should avoid creating herbs in this manner unless the dungeon level already has herbs, unless it is a matter of life or death. The exception is PCs that have the Gardening skill. Applying the Gardening skill with herb seeds causes a dungeon level to transform to an herb-sustaining state.

Be sure to take advantage of the information below about creating especially desirable herbs.

Short treatise on herbs by the newsgroup poster known as Loves A Dustbin.

Generation of the R pentomino - thanks to Malte Helmert for the method.

A really big herb farm - contributed by shimmin@uiuc.edu.

0.13.6.2 Picking herbs

The strength of a particular herb bush can be determined by applying Herbalism skill. Three strengths are recognized: full of blossoms, strong, and withered. If is safe to pick up a herb full of blossoms or strong, but a withered herb may disappear after next pick up. There is Herbalism / 1d160 chance for the bush to not lower in status; so 3/8 of the time the bush will still go down at 100 Herbalism. The status of the herb picked is determined as follows: if Herbalism > 1d110 = Uncursed, THEN (only if it passed the first check) if Herbalism > 1d140 = Blessed. Level 18+ Farmers now have a 50% chance of anything cursed turning uncursed at this point, immediatelly followed by a 50% chance for uncursed to become blessed. Non-farmers get about 65% blessed herbs, 26% uncursed, and 9% cursed at 100 Herbalism; level 18+ Farmers should get around 80.5% blessed, 15% uncursed, and 4.5% cursed.

0.13.6.3 Herbs properties

Herbs have the following properties:
Herbs
Herb Method of use Cursed effect Uncursed effect Blessed effect
stomafillia eat satiation +550 satiation +2000 satiation +6250
stomacemptia eat near starvation makes Hungry! makes almost hungry
curaria mancox eat smaller effect fights sickness cures sickness
devil's rose eat severe sickness sickness mild sickness
alraunia antidote eat smaller effect dilutes poisoning cures most poisoning
demon daisy eat severely poisons poisons mildly poisons
pepper petal eat heals 3d4 hp heals 3d8 hp heals 6d10 hp
burb root eat more damage burns stomach damage less damage
morgia root eat trains To 5d100+200, trains Wi 50d10
spenseweed use heals 1d6 hp heals 3d6+3 hp heals 5d4+20 hp
moss of mareilon use abuses Dx -10d100 trains Dx 10d100 trains Dx 60d30+30

See section 0.6.1.3 for more on training attributes with herbs, and the end of section 0.3.2 for more detailed information on stomacemptia herbs.

0.13.7 Shops

Shops have 1/4 chance to be generated for Merchants, 1/6 chance for others. Pickup items from shop freely (,, ;, Ctrl-p), but don't forget to pay for them. Use :p to pay for all items. Press P to see how much gold you currently owe. To sell, just drop (or :drop) your stuff to the shop floor. Check your purse with $.

The ADOM Manual provides some basic information about shops. Shops are rooms in the dungeons inhabited by shopkeepers and stocked with their wares. Shops can be general stores selling a variety of items or specialty stores selling only one type of item. Shops should always be entered and explored, since viewing the items in a shop permanently identifies them.

Certain powerful items are less likely to be generated in shops. These include wand of wishing (8x), scroll of chaos resistance (12x), ring of djinni summoning (5x), potion of cure corruption (6x), potion of gain attributes (40x), potion of attribute (30x), potion of potential attribute (20x), potion of water (2x).

Shopkeepers will restock their inventory if it is depleted or appears to be depleted. It is a good idea to pick up everything in a shop and drop the unwanted items on one square. This gives the shopkeeper room to restock. Note that it is necessary for a certain amount of game time to pass in order for a shop to restock. PCs with sufficient Perception scores and Listening skill levels will hear a message "You hear arcane mumbling." which means a depleted shop has been restocked.

0.13.7.1 Guaranteed shops

There are five guaranteed shops in the game:

Shopkeepers generally buy items as well as selling them. The exception is the Casino shop, which only sells. Specialty storekeepers are only interested in purchasing the items they specialize in. Sell Munxip those useless kobold corpses!

0.13.7.2 Random shops

Other shops are found randomly in the dungeons. The following shop types may be randomly generated, listed with their chance out of 20:
Shop types
Shop type Chance
Scrolls 5
Potions 4
General 3
Rings 3
Wands 2
Books 2
Pets 1

0.13.7.3 Shopkeepers' racial prejudices

Shopkeepers have definite racial prejudices in addition to the special criteria Munxip (see sections 1.2.2, 1.2.6) and Barnabas (see sections 1.3.1, 1.3.2) use. Malte Helmert has done some testing regarding this and observed the following: The HMV and Lawenilothehl shops were generated 50 times each. The races of the shopkeepers were:

Other races may be possible, with a very low probability.

Quoting Malte's findings:

"The following chart lists the percentage of the "base value" offered by a shopkeeper of the race specified in the column to a PC of the race specified in the row. 100% is normal, 110% is possible if the shopkeeper likes the PC's race very much (mostly if both are of the same race), and the value can become as low as 10% if the shopkeeper really hates the PC's race.

"Looking at the chart, you see that all non-Hurthling shopkeepers prefer PCs of the same race. Hurthlings are the only shopkeeper race that isn't prejudiced, and Hurthlings are also the best-liked PC race (there is no race that gives Hurthlings a really bad deal, and many give them excellent deals).

"Considering the fact that the most important shopkeeper in the game is a Dwarf (Waldenbrook), Orcish and especially Dark Elven PCs appear to have the worst time (this is not news, of course)."


Shopkeepers' racial prejudices
PC's race Human Troll H.Elf G.Elf D.Elf Dwarf Gnome Hurth Orc Drake
Human 110% 100% 80% 80% 80% 80% 100% 100% 100% 80%
Troll 100% 110% 50% 20% 80% 60% 80% 100% 100% 80%
High Elf 100% 70% 110% 105% 10% 80% 100% 100% 50% 80%
Gray Elf 100% 50% 105% 110% 10% 80% 100% 100% 50% 80%
Dark Elf 60% 85% 10% 10% 110% 10% 80% 100% 110% 40%
Dwarf 100% 70% 50% 50% 50% 110% 110% 100% 20% 80%
Gnome 100% 100% 100% 100% 80% 110% 110% 100% 60% 80%
Hurthling 110% 100% 110% 110% 90% 110% 110% 100% 80% 80%
Orc 80% 100% 50% 50% 100% 20% 50% 100% 110% 50%
Drakeling 90% 100% 80% 80% 100% 80% 100% 100% 80% 110%

0.13.7.4 Robbing shops

Shops can be robbed. This of course has effects on alignment, in addition to putting the PC's life at risk. These shopkeepers are maintaining a business in a highly dangerous environment and are well suited to dealing with those who choose to steal from them. In addition to their own very tough nature, they can summon hordes of thugs who attack the PC. Shopkeepers are able to detect invisible PCs. The message "-Shopkeeper- stares at your position with great intensity." indicates they have detected and are looking at an invisible PC. However, this does not happen instantly. Therefore, invisibility can be used to rob shops without making the shopkeeper hostile. The PC can enter a shop while invisible and pick up items. Anything the invisible PC picks up prior to generation of the above message can be taken from the shop safely. Therefore, the usual technique is to enter the shop while visible, gather up everything in the shop and drop it all as close to the door as possible. The PC can then become invisible, pick up everything and leave the shop undetected as long as the above message is not generated.

Another technique for robbing shops is available for those PCs who have pets or slaves under good control. If a shop is entered and nothing is picked up, the shopkeeper does not block the door. The PC can order his pet or slave to stand in the doorway, pick up whatever is desired, then :swap positions with the pet or slave. At that point, getting away with the loot is simply a matter of outrunning the shopkeeper and avoiding or killing any summoned thugs.

A PC with the Teleportation spell can teleport a shopkeeper out of his shop. Shopkeepers are teleportation resistant, so trying this with a wand is usually not successful and a waste of the wand's charges. This results in a hostile shopkeeper and summoned thugs, however. Since it is impossible to choose the destination of the shopkeeper, this is a dangerous technique unless the PC is experienced enough to deal with a hostile shopkeeper and the thugs he will summon.

A hostile shopkeeper can use his thrown coin attack only once.

Robbing techniques and consequences
Technique Alignment drop Cursing Shopkeeper hostile Thugs summoned Villagers hostile Calm Monster works Remarks
Attack shopkeeper yes yes yes yes yes no even in Darkness
Pick Pockets against shopkeeper yes yes yes yes no no even if pickpocketed in Darkness
Teleport PC or shopkeeper yes yes yes yes no no  
Stun Ray, Paralyzation, bolt spells, Mindcraft in LOS yes yes yes yes towards shopkeeper yes even if shopkeeper is killed
Stun Ray, Paralyzation, bolt spells, Mindcraft out of LOS or PC in Darkness no no yes no towards shopkeeper yes even if shopkeeper is killed
Ventriloquism no no yes no towards shopkeeper yes  
Digging shop walls and kicking items out no no no no no N/A very abusable

Note the following:

0.13.8 Rivers =

Rivers have 1/15 chance to be generated.

Introduced in gamma 14, these can be found in the High Kings cave, Puppy Cave, Druid Dungeon, CoC, ID, UD (Rift?). Like any body of water, they can rust unprotected iron items, drench scrolls and spellbooks and drown the PC. Drowning damage seems be dependent on HPs, with high-HP PCs taking proportionally more damage. Precautions include waterproof blankets, a high Swimming skill, water breathing gear (see section 0.12.1.7), rustproofing iron items, casting Earthquake (ceiling rubble can create land bridges), freezing the water (see next paragraph), teleportation, trap creation (for teleportation trap), and Bridge Building.

0.13.8.1 Freezing water

Pretty straightforward: use some cold source while standing next to a water square and zap over it. Frost/Nether Bolt, Ice Ball/Freezing Fury, or a wand of cold qualify. Ice is fragile, of course, and there's a 2000 stone limit for your stuff's weight. Exploding ice vortices will freeze all water in the range of their blast. Likewise, monsters that cast Frost Bolt, ogre magi for instance, can freeze water. However, monsters that breathe ice, white dragons for example, do not freeze anything when their breath crosses water (probably a bug).

0.13.9 Pools 0

Pools have 1/6 chance to be generated, if no altar, no forge, no herbs.

Drinking from pools can do various magical things to a PC: one can gain or lose any intrinsic (except water breathing, confusion and sickness resistance) or unnatural aging. It is very possible to be corrupted by drinking from pools. Also, hostile snakes or water elementals can come out of pools. The most hunted-for ability of pools is the small chance of getting a wish. It has been rumored that pools with the color of the PC's eyes are the most beneficial.

Strictly speaking, when a PC drinks from a pool there is a roll for 52 possible effects. The first two effects listed ('pool dries up' and 'writhing with snakes') are much more common than the rest of the effects and have a 8/52 and 5/52 chance, respectively. The other effects each have a 1/52 chance.

For the vast majority of the intrinsics are lost if a PC is having them and gained them if not (intrinsic toggle). This makes pools much nicer for characters without many intrinsics already. There is 1/104 chance to receive a wish (as long as PC is not doomed). The pool inside the Stone Circle always corrupts by 10d100 CP's in addition to the normal effect.


Pool messages
# Message Effect
1-8 Nothing happens. The pool suddenly dries up. Pool vanishes.
9-13 The water is suddenly writhing with snakes!
You hear hissing sounds.
4d3 hostile water snakes spawned.
14 You feel slightly strengthened. Trains St 3d400.
15 You feel exhausted. Abuses St -10d1000.
16 Suddenly you are gone.
You feel translucent.
You feel on air.
Temporary invisible for 10d10 turns.
17 You suddenly are visible again.
You feel observed.
Your outfit suddenly looks much cleaner.
Lose +Invi, lose temporary invisibility.
18 Suddenly your ears start to bleed! Bleeding starts - 1d4 effects.
19 Wow! Pure beer! Drunk for +3d3 turns.
20 Great! Pure dwarven ale! Drunk for +3d5 turns.
21 You slip and fall in! Water damage.
22 You feel corrupted! Corrupts (DL)d30 CP's.
23 Bah! This liquid is extremely filthy! Sickens for 1d1000 turns.
24 You age! Unnatural aging for 4d6 years.
25 You feel younger!
You suddenly remember your early youth.
Reverse unnatural aging by 4d6 years or no effect.
26 Your wounds no longer bleed.
Your blood seems to cool down.
Bleeding stops or no effect.
27 You feel very very bad.
What do you wish for?
No effect if doomed, else PC gets a wish (1/2 chance), or +Doom (1/2 chance).
28 You feel much better.
Nothing happens.
Heal 6d8 HP or no effect.
29 Urgh! Poison!
The water tastes bitter.
Poisons 1d6 damage, 2d10 frequency, no effect if poison resistant.
30 Attribute decrease message, see 0.6. -1 attribute, 1/9 chance for each attribute.
31 Attribute increase message +1 attribute, 1/9 chance for each attribute.
32 Lots of vipers burst out of the pool.
You suddenly hear many hissing sounds!
While you drink small waves seem to ripple the otherwise calm surface of the pool.
Suddenly a water elemental rises from the pool!
You suddenly hear roaring waves!
The pool bubbles. (not enough room)
if DL<9 3d4 vipers, else water elemental. Water damage in both cases.
No effect if not enough room.
33 You feel cool.
You sweat.
-Fire toggle.
34 Your digestion calms down.
Your stomach stings painfully.
-Pois toggle.
35 You feel hot-headed.
You shiver.
-Cold toggle.
36 You swallow hard.
You taste bitter bile in your mouth.
-Acid toggle.
37 You feel totally awake.
You feel tired.
-Slee toggle.
38 You feel flexible.
You feel gnarly.
-Petr toggle.
39 You feel very controlled.
You feel shaken.
-Stun toggle.
40 You feel bold at the thought of danger.
You feel like an endangered species.
-Deth toggle.
41 You hear a voice calling you "Iceberg".
You feel shocked.
-Elec toggle.
42 You are moved by the sheer pleasure of this sip of fluid.
You feel inflexible.
Gain -Para or lose -Para AND -Petr if PC has one of these.
43 You suddenly are gone.
You feel dizzy for some seconds.
You suddenly can see yourself.
No effect... as far as you notice.
+Invi toggle, second messages if the PC has +SeeI.
44 Your eyes tingle for a second.
Your eyes sting for a second.
+SeeI toggle.
45 You suddenly feel like jumping around.
You suddenly hate the thought of jumping around.
+TCtr toggle.
46 You feel jumpy.
You feel steady.
+Tele toggle.
47 You feel lucky.
You feel cheated.
+Luck toggle.
48 You feel very lucky.
You feel very bad off.
+Fate toggle.
49 You sense trouble.
You feel relieved.
+Curs toggle.
50 You become depressive.
You feel elated.
+Doom toggle.
51 You start a trip on the road to nowhere.
You continue the trip on the road to nowhere.
Gain +Curs if not cursed, gain +Doom if cursed, no effect if cursed and doomed.
52 A small frog pops up. The frog longingly watches you. (deaf female) No effect.
A small frog pops up. The frog explodes in a small fireball! (deaf male) 10d6 damage.
A small frog pops up. Ye are the boring kind, aren't ye? (male) No effect.
A small frog pops up. "Well met, beautiful princess." (female) Receive a golden ball (the Frog quest can be done without ever drinking from a pool).
A gush of water hits you! (tile not visible) Water damage.

About six pools are guaranteed to be found in Darkforge.

0.13.10 Forges &

Forges have 1/8 chance to be generated if DL>5.

Forges are the basic pre-requisite for smithing - you also need an anvil, an item to improve, a hammer and an ingot of the appropriate metal. See 0.15.4 for more about Smithing.

A forge is near-guaranteed to be found in the UD, and guaranteed places to find some include Dwarftown and Darkforge.

0.13.11 Hives *0

Hives are holes in the floor of the dungeon containing hive creatures, either ants or bees. Their population is finite. There is a guaranteed ant hive on level two of the Puppy Cave, and a guaranteed bee hive before the Banshee level in CoC.

0.13.11.1 Ants a

Ant hives are filled with giant ant workers, giant ant warriors and a giant ant queen. The player is alerted to an ant hive by hearing "clicking sounds". They are simply a source of monsters to be killed with no particular reward associated with clearing the hive. Bear in mind that ants dig. Leaving them alone and allowing them to dig can be exploited as a source of rocks and possibly gems. Ant corpses are sources of acid resistance.

Huge rocks can be used to keep ants from escaping anthills. When an ant attempts to leave an anthill covered by a huge rock, the message "The uncursed huge rock (-10, 10d6) seems to be shaking." is generated. Eventually the huge rock is destroyed ("Something from below destroys the uncursed huge rock (-10, 10d6)!") and ants can come out of the hole again. Sometimes this happens after only a few turns, sometimes it takes more than a hundred. Multiple huge rocks are destroyed one after another and thus last longer than a single one.

0.13.11.2 Bees b

Bee hives are filled with giant bee workers, giant bee warriors and a giant bee queen. The player is alerted by hearing "buzzing sounds". They are a source of beeswax, which can be used to plug the PCs ears. This deafens the PC and is one way to survive the Banshee level. A bee hive is guaranteed to be generated before the Banshee's level. They are also a potential source of gelee royal, which when eaten has a variety of beneficial effects: it is very nourishing, heals, increases Appearance and cures poisoning. All of these beneficial effects will not be experienced simultaneously, of course. Bees have a poisonous attack, which kills the attacking bee. Kicking the hive will cause the bees to become enraged and swarm the PC. Kicking the hive apparently increases the chance of gelee royal generation, although it is not guaranteed. In ADOM 1.1.1, bees generated by kicking the hive are considered summoned and therefore cannot be sacrificed. This may well be a bug. Be careful of this if you are relying on an altar to get rid of bees.

0.13.12 Vaults

Vaults are large rooms, larger than tension rooms. Depending on the variety, they can be nearly completely filled with monsters or only partially filled. They vary in danger from moderate (a lesser vault full of gnolls and hyenas), a challenge for PCs less than experience level ten, to absolutely deadly (a greater vault full of greater undead), a challenge for experience level 50 PCs who have already won the game.

0.13.12.1 Lesser vaults

Examples of lesser vaults

Lesser vaults generally take up about 1/4 of the screen with an 80 x 25 display. They come in every imaginable flavor, from gnolls and hyenas to lesser undead to a variety of berserkers. Their danger level is relatively low, comparable to a mixed tension room on the same level. The level message "You feel excited." is always generated when the PC enters a dungeon level containing a lesser vault.

There is one guaranteed lesser vault, on level six of the Puppy Cave.

Lesser Vaults
Locations Type Many Few One
D:1-3 Kobolds kobold, large kobold kobold shaman kobold chieftain
Goblins goblin, hobgoblin hobgoblin leader hobgoblin chief
UD
PC:6
D:4-10
Orcs orc, orc scorcher large orc orc chieftain
Gnolls gnoll, hyena large gnoll gnoll chieftain
Jellies green slime, gray ooze gelatinous cube yellow ooze
Lesser Undead skeleton, zombie, ghul shadow slow shadow or ghost
D:11-25 Spiders large spider, cave fisher giant spider, tarantula  
Ratlings ratling archer, ratling warrior ratling duelist ratling warlord
Ogres ogre, orc ogre magus ogre lord
Demons hell hound, least daemon lesser daemon greater daemon
Dark Elves dark elven archer, dark elven warrior dark elven wizard, dark elven lord dark elven priestess
Greater Undead ghost, spectre vampire ghost lord
Berserkers berserker, berserker lord berserker prince berserker king
Common Golems flesh golem, clay golem stone golem iron golem
D:26-48 Rare Golems stone golem iron golem eternium golem
Red Dragons red baby dragon, red dragon ancient red dragon great red wyrm
White Dragons white baby dragon, white dragon ancient white dragon great white wyrm
Blue Dragons blue baby dragon, blue dragon ancient blue dragon great blue wyrm
Black Dragons black baby dragon, black dragon ancient black dragon great black wyrm

0.13.12.2 Greater vaults

Examples of greater vaults

Greater vaults are unmistakable. They appear in the CoC beyond the wall of flames. They take up half of a standard dungeon level. The level message "You feel truly excited." is always generated when the PC enters a dungeon level containing a greater vault. It is wise to immediately zap a wand of monster detection to determine the type of vault. They come in a variety of types, including fire creatures, giants, undead, and karmics. Greater undead and karmic greater vaults are particularly challenging. Some players will simply ignore greater vaults of greater undead, even with experience level 50 PCs. This is despite the fact that the rewards for clearing a greater vault are considerable. They generally contain one or two artifacts along with substantial amounts of gold, usually well over 100,000 gold pieces. This is in addition to any equipment that the monsters might drop, which is considerable in the case of a greater vault full of dragons. The amount of experience points available from clearing a greater vault is also huge.

PCs using good effectivity Frost Bolt or Fire Bolt generally have a fairly easy time clearing fire- or cold-based creatures, respectively. However, these ranged spells also destroy some of the equipment dropped by the monsters. High level Mindcrafters also have a relatively easy time with greater vaults (as long as they are not undead!). Casting Confusion Wave followed by (Greater) Mental Wave will clear a vault quickly, no muss, no fuss and no equipment destruction. Clearing a greater vault with a pure fighter is much more tedious.

There are no guaranteed greater vaults in the game. In v1.2.0, there is a guaranteed greater vault on D:45 or D:46.

Greater Vaults
Type Hordes Many Few
Giants ogre lord, hill giant, fomorian giant, ettin frost giant, fire giant fire giant king, frost giant jarl
Fire creatures fire lizard, fire elemental, red baby dragon, red dragon ancient red dragon great red wyrm
Undead ghost, spectre, vampire, ghost lord master lich, lich king emperor lich
Karmics karmic lizard, karmic baby dragon, karmic dragon ancient karmic dragon great karmic wyrm

In v1.2.0, giants were buffed: hordes of ogre lords, hill giants, fomorian giants, and stone giants; many stone giant lords, frost giant jarls and fire giant kings; a few titans.

0.13.13 Royal treasuries $$$

Royal treasuries are small hidden rooms generally found in the upper parts of the CoC. Their presence is indicated by the "You hear the steps of the royal guard." or "You hear the sound of falling coins." level messages. They are disconnected from the rest of the rooms on the level and thus can only be entered by tunneling or teleportation. Scroll of gold detection can be used to identify the location of royal treasury. The royal guard within will not be hostile towards PCs that simply pick up the gold. Attacking the royal guard is not really worthwhile. It does not curse or doom, but is a chaotic act. Note that eating the corpse of a royal guard curses the PC. Also note that chatting with the royal guard after picking up some gold will make him hostile.

In v1.2+, the royal guardian will turn hostile if the PC picks any gold.

0.13.14 Altars _

Altars have 1/9 chance to be generated.

There are three types of altars: lawful, neutral, and chaotic. They can be used to sacrifice items and monsters to the Gods. There is a guaranteed altar in Dwarftown. There are also guaranteed chaotic altars in each of the elemental temples. Refer to section 0.2.3 for a more complete discussion about altars.

0.13.15 Graves +

Graves are only found in two locations in the game: the Dwarven Graveyard (2.7.1), and the CoC Graveyard (3.8).

Most of the graves are not of much importance, but some of them will contain the inscription "Great treasures are buried here." These graves contain 1d10+5 items, other graves contain 1d6-4 (min 0) items. It is indeed possible to find an outstanding item, up to and including artifacts, but it is rare. Digging up graves is a chaotic act, which causes an alignment drop of 100, and will always summon some kind of guardian. The monsters that can spawn from a regular grave are chosen randomly from the following: vampire, skeleton, skeletal warrior, corpse fiend, mummy, greater mummy, lich, wraith, wight, ghul, zombie, spectre, shadow, and ghost. For "great treasures" grave, there is 5/6 chance for master lich, 5/36 chance for lich king, and 1/36 chance for the dreaded emperor lich.

Graves have a pattern, similar to that of traps or doors. The pattern is:

The pattern shifts by three items to the left for next row, unlike traps/doors, which shift just 1 item. It could be used by characters with low Literacy to find great treasures graves. Reading graves probably trains Literacy a bit.

All of this regarding digging graves assumes the PC has a means of digging. The available methods are:

0.13.16 Cavernous levels

Cavernous levels are a particular type of level that features large circular rooms occasionally interspersed with short connecting corridors. Cavernous levels tend to be considerably more dangerous than normal levels because monster generation rate is much faster, and it is easy to get surrounded. Most dungeon features cannot occur in cavernous levels, the exceptions being altars, hives, surges of power and threat rooms, i.e. rooms that happen to lack the actual walls holding the monsters in. In this form they are much more dangerous than on normal levels: they feature a large (often 25-40) number of levelled creatures of the same type that will engage the PC once spotted, and, due to their large numbers, close proximity, and the open spaces, can be very difficult to handle, particularly if the denizens of the open threat rooms are summoners, vortices, or otherwise dangerous monsters such as diamond golems.

Although the design of cavernous levels is not fixed (from their appearance, they are probably modified regular levels), their locations generally are. The following is a list of all cavernous levels in ADOM:

0.13.17 Webs |

Webs are a semi-permanent dungeon feature that can trap either the PC or monsters imposing significant penalties on their actions. Webs are never randomly generated on levels - they can only be created either by the PC (the Web spell or a wand of webbing) or various spider-type monsters S. Each web occupies a single floor tile and will remain there indefinitely until it is destroyed. Webs can not be created on a tile already containing a herb plant or a trap - this can be used to create stable herb fams, and for trap detection. Webs likewise can not be created on non-dungeon floor tiles, staircases, doors, and over water.

The PC will always be caught in a web whenever (s)he moves on a webbed floor tile either physically from neighboring tiles or by teleportation. While the PC is trapped in webs (s)he can not perform the majority of standard actions - typically the only thing to do is to try to break from webs (by moving in any direction). The chances of the PC to break from a web are dependent on his/her Strength score. Breaking from webs trains Strength, if it is lower than 15. When the PC gets caught in webs and each time (s)he tries to break free and fails (s)he may got bitten by a swarm of tiny spiders. This will poison the PC if (s)he does not have poison resistance and will do nothing (except generate a corresponding message) otherwise. Dark elven PCs are immune to this poison and will instead "welcome his/her spidery friends". After the PC breaks from webs on a floor tile they are destroyed.

Monsters that move on a webbed floor tile have a chance to get caught. Trapped monsters will attempt to break free each turn and will be unable to move/attack the PC or use their abilities. It should be noted that monsters breaking free from webs will move/attack on the same turn. Various monsters simply ignore webs and will never be caught while moving on a webbed tile. These mainly include spider-type creatures, all dark elves, most constructs and undead. Fire creatures and incredibly strong monsters (like molochs) will immediately destroy webs while moving on a webbed tile without losing a turn. The majority of monsters are, however, vulnerable to webs. It should be noted that due to the high chance to evade webbing shot from a wand or spell and the high chance to simply avoid being caught in the webs, using webs as a disabler requires preparations. The most efficient way to utilize webs is to fill a large area/long corridor completely, alert the monster to the PC's presence, teleport over the webbed tiles and resort to missile attacks while the monsters try to cover the "minefield". Due to the fact that monsters can break free from webs and move/attack the PC on the same turn using melee attacks is a risky tactic.

Webs can be destroyed by fire/lightning/acid-based attacks performed by the PC and monsters, and likewise fire/lightning/acid vortices will immediately destroy any web that they move into. Webs will be destroyed on all levels of the Tower of Eternal Flames and in the Water Dragon Cave.


Updated May 26th, 2015

0.13.18 Statues|

Statues are a special dungeon feature added in ADOM version 1.2.0. These statues, unlike normal statues, found in the Bug Temple or created by petrification, are not items but are immovable objects that have chance to be generated on a generic dungeon level. Each statue features a unique description, which will be displayed as the PC moves onto its location, and (most) statues have a unique effect which can be triggered by one of the following actions:

Each statue was submitted by one of the ADOM Resurrection campaign participants of Adventurer or higher pledge levels.
This section is an adaptation of the information originally available at ancardia.wikia.com.

0.13.18.1 Statue mechanics Appearance

If the PC moves on a statue's location, the message You stumble upon a statue. <statue description>. will be displayed; if the PC is literate, this will be followed by the message: An inscription at the bottom reads: "<statue inscription>".

Special messages

If a statue is located on the current level, the following message will be displayed periodically: "You sense something of historical significance."

This message appears to be working as all other fixed dungeon features (forges, altars, etc.) messages.

0.13.18.2 List of all known statues

The following list contains all discovered statues. As noted above "You stumble upon a statue." and "The inscription at the bottom reads:" messages are generated automatically and are not included in actual description submitted by players; they are included in the table for narrative consistency.


Appearance Inscription Effect Trigger Effect Activation Message Notes
You stumble upon a statue. It resembles a small little ugly quasit, hewn from gabbro basalt. In its hands the statue holds some sort of shovel. An inscription at the bottom reads: "a good shovel is a key to tomb robbery". Kick. Learn Mystic Shovel spell. You learn the Mystic Shovel spell.

You learn the Divine Digger spell. (for divine casters)


You stumble upon a statue. The statue is unfinished, it's as though the sculptor ran out of time. <No inscription> Step on the statue's square. Reverses (some) unnatural aging You Feel (sic) younger Editor noticed all four years of unnatural aging removed from a PC. Also, having age status changed from 'grown-up' to 'young' did not affect stats
You stumble upon a statue. It appears to be of a fair skinned Queen, with hair of rose gold and eyes of uncut blue-gray sapphires. An inscription at the bottom reads:

"Eleanoreus Regina Reigns"

Step on the statue's square. Stuns the PC You feel sunburned!
You stumble upon a statue. A drakeling ranger in a readied combat stance wielding a pair of gladii. An inscription at the bottom reads: "Vae Victis" Kick Temporary Buffs speed by 25/26 and strength by 9. The Statue crumbles to dust! You quicken. (You slow down somewhat. You feel your strength waning.) "Vae Victis" is Latin for "Woe to the vanquished".
You stumble upon a statue. It resembles a quickling. An inscription at the bottom reads: "Trrrr digi dagi, muf muf!". Kick Permanently increases speed by 5. You feel faster.
You stumble upon a statue. It is a large cube of gray stone, with one large rune carved into each face of the cube. An inscription at the bottom reads: "Provoke not The Four, their gifts are Destiny and Doom". Kick Teleports PC away (other effects also possible?) "Suddenly you stand somewhere else."
You stumble upon a statue. It is covered in cracks and thick dirt but appears to be Nosaj the ancient Troll Healer. An inscription at the bottom reads: "Be aR T E pOw r O C AoS" Kick Summons several Greater Chaos Servants, surrounding you, and drops a potion of cure corruption at your feet. ? Note that Nosaj is Jason backwards
You stumble upon a statue. It resembles a young Ancardian boy accompanied by what appears to be a stuffed tiger doll, riding together in a small red cart. The statue seems to be constructed of a multitude of nondescript items. An inscription at the bottom reads: "THERE'S TREASURE EVERYWHERE!" Kick Potentially, transforms all item on ground (Probably only items on the statue square?) into heap of gold.
The statue appears to be a reference to Calvin and Hobbes comic series
You stumble upon a statue. It resembles your mother?! An inscription at the bottom reads: "Be safe, pumpkin!" Kick Curses "A voice in your head says "Is that really how you treat your mother?"
You stumble upon a statue. A bare-chested human with a full beard stands hunched over an empty anvil, his brow furrowed in concentration. His right hand carries a rune-carved (sic) hammer, raised as if to strike. An inscription at the bottom reads: "Mylar Starstruck" Step on Trains smithing for not very skilled (<50 ?), alternatively repairs equipped melee weapon. Breaks it if not skilled at all. "Your eternium battle axe is suddenly repaired" or "You gain new insights into the art of smithing." or "Your club breaks." or "Nothing happens." (artifact melee weapon equipped)
You stumble upon a statue. It resembles a naked humanoid with a huge head, wearing a necklace. You try to remove the necklace, but the head is too big. An inscription at the bottom reads: "Z". Use a wand Generates an amulet. An amulet of balance, amulet of health, amulet of free action and amulet of protection have been received. The amulet generated may depend on DL? "Suddenly an item is lying on the ground"
You stumble upon a statue. Lights play on the gemstones, the ivory horn glitters in multitude of colors cast by the reflections. The statue resembles a black cat forged of pure obsidian, riding a rainbow unicorn! An inscription at the bottom reads: "Nya Nya Nya Ruslan". Step on (once) Grants luck; may grant fate smiles if character already has luck. "You feel as if the light of Fate shines upon you favorably!" This statue appears to be a reference to Nyan Cat internet meme.

The message appears to be the same regardless of what intrinsic is granted.

You stumble upon a statue. It resembles a tall human wearing a heavy coat with a peaked cap on its head bearing eagle- and skull-shaped insignia unknown to you. You can almost feel his cold stare probing deep into you. An inscription at the bottom reads "Max Otto von Stierlitz". Step on (once-off) Grants temporary cold immunity; seems to make PC "sneeze exactly once!" later? "You feel cozy!" This statue is a reference to Seventeen Moments of Spring, a Soviet series
You stumble upon a statue. It resembles a young human girl of seven or eight, carved from obsidian. An inscription at the bottom reads: "I forgive nothing." Kick Possibly decreases piety No message Possibly a reference to Nikki from Kill Bill Volume 1
You stumble upon a statue. A marble Dark Elven archer stands here. He looks very powerful and very corrupted. You sense a faint soul here. An inscription at the bottom reads: "Neji. — Defeated all his foes except for the chaos inside of him." Pray Asked to help a voice from elsewhere, saying "yes" will cause three corruptions or removes all(?) at least 5 was removed. From the other worlds, you hear a whisper asking you "Hero - I am in agony here, will you help me?" (y/n) The marble eyes open to reveal glowing balls of envy and pain. You feel a soul rushing into your body battling for control! Resisting you tear yourself away from the statue. You feel corrupted/You feel cleansed. PC was a level 10 human chaos knight and gained the unholy aura, black eyes, and horns corruptions.

PC was a level 7 myst elf necromancer, have 5 corruptions,after praying on statue:Your blood returns to normal warmath!Your gills disappear and more 3 corruptions has removed

PC was a level 20 neutral high elven elementalist and have 3 corruptions. Your gills disappear. You gain a *lot* of weight. Your body becomes thicker and you assume your usual shape.

You stumble upon a statue. It depicts a standing warlock, holding a sharp, glittering sword with a hilt shaped like a miniature dragon. An inscription at the bottom reads: "Adar, Guardian Battlemage." Kick Generates a murderous short sword of slaughtering.

You stumble upon a statue. It looks like nothing you've ever seen. The form twists and shifts constantly, shimmering with dizzying energy. An inscription at the bottom reads: "dEDiCaTeD tO tHe eSsEnCe Of ChAoS. mAy yOu AlWaYs ChAnGe!"



You stumble upon a statue. It looks like a large, black stone block. It is probably made of obsidian. <No inscription> Step on (once-off) Trains random skill or granting a new one. "You feel uplifted!" This is a reference to the film 2001: A Space Odyssey - the obsidian block is the monolith, uplifting an inferior species.

Level 1 DfDu with Le:8 got Pick Pockets at 33 (2d4) without having visited the Thieves Guild.

You stumble upon a statue. The vaguely humanoid form is completely overgrown with various plantlife and crawling with insects. <No inscription> Kick May either generate several edible plants, or summons two insect monsters. "Suddenly some items are lying on the ground." /

"You notice 2220137 appearing."

Observed plants include a seed and apple, and a seed and 2 alrunia antidotes; summoned monsters noticed have included giant bee warriors, giant centipedes and claw bugs. The message when monsters are summoned seems to be some kind of display error.
You stumble upon a statue. It's of a dark-haired woman wearing a toga and holding out a golden apple An inscription at the bottom reads: "Kallisti" Step on (once-off) Seems to be equivalent to drinking from a Pool. You suddenly picture yourself biting into a tasty apple! It fills your mouth with a refreshing liquid! <You age!> <What do you wish for?> <You feel totally awake.> This statue appears to be a reference to Golden Apple of Discord; the woman thus is Eris, the goddess of chaos and strife
You stumble upon a statue. It resembles a bookshelf, crafted from stone. Each book inside is crafted from a different type of rock. You don't understand the titles. An inscription at the bottom reads: "Do you know where your towel is?" Step on (once-off) Generates a blanket
This is a reference to Hitchhiker's Guide to the Galaxy
You stumble upon a statue. The life-sized female human monk in a fighting position is carved from a single block of ivory, her arms spread in a defensive figure.

The air around the statue tingles strongly and when you avoid focusing on the sculpture with your eyes, you can't stop thinking as if the monk is swaying ever so slightly, her robes flattering in the draft. But there is no way that could be the case, the statue is still and unmoving upon close inspection and the ivory is rock solid on touch..."

An inscription at the bottom reads: "Maen, the Kata Training Master of Dela" Kick (repeatable) Unknown

You stumble upon a statue. It resembles a slightly eccentric man with long blonde flowing hair, arm held upward with a curious object in his hand. An inscription at the bottom reads: "Gardening is the game of life!" Kick Causes herbs to appear in a 'Glider' shape (might be just one bush if there is not enough room near the statue) The statue crumbles to dust! Suddenly some herbs appear! Refers to the fact that herbs are growing by the rules of Conway's Game of Life
You stumble upon a statue. It seems to look like a penguin... in a strange way. An inscription at the bottom reads: "CP-Violation will be prosecuted by CERN."


This is likely a reference to penguin diagrams, a class of diagrams in quantum field theory.
You stumble upon a statue. It looks like an east merchant, made from gold. An inscription at the bottom reads: "ALL YOUR MONEY ARE BELONG TO ME." Step on (once - but see notes) 2% (rounded up) of the PC's gold goes disappears. You feel slightly less encumbered. This statue appears to be a reference to AYBABTU video game meme. The statue appears to activate only once, but it will not activate if the PC has no gold pieces.
You stumble upon a statue. It is a man with a benign smile and hair like a halo. An inscription at the bottom reads: "Long live the Vampire Slayer!" Pray Restores all PP. You feel full of power.
You stumble upon a statue. It resembles an old magician. An inscription at the bottom reads: "Hockaz Pockhus 187-299" Casting spell? Random (undead?) monster appears.
Upon casting a spell, a wraith and a ghul have been generated.
You stumble upon a statue. It resembles an aged wizard in a dynamic pose, brandishing an ornate wand. An inscription at the bottom reads: "In honor of the grand wandmaker ... (the rest of the inscription is worn away)"



You stumble upon a statue. It resembles a dragon, but on each scale, an emblazoned rune shines. An inscription at the bottom reads: "Callest the Thunder, and He shall Reapeth the Whirlwind." Kick Unknown
Note that this is grammatically incorrect; it should read either shall reap or reapeth. Also, callest is the indicative mood where imperative seems to be required
You stumble upon a statue. It depicts two enormous dogs, pitch black and wolf-like appearance, standing guard over a fallen soldier. Their eyes seem to watch your every move... An inscription at the bottom reads: "Here stands Pajazzo and Ulysses, never resting, ever watching." Kick Increases Toughness by 1 point
Note that potential doesn't increase.

Increase Pe +1 for GEWz To 10

You stumble upon a statue. It is of a kneeling Elven man, carved from simple granite. An inscription at the bottom reads: "The Scions walk with you!" Step on (once-off) Same effect as a (blessed) potion of boost willpower. "You feel determined!"
You stumble upon a statue. It bears a striking resemblance to Richard, the warp duck of lore. An inscription at the bottom reads: "Qua... ...ck." Use a wand Teleports PC You teleport.
You stumble upon a statue. It looks like an evil clown juggling human skulls. An inscription at the bottom reads: "Gravity sucks" Step on Turns all monsters on level hostile, including companions "The clown laughs at you, the laughter echoes through the dungeon."
You stumble upon a statue. Crumbling and fallen, only the feet remain. You notice that each foot has only four toes. An inscription at the bottom reads: "Aut viam inveniam aut faciam" Pray on Increase Willpower by one "You suddenly know that you will either find a way to achieve your goals or that you will make one." The Latin phrase means "I shall either find a way or make one" and is attributed to Hannibal
You stumble upon a statue. It is carved to depict a small woman, on her knees with her face drawn in a rictus of terror. An inscription at the bottom reads: "Fear is the only weakness" Kick Summons random(?) undead(?) hostile monster
Possible monsters: Wraith
You stumble upon a statue. It's a perfect sphere the size of a man's head, glowing with a faint green light. <No inscription> Unknown Uncurses equiped items
Kicked as a lvl7 L Dwarf Priest, Unicorn Sign, got "A huge fireball explodes!", took about 25hp of damage and "The statue crumbles to dust". No detectable event other than the explosion/disappearance of the statue.

---

Kicked as lvl10 Drakish male Monk, Candle Sign, got no effect.

You stumble upon a statue. It resembles a huge heap of old armor, rusted weapons, wands and small bottles. For a moment, you think you see something moving underneath... An inscription at the bottom reads: "Aldrin the Always Prepared" Kick Drops a girdle of carrying "An old belt falls from the statue. It seems to still be useable..."
You stumble upon a statue. It is a sandstone figure of a small dog. Its ears taper to points, and carved muscles bulge underneath its skin. An inscription at the bottom reads: "To the unknown jackal." Pray Causes a tame jackal to appear. Suddenly a jackal appears.
You stumble upon a statue. It looks like a mad wizard ripping pages out of a spellbook. An inscription at the bottom reads: "Knowledge is a finite resource: the more you learn, the more you forget" Kick PC un-learns a skill at random, then the PC learns a new random skill (at skill level 1d100).

You stumble upon a statue. It appears to be a large crowned bearded man surrounded by carved squirrel companions. An inscription at the bottom reads: "You shall nut pass!" Kick Randomly spawns additional (hostile?) monsters on the level.

Crashes the game in pre23, fixed in current versions.

"A booming voice bellows: "Ye have incurred wrath of the Squirrel King!"

The stone squirrel companions spring to life and surround you!"

Pun on Tolkien's Gandalf
You stumble upon a statue. It is of an Avatar of Balance, a wide cloak billowing around him. The avatar's left arm is hidden by the cloak, but his right arm extends outward and holds a sword as tall as the avatar, the tip just touching the ground. Hanging from the cross-guard is an ornate pair of scales, perfectly balanced on fine chains. An inscription at the bottom reads: "To the ancient judges; in whose dominion Balance reigned supreme." Pray Unknown; prayer is also heard by PC's deity "Your prayers are heard." Editor was playing as a neutral PC
You stumble upon a statue. It seems quite brittle and eroded. You can't decipher what it once may have resembled. <No inscription> Step on (once-off) PC becomes blinded by dust eroding from the statue. The effect is similar to the glob of mud rooms, since it can only be cured by using the wipe face command. When activated: "You are blinded by the dust eroding from the statue."

When remedied: "You clean your face from all the dust."


You stumble upon a statue. It is carved from a single, solid piece of granite. It seems to represent a once great lord of some considerable girth wrapped in grand robes. He is resting upon a throne before which stands a pedestal holding a great tome with archaic runes. An inscription at the bottom reads: "You gain some, you lose some. You can't have it all."



You stumble upon a statue. It resembles a humanoid standing square and emotionless. It appears to be missing a chunk of stone on his head. An inscription at the bottom reads: "75% Off" Kick Statue breaks and summons Doop, a tame stone golem. "The statue hums and vibrates for a moment, and then appears to come to life. It slowly turns toward you and mutters: "Zoop bing bada doop." "
You stumble upon a statue. It resembles a tall, winged figure clad in a breastplate and gripping a broadsword. You feel faint waves of blessed power emanating from the sword. An inscription at the bottom reads: "Mieaevar" Step on (once-off) Restores some HP and PP. (For lawful only ?) "You feel righteous... and right!"
You stumble upon a statue. It seems to be a male figure with the head of a hippopotamus, made of granite. An inscription at the bottom reads: "GueuetiteueuG" Step on (repeatable) Confuses the PC if not already confused, removes confusion if already confused

You stumble upon a statue. It depicts an old man wearing sideburns. The man is holding a scroll with a 17-pointed star inscribed on it. <No inscription> Casting spell Temporary +20 Le
This is likely a reference to Carl Friedrich Gauss, a German mathematician.
You stumble upon a statue. It looks like a very great computer from the beginning of the 1980ties, it is brown and very similar to a bread bin. An inscription at the bottom reads: "Commodore C64, Made In W. Germany" Pray on Restores HP; prayer is also heard by deity "You feel healed. Your prayer remains unheard."
You stumble upon a statue. It is a wooden statue of a giant rat. An inscription at the bottom reads: "Squeek!" Kick Summons hostile giant rat (s)

You stumble upon a statue. A mighty hero stares down at you from the golden pedestal. You are awed by the strong and yet graceful curves. This is truly a godly figure. Oh wait... you recognize yourself! An inscription at the bottom reads: "Self-esteem is golden, but valor is beyond price" Kick Destroys the statue, reduces HP to 1 and generates 100 gold in the statue's place; deafen the PC for 100 turns; clears cursed and doomed intrinsics; grants +1 Willpower and +1 Appearance "The statue crumbles to dust! Suddenly you hear a thousand bells ringing in your head. You fall onto the ground writhing in pain. And yet you feel good about what you just did. Suddenly an item is lying on the ground."
You stumble upon a statue. It represents a monster of vaguely anthropoid outline, but with an octopus-like head whose face is a mass of feelers, a scaly, rubbery-looking body, prodigious claws on hind and fore feet, and long, narrow wings behind. An inscription at the bottom reads: "Ia! Q'thulu ftaghn!" Step on Grants Lucky intrinsic to chaotic PC, temporarily confuses others
Reference to Cthulhu of Lovecraft Mythos
You stumble upon a statue. It's a sphere. An inscription at the bottom reads: "That's no moon." Step on Generate penetrating drakish scurgar of targeting
Possibly a reference to Obi-Wan's line from the first Star Wars film
You stumble upon a statue. On closer inspection it looks like a barrel-chested man. His eyes are flickering and shimmering in thousands of colours. He is smiling at you with seemingly endless joy, careless joy, knowing that his lucky day could be the day of your doom. An inscription at the bottom reads: "Does fate smile upon you?" Step on (once-off) Decreases luck (like karmic creatures). Or increases it (depending on Mana (40+) ?) "You feel less lucky"/"You feel more lucky" A PC once lost the Fate Smiles intrinsic by it, while another PC with no positive luck-based intrinsics received the cursed intrinsic from it
You stumble upon a statue. It is made of some unnatural watery substance which streams without losing its form. The statue seems to be vaguely familiar to you.

Suddenly you recognize your own eyes, albeit they seem different... older... and very blank. You stare at the eyes but they never blink. You feel humiliated, as if your shadow stops following you. Except that you seem to be the shadow here.

An inscription at the bottom reads: "Who are you?" Kick Increases Willpower by 2 and Charisma by 5; corrupts; destroys statue "You hesitate, and then suddenly kick the statue with full force. The statue shatters. You are annoyed by your own weaknesses, but immediately feel proud and confident again for overcoming them." At least three PCs have been observed to transform into a chaos being after gaining 18/19 corruptions at once (if PC is Chaotic or Neutral?). Other PCs have been observed to pick up one corruption that was not announced by the game after kicking the statue.
It is a warrior carved in white stone, sword in hand, another sword strapped to his back. You notice a finely crafted wolf's head talisman hanging on his neck. An inscription at the bottom reads: "To G. of R., a true hero and friend of dwarvenkind." Step on (once-off) Generates a necklace of the eye Suddenly an item is laying on the ground. This is a reference to Geralt of Rivia, the main protagonist of the Witcher series.
You stumble upon a statue. It resembles a human, whose appearance seems to be strangely familiar. An inscription at the bottom reads: "Sometimes, you gotta run before you can walk". Step on Increases Speed by 5

You stumble upon a statue. It resembles an ancient black dragon, hewn from pure black diamond. An inscription at the bottom reads: "nive idvi ciiv" Pray With ~50% chance generates a sword of sharpness Suddenly an item is laying on the ground / You have a feeling of loss The inscription is an anagram of the phrase "veni vidi vici"
You stumble upon a statue. It is covered with permafrost and is too cold to touch. An inscription at the bottom reads: "I long for eternal frost and black winters."



You stumble upon a statue. Upon it stands a man, tall with close cropped hair. He wears strange bulky armor only covering the torso, with a rounded helmet. In his hands is a gently curved sword, held in a ready, yet relaxed position. He carries a pack that looks extremely heavy. An inscription at the bottom reads: "Dijheans, he fought in a war that did not remember him or his comrades." Step on (once-off) +10 Capacity "You notice your burden lightens slightly."
You stumble upon a statue. It depicts the face of a man of about forty-five, with a heavy black moustache and ruggedly handsome features. An inscription at the bottom reads: "Ignorance is strength." Kick +1 Willpower "You suddenly know that you will either find a way to achieve your goals or that you will make one." Appears to be a reference to George Orwell's novel 1984.

Crashes the game in pre23 (win7 64bit)

You stumble upon a statue. Delicately carved from granite and smoothly polished, a young, lithe woman lies prostrate on an ornate settee. She is clothed in thin, revealing attire, with one hand resting wearily against her forehead, and the other reaching languidly outwards. Her posture suggests great personal despair. An inscription at the bottom reads: "...and 'lo that wench, upon this bench, her fate was sealed in stone." Step on Deafens the PC. "Your ears are assaulted by a high-pitched screeching... then you hear nothing at all."
You stumble upon a statue. It resembles 10 shining monkeys, hewn from pure Diamond. An inscription at the bottom reads: "SSAGAZY!" Step on (once-off) Same effect as a blessed scroll of identify "You feel enlightened!"
You stumble upon a statue. It resembles a strong farmer with a dog by his side wielding an ancient trident. An inscription at the bottom reads: "Hard work and a strong back can overcome any obstacle." Kick Generates a trident and two potions of strength Suddenly some items are lying on the ground
You stumble upon a statue. It appears to be a stone tree, covered with specks of dried blood. An inscription at the bottom reads: "Ouch!" Kick Causes heavy bleeding

You stumble upon a statue. It resembles a fearful knight. Pure darkness radiates from its obsidian eyeballs. An inscription at the bottom reads: "Only the penitent man shall pass." Pray on Corrupts (~1 effect)
May be a reference to Indiana Jones and the Last Crusade
You stumble upon a statue. It is shaped as the most gorgeous woman you ever saw, with stunning eyes and shimmering hair. You feel a surge to deliver her. <No inscription> Pray on Summons a doppelganger; prayer seems to also be heard by PC's deity "As <PC's deity> relieves the prisoner from its petrified state, she suddenly transforms into a very known person. Your prayers remain unheard." Male or female characters
You stumble upon a statue. It shows a leaping fish. <No inscription> Kick Unknown No message
You stumble upon a statue. It appears to be a dwarf, brandishing a battleaxe with one hand, and with the other drinking deeply from a frothing tankard. An inscription at the bottom reads: "Bundin the Besotted - His virtue was solid, and his courage, liquid."



You stumble upon a statue. The statue is cast in bronze and resembles a Barbarian accompanied by a snarling dog. An inscription at the bottom reads: "Pray that your dog never bites you!"



You stumble upon a statue. It resembles a goblin berserker, hewn from a 100 carat brilliant blue sapphire An inscription at the bottom reads: "Chaos will prevail" Kick Grants intrinsic invisibility to the PC

You stumble upon a statue. It looks like a giant frog made of pure emerald. An inscription at the bottom reads: "Berep!" Step on (once-off) Grants Lucky intrinsic "You suddenly hear a croaked "Berep". You feel the urge to smile!"
You stumble upon a statue. It is made from shiny round rocks, vaguely resembling a hurtling (sic) figure. <No inscription> Kick Drops a pile of rocks "Suddenly an item is lying on the ground. The statue crumbles to dust!" Dropped 5 (+2, 1d4) rocks

Dropped 6 (+0, 1d4) rocks in another instance - seems like the rocks are random

You stumble upon a statue. It appears to be a standing disc filled with a mix of blue and purple stained glasses in a complicated kaleidoscopic pattern on both sides. It is supported by a grey stone carving that resembles a large cloud. An inscription at the bottom reads: "Winds of Omen"



You stumble upon a statue. It is a tall statue of a short figure; a hurthling with a determined grin and a full pack. Graffiti scratched into the stone reads "Better a small fire that warms than a great fire that burns". An inscription at the bottom reads: "The Lost Volcano Expedition" Step on (once-off) Grants resistance to fire, stunning and confusion "You feel ready for the heat!" Once of the statues in the Bug Temple is dedicated to a hurthling, called Wor Janoth, who was the "Explorer of the Lost Volcano".
You stumble upon a statue. It resembles the head of a horse. It expression is an ambiguous mix of panic and frenzied elation. An inscription at the bottom reads: "Prepare for Final Fulfillment" Kick Permanently increases speed 5 points OR drops a wand (possibilities include door creation, digging, acid, fire, lightning at least) OR does nothing. "You feel faster." OR "Suddenly an item is lying on the ground." OR no message.
You stumble upon a statue. It is shaped like a perfect hemisphere, made from some unknown metal. Though its surface is tarnished, you can still see your distorted reflection. <No inscription> Kick Generates a fireball centered on the statue. "A huge fireball explodes! You are engulfed by the roaring flames! The statue crumbles to dust!" (ADOM release 52). "The statue crumbles to dust! You feel a strong shock wave." (ADOM 1.2.0 Prerelease 23?) Generates an "Illegal ball damage type(3)." error in ADOM 1.2.0 Prerelease 23.
You stumble upon a statue. It is covered in moss and has lost some of its original definition to the ages it was sculpted. It resembles a man, with the legs of a beast. He holds something in his hands, a musical instrument or tablet bearing writing in some forgotten script? An inscription at the bottom reads: "The Great God Pan"


Direct reference to the god Pan in Greek mythology.
You stumble upon a statue. It resembles an old wizard, hewn from fine, white marble. An inscription at the bottom reads: "DO NOT DISTURB!" Kick Stuns for a few turns, teleports PC and drops alignment. No message N- high elven druid got to C after kicking the statue.
You stumble upon a statue. It depicts an ancient dragon slumped, dead on the floor. A goblin stands atop it, victorious. An inscription at the bottom reads: "For the cursed will be blessed and the earth shall be theirs." Kick Wand of digging appears on the floor; also generates wand of earthquakes for cursed PC and wand of destruction for doomed PC Suddenly an item is lying on the ground.
You stumble upon a statue. The statue looks surprisingly much like you, only smaller. An inscription at the bottom reads: "Ye who wants to know it all should know thyself first." Kick Same effect as potion of insight / Revelation spell; or else same effect as potion of confusion. "You suddenly feel very self-knowledgeable." or "You are confused." Seems to depend on learning (literate/Le:18 works, illiterate/Le:8 doesn't, illiterate/Le:15 also works)
You stumble upon a statue. Unknown and partly hidden in the shadows, the statue portrays a tall and vigorous human of unclear age.

He boasts a long red beard and some sort of medallion with startling inscription. With one hand he is clutching several books and scrolls to his belly; the other hand, invitingly open, is well-polished, as if been touched numerous times. He looks like a priest of a forgotten deity... or a scholar of a school yet to be founded."...

An inscription at the bottom reads: "Societas Eruditorum"


Could be a reference to "Societas eruditorum incognitorum in terris Austriacis"( The Society of Anonymous Scholars in the Austrian Lands).
You stumble upon a statue. A layer of ice covers it completely and an aura of cold seems to be emanating from within. Just below the surface you can make out a human face screaming in agony. An inscription at the bottom reads: "Where are the frost giants I've begged for protection?" Step on (once-off) Decreases speed by 5 "The air in your lungs seems to be cooling to an almost unbearable level. Ice crystals are starting to form on your skin and you gear. Perhaps you should leave before you freeze into a statue yourself." May refer to the song Too Late: Frozen by Type O Negative
You stumble upon a statue. Of Great Sisters An inscription at the bottom reads: "AN GI NA" Kick Increases Charisma by 1 and statue disintigrates. "You feel friendly" It is a reference to The Great Giana Sisters game. "AN GI NA" is an anagram of "Gianna" (misspelled heroine's name)
You stumble upon a statue. Delicately carved from dark green granite, this huge brute of a man stands leering over you.

He is wearing little more than a kilt and bracers, but holds a massive stylised two-handed sword in his hands, ready for battle. Seven other large blades stand in a circle around him, each worked from a different stone but just as sharp as the one he carries....

An inscription at the bottom reads: "Rene, Son of Rel. Master of Blades, Bringer of Storms." Kick Unknown No message
You stumble upon a statue. It is a stunning sculpture of a swarm of blue scarabs, accented with gold and precious gems. <No inscription> Step on Increases Dexterity by 1. "You feel very nimble"
You stumble upon a statue. On the weathered stone you discern the features of a tall elf, his right arm holding a lute, his left distorted in a mass of tentacles, a sly grin on his scarred face. An inscription at the bottom reads: "All hail Tarindil, master of music, embracer of ChAoS!" Step on Charisma+1, Learning+1.

Corruption or corruption removal. See notes.

"A dark and enchanting tune hangs in the air for a moment, and you feel your mind wander to forbidden places." Effect is likely bugged in r49: PC with no corruption got 1 corruption level. PC with about 0.5-1 corruptions got some corruption points removed. PCs with 5 and 17 corruptions were cured from all corruptions (but left with some corruption points).
You stumble upon a statue. You find a gargoyle emtombed [sic] in unadulterated terror. The statue smells of the sea. The statue has a marble ring of the fish in one of its hands. An inscription at the bottom reads: "If found, ship to the Gorgades Islands."


Gorgons from Greek mythology were thought to live on the Gorgades Islands (which may refer to modern Cape Verde).
You stumble upon a statue. It portrays a man bound to the earth with heavy chains. An inscription at the bottom reads: "A name is an omen." Kick Earthquake "The whole level is suddenly hit by a violent earthquake!"
You stumble upon a statue. It is a statue of a man with lifted arms, standing

on top of a large gate-like arch of unhewn white stones.

An inscription at the bottom reads: "Off we go!" Step on (once-off) Several (2 and 4 observed) swordsmen appear next to the PC.

You stumble upon a statue. It represents a young elven woman holding a fairy dragon in her hands, exquisitely crafted from mithril. An inscription at the bottom reads: "In Memory of Thecla" Step on (once-off) Summons a tame fairy dragon "A tamed fairy dragon appears."
You stumble upon a statue. The statue seems to want to talk to you, its half-grinned face seems to follow you around the room... eventually the statue begins to explain various countries' corporate and civil laws. You are bored enough to fall asleep! An inscription at the bottom reads: "this is a lawful statue" Kick You feel corrupted! Enough to receive one corruption.

You stumble upon a statue. It pictures a long man in a robe whose gaze is at the distance and who is holding a thick book in his hand. The man has the symbols of the elements engraved in the back of his robe. An inscription at the bottom reads: "Jussi Viinikainen, pioneer in elemental research" Step on (once-off) Player is prompted to read a set of runes on the foot of the statue (y/n); various effects are available depending on PC's Learning score (temporary confusion, receiving intrinsic random elemental resistance, resistance to all elements, or failing to read the runes to no effect at all) When gaining resistance to all elements: "You understand the runes. You now fully comprehend the principles of the elements."
You stumble upon a statue. It resembles a beautiful dragon, carved from the purest crystal. The statue glistens in the light like a myriad fires. An inscription at the bottom reads: "Humble yourself before the lord of the mountain lake!" Pray on Grants +2 Learning
Reference to Guy Gavriel Kay's Fionavar Tapestry series.
You stumble upon a statue. It is a great hulk of black obsidian, depicting an ancient warrior. His armor is dented and battered, his sword broken, and his shield split. He is covered in scars from numerous battles.

One eye is missing, and one arm is horribly disfigured. He is a man with one foot in the grave. On his back rides a shadowy beast; a horrible fanged grue."...

An inscription at the bottom reads: "Though ye be doomed, if ye have breath, fight on." Pray on If not already doomed: dooms the PC and summons an air grue, a water grue, and fire grue and a stone grue around him/her. The statue also gets destroyed.

If doomed: grants paralysis resistance intrinsic and destroys statue.

If doomed: "The statue crumbles to dust! You feel incredible surge of strength pass through you."
You stumble upon a statue. It resembles a bard with a long-necked lute with four thick strings. An inscription at the bottom reads: "Bow your head to lowland vibe" Pray on Generates lute {Lakland} (was uncursed/doomed and L+ crowned)
The 'lute' described is more than likely a bass guitar
You stumble upon a statue. It resembles a grinning man with a pamphlet under his arm, counting on his fingers. It is made from pyrite. You suspect he cheated. An inscription at the bottom reads: "When speed must needs exceed" Kick Unknown None
You stumble upon a statue. It's a hollow square cube that you can see into from the top. The statue is half filled with middy [sic?], lumpy water. An inscription at the bottom reads: "Waste not, want not." Kick


You stumble upon a statue. It resembles a bipedal frog with one foot much larger than the other in a martial arts pose. An inscription at the bottom reads: "In memory of Ribby - the foot of justice and beloved king." Kick (once) You'll slide one step from statute. No health damage. The statue rotates on its base and kicks you back! You tumble along the floor after being hit by some strong force!
You stumble upon a statue. It resembles a foot. An inscription at the bottom reads: "Artist unknown" Kick (repeatable) None other than a message? "A booming voice shouts: "Ow!" ".
You stumble upon a statue. You don't notice anything unusual. Or do you? An inscription at the bottom reads: "Please return to the finder.". Step on (repeatable) Unknown You feel happy and content.
You stumble upon a statue. It resembles a decrepit old hag, dressed in tattered rags. <no inscription> Stepping on the statue. May make the PC Sick. You feel decrepit. (Specifics not known - done to a Dark Elf Ranger, further testing needed.) GnWiz do not suffered
You stumble upon a statue. A caryatid stands here, holding the ceiling above you. An inscription at the bottom reads: "Do not kick." Kicking statue Earthquake on whole level. The whole level shakes violently. Seems to produce much more destruction that just one casting of Earthquake spell.
You stumble upon a statue. It appears to be a cenotaph for an adventurer who lost her way in the dark. An inscription at the bottom reads: "Tipi Marjukka Ainas, YASD" Kick Generates a wand, scroll, or amulet of light The statue crumbles to dust! Suddenly an item is lying on the ground YASD — a commonly used acronym in the ADOM community — means "Yet Another Stupid Death"
You stumble upon a statue. It is a very lifelike stone warrior standing a shield raised on defense and a sword readied to strike. An inscription at the bottom reads: "Sir Archenon the gremlin slayer. Arch Gremlin tricked him to petrify himself." Kick Generates a long sword with a modifier.
Modifiers: fickle, white, wicked, mayhem, defense, penetration, fumbling.

You stumble upon a statue. It appears to have been crudely hewn out of some sort of indistinguishable material. It doesn't seem to resemble anything in particular. The only thing that is definite about this statue is the unmistakable feeling of dread it inspires in you. There appears to be an inscription at the bottom. Are those... claw marks? (There appears to be no actual inscription. The above is part of the description.) Step on (once-off) Breaks, releasing a chaos monster, that depends on PP.:

chaos rat (PP < 40);

chaos plague bearer (PP > 40);

chaos spawn (PP > 80);

chaos knight (PP > 160);

writhing mass of primal chaos (PP > 320);

balor (PP > 640). Also drains all PP.



You stumble upon a statue. The statue seems to depict a troll, unlike any you have seen. Tall and lean, it almost looks like a giant elf. Covered in heavy armor from head to toe, gigantic sword in one hand and massive shield in the other. You imagine he must have been the very symbol of invulnerability in life. An inscription at the bottom reads: "R.I.P. Jalmag, the troll warrior, grand master smith, felled by the Lich King." Step on (once-off) Chance to fix rusty or broken equipped item "You hear a voice in your head: "YE'LL NIID HELP! 'ERE! BASH DEM GUD!" Kicking, stepping on, nor praying with high elven archer seems to doing nothing. Stepping on with dark elven beastfighter resulted in voice.
You stumble upon a statue. It is an obsidian statue of a wine bottle, faintly glowing from within. An inscription at the bottom reads: "Em ebibmi! (it's "imbibe me" backwards)" Kick Generates potion of gain attributes or potion of cure corruption; destroys the statue "The statue crumbles to dust! Suddenly an item is lying on the ground."
You stumble upon a statue. Acheatarus, Demigod of the Unspoiled An inscription at the bottom reads: "It is better to have loved and lost than to never have loved" Step on (once-off) Summons a tame monster

You stumble upon a statue. It has no head. Its outstretched arms still bear the weathered symbols of some long-forgotten noble's hall. An inscription at the bottom reads: "No more can any man achieve than this." Kick Destroys the statue "The statue crumbles to dust!"
You stumble upon a statue. It is the skillful carved cat from a dark wood. Black eyes of the statue seem to glow a bit of light. <No inscription> Kick Drops 2 white gems (Gemology needed to find out what they are) "The eyes of the statue drops to the flor."
You stumble upon a statue. It is too worn to be sure, but it resembles some ancient swordsman, standing at attention. <No inscription> Kick Generates a mithril long sword "The statue crumbles to dust! Suddenly an item is lying on the ground."
You stumble upon a statue. Soirana, troll bard while in the midst of deadly singing accompanied with bone breaking clubbing. An inscription at the bottom reads: "Eto po lubvi" Pray on Generates a gem
Inscription refers to a song by Russian band Mumiy Troll
You stumble upon a statue. Shod of silver, it resembles a proud and haughty looking human, who bears the symbols of a mindcrafter. An inscription at the bottom reads: "Only those who can keep their thoughts focused in one place dare approach." Step on Unknown You hear a voice in your head: "Welcome student, I have much to teach you...". The statue crumbles to dust!


or

"Don't waste my time!"

Has one of two possible effects; if the player doesn't meet a certain requirement (Orcish beastfighter got it w/o any intrinsics except poison) they are (randomly) teleported; if they do meet it learning is trained (?) (The human barbarian I encountered the statue with experienced an increase to learning just a hundred or two turns later.) Possibly Le dependant (Orc beastfighter was eligible at Le:7)
You stumble upon a statue. It appears to be a small iron figurine of a cowled gnome. Unremarkable in appearance yet seems to be posed in a way to suggest he is hiding something from view. An inscription at the bottom reads: ""I'm the jinx, so what?"" Kick curses

You stumble upon a statue. A jumble of stone and metal loops intertwine into a wondrous figure. While seeming chaotic, the eye is quickly drawn to follow the curves, building a pattern as you continue to gaze at it. A tear leaks from the corner of your eye. No art has ever moved you this way, you cannot move for fear of losing this moment. An inscription at the bottom reads: "Understanding eternity takes time." Step on (once-off) Briefly paralyzes, restores PP "You are flooded with power!"
You stumble upon a statue. It's a rather creepy statue. A female form in alabaster, dressed in a all-encompassing habit, praying. The palms are pointed towards her though, trying to cover her eyes. Her eyes are carved ivory and in each corner is a tiny sapphire - as if she were weeping. An inscription at the bottom reads: "Don't blink. Blink and you're dead. Don't turn around and don't blink."


Refers to the Weeping Angels from the TV Show Doctor Who. The inscription is a quote from the Doctor regarding these entities.
You stumble upon a statue. A solitary siren sits atop a pile of bones. <No inscription>


1.2.0pre23, crashed the game when steping on it. Caused a Crash in 1.2.0. Seems fixed in Release 60.
You stumble upon a statue. It is a beautiful emerald statue of a miniscule, grinning magical figure with glistening amethysts for eyes. It seems to brim with magical energies. An inscription at the bottom reads: "A rare, elusive 'leprechaun', that hails from a beautiful realm far far away" Kick Grants teleportitis to the PC None
You stumble upon a statue. Colored a deep blue, its shape seems to change while you look upon it. An inscription at the bottom reads: "Take Each Random Little Opportunity, Boldly." Kick if boots are on - bless them, else damages slightly "Your feet feel relaxed" / "Your feet hurt."
You stumble upon a statue. It resembles a winged unicorn made of pure white marble. An inscription at the bottom reads: "Blessings I give to all my faithful students." Pray Blesses all spellbooks in backpack
Reference to the character Princess Celestia in My Little Pony: Friendship is Magic.
You stumble upon a statue. A cat-sized dragon with an impish grin and carved of near-translucent crystal lies at ankle level. An inscription at the bottom reads: "To Glitterwing, true companion, fearless hunter, and reckless troublemaker." Kick Fairy dragon appears
Status (hostile/non-hostile/tamed) of apearing monster depends on charisma score. Apparently with 9 charisma it apears non-hostile but becomes hostile when action taken.
You stumble upon a statue. It's a winged unicorn with stars in its mane. An inscription at the bottom reads: "Huzzah!" Pray on Grants the see invisible intrinsic "You are blessed by the goddess of the night!" My little pony reference to princess Luna, from the episode, "Luna eclipsed". https://www.youtube.com/watch?v=A9QE7LRjF54
You stumble upon a statue. It depicts a small, tubby man, carved from a dark wood. He is smiling widely and carries a small cask under his right arm. An inscription at the bottom reads: "I share freely" Kick A murky liquid spills from the cask making you drunk

You stumble upon a statue. It has the shape of a large-bodied man; with short arms and stubby legs. A round head is topped with a thin streak of hair like the fin of a fish. An inscription at the bottom reads: "VISCERA" Kick Dooms
Likely a reference to Nelson Frazier, Jr
You stumble upon a statue. It oddly resembles the shape of a boot. An inscription at the bottom reads: "For every action, there is an equal and opposite reaction" Kick Knocked back one square The statue kicks you back. You tumble along the floor after being hit by some strong force! Reference to Newton's 3rd Law
You stumble upon a statue. This appears to be a statue of a ratling warrior of exquisite craftsmanship - you can make out the tiniest wrinkles on the creature's skin, the tiniest dents on its scales and armor. The figure is standing on one knee, cowering under a shield and stretching an arm as if attempting to strike an imaginary foe. There is a mixture of horror, desperation and anger on the ratling's face. An inscription at the bottom reads: "Do not touch." Pray Curses, destroys the statue "*FOOLISH MORTAL! I'M NOT HERE TO BRING BACK TO LIFE YOUR PETRIFIED RATLING FRIENDS* The statue crumbles to dust!" Effect occurs whether you are a ratling or not.
You stumble upon a statue. You are shocked to discover it's a statue of you. The lifeless stone eyes seem to meet your stare. The effect is quite disturbing. An inscription at the bottom reads: "Erected in memory of a brave adventurer, Rest In Peace." Step on Dooms PC You feel as if your final days are upon you!
You stumble upon a statue. it resembles a winged lion with the head of a human woman. it seems to be carved from solid granite and has a sculpted book before it. An inscription at the bottom reads: "Knowledge is another form of power" Pray +1 Learning You feel knowledgable [sic].
You stumble upon a statue. It is a mere meter tall, and depicts a vaguely humanoid creature with large eyes, tentacles and eyestalks. An inscription at the bottom reads: "Alien's corner of quiet and guilt." Step on (once-off) Mutes the PC.

[temporary - same as harpy corpse?]



You stumble upon a statue. It appears to be of a large jackal carved out of jet black obsidian with sparkling rubies for eyes. An inscription at the bottom reads: "I guard the veil against any who would violate it."



You stumble upon a statue. It depicts a weasel with two heads. Each eye is made from different kind of gemstone. An inscription at the bottom reads: "Ancient Weasel of Eldritch Knowledge." Pray on +2 Learning, -1 Charisma "You absorb eldritch knowledge and are altered by it!"
You stumble upon a statue. It resembles a middle-aged man wearing a wizard's robe. Curiously, he is holding a shield in each hand. The shield wielded in his right hand is silver with a circular motive. His other shield is almost perfectly black. You can feel experience and power radiating from the statue. An inscription at the bottom reads: "Drauf Momo Olepisk, a sorceror from a land quite nearby." Pray on ? No message
You stumble upon a statue. It depicts an elf with a look of horror frozen on her face. An inscription at the bottom reads: "Not all petrification goes bone-deep." Kick Summons a hostile writhing mass of primal chaos.

You stumble upon a statue. It resembles an ancient white rabbit, hewn from gold smelling faintly of frankincense. An inscription at the bottom reads: "Cas Go Par!" Kick Unknown "<name of PC's deity> mumbles "Myrrh..." " The references to gold, frankincense and myrrh could be a reference to the gifts of the three Kings / Wise Men at the nativity of Jesus
You stumble upon a statue. Small and shaped like an elegant cat, stretching, it is made of crumbly white alabaster with pink ruby eyes that seem to sparkle as if lit by a ray of sunlight. An inscription at the bottom reads: "Willow, a gentle creature, she loved the light and we loved her" (Doesn't respond to kicking, prayer or stepping on. Maybe zapping a wand of light?)


You stumble upon a statue. Carved from a block of silver leaf jasper, it depicts a lightly built, short-haired cat with friendly slanting eyes and dark points. An inscription at the bottom reads: "Requiesce cat in pace Darion" Step on Removes curse

You stumble upon a statue. It appears to be of a robed figure, holding a tome. An inscription at the bottom reads: "Argyll, the compiler of odd tales" Reading Generates a book(?)
Character was bard with 21 Le and 100 literacy. Generated book was teleportation.
You stumble upon a statue. A band of cocky trolls, petrified by their encounter with reality, still appearing to smugly surveying.. their surroundings with upturned noses and blind eyes. An inscription at the bottom reads: "In memorandum of things best forgotten" Step on (once-off) Decreases stats; changes of -1 Str, -1 Le and -1 Wi were observed "Your morale drops" Seems to be a reference to Internet trolls
You stumble upon a statue. The mottled black and red eudialyte stone has been polished and sculpted into the shape of a giant, humanoid heart. An inscription at the bottom reads: "I want to hear your screams!" Step on (once-off) Decreases alignment to CN (N- to CN and NL to CN observed); alters stats: +1 Le, +3 Wi, +4 Dx, -1 To, -2 Ch, -3 Ap, +2 Pe "Your eyes blacken momentarily as the statues darkness infuses you. You feel changed." First editor observed changes of +1 Le, +? Wi, +? Dx, -1 To, -5 Ch, -? Ap, +2 Pe; this editor saw the above stats (tested repeatedly with save file), which match except for Ch.
You stumble upon a statue. An ashy blackness pulses over the statue's surface, giving it an appearance of gaseous immateriality. An inscription at the bottom reads: "There's no smoke without fire!"



You stumble upon a statue. The dark statue of a tall, athletic man lies ahead of you. A mischievous smile is frozen on his face, and bright green eyes seem to be fixing you with their gaze. An inscription at the bottom reads: "I do what I try what I am" Step on (once-off) -5 Str, -5 Tou, drops the amulet of petrification resistance "As you get close to the statue you feel weak, and your vision blurs slightly. As you slump to the ground, tired and dizzy, you see the color of the statue going from dark to fair, coming to life in front of your eyes. The man whispers his thanks in an insidious voice, and disappears."
You stumble upon a statue. Apart from the two rubies it has for eyes, it is made of pure black onyx, absorbing any light that touches it. Its eyes remind you of someone from ancient times, someone whose face you remember seeing in old tomes... a scholar or wizard, perhaps? An inscription at the bottom reads: "Teach and be taught!"



You stumble upon a statue. It is of a thinly built man huddled as if to squeeze through a narrow gap. He leads with a stone crossbow, held at arm's length. <No inscription>



You stumble upon a statue. It appears to be a fierce dwarf ranger cunningly depicted out of a massive block of granite. An inscription at the bottom reads: "ye'll need more than that to hurt me!" Kick Does ~88 points of damage without killing the PC (reducing it to minimum 1 HP) and increases Toughness by 1
1 PC was reduced to 1 HP, another from 202/202 to 114/202. Both didn't die, and got 1 To.
You stumble upon a statue. It seems to be a wooden carving of a kobold holding a baby human An inscription at the bottom reads: "To Mkita, for not eating my baby"



You stumble upon a statue. It depicts a heavily armored dwarf playing dice against a gnome, who's just lost his armor on the game. An inscription at the bottom reads: "The luck is the greatest armor of all." Pray on Unknown None
You stumble upon a statue. A kobold carved of pure alabaster takes a defensive stance, tightly clutching a spear. Despite being wounded, the small creature's face remains brave and determined. An inscription at the bottom reads: "Small But Fierce" Kick Injures the PC; no other noted effects

[v1.2 removes part of current Health, adds to max PowerPoints. Not know if its permanent of temporary effect]

"You feel weak and overpowered." A reference to the Kobold Quarterly magazine, now out of print.
You stumble upon a statue. A giant cat is poised as if to pounce, carved from white marble with inlaid stripes of tiger's eye across its back and tail. Its eyes are blue sapphires and glow faintly! An inscription at the bottom reads: "Sharaleo" Pray on Grants see invisible intrinsic "Your eyes tingle."
You stumble upon a statue. This is the statue of a tall human magician, clothed in a long tunic. A decided expression is on his face, and a beautifully-sculpted flame raises from his extended hand. An inscription at the bottom reads: "Ubun, the fire elementalist. Igne nature renovatur integra." Pray Triggers a fireball/explosion on the statue's square "A huge fireball explodes!"
You stumble upon a statue. It is covered with dense foliage but you see a gleam of sapphire underneath. An inscription at the bottom reads: "Twig the Lurker!" Kick Gem is put where you were standing (Sapphire or random?) "The foliage rustles. Suddenly an item is lying on the ground."
You stumble upon a statue. It's a dwarf raising his ale mug up high! An inscription at the bottom reads: "Beware the consequences!" Step on (once-off) Confuses for couple turns "Your head hurts!"
You stumble upon a statue. It resembles a young boy with chestnut brown hair cropped in a bowl cut. An inscription at the bottom reads: "Yllib LLa Reve!" Kick Generates a wild cat

You stumble upon a statue. It depicts a slight human with unruly hair and skewed glasses that seems to be staring intently at some arcane chalky scribbles on a nearby wall. An inscription at the bottom reads: "The rule of thumb!" Step on (once-off) PC gains marks for all weapon skills (including missile weapons and shields) "You gain some surprising insights into your combat abilities."
You stumble upon a statue. An exquisitely detailed marble sculpture. It is a perfect likeness of you! An inscription at the bottom reads: "No adventurer will ever match this peerless original." Step on (once-off) Summons a hostile doppelganger "Suddenly a copy of yourself appears."
You stumble upon a statue. It resembles a very old and ugly-looking man. His eyes seem to glow a tiny bit and figure itself feels like alive when caught by a peripheral vision. The long dead body of an adventurer is nearby. An inscription at the bottom reads: "Koschei (might be obfuscated to hide the relation to the Koschei the Immortal)"



You stumble upon a statue. It seems to resemble some variety of terrifying quadrupedal beast. Intricately crafted from granite, razor-sharp hooked claws and needle-like teeth catch your eye. An inscription at the bottom reads: "Beware! A great and perilous beast hast been entrapped within." Kick Summons a hostile wild cat/td> "A hostile wild cat appears."
You stumble upon a statue. It looks like a man wearing immaculate clothes. You feel as if he disapproves of your beggard look. It seems to look right into your soul. You feel as if it knows all your deepest secrets and desires. Better than you do. An inscription at the bottom reads: "You rang, Milord? (Milady if female)"



You stumble upon a statue. It resembles a happy gnome that enjoys the flow of the nature forgetting the violent ways of the wilderness. An inscription at the bottom reads: "Respect the things greater than the races of Ancardia."



You stumble upon a statue. It resembles a small brown bear, crafted from rough hewn wood. An inscription at the bottom reads: "Clifton, the bear" Pray on If doomed summons ~6 hostile grizzly bears, else summons a tame brown bear

You stumble upon a statue. It depicts a young barefoot amazon clad in wolf pelts about to ready an arrow onto her longbow. Her long locks of hair and delicate features are so gracious and lifelike you are immediately struck by her beauty. <no inscription> Kick Puts PC in sleep for about 20 turns and the statue disappears. Restores full HP and PP. Suddenly the statue shudders and appears to shake itself back to life!

The long locks of hair turn jet black and flow about as she shakes her head fighting the drowsiness of an age old sleep. Her head then turns from side to side looking for prey. As she spots you she quickly readies an arrow! For a second you feel a strange sense of fascination as her eyes look deep into your eyes. Before you can react the magical arrow hits you in the chest! Waves of magic pour over you. You feel drowsy. You smile before helplessly falling into a deep sleep.


You stumble upon a statue. It is very smooth and completely dark, when you touch it you feel a small carved impression of a boot. An inscription at the bottom reads: "Feel the power in your feet" Kick Grants the see invisible intrinsic "Your eyes tingle"
You stumble upon a statue. It seems to be a male minotaur dressed in leather and female orc in plate mail holding hands. An inscription at the bottom reads: "Mutabull, Minotaur Druid, and Hafwenharu, Orc Paladin" Pray on Removes unnatural age; the prayer will also be heard by the PC's god in this case "You are reminded of a love from your youth."
You stumble upon a statue. It portrays a tall man, his face alight with wonderment, his eyes lost in the contemplation of knowledge that transcends the mundane world of commoners.

Two wide brims jut from the sides of his hat, mystic signs cover his robe: straight and winding strokes cross and split, arrows and arcane formulae embellish them. His right hand holds a strange lightning, forked into two quarrels at each end; from his left hand dangles a tiny lock cracked open.

An inscription at the bottom reads: "Phi Ricardus Nnam, human archmage, melder of lights and ambers, 918--988" Step on Increases Learning (at least 1-4 points) "You feel enlightened!"
You stumble upon a statue. It seems very thankful. An inscription at the bottom reads: "Welcome back" Step on (once-off) Generates a mithril weapon of the most skilled type "Welcome back to our lands. You are instrumental to our future. We could not have done it without you." The statue crumbles to dust! Suddenly an item is lying on the ground. Effect was observed with a level 16 gnomish barbarian who was fighting with his heir gift (brutal two-handed sword), and a mithril two-handed sword (+6, 3d5+6) [-1,+0] was generated in this case. A level 11 hurthling barbarian wielding an adamantium scimitar received a cursed balanced mithril broadsword (+7, 1d7+5). A lvl13 DE Wizard wielding Skullcrusher received uncursed mithril dagger (+0, 1d4+5). A beastfighter (most skilled in unarmed combat) received a piece of mithril ore. Level 8 orcish barbarian wielding adamantium short sword got (+1, 1d8+4) mithril spear because polearm weapons training was at level 5, and swords only at level 2.
You stumble upon a statue. It's a strange humanoid creature with fourteen outstretched arms. They almost look as wings of a skeletal angel. # of the hands are clenched into fists. [# equals to the number of scrolls the statue was given previously.] An inscription at the bottom reads: "Scroll of literacy check recall center."



You stumble upon a statue. It is the crumbling remains of a humanoid warrior mounted on a small horse. It has been carved from brittle sandstone. An inscription at the bottom reads: "... ... Friendship ... ... ... ... Step on (once-off) Statue breaks, temporarily boosts Charisma by a small amount "You feel friendly."
You stumble upon a statue. Cheerful maiden in a dynamic pose of a dancer, cast from pure gold, her back straight, arms held tight to her body. As you adjust your sight, you notice that light flickering ghastly on statue's fair features makes an illusion of rapid legs' movement. An inscription at the bottom reads: "Queen Thea Maris, The Butterfly Dancing with the Morning Star" Pray Speed boost "You quicken!" (similar to the potion of the boost speed)
You stumble upon a statue. It is in the shape of a huge, golden horseshoe. An inscription at the bottom reads: "Luckyshoe" Step on (once-off) Adds Lucky intrinsic "You feel lucky."
You stumble upon a statue. A foppish-looking human is carved into the marble. His grin is somehow infuriating. An inscription at the bottom reads: "LATE TO BED AND EARLY TO RISE GIVES A HERO SAGGY EYES" Kick Generates several (3-4 observed) scrolls of amnesia

You stumble upon a statue. Of a wizard who looks as if he was about to cast a spell. An inscription at the bottom reads: "Call upon me when it seems magic may be the only remaining answer."



You stumble upon a statue. It represents an old trollish figure wearing shamanic clothes. An inscription at the bottom reads: "No'Grok, healer of the Keg'Sham tribe, but also a fervent follower of Vagrak." Pray "You feel both healed and corrupted. You feel corrupted." Corrupts enough to add one corruption PC was a level 4 grey elven wizard. Apparently also causes damage, since he died immediately afterwards. Cause of death was "broke his leg while kicking at the air."
You stumble upon a statue. It resembles two entangled snakes in the act of swallowing each other tail, shaped like a lemniscate. An inscription at the bottom reads: "The only way life can stay alive is to devour other life. Nothing is sacred."



You stumble upon a statue. It resembles a gnome carved from a clear blue stone. An inscription on the bottom reads: "In honor of Twidgie - emissary to the trolls and cryomancer of legend." Kick Get some castings of Frost Bolt. "You feel cold."
You stumble upon a statue. A statue of an immensely corrupted drakeling appears to be staring at something. An inscription on the bottom reads: "You cannot outrun your destiny." Step on (once-off) Temporarily boosts speed

You stumble upon a statue. It is a crystal phoenix, filled with magma and

glowing a violent red.

An inscription at the bottom reads: "HS, AR/SLDR, TBAB, C"



You stumble upon a statue. Crafted from marble it depicts a human in strange garb - one hand bearing a flame and the other an orb. An inscription at the bottom reads: "Sven T Sexgore: Mad Genius & Part-Time Deity" Pray Grants fire resistance intrinsic

You stumble upon a statue. This crudely-chiseled statue seems to have been carved by the very dwarf it was meant to depict... after he had a few too many dwarven ales. Either he had serious genetic problems or he wasn't a very good sculptor. An inscription at the bottom reads: "Orris, dwarven monk" Kick Confuses, makes drunk, reduses healing rate slightly "You suddenly feel more powerful and quite dizzy. Also, your foot hurts. You can think clearly again."
You stumble upon a statue. It has a look of a raven on the pedestal of pure black onyx. An old tome is lying under the claws. An inscription at the bottom reads: "Those who follow the path of Elendar may be enlightened." Pray on Dooms, PC is randomly teleported away from statue "You are suddenly lost. Suddenly you stand somewhere else. You hear raven's caw from a distance. You feel very bad about it."
You stumble upon a statue. Made from a single slab of black ivory, it represents a large rodent. A marmot, or perhaps a groundhog. Hard to say, since it's been subject to extensive weathering. The animal seems to be wearing some sort of spectacles, and holds in its paw a device that resembles a sundial. An inscription at the bottom reads: "So the eve of tomorrow is the eve of today..."


More than likely a reference to the rabbit from Alice in Wonderland
You stumble upon a statue. It resembles a huge egg, hewn from polished granite. An inscription at the bottom reads: "Only a fool would try to break me." Kick Damages the PC by half of current HP; grants -1 Strength One-time message: "The statue does not budge."
You stumble upon a statue. It depicts a dark-hooded creature. You cannot discern its race or class. Beneath the flaps of the cloak you catch a glimpse of something shiny, metallic. <No inscription> Kick Teaches Backstabbing to the PC. If it is topped, teaches Stealth (or random skill?). Dooms lawful PC. "You feel more skillful."
You stumble upon a statue. A gleaming obsidian statue depicts a crowd of horsemen on top of a hill, with a crowd of goblins cowering around them. An inscription at the bottom reads: "Never forget the Conquest." Pray No visible effect The sound of hooves trampling the ground rushes into your mind... and fades out with the sound of goblins gnashing her teeth.
You stumble upon a statue. It looks like a goat. <No inscription> Stepping on statue Increases strength (?);

Blesses character

"You feel supported."
You stumble upon a statue. It resembles a hurthling archer, apparently eating some sort of cake. An inscription at the bottom reads: "Omno mune zur!" Pray Increases satiation (~ 1500) "You feel slightly more satiated."
You stumble upon a statue. A magnificent obsidian statue of a large cat sitting on top of a chest, one paw extended. An inscription at the bottom reads: "Ilmaleipuri, the hungry one" Pray on Grants fate smiles intrinsic; the prayer will also be heard by the PC's deity "The statue seems to smile at you for a second. You smile back."
You stumble upon a statue. It resembles a beautiful person with long hairs, statue is made from light pure marble without any marks of aging. It makes you wonder about the legendary princess of Ancardia. An inscription at the bottom reads: "Those who meet my fallen knight will know the strength of the toughest love."



You stumble upon a statue. it resembles a fawn, somehow always staring at you, almost as if its turning its head when you look away. Initially the statue appears to be made of wood but upon closer inspection you realize it is marble, masterfully carved to look so. An inscription at the bottom reads: "From dust we are created and to dust we shall return." Step on (once-off) -1 St; possibly dooms; other effects, possibly item destruction? You feel weaker. Some dust drizzles from your backpack! You feel very bad. A voice booms: "FROM DUST WE ARE CREATED AND TO DUST WE SHALL RETURN" The effect may sometimes be just a strength loss, without the other effects or message text past "You feel weaker."; the actual effects triggered may depend on certain factors that are not yet known.

Sometimes there are no effects whatsoever, and there are no messages generated as well.

You stumble upon a statue. The statue depicts an old drakeling carrying a tome in one hand and a polearm in the other. An inscription at the bottom reads: "Herald of Lore" Cast a spell Destroys statue and summons a giant rat in its place, which carries a spellbook of whatever spell was cast.

You stumble upon a statue. It is an ice sculpture of a leopard with sapphire eyes. The ice glows from within, there is something trapped inside. An inscription at the bottom reads: "Snow falls gently as silence reigns in a moonlit glade and pines bend to winter" Kick Generates two rings of ice

You stumble upon a statue. It depicts small figures, possibly dwarves or gnomes, boarding a strange-looking ship inside a large cave. The statue is made from rough stone. It seems to be unfinished <No inscription> Pray on Unknown

You stumble upon a statue. A peculiarly formless statue.

or A nondescript statue.

An inscription at the bottom reads: "THE UNKNOWN GOD" Pray on Unknown

You stumble upon a statue. Wrought in hardwoods, its intricate detail evokes a druid with lightning bursting from the fingertips. An inscription at the bottom reads: "At last, we meet again..." (K)ick the statue A hostile druid appears

You stumble upon a statue. It looks like a combination of dragon, human, and octopus with tentacles hanging from its head. It reminds you of some ancient god, sleeping at the bottom of the ocean... An inscription at the

bottom reads: "Kneel before me when the stars are right and I shall conquer the worlds!".

Pray on Hostile least daemon appears
Reference of Cthulhu, a fictional deity created by writer H. P. Lovecraft and first introduced in the short story "The Call of Cthulhu", published in the pulp magazine Weird Tales in 1928.
You stumble upon a statue. It is a tiny statue of a raven, which you might have missed amidst the rubble had you not been looking closely. An inscription at the bottom reads: "The secret to vast riches is to save every penny". Step on (once-off) Generates one gold piece

You stumble upon a statue. A statue that defies description, beyond simply a column of power, rising hundreds of feet into the air. An inscription at the bottom reads: "Adventurer beware". Step on (once-off) Reduces HP to 1 and restores PP to full "You feel full of power and very weak at the same time."
You stumble upon a statue. It seems to flicker in and out of existence. The few glimpses you manage to catch of it seem to radiate in all the colors of the rainbow. An inscription at the bottom reads: "Seeing is believing". Step on (repeatable) Grants the see invisible intrinsic

You stumble upon a statue. A stone reproduction of a water fountain stands before you. An inscription on the bottom reads: "Behold water immemorial, adventurer: not frozen but held in time.". Step on (once-off) Paralyzes the PC for about 15 turns "Suddenly you feel as if were frozen in time!"
You stumble upon a statue. It is a crude humanoid figure, clutching a sword in one hand and a strange, angular goblet in the other. An inscription at the bottom reads: "An Adventurer is You!". Pray on Generates a potion of booze
This is the logo and tagline of browser-based RPG Kingdom of Loathing, in which booze is an important item.
You stumble upon a statue. Brushing away the dust of ages you reveal the terrifying visage of an Ancient Chaos Wyrm. A shudder passes through your body as a whisper enters your mind "fear me mortal, for I am your doom".
Kick Corruption

You stumble upon a statue. It resembles an infinitely complex crystalline structure which glows with a strange light. An inscription at the bottom reads "gatataatccataccattatcat".


The inscription is a gene sequence.
You stumble upon a statue. It resembles a vaguely elven female figure, formed from dark granite. A strange, wavering symbol is etched into the figure's chest. An inscription at the bottom reads: "i' alkar en' Lol'th". Step on (once-off) Summons a >dark elven priestess.
Priestess was companion for Troll Chaos Knight and chaotic Dark elf Necromancer.
You stumble upon a statue. Carved out of black rock, it appears to be a vile zombie with fearsome plated armor seemingly bolted and nailed into the its.. decaying flesh. Curiously, the statue seems to radiate heat. An inscription at the bottom reads: "Zombos, Lord of the Undead" Kick Triggers a fireball / explosion at the statue's location.
Zombos also appears as a boss monster
You stumble upon a statue. It resembles a gnomish hero. An inscription at the bottom reads: "Fus Roh Dah". Pray on Fire resistance "You cool down."
You stumble upon a statue. It resembles a wiry, spotted feral cat, made from sandstone and black granite. Its emerald eyes seem to stare at you!
Step on (once-off) Temporarily boosts speed "You quicken!"
You stumble upon a statue. It appears to be of a tall human of ambiguous gender, its long fangs the only clues that it is in fact a vampire. There is what looks like long dried blood on the fangs and looking into its eyes you feel a strange desire to add some of your own to the stains. An inscription at the bottom reads: "feed me and I shall help you to feed from others." Step on (once-off) Permanently reduces max HP by 20; a murderous adamantium broadsword of vampirism is generated on the square "You feel some icy force feeding on you!"
You stumble upon a statue. It depicts a large man with a goatee and a stern expression. Wherever you move his eyes seem to follow. His clothing is very ordinary save for a fuzzy hat which seems out of character. In his hands is a very sophisticated and powerful crossbow with the name "Vera" etched in the stock. The statue appears to be made of incredibly strong ceramic. An inscription at the bottom reads "Jayne Cobb". Pray on Generates gold pieces, 5258, 6602, 7357, 8322, 9000 and 9904 observed.
Jayne Cobb is a character in the show Firefly. One of his weapons is named "Vera".
You stumble upon a statue. It appears to be a ferocious-looking Orc, carved from jade. It wields a greataxe with a bloodthirsty grin. An inscription at the bottom reads: "The Warlord's Fury". Pray on (once-off) Summons 2-4 hostile orcs (when prayed with lawful orc ranger, one tame orc was summoned)

You stumble upon a statue. It is of a rather ugly human in an unusual pose. Its face, which is turned to look behind it, is twisted in fear. A large, lumpy sack is clutched in its right hand. An inscription at the bottom reads: "Such is the fate of those who would steal from Solia the Wizard." Cast spell (once-off) Generates items "Absorbing some of the magic from your spell, the statue comes to life. "Mercy!" The thief hurriedly empties his bag and scurries away.

Suddenly some items are lying on the ground."


You stumble upon a statue. Oddly enough, this marble statue seems to resemble you. An inscription at the bottom reads: "Fragile". Kick Reduces Appearance by 1, damages as if you kick yourself "The kick breaks off a piece of the statue's nose and a jagged crack runs across the statue's face. A few seconds later your own head rocks back from an invisible blow that breaks your nose."
You stumble upon a statue. It is made of aged and splintering wood, the details too faded to make out. It appears to be holding a wand. An inscription at the bottom reads: "Mage's Folly". Cast a spell?

(Light was cast once)

Confuses, possibly other effects too. "You feel as if you have blundered"
You stumble upon a statue. It depicts a spear wielding nomad, its hair painted blue. An inscription at the bottom reads: "Saito Wanderer Doomwarder". Cast a spell Blinds the PC? "You think you smell sweet ferns."
You stumble upon a statue. It is an ancient, cracked statue of an emaciated man, bent with age. An inscription at the bottom reads: "I will show you fear in a handful of dust." Kick Ages the PC by 10 years "You feel older." 10 years has been observed for a ratling and a dark elf.
You stumble upon a statue. It's of a winged humanoid with upraised hands, made of polished marble. An inscription at the bottom reads: "Reach the sky." Step on (once-off) Speed+3.

Also temporarily boosts speed hugely [200 extra points were recorded]

"You feel as if the sky has become somewhat closer!"
You stumble upon a statue. An elf and an orc kissing, hewn from granite. An inscription at the bottom reads: "John and Stephanie forever". Step on (once-off) +1 Mana "You feel more powerful."
You stumble upon a statue. It appears to be a squatting dragon in hewn slate with its tail coiled around the base of the statue. An inscription at the bottom reads: "Claws of dragons - humans' blood streaming - unseen sparkling...". Pray on Mutes (permanently?) "You suddenly can't speak any more."
You stumble upon a statue. It depicts a <PC's race> <PC's class>. An inscription at the bottom reads: "<PC's name>". Kick Deals damage to the PC "You hurt yourself."
You stumble upon a statue. It's a rough barbarian in thick furs. He's clutching a mirror with both hands. An inscription at the bottom reads: "The way home" Kick Unknown None
You stumble upon a statue. It resembles some type of oil lamp. <No inscription> Kick Grants a wish, or summons a hostile djinni. "You have been granted a wish." or "A hostile djinni appears." Sadly can only be kicked once.
You stumble upon a statue. It appears to be a medium sized man in a bowler hat, vest, and bow tie. An inscription at the bottom reads: "Nobody No-one was here."


A reference to Doctor Who audio stories? http://tardis.wikia.com/wiki/Nobody_No-One
You stumble upon a statue. It resembles a large si. <No inscription> Pray on Increases random attribute by 10 permanently "You feel trained."
You stumble upon a statue. It is shaped like an angel with her wings spread, sculpted in white marble. An inscription at the bottom reads: "Rest, ye righteous." Step on (once-off) One off full healing for non-chaotics. "You feel great."
You stumble upon a statue. It appears to be a sculpture of a hungry-looking wizard. An inscription at the bottom reads: "Here lies Hoagie the Cave Wizard, entombed by hunger for all eternity.". Step on (once-off) Either hugely boosts the PC's satiation, or increases it straight to Bloated (variable amount) "You feel bloated!"
You stumble upon a statue. It resembles the trout jumping out of the river. An inscription on the bottom reads: "Thanks for all the fish" Pray ? "The statue laughs at you" A reference to the Douglas Adams books
You stumble upon a statue. Two great legs of stone and a fallen, frowning head are all that remains of the once proud sculpture. An inscription at the bottom reads: "Look on my works, ye mighty, and despair!". Kick Temporarily blinds the PC (~6 turns) "You hear a distant scream of rage, echoing across the centuries. Suddenly a hot gust of desert wind blows sand past you, stinging your eyes. You are blinded!" Reference to the poem "Ozymandias" by Shelley.
You stumble upon a statue. It depicts a life-size ratling in gray stone. All of its facial features appear to have been chiseled off and sanded over. An inscription at the bottom reads: "Know me not, and I will not know you." Pray dooms the PC if Dexterity < ~50, else advances stealth, grants +2 Dexterity and temporary invisibility "For a moment, you feel something looking at you... and eyes you with contempt as it notices you / but its gaze seems to pass over you." The statue always depicts a ratling, regardless of the PC's race.
You stumble upon a statue. It appears to be of a grizzled Gnollish Warrior. An inscription at the bottom reads: "Dogbreath, a mighty warrior of the hidden fortress at Deegi'eff". Kick +1 St, -1 Le, +1 To, -1 Ma "You feel different."
You stumble upon a statue. It resembles a seated figure of a full bellied man holding a cornucopia brimming with fruits and vegetables. An inscription at the bottom reads: "A good harvest". Step on (once-off) Improves vegetation rate? "For a moment your thumb seems to turn green!"
You stumble upon a statue. It is carved from marble in the form of a teenage human boy. An inscription at the bottom reads: "In loving memory of Nicholas, sadly yours was a life lived all too quickly.". Pray on Permanently increases speed (~5 points?) "You speed up."
You stumble upon a statue. It is a stunningly beautiful valkyrie warrior atop a noble horse, crafted from shimmering white marble. An incription at the bottom reads: "Courage is a beacon of light in the darkest of places.". Step on (once-off) Grants a large boost to satiation "You feel less ravenous."
You stumble upon a statue. It resembles a kobold shaman, but the features are more human than dog-like. It seems to be made of obsidian streaked with marble. <no inscription> Unknown


You stumble upon a statue. It is crafted from some gray stone and is in the form of a huge creature you have never seen, but heard about in legends told by travelers; supposedly it roams in the far south. It has big ears, a snake-like nose, and horns protrude from its mouth. Was it your imagination or did the ground just tremble? An inscription at the bottom reads: "Gray as a mouse / Big as a house...". Kick Triggers an earthquake "The whole level suddenly is hit by a violent earthquake!"
You stumble upon a statue. Squidgold, Hurthling Merchant. An inscription at the bottom reads: "Who swindled the rich and poor for profit". Kick Generates gold about 3500gp or teaches/adds points to gemology or teaches/adds points to haggling You feel price conscious.
"You stumble upon a statue. It depicts a menacing orc, ready for battle." <no inscription> Kick Generates a scroll of defense

You stumble upon a statue. It resembles a stylized bird of prey, wings spread wide. It appears to have been carved from the darkest obsidian in a distant age. Its body rises from an enormous oval geode, split in twain. The entire statue slowly pulses with a ruddy glow. Sensing no obvious threat, you return to scanning your surroundings for danger. However, you have the strange feeling of being watched by the statue's slit like sapphire eyes. An inscription at the bottom reads: "The dark corners of the heart are

the true gateways of cHaOs...".

Cast a spell Grants temporary invisibility and corrupts

You stumble upon a statue. It looms above your head, and seems to be depicting a huge dog. Upon closer inspection, you recognize it as a wolf figure carved from dark stone. Its back is up and its teeth are bared, as it scowls its defiance towards some invisible foe above it. An inscription at the bottom reads: "Ithras. Great Wolf of Misecs Caan". Step on (once-off) A tame wolf appears. (For lawful only ?) "A tame wolf appears." Editor stepped on this statue with a Lawful High Elven Wizard female PC - no wolf appeared. There was a hostile monster in the room at the time and PC was intrinsically invisible.
You stumble upon a statue. It depicts a reckless, slightly crazy bearded man in a red jacket and a beautiful goddess in a pointed hat and a dark cloak with faint stars. They hold each other's hands. An inscription at the bottom reads: "Always will be.". Pray on. Damages all undead in the room by ~10HP; removes sickness and poison; restores full HP "Your condition improves a lot."
You stumble upon a statue. It is a tall statue of interconnected loops, spirals, and shapes. It is hard to take it in all at once, and you need to avert your gaze after staring at it for a moment. <No inscription> Unknown.


You stumble upon a statue. It is made from clay and depicts a human warrior. Strangely, as you examine the face, you see that the mouth is missing.
Pray on. Mutes PC - permanently? "You suddenly can't speak any more."
You stumble upon a statue. It resembles an herb bush with many different blossoms. <No inscription> Unknown. Unknown. Unknown.
You stumble upon a statue. It resembles a small, impish looking man and appears to be immaculately cut from green jade. An inscription at the bottom reads: "Look behind you!". Step on (once-off) Summons a hostile Invisible stalker or Pixie "You feel watched from behind." - when summoning an invisible stalker
You stumble upon a statue. A giant humanoid has been sculpted from pure silver, bearing a great sword in one hand and a giant shield in the other. Its face, ornamented with emerald eyes, bears an enigmatic expression. Three pairs of translucent blue wings extend magnificently from its back, embracing it protectively with pulsating magical energy. At twenty feet tall, it towers over you. An inscription at the bottom reads: "Guardian Maion - Crafted by JZB.". Step on (once-off) Grants fate smiles intrinsic. You feel protected!
You stumble upon a statue. It resembles a large eye squinted in anger, carved roughly from a single massive piece of stone. At first glance it appears to be painted black however upon closer inspection it's clearly covered in dark sticky blood. An inscription at the bottom reads: "Mah Le Go Ah Ray". Unknown Unknown Unknown
You stumble upon a statue. It appears to be a tall, lean man, wearing a wide-brimmed hat, with circular gems that glow orange over where his eyes should be ... and fangs. An inscription at the bottom reads: "Given to the Organization in memory of incomprehensible adventurers." Step on (once-off) Creates darkness in a nine-square area around the statue Suddenly you are engulfed in darkness!
You stumble upon a statue. It is of a handsome grifter carved from pure gypsum. An inscription at the bottom reads: "Sir Maghan, who slew the terror of the mines long before Sir Zizik ever did.". Kick Generates 3 figurines of wondrous power and 3 uncursed potions of Charisma Some items are lying on the ground
You stumble upon a statue. It is a very large figure of a robed humanoid. It seems to have been carved out from the same stone as the walls around you, but also looks newer and much better preserved than the walls. The dungeon is too dark for you to see its upper part clearly, but it looks like it is pointing to the south-west. An inscription at the bottom reads: "Taz, the Wise". Step on; player receives a prompt "Do you want to climb the statue? [y/N]" Chance to reach the top (for thin and nimble or very light only ?) and get potion of willpower.

Or else the statue topples and breaks, adamantium medium shield is lying on the ground.

You start climbing the statue. You are halfway up the statue and hanging from its outstretched arm when you realize its base is not mortared to the ground. The statue topples to the ground! Suddenly some items are lying on the ground.
You stumble upon a statue. It appears to be a kangaroo cut from a rough, red stone. An inscription at the bottom reads: "If I do this wrong, I'll kick myself.". Kick Moves the player one square away from the statue "The statue kicks you back. You tumble along the floor after being hit by some strong force!" or "The statue kicks you back. You crash into an obstacle!" if wall or monster is in the way. Works even when overburdened.
It is a crudely hewn figure of a man, tall and emaciated. The face is featureless and unpolished. You feel uneasy, as though you were looking upon something that isn't meant to be seen. The inscription on the plinth has been chiseled out and is unreadable. Kick A random undead appears.

You stumble upon a statue. It appears to have been worn by the passage of time but you make out the remnants of an ancient dwarven hero. An inscription at the bottom reads: "The unholy fled before his mighty sword." Kick Generates a(n iron) long sword — which may have modifier — and 0-4 undead monsters (skeletons, zombies and mummies have been observed). "The force of your blow knocks the sword from the statue's hand. Suddenly an item is lying on the ground." One character generated a long sword of the sun and 1-3 minor undead.

DE WS generated an ashen long sword of slaughtering and 4 lesser undead

Gnome Monk generated normal long sword, no undead.

GE Monk generated C ashen long sword and 3 undead

Gnomish paladin: normal long sword, no undead.

LN Orcish Beastfighter: long sword of the sun, 1 zombie.

You stumble upon a statue. Its black stone is looped into eerie, uncanny twists and whorls. You're sure you saw it move out of the corner of your eye. An inscription at the bottom reads: "Mother of Chaos". Kick Generates at least one writhing mass of primal chaos (up to three have been observed) "You notice <x> enem<y/ies> appearing."
You stumble upon a statue. It comprises an imposing, ogre-like humanoid in a pose of belly-shaking mirth. The statue appears carved of red sandstone, perhaps from a far land. Within its lifelike visage, two moonstone eyes of piercing blue gaze sightlessly down and through you. An inscription at the bottom reads: "Scourge of the far north: the Reebeast.". kick A blue gem pops out and appears at your feet. "One of the gleaming eyes is knocked loose. Suddenly an item is lying on the ground." Blue gem was a Sapphire could be a random blue gem though only 3 occurrences thus far.
You stumble upon a statue. You gaze in awe on a beautiful woman carved from shining white marble. An inscription at the bottom reads: "Queen Margot". Pray ? "Energy ripples through your body." ?
You stumble upon a statue. It is clearly ancient. What race or gender is represented by the miserable form in front of you it is impossible to tell. The centuries have slowly taken their toll and it is a mass of cracks; it looks like a single kick would reduce it to dust.
Kick Grants -1 Appearance None
You stumble upon a statue. The grotesque statue is made of both gold and ebony. You are not sure of its shape, it seems to bend and distort as you stare at it. An inscription at the bottom reads "Change comes from within". Pray Removes Doomed "You feel that a sinister curse is lifted from you."
You stumble upon a statue. It is crudely carved from rock and looks vaguely like a warrior. It is covered in symbols of battle painted in blood. No inscription. Kick Grants +1 Strength None
You stumble upon a statue. It resembles an anvil, albeit a rather tiny one. An inscription at the bottom reads: "In loving memory of Conrad Konrad, the greatest weaponsmith of his time". Kick Curses all but eternium ingots in PC's backpack None
You stumble upon a statue. It is a small statue which represents a blue dwarf-like creature with white pants and a white hat. An inscription at the bottom reads: " "In honor of the most feared smurf of them all, MonsterSmurf!!" ". Unknown


You stumble upon a statue. It resembles a frost giant jarl, crudely hewn from a large piece of basalt. An inscription at the bottom reads: "Narflung, Master of Flame". Pray Deals ice damage; reduses healing rate slightly You feel very cold. You are engulfed by the piercing ice needles! Can kill low hp PCs, dealt (always?) 26 damage.
You stumble upon a statue. Only after a while, you spot the stony body of a petite, headless female in an entanglement of uncountable, interwoven arms holding all kinds of weaponry. No inscription Kick Unknown No message displayed (repeatable)
You stumble upon a statue. 16 smooth stone spheres are arranged in a complex and irrational pattern. No inscription Cast a spell Statue destroying, the room is filled with local monsters. Statue crumbles to dust
You stumble upon a statue. A perfectly formed, smooth statue of a frog prince, complete with crown. It looks rather boring. No inscription Kick +1 Charisma You feel friendly.
You stumble upon a statue. It is a multi-colored metal figure of a donkey. It is festive looking. An inscription at the bottom reads: "Property of Senko De Mieyo". Kick Generates 3-5 bits of gnomish candy Suddenly some items are lying on the ground. Seems to refer to Cinco de Mayo, celebrations of which may include piñatas.
You stumble upon a statue. It is a statue of an ancient warrior, covered in ice despite the weather. <No inscription> Zap a wand Transforms zapped wand into Wand of Cold. Doesn't always work. The <wand> suddenly is covered with frost!
You stumble upon a statue. It resembles an archer aiming at some distant target. He seems to be using a wand instead of an arrow. <No inscription> Zap a wand Drops a wand of far slaying Suddenly an item is lying on the ground.
You stumble upon a statue. It appears to be an ancient karmic dragon encrusted with thousands of tiny opals. An inscription at the bottom reads: "draco dormiens nunquam titillandus". Use a wand Summons a hostile karmic dragon or generates his corpse or generates ~5500 gold; destroys statue "A hostile karmic dragon appears." The inscription is the Hogwarts motto from Harry Potter, and translates to "Never tickle a sleeping dragon".
You stumble upon a statue. It resembles a strangely peacefull gnoll, proudly standing and holding out a large gem. Tiny sparks of light seems to surround it. An inscription at the bottom reads: "Arga the Artificier" Step on (once-off) Statue disappears and generates a gem. (In my test, a worthless piece of green glass) "You reach for the gem. The statue crumbles to dust! Suddenly an item is lying on the ground."
You stumble upon a statue. This twisted figure smirks in delight at your odd predicament, gazing down at your petty works. looking back a second time, you imagine the statue has shifted into an unflattering mimic of you. An inscription at the bottom reads: "Your power shall be greater!" Cast a spell The room receives "The air in this room seems to be magically charged." effect "You feel the mana of the world flow through you!"
You stumble upon a statue. It looks like a lay priest and feels soapy to the touch. <No inscription> Step on (once off) Makes a copy of random item in your backpack (?)

You stumble upon a statue. It resembles a beautiful woman, naked from the waist up, beckoning to you with a wink. You feel drawn to it... An inscription at the bottom reads: "Love is a tricky thing.". Step on (once off) Confusion and HP restoration "You feel warmed by a wave of love... and confused" or

"You feel irritated."


You stumble upon a statue. It appears to be a hurthling eating from a plate full of food. An inscription at the bottom reads: "Time for second breakfast!". Step on (once-off) Satiates "You feel satiated."

Single-file Improved Adom Guidebook


Previous - TOC - Next
Recharging wands - Huge rocks and anvils - Statues - Potions of raw chaos - Potions of exchange - Regeneration of HP and PP: HP - PP - Potions of troll blood and raw mana - Troll corpses - Seven league boots - Stethoscopes - Safe places to store items - Weight and appearance of objects - Dipping - Milking - Losing cursed stuff - Item destruction - Monster item drops - Giving stuff to monsters

0.14 Items

Commands for manipulating items:

0.14.1 Recharging wands \

There are many ways to recharge a depleted wand. The common ways are to dip ! the wand into an appropriate potion or read a scroll of charging. Only the type of potion and its status affects the number of charges. The type, status and rusty/nonrusty nature of the wand do not matter. See the table below for some results compiled by Petri Sihvola:

Recharging wands
Potion or scroll Status Trials Average charges Min/Max charges Dice
Boost mana blessed 60 5.8 3/9 3d3
uncursed 60 3.9 2/6 2d3
cursed 60 1.9 1/3 1d3
Booze blessed 60 3.1 2/4 2d2
uncursed 60 1.9 1/3 1d3
cursed 60 1.5 1/2 1d2
Mana blessed 60 7.5 3/11 3d4
uncursed 60 4.6 2/8 2d4
cursed 60 2.7 1/4 1d4
Scroll of charging blessed 60 6.0 3/9 3d3
uncursed 60 4.1 2/6 2d3
cursed 60 1.8 1/3 1d3

Remember that a potentially endless supply of booze is available from beggars in Lawenilothehl. Give them 50 gold pieces, then Chat with them and they will often drop a potion of booze. Only one per beggar, though, so those who have given up their potion need to be killed (alignment hit) or led into the wilderness to encourage more beggar generation. Get rid of all the other random monsters in the town to further encourage monster generation.

Potions of raw mana do not work. Note that potions of mana can be used to permanently increase the PCs Mana attribute; the player may want to save them for that purpose. Wizards can also recharge wands at level 32, only once per wand though. Wands of wishing can't be recharged. For these, you'll want to use the chance to wrench a final charge from the wand, destroying it. See also potions of raw chaos below.

0.14.2 Huge rocks and anvils * ]

These heavy items have a nice use: crashing doors. Throw one at a door and enjoy the sight of a broken door before you. This is not guaranteed; it seems to be Strength dependent. There is a very nice side benefit to this: any trap that the door was protected with is destroyed along with the door. The trap does not go off as it is destroyed.

In addition, huge rocks can be used to keep ants from escaping anthills. Whenever an ant wants to escape, you get a message like "The uncursed huge rock (-10, 10d6) seems to be shaking.". Eventually the huge rock is destroyed ("Something from below destroys the uncursed huge rock (-10, 10d6)!") and ants can come out of the hole again. Sometimes this happens after only a few turns, sometimes it takes more than a hundred. Multiple huge rocks are destroyed one after the other and thus last longer than a single one.

0.14.3 Statues ]

If your PC is really, really buff, a statue can be wielded as a melee weapon, but the real use for statues is to kick it until it breaks down, making it yield a magical wand. Statues can be generated by petrifying enemies. If a PC has a PV below four, she will take damage from kicking statues (and walls).

Stephen White has done some research on the B/U/C status of statues re wand generation. His PC kicked 200 statues with each status to pieces. The results were as follows:

0.14.4 Potions of raw chaos !

Items can be dipped in potions of raw chaos in order to transform them into new ones, but will not make wands of wishing or rings of djinni summoning. Everything created will be cursed. Dipping items (other than artifacts) into a PoRC will transform it into a random item of the same type - useful for brass items. Equipped items are removed (even if cursed) and cursed. There is a chance of spilling the potion, though, which corrupts the PC (spilling happens if 1d(Dx+10) > Dx). Worse is the possibility of transforming an item into the exact same item. This causes an explosion which badly corrupts the PC, about 5 corruptions (100d100 CP's), and causes 10d30 of damage. Needless to say, this can kill a low-level PC. Dipping a scroll of chaos resistance into potion of raw chaos causes a massive explosion of 13d13 damage, producing death message 'was ripped apart when confronting Order and Chaos'.

PoRC will only create items of a danger level that corresponds to the level on which you dip the item. For creating an amulet of lifesaving, you should dip amulets on DL2. Your odds are poor - 1.08%. You can safely dip amulets of balance, free action, health, hunger, luck, chaos, order, speed, teleport control, cold hearts, water breathing, silver tongue, and mana.

Wands dipped into a PoRC will turn into a wand with a different number of charges. This is one way to recharge wands with 0 charges left. The type of wand, however, is unpredictable.

A heap of items that are dipped into a potion of raw chaos will always transform into a single item. Potions of raw chaos can be created by dipping any corrupting artifact (those containing the essence of chaos and corruption + Moon Sickle) into any ordinary potion.

0.14.5 Potions of exchange !

In addition to swapping attributes, these can polymorph monsters when thrown. Blessed potions can polymorph items to another of the same type. Spellbooks are always transformed into non-spellbooks and vice versa. The item produced will be appropriate for the danger level where the dipping takes place. This is the basis of ring-based wish engines. Once one has blessed potions of exchange stacks of 19 rings can be dipped, potentially producing 19 rings of djinni summoning. These in turn are enough to produce 57 more potions of exchange on average. Since used rings of djinni summoning become brass rings, additional rings do not have to be wished for. The PC may have to throw in some wishes for potions of water to keep blessing the potions of exchange. Of course once the engine starts there are enough spare wishes to actually get some things that matter as well. :-).

0.14.6 Regeneration of HP and PP

When drinking potions of insight or casting the Revelation spell, there is some information about Power Point and Hit Point regeneration. Those two values lie between 5 and 200: the lower the number, the faster the regeneration. But there are 2 variables connected to regeneration: RegenRate and RegenAmount. RegenRate is how often (in turns) you heal - this value is revealed via revelation or insight; RegenAmount is how much - this value is completely hidden.

Regeneration occurs at the same rate whether walking around or resting. RegenRate is measured in turns, not game time. High speed or seven league boots lead to exactly the same regeneration rate in turns. Thus regeneration is faster with respect to game time if the PC is fast or walking around with seven league boots. If a PC with low walking energy cost wants to spend the minimum amount of game time regenerating, the best bet is to walk around while regenerating. The Cursed, Doomed, Lucky and Fate smiles intrinsics do not make a difference for regeneration purposes. Hunger status has no effect on regeneration.

0.14.6.1 HP regeneration

Natural HP regeneration
Condition NaturalRegen
Human, Hurthling 50
Dark Elf 70
Gray Elf 65
High Elf 60
Gnome 48
Dwarf 45
Orc 40
Drakeling 30
Troll 20
Healer halved
Most PCs -1 (based on Toughness?)
Some PCs -1 once more (based on Toughness?)

The modifiers are applied in the order listed here. E.g. Trollish Healers with exceptional Toughness get a starting regeneration time of 20 / 2 - 1 - 1 = 8.

RegenRate = Max (2, NaturalRegen *10 if Sick *0.8 if Healthy talent *1/0.5/0.125 if wearing C/U/B necklace of rapid healing) *10 if wearing rotting armor.

The Healing skill provides additional chance for regeneration every turn: (Healing / (1200 *4.67 if Sick))%. So with 100 Healing the chance is 0.83% per turn (0.39% if sick). The Candle birthsign provides additional regeneration every 12 turns.

RegenAmount = 1 + ClassBonus + CandleBonus + RoomBonus. ClassBonus is 1 for lvl 6-11 Healers, lvl 32+ Bards, lvl 32+ Druids in wilderness, 2 for lvl 12+ Healers, 0 otherwise. CandleBonus is 1 for Candle borns, 0 otherwise. RoomBonus is 3 if in "refreshing" room, 1 if in "herbs and antiseptics" room, 0 otherwise.

Separate from these RegenRate and RegenAmount calculations, every piece of regenerating equipment (except amulet of rapid healing) grants additional 1 HP per turn. The regenerating corruption grants additional 1 HP every 5 turns, but 1 scar every 1000 regenerations (-1 Dx or -1 Ap).

All HP regeneration is stopped, if the PC is in the "devoid of all life" room, or in water without water breathing.

0.14.6.2 PP regeneration

Natural PP regeneration
Condition NaturalRegen
Human, Drakeling 50
Troll 100
Dwarf 90
Hurthling 60
Orc 55
High Elf 40
Gnome 40
Dark Elf 30
Gray Elf 25
Most PCs -1 (based on Mana?)
Some PCs -1 once more (based on Mana?)

PP regeneration is applied every turm if one the following checks pass:

RegenAmount = 1 + ClassBonus. ClassBonus is 1 for lvl 40+ Bards and lvl 12+ Druids in wilderness, 0 otherwise.

All PP regeneration is stopped if wearing anti-magical armor.

0.14.6.3 Potions of troll blood and raw mana !

Natural regeneration can be affected by drinking potions of troll blood (for hit points) or potions of raw mana (for power points). These potions cannot lower RegenRate below 5 turns or raise it above 200. Their effectiveness depends on their blessed/uncursed/cursed status:

Potions of troll blood and raw mana
Potion status Modification to RegenRate
Blessed -4d3
Uncursed -2d3
Cursed +2d3

Bottom line: always bless your potions of troll blood or raw mana.

As can be seen, many blessed potions of troll blood will get you more than good Healing skill, but having Healing at 100 is best. Likewise, potions of raw mana are nice, but not as important as having a high Concentration skill.

0.14.6.4 Troll corpses %

There are four types of troll corpses (troll, troll berserker, troll chief, troll king). They all yield either of two messages when eaten by a non-Troll:
  1. "Urg! Foul meat! Your blood suddenly courses faster through your veins!"
  2. "Urg! Foul meat!"

Message a. indicates that natural HP regeneration decreased by one
Message b. indicates that natural HP regeneration did not change

For Troll PCs, the messages are slightly modified:

  1. "Yum! Your blood suddenly courses faster through your veins!"
  2. "Yum!"

The behaviour is the same: a. decreases natural HP regeneration, b. does not.

No corpse can reduce the regeneration time below 6. Trying this always gives b. message. This differs from potions of troll blood, which always result in the "Your blood suddenly curses faster..." message, even if the regeneration time is already minimal. Note that the lower threshold is 6, unlike the threshold for potions of troll blood, which is 5. This means that Trolls, who cannot make use of potions of troll blood, cannot lower their regeneration time to 5, unlike the other races.

The probabilities of getting a decrease in regeneration time depends only on the B/U/C status of the corpse. Specifically, it does not depend on:

Results indicate that blessed corpses work in 100% of the cases (although, like all corpses, they cannot lower it below 6), and uncursed or cursed corpses work in 50% of the cases. There was no observable difference between uncursed and cursed corpses:

There was no difference in weight or satiation value of the various kinds of troll corpses. All corpses weigh 240s if not cooked, irrespective of B/U/C (rotting) status, and 228s (= 5% less) if cooked, again irrespective of B/U/C (rotting) status.

An uncursed corpse yields 500 units of satiation (like a large ration). This is doubled if the corpse is cooked (presumably this holds for other corpses too, but this needs further verification). The resulting value is modified by +25% for blessed corpes and -50% for cursed corpses, just like for other food items. So, e.g. a blessed cooked troll chief corpse gives 500 * 2 * 1.25 = 1250 units of satiation.

Summary

0.14.7 Seven league boots [

Seven league boots can dramatically reduce the time needed to walk around in the wilderness, depending on their blessed/uncursed/cursed status:

Blessed/uncursed/cursed seven league boots also alter the base energy cost for movement outside the wilderness from 1000 to 500/750/1500, respectively. The Long Stride talent stacks, reducing base energy cost further. Seven league boots should be blessed immediately. They enable the PC to outrun anything other than quicklings. Consequently, some players regard seven league boots as the most important item in the game, and will use a wish to obtain them, if necessary.

0.14.8 Stethoscopes ]

Using a stethoscope, you can determine a monster's statistics precisely. Furthermore, using a stethoscope, you can easily find secret doors: scan a wall block, and if it "sounds hollow", it's a secret door. In addition to monsters and secret doors, stethoscopes can also be used on closed doors to find out the number of monsters behind it. The messages are:

Stethoscope messages
Message Meaning
Silence. corridor (this message is shown even if the corridor is full of monsters, so be warned)
You hear nothing. empty room
You hear some low-volume sounds. 1 monster in the room
You hear some sounds. 2-3 monsters
You hear many sounds. 4-8 monsters
You hear lots of sounds. 9 or more monsters (tension rooms and rooms filled with breeders or summoned creatures also give this message)

See section 0.15.3 concerning a Healer's special ability with stethoscopes.

0.14.9 Safe places to store items

0.14.10 Weight and appearance of objects

Note the weight of objects. Many valuable objects have a unique weight. For instance, there is only one type of sword with a weight of 35s, one amulet weighing 7s, one amulet weighing 8s, one girdle weighing 30s, etc. In general, lighter items are better. Items with odd, unusual or rare weights are often better than their more commonly observed counterparts. Certain special items also have a unique color. Slaying quarrels will be brown rather than the silver of normal quarrels. Metal-shod quarterstaves (whether iron-, mithril-, adamantium- or eternium-) are silver; normal quarterstaves are brown. This is especially important to remember for eternium-shod quarterstaves, since they have the same weight as wooden quarterstaves.

0.14.11 Dipping stuff into a potion !

The command to dip something into a potion is !. The various uses of dipping stuff into a potion are compiled below:

Other potions used for dipping are usualy wasted. The exception is when an item containing the essence of Chaos and Corruption is dipped into a potion - then the potion is transformed into raw chaos. The other exception is Alchemy.

When dipping a stack of items into a potion, the amount you can dip depends on the weight of the item. You can dip:

Dipping
Weight Stack size
1s 19
2s 9
3s 6
4s 4
5-6s 3
7-9s 2
10+s 1

You can always only dip 1 potion of -attribute- or 1 potion of gain attributes. You can dip missile ammo in stacks of 40.

0.14.12 Milking

Milking refers to abusing the fact that certain monsters shoot or throw some weaponry which cannot be gained by just killing them. In cases of one handed weapon there is one weapon per monster limit, while missiles can be gained in heaps per single enemy. Both weapons and missiles have a base type listed below (it is not possible to get arrows/quarrels of -foo- slaying), however, all available suffixes/prefixes are available. The best strategy is running along a wall of room (with preferably close doors) allowing monster to follow. Keeping some space between character and monster is recommended but unnecessary. It is better not to do this in corridors with low level characters as you can easily end in unfavorable position without room to maneuver.

List of all milkable monsters:

Note that barbarian encounters in wilderness can practically net a large amount of arrows (including prefixed ammo) in short time. Arrow and spear traps can also provide ammunition if triggered multiple time by monsters or by PC with Ctrl-t command. Triggering traps on yourself will always lead to a successful hit, however, with sufficient protection (in terms of PV) damage to PC may be nullified. Note that spear traps always produce base iron spears without any prefixes/suffixes.

Though not milking in the strictest sense of the term, giant ant workers and other digging monsters can be similarly milked for rocks by allowing them to dig out large sections of a dungeon level. Casting Earthquake is another way of getting large amounts of rocks.

0.14.13 Losing cursed stuff

Careful reader shall already know about the many ways of losing cursed stuff. For completeness, here we list all of them. Note that for trapped armor morphing and destroying are the only ways to get rid of it.

Removing curse

Unequipping the item

Morphing

! dipping items into a potion of raw chaos or blessed potion of exchange will change the item into another of its type, removing it from your body. Keep in mind that if you are using raw chaos potions you have a risk of explosion, which does 10d30 damage and corrupts heavily (100d100 CP's).

Destroying

0.14.14 Item destruction

Item destruction has two parameters, the elemental type, and the maximum number of items to destroy. There are 7 elements which can cause item destruction or damage (max number of items in parenthesis):

Equipped rings of ice or fire have chance of negating equipment fire or ice damage, respectively. The RingBonus is 98/80/50 B/U/C for each equipped ring. All damage is negated if Min(99, RingBonus+Luck) <= 1d100. Fireproof/waterproof blankets protect inventory (not equipment) 100% against fire/water damage respecively, regardless of B/U/C status. Fireproof blanket is destroyed if 5/15/100 B/U/C + (GoodLuck-BadLuck) * 10 >=1d1000. Always the best blanket is selected if there are multiple. Note that in this case BadLuck actually increases fireproof blanket longevity (probably bug). Waterproof blankets are not destroyed in this manner.

For fire, ice, acid and lightning elemental damage being resistant decreases chances of item damage. The Divisor starts at 1; there is +2 if you are intrinsically resistant, +3 if you are intrinsically immune, +1 per equipped item granting resistance, and +3 per equipped item granting immunity. Note this is different from resistance to HP damage.

Items which are not immune (0% in the below table) have a base chance of destruction or damage depending only on the item's material and the element in question. This chance is reduced by 20% (rounding down) if the item is blessed. It is then increased by 50% if the item is rusty and twice your Luck is subtracted. Finally, the chance is divided by the Divisor above.

Base item destruction chance
Material Fire Water Crushing Ripping Lightning Acid Cold Items
leather 10% 0% 0% 10% 10% 20% 0% leather cap/apron/armor, furs, leather/thick/hard girdle, leather/fine cloak, many gauntlets, most boots, whips
cloth 40% 0% 0% 50% 20% 10% 0% hood, hat, clothes, robes, cloaks, slings, bandage
glass 20% 0% 80% 60% 5% 0% 10% potions, glass amulet/wand, worthless pieces
paper 95% 40% 10% 50% 20% 50% 5% scrolls, books, spellbooks
various 25% 0% 10% 25% 5% 15% 0% food, corpses, studded leather armor, shell armors, strange metal/copper-hewn/bulky girdle, pickaxe, leather amulet, pearl/coral/shining necklace, brass/wedding ring, blankets, fluff ball, magical writing set, tinderbox, box with flint and steel, thieves picks
wood 30% 0% 30% 30% 20% 20% 0% bone helmet/bracers/amulet, wooden shield/stick/ring, clubs, cudgels, staves, bows, arrows, quarrels, boomerang, many wands, torches, log, giant boar skull, instruments, bone
gold 15% 0% 0% 10% 0% 25% 0% brass/silver/copper bracers, many rings, brass amulet, golden ball, gold pieces
stone 2% 0% 5% 8% 3% 0% 1% helm of mental stability, stone weapons, stone/opal/onyx/ruby amulet, marble/jade ring, stone/marble/obsidian wand, rocks, statues, figurines
iron 3% 15% 5% 10% 0% 25% 0% most armor except cloaks, moloch armor (eternium), steel/iron/bronze bracers (iron), shields, most weapons, amulets (many iron, 2 adamantium - obsidian/marble, 1 mithril - silver), rings (many iron, 4 adamantium - adamantium/onyx/opal/ordinary, 1 mithril - mithril), wands (many iron, 1 eternium - glowing), crossbows (iron), many missiles, keys (iron), anvil (iron), ores, ingots, skill sets (iron), stethoscope (iron), holy symbol (iron), whistle (iron), glockenspiel (iron)
mithril 0% 0% 1% 1% 0% 5% 0%
adamantium 0% 0% 1% 0% 0% 1% 0%
eternium 0% 0% 0% 0% 0% 0% 0%
crystal 0% 0% 0% 0% 0% 0% 0% crystal armor/shield/dagger, gems

Some other facts regarding item destruction:

0.14.15 Monster item drops
Monster Item drops Chance
giant frog frog legs 25% [1]
crime lord, half-orc bouncer gold 100%
moloch, greater moloch moloch armor 5%
dwarven chaos knight wand of digging 10%
pickaxe [2] 30%
animated tree log 8.3%
dwarf pickaxe 16.7%
stone golem rocks 100%
giant boar giant boar skull 33.3%
chaos knight, chaos warrior eternium plate mail 33.3%
eternium medium shield 25%
eternium cap 20%
eternium boots 16.7%
thick gauntlets 16.7%
eternium long sword 33.3%
mummy, greater mummy mummy wrapping 25%
skeleton, skeletal warrior 2d6 bones 16.7%
balor, greater balor scourge 100%
ratling duelist gauntlets 100%
missile weapon user missile weapon 10% [3]
dwarven artificier eternium warhammer, heavy crossbow, eternium quarrels, anvil 100%
dwarven smith eternium warhammer, anvil 100%
Emperor Moloch moloch armor, crumpled scroll 100%
mummy lord ankh, ancient mummy wrapping 100%
mad carpenter manual of bridge building, hatchet 100%
black druid black torc 100%
orb guardian orb 100%
chaos dragon crown 100%
Assassin Prince black rune-covered dagger 100%
Minotaur Emperor axe of the minotaur emperor, potion of strength, 2 potions of cure corruption, spellbook 100%
Khelavaster not saved wand of digging, amulet of protection, potion of invisibility, eternium dagger,
boots of sneakiness, gold, robe
100%
Khelavaster saved 6 scrolls of chaos resistance, 4 potions of ultra healing, spellbook of teleportation,
spellbook of identify, wand of digging (8), eternium dagger (everything blessed)
100%

[1] Instead of a corpse.

[2] Never both.

[3] Moderate-sized monsters will have a 10% chance to drop a big missile weapon (long bow or heavy crossbow) instead of a small one. Smaller monsters will always drop a smaller weapon.

0.14.16 Giving stuff to monsters g

PC can give away items via the give item to monster command. This mostly results in monster ignoring or refusing to take the item, gold being exception. Other possible results are compiled below. Empty effect field basically means no effect apart from some kind of different message.

Giving stuff to monsters
Monster Accepts Effect
big dog, blink dog, large dog, cute dog bone, raw meat, fresh meat, sausage tames
black hurthling fish meat tames
wild cat, cave lion rat corpse, giant rat corpse, fish meat tames
farmer plant seed, herb seed +alignment [1]
farmer sickle, scythe, flail iron ration, +10 alignment
beggar food +satiation*0.1 alignment, min 10, max 100
berserker wedding ring tames if same gender
giant raccoon fish meat tames
child, dwarven child, baby water dragon candy +alignment (2 or 10)
child, dwarven child weapon  
doppleganger, Ratling Rebel anything  
rust monster iron items tames
injured skeleton or skeletal warrior bone heals 1d6
-color- dragon (baby, regular, ancient, great wyrm) -color- dragon scale mail, -color- dragon hide gauntlets  
any animal fresh meat, raw meat tames
any humanoid food +100 alignment
anyone gold  
ancient sage (Khelavaster) books, scrolls  
ancient sage crumpled scroll TotRR
dying sage (Khelavaster) amulet of life saving +5000 alignment
Ghost Librarian books, scrolls blessing 2000 turns
priest (Ruun) gold alter alignment or +piety [2]
village elder (Rynt) healing items, stethoscope +alignment; see 1.2.2
fool potion of booze potion
sheriff evil monster corpses gold, +alignment; see 1.2.1
carpenter (Yrrigs) hatchet Bridge Building [3]
Demented Ratling artifact Demented Ratling +10 levels; see 3.5.8
druid (Guth'Alak) chaos corpse; see 1.2.3 potion of cure corruption
Mad Minstrel Weird Tome 5 cursed scrolls of chaos resistance
grizzled gladiator (Bart) ratling pamphlet  
Tiny Girl cute dog corpse +600 alignment
baby water dragon (Blup) potion of carrot juice Swimming
old crone anything  

[1] Alignment +Min(SeedsGiven,30) * 10 / Max((TotalSeedsGiven / 10),1). Then repeat each time divisible by 30 (31 and 60 both run twice; TotalSeedsGiven is calculated after each run.)

[2] If different alignments, PC's alignment is drawn towards Ruun's by gp/20. Otherwise gain gp/15 piety.

[3] If BridgeBuilding = 0 then +1dLe+1d10+8 else +Le*0.8+2d5.


Updated February 28th, 2013

Single-file Improved Adom Guidebook


Previous - TOC - Next
Dungeon generation - Kicking - Undocumented character abilities - Smithing - Darkness - Death messages - Bugs - Rumors: Fortune Cookie messages - Yggaz's babbling - Final score

0.15 Miscellaneous

0.15.1 Dungeon generation

Thanks to gut for the following observations.

Dungeon generation has a few peculiarities that may be worth mentioning. Almost all rooms generated on any level will have an odd number of floor spaces available. To my knowledge, the only exception to this is the very rare random shop room. They are capable of being generated with an even number of available floor spaces, and this causes the 'dig' algorithm in the game to be unable to connect them to the rest of the map. The only way to reach these shops is by tunneling.

Remarks about staircase generation and room layout:

When hopping in the ID, I noticed that some rooms were likely to have staircases in the adjacent room. Basically, if you enter a room that's in a corner, or near a corner, and your room has a door that leads directly up, down, left or right, into a corner, there is likely a stair room there.

For example, if a room like this:

   #########
   #.......#
   #.<.....#
   #.......#
   #####.###
       #+#
is generated at the top of the level, at the left or right-hand corners, it likely leads to a stair room.

Please note that this:

   #########
   #.......#
   #.<.....###
   #.........#
   #########.#
           #.#
           #.#
           ..#
isn't the same, and will not work.

One like this:

      #+#
   ####.####
   #.......#
   #.<.....#
   #.......#
   #########
at the bottom left or right-hand corners is good too.

A room like this:

 #######
 #.....##
 #.<....+
 #.....##
 #######
has a high probability if it is generated at the right-hand side of the map, but it has to be at the very top or bottom, right next to a corner.

The same goes for a room like this:

 #######
##.....#
+....<.#
##.....#
 #######
in the left hand side of the level.

A room like this :

 #######
##.....###
.....<....
##.....###
 #######
is also good if next to any corner, but doesn't seem as sure as the others.

0.15.2 Kicking k

You ought to know that you can kick various things around. Pressing K will reveal your kick damage.

General

KickBonus is normally 0. Strong Legs talent gives +15, Monks get +Level*2. Kicking is not possible while in a pit or webs or the wilderness. Kicking while confused, stunned, or blind requires a Attribute in attribute+40 check; attribute is Dexterity for blindness and Willpower for Confused and Stunned state.

Doors +

Kicking a door will succeed St + KickBonus times in St + 12 (112 if the door is secret). Successfully kicking doors will cause tension rooms to crumble, will always trigger traps, and trains St. There is a 20% chance that 1d2 sticks will be created. Unsuccessfully kicking a door has a 14-St chance in 15 of training St. If the door is trapped, you have a (Ma + 1) in 30 chance of NOT triggering it. If you avoid the trap, you will train Mana. Failing to kick open an undiscovered secret door is treated as kicking an undiggable wall. If a secret door is kicked open and discovered at the same instant, it has a 10% chance of being trapped.

Walls #

Level 13+ Monks can kick down walls on a straight Strength in 100 roll. Non-Monks kicking walls will take 1dN damage, N = Max(2, St/3). Add 2 to N if the wall is non-diggable.

0.15.3 Undocumented character abilities

0.15.4 Smithing

Taken from Official ADOM FAQ:

Smithing is a complicated task. You need the following ingredients:

  1. Any kind of hammer (.
  2. An anvil ]. There are two guaranteed in the game (kill Kherab and Glod), but they also rarely appear in dungeons.
  3. Something to smith! You need to know what kind of metal it's made of (use Metallurgy).
  4. An ingot of the appropriate metal ]. A lump of ore won't cut it, but can be converted into ingots by applying the Smithing skill to it first. Generate some lumps by Mining.
  5. A forge &. You can't carry these around with you, but you can hope to find one in your travels. There are two locations in the game where forges are guaranteed (Dwarftown and Darkforge), and there can be additional forges at random locations.
Stand on the forge, wield the hammer, and apply your Smithing skill to your metal item. This will also serve to make metal ingots out of ore lumps. It's rumored that wearing a leather apron helps in some mysterious way.

Other useful facts regarding Smithing:

0.15.4.1 Smelting ore

0.15.4.2 Removing rust

0.15.4.3 Improving items

0.15.5 Darkness

Creating darkness:

Removing darkness:

Thanks to gut for the following section.

Darkness is one of the most useful options available to all literate PCs, yet it's one of the most underused. I can't count the number of players that say that they never even bothered with trying it.

Monsters that can't see in Darkness will allow the PC to pound them to death without retaliation. The only exception is for monsters that are capable of panic. These monsters will be able to hit the PC when in a state of panic, but only if they do not have an escape route. For this reason, it's best to avoid using Darkness in a narrow corridor, because stray monsters can easily cut off the escape path of a powerful monster that is capable of killing the PC with one hit.

No giant can see in Darkness, most humanoids also can't, with the notable exceptions of trolls, orcs, minotaurs, and dark elves. This is especially important to remember against tough monsters such as ogre magi (yes even the arena champion kind). Vortices, mimics and several other early-game PC killers are all helpless in Darkness and vortices aren't even capable of panic.

There is a bug in the game that keeps Darkness from working properly on door squares. It is important to mention that the PC is perfectly safe to use Darkness if the PC is on the door square, but not if the monster is on the door square.

Other monsters that are known to see in Darkness (thanks mike):

All orcs, all dark elves, all minotaurs, all undead, all red dragons, great blue wyrm, stone golem, stone grue, stone snake, earth elemental, greater earth elemental, living wall, wall beast, diamond golem, eternium golem, steel golem, steel horror, carrion crawler, chaos brother, WMoPC, master assassin, fire demon, quickling king, quickling queen, greater claw bug, killer bug, least daemon, lesser daemon, greater daemon, jackal demon, black unicorn.

0.15.6 Death messages

You ought to know that the %s means that there should be some string instead of it. In most cases it is used for him/her/it, but it's also used for other stuff. See for yourself.

0.15.7 Bugs

The list is by no means complete. Very minor bugs and typos are not listed.

0.15.7.1 Bugs causing the game to crash

0.15.7.2 Bugs causing unfair death

0.15.7.3 Bugs used to get unfair advantage

Taking advantage of (or abusing) bugs in this category is generally frowned upon. At least, you should mention which bugs you took advantage of when posting YAVP.

0.15.7.4 Other bugs

0.15.8 Rumors

Rumors in general are available from several sources:

Yggaz also regularly spews what seems to be complete nonsense; it is included at the end of the list below. The list, along with some explanation:

0.15.8.1 Fortune Cookie messages

  1. A sharp axe is easier to wield than a sharp wit. - Weapons are more effective than Learning in battle.
  2. All roads lead to chaos, in the end. - To the chaos gate, falling to the forces of Chaos, or becoming a chaos being.
  3. Always consider the consequences of yer deeds lest ye be surprised. - The PCs actions will affect the game.
  4. Always watch your back! - Especially since PCs have 360 degree vision.
  5. An anvil is nothing more then an oversized ingot of iron. - And can be melted just like one.
  6. Being light as a feather makes you very rifty. - The rift is even more dangerous when burdened.
  7. Care for more intelligent monsters. - They could be useful - and more dangerous.
  8. Didst ye ever eat a hag? Try it, it's very fulfilling! - And cursing.
  9. Don't believe everything *they* say. - Not all rumors are true.
  10. Eating a demon daisy will make you a demon lover. - Nonsense. Demon daisies poison.
  11. Feeding rust monsters is costly but definitely worth it. - Feed them with thrown metal items - quarrels are a good choice.
  12. Gift shops are overpriced, unless you use a five finger discount. - The Great Gift Shoppe in the Casino is overpriced - unless it is robbed.
  13. If you are doomed, this will be the last fortune you ever read. - False, although Dooming can be difficult to cope with.
  14. If you eat the heart of a Dragon, you will share in its strength. - The PC gains a resistance corresponding to the dragon's color.
  15. If you lick a Karmic Lizard, you can get high. - If the PC eats a karmic corpse, it grants luck-related intrinsics.
  16. In the land of eternal darkness, light must come from within. - In the Gremlin Cave, if the PC retrieves the Phial of Caladriel, the light it produces uses up the PC's power points.
  17. It takes an iron stomach to eat a black dragon steak. - Acid resistance, that is.
  18. Living sacrifices are the most valuable of all. - Not always. Gold and artifacts are safer.
  19. Look for strange items. - The si.
  20. Putting undead to rest with holy water indeed is a lawful act. - Griff Bloodax, yes. Don't waste holy water on them otherwise.
  21. Rifts are deep. - You'll always fall down.
  22. Some gems harbor magical powers. - Darkness, light, knowledge, power, health and fire spring to mind.
  23. Sting and Needle... Needle and Sting... twins they are and united they should be. - They become much more powerful when dual-wielded.
  24. The coin of chaos has two faces -- power and corruption. - The corruption far outweighs the power.
  25. The Mad Minstrel harbors a dark secret. - He knows the location of the Scintillating Cave.
  26. They say that a good memory might pay. - Remember the first kill.
  27. They say that a paragon of Order must not violate his beliefs by any means. - Although obtaining the Platinum Girdle still seems buggy.
  28. They say that an empty stomach is one's worst enemy. - Avoid starvation.
  29. They say that at times mindless rage might save your life in fights. - Berserk tactics.
  30. They say that at times things can get zorky. - There's a lot of Zork references.
  31. They say that attacking shopkeepers is bad for your karma. - Cursing and Dooming may result depending on alignment.
  32. They say that balors are the gatekeepers of Chaos. - There are nine on the level containing the Chaos Gate.
  33. They say that being able to read is very useful when visiting the library. - Literacy is necessary if the PC wants to read anything found in the Library.
  34. They say that Berzio potions are useful for taming monsters. - True.
  35. They say that blessed items improve ones eyesight. - If they are potions of carrot juice or necklaces of the eye.
  36. They say that blessed potions of extra-healing might be a real boon. - True.
  37. They say that boozed bozos can be very helpful. - Give the fool some booze.
  38. They say that bugs can be really nasty. - Both programming ones and claw ones.
  39. They say that burning torches can be very dangerous. - They deal nice damage.
  40. They say that champions may pray for more favors then ordinary people. - True.
  41. They say that converting an altar is difficult without losing ones faith. - Not if the PC uses gold pieces.
  42. They say that companions fear darkness. - True - they can be accidentally attacked.
  43. They say that controlled teleportation is really great. - True.
  44. They say that corpses mark the realm of death. - There's a lot of corpses on the Banshee level.
  45. They say that corrupted things can be your boon and your doom. - A chaos creature's corpse will yield a potion of cure corruption from Guth'Alak, but being attacked by corrupting chaos creatures is very nasty. Alternatively, this may refer to artifacts which contain the essence of Chaos and Corruption. They are very powerful (boon) but will corrupt the PC (doom).
  46. They say that cursed potions of invisibility might have strange effects. - They blind you, if quaffed, and blind monsters, if thrown.
  47. They say that cursed thieves picks might do strange things. - By triggering traps?
  48. They say that distortion is the way to godhood. - Probably a leftover from earlier gammas, when a PC had to be extremely corrupted to achieve the chaos god ending. Still true for champions of balance and chaos.
  49. They say that drinking black potions during the night corrupts your soul. - If the black potion is a potion of raw chaos.
  50. They say that eating beings of true evil corrupts your very essence. - True.
  51. They say that eating humans is evil. - Humanoids, apparently not, from testing, despite the messages.
  52. They say that eating magic-wielding monsters might be a boon for your mana. - True.
  53. They say that elemental altars can only be converted by the most faithful. - That is, champions of Order or Balance.
  54. They say that elves trade strength of body for speed. - Dark elven corpse effects.
  55. They say that essence of mareilon moss is proof against the undead. - No, it increases Dexterity.
  56. They say that excitement is a messenger of battle. - Messages about feeling excited mean a vault is present on the level.
  57. They say that faster blood means faster recovery. - True.
  58. They say that fire is the most violent element. Be as resistant as you can. - Fire resistance stacks in the ToEF. But acid deals more damage.
  59. They say that fortunes must be followed by the incantation 'in bed' to work. - Reference to real-world fortune cookies. Old joke about adding 'in bed' to the end of the message to make them more humorous.
  60. They say that gambling is bad for your finances. - There is a requirement to spend more than is won in the Casino.
  61. They say that gods like sacrifices of food and valuable stuff. - True.
  62. They say that good gamblers know which coins they have to use. - More accurately, which slot machines...
  63. They say that graveyards are dangerous places. - Strength and Toughness might go down, age might go up.
  64. They say that greater vaults are hiding places for artifacts. - True, but watch out for the guardians.
  65. They say that green pools contain deadly slime. - Nonsense.
  66. They say that herb bushes grow according to magical patterns. - Conway's rules of life, not magic.
  67. They say that herbs have strange effects. - Good or bad.
  68. They say that holy water might bear fruits. - This probably refers to the ability to create herbs with holy water (see section 0.13.6).
  69. They say that hurthlings don't like shoes. - Shoes reduce their Dexterity.
  70. They say that Infinity does not permit to visit any place twice. - It's impossible to visit an ID level or the SIL twice.
  71. They say that it is good for your survival if you can't hear death coming. - With death equaling the Banshee.
  72. They say that it is not wise to leave ones cause after being crowned to be a champion. - True.
  73. They say that it might come in handy to discover a use for useless potions. - Very true.
  74. They say that Khelavaster is still alive. - He is and will remain so, if the PC can save him.
  75. They say that kicking a stuck door helps. - If it isn't trapped.
  76. They say that kicking stairs might be bad for your health. - It might collapse the dungeon.
  77. They say that kicking stairs helps to train your strength. - Don't.
  78. They say that killing cats is bad for your karma. - It does not affect luck-related intrinsics, but makes the Cat Lord angry.
  79. They say that killing friends won't help you finding new ones. - Killing friendly monsters is a chaotic act; attacking the inhabitants of Dwarftown will (generally) make the whole town hostile.
  80. They say that libraries are especially useful for wizards. - They find every spellbook available in the game.
  81. They say that long jumps require small moves. - Might refer to alignment changes via small gold sacrifices at non-aligned altars.
  82. They say that many cursed items cause bad luck. - They do not explicitly affect the luck-related intrinsics in most cases, but are definitely a pain to deal with.
  83. They say that merchants are really well-spoken thieves. - At least they know how to take away your money.
  84. They say that merchants are well-versed in handling coins. - True. Even throwing them.
  85. They say that monsters tamed by bards will never willingly leave. - True.
  86. They say that monuments can hold dark secrets. - This probably refers to the Infinite Dungeon, which was once a monument to Law. Chaos has transformed it into its current condition, and it holds a dark secret, the location of the Sceptre of Chaos (as well as Filk, but this message probably predates Filk). Might also refer to the Stone Circle, where the Crown of Chaos is located.
  87. They say that nobody ever heard the wail of the Banshee more than once. - The Banshee's wail instakills, if the PC is not prepared.
  88. They say that not all herbs must be eaten. - Some must be Used, some are harmful.
  89. They say that once you have opened the final gate there is no way back. - When the D: 48 staircase points down, there's no way back until the chaos gate is closed.
  90. They say that pools contain mysterious secrets. - Among other things.
  91. They say that potions of toughness tend to remove your hungry feelings. - True.
  92. They say that praying at altars of your deity is helpful. - No, sacrificing at coaligned altars is helpful.
  93. They say that quests are noble and just. - Not all of them.
  94. They say that repetitive requests are frowned upon by the gods. - Praying too often will result in an angry deity.
  95. They say that rubbing moss of mareilon onto your skin might get you moving. - It increases Dexterity.
  96. They say that sacrifices can be dangerous. - Especially live ones on a noncoaligned altar.
  97. They say that shopkeepers base their prices upon racial preferences. - True. Waldenbrook hates Dark Elves and Orcs, for example.
  98. They say that shopkeepers sometimes try to cheat the customer. - True.
  99. They say that shops are dangerous at night. - Shopkeepers don't see the PC pick up items in the dark, but the PC still must pay.
  100. They say that Sis might enhance your creativity. - By making the PC think of uses for them.
  101. They say that skeletons like bones. - Giving them bones heals them.
  102. They say that some items are useful when worn shortly before special moments. - Some items give nice resistances and abilities not often needed.
  103. They say that some statues have magical bones. - Statues may yield wands when broken by kicking.
  104. They say that some stuff needs a lot of blessing to improve. - One blessing (of seven league boots, rings of djinni summoning, potions of gain attributes, rings of the fish) is enough.
  105. They say that some wands are not very reliable. - True - rusty wands of ball lightning, for instance.
  106. They say that smashing statues might yield magical wands. - True.
  107. They say that swamp hydras are tough food. - And poisonous.
  108. They say that the ancient dwarf knows a lot about quests. - He has six.
  109. They say that the banshee transformed after losing her beloved husband. - True.
  110. They say that the cat lord finds no fault with ye if ye has never harmed any cat. - True.
  111. They say that the dungeons of mystery consist of 100 levels. - Except now it's the Caverns of Chaos with 50 levels.
  112. They say that the forces of Law built a monument to Infinity. - But Chaos twisted it into the ID.
  113. They say that the gods do not yearn for material wealth. - Nonsense. They love money!
  114. They say that the gods greatly favor living sacrifices. - True, as long as they aren't summoned or bred.
  115. They say that the great rift is very dangerous for almost everyone. - True.
  116. They say that the guild of industrious brutal muggers writes really confusing manuals. - The IBM Guild Manual permanently confuses.
  117. They say that the home of the banshee is ruled by eternal decay. - Actually, corpses never rot there.
  118. They say that the king hid a lot of gold in these dungeons. - There are some royal treasuries.
  119. They say that the library charges high fees. - Nonsense.
  120. They say that the lofty nature of some writing sets is influenced by the degree of magic invoked with it. - Writing scrolls of chaos resistance is costly.
  121. They say that the mint-flavored juice distilled out of morgia roots improves stamina, slakes thirst and conceals bad breath. - Eating morgia roots increases Willpower and Toughness.
  122. They say that the radiance of chaos will corrupt you the faster the deeper you descend. - True.
  123. They say that the secret to becoming a Chaos God is hidden in the Drakalor Chain. - True.
  124. They say that there are many gems deep under the mountains. - True.
  125. They say that there is a secret level guarded by many powerful monsters which contains several artifacts. - Greater vaults generally contain an artifact or two.
  126. They say that thick gauntlets are great for isolating your hands. - ... from poison.
  127. They say that tiny caves can be very large. - Especially the ID.
  128. They say that those who manage to empty a pool, will receive a wish. - Nonsense.
  129. They say that those who have too many friends also have too many enemies. - A PC with many companions may find that they fight amongst themselves.
  130. They say that those who hear the wail of the banshee are doomed. - Not doomed, dead.
  131. They say that to be a champion of one's cause is very valuable when using ancient magic. - True.
  132. They say that to leave the animated forest you will have to reach the corner opposite the enterance. - True.
  133. They say that too much chaos essence corrupts thy inner self. - True.
  134. They say that true berserkers fight naked. - True.
  135. They say that using artifacts costs a lot of energy. - True.
  136. They say that when you hear a "Hurumph!" you'd better start to run. - A Dorn Beast. Be paralyzation resistant.
  137. They say that you might find gems on the deep levels. - You can find gems anywhere.
  138. They say that you need a lot of leverage to stop the forces of Chaos. - Two levers, actually.
  139. They say that you need a strong will to enter the great rift. - True (see section 2.15).
  140. They say that you need persistence and peace to truly profit from religious scriptures. - The "persistence and peace" probably refers to the fact that tracts are difficult to read, so the PC must not be disturbed by monsters. Interestingly, however, teleportitis does not bother PCs trying to read tracts.
  141. They say that you need to be an expert climber to survive the great rift. - Climbing 100 is required.
  142. They say that you need to be very experienced to enter the great rift. - Experience level 18.
  143. They say that you only can be the champion of your deity if you are very close to your deity. - Or extremely.
  144. They say that you should not slow down in your final fight. - Avoid being hit by writhing masses of primal chaos.
  145. They say that you should seek the heart of the mountains. - There's a neat library in the middle of the mountains.
  146. They say that you should try to investigate the potential uses of beeswax. - For the Banshee's level.
  147. They say that you should wish for charisma.
  148. They say that you should wish for friends.
  149. They say that you should wish for knowledge.
  150. They say that you should wish for strength.
  151. They say that you should wish for toughness.
  152. They say that you should wish for wealth.
  153. They say that you should wish for willpower.
  154. They say that you should wish for wishes. - Never.
  155. They say that you will feel the corrupting incursions of Chaos. - Unavoidable if the PC lives long enough.
  156. They say that you'll have to pull mightily to plug the chaotic intrusions. - The PC must handle two levers.
  157. They say that you will need a weapon of mass destruction to come closer to your goal. - A wand of destruction helps.
  158. They say that your piety depends on your disposition towards all gods of your pantheon. - True.
  159. They say that wands of knocking might split your skull. - They never deal any damage.
  160. They say that white dragons suffer from a bad cold. - They are vulnerable to fire and grant cold resistance when eaten.
  161. They say ye cannot shoot yourself, no matter how hard ye try. - The PC cannot shoot his doppleganger "self" since they are immune to missiles. The PC can shoot his real self easily, with lightning bolt, death ray, magic missile, wands of ball lightning or wands of far slaying.
  162. This cookie will make you pay a high price. - Nonsense.
  163. This is a joke. - Nonsense.
  164. Those of Trollish Blood must drink from the Bloody Pool. - Nonsense.
  165. Those who guard artifacts are deadly enemies. - Usually.
  166. Those without overwhelming piety won't affect elemental altars. - The PC must be a champion of Order or Balance.
  167. To be heavy is not very nifty in a deep rift. - Even worse than normal.
  168. Ye dost not need to find some kind of amulet to save the world. - Reference to the original Rogue and its descendants.
  169. Your termination is long due. - Right. So is the termination of this list.
  170. They say that Fire is the only element living on the surface. - Refers to the Tower of Eternal Flames on the wilderness map.
  171. They say that drinking holy water with bland rations will make them taste better. - Blessing cursed rations increases their nutrition value.
  172. They say that Mana is a kind of side trek. - The Mana Temple is located in a side branch of the unreal cave system.
  173. They say that fury makes you less stubborn.
  174. Quidquid latine dictum sit, altum viditur. - What is said in Latin is looked upon highly. [thanks to Kassandra Velez for translation]
  175. Join DARK (*D*ragons *a*gainst *r*easonable *k*illing).
  176. MADE: Mindcrafters Against Drunken Explorers.
  177. Note: Don't forget to throw all the poisoned cookies away.
  178. They say that every coin has two sides.
  179. They say that it might be useful to remain persistent with uncharged wands. - Wrench the final charge from them if there is no means of recharging them.
  180. They say that rusted electrical items might be dangerous to the user. - Rusty wands of (ball) lightning can be hazardous to the PC's health.
  181. Smoking is bad for your health!
  182. Remember to write something on this cookie. - Not on the cookie, on blank scrolls (if the PC can take the possible consequences).
  183. They say that patience is the better part of valor.
  184. They say that dark elves are especially good in the night. - Maybe, but they do not see in Darkness.
  185. They say that many wands depend on the power of the wielder. - Willpower is a factor when zapping wands.
  186. Stoma Pubis enjoys throwing anvils at opponents. - T(h)omas Bis(k)up enjoys throwing anvils at opponents?
  187. Who are they, anyway? - Reference to the amount of fortune cookie messages that begin with "They say".

0.15.8.2 Yggaz's babbling

  1. A lord might come, he will kill some, others he will beat and that will be neat.
  2. Age is power, fulfillment is a shower.
  3. Baba's my mother, Stalker my father and I'm the eternal wanderer.
  4. Convenience does not mean ease of use!
  5. Discover the beginning and you will have found the end. - Discover the origin of the Chaos incursion into Ancardia and you reach the end of the game.
  6. Healers are strange people - they enjoy it if you throw stuff at weak ones... - One way to satisfy Jharod.
  7. Follow the course, ride the horse, eat the bean and feel pretty lean.
  8. Life's a boon and ye art a goon!
  9. Remember: wherever you go, there you are!
  10. Search the bard and hit him hard! - May refer to Filk.
  11. Search the garden, harvest the treasures and take some measures. - Probably refers to herbs and arranging them into stable patterns.
  12. Sting the bee and rewarded will be thee. - Hives are more likely to leave gelee royal after kicking them.
  13. Swing the anvil and smash the unyielding.
  14. The avatar I was... now the fool I am. Heed the warning. - Don't become a fallen champion?
  15. ...the right stuff that is. - Probably a continuation of #6.
  16. The tiny island is quite magical... isn't that tragical? - Refers to the island in Terinyo.
  17. The warning I was... now the fool I am. Heat the warning.
  18. Wait till the dawn of time and yer problems will be solved.
  19. Wild my babbling might be, mild my being might be...
  20. Yagga Yagga Yeek Yeek!

0.15.9 Final score

The algorithm presented here is revised to reflect experiments conducted in April, 2008 on how ADOM used to generate High Scores:
score = sum of all skill scores / 20 +
    spell memory [the first number] for each known spell / 5 + 50 +
    MIN(piety - 200, 10000000) +
    (level - 1) * 50 +
    experience / ~3.5 +
    (sum of the danger ratings [1-50] of explored levels) * 30 +
    (# identified items * 100) +
    various amounts for having intrinsics (between 200 and 10000 each) +
    ~2000 (retrieving the cute puppy) +
    20000 (making Blup happy) +
    (sum of attribute modifications * 200) +
    (# of successful dwarven quests * 5000) +
    5000 (if member of thieves guild) +
    5000 (if head of thieves guild) +
    1000 (adhering to the principles of the Cat Lord)
    250000 (saving Khelavaster) +
    2000000 (being a paragon of order) +
    MAX(0, 300 - max. hitpoints) * 1000 (only if the game was completed) +
    20000 (no divine interventions and game complete) +
    20000 (champion) +
    -10000 (fallen champion) +
    -(chaos score * 20) (typical about 1000 points score per corruption)
This score is doubled if you managed to solve the major goal of the game. If you managed to solve the game and leave the Drakalor Chain the following is added to that score:

MAX(0, 80000 - moves) * 1000

Then the score is once more doubled.

Dispelling final score myths - discoveries by Darren Grey.


Updated March 1st, 2013

Single-file Improved Adom Guidebook


Previous - TOC - Next
Why start in the wilderness? - Strategy and problems - Survival - Wilderness encounters - Chance for ambush - Chance to evade

1.1 Wilderness

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The wilderness is the overland map of the Drakalor Chain - you start the game in the upper right corner of the wilderness, and you may enter a wilderness location immediately by pressing >. It may be useful to learn spells, equip starting items etc. When no monsters are around, a wilderness location may be left with <.

The wilderness is often regarded as a curse by new players, whose PCs are killed in wilderness encounters and have difficulty keeping their PCs fed during treks across the wilderness. Advanced players with PCs who are well equipped to deal with the wilderness regard it as a wonderful resource.

The Survival skill can be useful for lengthy stays in the wilderness, but note that applying it wastes a lot of game time.

1.1.1 Why start the game in the wilderness?

Many players will start the game in the wilderness, at least for the first kill, because the first monster killed can be controlled according to what type of wilderness square generates an encounter.

1.1.2 Strategy and problems in the wilderness

In order to avoid wasting too much time in the wilderness (e.g. because of the dreadful 90 day limit), it is good to know how long it actually takes to do things in the wilderness.

All times are approximate since there are slight variations of some minutes. It is also the case that without apparent reason walking times are sometimes doubled. This can happen for any terrain type and might be a bug. Being burdened or strained does not cause this and has marginal, if any, effect on movement time in the wilderness.

Wilderness time
Time Spent Action
nothing changing body armor
60 min changing other parts of equipment
60 min resting
60 min moving onto a plains, road, water, or special square
90 min moving onto a hills square
120 min moving onto a forest square
180 min moving onto a swamp square
300 min moving onto a mountain square (provided you own a climbing set)
240 min applying Survival (Rangers level 1-5 and non-Rangers)
120 min applying Survival (Rangers level 6-50)

Note that the Swimming skill and water breathing intrinsic have no effect on the time needed to move onto a water square. Likewise, the Climbing skill and the blessed/uncursed/cursed status of a climbing set have no effect on the time needed to move onto a mountain square.

Note that a climbing set is required to move onto mountains. It is important to know the status of a climbing set, in particular making sure it is not cursed. A cursed climbing set will fail at the most inopportune moment. At a minimum, the resulting slip while mountaineering will cause extensive equipment destruction. It is often fatal. The blessed vs uncursed status seems to have little or no effect.

1.1.3 Survival skill

Successfully applying the Survival skill when not bloated increases the satiation value of the PC by about 100 (equivalent to 1/5 large ration, see Appendix G). This is roughly tripled for Rangers of level 6 or above. These values hold for both water and land squares.

If the PC is already bloated, his satiation value isn't increased. Instead, he gathers plant seeds (on land squares) or goes fishing (on water squares). The amount of seeds gathered does not depend on terrain type or skill value and averages at about 5.2. Rangers of level 6 or above receive triple amount.

When fishing is successful, the PC obtains exactly one piece of fish meat.

The chances of success when applying the Survival skill depend on skill value, terrain type, the Ranger level 6 class power, and the Falcon birthsign. The Falcon birthsign gives a 1/3 chance of success even if you fail the initial check. The following success rates were measured by applying the Survival skill 100 times, with a skill value of 100. The "normal" column applies to non-Rangers and Rangers of level 1-5, the "high" column to Rangers of level 6-50. Level is the terrain difficulty level.

Survival
Terrain Symbol Normal High Level
Special * o 100% 100% 1
Forest & 100% 100% 1
Hills ~ 98% 100% 2
Plains " 96% 100% 3
Road . 93% 100% 4
Swamp " 80% 99% 5
Mountains ^ 79% 99% 5
Water = 43% 72% 6

1.1.4 Wilderness encounters

The following table specifies chance of a wilderness encounter per step in the wilderness. The Doomed column also applies if the PC is both cursed and doomed.

Chance of an encounter
Terrain Chance Cursed Doomed
Swamp 18% 48% 90%
Road 15% 45% 75%
Plains 7.5% 22.5% 37.5%
Hills 5% 15% 25%
Mountains 3.5% 10.5% 17.5%
Forest 2% 6% 10%
Water 0% 0% 0%

Wilderness encounter types are specified next. If the PC is level 25+, the chance is 16.7% for high-level (lvl 25+) encounter, 33% for mid-level (lvl 15+) and 50.3% for low-level (lvl 1+) encounter. For lvl 15-24 PCs, 33% for mid-level and 67% for low-level encounter. For level and terrain, each of the types has equal chance.

Wilderness encounter types
Level Terrain Name (type) Monsters Evade Evade2
[1] All a group of roving raiders 1 raider lord, 3d4 raider, 1d2 goblin, 1d3 kobold 50% 90%
1+ Forest an orcish patrol 3d4 orc, 1d2+1 orc scorcher, 1d2-1 orc chieftain 35% 85%
a group of bandits 4d3 bandit, 1d2 outlaw 30% 90%
a wandering brown bear 1 brown bear 70% 98%
a huge grizzly bear 1 grizzly bear 40% 85%
Hills a pack of wolves 4d4 wolf, 1d4 dire wolf 25% 55%
a hill orc patrol 3d3 hill orc, 2d2 hill orc sergeant 35% 70%
an outlaw band 2d4 outlaw 30% 90%
a wandering wizard 1 black wizard 80% 50%
Plains a large jackal pack 8d4 jackal, 1d6-4 jackalwere 20% 95%
a hobgoblin patrol 3d3 hobgoblin, 1d2 hobgoblin leader, 1d6-3 hobgoblin chief 75% 95%
a roving barbarian group 4d3 barbarian, 1d3 barbarian leader 65% 90%
a pack of wild dogs 4d3 large dog 30% 90%
Road a group of outlaws 2d4 outlaw, 1d2 outlaw leader 20% 95%
a pilgrimage of chaos monks 6 chaos brother, 6 chaos sister 75% 95%
a skeleton patrol 1d40+6 skeleton 30% 90%
a lone necromancer 1 necromancer 50% 90%
Mountains a lone stone giant 1 stone giant 75% 95%
a gnoll warband 4d4 gnoll, 2d4 large gnoll, 1d2 gnoll chieftain 70% 95%
a cave bear 1 cave bear 60% 95%
a pack of cave lions 2d2 cave lion 30% 90%
Swamp a horde of lizard men 5d3 lizard man, 1d3 cave lizard 40% 90%
a group of lost souls 3d3 zombie, 2d4 ghul, 1d3 wight, 1d2-1 wraith 15% 50%
a horde of huge frogs 3d3 giant frog 50% 95%
a lone hydra 1 swamp hydra 65% 95%
15+ Forest a giant boar 1 giant boar 30% 90%
a wandering giant 1 fomorian giant 90% 95%
Hills a hunting party of hill giants 2d3 hill giant, 1d3-2 hill giant chieftain 50% 95%
a party of assassins 5d4 assassin 0% 90%
Plains a horrible Dorn Beast 1 Dorn Beast 80% 95%
a wild air elemental 1 air elemental 30% 95%
Road a party of assassins 5d5 assassin 0% 95%
a gnoll war party 10d6 gnoll, 10d3 large gnoll, 1d4 gnoll chieftain 70% 95%
Mountains a warband of stone giants 2d4 stone giant, 1d3-2 stone giant lord 45% 95%
a lone red dragon 1 red dragon 80% 20%
Swamp a horde of plague bearers 4d4 chaos plague bearer 60% 95%
a lone black dragon 1 black dragon 60% 10%
25+ All a lone corruptor 1 corruptor 20% 75%
an entourage of chaos knights 2d2 chaos knight, 4d4 chaos plague bearer, 1d6+2 chaos servant 50% 80%
a group of horribly deformed beings 2d4 chaos mutant 50% 90%
a dark hooded figure 1 chaos wizard 30% 60%
a lone knight surrounded by an aura of hate and fear 1 chaos warlord 50% 85%
a black unicorn 1 black unicorn 50% 50%
an ogre army 1 ogre emperor, 3d3 ogre lord, 2d2 ogre magus, 10d6 ogre 40% 40%
a herd of rust monsters 1d2 giant rust monster, 2d2 large rust monster, 2d6 rust monster 20% 50%
a quickling raiding party 1d3 quickling lord, 2d4 quickling 15% 15%

[1] if the Kranach quest is received, PC is max level 5, has max 5000 xp, there is 25% chance of an encounter being a group of roving raiders

1.1.4.1 Chance for ambush

After the encounter is generated, 3 possible situations may occur:
  1. you are ambushed
  2. you are given choices of ambush, evade, fight
  3. your choices are only evade or fight

Case 1 cannot happen to invisible PCs, lvl 6+ Druids and lvl 25+ Merchants. For others, there is 3.3% chance to get ambushed, then another 6.7% chance for cursed PCs, then another 12.5% chance for doomed PCs. This gives about 21% chance if the PC is both cursed and doomed. However, you still avoid ambush if Pe>1d100, or if Alertness>1d150, or if you have the Scout talent and 10%.

Case 2 will happen if not case 1 and if Stealth+Survival+X > 1d1000, where X = 500 - Level*10 if invisible (yes, being high level is worse here), X = 0 otherwise.

Otherwise case 3.

1.1.4.2 Chance to evade

Lvl 6+ Druids and Lvl 25+ Rangers evade automatically. Others must pass at least one of the following four checks:
  1. Evade chance for an encounter type as in the above table. This chance is tripled if you had a choice of ambush
  2. Evade2 chance for invisible PCs only
  3. Stealth > 1d(200 - Min(Evade,Evade2))
  4. you have the Scout talent and 33%


Updated April 9th, 2010

Single-file Improved Adom Guidebook


Previous - TOC - Next
Tywat Pare - Kranach - Rynt - Guth'Alak - Tiny Girl - Blup - Munxip - Yggaz - Townspeople - Magical island

1.2 Terinyo

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The (friendly) inhabitants are randomly wandering except where noted: t - Rynt, the village elder (always in his room) t - Tywat Pare, the sheriff t - Yggaz, the fool t - Yrrigs, the carpenter (only present if the PC successfully rescued him) t - the Tiny Girl d - the Cute Dog (only present if the PC successfully rescued him) D - Blup, the baby water dragon @ - Guth'Alak, the druid (always near the center of the village) @ - Munxip, the shopkeeper (always in his shop) t - children t - farmers t - goodwives

Terinyo is a small hamlet, commonly the first place new players will visit in their adventure. It is strongly advised that you do not attack any of the residents of Terinyo, as this WILL lead to your death unless you know exactly what you are doing.

1.2.1 Tywat Pare, the sheriff t

Level: 1, DV: 25, PV: 3, Hits: 88, Attacks: 2, Damage: 1d8+8, Speed: 100.
Tywat Pare is source of two quests. The first is to find and kill Kranach, a raider lord terrorizing the countryside. The rewards for this quest are a lawful boost to alignment and 3000 gold pieces. Note that the lawful boost is greater if a magnanimous PC leaves the 3000 gold pieces on the ground where Tywat Pare drops them.

The second quest is available once the PC reaches experience level ten. The quest objective is to kill the crime lord Hotzenplotz, who can be found in the outlaw village Lawenilothehl near Terinyo. Note that attacking Hotzenplotz while he is nonhostile is a chaotic act. However, the lawful boost received when Tywat Pare is informed of the success of the mission more than offsets this. As a reward for this quest Tywat Pare will give the PC a blessed amulet of order, an extraordinarily useful item. If the PC has done both the Kranach quest and the Hotzenplotz quest, Tywat Pare will also teach the PC the Law skill after completing the Hotzenplotz quest.

An amulet of order is also available from Tywat Pare if a lawful PC lures him to a location where outlaw types can be found. Lawenilothehl is good for this, but a random wilderness encounter with bandits will also work. Tywat Pare says "Let's slay some evil bandits!" and the game generates the message "He hands you a deputy's badge." The badge is in fact an amulet of order, which ordinarily seems to be uncursed. Cursed or blessed amulets are possible. Note that this does not work with raiders/raider lord despite existing bounties. Also, if he spots a criminal in the same area as the PC but out of his/her sight, the player will be interrupted by a message about somebody shouting "*Yippieyayyay!*".

Tywat Pare will also pay a bounty for the corpse of the following outlaw types. There is also an alignment boost of bounty / 2.

Tywat can be lured out of Terinyo by leaving town with him standing on an adjacent square. He will then follow the PC to whichever location is visited next. For low level, weak PCs, such as Mindcrafters, this can be extremely helpful in a wilderness ambush. Though he is not tame, he is friendly, and if the PC lures the crowd of monsters near Tywat, he will reliably kill one or two on each pass. He can also be brought to the Small Cave, and monsters can be lured to him. Since the XP is not the PC's, the danger level will not increase. He can also be used as a "first-kill-filter" for players who would attempt an ultra ending, but would prefer also to get the Courage skill.

1.2.1.1 Kranach, the raider lord @

Level: 1, DV: 15, PV: 3, Hits: 38, Attacks: 1, Damage: 1d8+3, Speed: 105.
Kranach and his gang can be found in the wilderness around Terinyo. Finding him is a matter of chance and thus can require considerable game time (and therefore food). The message "You encounter a group of roving raiders" specifically designates this encounter. There is an experience point limit for this quest. In general, Kranach flees the Drakalor Chain if the PC reaches experience level six. The exception is Trolls, who require more experience to advance in level. The exact limit is 5 000 xp. Note the experience level six disqualification especially in the case of Mindcrafters, who are very weak in melee in the early game. They do not gain a true offensive Mindcraft ability until they reach experience level six. Therefore it is very desirable to engage Kranach and his gang with a Mindcrafter that is just about to achieve experience level six. Ideally, the first or second kill after finding Kranach should raise the Mindcrafter PC to experience level six. Note that if your companion kills Kranach, you will fail the quest. Kranach is able to shoot arrows from great distances and his missile attacks can deal considerable amounts of damage.

If Kranach leaves a corpse be sure to collect it and attempt to get it back to Tywat Pare in Terinyo. When given the corpse, he pays a bounty of 300 gold pieces and remarks "We'll put up his head in some public location." Later, on entering Munxip's food store, the PC receives the message "A mummified skull hangs over the door of this shop." Giving Kranach's corpse to the sheriff seems to be the only way for this quest to end up in the final log's achievement list. Since said corpse only has a 10% chance of dropping, managing that is thus a matter of luck.

Note that Kranach is one of an exclusive few unique NPCs who can be wished for.

1.2.2 Rynt, the village elder t

Level: 1, DV: 9, PV: 0, Hits: 14, Attacks: 2, Damage: 1d6+1, Speed: 100.
Rynt provides a quest, which is mutually exclusive with Guth'Alak's quest. The quest is to find the village carpenter Yrrigs who has disappeared in a nearby dungeon (which does not appear unless the quest has been assigned). The reward for this quest is lower prices in Munxip's food store and some directions on how to proceed with the game - namely go to the Caverns of Chaos and try save the world from the incursions of Chaos. Depending on exactly how the quest is completed, there are additional rewards available - see section 1.6. The PC will receive lawful boosts during this quest, once for luring Yrrigs to Jharod and once for reporting back to Rynt.

Rynt is also a source of alignment boost when given healing items or stethoscope:

1.2.3 Guth'Alak, the druid @

Level: 1, DV: 20, PV: 12, Hits: 72, Attacks: 2, Damage: 4d6, Speed: 100.
Guth'Alak lives in the central area of Terinyo. He provides two quests. The first is to find and kill an evil chaotic druid, Keethrax, who is found in a dungeon southeast of Terinyo - see section 1.7. Note that this quest and Rynt's are mutually exclusive. There are two sets of rewards for this quest, chosen by the PC. The PC may choose between knowledge and power. Choosing power results in gifts of a wand of cold and a spellbook of Frost Bolt. Choosing knowledge results in Guth'Alak teaching the PC the Herbalism skill, or Gardening, if the PC already has Herbalism at 100. Guth'Alak provides different rewards to Druids who complete this quest: amulet of balance, ring of minor elemental mastery, and bracers of toughness [+0,+0] {To+4}. The exact status of these three items varies. If the PC completes the first Keethrax quest but only gets back to Guth'Alak after reaching level 30, the rewards will be lost forever. Ordinarily, this should never happen.

Guth'Alak's second quest is available only after the PC reaches experience level 30. The quest is to find and help the Greater White Unicorn, Yrruir. This is the only way to access the unicorn quests, whether the PC chooses to attempt Yrruir's quest or Riurry's quest. See section 2.19.

Note that Guth'Alak's quests are Neutral. They draw alignment towards N=. If the PC's alignment is on the lawful side of N=, these quests are technically a chaotic act.

Guth'Alak will provide potion of corruption for the corpse of the following monsters:

Note that black unicorns are only non-unique monsters in this list. Since black unicorns are available as a wilderness encounter he technically is an unlimited source of corruption removal. Note that only neutral or lawful PCs are able to receive rewards for corpses. Guth'Alak will take the chaos corpses from chaotic PCs but will not give a reward.

Guth'Alak can turn hostile if the PC tries to chop trees in Terinyo. Even in his hostile state, he never leaves the water area in Terinyo to pursue the PC. He is capable of defending himself and the residents of Terinyo with glowing balls, can cast confusion, and can walk on water. As his evil black counterpart, he is immune to non-acid elemental attacks. He will help the PC fight Munxip if the PC angers Munxip with the right tactics. Guth'Alak is the target of Kherab's first quest.

1.2.4 Tiny Girl t

Level: 1, DV: 7, PV: 0, Hits: 1, Attacks: 1, Damage: 1d1, Speed: 100.
The Tiny Girl is one of the many children of Terinyo. She is source of a quest. The objective is to rescue her puppy from a dungeon northeast of Terinyo. The reward for the quest is a lawful boost and a piece of candy from the Tiny Girl. Note that this quest is difficult and entirely optional.

The general approach should be to get to the bottom of the dungeon, carefully find the puppy and get out as fast as possible with a minimum of fighting. Note also that if the puppy is generated dead, retrieving the corpse and returning it to the Tiny Girl still provides some lawful boost. Furthermore this means that the quest can be done at any time after the PC has gained experience thus having a better chance of surviving the dungeon. Another way to do this quest is to just wish for a cute dog. See section 1.8 for more details.

If during the quest the PC kills the Cute Dog, and decides to tell the Tiny Girl "The truth behind (their) evil deed", she will turn hostile. When this happens, she can be killed without angering the rest of the townsfolk of Terinyo.

1.2.5 Blup, the baby water dragon D

Level: 1, DV: 15, PV: 2, Hits: 26, Attacks: 3, Damage: 6d2+3, Speed: 100.
Blup is the only non-human resident of Terinyo; so is not hard to spot there. He asks the PC to find his mother - the great water dragon Shyssiryxius. This is not something low level PCs should attempt. It requires the ability to breathe water, or very careful planning. There are also very dangerous monsters found in the underwater cave. Once the PC finds her, chats to her and returns to Blup with the news, she will receive an alignment boost and (eventually) an artifact, the Rune Covered Trident. More details can be found in section 2.13.

Blup will also teach the Swimming skill if given one blessed or two uncursed potions of carrot juice.

Bringing civil disorder to Terinyo will usually make him hostile; though if the PC is caught shoplifting without angering the rest of the populace, he will actually fight alongside Guth'Alak against the summoned thugs. Whilst not nearly as strong as his mother, Blup's water breath attack is still something to be cautious of all the same.

Blup enjoys candy more than children do (+10 alignment for giving candy to Blup, +2 for children).

1.2.6 Munxip, the shopkeeper @

Level: 10, DV: 16, PV: 10, Hits 290, Attacks: 3, Damage: 3d6+18. Speed: 140.
Munxip owns a specialty shop "Munxip's Magnificent Munchies Mall", selling food only. 5/6 of items in Munxip's shops are large rations. Like all shopkeepers, he is tough. It is best for low level PCs to buy from his shop without attempting anything dishonest. It is possible for PCs with low Strength to simply pick up, without paying for, enough large rations to train Strength if the PC runs around in his shop long enough. Munxip will block the door so the PC will not be interrupted. Just do not attempt to leave without paying. ;-)

Upon successful completion of Rynt's quest to save Yrrigs, Munxip will lower all his prices as thanks for saving his friend.

1.2.7 Yggaz, the fool t

Level: 1, DV: 16, PV: 0, Hits: 18, Attacks: 2, Damage: 3d3+1, Speed: 100.
Yggaz is a source of rumors (see section 0.15.8.2) and will trade random potions for potions of booze. This can be quite useful, as beggars in the nearby outlaw town of Lawenilothehl will give you a potion of booze in return for ~40 gp.

1.2.8 Townspeople t

Farmer: Level: 1, DV: 11, PV: 0, Hits: 6, Attacks: 1, Damage: 1d6+1, Speed: 100.
Goodwife: Level: 1, DV: 9, PV: 0, Hits: 4, Attacks: 1, Damage: 1d4, Speed: 100.
Child: Level: 1, DV: 7, PV: 0, Hits: 1, Attacks: 1, Damage: 1d1, Speed: 100.
Farmers are found in Terinyo. A farmer corpse is a quest object for Gaab'Baay (see section 2.1.6). Farmers will also provide rations and +10 alignment for tools, such as a scythe, and will accept seeds for a small lawful boost. The remaining townspeople - goodwives and children - are simply flavor elements without any real importance in the game. They can be used as cannon fodder, of course. Lure them out of town to kill them for experience. Train Ventriloquism on them and they can then be slaughtered right in town without consequence. Confusion Blast works similarly. If a C alignment is desired (for robbing Munxip without cursing, for example), anything goes.

1.2.9 Magical island .

The magical island is a single tile surrounded by water in the center of Terinyo. Staying on the island guarantees PP regeneration every turn.


Updated March 8th, 2013

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Yergius - Barnabas - Kranf Niest - Skriek - Hotzenplotz - Others

1.3 Lawenilothehl

Lawenilothehl map ................................................................................ ................................................................................ ..................................@............................................. .............@..........................................TT...................... ......................................................======.................... ........................###############...........==============.....T.......... ..........T@............#.../...../...#.........================#####........... ........................#@..###/###...#................=========#...@........... ......T.................#...#.....#...#..................=======#####........... ......................T.#...#.....#...#.............T.....=======TT............. ....................@...#####.....#####..@..................=======T............ .......#####..............................@...................=====TT........... .......#...#......######/##........#####.............T........====TTT........... .......#..........#Goods.@#..@.....#@@.#........................=TT............. .......#.@.#......#..for..#......../...#.....@............=====................. .......#####......#...sale#........#.@.#.r........T.....=========............... ..................#########........#####.................T=======............... ......@@................................@....................................... ................................................................................ ................................................................................
The monsters are: @ - Barnabas, the shopkeeper (always in his shop) @ - Grunge and Munge, Hotzenplotz's bodyguards (always in Hotzenplotz's room) @ - Hotzenplotz, the crime lord (always in his room) @ - Kranf Niest, the mad doctor (always in his room) @ - Yergius, the master thief (always in his room) r - Skriek, the cloaked ratling @ - bandits @ - cutpurses @ - muggers @ - outlaws @ - assasins Beggars can generally be found in Lawenilothehl as well.

Lawenilothehl is an outlaw village found to the southwest of Terinyo. The name is an anagram of "hole in the wall", American slang for a shabby place. It contains a variety of shady characters who can be useful.

1.3.1 Yergius, the master thief @

Level: 1, DV: 32, PV: 7, Hits: 88, Attacks: 2, Damage: 1d6+9, Speed: 100.
Yergius is the head of the Thieves' Guild. He can teach or train a variety of useful skills for non-lawful PCs. They are Climbing, Detect Traps, Disarm traps, Pick locks, Pick Pockets and Stealth. Yergius teaches Pick Pockets to any non-lawful PC at no cost. Bear in mind that obtaining even the Pick Pockets skill from Yergius is a chaotic act. He will only teach or train the remainder of these skills once the PC has demonstrated his talents as a thief. In practice, this means that the PC must successfully use the Pick Pockets skill 28 times (according to the recent best estimates) against monsters vulnerable to this skill. This includes most humanoids, constructs and undead. Animals in general do not have pockets to pick, although ratlings (not rats or giant rats, but archers, duelists, fencers, etc.) are vulnerable. A successful application of the skill will result in a stolen item being added to the PC's inventory, or the message "The -foo- does not seem to own anything of value." Note that Yergius' initial training results in a Pick Pockets skill level of one. This means that it is not really useful for picking pockets until it is trained and an experience level or two has been gained, thus making it eligible for advancement. It is useful for angering nonhostile villagers. Those villagers in line of sight may also become hostile. Fumbled Pick Pockets attempts are thus a way to generate hostile villagers without Confusion Blast, Stun Ray or Ventriloquism. Thrundarr has been moved off his lever with a low Pick Pockets skill. Using the Pick Pockets skill is a relatively minor chaotic act, and furthermore seems to have a limited alignment effect. PCs never seem to become C- by using Pick Pockets.

It is also apparently possible to satisfy Yergius by robbing shops, but the quantitation is not understood. Furthermore, he will not teach Pick Pockets to a PC that has already robbed a shop. So if you want a PC to have access to the Pick Pockets skill, do not rob shops before obtaining the skill. Robbing shops is a very risky activity for PCs with less than experience level 20 anyway.

The main initial reason for attempting this quest is to satisfy Yergius and receive the Detect Traps skill from him. This makes the underground level of the Dwarven Graveyard and the Pyramid in general much easier and safer, not to mention the elemental temples.

After satisfying Yergius he will teach new skills for prices ranging from 3500 - 5000 gold pieces. Detect Traps in particular is well worth the 3500 gold pieces it costs. He will also offer training of two different types: theoretical and practical. Theoretical training will raise the PC's dice modifier available when experience level advancement occurs. The maximum is +4d5. This is simply a matter of cash. If the PC has plenty of money available and wants to maximize a skill that Yergius trains quickly, pay him whatever is required to get the modifier to +4d5. The second form of training he offers is practical. When the PC trains in this way, it adds successful skill checks to the skill, making it easier to advance. This also is a matter of cash. It is a very good idea to use this practical training if the PC is about to face an area where a newly learned skill will be needed. Again, the underground level of the Dwarven Graveyard and the Pyramid are obvious examples of areas where the Detect Traps skill will be needed, while the PC has probably had little time to train the skill.

Another example where Yergius' theoretical and practical training can be very useful is the Climbing skill. Climbing = 100 is required for entering the Rift, which is something all spellcasters should seriously consider for access to the Sinister Library of Niltrias. Trolls should also visit the Library for much-needed experience. It is possible to train Climbing without Yergius' assistance, for example by mountaineering, but this takes place in the wilderness, thus wasting large amounts of valuable time.

The following table summarizes the costs for Yergius training:

Yergius training
Skill Initial Cost Practical Training Cost Theory 1/1d3 Cost Theory 1d5/2d4 Cost Theory 3d3/3d4 Cost Theory 3d5/4d4 Cost Theory 4d5 Cost
Climbing N/A 30 600 1200 1800 2400 3000
Detect Traps 3500 35 700 1400 2100 2800 3500
Disarm Traps 5000 50 1000 2000 3000 4000 5000
Listening N/A 20 400 800 1200 1600 2000
Pick Locks 5000 50 1000 2000 3000 4000 5000
Pick Pockets Free [1] 60 1200 2400 3600 4800 6000
Stealth 4500 45 900 1800 2700 3600 4500

[1] 6000 if not given before joining guild.

Yergius will never move from his position (unless hostile), but can be swapped with using the :s command. This can be exploited to block doorways or other passages - notably, he can be used to block the exit to the Black Market, which can allow the PC to rob the store (not without risk, however).

PCs who kill Yergius become the new head of the Thieves' Guild and as such receive 50% off the prices at Barnabas' black market (see next section). Of course killing him means that he is no longer available for training, so take advantage of his training before killing him.

Yergius also sells thieves picks to non-lawful PCs with the Pick Locks skill who have no thieves picks.

1.3.2 Barnabas, the shopkeeper @

Level: 13, DV: 18, PV: 10, Hits: 410, Attacks: 3, Damage: 3d6+18, Speed: 140.
Barnabas maintains a general store type of shop in Lawenilothehl. As might be expected from the general atmosphere in the town, it is a black market. As such, the prices demanded are very high. Nevertheless, it is worth visiting. Simply observing what is for sale identifies items. Barnabas also usually has rocks for sale at relatively reasonable prices, which can be tremendously useful for Hurthlings. Barnabas occasionally has high quality items for sale, which can be within the monetary reach of PCs who have done the Kranach quest. In addition to the 50% reduction in prices for being head of the Thieves' Guild (see above section 1.3.1), Barnabas also changes his offers when the PC sells items: 1/4 of base value for nonmembers, 1/3 of base value for members and 1/2 of base value if the PC is the head of the Thieves' Guild, regardless of whether she was a former member.

1.3.3 Kranf Niest, the mad doctor @

Level: 1, DV: 24, PV: 3, Hits: 58, Attacks: 5, Damage: 1d3+8, Speed: 100.
Kranf Niest appears to be always busy planning experiments, and serves little purpose in the game. Hovewer, he can teach PCs the Healing skill after completing Hotzenplotz's Kill Jharod quest. He does not have the gentle touch of Jharod (however he will teach Healing at 60 value, whereas Jharod provides only 10-20 value). When a chaotic PC learns the Healing skill from him, the PC is teleported away in a stunned and confused state, loses 1d3 points in each of the Appearance, Learning and Willpower categories and is corrupted slightly (1%). During this process, Kranf Niest removes any helmet the PC might be wearing, even if it is cursed. If the PC already has Healing, Kranf Niest gives the PC a scalpel and a stethoscope. It is a chaotic act to attack Kranf Niest, but the PC receives a small net lawful boost for killing him.

1.3.4 Skriek, the cloaked ratling r

Level: 1, DV: 25, PV: 2, Hits: 32, Attacks: 3, Damage: 1d6+5, Speed: 100.
Skriek sells random keys. The prices for males seem exorbitant (470 + 30*level gold), but they can save a PC's life. Female PCs receive a 50% discount. Note that Skriek becomes hostile if the PC attacks Hotzenplotz, one of Tywat Pare's quests. He is quite evasive, but overall not a very dangerous opponent. He can be lured away from the bandit village, for example to Terinyo, where he will sell keys even after Hotzenplotz is killed.

1.3.5 Hotzenplotz, the crime lord @ and his half-orc bouncer guards @@

Crime lord: Level: 1, DV: 19, PV: 9, Hits: 80, Attacks: 4, Damage: 2d8+4, Speed: 100.
Half-orc bouncer: Level: 1, DV: 12, PV: 12, Hits: 64, Attacks: 2, Damage: 2d8+8, Speed: 100.
Hotzenplotz assigns two quests.
  1. The first is to kill Jharod, the healer:Jharod, and thus this quest, is only available if the PC has chosen Rynt's Yrrigs quest rather than Guth'Alak's Keethrax quest. Hotzenplotz arranges for Kranf Niest to teach the Healing skill as a reward.
  2. The second is to kill Tywat Pare:The reward is an amulet of chaos.
If the PC is on a mission from Tywat Pare to kill Hotzenplotz, a couple of points are worth remembering. Attacking Hotzenplotz will cause most of the inhabitants of Lawenilothehl to become hostile, with the exceptions of Barnabas, Yergius and Kranf Niest. Hotzenplotz is fairly tough, bypasses PV and uses poison. He will kill a PC without poison resistance in melee quite easily. However, he does not heal. A PC can attack him, run away into the wilderness and repeat this process until he is dead. The combination of these two characteristics should make it clear that the best way to attack him is with missiles or ranged spells.

It is possible for a relatively low level PC (especially Hurthlings) to kill him with thrown rocks, but special tactics are necessary. Lure him out of his hut and flee towards the right side of town while pelting him with rocks. Leave town and reenter from the left. Continue to throw rocks until he succumbs.

Hotzenplotz's guards, Grunge and Munge, will become hostile if either they are attacked, or Hotzenplotz is attacked; meaning that PCs undertaking the Kill Hotzenplotz quest will have to fight them as well (or just run away). Unlike Hotzenplotz, the guards are orcs so they see in darkness.

Hotzenplotz and his guards can be exploited. They will often attack hostile monsters that are led into their hut. If one of the nastier monsters found in Lawenilothehl (assassin, outlaw leader) attacks a weak PC, run for Hotzenplotz's hut.

When killed, Hotzenplotz typically drops from 1500 to 6000 gold pieces.

1.3.6 Other inhabitants of Lawenilothehl @

Beggar: Level: 1, DV: 7, PV: 0, Hits: 2, Attacks: 1, Damage: 1d3, Speed: 100.
Assasin: Level: 1, DV: 16, PV: 4, Hits: 16, Attacks: 2, Damage: 1d10+2, Speed: 100.
Mugger: Level: 1, DV: 10, PV: 3, Hits: 20, Attacks: 1, Damage: 1d10+4, Speed: 100.
Cutpurse: Level: 1, DV: 17, PV: 0, Hits: 6, Attacks: 1, Damage: 1d4+3, Speed: 100.
Bandit: Level: 1, DV: 13, PV: 2, Hits: 14, Attacks: 1, Damage: 1d8+1, Speed: 100.
Outlaw: Level: 1, DV: 15, PV: 4, Hits: 18, Attacks: 2, Damage: 1d8+2, Speed: 100.
Outlaw leader: Level: 1, DV: 17, PV: 5, Hits: 40, Attacks: 2, Damage: 1d8+4, Speed: 100.
The other inhabitants are simply flavor elements with no real role in the game. They include beggars, assassins, muggers, cutpurses, bandits, outlaws and outlaw leaders. Beggars are useful because they can drop a potion of booze if the PC gives them 40 or more gold pieces and then Chats with them. There is a 50% chance they'll give you a fortune cookie message instead; if so, try again until they give you booze. Each beggar can only give 1 potion of booze. It is always cursed. Remember Yggaz, the fool in Terinyo, will trade random potions for potions of booze. Giving food to beggars raises alignment by nutrition value / 10, but min 10 and max 100.

Corpses of the other Lawenilothehl inhabitants yield reward from Tywat Pare in Terinyo.


Updated March 8th, 2013

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Objectives and strategy - Descend or not? - Unremarkable Dungeon - HMV Intro

1.4 Small Cave and Unremarkable Dungeon

1.4.1 Objectives, strategy for survival and items found in the Small Cave

The Small Cave is a popular place to start the game. It contains one very useful guaranteed item and few other non-guaranteed desirable items. The guaranteed items in the Small Cave are:

The scroll of information simply tells how many paces away the waterproof blanket is. The scroll of warning gives some advice about tactics for the Small Cave. It reads "Time is working against you!" This is true. When the PC enters the Small Cave, monsters are generated on the level as is true of any dungeon level. As the original monsters are killed off, new monsters are generated. The new monsters are generated differently than on any other level in the game. They have approximately double the experience level of the PC. As might be imagined, this quickly gets very difficult to cope with and is the basis for the eternium man challenge game (see Appendix R). This offers a way to quickly gain experience levels, but as a rule, PCs should get out of the Small Cave by experience level 5 at most.

The Small Cave also contains a down staircase which leads to the Unremarkable Dungeon. The Unremarkable Dungeon is normal in terms of danger and monster generation. It is also essential to enter the Unremarkable Dungeon at some point if the PC plans to try a special ending.

Out of depth weapons are sometimes found in the Small Cave. Eternium two-handed swords and halberds of defense are examples. Artifacts can be generated in the Small Cave, but this is rare. Altars can also be generated in the Small Cave.

The general strategy for the Small Cave is to get in, find the waterproof blanket as quickly as possible, optionally find the down staircase and get out. Getting out can be via descent through the Unremarkable Dungeon or ascent back to the wilderness.

Note that the monsters generated in the Small Cave are in general common types: goblins, kobolds, bats, rats and the like. Making a first kill in the Small Cave is not a good idea if a special ending is planned (see section 0.9.1).

1.4.2 Should PCs descend through the Unremarkable Dungeon?

After retrieving the waterproof blanket and locating the down stairs in the Small Cave (easier said than done), PCs may choose to descend through the Unremarkable Dungeon. As mentioned, it is essential to go through this dungeon in order to complete a special ending. If the PC chooses to do this, the Kranach quest will be lost, since the PC will be greater than experience level six by the time the Unremarkable Dungeon is traversed. The chance to complete the Puppy quest successfully will also be lost, since the four day time limit will expire by the time the PC manages to get back to Terinyo. Despite the fact that monsters are generated in the Small Cave at twice the PC's experience level, it is possible to leave the Small Cave and reenter it later in order to gain access to the Unremarkable Dungeon. It can be done using invisibility. The monsters generated are high level relative to the PC, but they are not in general "special" monsters that have the ability to see invisible. Thus a high level PC can use invisibility to make a quick dash through the Small Cave and descend to the Unremarkable Dungeon.

Items that grant invisibility are by no means guaranteed so this strategy is not available to every PC. Many players will descend through the Unremarkable Dungeon every time if possible. Alternatively, a higher level PC can attempt to avoid killing anything on his search for the down staircase. This is sometimes impossible and risky in any case.

Starting the game in the SMC and descending through the UD is considered somewhat of a challenge, often rewarded with superior equipment (eg. tower crystal shields, mithril scale mails) and very quick level and power increases and access to the HMV - provided the PC has what it takes.

1.4.3 Unremarkable Dungeon

The Unremarkable Dungeon is (probably deliberately by TB) misnamed. It is quite remarkable. It generally contains more special features - altars, pools, forges, herbs, shops and the like, than any other dungeon in the game. These are all nice features. The Unremarkable Dungeon also seems to contain more door traps and tension rooms than any other dungeon, which is not so nice.

However, there are no truly guaranteed features in the UD. It is very possible to get a streak of entirely mundane levels. While there is arguably no increased chance to find a river, if they appear they may be more of an issue, since the route back through the Small Cave may well turn out to be virtual suicide.

In any case, the bottom of the Unremarkable Dungeon, UD:8, contains two up staircases. One of the staircases leads to the High Mountain Village.

1.4.4 High Mountain Village - introduction

The High Mountain Village is an interesting wilderness location. It contains a shop and various NPCs who are mostly useful to chaotics and essential for those PCs attempting a special ending. One significant problem is the possibility of meeting a Stone Giant Lord upon entering the High Mountain Village. This monster is very difficult to defeat for a relatively low level PC that has descended directly from the Small Cave through the Unremarkable Dungeon to the High Mountain Village. The Stone Giant Lord is not generated every time, but the possibility is an argument against entering the Unremarkable Dungeon directly from the Small Cave with a low level PC. If that is the plan, enter with full HPs and Coward tactics. It is possible to lure the Stone Giant Lord, and monsters in general, to the right side of the map, leave and reenter from the left. If you can swim or create an ice bridge, you can also evade monsters by entering through a small opening in the north part of the moat, where water flows inside the village.

The High Mountain Village contains a hidden exit to the northern central part of the wilderness map. It is found from the inside of the western village wall. This means that the PC need not go all the way back through the Unremarkable Dungeon and the Small Cave in order to exit.

More on the High Mountain Village is found in section 2.1.


Updated March 12th, 2013

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1.5 Infinite Dungeon - beginning

More about the Infinite Dungeon (ID) can be found in section 2.2. Here we are concerned only with the start of the game.

1.5.1 Why start the game in the Infinite Dungeon?

Starting the game in the ID is a very conservative approach for PCs that are weak at the start of the game. Given the significance of the first kill, it is probably not advisable to make the first kill in the ID, but gaining further experience while staying on level one of the ID is about as safe as things get in ADOM. The PC can flee from anything threatening, such as dark rooms or tension rooms, by exiting the ID and reentering. This strategy is one way to get difficult classes to experience level five or so before the ID becomes intolerably tedious.


Updated October 29th, 2000

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1.6 Village Dungeon

The Village Dungeon is where Yrrigs can be found, after receiving the quest from Rynt. It is southeast of Terinyo. It consists of seven levels. The first six seem to never have any dungeon features besides altars. A tension room is sometimes found on the seventh level. Two important NPCs are found in the Village Dungeon.

1.6.1 Jharod, the healer @

Level: 1, DV: 10, PV: 0, Hits: 12, Attacks: 1, Damage: 1d8+3, Speed: 100.
Jharod is found on level four of the Village Dungeon. He will completely heal the player - no matter their alignment - up to seven times. This healing includes treatment of sickness or poison, which can otherwise be fatal if left untreated. This means you can safely consume kobold shaman corpses if Jharod is near.

He also will teach the player the Healing skill if they prove their ability to show mercy, and the PC is not chaotic. This can be done in two ways. The first is healing wounded monsters with any healing spell or potions of healing. The wounded monster must not have been damaged by the PC. A pet can wound the monster. The second involves Yrrigs the carpenter.

If you already have the Healing skill and Chat with Jharod after showing mercy, he'll give you a stethoscope. If you already have Healing at 100, showing mercy and chatting to Jharod will yield a potion of ultra healing. There is no limit to how many potions can be obtained in this manner, potentially allowing the player to inflate maximum HP to very high values.

Jharod is the subject of the Kill Jharod quest, assigned by Hotzenplotz under certain conditions. PCs intending to kill Jharod will not find him a particularly dangerous opponent. Jharod is able to rapidly regenerate his wounds (basically requiring one hit kill), however.

1.6.2 Yrrigs, the mad carpenter t

Level: 1, DV: 20, PV: 0, Hits: 80, Attacks: 2, Damage: 1d8+3, Speed: 100.
Yrrigs is the Village Carpenter from Terinyo. A short time before the game began, he left the village to explore the Village Dungeon. While there, he was corrupted by the essence of chaos and became mad.

Yrrigs can be found on the last level of the dungeon, level seven. He will be a purple t and will be hostile. He is moderately dangerous. Despite his purple color, Yrrigs does not have a corrupting melee attack, nor does using Mindcraft against him corrupt a Mindcrafter. Ideally he should be led to Jharod, who will heal him. Yrrigs recovers from his illness and leaves a Manual of Bridge Building, a hatchet and a cursed oil of rust removal as rewards. While leading Yrrigs to Jharod, the PC should use tactics that are as defensive as possible. This means using the 'Coward' setting and possibly dual-wielding shields. Problems arise when the PC encounters other monsters that must be fought on the way back to Jharod, of course. It is possible to complete Rynt's quest by killing Yrrigs. In this case Yrrigs drops his items immediately, but the PC must demonstrate mercy in another way in order to receive the Healing skill from Jharod, and Rynt does not lower the prices in Munxip's shop. After saving Yrrigs, he changes color to green, loses 10 hp, can be found in Terinyo and can further train the Bridge Building skill. Note that it is possible for a chaotic PC to lead Yrrigs to Jharod, change alignment at a later time and still receive the Healing skill from him. Similarly, it is possible for a PC to heal a monster earlier in the game in which case Jharod will grant the Healing skill upon meeting the PC.


Updated March 6th, 2013

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1.7 Druid Dungeon

The Druid Dungeon is a dungeon southeast of Terinyo that will appear after the Kill Keethrax quest has been assigned. It consists of seven levels, with the corrupted evil druid Keethrax living on the bottom level.

Much like the Village Dungeon, the Druid Dungeon does not have most dungeon features; altars and tension rooms may be generated, but herbs, forges, etc. generally may not be. The bottom level is unique in that, aside from Keethrax, only animals may be found on this floor. Unlike other places, animals here are hostile towards PCs of the Druid class. Additionally, animals on Keethrax's level can't be calmed (using the Calm Monster spell results in the target "ignoring the spell"); and possibly can't be tamed.

The following animals are generated on DD:7: cave bear, cave fisher, cave lion, cave lizard, cave tiger, cobra, dire wolf, fire beetle, fire lizard, giant bat, giant centipede, giant frog, giant lizard, giant raccoon, giant rat, giant slug, giant spider, huge bat, hyena, jackal, large snake, large spider, rabid dog, rat, rattlesnake, silver wolf, tarantula, viper, wild cat, wolf.

1.7.1 Keethrax, the black druid @

Level: 1, DV: 15, PV: 4, Hits: 72, Attacks: 1, Damage: 3d3+1, Speed: 125.

Keethrax's stats are directly proportional to your level when first entering DD:7. As a druid, he maintains a contingent of hostile animals on the final level. These will include felines (see section 0.9.2) and giant slugs (nasty acid breathers, but their corpses are a source of acid immunity). He is vulnerable to acid and magic missiles, but little else in the way of magic. He can however be stunned via the Stun Ray spell or the wand, paralyzed with a wand of paralyzation, and blinded with a cursed potion of invisibility. He casts Darkness, can see in darkness, attacks with missiles (source of sling bullets) and glowing balls, heals himself, while he can drain attributes and use curses in melee range. He has a corrupting melee attack. All of this makes a formidable enemy for PCs less than experience level ten. Some players regard him as an out-of-depth opponent and defer this quest until later in the game. He carries an artifact, the Black Torc, which is a decent missile weapon but permanently cursed. It is good fodder for the Demented Ratling (see section 3.5.8).

------------------------ black torc [+4, +2] (+10 spd) ------------------------

When worn it modifies DV by +4 and PV by +2.

When used in melee combat it grants a +0 bonus to hit and causes 1d10+2
points of damage. When used as a missile it grants a +2 bonus to hit and
causes 2d6+2 points of damage.

It is an undead slayer.
It is a permanently cursed item.
This weapon returns when thrown.
It modifies your speed by +10.
It grants resistance to fire.
It grants resistance to cold.
It grants bad luck.
It grants resistance to shock attacks.

Keethrax always leaves a corpse. Picking up his corpse is a chaotic act, but Guth'Alak will reward non-chaotic PCs with a potion of cure corruption in exchange for returning Keethrax's corpse to him. Eating the corpse will corrupt (nearly one full corruption). It also results in -1000 alignment drop and attribute changes: +2 Le, +1 To, +3 Ma and -4 Wi.


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1.8 Puppy Cave

The Puppy dungeon is six levels deep; the puppy is on the last level. There are some guaranteed features in the dungeon. The first is a hive of giant ants, always found on the second level. These are very difficult to kill for a low level PC and ideally should be avoided completely. They can be easily killed if you bolt them with spells or wands. Their corpses will make the PC vomit and lose some satiation, but grant acid resistance, an otherwise rare intrinsic. The second is an open cavernous level on the fifth level with a high monster generation rate that is characteristic of these open levels. Finally, there is a lesser vault on the last level of the dungeon. The puppy generally can be found without fighting through the vault; this is the best course of action. There is no chance of other vaults except the one at PC6. It is worthwhile to do visit this dungeon even if the time limit for the Puppy quest has passed, since shops, altars, herbs and pools can be generated in this dungeon. Hives containing bees are common but not guaranteed.

The last level must be entered before four days of game time have elapsed, otherwise the puppy is generated as a corpse, presumably dying from starvation. The corpse can still be given to the Tiny Girl for a slight lawful boost, or you can just tell girl it died for the same result, even without corpse in inventory. The cute dog corpse will not rot, however eating it will both curse and doom, so should be done only in an emergency if at all.

1.8.1 Cute Dog d

Level: 1, DV: 32, PV: 0, Hits: 6, Attacks: 1, Damage: 1d3, Speed: 130.
If the player reaches the bottom level before 4 ingame days have passed, the Cute Dog will be generated as a tame pet, which will follow the player around and help you fight monsters. However, if it takes more than 4 days to reach the bottom of the cave, then the Cute Dog will not be generated; instead you will find a cute dog corpse somewhere on the level.

As might be expected, the Cute Dog is an eager, but not very good fighter, and it is quite frail, so if it starts a fight, be sure to be around to end it before the dog is hurt. Try to avoid luring it into traps if at all possible - a single corruption trap will transform it into a writhing mass of primal chaos, which is not only a terribly tragic thing to happen but also dangerous. Other traps, like an acid trap or spear trap might simply kill it outright.

If you return the dog to Terinyo alive, you will receive an alignment boost and the ability to randomly receive a piece of candy by talking to the Tiny Girl. Note that when you enter Terinyo, the dog will stop following you and instead follow the Tiny Girl around.

The Cute Dog is one of the few unique monsters that can be wished for. A wished-for Cute Dog at any point of the game will satisfy the Puppy quest requirement if returned to Terinyo. Bringing multiple cute dogs to Terinyo will not give multiple alignment boosts.


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1.9 Places to avoid in the early game

There are a few locations on the wilderness map that are to be avoided for low level PCs. One of the more mundane is the road found in the central part of the wilderness. Unfortunately, the easy traveling afforded by this road attracts monsters who will try to kill new adventurers. It is quite likely that a hostile group of chaos brothers and sisters will be found on this road, as well as wandering bands of bandits and other outlaw types, including assassins, who use poison. Bottom line: avoid the road with a low level PC. Travel through the plains and forest areas instead.

As far as truly deadly areas go, the entrance to Darkforge is one (section 2.4). It is found in the central part of the map near the southern border. Darkforge itself is the second level of this particular dungeon. The danger level of the top level is not that high, but the down staircase is guarded by a steel golem. These are very tough monsters for a low level PC to defeat. A low level Wizard who has trained the Lightning Bolt spell may have a chance but is asking for trouble. Another wilderness location that will kill low level PCs very quickly is the Tower of Eternal Flames. Without good fire resistance and other special equipment, both the PC and his inventory will be incinerated. See section 2.5 for more on the Tower of Eternal Flames. Shyssiryxius' cave is difficult for low level PCs due to the need for water breathing or high hitpoints and on-demand teleportation, as well as the presence of nasty aquatic beasts such as dragon turtles (section 2.13). The Bug Temple (section 2.3) contains extremely dangerous bugs who will easily kill the unprepared. Some locations, such as the Rift (2.15) and the Minotaur Maze (2.14), do not allow low level PCs to enter.

1.9.1 What's next?

After exploring the area around Terinyo, the next step is to undertake a trek through the wilderness to the main dungeon in the game, the Caverns of Chaos (CoC). If the PC chose Rynt's quest, Rynt will provide some advice about finding the CoC. Remember to take enough food to survive the trip through the wilderness! If the PC chose to descend through the Unremarkable Dungeon, he is already quite close to the entrance of the CoC, which is found in the western central part of the wilderness map.


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Stone giant lord - Hawkslayer - Ratling guardians - Leggot - Ogre Guardian - Gaab'Baay - Oracle - Malicious Doctor - Ratling traders - Hidden locations

2.1 High Mountain Village - part two

High Mountain Village map ................................................................................ ................................................................................ ........................................==================...................... .......t.=============================================================.......... .....=====##########=################################################=====...... .....=#####...#.T...==..............#.?.#...........................#####=...... ....==#TTT#.@.#......===.####.......#...#.............#############...#.#=...... ....=###TT##+##...T....=.#..#.......#####......T...T..#Goods.for..#...#.#==..... ....=#>#T..............=.#..+O..T...............#=#...#..@....sale#...#.##==.... ....=###......==....T.==.#..#......#+######....T=@=T..##/##########...#..#T=.... ....=#!#........===...=..####......#......#.....#=#...................##@#.=.... ....=######..T....=====............########....T...T.............######..#.=.... ....==#...#.........=....########............................T...+....#.##==.... .....=#...+....T..===....+...#..#....r..r.............T..........#....#.#=...... .....=#####..............#...#..#...##..##..T....................#..#####=...... .....=====############################.@#############################=====...... .........===========================##..##============================.......... ...................................===..===..................................... ................................................................................ ................................................................................
The sealed room contains a cursed scroll of chaos resistance and a strange message. The potion below the stairs on the left is a potion of ultra healing. The monsters are: @ - Gaab'Baay, the old crone (wanders after secret door is discovered) @ - Hawkslayer, the burly adventurer @ - Leggot, the shopkeeper (always in his shop) @ - Malicious Doctor (wanders if door is open) @ - Oracle (never moves) t - farmer (commonly generated but not guaranteed; location random) O - Ogre Guardian (never moves) r - ratling guardians (never move) The High Mountain Village will also contain random monsters. Some of those may be hostile. The #s are secret doors.

Monsters generated in the HMV are 10% random based on DL, 90% from the following list: ratling warrior (double chance), ratling thief, ratling archer, ratling fencer, ratling trader, ratling master thief, ratling warlord, ratling duelist, orc, goblin slavemaster, swordsman, outlaw, raider, goodwife (double chance), kobold, kobold shaman, farmer (quadruple chance), goblin, goblin rockthrower, ghul, stone giant, stone giant lord, jackalwere.

2.1.1 Stone giant lord H

Level: 1, DV: 15, PV: 30, Hits: 130, Attacks: 2, Damage: 3d12+8, Speed: 100.
Sometimes there is a stone giant lord generated outside the High Mountain Village walls near where the PC enters from the wilderness. Needless to say, this can be a nasty surprise for a relatively low level PC who has descended through the Unremarkable Dungeon at the beginning of the game. If you can't run away, an attack with Berserk tactics may work if the PC has a decent weapon. He is vulnerable to magic. He doesn't see in darkness nor through invisibility, which may be used by the player to evade him.

2.1.2 Hawkslayer, the burly adventurer @

Level: 1, DV: 24, PV: 15, Hits: 350, Attacks: 1, Damage: 4d10+10, Speed: 120.
The burly adventurer in the High Mountain Village will join a PC and act as a companion providing certain criteria are met: the PC must be at least level 25, must not be chaotic and the player (not the PC) must know a secret password: Iceberg. The only way to learn the password in ADOM itself is drinking from pools, and many players are reluctant to do so. Some players may remember Hawkslayer from the computer RPG "Bard's Tale III". The password is the same in that game.

Hawkslayer is not super-buff as companions go, but he is not bad.

A report from the Russian ADOM newsgroup on September 14th, 2000 described a PC who was very careful with Hawkslayer to start, training him in the upper levels of the CoC, proceeding to the Big Room then deeper into the CoC until he was able to take on molochs and balors. Using a blessed stethoscope on him at that point gave the following:

You examine Hawkslayer, the burly adventurer. Diagnosis:
Level: 110, DV: 96, PV: 36, Hits: 805, Attacks: 11, Damage: 50-86, Speed: 120.
Quite impressive.

Hawkslayer uses eternium arrows which can be retrieved for the PC's own use.

It is possible to equip Hawkslayer with items. If the PC drops certain equipment to the ground next to him he will pick up the items and equip them. Unfortunately he will not wear body armor, but will equip boots, cloaks, gauntlets and shields. Be very careful, however. He will not equip these items after he is the PC's companion. The items must simply be dropped next to him before giving him the secret password.

2.1.3 Ratling guardians r r

Level: 1, DV: 18, PV: 7, Hits: 35, Attacks: 1, Damage: 2d6+2, Speed: 101.
Two ratling guardians are found at the entrance to the city. They seem to be flavor elements more than anything else and play no real role in the plot of the game.

Thanks to gut for the following:

They have a peculiarity that makes them useful for one thing. This strategy is really only worthwhile if the PC has no means of teleportation, and no potions of invisibility, or Leggot sees invisible too quickly. They are motionless, and will let the PC swap places with them. This means they can be maneuvered in front of Leggot's shop. Place a ratling near the doorway, gather the shop items, repeatedly drop them and pick them up until the shopkeeper doesn't block the doorway (this can take many tries, and being fast helps), stand in the doorway, and swap places with the ratling. An alarm sounds, and the PC will be cursed if it's not chaotically aligned. Just kill or outrun the summoned thugs, which the PC should be able to do at this point in the game. Leggot won't kill the ratling to get at you, and many thugs will be trapped in his shop as well, they will just look on angrily as you leave. : )

2.1.4 Leggot, the shopkeeper @

Level 11, DV: 19, PV: 10, Hits: 350, Attacks: 3, Damage: 3d6+18, Speed: 150.
Leggot may offer better prices than Waldenbrook, the shopkeeper in Dwarftown, both when selling items and buying items. He does not share Waldenbrook's hatred of Dark Elves. Leggot's race varies between games; though he is most commonly either a gnome or dwarf. There is a smaller chance that he will be a human or troll.

2.1.5 Ogre Guardian O

Level: 1, DV: 13, PV: 13, Hits: 90, Attacks: 1, Damage: 4d8+6, Speed: 99.
Like the ratling guardians, the Ogre Guardian plays no real part in the game. He guards a prison in the High Mountain Village which holds a few monsters. The Ogre Guardian does not react if the PC opens the jail and kills the monsters within. If the Ogre Guardian becomes hostile, he is capable of throwing huge rocks at the PC.

2.1.6 Gaab'Baay, the old crone @

Level: 1, DV: 45, PV: 28, Hits: 380, Attacks: 2, Damage: 2d24+16, Speed: 200.
Gaab'Baay is an NPC found living in a hidden room in the eastern side of the High Mountain Village. Her name is an anagram for "Baba Yaga", a mythical Slavic witch. Gaab'Baay is of critical importance for those attempting a special ending. She assigns several quests; the reward is the Medal of Chaos, which is required to pass through the Chaos Gate. She will assign quests only to PCs with chaotic alignment - if the PC is lawful or neutral, she will just tell them to 'mature'. Furthermore, she will not assign quests until the Demented Ratling has been given six artifacts ("Talk to the mutated one."). Her quests are as follows:
  1. Bring her the skull of a giant boar. An annoying quest. Giant boars can only be found randomly in the wilderness, and rarely leave skulls, even for PCs that have Food Preservation at 100. This quest can literally take months of game time to complete, causing elapsed game time to exceed the 90 day point at which time background corruption starts to accelerate.
  2. Bring a potion of cure corruption. These can be obtained from Guth'Alak (see section 0.10.3.1.1). It is worth taking the time to get one from Guth'Alak, since they are very rare otherwise.
  3. Bring the corpse of a farmer. Quite often a farmer will be wandering around the outside of the High Mountain Village. Otherwise they can be found in Terinyo. It seems farmers leave a corpse more often after this quest is assigned, but the effect has not been quantitated. So if you are playing a wild chaotic, use some restraint and don't wipe out all farmers just because they are easy to kill. It might also be prudent to kill off the stone giant lord outside the HMV if one is generated. You don't want him killing off your farmer.
  4. Bring a scroll of danger. Another scarce item. If the PC finds one, it should be put somewhere safe until it is needed.
  5. Bring a wand of monster creation. Note that a cursed wand of monster creation will work, but one with zero charges left will not.

After successfully delivering all of these items, Gaab'Baay produces the Medal of Chaos. Note that it, like all parts of the Chaos Trinity, corrupts the PC merely by carrying it. Leave it somewhere safe until it is needed.

As an opponent, the old crone is very fast, has powerful poison attacks and is capable of attacking with powerful spells. There is generally never any reason to fight with her, anyway.

2.1.7 Oracle @

Level: 1, DV: 10, PV: 1, Hits: 30, Attacks: 1, Damage: 1d8+3, Speed: 120.
The Oracle is a strange being living in the middle of a pond in the High Mountain Village. She will reveal cryptic messages about the PC's future when Chatted with, and will explain how to achieve the Ordinary Chaos God ending to PCs with appropriate items. The most common use for the Oracle is to kill her for her corpse, which is a guaranteed drop, provides +6 increase to Learning. The corpse does curse and doom the PC, so it is strongly recommended that the PC have a favourable disposition with her deity before eating the Oracle.

The Oracle is a karmic being, so missile weapons are recommended to kill her. More importantly, the Oracle is capable of casting the Death Ray spell, which can instantly kill unprepared characters. Death rays can only be cast in the straight line, however, and the Oracle is incapable of walking on the water and leaving her position. As a consequence, she can be killed quite easily if the PC is not standing in direct line with her.

Curiously, it appears companions will not attack the Oracle when ordered.

2.1.8 Malicious Doctor @

Level: 1, DV: 10, PV: 2, Hits: 27, Attacks: 1, Damage: 1d3+1, Speed: 120.
The Malicious Doctor has a flesh golem Y companion for sale for 25,000 gold pieces. He plays no other part in the game. From the reports of those who have acquired this companion, it is not worth the money. If the player wants this companion, it is worth luring the Malicious Doctor to the SMC before buying it. In that case it is generated with much more experience.

Note that the Malicious Doctor will not sell this companion to lawful PCs. When lawful PCs Chat with him, the game responds with "The malicious doctor eyes you with suspicion. "My office is closed."

2.1.9 Ratling traders r

Level: 1, DV: 16, PV: 0, Hits: 10, Attacks: 1, Damage: 1d6+1, Speed: 100.
Ratling traders are occasionally generated in the High Mountain Village. Like many other random monsters in the High Mountain Village, they are quite often hostile. If the PC needs food at this point, don't kill hostile ratling traders. They may eventually become nonhostile and therefore a source of food.

2.1.10 Hidden locations

There are three hidden locations in the High Mountain Village. Gaab'Baay is located in a hidden passageway along the eastern wall. Two scrolls are located in the doorless room in the center of the northern wall. The only way to enter this room is with teleportation. Note that teleportation traps may be conveniently generated adjacent to and within the room:

  #######
  .#.?.#.
  .#^..#.
  .#####.
  ^......
The carets represent locations where a teleportation trap may be created. A teleportation trap can also be created on the square where the scrolls lie, of course.

The two scrolls are a cursed scroll of chaos resistance and a "strange message". See section 5.2 for the contents. The final location is a hidden passage in the western wall. It contains a potion of ultra healing and a staircase behind yet another hidden door. The staircase leads to the northern central part of the wilderness.


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2.2 Infinite Dungeon

The Infinite Dungeon is found in the southeastern part of the wilderness map. Prior to entering it, the description is "A tiny, strangely distorted cave entry."

The Infinite Dungeon (ID) is truly infinite for all practical purposes. The level number is limited by a signed 32 bit integer value, but who really cares about that? It would take many lifetimes to descend through all its levels, even assuming a PC could survive such a trip, which is impossible. The danger level increases with dungeon level; any level greater than 200 or so becomes ridiculous.

The ID has some unique characteristics: shops, altars and pools are never generated. Every dungeon level is randomly generated, so leaving a level and reentering it results in a completely new dungeon level. There is one special level, the SIL, where MaLaKaI resides.

According to the Mad Minstrel, the ID was originally a monument built by the powers of law. The incursion of Chaos into Ancardia has twisted it into its current condition.

Any non-hostile mobs, including Filk, that you lose in the ID will re-appear later in the wilderness to meet up with you.

Stair-hopping (thanks to gut for this section)

Stair hopping is the process of repeatedly ascending and descending a single staircase in the ID, for the purpose of generating hoards of items in the continuously generated rooms. Items generated on the ID's floors will be of a danger level equal to 1/3 of the ID's dungeon level. That means only DL1 items will be generated on ID levels 1-5. On ID levels 6-8, DL2 items can be generated, and DL3 items can be generated on ID levels 9-11. This applies to dipping items into potions of raw chaos and exchange as well. This does not apply to guaranteed drops, like eternium gear from chaos warriors. Also, it seems that this does not always apply to monster generation either.

Benefits of stair hopping include: An easy way to acquire spellbooks, as they are all DL1, and thus available even on ID levels 1-2. An easy way to acquire extra DV/PV points for the early game, as shields, hats, gauntlets, boots, etc... can sometimes have nice stats. An easy source of teleport control (actually the only guaranteed source of TP control in the game), as blink dogs can be found after ID 4 (sometimes earlier). An easy way to acquire potions and scrolls that can save a PC's life.

2.2.1 Filk, the quickling bard p

Level: 1, DV: 500, PV: 3, Hits: 58, Attacks: 1, Damage: 1d4+9, Speed: 1500.
Once the PC takes the quest to kill Filk from the Assassin Prince (more about this is found in section 4.3.1.1), Filk appears in the Infinite Dungeon on the level corresponding to the number of first-killed monsters killed. For example if the first monster killed was a rat and 225 rats have been killed, Filk will be found on I: 225. If the PC reaches the level Filk is on but leaves the ID without slaying him, he can found randomly in the wilderness; in which case the player will be asked if they wish for Filk to accompany the PC.

Filk shares the properties of karmics although he is not named as such. He is easiest killed with ball spells.

When chatted to, Filk asks the PC to kill his arch enemy the Mad Minstrel. If the PC does so, though, Filk will not give any reward; he will just say "Meisaveryhappyquickling!" when chatted with. Since killing Filk for the Mad Minstrel opens the possibility of an Ultra ending, it would be very wise for the player to take the Mad Minstrel's side in this dispute.

If the PC tries to wish for "quickling bard", lots of hostile quickling lords will be summoned instead.

2.2.2 MaLaKaI, the dwarven chaos knight h

Level: 79, DV: 70, PV: 30, Hits: 450, Attacks: 8, Damage: 4d6+32, Speed: 110.
MaLaKaI resides in the SIL, found at level 66 of the ID. He guards the Sceptre of Chaos, a part of the Chaos Trinity.

----------- Sceptre of Chaos (+8, 6d6+8) [-8, +0] {Ma+8} (+8 spd) ----------

Weight: 800s

When worn it modifies DV by -8 and PV by +0.

When used in melee combat it grants a +8 bonus to hit and causes 6d6+8
points of damage. When used as a missile it grants a +0 bonus to hit and
causes 1d40+20 points of damage.

It modifies your mana attribute by +8.
It contains the essence of Chaos and Corruption.
It modifies your speed by +8.
It grants resistance to poison.
It grants bad luck.
Wearing it makes you doomed.
It grants resistance to shock attacks.
The SIL is not really part of the ID. It is discovered by descending through the ID normally, but once left, it can never be found again. This means if a PC needs the Sceptre of Chaos, there is only one chance to get it, so be prepared. MaLaKaI is quite tough. He has a corrupting melee attack and attacks 8 times per round. He cannot see in darkness and is vulnerable to humanoid and demon slaying weapons and ammo.

Conclusive proof that the SIL is not part of the ID is the fact that altars are sometimes generated in the SIL. These can come in very handy since MaLaKaI can be sacrificed.


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2.3 Bug-Infested Temple

Bug-infested Temple map ############################################################################### ############################################################################### ####........................##############################....iiiiii########### ####.######################.##############################.###iiiiii########### ####.######################.............#.....#............###iiiiii########### ####.#iiiiii#........##################.######################iiiiii########### ####.#iiiiii..######.################ #.###iiiii########iii#################### ####.#iiiiii####iiiiiiiii#######iiii###.###iiiii########iii#################### ####.###########i.......i#### #iiii....###iiiii#######iiiii################### ####....#.......i...<...i...# #iiii#############].]##iiiiiii##].]############# #########.######i.......i##.######################.##iiiiiiiii##.############## #########.######iiiiiiiii##...####################...............############## #########.##########.########.#################]#####i..i.i..i#####]########### #####iiiii##########...######.#################..........]..........]########## #####iiiii####iiiii###.######...iiiii##########]#####i..i.i..i#####]########### #####iiiii####iiiii....#########iiiii#############.......i.......############## #####iiiii####iiiii#############iiiii#############.##i..iii..i##.############## ##############iiiii#############iiiii############].]#####]#####].]############# ############################################################################### ###############################################################################
Symbols: i - greater claw bugs; i - killer bugs; ] - named statues; # - secret doors; # - only useful digging route. # - undiggable walls.

100 PC deaths (or 100 generated PCs) must be recorded in the adom.cnt file before entry will be allowed (replace contents of the file with four spaces to get entry). There are no experience or level requirements for entry, either for the PC or in the HISCORE file.

The Bug-Infested Temple consists of two parts: the bug wilderness (BUGWIL) and bug cave (BUGCAV). The wilderness part's outer limits are scattered with greater claw bugs, that low-level spellcasters can bolt to death (be very cautious!). Around the down staircase, there are eight killer bugs.

Note that both greater claw bugs and killer bugs have high speed, breed, have multiple attacks and bypass the PC's PV. This means that they are what they're called - killers - in melee. Being surrounded by multiple killer bugs can easily prove to be fatal even to very well armored PCs in the late game.

Eating a greater claw bug corpse increases speed, gives +3 Dx and -6 Wi. Eating a killer bug corpse also increases speed, gives +6 Dx and -12 Wi. The increases are no longer guaranteed in ADOM 1.1.1; the upper limit seems to be around 30.

Bug-Infested Temple monsters stats
Greater claw bug: Level: 1, DV: 30, PV: 12, Hits: 36, Attacks: 8, Damage: 1d4+6, Speed: 120.
Killer bug: Level: 1, DV: 50, PV: 24, Hits: 78, Attacks: 8, Damage: 1d4+12, Speed: 150.

Teleportation doesn't work in BUGCAV, and digging is limited - most of the level is diggable, but there are undiggable walls blocking most of the useful digging routes.

The Bug Temple has been beefed up considerably since 1.0.0 with the simple addition of the see invisible intrinsic for the bugs. Low (or even high) level spellcasters are no longer going to be able to finish this area easily.The rewards have been toned down: only three SoCRs, six PoUH, eight SoMM. The wand of fireballs has ten charges, the wand of teleportation has six charges.

All the marble statues can be picked up and broken, like normal ones. However, there's another meaning to them; reading. They're in place to honor the prerelease testing group of version 1.0.0. Here's a compilation of what they all mean and what you get from them, besides rocks.

2.3.1 Bug Temple rewards
Real Name Statue text Reward for breaking the statue
Thomas Biskup "Bassuk Thimosp, Human wizard, who slaughtered the fearful experience drainer of Prr'rlse." nothing
Stephen Mackey (Karkadinn) "Matsep Cheyken, Troll Assassin, who dedicated his life to harvesting the fish of Vinooresen." barbed trident of hunting (+2, 3d5+5)
Markku Rikola "Molkar Ur-Yack, the Orcish Elementalist, who unraveled the secret of the legendary Ball of Hellfire, unfortunately slaughtering himself in the process." wand of fireballs (10 charges)
Olli "Shader" Juhala "Da Sehr Jhuala Liol, Dark Elven Beastfighter. He was unexepctedly engulfed by the primal chaos of sorcerer coined." 3 * scroll of chaos resistance
Adrian Bancilhon "Raidan Nichloban, Gray Elven Barbarian. Slow of tongue, Slow of speech, The healing arts, He helped to teach." 6 * potion of ultra healing
Andy Williams "Malawi Syldin, Dark Elven Ranger, who opened the lost door of Mixyip Tor." wand of door creation (100 charges)
John Rowat "Wor Janoth, Hurthling Mindcrafter. Explorer of the Lost Volcano." 8 * scroll of magic mapping
Julian Day "Yali Na Jud, Dark Elven Merchant, who collected the orbs before being crushed by a thousand tons of rock." padded elven chain mail of resilience [+0, +9]
Paul Nimmo "Apul Omnim, the Male Human paladin. Finder of the sightless path." vigilant adamantium plate mail of travelling (-2, -4) [-2, +11]
Teemu Kokki "Tuok Mekkei, Dwarven Ranger, who took part in the expedition where the mysterious experience drainer was first discovered." 12 * winged quarrel of slaying
Olivier Benard "Dervi Albeiron, Human Paladin. He joined the forces of Law against the foul beasts of G'ubs." lawful two-handed sword of devastation (+3, 5d10+8) [-1, +0]
Aaron Dutton "Anora Tnod't, Troll Paladine. Lurker who was last to observe a dungeon collapse caused by a writhing mass of primal chaos." lawful heavy club of devastation (+3, 5d10+8) [-1, +0]
Conrad Brekke "Candor Kerbek the Trap Eater. Dark Elf Assassin. Who devised the devious deathmaze of the Assassin's Guild." wand of teleportation (6 charges)
Joni Toivanen "Janoi Netovi, the Human Barbarian, who was seriously ill while others slaughtered gubs." 12 * crystal of health

Note that some of the rewards' stats may vary and that they are all cursed. However, those potions of ultra healing, scrolls of magic mapping and especially the scrolls of chaos resistance are a gift that makes visiting the Bug Cave very worthwhile.

There is one more statue, an "unfinished statue of an unquestionably famous hero" in honor of Raymond Martineau. No reward for breaking him down, though.

Breaking the center statue and the statue ten squares west + one north stops the breeding of the bugs and results in an appropriate line in the accomplishment list at the end of the game.


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2.4 Darkforge

Darkforge map ########### ##### ##########.#.......# ################## #...# ###### #.......##.#######.# #^^^^^^^^^^Y+[[[[############# ######.<.# #.+..### #.#####.##.....# #.# #####+###########[[[[##.+...=0===# #...##...# #.###..###.# #.##+############Y.......Y### #[[[[##.####====0# ###.###.## #$$$##..##.# #............##Y...........Y# #[[[[##.# #0=0==#####.##Y.Y# #$$$###..#.### ######+##.#####......&......###########.# #===00##.##.###.## #########.#...#######..##.####......&.&......##.........# ########.##.##Y.Y# #.......#...#.#....##.##.....+.....&.h.&.....+#.############ #.##.###.## #.###########...##.##.##.#####......&.&......##.# #........# #....##Y.Y# #.################..+....# ##......&......###.######.############.######.## #.##Y#Y#Y#Y#Y#Y################Y...........Y# #...# #....##....#...# #Y.Y# #.................# #(((((((###Y.......Y### ###.# ####.##.####.########.## ####Y#Y#Y#Y#Y#Y##.## #(((((((# #####+##### #.####.##.##.## #.##.......# #############...# #(((((((#######^# #......##.....# #.##.####### #^^^# #.>.# #(((((((+Y^^^^^^# #################.##.# #^Y^# #...# ################# #.......# ##### ##### #########
The color and location of the pools is random. 6-12 pools is typical. The monsters are: h - Kherab, the dwarven artificer Y - steel golems Also randomly found here: [ - animated armors h - dwarven chaos knights Y - steel horrors Y - steel zombies The #s are secret doors.

Darkforge is an important location in the game. It is not a location for low level PCs, unless they have on demand controlled teleportation, a willingness to risk an instadeath from a single hit from a steel golem, and are spoiled silly with a complete map. ;-)

Darkforge monsters stats
Steel golem: Level: 1, DV: 8, PV: 35, Hits: 180, Attacks: 1, Damage: 5d10+5, Speed: 100.

The entrance to Darkforge is described as "A long and non-descript tunnel." The first level of the dungeon is not particularly dangerous except for the presence of a steel golem guarding the down staircase. Steel golems are very tough monsters for a mid-level PC. If the PC has trouble with the steel golem guarding the down staircase, flee. There are many more guarding Darkforge itself. Upon entering Darkforge, the message "You smell the reek of sulphur, steel and oil." is generated. The steel golems that guard Darkforge are unlife and thus immune to Mindcraft. They are vulnerable to missiles of construct slaying, but it is almost unheard of to find enough such ammo to take them all out by this point in the game. They are vulnerable to lightning, from the spell or wand, although it will take many castings or charges to kill all of them. Steel golems will shrug off many lightning attacks, but can eventually be killed this way. They breathe fire, so both the PC and his equipment need to be protected from fire. Many players will attempt Darkforge just before assaulting the Tower of Eternal Flames, in order to determine whether their PC has a good chance in the ToEF.

The layout of the water squares in the pool room may help to keep golems or Kherab from attacking. If so, teleporting in and out is one way to attack them. Leaving the last group of golems near the Crown of Science alone will help to control monster generation in Darkforge. It has been observed that the steel horrors that are eventually generated tend to critically hit harder than the golems.

Due west of the starting position is a collection of pools, usually 6-10 in number, the only guaranteed pools in the game (excepting a dangerous pool in the Stone Circle). Many players visit these pools in hopes of getting a wish or other valuable intrinsics. Further west of that is a large cache of armor. These pieces of armor can be of quite high quality, including dragon scale armor, eternium pieces, or occasionally artifacts. There is another cache of weapons in the south side of the map, featuring a number of weapons of similar quality. The treasure rooms themselves are accessed from trapped hallways connecting to central room complete with nine forges, and Kherab, the dwarven artificer. The west side of the map contains a small cache of gold, and a final set of steel golems guarding the shortcut to the Caverns of Chaos. These stairs allow the player quick access to D:32 or D:33, but must be ascended from the CoC side first before they can be used. A secret room in this same hallway also holds the Crown of science (the lone [), an artifact that provides a significant boost to Learning, as well as fire immunity, but is autocursing and dooms the wearer. The crown is surrounded by traps and has yet another steel golem on it.

--------------------- crown of science [+4, +8] {Le+9} ---------------------

Weight: 65s

When worn it modifies DV by +4 and PV by +8.

When used in melee combat it grants a +0 bonus to hit and causes 1d3 points
of damage. When used as a missile it grants a +0 bonus to hit and causes 1d3
points of damage.

It modifies your learning attribute by +9.
It is a permanently cursed item.
It grants bad luck.
Wearing it makes you doomed.
It grants immunity to fire.
It is not wise to spend inordinate amounts of time in Darkforge - for example smithing. Darkforge has a higher than normal rate of background corruption.

Monsters who can be generated in Darkforge consist of the following: steel golem, steel horror, animated armor, steel zombie, dwarven chaos knight.

2.4.1 Kherab, the dwarven artificer h

Level: 1, DV: 25, PV: 35, Hits: 350, Attacks: 3, Damage: 4d7+19, Speed: 100.
Kherab is presumably the creator of the steel golems, steel horrors and animated armors found in Darkforge. He is quite tough, with hitpoints numbering in the hundreds and a powerful melee attack. He is immune to fire, sees in Darkness, shrugs bolt spells quite well and has very fast regeneration. He is vulnerable to poison. He holds two items necessary for Smithing: a hammer (an eternium warhammer) and an anvil. He also carries a crossbow and eternium quarrels. He is the source of two quests outlined below.

2.4.2 Kherab's quests and their rewards

Kherab is the source of two chaotic quests. The first is to kill Guth'Alak, the druid found in Terinyo. This of course removes Guth'Alak as a source of potions of cure corruption and as the source of the Unicorn quest. Depending on how it is accomplished, the entire village of Terinyo may become hostile as well. If this happens, it may destroy any chance the PC has to obtain the TotRR. The reward for this quest is the corrupting artifact shield of raw steel.
---------------- shield of raw steel (+2) [+18, +12] {To+8} ----------------

Weight: 180s

When worn it modifies DV by +18 and PV by +12.

When used in melee combat it grants a +2 bonus to hit and causes 1d6 points
of damage. When used as a missile it grants a +0 bonus to hit and causes 1d6
points of damage.

It modifies your toughness attribute by +8.
It contains the essence of Chaos and Corruption.
It grants resistance to poison.
It grants immunity to fire.
It grants immunity to cold attacks.
The second quest is to kill Thrundarr, the village elder in Dwarftown. This can have all sorts of negative effects as well, including turning all of Dwarftown hostile and the killing of the Demented Ratling. The reward for this quest is the corrupting amulet of raw steel.
------------------- amulet of raw steel [+3, +3] {Pe+12} -------------------

Weight: 10s

When worn it modifies DV by +3 and PV by +3.

When used in melee combat it grants a -4 bonus to hit and causes 1d3 points
of damage. When used as a missile it grants a -4 bonus to hit and causes 1d3
points of damage.

It modifies your perception attribute by +12.
It contains the essence of Chaos and Corruption.
It grants resistance to sleep attacks.
It grants resistance to stunning.
It grants resistance to death attacks.
It grants the ability to see invisible things.
The quest rewards are useful only because they are artifacts. They can be fed to the Demented Ratling, for instance. The shield is the best in the game at [+18, +12] and To +8, but it cannot be used for the whole game due to its corrupting nature. However, it also grants fire immunity, so it is an option for PCs that need its properties to help with the ToEF. These "rewards" are not really rewards. Kherab is an evil chaotic being and wants the PC dead. Giving away corrupting artifacts is his way of trying to accomplish this.


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2.5 Tower of Eternal Flames

Tower of Eternal Flames map ####### #.....# ######### #.>...### ############# ###### #xxxxxxx### #.......# #...........# ##EEEE# ###xxxxxxx### #######.# #####...........# #EEEEE# ###CD.&&.C# #.# #.../...........# ##EEE## ###&..&..&.## #########.#####.###...........# ###..###&.&&.&.&.C# #.......#.......# #...........# ##E#C..&..&...### #.......###.##### ###/######### ##&.&.&..&.&..&.## #......./...# #.# #C..&.&.DDD..&...### #.......##### #######/##### #..&.&..DWD.&.&..E.## #.......# #...........# ######C.&.&.DDD&&...##.E## ######### #...........# #EEEE#E##..&..&.&.#####..# #...........# ##EEEEEE##C######### ###E# #...........# #EEEEEE###CCCCCCCC# ###EEE## #...........# ##EEEE## ####CCCC## #EEEEEE# ############# ###### ###### ########
The left side of the level is random. The monsters are: W - Ancient Chaos Wyrm C - chaos servants & - fire demons D - fire drakes E - fire elementals x - fire grues

The Tower of Eternal Flames, found in the wilderness, is probably the nastiest place in the game given the experience level of PCs who must visit it. The layout of the Fire Temple itself, found on the uppermost of four levels, on the right side of the level, is as follows:

The left side of the level is random. Note that the temple itself is disconnected. Entry must be made by digging. Teleportation is not allowed on the level. Note the underscore in the center of the temple. This is the chaotic elemental altar where the orb guardian is found (at least until it is disturbed and moves). The elemental altars are very dangerous. The temples are populated by sentient beings who will sacrifice the PC instantly should he step on it. In addition, they can only be converted by champions of Balance or Order, which means PCs going for an ultra ending cannot convert them early in the game, before retrieving the Medal of Chaos.

Tower of Eternal Flames monsters stats

Chaos servant: Level: 1, DV: 13, PV: 4, Hits: 52, Attacks: 2, Damage: 2d6+5, Speed 100.
Fire drake: Level: 1, DV: 15, PV: 3, Hits: 42, Attacks: 3, Damage: 1d8+3, Speed 100.
Fire demon: Level: 1, DV: 42, PV: 15, Hits: 228, Attacks: 1, Damage: 3d15+12, Speed 100.
Fire grue: Level: 1, DV: 44, PV: 17, Hits: 232, Attacks: 2, Damage: 3d12+9, Speed 100.
Fire elemental: Level: 1, DV: 44, PV: 17, Hits: 210, Attacks: 2, Damage: 1d40+8, Speed 100.

PCs are denied entrance to the lower CoC until they have the Chaos Orb of Elemental Fire, held by the Ancient Chaos Wyrm in the ToEF, and the game stalls at this point. PCs can continue to gain experience levels by staying on available cavernous levels (for instance) in order to have a better chance in the Tower. Ultimately, however, boredom will set in and the PC will have to face the Tower. Obtaining the Fire Orb is a huge hurdle to get over and marks a division between the earlier, beginning parts of the game and the latter parts of the game. Some players also believe it marks the division between beginning and advanced players.

The Tower of Eternal Flames consists of four levels. They are all very, very hot. This causes damage to both the PC and his equipment, whether worn or in the pack. To protect the PC, fire resistance or immunity is necessary. See section 0.12.1.1 about fire resistance.

To protect the PC (other than Drakelings, see below) completely from the heat in the ToEF, the PC must have four sources of fire resistance. Note that intrinsic fire resistance counts as two sources. Thus, for example, a PC with intrinsic fire resistance wearing a ring of fire resistance under the elemental gauntlets would take no damage from the heat in the Tower.

The fire damage PC takes if the following:

If the player has the Immune to Pain talent, two resistances are enough.

There are a number of artifacts that grant fire resistance or immunity. Guaranteed examples include the elemental gauntlets, the black torc (curses), the Ring of the High Kings (all grant resistance), the Shield of Raw Steel (immunity, but corrupts) and the Crown of Science (immunity, but also dooms and curses). There is a game bug which causes fireproof blankets to be positively affected by the cursed and doomed intrinsics; they seem to last indefinitely in the Tower. Assaulting the Tower with these intrinsics is a dangerous choice, of course. It is difficult enough without them. There are several other nonguaranteed artifacts which grant resistance or immunity to fire. It is worth remembering that artifacts are indestructible and so cannot be damaged by the heat in the Tower.

Drakelings face special problems in the ToEF. The Mad Minstrel sings a song about this. Drakelings, even those with fire immunity, always take damage in the ToEF. This is not because of the heat itself but is a secondary effect due to the greatly increased metabolism Drakelings will suffer from in the ToEF. There is no way around it. In order to survive, Drakelings must have a means of regeneration or healing in the ToEF. Ideally an artifact that causes regeneration should be worn. An alternative is to bring blessed potions of extra healing along. It is possible for Drakelings to do the ToEF with only three or four blessed PoEH if everything is done efficiently with no wasted time.

One technique Drakelings (and other races for that matter) can use is to read a blessed scroll of magic mapping upon entering a new level of the ToEF followed by teleportation to the up stairway. Obviously the PC must have the necessary scrolls, wands or spell and teleport control.

The heat in the tower will destroy equipment that is vulnerable to fire. This includes most items that are not made of the higher metals mithril, adamantium and eternium. Rings of fire resistance will not be damaged. Weapons and armor with the red prefix are also impervious to heat.

If a PC must wear items vulnerable to fire, a blessed ring of ice is necessary. Uncursed rings of ice will not work, they must be blessed. Even with a blessed ring of ice, some equipment destruction may occur. Blessed rings of ice seem to protect to the 92-95% level. Even wearing two blessed rings of ice does not guarantee worn equipment will not be destroyed, although the protection seems to go up to 99+%. A ring of ice is of course not necessary if the PC wears only artifacts and items made of the higher metals. Missiles are an obvious problem. It is rare to find enough arrows made from higher metals to satisfy an archer in the ToEF, for instance. Even rocks are vulnerable to the heat, sometimes exploding. Non-artifact slings, bows and crossbows are liable to be burnt or melted.

This whole situation is very vexing, because the ToEF contains a very nasty collection of monsters and the PC naturally wants to bring his best equipment with him, but at the same time does not want it destroyed.

One thing to remember - rings are never destroyed until the gauntlets worn over them are destroyed. Since the artifact elemental gauntlets are available to all PCs, this provides a foolproof means of protecting nonartifact rings.

The objective in the ToEF is of course the Chaos Orb of Elemental Fire. It is held by the Ancient Chaos Wyrm who can be found on the top level of the ToEF. This level is typical of the levels containing elemental temples. The temple itself occupies half of the level and is disconnected. It can only be reached by digging. Teleportation is not allowed on the level. Since a PC may have his only means of digging destroyed on his way through the tower, praying on the top level will result in a pickaxe gift from the PC's god. The piety level required is 15000 piety. The PC must not be doomed or cursed. If he is using artifacts that grant those intrinsics, remove them.

The temple itself is occupied by problematic monsters. These include fire elementals, chaos servants, fire grues, fire drakes and fire demons in addition to the orb guardian. The fire demons and fire grues in particular are annoying because they have a corrupting melee attack with a very high to-hit. Even PCs with excellent DV will be hit eventually. Taken as a whole, this means that invisibility is very, very desirable in the Fire Temple.

The only temple monsters that see in Darkness are fire demons and the Ancient Chaos Wyrm. It is most useful for fighting the elementals. It is probably wise to dispel the Darkness before tackling the ACW.

Monsters (except possible vaults) who can be generated in the ToEF consist of the following: fire beetle, fire lizard (double chance), fire drake (thrice chance), fire giant (thrice chance), red baby dragon, red dragon, fire demon, fire grue, fire elemental, red worm (double chance), fire giant, fire giant king.

2.5.1 Ancient Chaos Wyrm W

Level: 1, DV: 50, PV: 20, Hits: 410, Attacks: 3, Damage: 6d12+9, Speed: 130.
The Ancient Chaos Wyrm holds the Chaos Orb of Elemental Fire, the key to the lower parts of the CoC. It has a fire breath attack and a corrupting melee attack. In addition it is able to cast confusion and an energy ray. It is able to heal its wounds. The ACW can be killed in a variety of ways including brute force, although it is preferable to attack it from a distance due to its corrupting melee attack. The ACW is vulnerable to dragon slaying ammo. If it is killed on the temple's altar, be extraordinarily careful! If the PC is visible the fire demons will sacrifice him instantly. Even if the PC is invisible, fire demons who have been engaged in melee will "know" where the PC is and sacrifice him. The safest thing to do is kick anything dropped on the altar to an adjacent square before picking it up. The elemental altars can only be converted by champions of Balance or Order, which means PCs going for an ultra ending cannot convert them early in the game, before retrieving the Medal of Chaos.
-------------------- Chaos Orb of Elemental Fire {St+10} -------------------

It is an artifact.

When used in melee combat it grants a +3 bonus to hit and causes 2d9+3
points of damage. When used as a missile it grants a +3 bonus to hit and
causes 1d10+3 points of damage.

It modifies your strength attribute by +10.
(fireball + corruption when Used)


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2.6 Barbarian's Glade

Barbarian's Glade map ................................................................................ ................................................................................ ................................................................................ ...................T.............=======........................................ ...........................=================.................................... ............T.............====================..........@....T....T............. ........................====...............=====...........TTT.................. ......................=======..########.......====..........TT........T......... .......................=====...#......#..T...=======............................ .....T.......T......=======....#......#......=====.............................. ......................................####....=======.............T............. ....................======.....#......#..#....=====........T.................... .....................=======...#.........#...=====.............................. ....................=======....###########...====............................... .........T............======................=====......T.....T......T........... .....T.........T.........========T..===========................................. ............................===============..................................... ..............................===========....................................... ..............................===========....................................... ..............................===========.......................................
The monster is: @ - Old Barbarian (random location)

A geographical exploit makes the Old Barbarian's Glade the ideal place to wish for an Emperor Moloch (which instead results in 25 or so Greater Molochs) for those PCs that are desperate for experience. The greater molochs should be summoned on the far right side of the map, so they will appear bunched together there. A quick teleport, and strategic use of frost bolt will yield a perfectly safe ice island from which the PC can snipe his way to experience level 50 with ease.

Note that the Old Barbarian's Glade is a decent place to store items. He is the only monster ever generated in this location, so nothing randomly generated is going to run away with the PC's stuff. If the PC leaves items far away from the Old Barbarian (or if he is dead), he will not have time to find them prior to the PC's next visit.

2.6.1 Old Barbarian @

Level: 1, DV: 12, PV: 12, Hits: 500, Attacks: 2, Damage: 1d10+10, Speed: 130.
The Old Barbarian assigns a quest to kill a score (20) of the monsters the PC first killed. As a reward for successfully completing the quest he teaches the Courage skill. The quest is only available to non-chaotics and is not available until the PC has killed 500 monsters. He monitors the progress towards completing it - his feedback can be used by the player to help them remember the PC's first kill - when chatted to during his quest he will either remark that the PC is showing promise if they have killed at least one more of their first kill, or remark that the PC is lazy if they haven't. Note that if the PC somehow acquires the Courage skill after the quest is assigned but before it is completed (Bard's class power, potion of education), returns to the Old Barbarian and Chats with him, he is surprised and gives the PC an ordinary two-handed sword.

For more about strategy for the first kill, see section 0.9.1.

If the player does not care about the Courage skill, the Old Barbarian can be a source of early game experience since he can be attacked from behind water squares. There is a demo of this. This led to more problems than it solved for the demo player, because experience level 14 was reached very quickly without the time to find equipment that was appropriate for the level.


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Surface - Underground - Griff Bloodax - Nonnak

2.7 Dwarven Graveyard

The Dwarven Graveyard is located in the southeastern mountains of the wilderness map. It cannot be found until the PC talks to Thrundarr about portal. The portal seals the lower parts of the CoC until the PC finishes this quest or removes Thrundarr from his location in Dwarftown and handles the lever controlling the portal. It is most definitely worth doing the quest, since two artifacts can be found in the graveyard.

There have been conflicting reports about the rewards Thrundarr provides for accomplishing this quest. It is always equipment, though the status varies. Whether holy water is poured on Griff's grave seems to make little difference in this preliminary examination:

Griff destroyed in melee, no holy water poured on grave:

uncursed wand of digging (0 charges)
uncursed wand of fireballs (1 charge)
heap of 6 blessed potions of extra healing
a different PC, same scenario:
uncursed wand of digging (5 charges)
uncursed wand of fireballs (1 charge)
heap of 3 blessed potions of extra healing
Griff destroyed in melee, poured holy water on grave afterwards:
uncursed wand of digging (5 charges)
uncursed wand of fireballs (3 charges)
heap of 4 blessed potions of extra healing
Griff destroyed by pouring holy water on grave:
blessed wand of digging (2 charges)
uncursed wand of fireballs (2 charges)
heap of 8 blessed potions of extra healing
Using holy water on Griff's grave produces the message:
You pour some water on the ground. You are overcome by feelings of
gratefulness.

2.7.1 Surface level

Dwarven Graveyard surface level map ............................................................................... ............................................................................... .................++.............+.+.++.........+............................... ...................................+..+....+..............+.................... ...........+....+.+..+.+....+...++.+....+............+...+..................... .........+...............+..+.+..####.####..........++....+..........+......... ................+.....+.+....+..+#.......#....................++.+.+.+......... ......+........+......++.........#.#####.#................+...........+........ .....................+...........#.#...#.#.................+................... ...........+.....................#.#.>.#.#.................+.+................. ......+......++..................#.#...#.#.................+................... .............+...................#.##.##.#............................+........ ............+.....+.+.....++.....#.......#.........+.+....+..+..+.....+........ ...................+..+.+....+..+#########+.....+.........+..........+......... ..................+........+.......+...............+......+.+..+.+............. ...............++.++...........+...........+.....++....+..........+............ .............+.+..+.............+........+......+..+....+...................... .................+..+...+.+.......+.....+...........+.......................... ............................................................................... ...............................................................................
The layout of the graves is random, but similar to that shown above. This level will contain skeletons, zombies, ghuls, shadows and wights.

The surface level of the graveyard is an open plain inhabited by many, many undead. There are skeletons, zombies, ghuls, shadows and wights present. This is also probably the first time the player finds graves. See section 0.13.15 for more about graves and gravedigging. It is probably not worth trying to dig up the "great treasures" graves with a level 13-17 PC. The PC can always return later if desired.

If the PC has a limited supply of undead slaying ammo use it very sparingly, if at all. It will be needed in the underground level.

The center of the plain contains a small building that leads to the underground level.

2.7.2 Underground level

Dwarven Graveyard underground level map ############################# #.##..............#....#....###################### ######## #....############.####.####.#.............#......# ###......# #.##.#####......#.........#.##.###.######.######.# ###........# #....#..........#.###.###......###.#### #.....##.# ###..........# #.########......#.###.########........###.###.##.# ##............# #...##.##########..........#######.##.....###.##.# ##.............# #.###...#################..#....##.##.###.....##.# ##..............# #.##..<..#..............#..#.#####.##.# #.######.# ##########...........Z#### #.###...#################..#.####.....###...####.# #..............+......@#Y# #...##.###....##.####...#..#............###......# #.########............#### #.#..###.####.......#.###..####.#.....#.###.##.### #.# ##..............# #.##.#......#.#####.#........##.###.###.....##.# #.# ##.............# #....###.##.......#.#####..####.#...# #.######.#####.# ##............# #.##.....##.#######...........#.#.### #.######.#.....# ###..........# #....##.....##......##.######.#.#.#####........####### ###........# ####....######.####.##......#...#.......######## ###......# ###### ### ####################### ########
This level is heavily and randomly trapped in the labyrinth on the left. The monsters are: @ - Nonnak, the master necromancer Y - bone golem, guarding the Elemental Gauntlets Z - Griff Bloodax, the undead dwarven chaos berserker The + is Griff's grave, where the Sword of Nonnak can be found. This level will contain a large variety of undead in the chamber on the right. The #s are secret doors.

The underground level of the dwarven graveyard contains a labyrinth which features many traps. It is very wise to have the Detect Traps skill while navigating this maze. Use the search command constantly if the PC has the Detect Traps skill. The left side of the screen is the problematic area regarding traps. The right side of the screen is Griff's tomb, which has been taken over by Nonnak, the master necromancer. It contains a large number of undead, including ghosts, wraiths, Griff Bloodax the undead dwarven chaos berserker and Nonnak himself.

There are two artifacts hidden in Nonnak's lair. The Elemental Gauntlets are found in a hidden room in the center of the eastern wall. They are guarded by a bone golem Y and are almost always located on a trap. The bone golem is not difficult to defeat for a PC that has made it through the Dwarven Graveyard.

Bone golem: Level: 1, DV: 10, PV: 18, Hits: 80, Attacks: 1, Damage: 3d9+6, Speed: 90.
The Sword of Nonnak is located in Griff Bloodax's grave in the center of Nonnak's lair. It is necessary to have some means of digging to retrieve it. The sword is quite important for Wizards, Mindcrafters and other classes dependent upon Willpower. It grants +5 to Willpower. Only Dwarves are able to understand the inscription on the Griff's grave ("Griff Bloodax, mighty dwarven warrior, is buried here."). Note that digging up Griff's grave to retrieve the sword is a chaotic act, like any grave digging.

Dwarven Graveyard artifacts

------------------- elemental gauntlets (-1, +0) [+0, +3] ------------------

Weight: 10s

When worn it modifies DV by +0 and PV by +3.

When used in melee combat it grants a -1 bonus to hit and causes 1d2 points
of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2
points of damage.

It grants resistance to fire.
It grants resistance to cold.
It grants resistance to shock attacks.

(the elemental gauntlets also halve the corruption caused by using the chaos
orbs; this is not revealed by a Greater Identify)

---------------- sword of Nonnak (+2, 4d3+2) [+2, +2] {Wi+5} ---------------

Weight: 80s

When worn it modifies DV by +2 and PV by +2.

When used in melee combat it grants a +2 bonus to hit and causes 4d3+2
points of damage. When used as a missile it grants a -2 bonus to hit and
causes 3d3+1 points of damage.

It modifies your willpower attribute by +5.
It grants resistance to cold.
It grants resistance to death attacks.

2.7.2.1 Griff Bloodax, the undead chaos dwarven berserker Z

Level: 1, DV: 14, PV: 18, Hits: 260, Attacks: 3, Damage: 4d7+4, Speed: 100.
Griff Bloodax is a brute force opponent. He does not seem to have any special attacks, though his melee attack is formidable for a level 13 PC. Note that Griff is teleportation resistant. Therefore simply trying to teleport him away in order to reach his grave and Use holy water will not work. Using undead slaying ammo is very effective against him, while melee with a low-teens experience level PC may be difficult.

2.7.2.2 Nonnak, the master necromancer @

Level: 1, DV: 35, PV: 0, Hits: 260, Attacks: 1, Damage: 9d3+9, Speed: 100.
Nonnak created the undead guarding the tomb. He is vulnerable to fire-based attacks. He uses Frost Bolt as an offensive spell and regenerates health. PCs without cold resistance will have a very hard time defeating him. He is also a summoner. Note that both Griff Bloodax and Nonnak must be dead to fulfill Thrundarr's quest.


Updated March 9th, 2013

Single-file Improved Adom Guidebook


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2.8 Mad Minstrel's clearing

Mad Minstrel's clearing map ................................................................................ ................................................................................ .....................T.......................................................... ................................................................................ ................................................................................ ........................................................T....................... ................======............T............................................. ...............========......................................................... ................T======................#####.................................... .................=====.................#..@#.................................... ...............====....................#........................................ ................==.....................#...#.................................... .......................................#####.................................... ............T.................T................................T................ ................................................................................ ................................................T............................... ................................................................................ ................................................................................ ................................................................................ ................................................................................
The monster is: @ - Mad Minstrel (initially in his hut, but will wander)

The clearing is found in the northern central part of the wilderness map.

2.8.1 Mad Minstrel @

Level 1, DV 70, PV 0, Hits 120, Attacks 5, Damage 1d6+16, Speed 140.
The Mad Minstrel lives in a hut. As he wanders about, he will randomly drop corpses that correspond to the danger level of the level he is on. In his own clearing, he drops mainly goblin, orc, and bat corpses. If one leads him a few steps over to the bug-infested temple, he will drop plenty of dragon and giant corpses. Pretty safe, but at least one greater bug will have to be killed first. That's not difficult though, as any offensive wand will work nicely. To get the Mad Minstrel out of his glade, order a companion to attack him when he is close to the map border. The PC can then switch places with the pet, and the Mad Minstrel will come to stand on the border. Careful with pet type though, as if it's too weak it will die in one hit.

The Mad Minstrel is a critical part of the special endings. More about his role in the special endings can be found in section 4.3.1.2.

Additionally, the Ghost Librarian will assign the PC to deliver the weird tome to the Mad Minstrel, who will give the PC five cursed scroll of chaos resistance in return.

2.8.2 Mad Minstrel's songs

The Mad Minstrel will sing songs which are somewhat cryptic hints about important parts of the game. If a player wants to finish the game without reading extensive spoilers, it is very important to sit through his concerts until the player has memorized everything he has to say. Alternatively, they are reproduced here along with [some interpretation]:
The Song of the Mad Minstrel

"I am the thorn in the foot, I am the blur in the sight;
I am the worm at the root, I am the thief in the night.
I am the rat in the wall, the leper that leers at the gate;
I am the ghost in the hall, herald of horror and hate.

I am the rust on the corn, I am the smut on the wheat,
Laughing man's labor to scorn, weaving a web for his feet.
I am canker and mildew and blight, danger and death and decay;
The rot of the rain by night, the blast of the sun by day.

I warp and wither with drouth, I work in the swamp's foul yeast;
I bring the black plague from the south and the leprosy in from the east.
I rend from the hemlock boughs wine steeped in the petals of dooms;
Where the fat black serpents drowse I gather the Upas blooms.

I have plumbed the northern ice for a spell like Frozen lead;
In lost grey fields of rice, I have learned from Mongol dead.
Where a bleak black mountain stands I have looted grisly caves;
I have digged in the desert sands to plunder terrible graves.

Never the sun goes forth, never the moon glows red,
But out of the south or the north, I come with the slavering dead.
I come with hideous spells, black chants and ghastly tunes;
I have looted the hideen hells amd plundered the lost black moons.

There was never a king or priest to cheer me by word or look,
There was never a man or beast in the blood-black ways I took.
There were crimson gulfs unplumbed, there were black wings over a sea,
There were pits where mad things drummed, and foaming blasphemy.

There were vast ungodly tombs where slimy monsters dreamed;
There were clouds like blood-drenched plumes where unborn demons screamed.
There were ages dead to Time, and lands lost out of Space;
There were adders in the slime, and a dim unholy Face.

Oh, the heart in my breast turned stone, and the brain froze in my skull --
But I won through, I alone, and poured my chalice full
Of horrors and dooms and spells, black buds and bitter roots --
From the hells beneath the hells, I bring you my deathly fruits."

[This currently has some display errors, as anyone who spends time talking
to MM will know - a bug report has already been made. This is actually a
poem written by Robert E Howard (more well-known as the creator of the story
of Conan) - someone suggested it be included in an RFE a while back.]


    "Deep in the forest of moving trees,
        Crossing is not such a breeze,
   It may take some time, but be persistent,
        Even if some may be resistant,
     But whatever you do, don't use fire!
Or else you'll be faced with even hotter ire..."

[warning about the Animated Forest, section 3.6]


 "The Lord of the Cats is a touchy fellow,
His teeth are sharp and his eyes are yellow.
  All kinds of cats he calls his subjects,
  Small ones, big ones, all he'll protect.
       If kind ye be to cats, I sing,
      Talk from him his precious ring!"

[reference to the Cat Lord and felines; see section 0.9.2]


    "Felines have a shiny fur.
When you feed them, they will purr.
  True cat-lovers never harm them,
 some musicians try to charm them.
 For all others, let me warn them:
  As soon as felines meet disaster
 their energy rejoins their master."

[more reference to the Cat Lord and felines]


    "Heaven help you in the tower of hell,
The elements will surely sound your death-knell,
 If walking on fire still shrouds you in pain,
  You might just need some more of the same..."

[Tower of Eternal Flames; be prepared warning, section 2.5]


      "In a very hot tower
  your points in life get lower.
Resisting fire not once but twice
       Would be very wise."

[Tower of Eternal Flames; have two fire resistance
  sources beyond the intrinsic, which counts as two]


       "A drakelings scales may be crimson red
       if a creature of fire for dinner he had
    he may wear tough scales and two rings to boot
      he may have the armour and all of the loot
          but fire is still a hazard to him
  cause a drakeling will start to burn from within.

     He will become fast, even fast as the light
  his foes may run screaming at this unearthly sight
      as quicklings so fast, he may just become
      but the hazard of fire will never be gone
  cause the speed makes him dizzy and dazy and that
  and no ring and no scales will save him from that.

      So the tower of fire is a dangerous thing
and you should really listen to the sound of my string
   for a drakeling has really a hard time in there
   without healing and stuff he won't get anywhere.
      So a potion or herb might be a good boon,
 but if you enter without them - you are just a loon!"

[warning about the special problems Drakelings have in the ToEF]


       "Fire - fierce and full of vigour
        Earth - tough with age old rigour
        Water - possessing strength within
        Air - so agile it'll make you spin

        These Four combine to make all life,
But when there is imbalance it brings great strife,
       For their product, Mana, will fluctuate,
          And Chaos floods out from the Gate.

          Five keys you need to open the way,
       And then from your path you may not stray,
     You can only proceed, there is no turning back,
    So be sure you are ready for the final attack..."

[hint about the orbs - currently split into 3 seperate songs,
but should be all one]


"The Banshee sings a strangely compelling song,
      No one can listen to it for long.
              You better beware
                And take care.
           Beware is what you need,
     Understand this verb and take heed."

[warning about the Banshee: bee-ware (beeswax) is what you need, section 3.10]


   "A small cave for beginners
   The big ones are for winners
    Do it the other way around
And strange monsters will be found."

[warning about the nature of the small cave; see section 1.4]


      "The trinity is very tough to find
                in case you mind.
           three parts you will need,
          lots of blood you will shed.
            Once all are collected,
      once your deceitful fame is erected,
   once in servitude you seem to be joining,
once chaos powers the word "friend" are coining,
            you'll enter the gate...
        Quickly - before it's too late!"

[advice about acquiring the Chaos Trinity; advice about the level of
 corruption needed to enter the chaos gate (as a chaotic); do not
 tarry or corruption will kill the PC - this is pertaining to the
 "ordinary" chaos god ending, section 4.2]


            "I'm so lazy,
         My knowledge's hazy,
         My sounds are loud,
         but rarely I shout.
        My lyrics are coarse,
        I never owned a horse.
      My songs I'm improvising,
       I use them for advising.
          Listen with care,
       and well you will fare."

[warning to pay attention to these poems, though they are cryptic]


     "Ancient dwarfs
  often come in halves.
    Babbling they do,
     Ladies they woo,
    Useless they are,
Ignorants receive a scar."

[unknown]


  "Hotzenplotz a bandit is,
  Many a woman he did kiss,
 His guards are very strong,
so don't make anything wrong."

[warning that Hotzenplotz is not a pushover, section 1.3.5]


   "Dungeons are Grimy
     Blobs are Slimy
When dealing with Puddles
   Missiles are Subtle."

[warning about jellies in general and the fact that they corrode melee weapons,
section 0.9.4.7]


      "Molochs are mighty daemons to face,
    For they are the strongest of their race,
  They possess great strength and much immunity,
     So don't try to test out their impunity,
         Run! I say, as fast as you can!
        Teleport, dig or swim like a man!
       Get away! Get away! Quickly, I say!
Else your head will be the main course of the day!"

[warning about molochs]


          "Only fools
 would try to build without tools
    A bridge sturdy and strong
With good tools you can't go wrong."

[the need for a hatchet when bridge building]


           "Once a tiny cavern,
  was a monument built by the powers of Law.
        Now it's strangely distorted,
by the powers of Chaos it's meaning thwarted.
          In the depths of infinity
   it holds the first part of the trinity,
     which, once assembled and refitted,
            will make it permitted
        to become a Chaos God supreme,
     if forceful enough yourself ye deem!"

[origin of the Infinite Dungeon, section 2.2]


 "Caladriel was an ancient crone,
Karmic beings brought her down!
 A phial of light she created,
 but once she did not use it...
 In a dark room she dissipated."

[origin of the Phial of Caladriel, section 2.10]


     "Rehetep was a long-lived guy,
But his skin got cracked before his eyes.
            He would not die,
          And he would not quit,
But his skin just wouldn't stay well-fit.
    He wrapped it up in rags at first,
  But after a while the rags all burst.
         Now to keep his body in,
 He needs to borrow someone else's skin!"

[warning about Rehetep's true nature, section 2.9.2.1]


 "Chaos piranhas really bite.
 All are amazed at their might.
  Yrrigs knew more about this.
He manages to survive the fish."

[warning about the chaos piranhas;
hint about how to get around them, section 2.12]


    "Nothing can protect you for long,
  No matter how tough, blessed or strong,
   No armour, girdle, helm nor shield,
     No artifact that you may wield,
     No amulet that you find or nick,
     No god's blessing or intrinsic,
     But a way across there is still,
 For they say the fish will easily chill..."

[another warning about the chaos piranhas & hint]


  Whether champion or fallen,
   On two legs or crawlin',
  Big or small, troll or man,
   Pious priest or barbarian,
  Fighter true or learned sage,
     Marksman or elfin mage,
 None can face the fish's might,
Not one can ever stand their bite."

[another warning about the chaos piranhas]


  "Go deep within the mountains and you will find
  An ancient library filled with tomes of all kind.
       The librarian there is a fussy fellow,
   "Silence!" he asks for, "Please do not bellow!"
But the music overwhelmed me and I could not stay mute,
    So I played a little tune on my piccolo flute.
    The librarian got angry and asked me to leave,
 It's for that book that I wanted that I now grieve..."

[hint about library + weird tome, section 2.16]


         "In the forest deep,
         all living beings weep
       for fairies cruel and fast
          won't let you last.
            Search with care
and fast like lightning you might fare!"

[hint about finding the quickling tree, section 2.18]


   "Chaos powers mighty and dangerous
      strive to alter all of us.
  Corrupting effects transform thee
faster than you would like that to be.
   Although useful they might seem
 they just will bring a sorrow stream."

[warning that corruption will eventually kill]


            "I am a baby dragon
      My mother is bigger than a wagon
Still she lives in a place on watery ground
          That I have never found."

[hint about Blup and Shyssiryxius, section 2.13]


  "The Hero Rolf, of Dwarven Kind,
     A Pillar of his Society --
  He had an Axe, the Cutting Kind,
  Which Caused Orcs Great Anxiety.
  What Became of Rolf the Mighty?
   Does Yet the World he Wander?
The Elders Wise and Mystics Flighty
      Even they must Wonder..."

[story about Rolf the dwarven hero]


       "An age ago, there lived a king, most pious and benevolent,
  Who from his god received a ring to shield him from the elements.
      This king, he had a brother true, a fighter lion-hearted,
Who sought to rout all Chaos through the Gate from whence it started.
   He purged the evil from the land, his blade once never faltered,
       And only by his god's own hand was his adventure halted.
  "O fighter brave," his god did say, "though noble is your mission,
       Yet centuries must slip away before it finds completion.
     The Balance leans too much to Law, and I must now amend it;
    Let Chaos have its time on Earth ere back to hell you send it.
    But watch this stair eternally, and wait for Heaven's message,
    To show the mighty champion who's earned the right of passage.
    For only one you'll step aside and cease your faithful vigil:
 The one who wears your brother's ring emblazed with Heaven's sigil.""

[warning about the Eternal Guardian and hint about the Ring of the High Kings,
section 3.12, 2.12]


       "Floors without any friction
     are no longer a thing of fiction.
To cope with them you need a lot of thrust,
        on this one you can trust."

[reference to D:49, section 3.23]


  "On Darknight chaos rules supreme,
 On Silvernight evil ones will scream,
 But when it comes to thy day of birth,
 Thou shalt find great joy and mirth!"

[hint about ADOM dates]


"At different times you may enter the Drakalor Chain,
  And these times may bring some loss or some gain,
    The end of the year is celebrated with drink,
  But on the day after you'll be too tired to think,
On the eve of the Lord's birth you may see a lucky star,
    But on Friday the thirteenth you won't get far.
      And Creator's Day is by far the best date,
   For on that day you'll receive a smile from Fate..."

[hint about starting dates, section 0.1.1]

Updated March 9th, 2013

Single-file Improved Adom Guidebook


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First levels - Top level - Rehetep

2.9 Pyramid

The Pyramid is located in the wilderness, slightly east of the exact center of the map. It can be entered once the PC reaches experience level 13. When this happens, the game generates a message: "You suddenly feel ancient magical energies manifest in your vicinity." Searching the current location will reveal the papyrus scroll, which is an invitation to enter the Pyramid. Note the papyrus scroll will not appear in the Animated Forest. It is not necessary to read, or even find, the scroll for admission to the Pyramid. It asks the PC to come as soon as possible. Do not be fooled by this. It is best to wait as long as possible before entering the Pyramid, since it is a rather nasty place. The entrance to the Pyramid closes permanently if the PC reaches experience level 17. Ideally the PC should reach experience level 16 and keep very careful track of his experience points. Approach the Pyramid when the PC is close to achieving level 17, within a couple hundred points. Wander around in the vicinity of the Pyramid to generate wilderness encounters. Killing monsters in the wilderness should enable the player to fine-tune his experience score to the point where very few additional points are needed to achieve level 17. Then enter the Pyramid. The first couple of kills in the Pyramid will raise the PC to experience level 17, maximizing the chances of success in the Pyramid. Keep a very close eye on those experience points. You don't want to accidentally achieve level 17 and have the Pyramid close, because Rehetep carries two artifacts.

Once the PC has killed Rehetep, the Pyramid remains open permanently. The fact that it closes at PC experience level 17 if Rehetep remains alive is a potential game-breaker. If the PC drops a Chaos Orb in the Pyramid, then achieves experience level 17 outside without killing Rehetep, the game is over. Since the Chaos Orb is inside an inaccessible location, it will never be possible to open the passage to D:49. Note this same scenario can occur with the Ruined City (Minotaur Maze, section 2.14).

2.9.1 First Level

Pyramid first level map ########### ####### #.........# ############ #.....# ####### #.##.<.##.# #^^#.......# #########.....# #.....# ##.##...##.########^####.###.#### #.........#...###################.# #..........^^^^^###^####.#......# #.###.#########................##.# ###################^^##..######.# #.# #.#########.####.#####.######.## #^#^#^#^#^#^#^#^# #############.# #.# #........^..# #.### #..^......# #.#.#.#.#.#.#.#.# #.##........# #.# ###########.# #...# #.###.##### #.#.#.#.#.#.#.#.### #.##.###.#### #.##### ####.############ #.####### #...............#.###.##.# #....# #....^# #........# #.# #..^..#.# #########^#######.....##.# ####.######### #.##########.# #.###.#(# #.....# #.......#.######.####.^...# ######## #.#######.##.##########.#.# ##.##.# ####.####.########.##.###.###......# #......##.....^.#.....#.#.# #.##.######.####....#.....##.# #.....####.###.####.##.#############.### #.#......##.#....##.##.##....# #.....# #.....# #.##.### #.....# #.###.##.####.##.#####.####### #..>..########## #......# #.##### ### #.##......#....^...# #.....#......# ######## #.# #################### ############## ###
Symbols: # - secret doors; ^ - traps; ( - thieves picks, pickaxe, and climbing set.

The hashtag # is used to indicate the presence of a secret door. Note the traps. These are guaranteed traps. There will also be a number of non-guaranteed traps present. The location of the non-guaranteed traps changes from game to game. Also note the tools represented by the ( symbol. This cache of tools is guaranteed and includes thieves' picks, a climbing set and a pickaxe. The tools are always located on top of a trap.

The inhabitants of this level include (greater) mummies, ghosts, spectres, jackal demons, jackalweres, jackals and hyenas. Mummies can cause sickness. It is very unwise to enter the Pyramid without some means of dealing with sickness. The fastest and easiest way to cure sickness is with blessed or uncursed curaria mancox herbs.

2.9.2 Second level

Pyramid second level map ### ###### ####### #.###########....# #^^^^^# #....^.....##.##########^##### ####.######....#.....^.##^#...# #....# ####.####.####.###^#.<.# ##^### #....^.....# #.# ###...# ###.# ###.########.############# #.#####........# #....##....# #.##....>.###.####.#####.##### ##.##.##...# #.#...........##.# #.....########.#.##.###^#####.# #####.....##.#.#.######.......# #...###.##.######.....###.### ##### #.....# #.##### #.# ####### ### ###
Symbols: # - secret doors; ^ - traps;

Again the hashtag # indicates secret doors. This level is very similar to the first level in terms of monsters and traps. There is no guaranteed equipment here.

Monsters who can be generated in the Pyramid consist of the following: skeleton (double chance), jackal (thrice chance), jackalwere (double chance), mummy (quadruple chance), ghost (double chance), spectre, large jackal, jackal demon (double chance), greater mummy.

2.9.3 Top level

Pyramid's top level (Rehetep's chamber) map ####### ##..Z..## ##.......## #####&.......&##### #Z@.............@Z# #.#.............#.# #Z@.............@Z# #.#.............#.# #Z@.............@Z# #.#.............#.# #Z@.............@Z# #.#.............#.# #@...............@# ##...............## ###.....>.....### ###.......### #########
The monsters are: Z - Rehetep, the mummy lord & - jackal demons Z - mummies @ - random monsters

There is a unique feature on this level. The down staircase, represented by the > symbol, changes location randomly once when the PC enters the level (unless the PC is wearing ankh). This forces the PC to fight his way to the new location if a retreat is necessary. Furthermore, the monsters on the level will not follow the PC down the stairs. In older gammas of ADOM, it was possible to lure the monsters down the stairs one at a time and dispatch them. It doesn't work in current versions of the game.

The Z at the top represents Rehetep, the Mummy Lord. The remaining Zs are mummies. The & characters are jackal demons, which have a confusion attatck. The @ characters represent a random monster, generally somewhat out of depth, but not terribly so. Bear in mind that mummies see invisible. If the PC is fortunate enough to have a means of invisibility at this point, use it and take out the mummies first.

Mummy: Level: 1, DV: 12, PV: 8, Hits: 52, Attacks: 2, Damage: 2d6, Speed 100.
Jackal demon: Level: 1, DV: 18, PV: 4, Hits: 70, Attacks: 3, Damage: 2d6+4, Speed 100.
If the PC has a means of controlled on demand teleportation, the fight becomes simpler. Rehetep normally recites a speech as soon as the PC moves, waking all the other monsters on the level. In ADOM 1.1.1, if the PC teleports adjacent to Rehetep on arrival, he does not speak and the PC only has to fight Rehetep and the two jackal demons nearest to him.

2.9.2.1 Rehetep, the mummy lord Z

Level: 1, DV: 18, PV: 18, Hits: 180, Attacks: 2, Damage: 2d6+8, Speed 100.
Rehetep sees invisible and in darkness, is immune to cold, death rays, and paralysis. His attacks may cause sickness, and he is highly vulnerable to fire. Rehetep holds two powerful artifacts, the Ankh and the Ancient Mummy Wrapping. A Greater Identify of each is provided below.

Rehetep's artifacts

------------------ ancient mummy wrapping [+1, +5] {Ap-8} ------------------

Weight: 60s

When worn it modifies DV by +1 and PV by +5.

When used in melee combat it grants a +0 bonus to hit and causes 1d1 points
of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1
points of damage.

It modifies your appearance attribute by -8.
It grants resistance to poison.
It grants resistance to sleep attacks.
It grants resistance to stunning.
It grants resistance to death attacks.
It grants the ability to see invisible things.
It grants immunity to cold attacks.


------------------------------- ankh [+2, +2] ------------------------------

Weight: 3s

When worn it modifies DV by +2 and PV by +2.

When used in melee combat it grants a -4 bonus to hit and causes 1d3 points
of damage. When used as a missile it grants a -4 bonus to hit and causes 1d3
points of damage.

It increases your luck.
It grants luck.
It makes Fate smile upon you.

Note that the [+2, +2] nature of the Ankh is not revealed explicitly except when Greater Identified. Note also that it not only grants the Lucky and Fate smiles intrinsics, but also increases luck, a hidden property used by the game when calculating dice rolls, etc.

The artifact Ancient Mummy Wrapping is the only mummy wrapping that weighs 60 stones. Be sure not to confuse it with other mummy wrappings. They are all described as a "strange wrapping" prior to identification. The resistances granted by the Ancient Mummy Wrapping are considerable and should give clues about how to attack Rehetep. Using cold based attacks is, of course, useless. Rehetep and other mummies are vulnerable to fire. This is where the wand of fireballs available from Thrundarr as a quest reward comes in very handy. Do not give up when messages about Rehetep "shrugging off" fire based attacks are generated. He will succumb to repeated fire attacks. All mummies including Rehetep are vulnerable to undead slaying ammo, of course.

Note that the combination of cold immunity and the see invisible intrinsic available from the Ancient Mummy Wrapping makes Li-Hon-Kay, a potential 20th Arena fight opponent, much easier to defeat.


Updated June 29th, 2009

Single-file Improved Adom Guidebook


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2.10 Gremlin Cave

Gremlin: Level: 1, DV: 18, PV: 0, Hits: 8, Attacks: 2, Damage: 1d3+1, Speed 100.

The Gremlin Cave is located in the southwest corner of the Drakalor Chain. There are messages generated when the PC enters the Gremlin Cave: "You feel watched. You shiver. You shiver really bad! It's dark here!". The Gremlin Cave is dark and filled with water traps, which, when triggered by the gremlins I, cause them to multiply. Things can get out of control quickly in this cave due to the rapid replication of the gremlins. The Disarm Traps spell or skill can be very valuable here - if the traps are taken out, the gremlin hordes can be dealt with eventually. The cave contains the Phial of Caladriel, which is an artifact potion.

---------------------------- phial of Caladriel ---------------------------- Weight: 2s When used in melee combat it grants a +0 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. (the phial of Caladriel uses up the PC's power points to generate light, and blinds monsters when thrown except undead and constructs)

The cave is also a source of fluff balls, which turn into gremlins when exposed to water, and a climbing set. The objective is to retrieve the Phial of Caladriel and optionally the climbing set. There is another guaranteed climbing set in the Pyramid (section 2.9). The Phial is located in the farthest possible corner from the entrance.

The cave is dark and gremlins are damaged by the Light spell, wands of light, scrolls of light, crystals of light or by using the phial. An amulet of light, a torch, adequate castings of the Light spell or many wands of light are necessary simply to see and navigate the cave. If the PC is fairly buff, the Gremlin Cave can be used to train weapon skills, since a potentially infinite number of gremlins will be generated. The gremlins will eventually become too experienced to contend with.

Prior to Adom v. 1.2.0 it was possible, considering the potentially endless number of gremlins available, to use the Pick Pockets skill indefinitely on them, training the skill, satisfying Yergius requirement to join the Thief's guild, and rarely pickpocketing a truly outstanding item. In more recent vesions Gremlins no longer drop loot nor can be pickpockete.

The fluff balls found here are portable "gremlin bombs" which have received a lot of attention because of the possibility of pickpocketing indefinitely. On exposure to water, they turn into a gremlin, which then multiplies from the same water source. Bringing them underwater is interesting. ;-)

Note that it is in no way necessary to enter this cave to complete the game. It is simply a source of an expendable artifact which can be sacrificed, given to the Demented Ratling or sold. The climbing set is also useful of course, especially if the PC has missed the opportunity to enter the Pyramid.


Updated March 9th, 2013

Single-file Improved Adom Guidebook


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DDL - VDDL - How to descend deeper - Final level - Assassin Prince

2.11 Assassins' Guild

The Assassins' Guild is located in the wilderness, west of the river that divides the Drakalor Chain. The entrance is described as "A rather boring cave entrance." It consists of three levels.

2.11.1 DDL

The first level is named the DDL and contains no unique special features, although it may contain any of the normal dungeon features: traps, herbs, rivers, etc.

2.11.2 VDDL

Upon entering the second level, the message "This dungeon is very dusty." is generated. This level contains many, many teleportation traps and can be annoying without teleport control. It also contains one guaranteed item: a wand of teleportation \. The wand is always next to the down staircase found on the level in a 1 x 2 room that is separated from the rest of the level. It can only be reached by digging or teleportation. In practice, the easiest way to find the down staircase is to zap a wand of item detection, or read a scroll of item detection. This will reveal the location of the wand, which the PC can then dig or teleport to, thus revealing the staircase. Alternatively a scroll of magic mapping will reveal the location of the down staircase. Note that it is possible for a monster to be standing on the wand, so teleportation may fail. Lucky or persistent players may even be able to teleport to the wand with a random teleport.

2.11.2.1 Hidden stairway and how to descend

The hidden down staircase in the VDDL is like no other in the game. It is itself a teleportation trap and will attempt to teleport the PC away when he tries to descend. Needless to say, this is extremely frustrating without teleport control. There is a requirement to trigger a certain number of teleportation traps on the level before the PC can descend. This can be done with either the normal teleportation traps or the staircase itself. However, it is much more efficient to use teleportation traps that are far away from the down staircase. They are up to six times faster at increasing the count of unsuccessful attempts. Just keep trying until the PC receives the message "You suddenly feel attuned to this area in a very special way." It is then possible to descend. It requires 42 teleports of the far teleportation traps, or 250 teleports using the stairs.

2.11.3 Final level

Assassin's Guild final level map ##### ### ### #@.@####.######### ### ### #.# ##### #.<.#.##.........# #####.# #.# ### #.# ####@@@#### #@.@#.##.####.#### #.....#####.# ####.#####.#### ##@@@@.@@@@## ##+##......##.####### #####.##.##.# #.##..........# ##@.@.....@.@## #.##.#######.......# #.....##.# #.##.########## #@..#.....#..@# #.#..# #...##.#### #########.##.## #......# #### #@#.........#@# #.#### ###.##.# #@....@##.....# #.###### #..# #@...........@# #.#####################.....@##.#######.########.## #@#.........#@# #.#...................+......#...................# #@...........@# #.#####################.....@##.####.########.#### #######.####### #.##.....########.# #@....@##........#.# #.##### #@@.@@# #.######........#.## ####+####.########.# #.....# ###.### #.#......######....#######@###### #.#####################@@.@@# #.#.####.....##.#####@@@@@@@@@@@# #.#@#@#@#@#@#@#@#@#@#@###.### #.##########.##.# #@@@@@@@@@@@# #.........................@@# #............#### #@@@@@@@@@@@# ###@#@#@#@#@#@#@#@#@#@#@##### ############## ############# #######################
Symbols: @ - Assassin Prince @ - assassins and master assassins @ - doppleganger lords @ - dopplegangers X - gray slayers X - holy slayers @ - muggers The entire level is filled with traps, except for the most direct route to the Assassin Prince's chamber. It will be very obvious if the PC strays from this path. The #s are secret doors.

The final level of the Assassins' Guild has no proper name; it is only named with four question marks: "????". There are definite precautions necessary on this level. The PC initially descends into a 3 x 3 room containing four assassins. The assassins are not particularly dangerous opponents, although they use poison. There is a safe passage available through the level which is free of traps, otherwise the level is full of traps. The PC must not use missile weapons on the level. If he does, a general alarm is sounded and the Assassin Prince, who is very important to the special endings, becomes hostile and refuses to give quests later in the game. Likewise, a failed pickpocket attempt, or attempting to pickpocket the same assassin twice, will raise the general alarm. Also be careful during the melee. If an assassin panics, leave him alone. Attacking panic-stricken assassins will also make the Assassin Prince hostile. In their panicked state, they may begin attacking each other or the Assassin Prince himself. Pay no attention to them. The level contains assassins, master assassins, holy slayers, gray slayers, muggers, dopplegangers and doppleganger lords.

Assassins' Guild monsters stats

Master assassin: Level: 1, DV: 22, PV: 6, Hits: 40, Attacks: 2, Damage: 3d5+4, Speed 110.
Doppleganger lord: Level: 1, DV: 16, PV: 3, Hits: 72, Attacks: 2, Damage: 2d10+5, Speed 100.
Gray slayer: Level: 1, DV: 22, PV: 5, Hits: 84, Attacks: 2, Damage: 2d7+7, Speed 100.
Holy slayer: Level: 1, DV: 18, PV: 4, Hits: 80, Attacks: 2, Damage: 2d8+14, Speed 100.

Teleportation is not allowed on this level.

Obviously, there are some nasty monsters here and there is no particular objective for low-level PCs, other than killing the monsters for experience. The PC may elect to skip this level until much later in the game.

2.11.3.1 Assassin Prince @

Level: 1, DV: 90, PV: 40, Hits: 420, Attacks: 4, Damage: 3d7+18, Speed: 130.
The Assassin Prince is the source of the Filk Quest, on behalf of the Mad Minstrel. This quest is only necessary for the Ultra endings. See section 4.3.1.1 for a description of this quest and its requirements. If a PC is not planning to do an Ultra ending, it may be worth killing the Assassin Prince for the artifact dagger Sting, which he carries. Note two things: the Assassin Prince has been described as the offspring of a moloch and a quickling queen - he's not quite that bad, but he is a very difficult opponent that uses poison - and second, Sting is really only worth acquiring if the PC has or plans to obtain its companion dagger Needle, available from Sharad-Waador (see section 3.19). If you'd rather not fight, zapping a wand of poison at the Assassin Prince will poison and eventually kill him without turning him hostile. This is probably a bug.

Assassin Prince's artifact

----------- black rune-covered dagger "Sting" (+8, 3d4) [+4, +1] ----------

Weight: 10s

When worn it modifies DV by +4 and PV by +1.

When used in melee combat it grants a +8 bonus to hit and causes 3d4 points
of damage. When used as a missile it grants a +8 bonus to hit and causes 3d4
points of damage.

(Needle has the same base properties, but Needle + Sting grant +50 to hit and
damage when dual-wielded)

Updated March 12th, 2013

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2.12 Tomb of the High Kings

The Tomb of the High Kings is located in a dungeon found in the northwest corner of the Drakalor Chain. The PC must have a climbing set to reach it (and to leave that section of the map). Dropping your climbing set in the staircase immediately before descending past the first level is a good idea, to prevent it from getting destroyed by traps/breath attacks and thus leave you trapped here until you find another one. The fact that a climbing set is required means that the PC must do some work to find one prior to entering the dungeon. This ensures that brand new PCs do not enter this location. The dungeon consists of two normal levels followed by three cavernous levels leading to the tomb. The cavernous levels are somewhat challenging, as are most cavernous levels.

The tomb itself consists of a short winding corridor leading to a large chamber. The chamber contains a lake which is unique in that the water is red rather than blue. This should serve as a warning. It is filled with chaos piranhas that deal 100d4 points of damage during each turn the PC is in the lake. This is the place where the Bridge Building skill or the ability to freeze water (yielded by the Terinyo quests) becomes vital.

Teleportation is not allowed on this level, so do not count on it to get your PC out of a tight spot.

The PC must build a bridge or create an ice bridge to an island located in the lake. Remember that ice bridges will only hold the PC's weight plus 2000 stones before breaking. Anything that freezes water will work including monsters (section 0.13.8.1) On the island is a 1 x 1 room protected by a locked and trapped door. Upon opening the door, a skeletal king is found guarding the Ring of the High Kings.

Tomb of the High Kings - color map

##### ############### #...# ##########.............####### #.<.# ####............................##### #...# ###...................................## #####.## #.............============.............### #.....# ###.........===================............# #.##### #.........=======================.........### ####### #.#### #.........==========###===========..........###.....# #....# ###.......==========#Z+===========..............###.##### ####.# #.........=========###===========..........##### #.#...# #.# ##..........===================...........## #.#.#.# #.# ###...........============...........##### #...#.######.# ###.............................#### #####........# #####.....................##### ########## #######################
Symbols: Z - Skeletal King

2.12.1 Skeletal King Z

Level: 1, DV: 50, PV: 30, Hits: 248, Attacks: 3, Damage: 3d10+8, Speed 120.
The skeletal king is a somewhat nasty foe who is able to confuse the PC. This is not a good thing when the PC is perched on a bridge, liable to stumble to certain death in the piranha infested waters below. Some means of confusion resistance is therefore highly recommended. The skeletal king is immune to the chaos piranhas so luring him into the lake will not kill him. He is vulnerable to undead slaying ammo, of course. He is not difficult to kill in melee for a mid-level PC with a decent melee attack. He never summons help on his own level, but if lured off the level, he will. He does not see invisible.

Note that it is not necessary to kill the skeletal king to claim the Ring of the High Kings. The ring is lying on the floor of the room where the skeletal king is first found, so in principle it is possible to lure the king away, grab the ring, and make a hasty retreat.

The objective of this dungeon, the Ring of the High Kings, is Greater Identified as follows:

---------------------- ring of the High Kings [+2, +3] ---------------------

Weight: 1s

When worn it modifies DV by +2 and PV by +3.

When used in melee combat it grants a +0 bonus to hit and causes 1d1 points
of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1
points of damage.

It grants resistance to fire.
It grants resistance to poison.
It grants resistance to cold.
It grants resistance to shock attacks.
The Greater Identify does not reveal the most important property of the ring, however: it allows peaceful passage past the Eternal Guardian (see section 3.12).


Updated March 13th, 2013

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2.13 Water Dragon's Lair

Water Dragon's Lair map ############################# ################### ########################## #..#.....#.#................# #......#.....#....####..........##.........#..# ##.#.#.###.#.##############.########.###.######....#.####.###.##.#######.##.# #....#.#.#...#........#..##..........#......#.#.##........##...........#....# #.##.###.###.#.###.##.##..#.##.##.##.######.....#####.###.######.#####.####.# #.#..........#.#...##....##.######################.##.# #....# #.##.......#.# #.######.#########.##.##.#####...............#####....###.##.###.##.#####.#.# #.##...#..#...#....##.#####.....................#####.....##.##.....#.#.#.### #.####.##.#.####.####.###.........................#######.##....#.#.........# #....#........#..#...................D..............#...#.####.######.###.<.# ##.###.######.####.######.........................#.#.#.#.####...#.....##...# #..#....#..#.......#.##.###.....................###.#.###...##.###.##.####.## #.########.####.##.#.....#####...............#### #.....###.##.....##...##.# ###.#.##........##.#####.##########################.###.###.######.####.##.# #.......######.#####.........................##......#.##....#..#.##.#.##.# ###.##.#......#...###.#########.######.######.############.##.##...........# #...##.#.#.##.###....................#..#..................##....#####.##.## ############### ################################################## ######
Symbols: D - Shyssiryxius, the great water dragon A - dragon turtles A - giant eels A - sharks E - water elementals The entire central chamber will be filled with Shyssiryxius' treasure hoard. There may be random objects scattered throughout the labyrinth, which Shyssiryxius also regards as her property.

The Water Dragon's Lair is located in a random water-containing square of the wilderness. It contains Shyssiryxius, the water dragon (Blup's mother), her treasure hoard and various other aquatic beasts. It consists of a labyrinth and a central room containing Shyssiryxius and the treasure. The entire cave is submerged, so ordinarily some means of water breathing and the Swimming skill are required. The most common method of obtaining water breathing is through a helm of water breathing (generally a "blue helmet" before identification). Wearing two rings of the fish (or one blessed) also grants this, although they are autocursing. If the PC is not born with the Swimming skill, it can be obtained from Blup by giving him potions of carrot juice. The need for these abilities ordinarily keeps low level PCs out of the lair, which is as it should be. The aquatic beasts found in the labyrinth are not trivial, especially the dragon turtles. Sharks and giant eels can also be found. None of these monsters see invisible.

In theory a PC with on demand teleportation, high hit points and possibly some regeneration could survive a teleport to Shyssiryxius (36 squares to the left), a chat and a teleport to the up stairs without water breathing or Swimming.

There are two main reasons for entering. The first is to Chat with Shyssiryxius then return to Terinyo. This allows the PC to inform Blup about the location of his mother, which results in eventual delivery of the rune-covered trident, a decent artifact weapon and missile, later in the game. The trident will arrive by a water elemental messenger not long after reaching character level 16 for PCs born in the Raven starsign. Others have to wait until level 36.

If Shyssiryxius is killed before Blup has been informed of her whereabouts, the PC will not receive the Rune covered trident; however, once Blup has been informed, she can be killed even if the trident has not yet arrived without forfeiting it - she already sent it, after all. The location of the lair is not decided until the PC starts searching for it, so it is more or less possible to place it in a convenient location, such as near Terinyo.

The second reason for entering the lair is to loot it. There are occasionally outstanding items found in the treasure hoard. As might be expected, Shyssiryxius does not take kindly to thieves and will attack. She does not see in darkness, however. Cast Darkness over desired item(s), pick them up and leave.

Monsters tamed in the underwater cave can leave with the PC and breathe air. This is probably a game bug.

Blup's quest (find Shyssiryxius) artifact reward

------------ rune-covered trident (+6, 3d12+6) [+4, +4] {Dx+12} ------------

Weight: 80s

When worn it modifies DV by +4 and PV by +4.

When used in melee combat it grants a +6 bonus to hit and causes 3d12+6
points of damage. When used as a missile it grants a +2 bonus to hit and
causes 3d8+4 points of damage.

It is an undead slayer.
It is a demon slayer.
It modifies your dexterity attribute by +12.
This weapon returns when thrown.
It grants the ability to see invisible things.
It grants immunity to cold attacks.
It grants the ability to breathe water.

2.13.1 Shyssiryxius, the great water dragon D

Level: 1, DV: 70, PV: 40, Hits: 1140, Attacks: 3, Damage: 6d15+12, Speed: 120.
Under normal circumstances, Shyssiryxius is not hostile, only intimidating. If she is Chatted with, she roars "HAST YE SEEN MY BABY?" (or "*DIE*" if the PC has done something to make her hostile). Whether she is hostile or not, the PC can leave after chatting and report back to Blup. This of course assumes a PC facing her when she is hostile survives (see below). If the PC attempts to steal from her treasure hoard, she gives a warning about not picking anything up. If the PC persists, she will attack. She is a formidable opponent with a reasonably powerful melee attack and a deadly water breath attack that is capable of dealing circa 100 points of damage in a single round. Sources of water breathing will reduce the damage of this attack. She regenerates and is immune to cold. She is capable of teleporting and does so when she panics, making the PC work to find her while remaining underwater the whole time. She can be killed, but it takes an upper level PC, and it doesn't hurt to have some blessed potions of extra healing along. Note that Shyssiryxius, like certain other powerful monsters, is unable to fight in Darkness unless panicked. She is also vulnerable to poison.


Updated March 9th, 2013

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Minotaur Maze - Is new level false? - Minotaur Emperor

2.14 Ruined City

The Ruined City is the entrance to the Minotaur Maze, found in the far western central part of the wilderness map.

Upon entering the wilderness square containing the ruined city, the following messages are generated:

As you advance into the ruins, you catch a short sight on some
strange huge figure...

With fluid motions it disappears into the ruins!

Something seems to be waiting for you...

You enter the ancient street of a long-dead and even longer-forgotten
city.

Various trees and shrubs have overgrown the monuments of a former
civilization. Strange unknown runes cover what remains of ancient
palaces and buildings. Some forboding evil seems to lurk beneath
the peace of death emanating from this strange place.
A map of the ruined city reveals the strange huge figure to be a minotaur mazelord guarding the entrance to the Minotaur Maze hidden behind a secret door. The minotaur mazelord guarding the entrance may or may not be hostile. This may be alignment dependent (he seems to be always hostile to lawfuls), among other things and needs further investigation.

There is a lower experience level limit in order to enter the Minotaur Maze, which is level 22. PCs with lower experience level are frightened away. Likewise, there is an upper limit, which is experience level 30. The entrance to the Minotaur Maze is covered by an immovable stone block at this point. Given the extremely nasty nature of the Minotaur Maze, the player is well advised to have the PC as experienced as possible before entering.

The fact that it closes at PC experience level 30 is a potential game-breaker. If the PC drops a Chaos Orb in the Maze, then achieves experience level 30 outside, the game is over. Since the Chaos Orb is inside an inaccessible location, it will never be possible to open the passage to D:49. Note this same scenario can occur with the Pyramid (section 2.9).

The objective is to find the Minotaur Emperor on level seven of the maze. He holds the artifact Axe of the Minotaur Emperor.

Ruined City map ..................==...................................#........................ ..................==...................................#........................ ..................==...................................#........................ ........T........==..##..#..................TTT........#....T......T............ ..........###.##==.....T......T....TTT...TTTTT##......##.......T.........T...... ....T.....#....#==.......#..T....====TT........#......#.......#######........... ..........#....#==.......#.....===..====.......#......#....T........#........... ..........##.###==...#####...===T......====....###..###.............#..T........ ........TTTT....==...T......==........T...====.....T................#........... ......TTTTT.....==.......T.==......T.........====.......T.......###.#........... ...T.....TTTT.........======......######........=..=.......TT...........TT...... .......######...==#..#====..#######....#.T.........====.....TT.T................ .......#....#.T..=####=.....#.M#>#.....#....######....====....T.....####........ .....T.#....#....======........####.........#......T.....===....T.#............. .......#....#......==....T..#..........#....#..........T...===....#.....#....... .......#..#.#.......T.......#######....#...T#....#...........==...#.....#....... ...T..........T..........T........######........T.......T.....==....##..#....... ..............................................................==................ ..............................................................==................ ..............................................................==................
Symbols: M - Minotaur Mazelord # - secret door.

2.14.1 Minotaur Maze

Minotaur: Level: 1, DV: 16, PV: 5, Hits: 26, Attacks: 1, Damage: 2d6+2, Speed: 100.
Lord: Level: 1, DV: 22, PV: 21, Hits: 150, Attacks: 2, Damage: 2d12+18, Speed: 100.
Mazemaster: Level: 1, DV: 25, PV: 24, Hits: 200, Attacks: 3, Damage: 2d12+20, Speed: 110.
Mazelord: Level: 1, DV: 30, PV: 27, Hits: 250, Attacks: 3, Damage: 2d14+20, Speed: 120.
King: Level: 1, DV: 40, PV: 30, Hits: 300, Attacks: 4, Damage: 2d16+25, Speed: 130.
Mage: Level: 1, DV: 40, PV: 24, Hits: 200, Attacks: 2, Damage: 2d8+12, Speed: 120.
Living wall: Level: 1, DV: 5, PV: 40, Hits: 200, Attacks: 4, Damage: 1d16+6, Speed: 100.
Wall beast: Level: 1, DV: 5, PV: 40, Hits: 110, Attacks: 2, Damage: 1d50, Speed: 100.
The mazes are very challenging, with false staircases, illusionary walls, living walls, wall beasts, and a variety of minotaurs, including minotaur mazemasters, mazelords, magi and kings. The minotaurs have powerful melee attacks and should not be underestimated. If panicked, all minotaurs will trigger traps and may reveal illusionary walls as they retreat. Minotaur mages are particularly troublesome, since they can cast a very potent confusion spell and will drain attributes with frightful efficiency in melee range. They are highly vulnerable to stun rays. Living walls are similarly dangerous because of their high PV and ability to drain Strength.

There is no random food generated in the mazes. The minotaurs leave corpses, but they are not good to eat because they cause confusion. Minotaurs may drop food when killed. The mazes are heavily trapped. It is wise to leave unnecessary equipment behind in order to prevent its destruction. Since a climbing set is required to reach this portion of the map, climbing sets should be left behind. The down staircases may lead to false levels, which must be explored only to find that there are only up staircases with no down staircase (unless the player keeps reading this GB). Eventually the PC will find a true level six with a down staircase.

Minotaurs often panic when 'severely wounded' and run away. This can be useful. Minotaurs only set off the traps in the mazes when in a state of panic. Once they reach the panicked state, they seem to set off every trap they cross. It is thus possible to use them strategically to clear a path for the PC.

The player will likely want some way to mark illusionary walls. The easiest way is to drop a gold piece on either side of the wall. The position of the wall will then remain marked on the map even if a monster later picks these coins up.

The easiest and most painless way to complete the maze is to have numerous blessed scrolls of magic mapping and on-demand teleportation. Simply read the scroll, and teleport to the stairs. Repeat until the bottom is reached. Due to the large number of levels in the maze, many scrolls may be required. With some planning six scrolls is more than enough and you might have eight from bug temple.

It is very obvious when the true bottom of the maze has been reached, because the following level message is generated:

"You feel that this maze level is special in some respect... its convoluted
tunnels remind you of the brain tunnels of some sinister power lurking
beneath the surface of the world and ready to strike at any intruders!"
A representative layout of the final level of the Minotaur Maze is shown here:
    ###############################################################################
    #.#.....#...#.......#.....#.............#.#.....#.....#.#.....#...............#
    #.###.#.#.#.#.###.#.###.#.###########.#.#.#.#.#.#.#.#.#####.#.###.#.#########.#
    #.....#.#.#...#.#.#.#...#.....#.......#.#.#.#.#.#.#.#.......#...#.#.#.....#...#
    #######.###.###.#.#.#.#######.#.#######.#.#.#.###.#.###########.###.###.###.###
    #.....#...#.....#.#...#.......#.#.....#.#...#.....#.....#.....#...#...#.#...#.#
    #.#.#####.#######.###.#######.#.###.#########.#########.#.###.###.###.#.#.###.#
    #.#.#...#.#.....#...#.#.....#.#...#.#.......#...#.....#.#.#...#.#...#.#...#...#
    ###.#.#.#.#.###.###.###.###.#.#.#.#.#####.#.#####.###.#.#.#.###.###.#.#.#######
    #.#.#.#.#...#.#...#.......#.#.....#.......#.......#.#.#...#...#.....#.#...#...#
    #.###.#.#####.###.#.#######.#######################.#.###.###.#.#####.###.###.#
    #.#...#.........#.#...#...#.#......#......#.....#...#...#.#...#.#.......#...#.#
    #.#.#########.###.###.#.#.#.#####.#####.#.###.###.#.###.###.###.#######.###.#.#
    #.#...#.....#.....#...#.#.#.....#.#.....#.#...#...#...#.#...#.#.#.......#...#.#
    #.###.#.###.#######.###.#.#####.#.#.#####.#.#.#.#####.#.#.###.#.#.#######.###.#
    #...#.#.#...#.....#...#.#...#...#.#.....#...#.#.....#.#.#.#...#.#.#.....#.#...#
    #.#.#.###.#.###.#.#####.###.#.#M#M#####.###########.#.#####.###.#...###.#.#####
    #.#.......#.....#.......#.....#.M.....#..........@..#.............#...#.......#
    ###############################M#M#############################################
                                  #####
    

2.14.1.1 How to find out whether the new level is false?

All you have to do when you find a down stairs is:
  1. find a trap in the new level... not too hard ;)
  2. calculate the level's top trap type, see Appendix L, or the below table
  3. see if it is +5 from the last level

If it isn't you're on a false level. Turn back.

The mazes actually contain 19-21 levels, as shown below. True levels are 1, 2b, 3d, 4d, 5e, 6c, and 7. Optional levels are 4e and 5a. The stairs between levels 4d-5d and 5e-6b are also optional.

Maze Levels

The top trap types for the maze are shown in the following table - so you don't have to do too much math ;-)

MM Top Trap Types
Level Top Trap Type Trap #
1 Pit with vipers 6
2a Acid 5
2b Simple pit 11
3a Alarm 3
3b Fireball 10
3c Water 9
3d Arrow 4
4a Spear 7
4b Corruption 1
4c Teleportation 8
4d Water 9
4e Stone block 2
5a Arrow 4
5b Simple pit 11
5c Pit with vipers 6
5d Light 0
5e Stone block 2
6a Acid 5
6b Fireball 10
6c Spear 7
7 Light 0

2.14.1.2 Minotaur Emperor M

Level: 1, DV: 50, PV: 35, Hits: 420, Attacks: 4, Damage: 3d20+30, Speed: 140.
The Minotaur Emperor is surrounded by four minotaur mages which are able to cast confusion. The mages are vulnerable to Stun Ray which stops their confusion attacks and leaves them vulnerable. The Minotaur Emperor is most easily killed with Web and missiles. Melee is ill-advised. When the Minotaur Emperor is killed, he drops several items which may vary. One example is:
    blessed axe of the minotaur emperor (+12, 3d20+16) [-6, +4]     [1200s]
    uncursed potion of strength                                        [4s]
    uncursed potion of cure corruption                                 [2s]
    blessed potion of cure corruption                                  [2s]
    uncursed spellbook of Slow Monster                               [100s]
    uncursed minotaur emperor corpse                                 [240s]
    uncursed topaz                                                     [1s]
Like all high-ranking minotaurs the emperor's corpse heavily confuses, decreases Willpower by -8 and increases Perception, Strength and Toughness by up to 3 each; but also corrupts (about 1 effect). A blessed greater ID of the Axe of the Minotaur Emperor reveals:
------------ axe of the minotaur emperor (+12, 3d20+16) [-6, +4] -----------

Weight: 1200s

When worn it modifies DV by -6 and PV by +4.

When used in melee combat it grants a +12 bonus to hit and causes 3d20+16
points of damage. When used as a missile it grants a -12 bonus to hit and
causes 3d16+6 points of damage.

It is very good at scoring critical hits in melee.
It grants resistance to confusion attacks.
Note the weight of the artifact axe. The weight of the artifact, combined with the extraordinary difficulty of the mazes, makes most players completely ignore this location. It is in no way necessary to complete the game.

In v1.2.0, the axe is 4d20+16 and also grants see invisible. The emperor also drops a random artifact, several potions of gain attributes and two more spellbooks.


Updated March 9th, 2013

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2.15 Rift

The Rift is a wilderness location found in the northwestern mountains, southeast of the dungeon containing the Tomb of the High Kings. The PC must meet several requirements in order to enter it:

If all these requirements are met, the PC will still most likely fall on the way down the Rift, destroying some equipment in the process. High Luck, the light and nimble corruption, and the very light corruptions are supposed to make the descent easier: in practice, they may only help in reducing equipment damage.

There are 27 checks. You have a chance to fall at each check and you always fall at least once. Chances not to fall:

If you fail all these checks, a counter is incremented. That counter is directly proportional to the health (1d8+2) and inventory damage done.

You can approximate this counter by the messages generated:

Always You slip...
  You fall...
x>5 ...for a long time...
x>10 ...a very long time...
x>18 ...almost an eternity...
Always *BLAMMMM!!!* (or "Blam!" if you have the little weight corruption).

It is not possible to bring artifacts only into the Rift, since a climbing set (and probably food, although enough might be found) is required. Therefore, it is a good idea to store the PC's extremely valuable items, such as scrolls of chaos resistance, in a safe place before entering the Rift. It is also a good idea to bring every bit of junk, such as missiles that do not stack, low quality armor and weapons, scrolls of ill fate, cure blindness and the like, low quality amulets, etc. along. These items are fodder for the RNG, which hopefully will destroy them rather than valuable equipment. Do not be too conservative and leave all good equipment behind, because the monsters in the Rift dungeon and especially the Sinister Library of Niltrias can be very nasty. Hopefully by this point, the PC has some decent artifact armor and weapons. A corollary is not to rush into the Rift too soon.

It is not necessary to visit the Rift dungeon or the Sinister Library of Niltrias to complete the game, and many who play non-spellcasters completely ignore it.

The whole point of entering the Rift is to gain access to the Sinister Library of Niltrias - see next chapter.

After the PC climbs (falls) down the Rift, he arrives in the Rift dungeon on RL3. The dungeon consists of nine levels, which are numbered in the opposite sense compared to every other dungeon in the game (the Tower of Eternal Flames is an exception) - RL1 is the bottom, while RL9 is the top. There is a guaranteed source of water-breathing at the bottom of the rift. An amulet/helm of water breathing is generated somewhere in a corridor. The item is always generated cursed. This dungeon features dangerous monsters - greater chaos servants, chaos mutants, elementals, greater elementals and higher level quicklings are not uncommon. Two up staircases will be found on RL5 or RL6. One leads to the higher Rift dungeon level, the other leads into the wilderness in a pass inside the unclimbable mountains. A short journey, which requires a climbing set, leads to the entrance to the Sinister Library of Niltrias.

2.15.1 Ratling Dealer r

Level: 1, DV: 30, PV: 0, Hits: 60, Attacks: 3, Damage: 1d6+1, Speed: 150.
If the PC was unlucky enough to have his climbing set destroyed during the descent through the Rift, another is available from a unique Ratling Dealer on the bottom level of the Rift dungeon, RL1. This NPC is nonhostile in an otherwise rather hostile environment. As a consequence, it is quite possible for him to be killed by other monsters. If the PC needs a climbing set from him, find him quickly and be prepared to pay 50,000 gold pieces for it.

The Ratling Dealer always asks for 50,000 gp or the whole amount of gold the PC is carrying, whichever is more. Drop any excess gold if you want to buy the climbing set from him.


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2.16 Sinister Library of Niltrias

Sinister Library of Niltrias map ######################################### ####### #..............................##......"# ###.....### #..............................##.##....# ##...#.#...## ####.................................##....# #####...........##### #.................................#####".."# #?....#.?...?.#....?# #.##..............................# ###### #####...........##### #######.##.#.#.#.#.#.#.#.#.#.#.#.#.#.#..# #?....#.?...?.#....?# #...G##.##..............................# #####...........##### #.<.....###.#.#.#.#.#.#.#.#.#.#.#.#.#.#.# #?....#.?...?.#....?# #....#### #.#.#.#.#.#.#.#.#.#.#.#.#.#.#.# #####...........##### ###.## #?#?#?#?#?#?#?#?#?#?#?#?#?#?#?# #?....#.?...?.#....?# #.# ############################### #####...........##### #.####################################################...?...?...# #........................................................#...#...# #######################################################.........## #.."##"......"##"......"##"............##"."####.# ##.......## #]...#...##".......##"......"##"."##"............# ######### ##################################################
Symbols: G - Ghost Librarian # - secret doors. This particular map shows the result when a non-spellcaster enters the Library. There are scrolls located in the two large rooms. A spellcaster will find only spellbooks. Note the guaranteed climbing set in the southwest corner. There will be a random dangerous monster guarding every spellbook and scroll.

The Ghost Librarian G is nonhostile (see the section below).

There is a certain amount of variation in the items found in the Library; this map was generated with a Wizard PC. The items in the eastern chamber and the large main room will be scrolls rather than spellbooks for non-wizards. This is a good thing, since scrolls are useful for all classes, while non-spellcasters are often unable to read spellbooks efficiently or at all. Note the ] in the southwest corner. It is a climbing set, which is required to get back into the Rift dungeon. Equipment may be destroyed while in the Library, so it is prudent to leave the climbing set where it is until the PC is finished with the rest of the Library. There will be monster guardians found on top of every spellbook or scroll. These monsters can be anything and are uniformly dangerous. Master lich, ancient dragons, quickling lord, frost giant jarl, stone giant lord, moloch and mimic hivemind were found among others. It is wise to bring dragon slaying ammo in case an ancient karmic dragon is generated. Likewise, demon slaying ammo or phase daggers are very nice to have in case a (greater) moloch is generated.

Wizards and Necromancers who visit the Library will find every spellbook available in the game, including Wish. Other classes will not. They find scrolls in the two large rooms and spellbooks in the small northeast room and the hidden passageway. Spellbooks can be destroyed while in the Library (by blue dragons, for example), so be careful with rare spellbooks.

2.16.1 Ghost Librarian G

Level: 1, DV: 55, PV: 0, Hits: 125, Attacks: 2, Damage: 3d10+1, Speed: 100.

The Ghost Librarian will bless the PC for 2000 turns if given a scroll or book.

The player should be careful to ensure the Ghost Librarian's safety. Since the librarian is non-hostile, the monsters that guard the stacks might potentially attack her. It's a good idea to use a wand of door creation to seal off the library's lobby. Even then, monsters that teleport or smash doors might potentially get in and kill her.

The Ghost Librarian is the source of an important artifact, the Weird Tome:

-------------------------------- weird tome -------------------------------- Weight: 100s When used in melee combat it grants a -4 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d2 points of damage.

In order to obtain the Weird Tome the PC must have Stealth at 100 and spend at least 2000 turns in the Library without Chatting to monsters. Wizards, for instance, can cast spells throughout their combat in the Library and, after vanquishing the monsters, read some spellbooks to pass time before Chatting to the Ghost Librarian. At that point the Ghost Librarian will reward the PC with the Weird Tome, which can be exchanged for five cursed scrolls of chaos resistance courtesy of the Mad Minstrel. Getting the Weird Tome sets Literacy to 100. If the PC Chats with the Ghost Librarian too soon, she responds with "Respect the Silence!" and the 2000 turn counter is reset. If 2000 more turns pass in silence, the Weird Tome can still be obtained.

It is impossible to read the Weird Tome. The message generated is:

This book is filled with strange texts written in weird letters. You have difficulties concentrating on the text. After a while you manage to focus your sight on the text. The text contains a strange collection of tunes, songs and instrumental pieces. It seems to be some kind of code, hinting at some ancient powerful magic, a scroll or something like that... You fail to decipher it.

Most characters who attempt to read the Weird Tome are Confused for a considerable length of time (20d100 turns). Do not try it in a potentially dangerous location! You can only read the Weird Tome if you are Bard, have both Literacy and Music at 100, have 50+ Willpower and 60+ Learning.

The 2000 figure for the turns spent without Chatting may not be an absolute. There may be a die roll for a very small chance that a PC will be unable to get the Weird Tome no matter the length of the wait.

If the Weird Tome is given to the Mad Minstrel, he will reward the player with 5 cursed scrolls of chaos resistance.

Research on the Weird Tome is far from complete. See section 5.5 for details.


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2.17 Stone Circle

Stone Circle - color map ...........................................################################## ...........................................################################## ...........................................##################################### ......................T..................### ####........j### #### ...........T...........................### #######..j...........##### #### .....................................### ####j......................j## #### ..........................T........### #............................## #### ....................................# ###...........................## #### ........T..........................####### #............W................## #### ..................................###....#####...........................j# #### .................................h#...##.....#..........................### #### ...............T....................########.#.........................## #### ................................h#### #C.C.......................j## #### ....................................#### ####......................############ .......................................### ##................####.##.....##### ...........T...............T.............### ###j..........j### #.....0...#### ...........................................#### ############## ####.....##### ..............................................################################## ..............................................############################### ..............................................###############################
Symbols: W - Keriax, the multi-headed chaos dragon C - annihilators h - chaos knights j - writhing masses of primal chaos 0 - corrupting pool

The Stone Circle is located in the northwest part of the wilderness map. It can only be entered by PCs who have satisfied the Demented Ratling (section 3.5.8). Furthermore, it can only be entered during very last hour of Darknight, between 23:00 and 00:00 (press Ctrl-e). The best tactic is to wear seven league boots and walk in wilderness squares next to the Stone Circle. Keep a very close eye on the clock and note how much time each move takes so you can calculate your steps exactly. The message "One of the monoliths seems to contain a shimmering portal." is generated when the PC stands on the Stone Circle square when it is eligible for entrance.

The Stone Circle is located on a plain. There is an entrance tunnel guarded by two chaos knights who should not be a problem for a PC at this level. The doorway into the circle is guarded by two annihilators, who can annoyingly destroy the PC's equipment. Ideally the PC should be invisible and destroy them from a distance. The alternative should be to hit them as hard as possible with the best melee attack available.

There is a unique pool inside the Stone Circle. Drinking from it results in the message "You feel altered in an eerie way." It always causes ~2 corruptions.

Stone Circle monsters stats

Chaos knight: Level: 1, DV: 20, PV: 15, Hits: 110, Attacks: 1, Damage: 5d5+6, Speed: 110.
Annihilator: Level: 1, DV: 24, PV: 15, Hits: 82, Attacks: 1, Damage: 1d50, Speed: 100.
WMoPC: Level: 1, DV: 35, PV: 3, Hits: 40, Attacks: 6, Damage: 2d6+4, Speed: 100.

2.17.1 Keriax, the multi-headed chaos dragon W

Level: 1, DV: 50, PV: 50, Hits: 610, Attacks: 5, Damage: 6d12+12, Speed: 120.
The circle itself contains Keriax in the center with eight writhing masses of primal chaos scattered about the walls of the room. It is important to dispatch Keriax quickly, as he has a variety of very nasty attacks. He is able to breathe bolts including corrupting bolts, confuses the PC and drains attributes if engaged in melee. His melee attacks are not corrupting, although he has five attacks per round and uses poison. He has one of the strongest confusion attacks in the game, regularly confusing high Wi PCs with confusion resistance. He is vulnerable to confusion himself, however. He is vulnerable to the Acid Ball spell, stunning, paralyzation and dragon slaying ammo. Potions of blindness, invisibility and cursed potions of invisibility work on him. Killing him from a distance is highly recommended. His corpse grants large increases to Strength, Toughness, Mana and Perception, but also causes massive corruption - about 8 corruptions. If he is killed late in the game and a PC needs corruptions for an Avatar of Balance or Ultimate Chaos God ending, this is one way to get them quickly.

The objective here is the Crown of Chaos, which Keriax holds. As with all parts of the Chaos Trinity, it corrupts the PC merely by carrying it. Put it someplace safe until it is needed.

------------ Crown of Chaos (-6, -6) [+0, +15] {Ma+10} (+10 spd) -----------

Weight: 500s

When worn it modifies DV by +0 and PV by +15.

When used in melee combat it grants a -6 bonus to hit and causes 1d3 points
of damage. When used as a missile it grants a -6 bonus to hit and causes 1d3
points of damage.

It modifies your mana attribute by +10.
It contains the essence of Chaos and Corruption.
It modifies your speed by +10.
It grants bad luck.
It grants resistance to petrification.
Wearing it makes you doomed.
It grants resistance to death attacks.

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2.18 Quickling Tree

Quickling Tree map ##### ##### ############## ###...### ##...# ##### ##### #............# #...#...## ##..#.## #...# ##...# ########### ###########..# ##..####..# #..##..## #.#.###..#.## #pp.....pp# ###....## #...## #.## #..###..# ##.#..##.##..# #pp.....pp# ##...#### ###..###..# ##.###.## #..##.##.###.## #....<....# ###....# #..###..## #..##..# #.###.#..# #..# #pp.....pp# ####....######## #..####..# #..###.# ##.# #...## ##.# #pp.....pp# #....#######...# ##..##..## ##..#..# ##..# ##..# #.############## #.............## ##....## ##...## #...# #..# #...#..##pppppp# ############### ###### ##### ##### #### ###########pppppp# #.# #.#################.###########.################.# #ppp.......pppppp# #.# #.#...............#.#.........#.#..............#.# #pp..............# ###########################################################p..............p# #pppppppppppp####pppppppppppppp####pppppp###ppppppppppppppp..............pp# #pppppppppppp....pppppppppppppp....pppppp...............................ppp# #pppppppppppp####pppppppppppppp####pppppp###ppppppppppppppp............pppp# ############## ################ ######## #################################
The guaranteed quicklings are: p - quicklings p - quickling lords p - quickling king p - quickling queen There will be some additional quicklings wandering about. The #s are secret doors.

The Quickling Tree can be found in any portion of the forested wilderness west of the river. This means that a PC should search for it in a convenient place, such as next to the Mad Minstrel's clearing. It can be found at any time, but to actually enter it usually requires two corruptions: the extremely thin and nimble and the very light corruptions. This is because the PC must weigh no more than ten kilos to enter the tree. Hurthlings are often an exception: they can enter the Quickling Tree with only the thin and nimble corruption (which is required under any circumstances). Also, the weight of the PCs inventory is limited to 160 stones. This means eternium plate mails, crowns of leadership and the like are not going to be useful. In fact it is worth picking up any light armor the PC finds throughout the game and identifying all of it at some point in case any of it is useful in the Quickling Tree.

Quicklings use hand crossbows and dark elven quarrels (tiny quarrels) as missile weapons and drop them as they are killed. Some prior experience with crossbows is therefore useful. Quicklings fall fairly easily in melee, with missile weapons or using magic. They are just very, very fast. Only the king and queen see in darkness and see invisible.

The whole point of entering the Quickling Tree is to eat the corpses of the quicklings as they are killed, which provides speed bonuses. There are plenty of corpses generated for a PC with a good Food Preservation skill, so an amulet of hunger or stomacemptia herbs are useful in the tree. As would be expected, the higher level quickling corpses give better speed bonuses, so the quickling lord corpses should be eaten first. The tree contains a quickling king and quickling queen, whose corpses provide the best speed bonuses if they are generated, but they also shorten the PC's life span. This is where those potions of longevity come in handy for races with relatively short life spans.

Monsters generated in the Quickling Tree are: 75% quickling, 20% quickling lord, 3% quickling king, 2% quickling queen.

Quickling Tree monsters stats

Quickling: Level: 1, DV: 25, PV: 0, Hits: 10, Attacks: 1, Damage: 1d4, Speed: 400.
Lord: Level: 1, DV: 35, PV: 0, Hits: 10, Attacks: 1, Damage: 1d4, Speed: 700.
King: Level: 1, DV: 50, PV: 0, Hits: 10, Attacks: 1, Damage: 1d4+2, Speed: 1000.
Queen: Level: 1, DV: 60, PV: 0, Hits: 6, Attacks: 1, Damage: 1d4, Speed: 1200.

If it is desired, the PC may tunnel directly south from the entrance room into the room containing the high level quicklings. Time passes very quickly in the Quickling Tree. It is not unusual to enter on day 70 and find that it is day 140 upon emerging. This means the 90 day limit has passed and background corruption will become faster. Ideally a PC will do the Quickling Tree right before the final dive to the lowest levels of the CoC.

The original quickling queen stands on a pair of artifact boots, the Boots of Great Speed, greater identified as follows:

Quickling Tree's artifact

------------------ boots of great speed [+5, +0] (+30 spd) -----------------

Weight: 20s

When worn it modifies DV by +5 and PV by +0.

When used in melee combat it grants a +0 bonus to hit and causes 1d3 points
of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2
points of damage.

It contains the essence of Chaos and Corruption.
It modifies your speed by +30.
It grants bad luck.
Wearing it makes you doomed.

(In v1.2.0, the boots grant +100 speed.)


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2.19 Unicorn Glades

Guth'Alak, the druid in Terinyo, will reveal the location of the Greater White Unicorn's glade once the PC reaches experience level 30, regardless of the PC's alignment. He asks the PC to search a beautiful park in the central forest for a good and noble creature in need of help. Upon returning to the central forest, the glade appears as a green asterisk near the Old Barbarian's clearing. It is described as "A beautiful park." prior to entering.

2.19.1 Yrruir, the greater white unicorn U

Greater White Unicorn's glade - color map ................................................................................ ................................................................................ ................................................................................ .....T................TTT.............T........TTTTTTT......T................... .....................TTTTT.................TTTTTTT...TTT..............T......... .........T.............T.......TTTTTTTTTTTTTTT...TTTTTT......................... ............................TTTTTTT.TTTTTTTTTTTT....TT.......................... ..........................TTTTTTTTTTTTTTTTTTTTTTTT.............T................ ..................T...TTTTTTTTTTTTTTTT.========TTTTT............................ ..........T.........TTTTTTTT.TTTTTTTT....=====TTTTTTT........................... ...T.................TTTTTTTTTTTTTTTTT.....======TTTT.....T.........TT.......... ........................TTTTTTTTTTTTTTT.....=====TTT............................ .........................TTTTTTTTT.TTTT...======TTT..........T.................. ..........T........T........TTTTTTTTTTTTTTT===TTTTT............................. .........................TTTTTTTTTTTTTTTTTTTTTTTTTTTTTT......................... ..............................TTTTTTTTTTT.TTTTTTTTTT..................T......... ....T................T...............TTTTTTTTTT................................. .............................................................T...U.............. ................................................................................ ................................................................................

The monster is:

U - Yrruir, the greater white unicorn

          

After entering the glade, Yrruir can be found teleporting around randomly. Despite the fact that Guth'Alak reveals this location regardless of alignment, Yrruir generally attacks PCs with chaotic alignment on sight. There have been rare and scattered reports of chaotic PCs who were not attacked. Yrruir will not attack a lawful PC even if she is attacked by them. When Chatted with, Yrruir explains that the forces of Chaos have stolen a part of her life essence and forged it into her evil counterpart, manifested as a Greater Black Unicorn. Yrruir asks the PC to kill her counterpart in order to regain the stolen life essence and restore her full powers. If the PC is successful, Yrruir rewards the PC with an offer to cleanse all corruption once and only once. A player who completes this quest has to carefully decide when to take advantage of Yrruir's offer. If the PC is badly corrupted prior to entering the lowest parts of the CoC, it will probably be necessary to have all corruption removed before the endgame. However, it is best to have Yrruir remove all corruption as the last thing the PC does before leaving the Drakalor Chain, if the player is concerned with receiving the highest possible score and happiest future history after finishing.

Yrruir, the greater white unicorn stats

Yrruir: Level: 1, DV: 75, PV: 20, Hits: 400, Attacks: 1, Damage: 8d12+16, Speed: 100.

2.19.2 Riurry, the greater black unicorn U

Greater Black Unicorn's glade map ................................................................................ ................................................................................ ................................................................................ .....T................TTT.............T........TTTTTTT......T................... .....................TTTTT.................TTTTTTT...TTT..............T......... .........T.............T.......TTTTTTTTTTTTTTT...TTTTTT......................... ............................TTTTTTT.TTTTTTTTTTTT....TT.......................... ..........................TTTTTTTTTTTTTTTTTTTTTTTT.............T................ ..................T...TTTTTTTTTTTTTTTT.========TTTTT............................ ..........T.........TTTTTTTT.TTTTTTTT....=====TTTTTTT........................... ...T.................TTTTTTTTTTTTTTTTT.....======TTTT.....T.........TT.......... ........................TTTTTTTTTTTTTTT.....=====TTT............................ .........................TTTTTTTTT.TTTT...======TTT..........T.................. ..........T........T........TTTTTTTTTTTTTTT===TTTTT............................. .........................TTTTTTTTTTTTTTTTTTTTTTTTTTTTTT......................... ..............................TTTTTTTTTTT.TTTTTTTTTT..................T......... ....T................T...............TTTTTTTTTT................................. .............................................................T...U.............. ................................................................................ ................................................................................
The monster is: U - Riurry, the greater black unicorn

Riurry can be found in a corrupted glade just east of Yrruir's glade. As an evil chaotic being, he of course offers rewards if the PC kills Yrruir when Chatted with. If the PC then returns to Yrruir, she is warned not to listen to Riurry's evil babbling. Killing Yrruir at this point will result in a significant alignment drop, of course, but causes no other noticeable effects. The PC does not lose the Lucky or Fate smiles intrinsics, nor does she gain the Cursed or Doomed intrinsics. Returning to Riurry and Chatting results in being rewarded with 1-2 corruptions, a blessed amulet of chaos and 3d3 uncursed potions of gain attributes. The player has to decide which path to take. The potions of gain attributes are a significant reward. If the player is going for an Ultimate Chaos God ending, it seems logical to accept Riurry's quest. Other PCs may choose this quest if corruption is either not a problem or desired for chaos gate entry. The alignment drop may also be useful for becoming chaotic around experience level 30 in order to receive Gaab'Baay's quests, for those PCs attempting an ultra ending.

Riurry, the greater black unicorn stats

Riurry: Level: 1, DV: 60, PV: 18, Hits: 666, Attacks: 1, Damage: 8d6+12, Speed: 100.


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2.20 Scintillating Cave

The Scintillating Cave is a cave that appears in the northwest section of the map (next to the Minotaur Maze) once the player has completed the quest to kill Filk, the quickling bard.

The Scintillating Cave features eight cavernous levels, with all the inherent dangerous associated with these, including open tension rooms, and high monster generation featuring very dangerous monsters: ancient karmic dragons, greater molochs and emperor lichs are common. It is best to simply get to the down staircases as quickly as possible unless the PC is an absolute walking tank by this time. All of the levels of the Scintillating Cave feature a dangerously high corruption rate, so it is generally not advised to spend inordinate amounts of time fighting monsters here. The last level is particularly corrupting, is not cavernous, and is home to the powerful Emperor Moloch. Killing the Emperor Moloch will give the player the crumpled scroll, which is necessary to obtain the Trident of the Red Rooster. Note that the crumpled scroll is not an artifact, and thus is vulnerable to damage from fire, water, etc. It is recommended that the player read the crumpled scroll at the earliest opportunity, since this will allow the crumpled scroll to be rewritten using a magical writing set.

Altars may occasionally spawn in the Scintillating Cave; however, these may also be destroyed by rampaging molochs.

2.20.1 Emperor Moloch

Level: 1, DV: 3, PV: 200, Hits: 1395, Attacks: 1, Damage: 36d12+12, Speed: 85.
Emperor Moloch is the guardian of the crumpled scroll. He is by far the physically strongest and toughest monster in the game, with a PV of 200 and the capability to deal hundreds of damage in a single attack. Engaging him in melee is thus extremely risky. Since like all molochs he punches through armor, the PC's only defense against his attacks is DV; having extremely high HP is also a must for the PC. Phase daggers, or even better a weapon with the 'of penetration' suffix, might be necessary to damage him; these weapons should be blessed to further increase damage output. Otherwise the PC will need a powerful weapon of demon or humanoid slaying, high effectivity ball spells or greater telekinetic blast. In addition, the level he resides on is massively corrupting. He must be killed quickly or lured off the level.

Whilst it is possible to kill the moloch in straight up melee combat, ranged tactics may be a good idea for PCs lacking stellar endurance and/or Strength scores; particularly since the moloch is easy to outrun and has no ranged attacks. He is immune to fire and cold, though; and presumably has a high chance to shrug off other magical bolts. PCs relying instead on archery should use their stocks of blessed penetrating ammo against him.

Note that a wish for "emperor moloch", whilst he is still alive, will instead spawn about 20 hostile greater molochs. It is also worth noting that as well as the crumpled scroll, the moloch is also guaranteed to drop his moloch armor when slain.

----------------- moloch armor (-8, -16) [-32, +50] {Dx-20} (-20 spd) -----------------

When worn it modifies DV by -32 and PV by +50.
When used in melee combat it grants a -8 bonus to hit a causes 3d10 points of damage.
When used as a missile it grants a -16 bonus to hit and causes 3d10+2 points of damage.

It modifies your dexterity attribute by -20.
It modifies your speed by -20.
It grants immunity to fire.

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2.21 Ice Queen Domain

The Ice Queen Domain is a ten-level domain located to the west of the Tower of Eternal Flames. The shorthand name of it is IC. It can be accessed by any character as soon as (s)he reaches experience level 15. There are seemingly no other requirements.

Throughout the whole location the following effects are active:

Unlike with usual dungeons the levels in the Ice Queen Domain normally are not connected with the stairs and instead the PC has to cross each level to the other side in order to reach the next one. Some levels have multiple open borders which typically lead directly to the wilderness and can be used as shortcuts. However, the architecture of the levels is straightforward enough for the player to identify the right path.

The following creatures can be found on Ice Queen Domain:

2.21.1 The Moat House Area (IC: 1)

The first level features the entrance to the ice queen's castle. The entrance is guarded by two hostile snow golems who have interesting feature of respawning every time the player enters the location. They are relatively tough but can be dealt with missiles and magic; as killing them gives a nice amount of experience (comparable to the rewards for killing steel golems), some players consider them as an easy farming target, although such tactic presumably has consequences (at the very least, it contributes to the aforementioned increase in freezing damage).

The level then features a long corridor to the western side of the map. The two big halls behind the doors on the north and south sides are packed with ice statues. Each hall has a door on its west side, leading to a small treasure chamber. Each spot within these chambers contains several hundreds of gold pieces and often a valuable piece of equipment.

2.21.2 The Small Court (IC: 2)

The second level contains no monsters and features a large empty corridor (with an opening in the western part filled with traps) connecting east and west side and two hidden pathways. Only the upper pathway is accessible — its entrance can be found by 's'earching for a secret passage. This pathway leads to a down staircase to the dungeon level. By traversing the dungeon level and surfacing trough its second staircase the PC can reach the second secret pathway of IC:2. The second pathway ends with a dead end and a stack of items useful for the Tower of Eternal Flames (or the Tomb of the High Kings) — a ring of fire resistance and a wand of cold.

Using a wand of trap detection or Detect traps skill is highly advised to traverse the trapped area as it contains nasty ceiling traps (instead of teleport traps) which may inflict heavy item destruction.

2.21.3 The Dungeon (ICD)

The dungeon level is the only location within the Ice Queen Domain that is generated randomly. Likewise, it may feature random monsters aside from the usual ice inhabitants. It has been noted by multiple players that a small number of out-of-depth monsters (like balors and quickling queens) seems to be a guaranteed feature of the dungeon level.

The dungeon level features two up staircases, both of which lead to the IC:2 level described above. Aside from that and severe freezing effects (that target the PC and other random monsters in this place up to the point of killing them outright), this level seems to behave like any normal dungeon level. It is, however, unknown whether any dungeon features can appear there. Unlike the surface levels the teleportation is allowed in the dungeon.

2.21.4 The Training Grounds (IC: 3)

When the PC reaches the third level (s)he will stumble right in a battle between an army of fire and an army of ice. The ice army consists of the usual inhabitants of the Ice Queen Domain and starts in the northwestern corner far from player. They are initially peaceful to the player. The army of fire consists of red dragons, fire giants, fire giant kings and fire elementals, and starts in the southeastern corner near the player. The fire army is standing on the heaps of rocks, presumably after the monsters have just broken through walls. Note that the PC can exit through the south of the level where the army of fire presumably entered; doing so will lead directly to the wilderness. Despite the fact that fire warriors are hostile to the player they initially ignore him/her and rush to attack the ice army. Fire monsters are generated enraged which make them increasingly dangerous to fight (especially fire giant kings).

Usually the ice army ends up victorious (the outcome is heavily dependent on how efficient ice vortices are in taking out fire creatures) and will wander around the level oblivious to the PC. However, picking up any items will instantly anger ice creatures in the vicinity of the PC and prompt them to attack.

In a rare case when the fire army ends up victorious it will immediately turn on the PC. Due to the open design of the level, restricted teleportation and enraged status the fight can be extremely dangerous. Luckily, no creatures in the fire army see through invisibility. If the PC is invisible, there is no need to actually fight the fire creatures; eventually, they will all freeze to death due to the environment, at which point the level will be empty and all the loot can be safely picked up without fear of retaliation.

2.21.5 The Grand Hallway (IC: 4)

The fourth level features a single square frozen lake at the center of which stands an enchained chaos diplomat. When talked to, he will give a quest to kill the Ice Queen. The quest is given regardless of the PC's alignment, although the chaos diplomat seems to complain if the PC is lawful.

The ice on the lake is sturdier than normal ice bridges and will hold up to 3000 stones of weight. Due to the design of the level characters without the Swimming skill can end up in a very dangerous situation if they fail to assess the location right away. It is thus recommended to use sources of water breathing intrinsic or drop items in a safe location (IC:3 is a bad choice for it as picking up items dropped by the PC will nevertheless enrage the remains of the ice army).

2.21.6 The Inner Courtyard (IC: 5)

The fifth level continues with several tiles of frozen water (thus necessary precautions should be taken) and features a large zigzag-like corridor. On the east side of the level there is a hostile named berserker prince who will shout insults at the player and immediately moves to attack. After a number of turns (additional testing is required to determine whether the following effect is triggered after a specific number of turns has passed or a specific border is reached by the berserker prince) he will unlock the southern wall releasing 200 monsters from the secret room. The monsters released are of high danger, including ice vortices and ancient white dragons and considering the open-spaced type of the level and inability to teleport may be lethal to some PCs. If the prince is killed quickly (invisibility helps with this immensely), the trap can be avoided entirely.

The eastern part contains a number of berserkers and yetis (which are blocking the path to the next level). If the PC is invisible both berserkers and yetis can be avoided entirely by switching places with them (although the monster which was displaced will be able to track the PC).

2.21.7 The Frozen Garden (C: 6)

The sixth level features a forest filled with yetis. The yetis are neutral by default and do not move but will attack the PC should he or she come closer to them. Trees in the forest can be chopped down seemingly without consequences.

2.21.8 The Prison Section (C: 7)

The seventh level has two features — a guaranteed forge and a number of prison cells. Room doors (but not the prison cell doors) are guarded by ice statues which are, however, oblivious to the PC and any actions (s)he undertakes.

The forge is located in the room in the southeastern corner.

The prison occupies the top part of the map and consists of 1x1 cells. Every cell is located behind a locked (but never trapped) door. Most of the cells contains only bones but some contain living monsters. When the PC releases them, some will be grateful for that and join him/her as companions but most will try to kill the PC before fleeing.

The entrance to the next level is on the southern side.

2.21.9 The Grand Antechamber (C: 8)

The eight level is a large open space similar to the Big Room. As the in-game description implies there are multiple hot springs located throughout the level (along with water tiles). Combined with freezing temperatures of the Ice Queen Domain hot springs create a unique environmental effect — constant powerful wind gusts that have the ability to blow out PC's headgear and any item equipped in his/her hands as well as a chance to throw the PC one tile in the random direction. Characters without Swimming and water protection will suffer all negative effects if they are thrown on a water tile.

There are no monsters on the level and no other features except the multiple water tiles.

The entrance to the next level is on the western side.

2.21.10 The Throne Room (ICT)

The final level is the main hall featuring the ice queen herself and lots of invisible stalkers. The ice queen will give non-chaotic her three quests which, like Thrundarr's, must be completed (and are given) in sequence.

Note that the invisible stalkers may be attacked without consequences (besides alignment drop). Attacking one will not make the others or the ice queen herself hostile. the alignment drop can be, apparently, negated by shooting past the stalker itself.

2.21.10.1 Ice Queen

Level: 1, DV: 40, PV: 10, Hits: 527, Attacks: 1, Damage 21-40. Speed: 103.

The ice queen rules over her domain in the west side of the Drakalor Chain. She gives quests, each of which involves vanquishing a follower of Chaos, to PCs of lawful or neutral alignments. She will not speak with chaotic PCs, except to request that they repent their ways.

The chaos diplomat will ask the PC to kill the ice queen. She is a tough opponent, possessing a lot of hit points and being able to quickly regenerate. She is also somewhat dangerous in melee since she has a paralyzing attack that is more powerful than those used by master mimics, though at least she is not as fast as them. Her arsenal of spells include summoning snow golems and ice statues, confusion, cursing the PC or their items, and a cone of cold spell (though the PC should already be adequately prepared for the latter). Note that fire spells cannot be used on her due to the nature of her environment, and she is immune to cold spells (as might be obvious). Killing her removes the icy spell that damages the PC and his/her inventory from the domain.

The ice queen is apparently the estranged wife of Yggaz, or so the fool himself claims. He will complain about her the first few times he is chatted with, giving clue to the player about her location, and will also mention her amongst his other babblings.

2.21.10.1.1 Ice Queen Quests

The ice queen will assign three quests, each one of which has to be completed before the next is assigned. Each of the three quests involves bringing a follower of Chaos to justice. The PC must be at least level 15 to access the Ice Queen Domain. The quests will not be given if the PC is chaotic.

2.21.10.1.1.1 First quest: Kill Haggar

The first quest is to kill Haggar, who is found in the Frost Giant Jarl Caves. The caves will not appear until this quest is taken. PCs taking on this quest will not only have worry about defeating Haggar, who is a very strong opponent, but also the hazardous path to facing him since the caves contain powerful frost giant berserkers as well as other quite high DL monsters. The ice queen will reward the PC with 4 potions of cure corruption, and also blesses him/her (though this effect wears off eventually).

2.21.10.1.1.2 Second quest: Kill the chaos diplomat

The ice queen's second quest is to kill the chaos diplomat, who is found in the fourth level of her chambers. Please note that if you kill the diplomat before receiving the quest, you won't get the useful reward.

The ice queen will reward the PC with stat increases of +2 Strength, +2 Willpower and +2 Toughness.

2.21.10.1.1.3 Third quest: Kill Hotzenplotz

The ice queen's third quest to kill Hotzenplotz the crime lord. Note that this is exactly the same as a quest that Tywat Pare gives out, with the same reward.

The ice queen will give the PC an amulet of order.

2.21.10.1.1.4 After the quests

If all three quests have been completed, chatting with the Ice Queen produces the message "There will be more for you to do... come back at a later point."

However, as of Adom r66, there is no other quest given by her.


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2.22 Frost Giant Jarl Caves

The Frost Giant Jarl Caves, named after its in-game handle "FGJC", is a six-level dungeon that (along with the Ice Queen Domain) made its first appearance in ADOM v. 1.2.0. In order for it to appear, the PC must take the quest to kill Haggar from the ice queen.

The dungeon as a whole is rather dangerous, at least for many level 15 PCs (which just need to talk to the ice queen for the dungeon to become available). The levels contain many frost giants and frost giant berserkers, as well as other quite strong creatures of cold including white dragons and frost salamanders. The danger level of the dungeon seems to be quite high, with monsters such as ogre kings and even berserker emperors and molochs occasionally found in later levels in it. Still, PCs that are adequately prepared to take on such strong monsters can find the cave to be a great way of gaining some levels before the mid-game events (particularly the Tower of Eternal Flames).

The first four levels of the dungeon are generic levels, which can generate some common dungeon features such as tension rooms, altars and ant nests . The fifth level always generates a greater vault, which along with its many rewards can be very dangerous to PCs that are inadequately prepared.

The last level contains a unique lesser vault, in which Haggar is found. As with any frost giant jarl, Haggar is very strong and the PC is best off dealing with him with any fire-based magic they can use. He is guarded in the vault by white baby dragons, frost giants and frost giant berserkers.

2.22.1 Haggar

Level: 8, DV: 40, PV: 24, Hits: 350, Attacks: 2, Damage: 11-55. Speed: 105.

Haggar is a named frost giant jarl, found in the Frost Giant Jarl Caves (to which he gives its name). The ice queen will assign a quest to lawful/neutral PCs to kill him. As a servant of Chaos he has corrupting attacks, but otherwise he is just like other frost giant jarls.

Haggar may leave an ordinary corpse of a frost giant jarl when killed. Eating it may increase the PC's Strength.


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2.23 Random Dungeons

Random dungeons are a feature introduced in ADOM version 1.2.0. Entrances to these dungeons are located in the wilderness but their actual positions vary throughout different games. Some of the dungeons may be generated in the north-western part of the Drakalor Chain and thus may require a climbing set to reach.

Currently, 6 random dungeons seem to appear in every game. Unlike entrance locations, their (shorthand) descriptions, depth, and DL ranges are fixed.

The following table highlights specific properties of the 6 dungeons:

Description Abbreviation Depth DL Special features
Moldy dungeon R1 5 Low 5th level can contain the Tome of donors, 4th level is always a shifting level
Shadowy dungeon R2 12 Low  
Sinister dungeon R3 5 Medium  
Ancient dungeon R4 13 High  
Putrid cave R5 3 Low Some or all levels are cavernous
Crumbling dungeon R6 7 Very High  

2.23.1 Tome of donors

The tome of donors is a guaranteed artifact book that may be read to gain a random beneficial effect.

------------------------- tome of donors ------------------------- When used in melee combat it grants a -4 bonus to hit and causes 1d8 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d8 points of damage.

It is generated on the final (5th) level of the moldy dungeon, if it is entered before the character reaches level 14. Once the character reaches level 14, a useless ruined libram is generated instead. It is guarded by a somewhat experienced stone golem along with a pile of 9016 gold pieces.

If the tome is cursed, or the character is cursed or doomed, reading may not have any effect. Once read, it cannot be read again for a number of turns; this number increases the more times it is read.

In its unidentified form it is described as the lavish libram.

Reading the tome for the first time produces the following description:

You seem to have discovered the legendary tome of donors. This tome is said to collect the legends of all Ancardian heroes that donated their blood, souls and lives in order to ward off past incursions of Chaos. Some succeeded, some failed, but they have all become legends. You start paging through the tome and discover a story...

This text does not appear on any consecutive readings.

If the tome is currently "locked", attempting to read it will produce the following message: You fail to open the tome of donors. It seems to be locked by some unknown force!

Successful reading of the tome will provide a randomly generated message mentioning one of the many characters names, supplied by the participants of the ADOM Resurrection campaign. The message has the following structure: You read <story type> of <character name> who <story>.

The following story types are available:

The following story types are available:

The following stories are available:

Successful readings of the tome of donors are followed by the description of the effect bestowed.

2.23.1.1 Possible Effects

MessageEffect
You fail to open the tome of donors. It seems to be locked by some unknown force!None. Not enough turns have passed to gain an effect.
You suddenly feel well prepared!PC gains multiple intrinsics: fire, cold, acid, paralysis, death ray, confusion resistances.
You learn a lot!PC gains some experience points.
You feel well looked-upon by the gods!PC gains some piety.
Your health increasesPC gains +1 Toughness.
You feel much sharper after reading this.PC gains +10 speed.
You feel greatly hardened by the forces of life!PC gains a minor increase to maximum HP.
You feel blessed!PC gains temporary blessing.
Your muscles feel strongerPC gains +1 Strength.
You feel refreshed!PC is healed and gains +1 Toughness.
Your looks improvePC gains +1 Appearance.
You feel bolder!PC gains +? Strength and Willpower
You feel studious A lot!PC gains +? Learning.
You fell well-educated by this.PC trains some skills (causing natural skill increase after some time).
Your health increases A lot! PC gains +?? Toughness.
Your senses sharpen A lot!PC gains +?? Perception.
You feel very self-confident A lot!PC gains +?? Charisma.
Your movement are getting swifter A lot!PC gains +?? Dexterity.
Your will seems inflexible A lot!PC gains +?? Willpower.
Your muscles feel stronger A lot!PC gains +?? Strength.
You feel more in touch with the world A lot!PC gains +?? Mana.

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Caverns of Chaos - graphical navigation

^^^^^~~~~~~TT..TTTT..~~^^^~....TT.T...*...TTT..~^~~..TT.T.~~~~~~^^^^^ Wilderness | / \ S D D:1-2 Split \ / | D:3-5 Arena | D:6-7 Big Room | D:8 Si | D:9-11 Dwarftown | \ | Ogre Cave D:14 Split | / \ D:15 Animated Forest Dwarven Halls (2 levels) \ / | D:16 Khelavaster | D:17-18 CoC Graveyard | Dwarvish Stone Portal | D:19-20 Water Temple | D:22-24 Banshee | D:26-28 Wall of flames | D:29-30 Eternal Guardian | D:30-31 Casino | D:32 Shortcut to the surface | D:33-34 Battle Bunnies | D:35-36 Cat Lord | D:38-42 Air Temple | D:42-46 Earth Temple | D:46-47 Split /\ Unreal Caves (6 levels) / \ / \ UC:4 Sharad-Waador \ /\ \ Blue Dragon Caves (5 levels) / \ \ / \ \ DL:5 Srraxxarrakex | D:48 Elemental Anomalies | \ Mana Temple \ \ D:49 Frictionless Ice | D:50 Metaplane | ChAoS Gate | ChAoS Palace of Andor Drakon

Updated March 8th, 2013

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3.1 Early levels of the Caverns of Chaos (CoC)

The early levels of the CoC should not be a problem for PCs that manage to make it this far. They are comparable in difficulty to the Village Dungeon or the Unremarkable Dungeon. It is never wise to become overconfident, however. Even these levels may contain lesser vaults, tension rooms and named artifact guardians. There may be a split in the early dungeon levels of the CoC. Two down staircases may be available. This is by no means guaranteed.

When two down staircases are found on D: n (n=1 or 2), the level D: n+1 has a roughly 50% chance of containing a lesser vault. The level S: n+1 will never contain a vault. This suggests the S level may stand for 'S'afe or 'S'hortcut.

The main objective in the early part of the CoC is to find the Arena. More about the Arena level is found in the next section 3.2.


Updated July 11th, 2005

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20th opponent - Remaining opponents - Dak - Ratling traders - Ratling rebel - Cats in the Arena

3.2 Arena

Arena map ########### ########### ####################################### #.........# #.........# #........r............................# #....>....###########...<.....########................................r....# #........./........./........./.................................r..........# #/####################################...................r.................# #.# #...............r.....................# ###/##### ######### #................................r....# #.......# #.......# #..........r..........................# #.......# #.......# ######### #.....................................# #.......# #.......# #.......# #...###############@###############...# #.......#######.......###.......# #...#.............###.............#...# #......./...../......././.......# #...#.............................#...# #########################.......# #.r.#.............................#...# #.......# #...#.............................#...# ######### #...###############################...# #..............................r......# #.........................r...........# #######################################
The monsters are: @ - Dak, the arena master (always at the entrance to the Arena) r - ratling rebel r - ratling traders The left side of the level is random.

The Arena level is found on D: 3-5. It can be immediately recognized by repeated messages saying "You hear the ecstatic cries of a large crowd!" As might be expected at a huge attraction like the Arena, there are vendors selling items on this level.

The Arena itself is for combat practice, with the rewards for a successful fight being gold pieces. The rewards get larger as the PC wins more fights. A PC should not fight more than nineteen times in the Arena before descending to deeper levels of the CoC. This is because she will encounter an NPC later (see 3.5.3.1) who assigns a quest to win the 20th Arena fight.

3.2.1 20th Arena opponent

The 20th fight will be against a named former champion. These opponents are more difficult than the standard Arena opponents. There are four possibilities:

Possible 20th arena opponent
Opponent Race Remarks
Li-Hon-Kay ogre magus uses Invisibility and Frost Bolt, regenerates; alternate name Li-Han-Kay
Spardakius minotaur brute force
Ripclaw troll brute force
Bonk hill giant brute force

Li-Hon-Kay can be particularly annoying and dangerous. PCs without cold resistance and the ability to see invisible will probably not survive a fight with Li-Hon-Kay. Fortunately, cold immunity and the ability to see invisible are granted by the Ancient Mummy Wrapping, an artifact armor held by Rehetep, the Mummy Lord (see section 2.9.2.1). Players who want to be conservative and maximize the chances of survival in the 20th Arena fight will tackle the Pyramid first. Note also that although ogre magi are somewhat resistant to confusion, if one is successfully confused using Mindcraft, they are unable to become invisible. This works for Li-Hon-Kay as well as ordinary ogre magi. The other 20th fight Arena opponents will fall to offensive magic or simple brute force bashing.

The reward for winning the 20th Arena fight is an artifact sword, the Golden Gladius.

------- golden gladius "Death's Sting" (+2, 2d5+2) [+3, +3] (+7 spd) -------

Weight: 30s

When worn it modifies DV by +3 and PV by +3.

When used in melee combat it grants a +2 bonus to hit and causes 2d5+2
points of damage. When used as a missile it grants a -4 bonus to hit and
causes 1d3 points of damage.

It modifies your speed by +7.
There are a limited number of fights available after the 20th fight, but beware: anything can be generated as an opponent in such fights. It is quite possible to be faced with an emperor lich or ancient karmic dragon. The monetary rewards for such fights are about 1000 gold pieces each, not worth it if the PC has to face a difficult opponent. Furthermore, the experience gains from these fights are dependent on the experience level of the PC. Those who have difficulty gaining experience (Trolls, Raven-born Athletic Monks, etc.) should leave these fights for when they are at a high experience level.

3.2.2 Remaining arena opponents

Timofei Shatrov has determined the possible opponents the PC will face in the Arena. There are five possible opponents in each fight, although some of them are duplicates. The table below shows the possible opponents, with cats in bold capitals and duplicates in parentheses:

Possible arena opponents
Round Possible opponents
1 giant rat kobold rat goblin (giant rat)
2 giant rat kobold orc goblin (giant rat)
3 gnoll hobgoblin orc rabid dog (hobgoblin)
4 gnoll orc scorcher hobgoblin skeleton zombie
5 gnoll orc scorcher lizard man fire beetle giant bat
6 ghul black hurthling WILD CAT wolf giant bat
7 ghul black hurthling hyena large kobold jackal
8 ghul orc scorcher large gnoll large kobold bugbear
9 ogre large orc large gnoll shadow wererat
10 ogre large orc kobold chief shadow werewolf
11 large spider cave fisher orc chieftain ankheg gnoll chief
12 kobold shaman dwarf orc chieftain ankheg giant spider
13 kobold shaman dwarf orc chieftain ankheg giant spider
14 imp displacer beast orc chieftain quasit CAVE LION
15 cave bear displacer beast minotaur hippogriff jackalwere
16 cave bear displacer beast minotaur hippogriff jackalwere
17 cave bear dire wolf minotaur harpy giant lizard
18 cave bear dark sage tarantula fire lizard hell hound
19 cave bear dark sage tarantula fire lizard dark elven warrior

3.2.3 Dak, the arena master @

Level: 1, DV: 22, PV: 12, Hits: 108, Attacks: 2, Damage: 1d8+12, Speed: 100.
The Arena Master provides access to the Arena. Note that he will not admit invisible PCs to the Arena, whether or not they have fought in the Arena before. He responds with "Sorry, we've hired more than enough invisible stalkers. Look for a job elsewhere or come back when some of yer pals are used up." Player with permanent invisibility obtained from a pool or invisible stalker corpse can only enter the Arena under the influence of a potion of visibility. For this reason it may be wise to at least finish 19 arena fights, if not become a champion altogether, before the PC drinks from any pools. If the PC teleports out of the Arena without killing the opponent and returns to Dak, he tries to stun, then confuse, then paralyze the PC before teleporting him/her back into the Arena.

Note that it is possible to unintentionally cause Dak to become hostile during an arena fight, eg. if he is hit by a ball spell that reaches outside the front entrance of the Arena. Doing so will end the fight after a certain amount of turns, and cause the Arena Master to attack without giving a reward for the completed fight (and, of course, forfeit the possibility of any future fights and rewards).

Also, if you create a closed door on the tile the PC is teleported to after winning a fight, it will be opened and the message "You hear a short clapping sound" is displayed upon winning again. This is the only way to teleport on top of a door in ADOM, and according the old bug tracker, said effect was intentionally coded for this sole possibility.

3.2.4 Ratling traders r

Level: 1, DV: 16, PV: 0, Hits: 10, Attacks: 1, Damage: 1d6+1, Speed: 100.
There are several ratling traders on the Arena level who sell food. The best food source is cooked lizards, which weigh only 3 stones each and are very nutritious. Also available are fried bats, which are less nutritious, but still acceptable. It is not worth buying rat tails, fat worms, and cooked roaches. They have very low nutrition value, even for Trolls, who can eat almost anything. See Appendix G for details.

In contrast to shops, which restock dependent on total game time passed, the ratling traders seem to restock dependent on game passed on the Arena level only. Thus a PC may go off adventuring for many days, return to the Arena and find no new food available. Wait or run around on the level for a while and the traders should eventually restock.

It is worthwhile to name the ratling traders according to the wares they sell. This prevents aimless searching for the traders who sell worthwhile food. They can also be slowed down with the Slow Monster spell, which will not turn them hostile.

3.2.5 Ratling rebel r

Level: 1, DV: 19, PV: 4, Hits: 18, Attacks: 1, Damage: 1d6+1, Speed: 100.
The ratling rebel plays no important role. He provides scrolls denouncing arena fights. They can be sold for small amount of cash, used for training Literacy, cleared with a potion of water for use with a magical writing set, or polymorphed with blessed potion of exchange or potion of raw chaos to turn them into a more useful scroll. Note there is no danger of explosion. The ratling rebel will attack PCs wearing furs when chatted with. Another way to make him hostile is to give him back his pamphlet. He rewards PCs that kill Dak the Arena Master with a scroll of peace, and alignment shift towards N=. After obtaining the scroll of peace from him, he will not give pamphlets anymore.

3.2.6 Cats in the Arena f

Cats in the Arena are a special problem. If the PC wants the Ring of the Master Cat, directly killing cats must be avoided (see section 0.9.2). There are several ways to deal with cats in the Arena. Teleportation is one, from a wand or spell. Potions of exchange thrown at a cat will turn it into another monster. A cat can be led over a trap until it is killed, teleported or turned into a writhing mass of primal chaos. However, if the PC sets off a trap which kills a cat, he is charged with killing the cat. For this reason, as well as general tactical information, it is useful to know the layout of traps in the Arena when they are created. A map showing the traps produced when the Arena is generated on D: 3 is shown below:
  ###############.###############
  #0123456789AB0###456789AB01234#
  #123456789AB0123456789AB012345#
  #23456789AB0123456789AB0123456#
  #3456789AB0123456789AB01234567#
  ###############################

    0 - fireball      6 - arrow
    1 - pit           7 - acid
    2 - light         8 - pit (vipers)
    3 - corruption    9 - spear
    4 - stone block   A - teleport
    5 - alarm         B - water
The pattern shifts, but otherwise remains the same, and can therefore be worked out by creating a single trap, when the Arena is generated on other levels.


Updated March 16th, 2013

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3.3 Big Room

The Big Room is found on level six or seven of the CoC. It is indeed one big room with no walls. This means it is not possible to use corridors to restrict monster movement. If there are many monsters present they can always swarm the PC. Breeders and summoners are thus very dangerous on this level. If the PC does not have poison resistance this level is exceptionally dangerous since dark elven wizards and dark elven priestesses who summon poisonous spiders are guaranteed to appear sooner or later. Breeders can get completely out of control on this level. Even if they can't really hurt the PC, once a high enough number breed and continue to breed the PC can't kill them as fast as they are being generated. Being trapped like this will lead to starvation eventually. Remember that breeders can be sterilized by a scroll of vermin control or divine intervention.

Herbs are guaranteed in the Big Room which leads to the dilemma of whether to stay and harvest herbs or flee from the constant onslaught of monsters.

Petri Sihvola has discovered a way around this dilemma. You can see his post's content below.

"Making peace in the Big room" (by Petri Sihvola):
With a bit of planning and minimal amount of equipment, it's possible
to fight monster generation, to the point that no new monsters appear
on the level for the rest of the game, letting you harvest your herbs
in peace.

In order to achieve the desired effect, using this particular
solution, in this particular level, one needs...

* a breeder.

* 14 doors, forming an enclosed area of 8*5 or 7*6 squares, or 1-13
doors and a method of digging, enclosing an area of at least 40
squares total.

The first thing to do is to find a breeder and leave it somewhere,
until you have the necessary equipment. For those who like to do
things the alternative way, and are in a position to do so before
finding a naturally generated breeder from a nearby CoC level (or the
Big Room itself), find/create a corruption trap and lure a regular rat
over it... to generate a chaos rat... which is a breeder.

I'll provide two examples on how to proceed from here, depending on
the amount of doors you're planning to invest in this.

Example 1 (14 doors, no digging):

Choose a corner that would disturb your herb patterns the least, and
create the doors, like this:

#..........
#+++++++...
#......+...
#......+...
#......+...
#......+...
#......+...
#......+...
#......+...
###########

Now, get the breeder from wherever you left it, and lure it inside the
box. Close the doors, so that the breeder won't escape and wait
outside. Protect the doors from random passers-by and observe the
occasional popping/burping sounds.

Once the amount of breeders reaches 40, all monster generation in the
level stops. Start to wander further from the box and kill the
remaining monsters from the level.

Example 2 (1 door, some digging):

At first, it would seem that the big room has no walls to dig, but
upon further investigation this appears to not be the case. You can
dig one square left, one square up, three squares right and two
squares down, into the wall. This leaves the lower right corner as the
obvious choice to start digging, and the two-square wide corridor in
the right side allows for getting around the initial breeder without
needing a second exit. Enclose a 40-square area...

   ####
####..#
...#..#
...#..#
...#..#
...#..#
...#..#
...#..#
...#..#
...#..#
...#..#
...#..#
...#..#
...#..#
...#..#
...#..#
..+#..#
###...#
#.....#
#######

...get the breeder inside and apply the same method as in the first
example.

If everything went well, you're now looking at a completely peaceful,
guaranteed herb level, which is guaranteed to be in a non-corrupting
zone.


Updated March 8th, 2002

Single-file Improved Adom Guidebook


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3.4 Si ]

------------------------------------ si ------------------------------------ Weight: 10s When used in melee combat it grants a +0 bonus to hit and causes 1d4 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d4 points of damage.

The si (abbreviation for strange item, pronounced "see") is the first guaranteed artifact that most PCs will encounter, unless they have done the Keethrax quest. It is found on level 8 of the CoC. The level message "The air of this level is filled with a strange smell." is always generated when entering the level containing the si. It falls into the tool category and is thus represented by a ] character. It always lies on a trap, so kick it off of the trap before picking it up if possible.

The si is an artifact that replicates. Since they are artifacts, they are:

  1. indestructible - wield them as a melee weapon to prevent corrosion/damage from jellies if nothing better is available
  2. valuable - sell them to shopkeepers: potentially limitless cash
  3. sacrificial fodder - sacrifice them to the gods, although it may be more beneficial to sell them and sacrifice the gold

All of these properties together make sis rather nice items. Always keep at least one.

Note that sis do not count as an artifact as far as the Demented Ratling is concerned. Also never forget that they replicate. They can get heavy after a while. A particularly nasty effect results if sis are brought into the ID. On a long trip through the ID, sis will replicate to the point where they become annoyingly heavy. This would not be a problem if the PC could simply drop most of them. Unfortunately, they jump back into the PC's backpack before he leaves a level, no matter where on the level they were dropped. Furthermore, monsters will not pick up sis, so they cannot be gotten rid of that way.

Think very carefully before bringing sis into the ID on an anticipated long trip. Many castings of Strength of Atlas is virtually the only guaranteed safe method of dealing with them. Girdles of carrying and girdles of greed, for example, can be cursed by a hag or destroyed outright.

3.4.1 Si growth

The rate of growth of sis seems to be based on their blessed/uncursed/cursed status. A simple test of a PC with a single si in his inventory waiting for periods of 1000 turns reveals that, on average, a single cursed si will grow into 1.7 sis every 1000 turns, a blessed si will grow into 2.2 sis every 1000 turns, and an uncursed si will grow into 1.3 sis every 1000 turns. Of the newly generated sis, the test suggests that 82.5% will be uncursed, 4.7% will be blessed, and 12.7% will be cursed. Note that since each newly generated si in turn replicate into further sis, the overall rate of si growth will be exponential in nature.


Updated July 4th, 2009

Single-file Improved Adom Guidebook


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Waldenbrook - Ruun - Thundarr - Thrundarr's quests - Ogre Cave - Dwarven Mystic - Garth - Glod - Green Griffon Inn - Demented Ratling - Others

3.5 Dwarftown

Dwarftown map ####################################################################### #.........................................h.........................h.# ###########......................##########.................h..h......h.### #..#Goods.#......................#........#..........#######..............# ###..#....m.#...h..........#####...#.....h..#...h......#.....#..............### #....#for...#..............#..h#.../........#..........#...../................# ##....#......#........h.....#...#...#.....h..#..........#h.&..#............h...# #.....#@.sale#..............#...#...#......h.#..h.......#.....#................# #.....##/#####..............###/#...##########..........#...hh#................# #..........h..................h.h.......................#######.......h....h...# #...<...................................................h.......h...........>..# #...........................................h..................................# #........###/###.......####...h.....h..............######/##.......h.......r.h.# ##....h..#.....#.......#.h#........................#..h....#...................# #.......#.....#..h....#..#.h......................#.......#...................# ###.....#.@_..#.......####........................#....h..#.................### #.....#.....#.......................h...>.......#..@h...#...........h.....# ###...#######..........h........................#########...............### #............................................h.............h..........# #######################################################################
The (friendly) inhabitants are: @ - Ruun, the priest (always near the altar) @ - Waldenbrook, the shopkeeper (always in his shop) m - Mimic h - Garth, the dwarven weaponmaster (always in his training hall) h - Glod, the dwarven smith (always near his forge) h - Thrundarr, the ancient dwarf (always standing on the lever in his room) r - Demented Ratling h - dwarven children h - dwarven elite guardians (always in front of Thrundarr's room) h - dwarven guardians h - Dwarven Mystic (always in his sealed room) h - dwarves and Torgall (always in the Green Griffon Inn) @ - Bart, the grizzled gladiator (always in the Green Griffon Inn) The staircase in the central part of the map leads to the ogre cave after the PC has received the quest.

Dwarftown is an important milestone in the game. It is a source of numerous helpful NPCs and locations, including a shop, a smithy, a coaligned altar (for non-chaotics) and a training hall where attributes may be increased. Of equal importance is the fact that it is a resting place. After the descent through the upper CoC, the PC can rest here without constantly being assaulted by monsters. There is nothing hostile in Dwarftown initially, with the exception of an almost-guaranteed mimic in Waldenbrook's shop (note the empty space in the shop in the map below - it is a mimic).

3.5.1 Waldenbrook, the shopkeeper @

Level: 12, DV: 22, PV: 10, Hits: 343, Attacks: 3, Damage: 3d6+18, Speed: 150.
Waldenbrook has a general store type of shop selling and buying a variety of goods. He occasionally stocks an item or two of high quality, sometimes even an artifact. His prices are generally reasonable. Bear in mind, however, that he has the same racial prejudices as all other shopkeepers (see section 0.13.7.3). He will become hostile if any resident in the city is attacked, and when turned hostile he summons many muscular dwarves (as opposed to other shopkeepers that summon thugs).

3.5.2 Ruun, the priest @

Level: 1, DV: 15, PV: 5, Hits: 120, Attacks: 2, Damage: 2d4+12, Speed: 100.
Ruun is always generated with the same race as the PC. He presides over a small room containing an altar, which will be coaligned unless the PC is chaotic. If a coaligned PC is carrying unidentified potions, it is worth Chatting with him. He will identify potions that have a healing effect: potions of (extra/ultra) healing and potions of cure poison. If a PC whose alignment does not match the altar's Chats with him he responds with "Ye oughta convert. Then we'll talk."

Donating gold to Ruun moves the PC's alignment closer to that of the altar.

Note that converting the altar in Dwarftown (perhaps even attempting to convert it) will cause Ruun to become hostile, which in turn causes the entire town to become hostile. Ruun can attack with energy bolts, and heal himself with spells. Luring him out of Dwarftown, killing him and then returning will not work either, as his shade returns to inform the dwarves of what has happened, resulting in the same scenario. Unless your PC knows exactly what she is doing and why she is doing it, angering or attacking Ruun is highly inadvisable. See also section 3.5.8 below about the Demented Ratling and causing commotion in Dwarftown.

The stubborn singlemindedness of the Dwarves regarding Ruun has an interesting side effect. If a pet, slave or the greater daemon, for instance, kills Ruun the entire town including Thrundarr (but not Waldenbrook) will pursue that creature. This is another way to get Thrundarr off his lever.

3.5.3 Thrundarr, the ancient dwarf h

Level: 1, DV: 10, PV: 100, Hits: 4, Attacks: 1, Damage: 6d4+6, Speed: 100.
Thrundarr is the village elder. He can provide background information on a variety of subjects (Dwarftown, City, Chaos, Corruption, Khelavaster, Terinyo, Waldenbrook, Glod, Garth, Grizzled Gladiator, Torgall, Orc, Si, Flame, Fire, Axe, Gold, Phial, Caladriel, Eternal Guardian, King, Banshee, Griff, Rolf, Groron, Gorko), none of which is really crucial to completing the game. He assigns six lawful quests regardless of alignment. They are listed in the next section.

Dwarven elite guardians h h

Level: 1, DV: 15, PV: 15, Hits: 57, Attacks: 2, Damage: 2d8+6, Speed: 120.
Two Dwarven Elite Guardians stand guard outside Thrundarrs' house. They are extremely strong, and are not to be taken lightly. They also defy entrance towards dwarven elder for blind or mute characters.

3.5.3.1 Thrundarr's quests

Several quests are available from Thrundarr once the PC achieves experience level six. Talking to Thrundarr about quest provides access to them:

The first five quests are available in this order:

  1. Slay a random creature;
  2. Find out what is beyond the Animated Forest;
  3. Kill the ogre tribe below Dwarftown;
  4. Become the Champion of the Arena;
  5. Slay a greater daemon that has been terrorizing Dwarftown.

Thrundarr's sixth quest is available at any time and often taken out of order by many players:

3.5.3.1.1 Slay a random creature

This can be a very annoying quest. Thrundarr can assign anything ranging from a goblin to a Ghost Lord. The random creature is randomly created for danger level Max(PCLevel, DwarftownDL) + 3. Only creatures with relative probability 25 or higher will be chosen. The random creature is a not too rare creature that could be found by the player during normal playing. No dwarves, lawful creatures or vortices will be assigned. Also, quest monsters are generated with extra HP based on PC's level. The reward is having the PC's entire inventory identified or the (artifact) potion of literacy for illiterate characters.


---------------------------- potion of literacy ---------------------------- Weight: 2s When used in melee combat it grants a +0 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. (the potion of literacy grants Literacy when consumed)

3.5.3.1.2 Find out what is beyond the Animated Forest

The PC has two choices here: traverse the Animated Forest or bypass it and descend through the Dwarven Halls. See section 3.6 about these locations. The reward for this quest is a blessed wand of fireballs with twelve charges. This comes in very handy in the Pyramid (see section 2.9).

WARNING:
Be very careful when wandering around below Dwarftown before receiving this quest. Entering the Animated Forest for even a single turn before the quest is assigned results in Thrundarr refusing to assign it, instead assigning another random monster quest with no reward. Since the wand of fireballs (blessed with twelve charges, no less) can be very useful, entering the Animated Forest before the quest is assigned is very unwise. Note that this does not occur if the PC enters the Dwarven Halls.

3.5.3.1.3 Kill the ogre tribe below Dwarftown

The staircase to this level is generated between the Dwarven Mystic's room and the Green Griffon Inn. See section 3.5.3.2 below about this quest. The reward is 5000 gold pieces, useful for training with Garth (see section 3.5.5).

3.5.3.1.4 Become the Champion of the Arena

If the PC is already the Champion of the Arena, another random monster quest is assigned - a very good reason not to become the Champion until this quest is assigned. Instead of a cash reward, the PC is given an artifact sword, the Golden Gladius, for winning the 20th Arena fight. Thrundarr's rewards for this quest are usually pieces of equipment which vary according to the class of the PC and possibly the RNG. A couple of examples:

A Mindcrafter (probably) received:

       blessed mithril cap [+0, +2]                         [40s]
       blessed adamantium chain mail (-1, -3) [-1, +8]     [288s]
       blessed mithril girdle [+0, +2]                      [20s]
       blessed adamantium long sword (+0, 1d8+5)            [28s]
       blessed medium mithril shield [+5, +1]               [80s]
       blessed ring of fire resistance                       [1s]
       blessed adamantium boots [+0, +3]                    [89s]
A Wizard and a Beastfighter both received:
       heap of 8 blessed bandages                           [16s]
       blessed waterproof blanket                           [10s]
       blessed fireproof blanket                            [10s]
       blessed ring of fire resistance                       [1s]
       heap of 5 uncursed potions of extra healing          [10s]
       uncursed potion of gain attributes                    [4s]
       uncursed potion of ultra healing                      [2s]
       blessed scroll of familiar summoning                  [2s]
The bandages, blankets, etc. seem to be the most common set of equipment received as a reward for this quest.

These are nice enough, but of no great consequence in the context of the whole game. Of greater importance is the fact that the PC now has the Golden Gladius. It can be exchanged for training with Bart the grizzled gladiator. See section 3.5.7.1 below.

It is also possible to receive the artifact dwarven shield "Rolf's Saviour" as a reward for this quest. Lawful alignment is requirement along with cooperation from the RNG (1/6 chance, 4/9 for Dwarves).

--------------- dwarven shield "Rolf's Saviour" (+2) [+9, +6] -------------- Weight: 120s When worn it modifies DV by +9 and PV by +6. When used in melee combat it grants a +2 bonus to hit and causes 1d6 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d6 points of damage. It grants resistance to fire. It grants resistance to poison. It grants resistance to cold. (if you dual-wield the Dwarven Shield & the Dwarven Rune Axe, you get a +10 bonus to hit and damage)

3.5.3.1.5 Slay a greater daemon that has been terrorizing Dwarftown

Level: 1, DV: 24, PV: 9, Hits: 132, Attacks: 3, Damage: 2d10+9, Speed: 100.

The greater daemon's HP is increased by (PCLevel + DwarftownDL) * 2. If the player is above level 15, the daemon's level is then increased by (PCLevel - 15). The daemon can be a difficult opponent, particularly if it becomes entangled with the dwarves in the city. Bear in mind the fact that the greater daemon can kill NPCs who may be helpful later. This includes the Demented Ratling, which destroys the possibility of any special ending. The greater daemon breathes fire and is an attribute drainer. It can be sacrificed on the altar in Dwarftown. If the PC is lucky enough to have found demon slaying ammo, use it! There will be more found later. The reward for this quest is the artifact mace Big Punch, which many PCs find useless because it is so heavy - 800 stones. It is potential sacrificial fodder.

------------- lead-filled mace "Big Punch" (+1, 8d5+3) [-6, +0] ------------ Weight: 800s When worn it modifies DV by -6 and PV by +0. When used in melee combat it grants a +1 bonus to hit and causes 8d5+3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d4 points of damage. It grants resistance to stunning.

3.5.3.1.6 Free the spirit of Griff Bloodax

Thrundarr's sixth quest, available at any time and often taken out of order by many players, is to free the spirit of Griff Bloodax, a dwarven hero who has been turned into an undead dwarven chaos berserker by the master necromancer Nonnak. It is necessary to ask him about portal to obtain this quest. In return for completing this quest, Thrundarr provides some equipment rewards (see section 2.7) and more importantly opens the dwarven portal leading to the deeper CoC. Note that it is not strictly necessary to do this quest. Thrundarr stands on a lever that controls the portal. If he is removed from that location, the PC can handle the lever himself. Methods for accomplishing this include teleporting Thrundarr, Ventriloquism, confusing him and killing him. Some of these actions may make Thrundarr hostile and cause future quests from him to be lost.

Thrundarr is teleportation resistant, thus using charges from a wand of teleportation is not recommended unless there is no alternative. A PC with the Teleportation spell has no problem. Teleporting him causes no alignment drop; Thrundarr does not become hostile and he will still assign quests, and even asks the PC to go to his house and pull the lever if you complete the portal quest and Chat with him.

Kherab's second quest is to kill Thrundarr. Killing him is a rather drastic act with all sorts of negative consequences. He is not a terribly powerful opponent, but has immense PV. Penetrating weapons or spells are necessary to kill him. Using Ventriloquism on him is fairly easy, confuses him and causes him to wander off the lever. It causes an alignment drop roughly equivalent to killing him but does not curse or doom the PC nor are muscular dwarves summoned. It does make Thrundarr hostile after he recovers from his confusion. This causes an amusing scenario as the non-hostile dwarves encounter a hostile Thrundarr wandering around Dwarftown chasing the PC.

Drakeling spit will also cause him to move from the lever without negative consequences. This is presumably a bug.

The PC should actually do the quest unless there is a very specific reason not to do so, since there are very useful artifacts generated during the quest. See section 2.7 for more about this quest.

3.5.3.2 Ogre Cave O

Ogre: Level: 1, DV: 9, PV: 5, Hits: 23, Attacks: 1, Damage: 2d6+2, Speed: 100.
Magus: Level: 1, DV: 13, PV: 7, Hits: 44, Attacks: 2, Damage: 2d8+5, Speed: 100.
Lord: Level: 1, DV: 14, PV: 15, Hits: 95, Attacks: 2, Damage: 2d10+14, Speed: 100.
There is an ogre tribe containing 37 ogres, 2 ogre maguses, 1 ogre lord below Dwarftown which Thrundarr asks the PC to eliminate. Their level is proportional to PC's level. Still, this quest is relatively easy compared to getting through the Animated Forest or Dwarven Halls. The ordinary ogres have no special attacks and the PC should be able to bash them with brute force combined with missile attacks or blast them with magic. Weaker races might find a corpse or two that grants a Strength increase. A potential problem is the ogre magi present on the level. They are capable of becoming invisible and casting Frost Bolt. PCs who have no cold resistance need to watch out for them. Wear an amulet of the cold heart if the PC has one. There are also a couple of ogre lords present, which are tougher than the ordinary ogres. Once again, none of the ogres can see in darkness. Pets cannot inflict any damage on the level. Do not rely on them.

3.5.4 Dwarven Mystic h

Level: 1, DV: 10, PV: 0, Hits: 4, Attacks: 1, Damage: 1d2, Speed: 100.
The Dwarven Mystic is found in a 2 x 2 sealed room east of the room containing the altar. The most common way to get in is by teleporting. There is a 25% chance of failing to enter the room as he will always occupy one of the spaces. The Dwarven Mystic is a guaranteed source of the artifact dwarven rune axe Rolf's Companion for lawfuls.
------ dwarven rune axe "Rolf's Companion" (+3, 3d6+6) [+4, +4] {To+3} -----

Weight: 50s

When worn it modifies DV by +4 and PV by +4.

When used in melee combat it grants a +3 bonus to hit and causes 3d6+6
points of damage. When used as a missile it grants a +4 bonus to hit and
causes 3d8+4 points of damage.

It modifies your toughness attribute by +3.
This weapon returns when thrown.
It grants resistance to fire.

(if you dual-wield the Dwarven Shield & the Dwarven Rune Axe, you get a +10 bonus
to hit and damage)
Neutrals never receive the axe, but rather 7 blessed potions of insight and 4 blessed potions of chaos resistance, OR 2 potions of training and 1 potion of gain attributes (50% chance for each case). In v1.2.0, the latter comes also with a ring of ice. Chaotics will receive nothing from him. He responds with the message "It wasn't you I've been waiting for!"

Note that teleportation traps may be conveniently generated adjacent to and within the dwarven mystic's room. However, this is only possible if Dwarftown is generated on D: 11.:

  .....^
  .####.
  .#.^#.
  .#^.#.
  .####.
  ^.....
The carets represent locations where a teleportation trap may be created.

It is also possible to open the walls of the Dwarven Mystic's room with a wand of destruction. This is somewhat dangerous, since nearby townspeople, and perhaps the Dwarven Mystic himself, may be damaged by the blast, causing some, or all, inhabitants of Dwarftown to become hostile. If the player is careful, it is possible to destroy the walls, Chat with the Dwarven Mystic and receive his rewards in the usual manner.

If a PC with non-chaotic alignment has committed a crime in Dwarftown which results in an alarm gong being rung and muscular dwarves being summoned, the Dwarven Mystic responds with a different message "Ye art doomed!" This does not result in the PC gaining the cursed or doomed intrinsics. A wished-for Dwarven Mystic also always responds with this message.

3.5.5 Garth, the dwarven weaponmaster h

Level: 1, DV: 25, PV: 12, Hits: 129, Attacks: 4, Damage: 2d8+12, Speed: 100.
Garth is found in the training hall east of Thrundarr's room. Garth will train all attributes except Appearance and Mana. The formula for how much to pay is $100 * attribute value, doubled once for each 5 points over 15. Here are examples of what to pay Garth:

Attribute Payment Multiplier
1-15 100 - 1500gp 100x
16-20 3200 - 4000gp 200x
21-25 8400 - 10000gp 400x
26-30 20800 - 24000gp 800x
31-35 49600 - 56000gp 1600x
36-40 115200 - 128000gp 3200x
41-45 262400 - 288000gp 6400x
46-50 588800 - 640000gp 12800x

Long table with values per attribute if you don't want to do the math:
Attribute MultiplierPayment
1 100x100gp
2 100x200gp
3 100x300gp
4 100x400gp
5 100x500gp
6 100x600gp
7 100x700gp
8 100x800gp
9 100x900gp
10 100x1000gp
11 100x1100gp
12 100x1200gp
13 100x1300gp
14 100x1400gp
15 100x1500gp
16 200x3200gp
17 200x3400gp
18 200x3600gp
19 200x3800gp
20 200x4000gp
21 400x8400gp
22 400x8800gp
23 400x9200gp
24 400x9600gp
25 400x10000gp
26 800x20800gp
27 800x21600gp
28 800x22400gp
29 800x23200gp
30 800x24000gp
31 1600x49600gp
32 1600x51200gp
33 1600x52800gp
34 1600x54400gp
35 1600x56000gp
36 3200x115200gp
37 3200x118400gp
38 3200x121600gp
39 3200x124800gp
40 3200x128000gp
41 6400x262400gp
42 6400x268800gp
43 6400x275200gp
44 6400x281600gp
45 6400x288000gp
46 12800x588800gp
47 12800x601600gp
48 12800x614400gp
49 12800x627200gp
50 12800x640000gp

Note that the effects of training do not happen instantaneously. The attribute has simply been trained. The game checks every so often (and always when gaining an experience level) to see if an attribute is eligible for an increase. This is when the attribute will rise. Note also that it is possible to pay Garth once and receive several attribute increases as a result. This is particularly useful for those PCs with a very low attribute score in one or more categories. Paying Garth well in excess of the amount needed to raise the attribute will result in multiple attribute increases over time.

Note that there is a manual entry under the Attributes section that states the following:

"The potential maximum attribute scores are based on the initial attribute scores. The maximum for an attribute is dependent on the base score and the player race. These maximums can only rarely be surpassed by natural training. This is a long and arduous process. Only magical methods can exceed these limits with ease."

This seems to imply that Garth cannot train an attribute beyond its natural maximum. This may be true under "reasonable" circumstances. Giving Garth massive amounts of gold may be a different story.

The method described above is somewhat obsolete. Here are lists of how much you should pay to guarantee an increase in an attribute - you can pay less money for less than a 100% chance.

Attribute not maxed
1-10: 1001 11-14: 2001 15: 3001 16-18: 6001 19: 14001 20: 22001 21: 40001 22: 50001
23: 72501 24: 97501 25: 342501 26: 637501 27: 830001 28: 1022501 29: 1215001 30: 1407501
31: 1600001 32: 1740001 33: 1880001 34: 2020001 35: 2160001 36: 2300001 37: 2350001 38: 2400001
39: 2450001 40: 2500001 41: 2550001 42: 2600001 43: 2650001 44: 2700001 45: 2750001 46: 2800001
47: 2850001 48: 2900001 49: 2950001 50: 3000001 51: 3050001 52: 3100001 53: 3150001 54: 3200001
55: 3250001 56: 3300001 57: 3350001 58: 3400001 59: 3450001 60: 3500001 61: 3550001 62: 3600001
63: 3650001 64: 3700001 65: 3750001 66: 3800001 67: 3850001 68: 3900001 69: 3950001 70: 4000001
71: 4050001 72: 4100001 73: 4150001 74: 4200001 75: 4250001 76: 4300001 77: 4350001 78: 4400001
79: 4450001 80: 4500001 81: 4550001 82: 4600001 83: 4650001 84: 4700001 85: 4750001 86: 4800001
87: 4850001 88: 4900001 89: 4950001 90: 5000001 91: 5050001 92: 5100001 93: 5150001 94: 5200001
95: 5250001 96: 5300001 97: 5350001 98: 5400001

Attribute is maxed
1-2: 1001 3-12: 2001 13: 3001 14: 4001 15: 7001 16: 10001 17: 18001 18: 31001
19: 51501 20: 94501 21: 462501 22: 807501 23: 1152501 24: 1497501 25: 1842501 26: 2187501
27: 2430001 28: 2672501 29: 2915001 30: 3157501 31: 3400001 32: 3590001 33: 3780001 34: 3970001
35: 4160001 36: 4350001 37: 4450001 38: 4550001 39: 4650001 40: 4750001 41: 4850001 42: 4950001
43: 5050001 44: 5150001 45: 5250001 46: 5350001 47: 5450001 48: 5550001 49: 5650001 50: 5750001
51: 5850001 52: 5950001 53: 6050001 54: 6150001 55: 6250001 56: 6350001 57: 6450001 58: 6550001
59: 6650001 60: 6750001 61: 6850001 62: 6950001 63: 7050001 64: 7150001 65: 7250001 66: 7350001
67: 7450001 68: 7550001 69: 7650001 70: 7750001 71: 7850001 72: 7950001 73: 8050001 74: 8150001
75: 8250001 76: 8350001 77: 8450001 78: 8550001 79: 8650001 80: 8750001 81: 8850001 82: 8950001
83: 9050001 84: 9150001 85: 9250001 86: 9350001 87: 9450001 88: 9550001 89: 9650001 90: 9750001
91: 9850001 92: 9950001 93: 10050001 94: 10150001 95: 10250001 96: 10350001 97: 10450001 98: 10550001

3.5.6 Glod, the dwarven smith h

Level: 1, DV: 14, PV: 12, Hits: 115, Attacks: 3, Damage: 2d10+6, Speed: 100.
Glod will teach the Smithing skill. There is a price for this which depends on gender, Charisma, cursed status, doomed status, and race (see 0.15.4). Smithing is taught at 1d10 + 20. It also trains Strength +100 and Toughness +200.

Glod is also capable of removing rust from rusted items and fixing certain broken items, notably pickaxes, again, for a price of ItemValue * 150 if pickaxe, or ItemValue * 1500 otherwise. Removing rust costs ItemValue * 30. It means corroding pickaxes by attacking ochre jellies and gray oozes with them will decrease Glod's repair fee. It has been reported that after removing rust from an item a number of times, Glod will offer to rustproof the item.

After learning the Smithing skill, Glod will make his equipment available to the PC for 2500 gold pieces.

It is possible to teleport Glod away from his smithy, although the details (wand of teleportation vs the Teleportation spell) have yet to be worked out. He wanders in Dwarftown but still asks for the nominal 2500 gold piece fee (seemingly telepathically, probably a bug) after this. However, at this point, he can be lured off the level if he is adjacent to a staircase, like any other inhabitant of Dwarftown. After Glod is left on another level, his demands for payment cease. Note that this may involve considerable tedium as the PC attempts to lure Glod off the level.

It is possible to kill Glod (using acid spit or bolt spells while invisible, for instance) without making the rest of Dwarftown hostile (although Waldenbrook may become hostile), thus making his smithy available for free, but beware of his multiple penetrating attacks. One method of killing him involves using the greater daemon generated by Thrundarr's fifth quest. If the greater daemon is lured near Glod, it will kill Glod.

3.5.7 Green Griffon Inn

The Green Griffon Inn holds two useful NPCs described below. It is located in the southeast corner of Dwarftown.

3.5.7.1 Bart, the grizzled gladiator @

Level: 1, DV: 13, PV: 7, Hits: 130, Attacks: 3, Damage: 2d6+8, Speed: 100.
Bart provides teaching in three skills: Backstabbing, Tactics and Two Weapon Combat in exchange for the Golden Gladius, the artifact sword provided as a reward for winning the 20th Arena fight. Tactics is available only from him. The proficiency at which the PC learns these skills seems to depend on Learning. With very high Le, receiving Tactics directly at 100% has been reported. He also provides some training in weapon skills, raising all zero level skills to level one and providing small bonuses to other weapon skils. The number of weapon marks that he gives seems to be (Learning)d10. The training in weapon skills is secondary as compared to granting the Tactics skill, which is of much greater importance in the game.

3.5.7.2 Torgall, the dwarven inn keeper h

Level: 1, DV: 36, PV: 20, Hits: 74, Attacks: 3, Damage: 1d4+13, Speed: 100.
Torgall is the innkeeper in the Green Griffon Inn. In return for a gold piece, he will sell the player a drink along with a helpful hint (as can be found in fortune cookies, see 0.15.8). Note that too much ale causes the PC to become Drunk.

3.5.8 Demented Ratling r

Level: 1, DV: 10, PV: 0, Hits: 120, Attacks: 2, Damage: 3d3+3, Speed: 120.
The Demented Ratling is an important NPC for all PCs trying for a special ending. He demands to be fed six artifacts in exchange for revealing the secret of the Stone Circle, where the Crown of Chaos can be found. He will only talk to chaotic PCs. He becomes much more powerful each time he is fed an artifact. This is important to remember. If the PC is going to cause commotion in Dwarftown, for example in order to fulfill Kherab's second quest, it should only be done after feeding a number of artifacts to the Demented Ratling. Otherwise the Demented Ratling may be killed in the ensuing battle for control of Dwarftown.

The Demented Ratling gains 10 levels for each artifact he is fed. This increases his stats dramatically:

Demented Ratling's stat increases
Artifacts
fed
Level DV PV HP Attacks Damage Speed
0 1 10 0 120 2 6-12 120
1 11 16 2 170 3 9-15 140
2 21 23 4 220 4 12-18 160
3 31 30 6 270 5 16-22 180
4 41 36 8 320 6 19-25 200
5 51 43 10 370 7 22-28 220
6 61 50 12 420 8 26-32 240

A wished-for Demented Ratling will make the usual demand for six artifacts from a chaotic PC, but will not eat an artifact. Instead, he responds with "Ya naw will neeta die!" He is not necessarily hostile after this. He responds in the same way if the PC is fallen champion.

It is possible to anger the Demented Ratling to the point where he will attack by :swapping places with him several times. Repeatedly (about five times) talking to him after giving him artifacts will also make him hostile.

If for any reason the PC changes alignment from chaotic before all six artifacts have been delivered, do not continue feeding the ratling. He will consume the artifact, but will reply with "Ye art a fool!" and will not count that artifact towards his requirement of six.

3.5.9 Others h

Dwarven guardian: Level: 1, DV: 11, PV: 7, Hits: 22, Attacks: 1, Damage: 1d8+6, Speed: 100.
Dwarf: Level: 1, DV: 10, PV: 5, Hits: 10, Attacks: 1, Damage: 1d8+3, Speed: 100.
Female dwarf: Level: 1, DV: 10, PV: 1, Hits: 9, Attacks: 1, Damage: 1d8+2, Speed: 100.
Dwarven child: Level: 1, DV: 7, PV: 0, Hits: 4, Attacks: 1, Damage: 1d3, Speed: 100.
Dwarftown also features many dwarves (both male and female), dwarven children, and dwarven guardians, all roaming the city at random. Unless the city comes under threat, they will all simply roam around at random and they are good source of pickaxes.


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3.6 Animated Forest and Dwarven Halls

Thrundarr asks the PC to pass through the Animated Forest and find out what lies beyond. He also mentions a possibly dangerous shortcut which turn out to be the Dwarven Halls DH: 1 and DH: 2. On approximately D: 13 there will be a level that has two down staircases. One leads to the Animated Forest, the other to the Dwarven Halls. It is impossible to tell them apart.

3.6.1 Animated Forest P

Tree: Level: 1, DV: 10, PV: 15, Hits: 68, Attacks: 2, Damage: 2d8+5, Speed: 100.
Passing through the Animated Forest is a test of one's patience among other things. The entire level is filled with living trees milling about. The majority are not hostile but will of course become hostile if attacked. It is difficult to get through them without accidentally hitting one or more. When the PC encounters hostile trees it is best not to try to fight them but rather keep moving. In fact it is usually best to be as defensive as possible and forget about offense completely: wield two shields and use Coward tactics. The hostile trees will usually be left behind in the crowd. It seems to be best to keep moving in any case and refrain from resting on one square. Invisibility is a tremendous asset in the Animated Forest, but PCs usually do not have it available at this stage of the game. Note that fireballs, from the wand or spell, as well as the Burning Hands spell, should not be used in the Animated Forest. While they are effective, the whole forest becomes hostile. This generates too many hostile trees for a PC at this level to cope with. Interestingly, fire bolts, from the spell or wand, are also effective, but do not cause the forest to become hostile. The trees do not see in Darkness, so that tactic can also be used.

Summarizing the methods for crossing the forest:

3.6.2 Dwarven Halls

The alternative to the tedium of the Animated Forest is a descent through the Dwarven Halls. This is much faster but potentially dangerous. Very out-of-depth monsters can be generated in the Dwarven Halls. Use scroll or wand of monster detection, if possible, upon entering each level of the Dwarven Halls. This will allow you to immediately identify any dangerous creatures, and make a judgment about whether or not the level is remotely safe to explore. Furthermore, this will allow you to identify and avoid tension rooms. If the PC has invisibility, seven league boots or anything that increases speed, wear them before entering in case it becomes necessary to flee. Exploring other than finding the down stairways is highly inadvisable. Monsters that are probably too dangerous to tolerate include: balors, greater daemons, black unicorns, white unicorns, lich kings, emperor lichs, chaos wizards, quickling queens, diamond golems, ancient dragons, titans. Vortices spawned in DH can also do immense amounts damage and must be dealt with carefully.

Summarizing the useful items for the Dwarven Halls:

3.6.3 Your choice

Both of these locations can be problematic. The Animated Forest is always incredibly tedious. The Dwarven Halls can be a cakewalk if the PC is lucky enough to have the stairways generated close together. However, if the stairs are distant and the monsters dangerous, it is probably advisable to abandon the Dwarven Halls entirely and simply cross the Animated Forest. The Halls can also be a virtual instadeath if a very nasty monster shows up. As Thrundarr says, "It's yer choice."


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3.7 Khelavaster, the dying sage @

Level: 1, DV: 10, PV: 2, Hits: 4, Attacks: 1, Damage: 1d4+2, Speed: 40.
Khelavaster is the sage who revealed the prophecy about the coming of chaos. He entered the dungeons in the Drakalor Chain never to be seen again. The PC eventually encounters him below Dwarftown, after the Dwarven Halls or Animated Forest, generally on D: 16. By this time Khelavaster is mortally wounded and surrounded by chaos servants.

3.7.1 Saving Khelavaster

At this time the PC must make a choice about saving Khelavaster. He is on the down staircase and it is impossible to descend further without saving him or allowing him to die. He will shrug off and ignore any non-ball spells, teleport attempts from the wand, and Mindcraft, excepting (Greater) Telekinetic Blast which kills him. You can't :swap places with him, even with the Monk and Beastfighter powers. Companions and monsters will refuse to attack him.

It is however, possible to ascend, leaving the level in its state as found for an indefinite period of time. He can only be saved by giving him an amulet of life saving before Chatting with him. There is no guaranteed way to obtain an amulet of life saving and they are very rare items. If the player is determined to attempt an ultra ending, Khelavaster must be saved since he is the only one capable of summoning the Trident of the Red Rooster.

Common methods of attempting to get an amulet of life saving include staying in the Infinite Dungeon until one is generated or draining every pool the PC has found in the hopes of obtaining a wish. A ring of djinni summoning may also be generated in the Infinite Dungeon, which provides a wish when blessed. Digging graves or dipping amulets/rings into a blessed potion of exchange are other options (recently Lucas Siqueira, keeper of this version of the guidebook, playing adom r66, obtained it only once in about 100 attempts of amulet polymorphing at Druid Dungeon 3 using blessed potions of exchange).

There is a well known (or is the word notorious?) bug in the game that occasionally causes an unrecoverable crash when the PC Chats with Khelavaster. Needless to say, this can be disappointing, especially if the player's PC has an amulet of life saving. Make a backup before Chatting with Khelavaster. This is not savescumming. It is avoiding a known fatal bug in the game.

If Khelavaster is saved, the following text is displayed:

Khelavaster, the dying sage, snatches the amulet of life saving with great haste! Khelavaster, the dying sage, puts on the amulet, gasps, shudders and suddenly slumps to the ground. Moments later his body is surrounded by a bright light and he reopens his eyes. His gaze once more is clear and all his wounds are gone! Khelavaster looks in your direction. "Aye, hero, at last some support." "I have done what I could, but I ain't no warrior." "Finally I have gotten to a stage where I'm no longer mighty enough to continue." "Nonetheless I'll be able to give you some information that might help in your quest." "To defeat the threat of Chaos you will have to close the gate." "The gate is protected by..." "...mighty magic cast to prevent anyone from entering." "Chaos corrupted the elements to fuel this magic." "The keys to break the lock are five powerful orbs..." "Five elemental orbs --- once powerful artifacts of Balance --- now corrupted by Chaos!" "These orbs are the keys to the lock preventing your entrance to the metaplane, where the gate is kept." "Find those five orbs." "Four of them are kept under guard in four temples of elemental Chaos..." "... in the levels below. You have to penetrate the walls to those temples..." "Then you need to defeat the powerful guardians. Be careful. They are very strong and use mighty magicks." "Take the orbs and use them to find the source of Chaos." "Make sure that you look for the fiery one in the wilderness." "Also try to refrain from using the Chaos Orbs. While they contain powerful magicks, they also tarnish your soul." "I will depart now since I can't oppose these mighty forces of Chaos with my weak powers." "But you shall receive this. It hopefully will help you in your quest." Khelavaster puts down some stuff and then disappears in a bright blue light. You notice a whispering voice... "We shall meet again... maybe."

He reappears (in invisible form prior to v1.2.0) in Terinyo late in the game.

If the PC gives him the crumpled scroll, obtained by killing the Emperor Moloch, he will summon the TotRR for non-chaotics. There is a 30 experience level requirement in order for Khelavaster to appear in Terinyo, but the PC does not need to have the crumpled scroll.

In Terinyo, he is suddenly known as an ancient sage, and his stats change:

Level: 1, DV: 200, PV: 3, Hits: 28, Attacks: 1, Damage: 1d4+6, Speed: 120.

3.7.2 Khelavaster's gifts

In any case, Khelavaster reveals a bit about the plot of the game including the existence of the chaos orbs and their general locations. He also leaves some equipment for the PC. The equipment he leaves depends on whether he is saved or dies. The equipment is guaranteed, but if he is allowed to die the exact status varies. Three examples are shown below.

cursed robe [+0, +1] uncursed boots of sneakiness [+0, +2] {Dx +2} blessed amulet of protection +2 uncursed eternium dagger (+0, 2d4+7) cursed wand of digging (4 charges) cursed potion of invisibility 474 gold pieces uncursed robe [+0, +1] uncursed boots of sneakiness [+0, +0] {Dx+5} uncursed amulet of protection +2 uncursed eternium dagger (+1, 2d4+7) uncursed wand of digging (4 charges) uncursed potion of invisibility 271 gold pieces uncursed robe [+0, +1] uncursed boots of sneakiness [+0, +0] {Dx+2} uncursed amulet of protection +2 cursed eternium dagger (+0, 2d4+7) uncursed wand of digging (4 charges) cursed potion of invisibility 406 gold pieces

If Khelavaster is saved, the equipment he leaves is (almost) exactly the same every time:

blessed eternium dagger (+0, 2d4+7) blessed wand of digging (8 charges) heap of 4 blessed potions of ultra healing heap of 6 blessed scrolls of chaos resistance blessed spellbook of Identify blessed spellbook of Teleportation

Note the quality of this equipment. The six blessed scrolls of chaos resistance alone are roughly equal to two wishes. Thus it is definitely worth spending a wish to obtain an amulet of life saving for Khelavaster.

The exact stats of the eternium dagger vary, it may be as good as (+0, 2d4+10) and have a prefix or suffix.


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3.8 CoC Graveyard

CoC Graveyard map ###### ################################################################# ###### #....###G#z#G#G#G#G#Z#G#G#G#Z#Z#Z#z#z#Z#z#z#z#G#G#z#z#G#G#G#z#z#G#G#Z#G###....# #.<../.................................................................../....# #....###z#G#G#Z#G#G#z#G#Z#Z#G#Z#G#z#Z#G#z#G#z#Z#Z#Z#G#G#G#z#Z#G#G#Z#z#G###....# ###### ################################################################# ###/## #.# ################################################################# #.# #.G.ZGGG.....ZG...ZZz....ZG...G.Z....G.G..z..zL..G....ZGZ.L..zZ.# #.# #z..zZ...zG..Z...ZZ.........G...z..G...z..L...Z....Z...z.G.ZG.>.# #.# #Z.Z.G......G......G.zz...GZ....zzZ.....z..z...Zz........GZL....# #.# #..zZZz....G.....G....zG..Zz......GGz.z.G..L....Zz.zG.ZzGzG.Z...# #.# #z....L.G.G..Z.z..G.G..Z........LzZzLz.z..G.....ZZ..L..z....GG..# #.# ###### ####.############################################################ ###+## #....# #.# #....# #....######.##############################################################....# #..../...................................................................+....# ###############################################################################
The monsters are: z - corpse fiends z - ghuls z - skeletons z - zombies G - ghosts G - shadows G - spectres G - wraiths L - lichs Z - greater mummies Z - mummies Z - skeletal warriors Z - vampires Z - wights The monsters in the central room stand on top of graves whose distribution is random. There may be an extra undead monster or two wandering about, as well as a few non-undead monsters.

The graveyard level in the CoC is found on D: 17-18. If the Graveyard is on D:18, then the stairs below will be blocked by a dwarven portal. A lever protected by Thrundarr in Dwarftown can open it.

The hallway snakes around the inner sanctum, which can be accessed only from the bottom left corner, or, at any point via teleportation or digging. The + signs represent graves. The location of the graves is random. Altars can be generated in the inner sanctum. In rare occasions, the small room in the southwest can be a tension room. The monsters on the level are arrayed as follows (those in the central room are standing on the graves until they are disturbed): The hallway tunnel contains ghuls, skeletons, zombies, shadows, wights and wraiths. Ghosts may pass through the walls into this corridor. The inner sanctum room contains, in addition, more dangerous undead: corpse fiends, ghosts, lichs, mummies and greater mummies, skeletal warriors, spectres and vampires. The monsters here who see invisible are: mummies, greater mummies and lichs, who are also capable of self-healing, casting glowing balls, and confusion.

The graves are diggable. See section 0.13.15 concerning digging up graves. See Appendix J and section 0.9.4.9 for monster characteristics.


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3.9 Water Temple

Water Temple map ########################## ####### ##...........xx...........## #.....# ##x.======================.x## #..<..############### ######### #..========================..# #...................# #.......# #.====.s..s.xs..sx.s..s.====.# ###########.........#####.......# #.===s.################.s===.# #........./.../.......# #.==..x#C.&..&==&..&.C#x..==.# #.........#####.......# #.==.s.#C#=^######^=#C#.s.==.# #.........# #.......# #.==...CC#=xEEEsEEx=#CC...==.# ###############/##### #.......# #.==.s.#C#=^######^=#C#.s.==.# #.............#.# #.......# #.==..x#C.&..&==&..&.C#x..==.# #.......#####+#+####### #####/### #.===s.################.s===.# #.......# #.........# #.# #.====.s..sx.s..s.xs..s.====.# ######### #.........#######/# #..========================..# #........./.......# ##x.======================.x## #.........###...>.# ##...........xx...........## #.........# #.....# ########################## ########### #######
The monsters are: s - Snake from Beyond C - chaos servants s - water snakes & - water demons x - water grues E - water elementals The right side of the level is random. The temple layout and trap locations are guaranteed. The trap types are not guaranteed. The type of trap is dependent on the dungeon level where the elemental temple is generated. The traps displayed here are observed when the Water Temple is generated on D: 19.

The Water Temple, found on either D: 19 or D: 20, is the first elemental temple that most PCs will encounter.

The right side of the level is random. Note that the temple itself is disconnected. Entry must be made by digging. Teleportation is not allowed on the level. Note the traps. Note the underscore in the center of the temple. This is the chaotic elemental altar where the orb guardian is found (at least until it is disturbed and moves). The elemental altars are very dangerous. The temples are populated by sentient beings who will sacrifice the PC instantly should he step on it. In addition, they can only be converted by champions of Balance or Order, which means PCs going for an ultra ending cannot convert them early in the game, before retrieving the Medal of Chaos. To attack the temple, the PC must dig in, then attack the monsters. It is not necessary to cross the water although it is more convenient if this is possible. If the water cannot be crossed the Snake can be zapped with a bolt from a wand or spell and will eventually emerge. However, it may flee back across the water. Lure it to the previous level before attacking. All the monsters are vulnerable to fire based attacks. The grues and demons in particular are troublesome because they have a corrupting melee attack that has a very high to-hit. Even PCs with very good DV will be hit by them eventually - a good reason to develop the PC's missile weapon skills. The snakes, including the Snake from Beyond, are poisonous. Invisibility is tremendously useful. The only monster found here who sees invisible is the Snake from Beyond. None of the monsters sees in Darkness.

Water Temple monsters stats

s - water snakes - Level: 1, DV: 17, PV: 2, Hits: 12, Attacks: 1, Damage: 2d4, Speed: 100.
x - water grues - Level: 1, DV: 29, PV: 16, Hits: 154, Attacks: 2, Damage: 2d8+8, Speed: 100.
& - water demons - Level: 1, DV: 24, PV: 15, Hits: 166, Attacks: 1, Damage: 3d10+5, Speed: 100.
E - water elementals - Level: 1, DV: 5, PV: 25, Hits: 190, Attacks: 1, Damage: 4d8+6, Speed: 100.
C - chaos servants - Level: 1, DV: 13, PV: 4, Hits: 52, Attacks: 2, Damage: 2d6+5, Speed: 100.
s - (in the center) Snake from Beyond

3.9.1 Snake from Beyond s

Level: 1, DV: 45, PV: 22, Hits: 570, Attacks: 1, Damage: 4d12+8, Speed: 100.
The Snake from Beyond is a formidable opponent. It generally does not kill a PC that has made it this far, but has nasty poisonous and corrupting attacks that rarely miss. If possible, it should be killed from a distance, easier said than done in the close quarters of the Water Temple. It is vulnerable to demon slayers.

The Snake from Beyond holds the Chaos Orb of Elemental Water, greater identified as follows:

-------------------- Chaos Orb of Elemental Water {Wi+10} ---------------------

It is an artifact.

When used in melee combat it grants a +3 bonus to hit and causes 2d9+3 points
of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3
points of damage.

It modifies your willpower attribute by +10.
(full heal + corruption when Used)


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3.10 Banshee G

Level: 1, DV: 40, PV: 2, Hits: 200, Attacks: 2, Damage: 2d8+6, Speed: 100.
The Banshee is found on a level ranging from D: 22-24. The level can be immediately recognized by a message referring to sorrow and death, and a great amount of corpses located all over the dungeon floor. The Banshee is an undead spirit in ghost form. She pines for her lost husband. Her wail is instantly fatal to most who come into her proximity. She is always found in a room in the center of the level.

PCs can protect themselves in several ways. Deafness is one. Deafness can be achieved by Using beeswax. This plugs the PC's ears, making her deaf until it is removed with the clean Ears command. Another way is by drinking a potion of deafness. Potions of deafness wear off, but the effects of an uncursed potion of deafness will last long enough to kill the Banshee. Beware of blessed potions of deafness. They cure deafness rather than causing it. Using either method, the Banshee can then be attacked safely.

An amulet of protection from undead mitigates the damage a PC takes from the Banshee. It changes from an instant death to 20d15 damage per round.

It has been observed from experiments in the Animated Forest (see below for more on this) that the death zone surrounding the Banshee is four dungeon squares (three diagonally). If a PC keeps his distance, it is possible to kill the Banshee from afar. In fact, it is not necessary to kill the Banshee at all. If the PC zaps a wand of digging to create a diagonal corridor to her room, then lures her out while keeping his distance, it will eventually be possible to teleport to the down staircase in the center of the level. Just don't forget she's still on the level on the way back. ;-)

Alternatively, a male character can wield (in a weapon slot, not a ring slot) a wedding ring. In this case the PC in question still hears the Banshee's wail, but it does not damage him. The Banshee is still hostile, however. The Banshee's wail is displayed to a male PC wielding a wedding ring as follows by the game:

The banshee regards you in astonishment. "My beloooovvveed huuuusbaaaaaaaaaaannnd!"
Beware of trying to lead the Banshee around while wielding a wedding ring. While her wail can be exploited (see below), this is a dangerous practice. The wedding ring only works while the Banshee can see the PC, so leaving her line of sight for even a single turn can be fatal.

The Banshee routinely shrugs off bolt spells, but can eventually be killed using them. She is not difficult to kill in melee.

Players have exploited the properties of the Banshee by having her follow a deaf PC around. Her wail kills many monsters. For example, the trees in the Animated Forest are vulnerable to the Banshee's wail. (Not in v1.2.0.) As might be imagined, dozens of trees dying every few turns leads to some very nice treasure. The downside is that the Banshee will become very experienced very quickly, thus making her much more difficult to dispatch should the need arise. Luring her to Dwarftown causes immediate alarm; the whole city will be hostile. Monsters immune to her wail are undead, constructs, most uniques, and shopkeepers. Banshees can be wished for.


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3.11 Wall of flames

A wall of flames is encountered around D: 27. Even if the PC has fire immunity, it cannot be passed without the Chaos Orb of Elemental Fire. The Orb is found in the Tower of Eternal Flames. The wall of flames forces the player to retrieve it before proceeding. See section 2.5 for more on the Tower of Eternal Flames.

Note that the dungeon levels have an unusual arrangement at this point. PCs will suddenly descend from D:24 to D:28 then ascend to D:27, D:26, D:25, then abruptly descend to D:29. The wall of flames will be found in the middle of this sequence.


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3.12 Eternal Guardian @

Level: 1, DV: 30, PV: 60, Hits: 2400, Attacks: 3, Damage: 5d8+5, Speed: 100.
The Eternal Guardian is found one or two levels before the Casino. He guards the down staircase on the level. He only allows peaceful passage of PCs if they are wearing the Ring of the High Kings, obtainable from the Tomb of the High Kings (section 2.12). It is definitely possible to pass him without the ring, although it presents special problems. The obvious tactic of teleporting him away from the stairs does not work, as he is resistant to teleportation. Trying to kill him in melee or with missiles is more or less pointless, since he reincarnates even if the PC manages to kill him, which is very difficult. His hitpoints are extremely high even for a boss and his attacks are penetrating. Furthermore, his reincarnations will be leveled. If a PC wants to pass him without the RotHK, it is best to make him angry such that he chases the PC, followed by a quick teleport to the down stairs and descent.

Fighting multiple copies of the Eternal Guardian is a recipe for suicide. Or a recipe for lots of experience, if the PC is fast enough. The Eternal Guardian is not especially fast, so hit and run tactics can be used. He is vulnerable to humanoid slayers or ball spells. It takes a lot of either to bring him down though.

Even if the PC manages to pass him without the Ring of the High Kings, the shortcut to the surface through Darkforge (see section 3.14) will not work in the down direction - a distinct disadvantage.

It is possible to anger the Eternal Guardian, kill his hostile copies and still pass peacefully by showing the Ring of the High Kings to the nonhostile copy that remains on the stairs. This can be used to exploit the Eternal Guardian for experience.


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Winnings table - Casino shopkeeper - Big Casino Guard - Robbing the Casino - Robbing consequences

3.13 Casino

The Casino is found on D: 30 or D: 31. The layout is as follows:
#####                                 ######
#...#                                 #...@#
#.<.###################################.>.##
#.../.$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$.....####################################
#####.................................@####![(~/=!![%[?[%%%[/*'%%%%(%([]!%%(/#
    #.$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$..####[("%?%[?"[[=[%](!%*[*%(\"*([?]%((?#
    #................................../.##[/[*[[=*[([]="[%([[!][[[%%[(!]![=(#
    #.$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$.@#.##%%[*[["[["(['['(('?""[[%/%!\]!/[*/#
    #................................../.##(*/[(['!"%[[?/[!\%*[*/%"%(*""/[("(#
    #.$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$.@#.##*!((%]?[%!=[([(/?'[(/(%[!/!/(!%?\\#
    #................................../.##.[}"[((['!"*([/[(?=[[]*[[%[?!!?[!%#
    #.$$x$$$$x$$$$x$$$$x$$$$x$$$$x$$$.@#....[!(%%(%*~=]'/![?*!!?!!!([!=%?"!%!#
    #................................../.##@[}%!%?[!?"\/[(??[(%[*![[[("%?([(%#
    #.$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$.@#.##[}%(.('*"?}["[%*(??!"?%*"!""?(}"/'#
    #................................../.##!%("/}??%\}"[%!((([[}(*[/?\"'[=%\%#
    #.$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$.@#.##*([%![}\%%\(!?[%((%"[?}{!/=[%"\[%(#
    #................................../.##%[(['(%([[\[([]='%!/{((%/\!(%*(][(#
    #.$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$.@#.##([*(([[%%[%}!?/((*"[[?['?""[]'?%[[#
    #................................../.#####################################
    ######################################
The guaranteed monsters found here are casino guards (the @s outside the Great Gift Shoppe), a Big Casino Guard (guarding the down staircase) and the shopkeeper (the @ inside the Great Gift Shoppe). The $s in the body of the Casino are not piles of gold, but rather slot machines. There will be a number of non-hostile monsters wandering about the Casino and the Great Gift Shoppe.

It is possible to win essentially unlimited amounts of gold from the slot machines. Intrinsic Dooming, Cursing, Lucky and Fate Smiles have no effect. Wearing items that grant Luck (the hidden property) or the Lucky/Fate Smiles intrinsics make no difference. The fastest way to accumulate money is to choose a machine that costs 24 gold pieces to play (marked with an x on the above map) and handle the lever. Place a heavy object on the spacebar of your keyboard. Check back after five minutes or so by picking up the gold on the floor. There should be quite a pile.

As long as the technique above is used - simply leaving the spacebar depressed - all of this gambling will take place during a single game turn, so the PC will not be spending hours of game time in the Casino getting corrupted. This is after all D: 30 or D: 31, moderately deep in the CoC. So resist the temptation to check on your winnings every 30 seconds! ;-)

A possible side effect of long gambling sessions is stunning. Ideally wear a source of stun resistance or have the intrinsic. Alternatively, prayer will remove stunning. Despite the fact that only a single game turn passes, it is also possible to become Very Hungry. Fortunately, the PC cannot starve to death while playing, so it is not necessary to eat before using the slot machines.

This implies, of course, that it is possible to buy everything in the Great Gift Shoppe. But how to carry it? Since there is an unlimited amount of gold available, a (blessed!) girdle of greed can solve that problem. The Big Casino Guard will often allow a net winner passage if he simply goes to a slot machine and loses one round. Try more than once if necessary.

The payout from the slot machines follows a precise formula, shown below:

3.13.1 Casino winnings
Item Two alike Three alike
kobold 1x 1x
goblin 4x 8x
hobgoblin 9x 27x
gnoll 16x 64x
ogre 25x 125x
wizard 36x 216x
ettin 49x 343x
giant 64x 512x
hero 81x 729x
treasure hoard 100x 1000x
magical wand 121x 1331x
magical ring 144x 1728x
magical weapon 169x 2197x
magical armor 196x 2744x
artifact 225x 3375x
ancient hero 256x 4096x
dragon 289x 4913x
ancient dragon 324x 5832x

As an example, two goblins results in a return of 4x the original bet, for a profit of 3x the original bet. The average payout works out to approximately 24x the original bet. This has been verified empirically, and agrees with theory.

Be aware that if the PC uses the slot machines, the Big Casino Guard will block the down staircase and expect the PC to spend his winnings - and more - in the Great Gift Shoppe, which is ridiculously overpriced. This problem can be solved by teleporting the Big Casino Guard. This transports him to another location on the level. He does not become hostile, does not move and behaves exactly as if he were still blocking the stairs (this is probably a bug).

3.13.2 Casino shopkeeper @

Level: 11, DV: 46, PV: 20, Hits: 890, Attacks: 6, Damage: 3d6+18, Speed: 200.
The Casino shopkeeper is worth killing if the PC can manage it, however, since he counts for several hundred thousand experience points. He is a dangerous foe, however, who frequently panics when injured.

3.13.3 Big Casino Guard @

Level: 1, DV: 19, PV: 24, Hits: 300, Attacks: 2, Damage: 6d12+12, Speed: 100.
If the player wins any money at slot machines, he will block the down stairs and not allow passage unless that much money and more is spent at the Great Gift Shoppe.

Note that he can easily be removed from the stairs by teleporting him; this will not make him hostile and he will still act as if he is standing on the stairs. In battle, not only is he capable of dealing huge amounts of damage, but he may paralyze the PC with each damaging hit, making him potentially lethal in melee combat. Therefore, the PC should generally be careful not to anger him unless they are prepared with ranged attacks and/or paralyzation resistance. While he is unique and there is only ever one Big Casino Guard generated, more can be wished for.

3.13.4 Strategies for robbing the Casino

It is possible to use Ventriloquism as usual to confuse the Casino shopkeeper. Remember if the skill is not at 100 he may become hostile in the next turn, so doing this under cover of Darkness is a wise precaution. A tactic that accomplishes the same result (no cursing, no alerting the guards) is to zap a wand of far slaying at him from very far away, 15 squares or more. These are both risky since a hostile Casino shopkeeper is a formidable opponent. The best sequence of events is to gather everything the PC wants, anger the shopkeeper and teleport straight to the down staircase.

There are a number of events that will cause all the monsters to become hostile whether or not the PC has actually picked up anything from the Great Gift Shoppe. Directly attacking the guards or shopkeeper or zapping a wand of destruction that damages any of the guards or the walls of the Great Gift Shoppe are examples. Once the monsters become hostile, a number of things happen. First, the number of guards on the level approximately triples. They cluster around both the up and down staircases and are plentiful elsewhere. Second, the teleportation restrictions inside the Great Gift Shoppe cease. This means the PC is free to teleport to any location on the level, but since the up and down staircases will be blocked by guards, it is not possible to teleport to these locations and leave the level.

Invisibility is strange on the level. The casino guards and the Big Casino Guard see invisible. The shopkeeper welcomes an invisible PC when he enters the Great Gift Shoppe, but when an invisible PC picks up an item, the shopkeeper does not immediately block the door. The standard "shopkeeper stares at your position with great intensity" message must be generated before he blocks the door. However, the shopkeeper instantly sounds an alarm when an undetected invisible PC who has picked up an item leaves the Great Gift Shoppe. Despite this, the shopkeeper does not see the invisible PC as he flees through the body of the Casino.

None of the monsters on the level are able to see in darkness. However, some will still cluster around the PC in darkness, while others, including the Big Casino Guard who ordinarily blocks the down staircase, will wander aimlessly. This means that if a PC needs to rest and recover hitpoints, or pray for healing, or drink healing potions, darkness is your friend. A PC can stand in one spot indefinitely in the dark. The tendency of the monsters to cluster around the PC or wander about also means they will leave the vicinity of the staircases. Thus a PC can rob the Casino, cast Darkness, wait, then teleport to the down staircase. This is risky, however, since if the PC is doomed by robbing the Casino (see below) there is a 1 in 1000 chance of an instadeath each turn from a grue attack (see section 0.13.4).

The stats for the shopkeeper above should make it clear that speed is critical when robbing the Casino. Anything that increases speed is valuable - rings of speed, speed boosting potions and especially seven league boots. It is possible to make the shopkeeper hostile by throwing missiles or zapping a spell at him, ideally from as far away as possible, then literally outrun him out of the Great Gift Shoppe. This is one way the Casino can be robbed without any spells whatsoever.

The stats should also make it clear that killing him is worth many experience points. This is a consideration for those PCs who desperately need experience.

3.13.5 Consequences of robbing the Casino

The consequences of robbing the Casino vary according to a couple of factors. First is the alignment of the PC. Lawful PCs will likely be cursed and doomed. Neutral PCs will likely be cursed, perhaps doomed. Chaotics will probably get away with no cursing or dooming. Lawful and neutral PCs will move their alignment towards chaotic. This may or may not be visible on the main screen. It is known for PCs to be so lawful by this point in the game that their alignment does not vary from L+ despite robbing the Casino. The second factor is exactly what transpires during the robbery. Killing the shopkeeper in the process of robbing the Casino is not recommended for crowned champions of Law or Balance, of course. Attacking the guards on the way out or after dragging them down to the next level should not cause an alignment drop as they will be hostile at that point.

The cursing and/or dooming is obviously the biggest problem PCs face after robbing the Casino. Fortunately, there is a shortcut to the surface of the Drakalor Chain (see section 3.4) available one or two levels below the Casino. This makes it possible to get to a coaligned altar near the surface quickly and sacrifice in order to get rid of the unwanted cursing or dooming, although it is possible at this point in the game that the player might want to exploit those intrinsics. In any case, remember where those coaligned altars are near the surface! If you plan to rob the Casino, they can be essential.

As of v1.2.0, excessive gambling corrupts, making it a less viable option.


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3.14 Shortcut to the surface

A shortcut to the surface from deep in the CoC will be found at about D: 32. This is very handy for those who need access to the surface to complete quests for ultra endings, visit the Quickling Tree, do the Unicorn quests, etc. It is generally found two dungeon levels below the Casino. It is obvious because there will be two up staircases on the level. The shortcut causes the PC to emerge in Darkforge. The fact that it is close to the Casino is handy if the PC needs access to an aligned altar to remove dooming and/or cursing caused by robbing the Casino.

If the Eternal Guardian was passed peacefully by wearing the Ring of the High Kings, this shortcut works in both directions. If the Eternal Guardian was not passed peacefully, the shortcut works in the up direction only. This is a powerful argument for retrieving the RotHK and not attempting to pass the EG by trickery or combat.


Updated January 28th, 2004

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3.15 Battle bunnies

Battle bunny: Level: 1, DV: 16, PV: 0, Hits: 7, Attacks: 1, Damage: 3d2, Speed: 100.
Mutated battle bunny: Level: 1, DV: 16, PV: 0, Hits: 14, Attacks: 1, Damage: 3d4, Speed: 150.
This level is found on D: 33 or D: 34. You will know when you find it, because the level message "You suddenly sense an intense tension." is generated. It consists of a long northern corridor connected to a long southern corridor. Traversing these corridors allows time for the inhabitants of the level, battle bunnies r, to breed. This is to be avoided as they breed like, well, rabbits. It can quickly get out of control. The best way to deal with the level is to immediately tunnel (or teleport) south by any means at the PC's disposal and kill Bugs, the leader of the level. This drastically reduces or eliminates further breeding of the bunnies. Kill the remainder and descend. Note that scrolls of vermin control do not work on the level, instead exploding to produce a green cloud of foul smoke.

Following are observations from David Chao:

A PC who has many castings of Cure Light Wounds (or some other healing spell and the power points to support it reasonably, Cure Light Wounds is the least costly) can exploit the Battle Bunny level for an extremely quick and easy way to achieve L+ alignment.

I'm not completely sure of the mechanics of their breeding, but I assume from observation that the Battle Bunnies do something in the context of reducing their hitpoints by half when they breed (needs testing from a PC that has a blessed stethescope). For every Battle Bunny that reproduces, you get two Battle Bunnies that are injured, and thus are viable for healing for lawful alignment boost. Once the PC is done healing a Battle Bunny, he can kill off each one he heals and then be surrounded by more injured Battle Bunnies which he can heal for even more alignment boosts.

Try to make sure Bugs is next to you while doing this, so that he may be killed once the PC has no more use for rapidly breeding Battle Bunnies. This is especially an option to consider for high level Wizards, who will be guaranteed access to every spell in the game at the Library, including healing spells and anything else the PC might need to make his job easier.

Using Calm Monster on the Battle Bunnies if you're trying to stay lawful is a silly idea because you cannot :swap positions with them even if they are non-hostile.

3.15.1 Bugs, the bunny master @

Level: 1, DV: 50, PV: 0, Hits: 220, Attacks: 2, Damage: 1d8+18, Speed: 100.
It is believed that the rate at which battle bunnies breed on the level is increased whilst Bugs is alive; so PCs are advised to kill him as soon as possible. He can disarm PCs in melee range, but is not very tough or dangerous for the stage in the game he is found (particularly since the PC has to defeat the Ancient Chaos Wyrm to get this far).


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3.16 Cat Lord f

Level: 1, DV: 60, PV: 5, Hits: 800, Attacks: 3, Damage: 4d8+8, Speed: 120.
The Cat Lord is found on D: 35 or D: 36. The level message "This level somehow seems to be removed from the rest of the world." is generated upon entering the level. Note that teleportation is not allowed on the level and ceiling traps may therefore be generated. If the PC has killed no cats, the PC may Chat with the Cat Lord, in which case the following message is generated: "The cat lord growls: "Thou hast respected the cat race. Thus I shall grant upon you this gift." The cat lord suddenly is gone. Nothing but a tiny ring is left of him." In this case, congratulations are due. The PC has the most powerful ring in the game, the artifact Ring of the Master Cat. It is enormously helpful in the end game, particularly because it grants +16 to Dexterity when the PC's Dexterity is being destroyed by corruption. The ring's full properties are listed below:
-------------- ring of the master cat [+0,+5] {Dx+16} (+16 spd) ------------------

When worn it modifies DV by +0 and PV by +5.
When used in melee combat it grants a +0 bonus to hit and causes 1d1 points of
damage. When used as a missile it grants a +0 bonus to hit and causes 1d1
points of damage.

It modifies your dexterity attribute by +16.
It is very good at scoring critical hits in melee. It modifies your speed by +16.
It makes Fate smile upon you. It grants the ability to see invisible things.
If the PC has killed cats, the Cat Lord will be hostile. His power is dependent on the number of cats killed: he gains 10 HP for each cat killed, and 1 level for each 25 cats killed, but max level 20.

Thanks to Grey for tips on fighting the Cat Lord:

If the PC has killed cats, the Cat Lord will be hostile. He is a very difficult opponent, and becomes more difficult each time a cat is killed. Consequently he is worth many experience points. PCs deperate for experience may wish to forfeit the annoying quest and ring for the experience. The Cat Lord is vulnerable to poison, blinding, stunning, webs, paralysis, and humanoid slaying. However, he is fast, and moves as if he's wearing seven league boots. He also tends to be invisible, so the PC should be able to see invisible. If the PC wants to melee him, he must be disabled. Paralysis or stunning from the spells or wands tend to be shrugged off but will eventually work. He also shrugs Web, but will get stuck in the webs themselves. Arrows of darkness or thunder work well, as does throwing potions of blindness or cursed potions of invisibility. After disabling him start hammering hard with your favorite humanoid slayer till he falls. Keep a close eye in case he breaks out of the disability though, and keep a good healing source on standby. A few blasts from a wand of poison can help shorten the fight a bit.

To missile him, get him stuck in webs and pepper him full of humanoid slaying ammo that has been dipped in poison. It can be best to lure him to a different level so you can teleport around freely. That way you can fill a corridor with webs and keep teleporting to each end of it, shooting at him as he keeps getting stuck.

Bolt spells aren't greatly effective, though persistence may take him down eventually. Ball spells work beautifully though. You can even just disable him using one of the above methods and keep using a well charged wand of fireballs. He tends to panic fairly easily, in which case improved fireball can be used to great effect to take him down. In this case it's best to target the spell at a square next to him - if the center of the explosion is aimed straight at him then he'll stop panicking and pursue the PC. Aim next to him and he'll stay covering in a corner while being slowly roasted to death.

If you have killed cats and just want to avoid the fearsome Cat Lord then it may be worth luring him to another level to teleport around him, though it does mean having to put up with a round of attacks as you go up or down the stairs.

Note the following bug: the game uses the kill list to determine if the PC has killed cats upon entering the Cat Lord's level. This means the PC can slaughter cats indiscriminately on or below the Cat Lord's level after entering then receive the ring.

Also see section 0.9.2 for more on the subject.


Updated June 29th, 2009

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3.17 Air Temple

Air Temple map ################## ########### ##################### #rrrrrrrrrrrrrrrr# #.........# #....././...........# ###.CCCCCCCCCCCCCC.### #.........# #.<...###...>.......# #r.C..............C.r# #.........# #.....# #...........# ###.C..&^^^^^^^^^^&..C.### #.........# ####### #####/####### #r.C...&^########^&...C.r# #.........# #.# ###.C...&&^#x....x#^&&...C.### #####+##### ########### #/####### #r.C....&^^#.EEEE.#^^&....C.r# #.# #.........# #.......# #r.C....&^^#^E@EE^#^^&....C.r# #.# #.........###.......# #r.C....&^^#.EEEE.#^^&....C.r# #.# #........././.......# ###.C...&&^#x....x#^&&...C.### #/#########.........###.......# #r.C...&^########^&...C.r# #......././.........# #.......# ###.C..&^^^^^^^^^^&..C.### #.......############# ######### #r.C..............C.r# #.......# ###.CCCCCCCCCCCCCC.### #.......# #rrrrrrrrrrrrrrrr# #.......# ################## #########
Symbols: @ - Yulgash, the Master Summoner & - air demons E - air elementals x - air grues C - chaos servants r - vapor rats # - secret doors. The right side of the level is random. The temple layout and trap locations are guaranteed. The trap types are not guaranteed. The type of trap is dependent on the dungeon level where the elemental temple is generated. The traps displayed here are observed when the Air Temple is generated on D: 40.

The Air Temple is found on a level ranging from D: 38-42, below the Casino. The right side of the level is random. Note that the temple itself is disconnected. Entry must be made by digging. Teleportation is not allowed on the level. Note the traps. The circumflex accent ^ is used to indicate secret doors. Note the underscore in the center of the temple. This is the chaotic elemental altar where the orb guardian is found (at least until he is disturbed and moves). The elemental altars are very dangerous. The air demons (or Yulgash himself) will sacrifice the PC instantly should he step on it. The elemental altars can only be converted by champions of Balance or Order, which means PCs going for an ultra ending cannot convert them early in the game, before retrieving the Medal of Chaos.

Air Temple Monsters stats
r - vapor rats - Level: 1, DV: 18, PV: 0, Hits: 1, Attacks: 1, Damage: 1d3, Speed: 100.
& - air demons - Level: 1, DV: 46, PV: 2, Hits: 118, Attacks: 1, Damage: 2d12+10, Speed: 100.
x - air grues - Level: 1, DV: 48, PV: 2, Hits: 151, Attacks: 2, Damage: 2d10+5, Speed: 100.
E - air elementals - Level: 1, DV: 50, PV: 0, Hits: 165, Attacks: 4, Damage: 5d6+6, Speed: 100.
C - chaos servants - Level: 1, DV: 13, PV: 4, Hits: 52, Attacks: 2, Damage: 2d6+5, Speed: 100.
@ - (in the center) Yulgash, the Master Summoner

The Air Temple level features intermittent electrical discharges which will destroy both worn items and those in the pack, as well as damaging PCs without good shock resistance or immunity. It is highly advisable to leave precious non-artifact items on the level above or below the Air Temple. To attack the temple, the PC must dig in then attack the monsters. The presence of the secret doors is actually helpful, since ideally the PC can take on the monsters outside of the temple first, without alerting the air elementals and grues. The air elementals are very tough with many hitpoints and the ability to breathe lightning bolts, which are another way the PC's equipment can be destroyed. The grues and demons are troublesome because they have a corrupting melee attack that has a very high to-hit. Even PCs with very good DV will be hit by them eventually - a good reason to develop the PC's missile weapon skills. Invisibility is tremendously useful. Only the chaos servants and Yulgash see invisible.

3.17.1 Yulgash, the Master Summoner @

Level: 1, DV: 24, PV: 8, Hits: 600, Attacks: 1, Damage: 1d50, Speed: 100.
As befits his name, Yulgash is liable to summon anything up to and including great wyrms and ancient karmic dragons. Killing him as soon as he is aware of the PCs presence is therefore a top priority. Yulgash is able to teleport if not on a level that prohibits it (such as the Air Temple itself), is immune to lightning, has a corrupting melee attack, but otherwise he is NOT a spellcaster. He is vulnerable to humanoid slayers.

Yulgash holds the Chaos Orb of Elemental Air, greater identified as follows:

------------------ Chaos Orb of Elemental Air {Dx+10} -------------------------

It is an artifact.

When used in melee combat it grants a +3 bonus to hit and causes 2d9+3 points
of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3
points of damage.

It modifies your dexterity attribute by +10.
(air elemental pet + corruption when Used)


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3.18 Earth Temple

Earth Temple map ######### ############# ########################## #.......# #...........# ##C..C##EEEEEEEEEEEE##C..C## #....<..#############...........# ##.^..^.##..........##.^..^.## #......./.........../...........# #...EE...###YYYYYY###...EE...# #####################...........# #...EE...# ######## #...EE...# #......./.+...........# ##.^..^x#####xxxx#####x^..^.## ######### #.......###...........# ###C..C##x##xEEEx.##x##C..C### #.......# #.......# #...........# #s#########.xEFEx..#########s# #.......# #.......# #######/##### #ssC#Y^^^Y#xxEEEx.x#Y^^^Y#Css# #.......# #.......# #.# #s##########xxxxxx##########s# #.......#####.......# #.# ###C..C##xx##....##xx##C..C### #.......+...+.......# #.# ##.^..^.##x########x##.^..^.## #.......############# #######/# #...EE...###xYYYYx###...EE...# #.......# #.......# #...EE...#Y........Y#...EE...# #######+###############..>....# ##.^..^.##Y........Y##.^..^.## #.......................# ##C..C##EEEEEEEEEEEE##C..C## ######################### ##########################
The monsters are: F - Ancient Stone Beast C - chaos servants E - earth elementals s - stone snakes x - stone grues Y - stone golems # - secret doors. The left side of the level is random. The temple layout and trap locations are guaranteed. The trap types are not guaranteed. The type of trap is dependent on the dungeon level where the elemental temple is generated. The traps displayed here are observed when the Earth Temple is generated on D: 43.

The Earth Temple is found on a level ranging from D: 42-46. The left side of the level is random. Note that the temple itself is disconnected. Entry must be made by digging. Teleportation is not allowed on the level. Some of the walls in the Earth Temple are undiggable, but there is a way into every room by digging - it may take some experimentation to find it. Note the traps ^. The hashtags # indicates secret doors. There is a chaotic elemental altar _ where the orb guardian is located (at least until it is disturbed and moves). The standard warning about standing on altars applies - the stone grues (and possibly other monsters) found on this level are capable of speech and will sacrifice the PC. The elemental altars can only be converted by champions of Balance or Order, which means PCs going for an ultra ending cannot convert them early in the game, before retrieving the Medal of Chaos.

Monsters stats - Earth Temple
s - stone snakes - Level: 1, DV: 12, PV: 8, Hits: 12, Attacks: 1, Damage: 1d8, Speed: 100.
x - stone grues - Level: 1, DV: 15, PV: 40, Hits: 235, Attacks: 2, Damage: 3d12+10, Speed: 100.
E - earth elementals - Level: 1, DV: 18, PV: 40, Hits: 210, Attacks: 2, Damage: 3d16+10, Speed: 100.
Y - stone golems - Level: 1, DV: 10, PV: 15, Hits: 70, Attacks: 1, Damage: 2d12+5, Speed: 100.
C - chaos servants - Level: 1, DV: 13, PV: 4, Hits: 52, Attacks: 2, Damage: 2d6+5, Speed: 100.
F - (in the center) the Ancient Stone Beast

To attack the temple, the PC must dig in then attack the monsters. All of the monsters here with the exception of stone golems and chaos servants are able to travel through stone, so in practice the PC will probably be attacked before penetrating the walls of the temple. Stone snakes are poisonous, stone grues have a corrupting melee attack and earth elementals throw rocks, apparently using slings which are often left behind when they are killed. Earth elementals have many hitpoints and regenerate. Exact statistics for earth elementals and stone grues are not available from a blessed stethoscope - the game responds that the monster "rather seems to be a piece of furniture." The monster memory states that earth elementals have about 210 hitpoints, stone grues about 240 hitpoints. They both have a PV of 40, so use a powerful melee attack or they will take forever to kill. All of these monsters will fall to brute force or magic.

3.18.1 Ancient Stone Beast F

Level: 1, DV: 10, PV: 60, Hits: 1100, Attacks: 1, Damage: 5d10+10, Speed: 100.
Attacking the Ancient Stone Beast may seem like attacking a wall of granite. Not fast, not overwhelming PV, but it can take a formidable amount of bashing to bring down this creature. Not helping matters is the fact that it regenerates wounds and has a corrupting melee attack. It is vulnerable to demon slayers.

The Ancient Stone Beast holds the Chaos Orb of Elemental Earth, greater identified as follows:

--------------------- Chaos Orb of Elemental Earth {To+10} --------------------

It is an artifact.

When used in melee combat it grants a +3 bonus to hit and causes 3d9+3 points
of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3
points of damage.

It modifies your toughness attribute by +10.
(Earthquake + corruption when Used)


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3.19 Unreal Caves

The Unreal Cave system is a sub-dungeon, the entrance to which is found on D:46 or D:47. It has six levels, contains the Mana Temple and its own sub-dungeon, the Blue Dragon Caves. It is a very high danger level area, home to the game's most dangerous monsters and a vicious corruption rate. All PCs are required to enter the Unreal Cave system in order to access the Mana Temple on the lowest level. Vaults cannot be generated in this area.

3.19.1 Sharad Waador, the ancient karmic wyrm W

Level: 1, DV: 60, PV: 60, Hits: 1080, Attacks: 3, Damage: 9d12+12, Speed: 120.
Note that ancient karmic wyrms are wishable. Although they have powerful breath attacks of all elemental varieties, a dangerous melee attack, rapid regeneration, and immunity to all elemental attacks, they're critically vulnerable to invisibility, and thus may be killed by an invisible PC bombarding them repeatedly with magic missiles. They are worth a lot of experience when killed.

Sharad-Waador is found on level 4, standing next to the stairs leading to the Blue Dragon Caves. He is nonhostile and will assign a quest to kill an ancient blue wyrm, Srraxxarrakex, who is his mortal enemy. This is a difficult quest and is in no way necessary to finish the game. Part of the difficulty is the presence of Srraxxarrakex's children: many different blue dragons including ancient blue dragons which see invisible. Blue dragons breathe lightning bolts, which will damage a PC without very good resistance or immunity as well as destroying items, both worn and in the pack. There is no way to prevent the item destruction (though high Alertness, Dodge, DV, Luck and lightning resistance/immunity helps). Items can be left in Sharad-Waador's room for safekeeping while on the quest. Sharad-Waador does not move unless he is attacked or the PC reneges on the deal to take the quest.

To receive the quest, the PC must first decide what equipment will be left behind, drop it, stand on the down staircase in Sharad-Waador's room, then Chat with him. This sequence of events is necessary because Sharad-Waador will not chat with the PC until the PC is on the down stairs, and after chatting with the PC demands that the PC descend immediately. If the PC moves off the staircase at this point, Sharad-Waador becomes hostile. A trick that can be used is leaving some of the PC's precious but 'might be needed' equipment on the stairway. Sharad-Waador does not become hostile if the PC emerges from the Blue Dragon Caves without moving from the stairway. This provides a means of protecting very valuable equipment (such as scrolls of chaos resistance) that might be needed to save the PC's life. Despite the fact that Sharad-Waador does not see invisible, he will detect an invisible PC that emerges from the Blue Dragon Caves without killing Srraxxarakex and become hostile if the PC moves from the stairs.

The main reason for taking this quest however, is because Sharad-Waador rewards the PC with a huge pile of equipment for completing it. Among this equipment, which generally does not contain anything remarkable, is the artifact dagger Needle.

----------- black rune-covered dagger "Needle" (+8, 3d4) [+4, +1] ----------

Weight: 10s

When worn it modifies DV by +4 and PV by +1.

When used in melee combat it grants a +8 bonus to hit and causes 3d4 points
of damage. When used as a missile it grants a +8 bonus to hit and causes 3d4
points of damage.

(Sting has the same base properties, but Needle + Sting grant +50 to hit and
damage when dual-wielded)
Be very careful with this pile of equipment. Needle is indistinguishable from ordinary daggers until it is identified. It is best to have a blessed scroll of identify at the ready, to identify all the treasure the PC has taken from the Blue Dragon Caves and the heap of stuff Sharad-Waador provides. The junk can then be safely dropped without risking misplacing Needle. When Needle is combined with its twin, the artifact dagger Sting, held by the Assassin Prince, they become the most powerful weapons in the game, at least in terms of raw to-hit and to-damage. If a PC planning an Ultra Ending makes it this far, check section 2.11.3.1 and get the Filk quest from the Assassin Prince. He can then be killed for Sting, if desired.


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3.20 Blue Dragon Caves

Blue Dragon Caves is the name commonly given to a five level dungeon found deep in the Caverns of Chaos. It is entered from a staircase found on the fourth level of the Unreal Caves (the one that Sharad-Waador is found standing beside); making it a side-branch of a side-branch of the caverns. It is referred to as "some ancient dragon caves" in the death log, and uses the shorthand "DL" ingame.

All five levels of the Blue Dragon Caves are cavernous, meaning they have a high monster generation rate and a lot of open space. Unsurprisingly, there are a lot of blue dragons found in the caves. Blue baby dragons appear on the first level, whilst blue dragons and ancient blue dragons appear on deeper levels. In addition to the many varied blue dragons found in these caves, other nasty high level monsters may be found here, including chaos wizards, greater titans and greater molochs, for example. It is wise to have some means of dealing with greater molochs along, whether it is simply speed for running away, phase daggers or demon slayers. High speed is virtually essential for killing Srraxxarrakex, as well.

Upon entering the fifth and final level of the caves, the following message is generated: "These ancient caves are covered with marks from huge reptiles... hundreds of such marks." The final level contains only blue dragons and great blue wyrms. Srraxxarrakex will be found on this level.

When the Blue Dragon Caves were first implemented, there were complaints that the quest was impossible due to the item destruction. The amount of item destruction has been toned down a bit, and some players will actually scum these caves because killing the blue dragons generates large amounts of valuable equipment, sometimes including very valuable items such as scrolls of chaos resistance or rings of djinni summoning.

3.20.1 Srraxxarrakex, the ancient blue wyrm W

Level: 1, DV: 60, PV: 40, Hits: 924, Attacks: 3, Damage: 8d8+12, Speed: 120.
Sraxxarrakex is a very powerful ancient blue wyrm, more powerful than any other ancient wyrm in the game. He is, as might be expected, immune to shock. One of the things that makes him so difficult to defeat is the fact that he naturally regenerates and casts powerful healing spells at the same time. He has three attacks per round, so he can, for instance, breathe a lightning bolt, attack in melee, cast heal, while still getting natural regeneration per round. He can also confuse the PC from a distance. The PC must be capable of dealing massive amounts of damage quickly in order to defeat him. He can be attacked in almost any way, including melee, missiles and magic. He is of course vulnerable to dragon slaying missiles and melee weapons.


Updated March 7th, 2013

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3.21 Mana Temple

Mana Temple map ################# #........./.....# ############################ #.........#####.################### #^^^^^^^^^^^^^^^^^^^^^^^^^^# #.........# #.........../.......# #^########################^# #.........# #########.###.......# #^#ee.e.e.e.e.e........eC#^# #.........# #...# #.......# #^#e.C.C.C.C.C.C...CCC..C#^# ########### #####.### #.......# #^#e.C.C.C.C.C.C..C###C.C#^# #.....# #.......# #^#e.C.C.C.C.C.C.C.C#CC.C#^# ###############.##### #.......# #^#.................@CC.C#^# #...............# #.......# #^#e.C.C.C.C.C.C.C.C#CC.C#^# #.........#.##### ######### #^#e.C.C.C.C.C.C..C###C.C#^# #.........#.# #^#e.C.C.C.C.C.C...CCC..C#^# #.........#.##################### #^#ee.e.e.e.e.e........eC#^# #.........#./.....+.............# #^########################^# #.........###.....#######....<..# #^#^^^^^^^^^^^^^^^^^^^^^^^^# #.........# #.....# #.......# ############################ ########### ####### ######### #.# ###
Symbols: @ - Nuurag-Vaarn, the Chaos Archmage C - annihilators C - chaos servants C - chaos wizards e - magebane eyes e - magedoom eyes #- secret doors. The left side of the level is random.

The Mana Temple is found on its own level, MT, the last level of the UL, the Unreal Cave system. The UL is a side branch off the main CoC at D: 46 or D: 47. The left side of the level is random. Note that the temple itself is disconnected. Entry must be made by digging. Teleportation does not work on this level. The walls of the Mana Temple itself are undiggable. It must be entered through the single square room at the southwest of the Temple. Note the traps completely surrounding the Temple. Ceiling traps replace teleportation traps in the Mana Temple. The numeral 1 is used to indicate secret doors. Note the underscore in the eastern center of the temple. This is the chaotic elemental altar where the orb guardian is found (at least until he is disturbed and moves). The standard warning about standing on altars applies - many of the monsters are capable of speech and will sacrifice the PC. The elemental altars can only be converted by champions of Balance or Order, which means PCs going for an ultra ending cannot convert them early in the game, before retrieving the Medal of Chaos.

Monsters stats - the Mana Temple
e - magebane eyes - Level: 1, DV: 10, PV: 3, Hits: 28, Attacks: 1, Damage: 3d3, Speed: 90.
e - magedoom eyes - Level: 1, DV: 30, PV: 3, Hits: 80, Attacks: 1, Damage: 3d3+5, Speed: 90.
C - annihilators - Level: 1, DV: 24, PV: 15, Hits: 82, Attacks: 1, Damage: 1d50, Speed: 100.
C - chaos wizards - Level: 1, DV: 50, PV: 3, Hits: 82, Attacks: 1, Damage: 2d10+3, Speed: 100.
C - chaos servants - Level: 1, DV: 13, PV: 4, Hits: 52, Attacks: 2, Damage: 2d6+5, Speed: 100.
@ - Nuurag-Vaarn, the Chaos Archmage

To attack the temple, the PC must travel through the trap-filled tunnel around the temple. During this, the magebane eyes and magedoom eyes will be draining the power points of the PC. Classes which are dependent on power points are well advised to bring along blessed scrolls of power. If possible, a wand of trap detection should be saved for the Mana Temple. This is a much faster way of detecting the traps than using the Detect Traps skill, especially when combined with the Farsight spell or a necklace of the eye. The faster this tunnel is traversed, the less time the eyes have to drain the PP of the PC. The Mana Temple ranks with the nastiest places in the game. Many players do not enter the temple itself, instead staying in the corridor. Using this technique, the monsters can be fought one at a time. Even so, the chaos wizards are summoners, so the PC can still be surrounded by summoned monsters in the corridor. The objective using this method is to wait for Nuurag-Vaarn to exit the temple, kill him, collect the Orb and flee.

3.21.1 Nuurag-Vaarn, the Chaos Archmage @

Level: 1, DV: 60, PV: 30, Hits: 906, Attacks: 2, Damage: 2d10+6, Speed: 120.
Nuurag-Vaarn is a difficult opponent, to say the least. He has a corrupting melee attack. He is very fond of casting spells, especially Death Ray, Darkness, and Invisibility. Entering the Mana Temple without a means of death ray resistance is virtual suicide. Since the Ancient Mummy Wrapping provides both Death Ray resistance and the See Invisible intrinsic, it is a logical armor choice while in the Mana Temple. Nuurag-Vaarn is also very good at confusing the PC, cursing, and is an attribute drainer. In fact he has access to all spells available to monsters except healing. He is immune to elemental attacks other than acid. He is vulnerable to humanoid slaying ammo; this is a good way to attack him if the PC can maintain a clear shot at him through all the monsters, summoned and otherwise, in the temple.

To summarize the prerequisites needed to fight Nuurag-Vaarn:

  1. death ray resistance - essential
  2. confusion resistance - essential
  3. light source - essential
  4. See Invisible intrinsic - recommended
  5. fire, cold, lightning resistance - recommended
  6. humanoid slaying ammo - recommended

Nuurag-Vaarn holds the Chaos Orb of Elemental Mana, greater identified as follows:

---------------------- Chaos Orb of Elemental Mana {Ma+10} --------------------

It is an artifact.

When used in melee combat it grants a +3 bonus to hit and causes 1d16+3 points
of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3
points of damage.

It modifies your mana attribute by +10.
(full PP, +3 Mana, corruption when Used)


Updated March 10th, 2013

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Mana - Earth - Water - Air - Fire - Descending

3.22 D: 48 - Elemental Anomalies

Warning: following the procedures on this page is irreversible. The PC cannot return to the higher levels of the CoC. Have everything you will need with you before proceeding.

Level 48 of the Caverns of Chaos contains five elemental anomalies corresponding to the five Chaos Orbs. They are guarded by four elemental grues with the usual corrupting grue melee attack. The mana anomaly is not guarded by a grue, but rather a chaos wizard. The idea here is to Use each Chaos Orb while standing on the appropriate elemental anomaly. A transcript of the results and some remarks follow:

3.22.1 Mana anomaly - green underscore _

You face a strange small rift in the air leading into unknown dimensions of pure energy.
Do you want to drop the blessed Chaos Orb of Elemental Mana into the rift? [y/N]
You drop the blessed Chaos Orb of Elemental Mana into the strange rift.
For some seconds a strange silence fills the whole level.
Suddenly the rift disappears.
Using the mana orb in this way causes the PC's power points to drop to zero and a loss of two points of the Mana attribute. For this reason, spellcasters may want to do this anomaly first, to allow the maximum time for PP to regenerate. Blessed scrolls of power are very useful here.

3.22.2 Earth anomaly - brown underscore _

You face a man-high stone column with a round opening in the center.
Do you want to put the uncursed Chaos Orb of Elemental Earth {To+10} into the hole? [y/N]
You fit the uncursed Chaos Orb of Elemental Earth {To+10} into the stone column.
For some seconds the whole level is shaking.
Suddenly the column disappears.
The shaking of the level seems to imply some sort of minor earthquake, but the level takes no damage as a result.

3.22.3 Water anomaly - blue underscore _

You face a shimmering pool of unknown depth.
Do you want to throw the uncursed Chaos Orb of Elemental Water {Wi+10} into shimmering pool? [y/N]
You throw the uncursed Chaos Orb of Elemental Water {Wi+10} into the shimmering pool.
For some seconds the air gets very humid on this level.
Suddenly the humidity dispenses and everything is normal once more.
The humidity generated by this operation will damage anything vulnerable to water damage - be careful, have waterproof blankets, do not have unprotected iron armor or weapons exposed.

3.22.4 Air anomaly - bright blue underscore _

You face a man-high whirlwind rising out of a hole in the ground.
Do you want to throw the uncursed Chaos Orb of Elemental Air {Dx+10} into the whirlwind? [y/N]
You throw the uncursed Chaos Orb of Elemental Air {Dx+10} into the whirlwind.
For some seconds a roaring wind soars through this level.
Suddenly everything is silent and the whirlwind disappears.
This roaring wind seems to do no damage.

3.22.5 Fire anomaly - red underscore _

You face a man-high bonfire.
Do you want to throw the blessed Chaos Orb of Elemental Fire {St+10} into the roaring bonfire? [y/N]
You throw the blessed Chaos Orb of Elemental Fire {St+10} into the bonfire.
For some seconds the whole level is filled with an immense heat. You resist the searing flames.
Suddenly the level cools down once more and the bonfire is gone.
The fire anomaly is by far the most dangerous. It will damage anything vulnerable to fire. This includes any monsters that may be wandering the level. That includes cats. It is very disappointing and frustrating to kill a cat in this way and have the hard-fought-for Ring of the Master Cat explode at this point. Zap a wand of monster detection or read a scroll of monster detection before using the fire orb in the anomaly. It also damages a Necromancer PC's slaves. It may not kill them, but undead are vulnerable to fire damage, and a partially fried and very angry extremely experienced level 110 quickling king lich is not something the PC wants to worry about at this point. Leave undead slaves on D: 47. Pets, companions and slaves cannot cross D: 49 anyway.

3.22.6 Descending

After all of the orbs are in their proper places, the PC receives the following message:
You hear a grating sound in the distance.
This means the up staircase has reversed direction and now points down. There is no way to return to D: 47 at this point. The PC is now committed to going through D: 49 to D: 50, either to win or die.


Updated May 2nd, 2009

Single-file Improved Adom Guidebook


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3.23 D: 49 - Frictionless Ice

Level 49 of the Caverns of Chaos is called the frictionless level by many players. It is covered with ice that is too slippery to cross by normal means. Spiked boots do not help. Teleportation fails on this level. Since the ice is (almost) frictionless, throwing objects will propel the PC in the opposite direction (remember freshman physics?). There is also a special gift available on this level. If the PC equips a potion of uselessness in the missile slot and throws it, a deity rewards the PC for finding a use for the potion with a random artifact. Note that the potion must actually propel the PC in order for this to work, so don't throw your only potion of uselessness in the wrong direction! The following messages are typical of those generated upon entering and throwing a potion of uselessness:
There is a stair leading downwards here.
You climb downwards...
The ground seems to be covered with a very slippery layer of ice. It's cold
here! There is a stair leading upwards here.
[T]arget -- [Z] Abort. (x2)
The uncursed potion of uselessness thuds into an obstacle. The uncursed potion
of uselessness shatters! You slide to the west. You suddenly hear a booming
voice!
"*YE REALLY HAST FOUND A USE FOR THIS PETTY ITEM*"
"*YER INGENUITY SHALL BE REWARDED*"
Something is lying before you. Out of ammunition.
Reload with the heap of 14 uncursed rocks (+1, 1d4)? ([y]es, [n]o, [q]uit) Q
Blessed shining silver bracers (10s) are lying here. You shudder. You resist
the icy blast.
You pick up the blessed shining silver bracers. You sneeze. You resist the icy
blast.
This particular PC was very lucky and received the Bracers of War. As mentioned the artifact is random and can be potentially worthless. Note the cold-related messages. This is troublesome for Drakelings, who will find themselves frozen nearly solid. A reduction in speed to 10 is typical. If the player is aware of this, it is not a huge problem. Upon entering CoC 49, cast Improved Fireball adjacent to the PC or zap a wand of fire at the PC's location repeatedly until speed is reasonable again.

Monsters cannot be wished for, Necromancy cannot be applied, and reading scrolls of familiar summoning doesn't work on D: 49. However, in 1.1.1, using figurines and djinni appearing from non-blessed RoDS work normally. Monsters created in this manner have no trouble walking on the ice.

The following map shows the results of using rocks and a sling to travel through CoC 49. Note the rocks are closer together in the final central corridor. This was deliberately done to show the results changing when the PC switched from a sling of the long shot to a normal sling. Use whatever is handy, effective and expendable to travel through CoC 49 - rocks, arrows, guaranteed returning missiles such as a boomerang, even that worthless pile of sis the PC has been dragging around forever. Do NOT use missile weapons that are not guaranteed to return such as the rune-covered trident or the Hammer of the Gods. Given the nature of CoC 49, the PC may never be able to stop exactly where they fell to retrieve them.

The walls of D: 49 are diggable with the Mystic Shovel spell, a wand of digging, a pickaxe, the Elementalist class power and a Monk's kicking ability. Monks using their ability will be propelled backward one square, and the rock may or may not shatter, making this technique somewhat awkward. The newly dug area remains too slippery to cross. This offers Drakelings a potentially faster way through D: 49.

                                                                          ###
###########################################################################.#
#*........*.................*........*........*........*........*.........**#
##.########################################################################.#
 #.#                                                                      #.#
 #.#                                                                      #.#
 #.#                                                                      #.#
 #.#                                                                      #.#
 #*#                                                                      #.#
 #.#                                   ####################################.##
 #.#                                   #@.*....*....*....*....*....*........*#
 #.#                                   #######################################
 #.#
 #.#
 #.#
 #.#
 #.############################################################################
 #**.........*........*........*........*........*........*........*........*<#
 #.############################################################################
 ###
As of 1.2.0, wearing the moloch boots "Moloch's Torns" allows you to walk on the level normally.


Updated March 16th, 2013

Single-file Improved Adom Guidebook


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Fistanarius - Wands of destruction - Wands of door creation / monster creation - Paragon of Order

3.24 D: 50 - Metaplane

ID: 50 map ############ ####### #§CCGjCCCCC# #.....# #CCCGjCCCCC############ ####### #.....# #CCCGjCCCCCCCCCCCCCCCC# #CCCCC# #.....# #####################C# #CCCCC# #.....################# ########### #CC...CCCCCC## #C# #CCCCC# #...............+.....# #.........# #CCC.........## ##########CCCCC# #################.....###....<....# #&CCC.GGGGGG..# ###jjjjjjj######.# #.....+.+.........# #&&CC.GGGGGG..#####jjjjjjjjjj#####.#######################.....############# #&&CC.GGGGGG......jjjjjjjjjjjjCCCCCCC..................../.....# #&&CC.GGGGGG..#####jjjjjjjjjj#####.###########################/# ####### #&CCC.GGGGGG..# ###jjjjjjj######.# #.........# #.# #.....# #CCC.........## ##########CCCCC# #.........# #.# #.....# #CC...CCCCCC## #C# #CCCCC# #.........# #.# #.....# #####################C# #CCCCC# #.........#########.#######.....# #CCCGjCCCCCCCCCCCCCCCC# #CCCCC# #........./.............../.....# #§CCGjCCCCC############ ####### ################################# ############
The monsters are: & - Fistanarius, the greater balor & - balors § - balors standing on levers C - chaos mutants C - chaos warriors C - chaos wizards G - ghost lords C - greater chaos servants j - writhing masses of primal chaos The #s are secret doors. The right side of the level is random.

Level 50 of the Caverns of Chaos is the final battleground for those not attempting an ultra ending. It is appropriately challenging. The Mana Temple will have provided an idea of what CoC 50 will be like for PCs that make it this far.

The right side of the level is random. Note the dungeon features. The & symbols in this map do not represent demons but rather levers. These control the state of the Chaos Gate, represented by the 8 in the large central room. These features cannot be seen in the color map.

Note that all of the & symbols in the color map do represent balors - there are balors standing on the levers.

There are two basic ways to finish CoC 50: The object of the level is to handle both of the levers, thus closing the Chaos Gate and ending the incursion of chaos into Ancardia (that is, the background corruption). This can initially be accomplished by clearing the northern and southern corridors and handling the levers. However, some of the monsters on CoC 50 are intelligent enough to reopen the gate. To ensure that the levers remain in their closed position, the PC has two choices: ensure the levers remain in their closed position forever, or make sure the following intelligent monsters are all dead: Fistanarius, balors, ghost lords and chaos wizards.

A third alternative is available for those PCs who aspire to a special ending, which require Chaos Gate entry. Much of the combat on D: 50 can be bypassed as soon as it is possible to teleport to the location of the Chaos Gate. In order to do this, Fistanarius must move from his position on top of the Chaos Gate. See section 4 Special Endings, for more about the (extensive) requirements for attempting a special ending.

3.24.1 Fistanarius, the greater balor &

Level: 1, DV: 80, PV: 40, Hits: 1000, Attacks: 2, Damage: 8d12+20, Speed: 100.
Fistanarius is a unique boss monster found in front of the Chaos Gate. He is the last boss that most players going for a standard ending are likely to face. Since it is possible to keep the Gate closed by destroying the two levers completely, it is actually possible to complete the game without running into the greater balor at all.

Like all balors Fistanarius has strong, corrupting attacks, teleports, and can summon random monsters of appropriate danger level. His only mode of attack is melee, meaning that Archers with blessed ammo of demon or humanoid slaying should be powerful enough by such stage to deal large amounts of damage to him relatively riskfree. Non-fire magic also works on him (despite what his monster memory description says).

PCs taking him on in melee range need to take extreme care against his multiple attacks, as they are not only accurate and incredibly powerful but also highly corrupting - 3 or 4 attacks from the greater balor alone seem to be enough to grant the PC one new corruption, at a point in the game where background corruption alone is a huge concern. PCs who survive his attacks may find themselves eventually being corrupted to death, if not careful.

3.24.2 Wands of destruction ending

One relatively easy way to finish CoC 50 is to use wands of destruction. This, and the variation using wands of door creation / monster creation below, require substantially less combat than a traditional ending. The level is usually diggable, so it is usually possible to tunnel into the northern and southern corridors and clear them. If not, the PC is in for some more work. Remember they are closed by secret doors. During this, some of the intelligent monsters may sense what is happening - ghost lords may pass through the walls, balors may teleport in. When both corridors are cleared, handle one of the levers to close it. zap a wand of destruction to destroy it in its closed state. This will open the walls to the large central room and make all of those monsters pursue the PC. Teleport to the other lever, handle it to close it and zap a wand of destruction to destroy it. Teleport to the up staircase and leave. You've won. Here is an example of what the level might look like after doing this:
######    ######################################
#....######...*.***..]*.*.......&..............##                 #######
#%.[C.C....[###################################.##                #.....#
#.CC.......############      #######          ##.##################$....#
#C..G..C......C.CC....#      #CCCCC#           #.&.....#.........+.....#
#C...################.#      #CCCCC#           #.......#.###########.#.#
#......CCCCC##      #C#      #CCCCC#           #.......#.#         #.#.#
#.C.C........##     ##########CCCCC#   #########.......#.###########.#.###
#C..C.GGGGGG..#   ###jjjjjjj######.#   #.....+.+.......#...............[.#
#.C.C.GGGGGG..#####jjjjjjjjjj#####.#####.....#######/###.#############+#+###
#&&CCCGGGGGG..C...jjjjjjjjjjjjCCCCCCC../..&..#     #.# #&#           #....&#
#.....GGGGGG..#####jjjjjjjjjj#####.###########   ###/###/#########   #..&..#
#CCCG..GGGGG..#   ###jjjjjjj######.#             #.[....././.....#   #.....#
#C..CCCC.....##     ##########CCCCC#   ###########...../&###.....#   #.....#
#C...C..CCCC##      #C#      #CCCCC#   #...../.../.......# #.....#   #.....#
#...C.###############C#      #CCCCC#   #..<@.#####.......# #######   #######
#..[[.....C..C...CCCCC#      #CCCCC#  ##.....#   #....!..#
#..C[.....[############################.######   #########
#......####*.*].**.....................##
########  ##############################

C - greater chaos servants - Level: 1, DV: 24, PV: 12, Hits: 80, Attacks: 2, Damage: 3d6+6, Speed: 100.
C - chaos mutants - Level: 1, DV: 24, PV: 0, Hits: 60, Attacks: 2, Damage: 15d2+8, Speed: 100.
j - WMoPCs - Level: 1, DV: 35, PV: 3, Hits: 40, Attacks: 6, Damage: 2d6+4, Speed: 100.
C - chaos warriors - Level: 1, DV: 30, PV: 35, Hits: 262, Attacks: 1, Damage: 4d10+4, Speed: 100.
C - chaos wizards - Level: 1, DV: 50, PV: 3, Hits: 82, Attacks: 1, Damage: 2d10+3, Speed: 100.
& - balors - Level: 1, DV: 50, PV: 40, Hits: 610, Attacks: 2, Damage: 8d8+10, Speed: 100.
G - ghost lords - Level: 1, DV: 24, PV: 0, Hits: 66, Attacks: 2, Damage: 2d10+1, Speed: 100.
Note most of the balors, but not Fistanarius, have teleported to search for the PC. The chaos mutants in the center, the greater chaos servants in the central corridor, the writhing masses of primal chaos and most of the ghost lords have not even moved.

3.24.3 Wands of door creation / monster creation ending

This is a variation on the above technique. It is somewhat safer in that the big room never has to be opened at all, but both wands of door creation with at least six total charges and a wand of monster creation with two charges are required.

This method starts with the same approach as outlined above - clear the northern and southern corridors after entering them by digging. Zap a wand of door creation twice to almost enclose one of the levers. Handle the lever to close it. Zap a wand of monster creation to create a monster on the closed lever to prevent balors from teleporting to that space. Zap a wand of door creation to trap the monster on that square. Teleport to the other lever and repeat. Teleport to the stairs and leave.

This method has some problems, as does the wands of destruction ending above. Regardless, they are much, much easier than the alternative of killing the intelligent monsters on the level. First, some monsters will open doors, so it may be necessary to keep zapping, killing the monster and repeating until something suitable is generated. Locking the door will solve this problem if the PC has an appropriate key, which he should by this time. Second, you must be quick, which is why teleportation is recommended. It is quite likely that the balors will start teleporting to investigate the levers, and they are quite capable of opening the doors or smashing them if locked, killing the monster standing on the lever and reactivating the lever. Third is simply a philosophical problem. The PC has not really fulfilled the requirements for winning, but is taking advantage of the fact that the level will remain frozen after he leaves. Nonetheless, the game counts this as a win.

3.24.4 Paragon of Order

The Paragon of Order is one of the most difficult and frustrating challenges available. In order to become Paragon of Order, the player must arrive at D:50 as crowned champion of law, without having committed any chaotic acts (meaning alignment must have never dropped) or allowing any lawful monsters to die. The last requirement is particularly vexing: it is not simply that lawful monsters cannot be killed by the PC similar to dealing with cats, but rather that no lawful creature may be killed at all, even if they are attacked by another creature or destroyed by a floor trap. The reward for completing this arduous task is the most powerful artifact girdle in the game, the Platinum Girdle.
--- platinum girdle "True Strength" (+3, +0) [+18, +9] {Wi+15} (+15 spd) ---

Weight: 20s

When worn it modifies DV by +18 and PV by +9.

When used in melee combat it grants a +3 bonus to hit and causes 1d2+3
points of damage. When used as a missile it grants a +0 bonus to hit and
causes 1d2 points of damage.

It increases your luck.
It causes your wounds to regenerate.
It modifies your willpower attribute by +15.
It modifies your speed by +15.
It grants resistance to poison.
It grants luck.
It makes Fate smile upon you.
It grants resistance to death attacks.
It grants resistance to confusion attacks.
Since the PC has practically finished the game by the time the artifact is received, acquiring it is more a point of pride for players than anything else. Note that if the player commits a chaotic act after becoming Paragon, True Strength will slowly squeeze the PC to death: the girdle becomes cursed when this happens, and cannot be removed by any means - uncursing it will only result in immediate recursing. It does 8d6 damage, and reduces Dexterity by 1 for each squeeze.

In v1.2.0 only lawful deaths that are caused by the PC will be counted against the quest.


Updated March 10th, 2013

Single-file Improved Adom Guidebook


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Andor Drakon - Chaos God ending - OCG step by step - Ultra endings: TotRR - Filk - Mad Minstrel - Crumpled scroll - Khelavaster - ULE - UNE - UCG - Step by Step

4 Special endings

4.1 Andor Drakon, the ElDeR cHaOs GoD @

Level: 1, DV: 80, PV: 50, Hits: 10200, Attacks: 3, Damage: 5d10+24, Speed: 200.
Andor Drakon is the source of all the trouble in Ancardia. He resides on the ChAoS plane, which lies beyond the Chaos Gate. Any PC who wants to attempt a special ending will have to face him. The requirements for passing through the Chaos Gate vary according to alignment and whether the PC wants to attempt the normal chaos god ending or an ultra ending, and are detailed in the sections regarding the endings.

It is a good idea to remove the Chaos artifacts necessary for gate passage immediately upon arrival on the ChAoS plane. Furthermore, drop them. They are no longer needed and only serve to further corrupt the PC, which is going to happen rapidly anyway because of the corrupting nature of the ChAoS plane. Read all scrolls of chaos resistance. Drink all potions of cure corruption.

Andor Drakon is, as might be imagined, a formidable enemy. He is beyond description, as the monster memory states. We'll try to describe him anyway. He is invisible. He casts what are apparently Death Rays, has a corrupting melee attack in addition to the naturally corrupting Chaos Plane, paralyzes, confuses, summons (writhing masses of primal chaos and chaos servants are a favorite), casts Darkness, teleports, and drains attributes and power points at a fearsome rate. Additionally, he sees invisible, sees in darkness, and can pass through walls.

How to deal with him? Have a massively powerful melee attack. Drink all attribute boosting potions prior to gate entry. Be very, very fast, the faster the better, preferably speed should be intrinsically above 200 and boosted above 400. Have excellent PV and DV. Have every resistance possible - death ray, paralysation and confusion resistances are absolutely necessary. If the PC is not paralyzation resistant, an amulet of free action (or the Boots of the Divine Messenger, for instance) is essential. A light source is essential. He is vulnerable to demon and humanoid slaying weapons and ammo. If the PC sticks with missiles, Andor Drakon cannot corrupt by touch, paralyze or drain attributes. If the PC is out of direct line his Death Rays cannot be used.

He has been killed in many different ways, including using the Acid Ball spell. Relying on spells on the ChAoS plane is not recommended, since Andor Drakon drains PP very rapidly and claims that using magic strengthens him. In practice casting spells makes him faster (speed +spellcost/5). A wand of fireballs or crystals of fire are handy for removing the hordes of writhing masses of primal chaos he will probably summon.

Chaotics should avoid prayer on the ChAoS plane. It causes greater balors to be summoned.

If a PC has much trouble on D: 50, it does not bode well as far as defeating Andor Drakon goes. He often defeats PCs who have no trouble on D: 50 (but are perhaps not as spoiled as those reading this).

Monsters generated on the ChAoS Plane are: chaos brother, chaos sister, chaos warlord, chaos warrior, corruptor, writhing mass of primal chaos (quadruple chance), chaos plague bearer, chaos rat, balor, chaos lizard, chaos mutant (double chance), chaos spawn (double chance), chaos wizard, chaos eye.

4.2 Chaos God ending

The Chaos God ending was the first special ending available in ADOM, as of gamma 6 (?). Today it has become kind of old-fashioned. Victory posts with "ordinary" Chaos Gods are few and far between. One reason it has fallen out of favor is because the future history of the PC after winning is bleak: after going to all the trouble necessary to even meet, much less defeat Andor Drakon, the PC revels in his glory for some time but is ultimately vanquished by a Champion of Law. Still, it is the only means of accessing a special ending if Khelavaster cannot be saved, which is very difficult. It is also the only way to achieve a special ending with a pure chaotic: a PC that starts chaotic and stays that way for the entire game. That in itself is quite an accomplishment.

4.2.1 Requirements

In order to achieve the Chaos God ending the PC must meet several requirements. These are checked during passage through the Chaos Gate. He must be C-. He must be a crowned Champion of Chaos. He must be extremely corrupted (the game will inform you when the PC is extremely corrupted). If these criteria are not met, the PC is shredded to pieces by any of several guardians or the millions of Chaos denizens Andor Drakon has collected (the exact guardian who kills the PC will have to wait for further testing, however, from memory, it is something like multi-tentacled horrors of unspeakable might check C- alignment, a chaos knight checks for crowned Champion of Chaos and says "I bow before thee, my lord!" if the requirement is met and the millions of Chaos denizens check the requirement for extremely corrupted; a successful check causes them to chant "One of us! One of us!"). Further, the PC must have the Chaos Trinity properly equipped: wear the Crown and Medal of Chaos, wield the Sceptre of Chaos in the right hand, leave the left hand empty. If this requirement is not met, Andor Drakon blasts the PC to oblivion. A successful check results in a message from Andor Drakon along the lines of "You seem to be wearing the insignia correctly. iT wIlL bE a PlEaSuRe To ShReD yOu In MeLeE!" If all of this is met, the PC winds up on the ChAoS plane to face Andor Drakon. Despite the fact that wielding the Sceptre of Chaos is required for Gate entry, in ADOM 1.1.1 it is not necessary for the PC to be wielding it when Andor Drakon is killed (unlike the TotRR in the ultra endings below). Since it is a corrupting artifact, it may be wise to discard it immediately upon arrival on the ChAoS plane.

4.2.2 Chaos God ending step by step

4.3 Ultra endings

The Ultra endings were available as of gamma ten. In this gamma, the restriction on Chaos Gate entry for chaotics only was removed. However, the PC needs to have a mythical and long searched-for weapon - the Trident of the Red Rooster (TotRR). The steps necessary to obtain it are listed below.

All PCs attempting an Ultra ending must procure the Crown of Chaos and Medal of Chaos. In order to receive the quests for the Medal of Chaos from Gaab'Baay the PC must be at some flavor of chaotic alignment. There are six quests total, the first of which is to "satisfy the mutated one" which refers to completing the Demented Ratling's demand for six artifacts. The Demented Ratling will also only talk to chaotics. The Demented Ratling reveals the secret of the Stone Circle, where Keriax, the multi-headed chaos dragon who holds the Crown of Chaos resides. After receiving the Medal of Chaos, the PC is free to change alignment, since the Stone Circle can be entered regardless of alignment. Remember the PC must change back to at least some flavor of neutral alignment in order to retrieve the TotRR. Khelavaster will not summon the TotRR for chaotics.

All of the above has another implication - the PC cannot be crowned until the Medal of Chaos (or the TotRR itself, if an Ultimate Chaos God ending is planned) is obtained. Fallen champions will never receive the TotRR nor survive passage through the Chaos Gate, so the nice benefits of crowning must be deferred until the Medal of Chaos or TotRR are obtained.

4.3.1 Trident of the Red Rooster (

The Trident of the Red Rooster is the ultimate weapon available.
------- Trident of the Red Rooster (+36, 6d12+18) [+12, +12] {Ma+24} -------

Weight: 150s

When worn it modifies DV by +12 and PV by +12.

When used in melee combat it grants a +36 bonus to hit and causes 6d12+18
points of damage. When used as a missile it grants a +8 bonus to hit and
causes 9d8+16 points of damage.

It is an undead slayer.
It is a demon slayer.
It modifies your mana attribute by +24.
This weapon returns when thrown.
It grants resistance to death attacks.
It grants the ability to see invisible things.
It grants immunity to fire.
It grants immunity to acid.
It grants immunity to cold attacks.
It grants immunity to shock attacks.
It grants the ability to breathe water.
It allows passage through the Chaos Gate regardless of alignment. Retrieving it is a lengthy process outlined below.

4.3.1.1 Filk p quest

The Filk quest is available from the Assassin Prince, on behalf of the Mad Minstrel, once three requirements are met. They are: the PC is at least experience level 45 (Assassins are exception, they must only be at least level 30), the PC has successfully taken Sharad-Waador's quest and slain Srraxxarrakex and the PC has in his possession the artifact dagger Needle which is one of the rewards Sharad-Waador provides for killing Srraxxarrakex. After receiving the quest, the PC may elect to kill the Assassin Prince since he carries Needle's companion dagger Sting. Dual-wielded, they are enormously powerful. The object of the quest is to kill Filk, a named quickling bard.

The Assassin Prince gives some cryptic hints provided by the Mad Minstrel about Filk's location. They mean that Filk can be found on the level of the ID corresponding to the number of first-killed monsters killed. Note that this number can change as the quest proceeds. As a quickling, he is obviously fast, but Filk is the fastest of them all with a speed of 1500. When attacking Filk, note two things: he has the highest DV of any monster in the game at 500 but a PV of zero. Needless to say he is difficult to hit. However, once he is hit he is easily killed. He also shares the properties of karmics, although he is not named as such. Use missiles, wands, spells, Mindcraft or companions to kill him.

4.3.1.2 Mad Minstrel @

After the Filk quest is completed, the PC should visit the Mad Minstrel. He will provide access to and information about the location of the Scintillating Cave (found in the western part of the wilderness south of the RotHK caves very close to the Ruined City).

4.3.1.3 Crumpled scroll ?

The crumpled scroll is held by the Emperor Moloch on the last level of Scintillating Cave. See section 2.20 for more details.

4.3.1.4 Khelavaster in Terinyo

At this stage in the game Khelavaster can be found in Terinyo. He is invisible. When given the crumpled scroll, he will summon the TotRR. Remember the PC must be of neutral or lawful alignment.

4.3.2 Avatar of Order ending

To finish this ending the following requirements must be met: the PC enters the Chaos Gate as a crowned L+ Champion of Law wearing the Crown and Medal of Chaos and wielding the TotRR. The PC must not be intrinsically doomed or cursed other than due to wearing the Chaos artifacts. There is no corruption requirement. Kill Andor Drakon while wielding the TotRR. If the TotRR is not wielded when Andor Drakon dies, the ChAoS energies released by his death overwhelm the PC, turning him into a miserable ChAoS wretch. Avoid this. ;-)

Note that it is possible for a prospective Avatar of Order to become a fallen champion on the ChAoS plane, kill Andor Drakon while wielding the TotRR, and instead become an Avatar of his current alignment, despite not being crowned. This is one way around the corruption requirement for the Avatar of Balance and UCG endings. However, the PC must be able to change alignment on the ChAoS plane while fighting Andor Drakon, easier said than done.

4.3.3 Avatar of Balance ending

To finish this ending the following requirements must be met: the PC enters the Chaos Gate as a crowned N= Champion of Balance wearing the Crown and Medal of Chaos and wielding the TotRR. The PC must not be intrinsically doomed or cursed other than due to wearing the Chaos artifacts. The PC must be extremely corrupted (the game will inform you when the PC is extremely corrupted). Kill Andor Drakon while wielding the TotRR. If the TotRR is not wielded when Andor Drakon dies, the ChAoS energies released by his death overwhelm the PC, turning him into a miserable ChAoS wretch. Avoid this. ;-).

4.3.4 Ultimate Chaos God ending

To finish this ending the following requirements must be met: the PC enters the Chaos Gate as a crowned C- Champion of Chaos wearing the Crown and Medal of Chaos and wielding the TotRR. The PC must not be intrinsically doomed or cursed other than due to wearing the Chaos artifacts. The PC must be extremely corrupted (the game will inform you when the PC is extremely corrupted). Kill Andor Drakon while wielding the TotRR.

4.3.5 Ultra endings step by step


Updated March 10st, 2013

Single-file Improved Adom Guidebook


Previous - TOC - Next
Kherab's 3rd quest - Scroll of Omnipotence - Red Rooster Inn - Volcano - Weird tome

5 Unresolved mysteries

5.1 Kherab's third quest and the reward

When your PC has done the first two quests for Kherab, the dwarven artificer in Darkforge, he tells your character to "be patient, in the near future more will have to be done". However, he will never assign the third quest, even to experience level 50 characters who are ready to close the Chaos Gate or attempt an ultra ending. From scanning the executable, reference to a "spear of raw steel" has been found, seemingly a third quest reward along with the Shield of Raw Steel and Amulet of Raw Steel now available.
------------ spear of raw steel (+4, 4d10+8) [+4, +0] {Wi+4} ------------

Weight: 120s

When worn it modifies DV by +4 and PV by +0.

When used in melee combat it grants a +4 bonus to hit and causes 4d10+8
points of damage. When used as a missile it grants a +0 bonus to hit and
causes 4d5+8 points of damage.

It modifies your willpower attribute by +4.
This weapon returns when thrown.
It contains the essence of Chaos and Corruption.
It is very good at scoring critical hits in melee.
It grants resistance to poison.
It grants resistance to shock attacks.
It grants immunity to acid.

5.2 Scroll of Omnipotence

In the secret compartment of the High Mountain Village, there's a message that reads:
"Dear Lubaf, I am sorry to disappoint you but you won't be able to find the
Scroll of Omnipotence in this place. I have hidden it more effectively.
You will need to find the red rooster at dawn. Then you'll encounter the final
challenge.

With passionate hate,
 Alhacrast, Overlord of Jak-Nagiur."
This may be what Khelavaster refers to as the foolish legends that built up around the quest for the crumpled scroll and the Trident of the Red Rooster. Upon further examination of the executable, it seems the Scroll of Omnipotence could only be read by champions of Order/Balance/Chaos:
You read the scroll of omnipotence

As you read the scroll you suddenly feel great power surging through your body.
You feel invincible and your abilities are increased by enourmous amounts!
Now you are a true champion of %s!

...ripped to pieces by trying to claim power not meant for %s..
Immediately you realize that this was a big mistake as you
are not prepared for the wave of power that suddenly floats your body. You
are ripped to pieces almost instantly!....

5.3 Red Rooster Inn

The Red Rooster Inn is mentioned in the executable and is probably a red herring. It was thought in earlier versions of ADOM that the innkeeper would produce the Trident of the Red Rooster in the Red Rooster Inn at dawn.

The executable contains the following texts:

You enter the Red Rooster Inn. It's completely empty...

You enter the Red Rooster Inn as the sun is just rising. Alganon, the innkeeper,
welcomes you with great joy and honors you for helping the ancient dwarf. As
a reward he grants you a long item wrapped in a sheet. He winks at you and
mumbles "Ye know what'ta do with dat, don't ye?". Due to some urgent business
Alganon then leaves.

5.4 Volcano

There is a volcano mentioned in the executable, but no character has ever found such a location. It may be a remnant left over from earlier development of ADOM, possibly designed to be the location where the Chaos Orb of Elemental Fire could be found prior to implementation of the Tower of Eternal Flames. Deeper analysis shows a volcano is just an unimplemented dungeon feature.

5.5 Weird Tome

The Ghost Librarian in the Library of Niltrias demands silence. In practice, this means the PC must spend a certain amount of time in the Library without speaking. Spellcasting is allowed. After spending 2000 turns (well spent reading spellbooks) without speaking, upon Chatting with her, she gives the PC the Weird Tome. She instructs the PC to deliver it to the Mad Minstrel, who will in turn reward the PC with five cursed scrolls of chaos resistance.

The mystery about the book is the fact that nobody has managed to read it.

Scanning the executable gives some further hints on successful reading of the tome:

... manage to decipher the secret.
It describes a means to find the scroll of omnipotence.
... have to %s to find it.
Giving the tome to saved invisible Khelavaster in Terinyo results in:
Khelavaster, the invisible ancient sage, curiously looks at the uncursed
weird tome. "Huh? Oh, I have read that a long time ago. Pretty interesting."
Khelavaster, the invisible ancient sage, drops the uncursed weird tome.
Giving the Weird Tome to Gaab'Baay, results in:
Gaab'Baay, the old crone, hastily accepts the uncursed weird tome.
Gaab'Baay, the old crone, examines the uncursed weird tome closely.
Gaab'Baay, the old crone, cackles: "Na, I don't need this." Gaab'Baay, the
old crone, drops the uncursed weird tome.
Demented Ratling eats the tome. Andor Drakon is ignorant and refuses the tome from "puny mortal". Other unique characters simply refuse the tome.

See section 2.16.1 for more details about the Ghost Librarian and the Weird Tome.


Updated January 1st, 2010

Single-file Improved Adom Guidebook


Previous - TOC - Next
Intrinsics - Resistances - Immunities - Slaying Powers - Item Powers

Notation for item appendices


Most items are listed with the "common" group, then the "noble" group (expensive metals and the like), then artifacts. + denotes an artifact which is obtained through game plot, * an artifact which is obtained randomly. H(+x, mdn) denotes hand-to-hand damage, M() missile damage. Effect abilities conferred are abbreviated. +Tele means "grants teleportation", -Fire means "fire resistance", =Fire (two lines, get it?) means "fire immunity". Slaying powers are denoted by !. Bad items are in red. Most items are listed with their unidentified appearance. If this appearance is shown in (), that means the appearance is not always the same, but the "associated" or "most common" appearance. For expendable magical items (wands, scrolls etc, not worn equipment) imagine that ALL appearances are listed in (). ALL STATISTICS ARE "BASE" NUMBERS AND CAN BE ADJUSTED UP OR DOWN AS THE ITEM APPEARS: base odds for a chance of +/- variation for item generation is 15%. This goes up (as high as 40%) depending on the difference between the DL PC is on and the DL of the item. There is further 10% chance of deviating from the standard +/- 1-3 variation, but this also requires the DL difference to be high enough and at least one further 1/3 check passed (more 1/3 checks passed = more deviation).

As always, corrections are invited.

Intrinsics
Intrinsic Effect Great identify message
+Crit increased chance to score critical hits [1] It is very good at scoring critical hits in melee.
+Curscursed, -2d2 to Luck, -1d3+1 for items It grants bad luck.
+Doomdoomed, -3d5 to Luck, -1d8+1 for items Wearing it makes you doomed.
+Fate fate smiles upon the PC, +6 to Luck, +4 for itemsIt makes Fate smile upon you.
+Invi grants invisibility It grants invisibility.
+Luck PC is lucky, +3 to Luck, +2 for items It grants luck.
+Rgen faster HP regeneration It causes your wounds to regenerate.
+SeeI grants ability to see invisible It grants the ability to see invisible things.
+TCtr grants ability to control teleportation It allows you to control teleportation.
+Tele grants random teleportation It grants teleporting powers.
+WBre allows water breathing It grants the ability to breathe water.

[1] Critical hits deal double damage.

Resistances
ResistanceEffect Great identify message
-Acid acid resistance It grants resistance to acid.
-Cold cold resistance It grants resistance to cold.
-Conf resistance to confusion It grants resistance to confusion attacks.
-Deth resistance to death rays It grants resistance to death attacks.
-Elec shock resistance It grants resistance to shock attacks.
-Fire fire resistance It grants resistance to fire.
-Para paralyzation resistance It grants resistance to paralyzation.
-Petr petrification resistance It grants resistance to petrification.
-Pois poison resistance It grants resistance to poison.
-Sick resistance to sickness  
-Slee resistance to sleep It grants resistance to sleep attacks.
-Stun resistance to stunning It grants resistance to stunning.

Immunities
ImmunityEffect Great identify message
=Acid immunity to acid It grants immunity to acid.
=Cold immunity to cold It grants immunity to cold attacks.
=Elec immunity to shock It grants immunity to shock attacks.
=Fire immunity to fire It grants immunity to fire.

Slaying Powers
Power Effect Great identify message
!Cons slays constructs It is an unlife slayer.
!Demo slays demons It is a demon slayer.
!Drag slays dragons It is a dragon slayer.
!Gian slays giants It is a giant slayer.
!Huma slays humanoids It is a humanoid slayer.
!Inse slays insects It is an insect slayer.
!Jell slays jellies It is a jelly slayer.
!Plan slays plants It is a plant slayer.
!Unde slays undead It is an undead slayer.

Item Powers
Property Effect Great identify message
AUTOCURSINGitem curses when equipped It is a permanently cursed item.
CHAOSmerely carrying the item corrupts the PC It contains the essence of Chaos and Corruption.
chaoscorrupts when used (Moon Sickle + Orbs)  
returns item returns when thrown This weapon returns when thrown.
rustproof item is not susceptible to water damage It is rustproof.
poisoned item is poisoned permanently (Serpent's Bite) 
searching bonus to searching (Shirt of the Saints) It improves your searching capabilities.
Paladin double damage for Paladins (Justifier)  
Casino grants peaceful passage past Eternal Guardian (Ring of the High Kings) 
Orbs halves the corrupting effects of Chaos Orbs (elemental gauntlets) 
Bart can be exchanged with Bart for training (Golden Gladius) 
TwoHanded this artifact melee weapon is two-handed  


Updated September 9th, 2007

Single-file Improved Adom Guidebook


Previous - TOC - Next
Headgear - Artifact Headgear - Amulets - Artifact Amulets - Body Armor - Artifact Body Armor - Armor Modifiers - Girdles - Artifact Girdles - Cloaks - Artifact Cloaks - Shields - Artifact Shields -Rings - Artifact Rings - Bracers - Artifact Bracers - Gauntlets - Artifact Gauntlets - Boots - Artifact Boots

Appendix A - Wearable items - complete list


Headgear [
Name UnID'd Name Weight[DV,PV] Special Made of Damage
hood   3s [+0,+0]   cloth HM(+0,1d1)
hat   4s [+0,+0]   cloth HM(+0,1d1)
leather cap   5s [+0,+0]   leather HM(+0,1d1)
bone helmet   40s [+0,+1]   wood HM(+0,1d3)
metal cap   50s [+0,+1]   iron HM(+0,1d3)
silver helmet   50s [+0,+0]   iron H(+0,1d4) M(+0,1d3)
iron crown   65s [+0,+1]   iron HM(+0,1d3)
horned helmet   100s [+1,+1]   iron H(+0,1d4) M(+0,1d3)
orcish helmet black helmet 100s [+1,+2] {Pe-2} iron H(+0,1d4) M(+0,1d3)
mithril cap metal cap 40s [+0,+2]   mithril HM(+0,1d3)
adamantium cap metal cap 36s [+0,+2]   adamantium HM(+0,1d3)
eternium cap metal cap 28s [+0,+4]   eternium HM(+0,1d3)
diadem of beauty silver diadem 35s [+0,+0] {Ap+4} iron HM(+0,1d3)
helm of beauty silver helmet 50s [+0,+0] {Ap+1} iron H(+0,1d4) M(+0,1d3)
helm of leadership silver helmet 100s [+1,+2] {Ch+6} iron H(+0,1d4) M(+0,1d3)
helm of mental stability crystal helmet 100s [+0,+1] {Le+1} -Conf stone H(+0,1d4) M(+0,1d3)
helm of teleportation metal helmet 50s [+0,+1] +Tele iron HM(+0,1d3)
helm of water breathing blue metal cap 30s [+0,+1] +WBre rustproof iron HM(+0,1d3)
crown of fire red crown 65s [+1,+2] =Fire iron HM(+0,1d3)
crown of ice blue crown 65s [+1,+2] =Cold iron HM(+0,1d3)
crown of lightning yellow crown 65s [+0,+1] (+5 Spd) =Elec iron HM(+0,1d3)
crown of regeneration brass crown 55s [+0,+0] +Rgen iron HM(+0,1d3)

Artifact Headgear
Name UnID'd Name Weight(MEM,MIM) [DV,PV] Special Damage
+crown of science steel crown 65s [+4,+8] {Le+9} +Curs +Doom =Fire AUTOCURSING HM(+0,1d3)
+Crown of Chaos obsidian crown 500s (-6,-6) [+0,+15] {Ma+10} (+10 Spd) +Curs +Doom -Petr -Deth CHAOS HM(-6,1d3)
*Iron Crown of Havlor iron crown 65s (-6,-6) [+12,+12] {Le+4} HM(-6,1d3)
*crown of leadership silver crown 65s [+2,+7] {Ch+18} +SeeI -Pois -Conf HM(+0,1d3)

Amulets '
Name UnID'd Name WeightEffect Made of
balance gray 3s reduces effect chaotic or lawful acts have on alignment iron
chaos obsidian 3s draws alignment towards C-; damages lawfuls 1d3 adamantium
the cold heart {Ch-12} bleak 3s -Cold; -12 Ch (+/-3) iron
death ray resistance stone 7s -Deth stone
defense +2 iron 3s +2 DV (+/-3) iron
free action golden 3s -Para iron
greed platinum 3s detects gold [1] iron
health leather 3s -Sick; disables last sickness attack if not cursed various
hunger tarnished 3s AUTOCURSING; increases base food consumption rate: x2/x3/x4 B/U/Ciron
life saving steel 3s resurrects PC [2]; saves Khelavaster - see 2.14.1iron
light glass 3s light source; disables Stealth glass
luck lead 8s +Luck iron
order marble 3s draws alignment towards L+; damages chaotics 1d3 adamantium
perseverance {Wi+3} electrum 3s +3 Wi (+/-3) iron
petrification resistance opal 3s -Petr stone
protection +2 silver 3s +2 PV (+/-3) mithril
protection from constructsonyx 3s protects vs special attacks of constructs [6] stone
protection from undead bone 3s protects vs special attacks of undead [3][6] wood
speed (+3 spd) bronze 3s +3 Spd iron
teleport control copper 3s +TCtr iron
water breathing blue 3s +WBre; rustproof iron
brass amulet   3s no effect; can be polymorphed gold
necklace of rabies resistancepearl necklace2smakes rabid dogs edible; B/U/C status improves satiation from rabid dogsvarious
necklace of rapid healingcoral necklace 2s increases HP regeneration rate [4] various
necklace of the eye splendid necklace3sincreases vision range, +3 or +4/+2/-1 or -2 for B/U/C [5]iron
necklace of the silver tongue {Ch+3} shining necklace2s +3 Ch (+/-3) various
pendant of beauty {Ap+4} ruby amulet 3s +4 Ap (+/-3) stone
pendant of mana {Ma+2} amber amulet 3s +2 Ma (+/-3) iron

[1] If there is gold lying on the ground on the level on which the PC is currently located, it will occasionally generate a message "You sense the presence of gold", or "You feel the urge to get rich really fast." if there is a Royal Vault on the level.

[2] Cursed: 1/4 HP and -1d3+1 To, uncursed: 1/2 HP, blessed: full HP; amulet of life saving does not save your life if you get killed by - collapsing dungeon (kicking stairs, you die with the amulet around your neck), old age (it tries to save you but says your time has come and fails); corruption (though it's not really a death, instead you are transformed into a little purple j); wearing insufficient equipment when entering the chaos gate (AoLS disappears when you enter it); sacrificing yourself (god destroys your amulet if you try to cheat him/her and then you are sacrificed - under certain circumstances your god forgives you and will let you continue but without your amulet); getting sacrificed by a monster (you die with the amulet around your neck).

[3] Banshee wail just causes 20d15 damage instead of instant death if this amulet is worn.

[4] Uncursed halves the time required to receive one point of HP healed due to natural regeneration; blessed reduces that time divided by eight; cursed does nothing.

[5] In the wilderness, the effect is about +10/+5/-5 B/U/C. Blessed necklace also grants some sort of "vision" to blind players - it allows the map to be drawn only one square around character; monsters are not visible.

[6] 60% / 80% / 120% chance of such attacks B/U/C.

The amulets with a numerical modifier above are base value in g16p2. There are others available. The numerical modifier can be {base value} +/- 3. Amulets of speed, however, are always (+3 spd). Extensive testing was done by wishing for amulets of the cold heart, amulets of defense, and amulets of order. For the statisticians among the readers, the results are shown here.

Artifact Amulets
Name UnID'd Name Weight[DV,PV] Special Damage
+amulet of raw steel steel amulet 10s [+3,+3] {Pe+12} -Slee -Stun -Deth +SeeI CHAOS HM(-4,1d3)
+ankh ankh 3s [+2,+2] +Luck +Fate HM(-4,1d3)
*Aylas Holy Scarf silk scarf 5s [+10,+10] {Ch+6} HM(+0,1d2)
+Black Torc black torc 3s [+4,+2] (+10 Spd) -Fire -Cold -Elec +Curs !Unde returns AUTOCURSING H(+0,1d10+2) M(+2,2d6+2)
+Medal of Chaos obsidian amulet 300s [+12,+3] {Ap+12} +Curs +Doom -Petr -Stun +SeeI +WBre CHAOS AUTOCURSING HM(-4,1d3)
*sapphire amulet "Preserver" sapphire amulet 3s [+4,+4] {Wi+7} +Rgen -Pois -Para +Luck HM(-4,1d3)

Body Armor [
Name UnID'd Name Weight(MEM,MIM) [DV,PV] Special Made of Damage
clothes   40s [+0,+0]   cloth HM(+0,1d1)
fancy clothes   30s [+1,+0] {Ap+1} cloth HM(+0,1d1)
ugly clothes   50s [+0,+0] {Ap-1} cloth HM(+0,1d1)
robe   60s [+0,+1]   cloth HM(+0,1d1)
black robe   50s [+0,+1]   cloth HM(+0,1d1)
blood-stained robe   60s [+0,+1] {Ap-2} cloth HM(+0,1d1)
clean robe   60s [+0,+1] {Ap+2} cloth HM(+0,1d1)
leather apron   75s (-1,-1) [+0,+2]   leather HM(-1, 1d2)
light furs   180s [+0,+1]   leather HM(+0,1d1)
thick furs   300s (-1,-1) [+0,+2]   leather HM(-1,1d2)
leather armor   150s [+0,+2]   leather HM(+0,1d2)
studded leather armor   250s (-1,+0) [-1,+3]   various H(-1,1d4) M(+0,1d4)
shell armor   300s (+0,-2) [-1,+2]   various H(+0,1d5) M(-2,1d5)
ring mail   300s (-1,-1) [-1,+3]   iron HM(-1,1d4)
scale mail   400s (-1,-2) [-2,+4]   iron H(-1,1d5) M(-2,1d5)
chain mail   400s (-1,-3) [-3,+5]   iron H(-1,1d5) M(-3,1d5)
splint mail   450s (-2,-4) [-2,+6]   iron H(-2,3d2) M(-4,1d6+2)
plate mail   500s (-2,-4) [-4,+7]   iron H(-2,3d2) M(-4,1d6+2)
elven chain mail   10s [+0,+5]   mithril HM(+0,1d6)
robe of invisibility robe 60s [+0,+1] +Invi cloth HM(+0,1d1)
mummy wrapping strange wrapping 50s [-2,+0] {Ap-6} cloth HM(+0,1d1)
spider shell armor shell armor 300s (+0,-2) [-1,+5]   various H(+0,1d5) M(-2,1d5)
mithril ring mail ring mail 240s (-1,-1) [-1,+5]   mithril HM(-1,1d4)
mithril scale mail scale mail 320s (-1,-2) [-1,+6]   mithril H(-1,1d5) M(-2,1d5)
mithril chain mail chain mail 320s (-1,-3) [-2,+7]   mithril H(-1,1d5) M(-3,1d5)
mithril splint mail splint mail 360s (-2,-4) [-2,+7]   mithril H(-2,1d6+2) M(-4,1d6+2)
mithril plate mail plate mail 400s (-2,-4) [-3,+9]   mithril H(-2,1d6+2) M(-4,1d6+2)
crystal scale mail scale mail 620s (-1,-2) [+0,+8]   crystal H(-1,1d5) M(-2, 1d5)
crystal chain mail chain mail 620s (-1,-3) [-1,+9]   crystal H(-1,1d5) M(-3, 1d5)
crystal plate mail plate mail 720s (-2,-4) [-2,+11]   crystal H(-2,1d6+2) M(-4,1d6+2)
adamantium ring mail ring mail 216s (-1,-2) [+0,+7]   adamantium H(-1,1d4) M(-2, 1d4)
adamantium scale mail scale mail 288s (-1,-2) [+0,+8]   adamantium H(-1,1d5) M(-2, 1d5)
adamantium chain mail chain mail 288s (-1,-3) [-1,+9]   adamantium H(-1,1d5) M(-3, 1d5)
adamantium splint mail splint mail 278s (-2,-4) [-2,+9]   adamantium H(-2,1d6+2) M(-4,1d6+2)
adamantium plate mail plate mail 320s (-2,-4) [-2,+11]   adamantium H(-2,1d6+2) M(-4,1d6+2)
eternium ring mail scale mail [2] 196s (-1,-1) [+0,+9]   eternium HM(-1,2d4)
eternium scale mail scale mail 220s (-1,-1) [+0,+10]   eternium HM(-1,2d4)
eternium chain mail chain mail 220s (-1,-2) [-1,+11]   eternium H(-1,2d4) M(-2, 1d6+1)
eternium splint mail splint mail 200s (-1,-2) [-1,+11]   eternium H(-1,1d8+4) M(-2,1d8+4)
eternium plate mail plate mail 240s (-1,-2) [-1,+13]   eternium H(-1,1d8+4) M(-2,1d8+4)
black dragon scale mail   200s (-2,-4) [-2,+11] =Acid adamantium H(-2,1d6+2) M(-4,1d6+2)
blue dragon scale mail   200s (-1,-4) [-1,+10] =Elec adamantium H(-1,1d6+1) M(-4,1d6+2)
red dragon scale mail   220s (-1,-4) [-1,+13] =Fire adamantium H(-1,1d6+1) M(-4,1d6+2)
white dragon scale mail   200s (-2,-4) [-2,+11] =Cold adamantium H(-2,1d6+2) M(-4,1d6+2)
moloch armor hulking armor 15000s(-8,-16) [-30,+50] {Dx-20} (-20 Spd) =Fire [1]eternium H(-8,3d10) M(-16,3d10+2)

[1] Wishing for "moloch armors" or "hulking armors" yields eternium plate mails.

[2] A typo in the un-ided description.

Artifact Body Armor
Name UnID'd Name Weight(MEM,MIM) [DV,PV]Special Damage
+ancient mummy wrapping strange wrapping 60s [+1,+5] {Ap-8} =Cold -Pois -Slee -Stun -Deth +SeeI HM(+0,1d1)
*robes of resistance robes of resistance 60s (-4,-4) [+3,+12] {To+5} -Fire -Acid -Elec HM(-4,1d1)
*fine leather armor "Nature's Companion" leather armor 120s (+2,+0) [+2,+8] (+15 Spd) =Fire =Elec H(+2,1d2) M(+0,1d2)
*Shirt of the Saints clothes 20s [+8,+4] {Le+2} -Slee -Conf +SeeI searching HM(+0,1d1)
*Perion's mithril plate mail plate mail 450s (-1,-4) [-1,+13] -Fire -Acid H(-1,3d2) M(-4,1d6+2)

Armor Modifiers
Armor prefix Effect Great identify message
antimagical PP regeneration stops It completely prevents the recovery of magical energy.
auto-locking AUTOCURSING It automatically locks itself to your body when worn.
beautiful +4 Ap This beautifully fashioned armor improves your looks quite a bit (+4 to Appearance).
charged occasional 2d6 shock damage to PC This armor seems to charge up from time to time and then releases its deadly charge into your body.
empowered increases PP regeneration rate  
extra-heavy 4x normal weight It weighs four times as much as other armors of its type.
gorgeous +8 Ap This gorgeously crafted piece of armor immensely improves your appearance (+8 to Appearance).
green -Acid It grants resistance to acid.
heavy 2x normal weight It weighs twice as much as other armors of its type.
light half normal weight It weighs only half as much as other armors of its type.
padded -Stun It grants resistance to stunning.
red -Fire It grants resistance to fire.
rotting slows HP regeneration This rotting apparel slows your physical recovery.
shining +1 Ap This armor is so polished that it shines very nicely (+1 to Appearance).
soft easily damaged This armor is easily damaged.
trapped removable only via destruction or transformation with a blessed potion of exchange Once worn this armor becomes so welded to your body that it can't be removed without destroying it.
ultra-heavy 8x normal weight It weighs eight times as much as other armors of its type.
vigilant +4 Pe It is covered with eyes that increase your perceptiveness (+4 to Perception).
vile reduces Ap and Ch to 1 Its appearance is extremely vile and completely ruins your apparition (Charisma and Appearance both reduced to 1).
white -Cold It grants resistance to cold.
worm-ridden checks every 100 turns if 1d30 > To then sick for 10d10 turns It is ridden with all kinds of insects greatly increasing your chance to get ill.
yellow -Elec It grants resistance to shock attacks.

Armor suffix Effect Great identify message
of anger automatically switches tactics to aggressive It forces you to fight with offensive tactics.
of balance moves alignment towards neutrality It tries to convert you to the forces of Balance.
of carrying +50% to carrying capacity It allows you to carry 50% more than usual.
of chaos alignment moves towards chaotic It tries to convert you to the forces of Chaos.
of damnation +Doom Wearing it makes you doomed.
of defense +4 DV It is finely crafted to deflect blows (+4 to DV).
of hate similar to the unholy aura corruption, causes all NPCs to become hostile It causes others to hate you.
of health -Sick It helps recovering from diseases.
of hunger increases food consumption It increases the amount of food you need to digest.
of leadership +6 Ch It confers special leadership powers upon you (+6 to Charisma).
of life +20% HP It increases your inherent spark of life (+20% hits).
of order alignment moves towards lawful It tries to convert you to the forces of Order.
of power +20% PP; no adjustment to Ma attribute It increases your magical powers by 20%.
of protection +4 PV It is sturdily built to absorb blows (+4 to PV).
of rage does not affect true berserking Even true berserkers can wear it due to the raging spirit that inhibits it.
of resilience +n To; 4 - 6 has been observed It makes you more resilient to damage (+6 to Toughness).
of sloth -20 Sp It slows you down immensely (-20 to speed).
of speed +5 Sp It increases your reflexes (+5 to speed).
of the sea lessens drowning damage - 100%/80%/60% of the time (B/U/C) It protects you from drowning.
of travelling halves food consumption in wilderness It halves your food consumption while travelling through the wilderness.

Girdles [
Name UnID'd Name Weight[DV,PV] Special Made of Damage
leather girdle   5s [+0,+0]   leather HM(+0,1d2)
metal girdle   25s [+0,+1]   iron HM(+0,1d4)
mithril girdle metal girdle 20s [+0,+2]   mithril HM(+0,1d4)
adamantium girdle metal girdle 18s [+0,+3]   adamantium HM(+0,1d4)
eternium girdle metal girdle 12s [+0,+4]   eternium HM(+0,1d4)
girdle of weight(strange metal girdle)40s [+0,+0] weighs 200s/400s/600s B/U/C when equippedvariousHM(+0,1d4)
money belt (leather girdle) 5s [+0,+0] prevents pickpocketing leather HM(+0,1d2)
girdle of greed (copper-hewn girdle) 7s [+0,+0] adds capacity [1] various HM(+0,1d2)
girdle of carrying (thick girdle) 15s [+0,+0] adds capacity [2] leather HM(+0,1d2)
girdle of strength (hard girdle) 15s [+0,+0] {St+1} leather HM(+0,1d2)
girdle of giant strength (bulky girdle) 30s [+0,+0] {St+12} various HM(+0,1d4)

[1] A girdle of greed adds carrying capacity in proportion to the amount of gold you carry: Cursed - carrying capacity is reduced by weight of gold * 400%. Uncursed - carrying capacity is increased by weight of gold * 50%. Blessed - carrying capacity is increased by weight of gold * 100%.

[2] Cursed - carrying capacity is reduced by 50%. Uncursed - carrying capacity is increased by St * 50. Blessed - carrying capacity is increased by St * 100.

Artifact Girdles
Name UnID'd Name Weight(MEM,MIM) [DV,PV]Special Damage
+platinum girdle "True Strength" platinum girdle 20s (+3,+0) [+18,+9] {Wi+15} (+15 Spd) +Rgen -Pois +Luck +Fate -Deth -Conf H(+3,1d2+3) M(+0,1d2)
*girdle of the emperors "Celestrix" [1] golden girdle 25s [+13,+13] {Ch+8} +Rgen -Pois -Slee +Doom -Deth -SeeI =Elec HM(+0,1d4)

[1] Unavailable in ADOM 1.1.1 without patching.

Cloaks [
Name UnID'd Name Weight(MEM,MIM) [DV,PV]Special Made of Damage
light cloak   20s [+1,+0]   cloth HM(+0,1d1)
hooded cloak   40s [+1,+0] protects against rain cloth HM(+0,1d1)
leather cloak   40s (-1,+0) [+1,+0]   leather H(-1,1d1) M(+0,1d1)
cloak of adornment (multi-colored cloak) 40s [+0,+0] {Ap+4} cloth HM(+0,1d1)
cloak of defense (warm cloak) 20s [+3,+0]   cloth HM(+0,1d1)
cloak of invisibility (fine cloak) 30s (-1,+0) [+1,+0] +Invi leather H(-1,1d1) M(+0,1d1)
cloak of protection (cheap cloak) 20s [+0,+3] protects against rain cloth HM(+0,1d1)

Artifact Cloaks
Name UnID'd Name Weight(MEM,MIM) [DV,PV]Special Damage
*cloak of Oman dirty cloak 20s (+2,+0) [+4,+4] {Dx+8} +Tele H(+2,1d1) M(+0,1d1)
*Brannalbin's Cloak of Defense gray cloak 30s [+3,+3] -Fire -Cold -Acid -Elec +Invi HM(+0,1d1)

Shields [
Name UnID'd Name Weight(MEM) [DV,PV] Made of Damage
wooden shield   80s [+3,+1] wood HM(+0,1d6)
small shield   50s [+2,+0] iron H(+0,1d6) M(+0, 1d4)
medium shield   100s [+3,+1] iron HM(+0,1d6)
large shield   120s (-1) [+5,+1] iron H(-1,1d8) M(+0, 1d8)
tower shield   150s (-2) [+7,+0] iron H(-2,1d5+2) M(+0, 1d8+1)
small mithril shield small shield 40s [+3,+1] mithril H(+0,1d6) M(+0, 1d4)
medium mithril shield medium shield 80s [+5,+1] mithril HM(+0,1d6)
large mithril shield large shield 96s (-1) [+7,+2] mithril H(-1,1d8) M(+0, 1d8)
tower mithril shield tower shield 120s (-2) [+9,+2] mithril H(-2,1d5+2) M(+0, 1d8+1)
small crystal shield small shield 72s [+5,+0] crystal H(+0,1d6) M(+0, 1d4)
medium crystal shield medium shield 160s [+9,+4] crystal HM(+0,1d6)
large crystal shield large shield 210s (-1) [+10,+2] crystal H(-1,1d8) M(+0, 1d8)
tower crystal shield tower shield 260s (-2) [+13,+4] crystal H(-2,1d5+2) M(+0, 1d8+1)
small adamantium shield small shield 36s [+5,+0] adamantium H(+0,1d6) M(+0,1d4)
medium adamantium shield medium shield 72s [+7,+2] adamantium HM(+0,1d6)
large adamantium shield large shield 86s (-1) [+9,+3] adamantium H(-1,1d8) M(+0,1d8)
tower adamantium shield tower shield 108 (-2) [+11,+2] adamantium H(-2,1d5+2) M(+0,1d8+1)
small eternium shield small shield 24s [+7,+1] eternium H(+0,2d4+1) M(+0,1d4)
medium eternium shield medium shield 46s [+9,+3] eternium H(+0,1d12+3) M(+0,1d6)
large eternium shield large shield 54s (-1) [+11,+5] eternium H(-1,2d8) M(+0,1d8)
tower eternium shield tower shield 70s (-1) [+13,+4] eternium H(-1,2d10) M(+0,1d8+1)

Note that throwing shields as missile weapons increases the weapon marks for the shields skill. Likewise, higher shield skill gives bonuses when throwing shields.

Artifact Shields
Name UnID'd Name Weight(MEM) [DV,PV] Special Damage
+dwarven shield "Rolf's Saviour" ancient dwarven shield120s (+2) [+9,+6] -Fire -Cold -Pois H(+2,1d6) M(+0,1d6)
+shield of raw steel steel shield 180s (+2) [+12,+18] {To+8} =Fire =Cold -Pois CHAOS H(+2,1d6) M(+0,1d6)
*medium obsidian shield "Protector" medium shield 46s [+20,+4] {To+2} -Slee -Stun -Conf H(+0,1d12+3) M(+0,1d6)
*small black shield "Lust for Glory" [1] small shield 50s (+1) [+5,+5] {Wi+3} -Petr -Deth -Para H(+1,1d6) M(+0,1d4)
*intricate wooden shield "Nature's Friend" wooden shield 80s [+6,+3] -Fire -Cold -Acid -Elec -Pois HM(+0,1d6)

[1] Unavailable in ADOM 1.1.1 without patching.

Rings =
Name UnID'd NameEffect Made of
brass ring   reportedly a used ring of djinni summoning; useless various
acid resistance iron -Acid iron
cold resistance marble -Cold stone
damage onyx increases melee (missile?) damage: Right ring: +6/+3/-2, Left ring: +3/+1/-1 B/U/C [4] adamantium
defense golden + n to DV, +1 is base value gold
djinni summoning ordinary blessed = wish; uncursed = tame djinni companion; cursed = hostile djinni when Used adamantium
doom black AUTOCURSING; +Curs +Doom; -6 DV; -6 PV gold
elemental mastery emerald =Fire =Cold =Elec iron
minor elemental mastery topaz -Fire -Cold -Elec iron
fire adamantium protects worn equipment and pack from cold attacks adamantium
fire resistance wooden -Fire wood
gain attribute ruby + n to any attribute, +1 is base value gold
ice mithril protects worn equipment and pack from fire attacks mithril
invisibility jade +Invi stone
karmic absorption scratched allows melee of karmics without penalty; B/U/C status declines with each melee attack gold
luck copper +Luck gold
mental stability [+x, +y] {Le+n} agate -Conf; n = 1-4; x,y = 1-3 iron
protection silver + n to PV, +1 is base value gold
regeneration coral +Rgen gold
searching bronze automatic searching every turn gold
see invisible amber +SeeI gold
slaying opal (+n melee damage, +6 missile damage) n = 6 base value adamantium
speed [+0, +n] (+5 speed) aqaumarine +5 Spd, n = 1-4 iron
stun resistance electrum -Stun iron
teleport control glowing +TCtr gold
the clear mind fire opal -Conf iron
the fish vibrating AUTOCURSING; rustproof; [1] iron
weakness plain AUTOCURSING; decreases Strength to 2/4/6 C/U/B; [2] iron
wedding ring nograin grants near IMMUNITY to the Banshee's wail when wielded for males - see section 2.17; [3]various

[1] 1 blessed, 1 uncursed + 1 cursed or 2 cursed stop drowning damage, although water breathing is not listed as an intrinsic at the time.

[2] Note the possibility of a crushing instadeath for an advanced PC carrying lots of stuff.

[3] Tames berserkers of the same gender.

[4] Damage is H(+0, 1d8) M(+3, 1d1+3).

All rings weigh 1s. When used in melee or as a missile, rings do (+0, 1d1) damage, with the exception being ring of damage.

Artifact Rings
Name UnID'd Name [DV,PV] Special Damage
*ring of immunity sapphire ring [+5,+5] =Fire =Acid =Cold =Elec HM(+0,1d1)
+ring of the High Kings platinum ring [+2,+3] -Fire -Pois -Cold -Elec Casino HM(+0,1d1)
+ring of the master cat cats eye ring [+0,+5] {Dx+16} (+16 Spd) +Crit +SeeI +Fate HM(+0,1d1)

Bracers ~
Name UnID'd Name Weight[DV,PV] Special Made ofDamage
brass bracers   10s [+0,+0]   gold HM(+0,1d1)
bracers of defense (silver bracers) 10s [+2,+0]   gold HM(+0,1d1)
bracers of protection (copper bracers) 10s [+0,+2]   gold HM(+0,1d1)
bracers of regeneration(steel bracers) 18s [+0,+0] +Rgen iron HM(+0,1d1)
bracers of resistance (iron bracers) 10s [+0,+0] -Fire -Cold -Elec -Slee -Deth iron HM(+0,1d1)
bracers of speed (bronze bracers) 10s [+0,+0] (+4 Spd) iron HM(+0,1d1)
bracers of toughness (bone bracers) 10s [+0,+0] {To+4} wood HM(+0,1d1)

Artifact Bracers
Name UnID'd Name Weight[DV,PV] Special Damage
*bracers of war shining silver bracers 10s [+8,+4] {Dx+8} +Rgen +Crit +Luck -Stun -Deth -Conf HM(+16,1d1)

Gauntlets [
Name UnID'd Name Weight(MEM,MIM) [DV,PV]Effect Made of Damage
gloves   6s [+0,+0]   leather HM(+0,1d1)
studded gloves   6s [+1,+2]   leather HM(+0,1d1)
brass knuckles   10s [+0,+0] +3 punch damage iron HM(+0,1d1)
gauntlets   10s (-1,+0) [+0,+1]   iron H(-1,1d2) M(+0,1d2)
thick gauntlets   15s (-1,-2) [+0,+1] [1] leather H(-1,1d4) M(-2,1d3)
black leather gauntlets black gauntlets 10s [+0,+1]   leather HM(+0,1d2)
blue leather gauntlets blue gauntlets 10s [+0,+1]   leather HM(+0,1d2)
red leather gauntlets red gauntlets 10s [+0,+1]   leather HM(+0,1d2)
white leather gauntlets white gauntlets 10s [+0,+1]   leather HM(+0,1d2)
alchemistic gloves gloves 6s [+0,+0] -Acid -Pois [3] leather HM(+0,1d1)
archery gloves gloves 6s (+0,+4) [+0,+0]   leather H(+0,1d1) M(+4,1d1)
boxing gloves gloves 6s (+3,-5) [+2,+1]   leather H(+3,1d1+1) M(-5,1d1)
gloves of carrying gloves 6s [+0,+0] adds capacity [2]leather HM(+0,1d1)
gloves of dexterity light gloves 6s [+0,+0] {Dx+2} leather HM(+0,1d1)
gloves of smiting gloves 6s [+0,+0] (+1 damage) leather HM(+0,1d1)
gauntlets of peace gauntlets 10s (-15,-15) [+3,+3] AUTOCURSING iron HM(-15,1d2)
gauntlets of strength iron-shod gauntlets 40s (-1,+0) [-1,+1] {St+3} iron H(-1,1d2) M(+0,1d2)
black dragon-hide gauntlets black gauntlets 10s (-2,+0) [+0,+2] -Acid iron H(-2,1d4) M(+0,1d3)
blue dragon-hide gauntlets blue gauntlets 10s (-2,+0) [+0,+2] -Elec iron H(-2,1d4) M(+0,1d3)
red dragon-hide gauntlets red gauntlets 10s (-2,+0) [+0,+2] -Fire iron H(-2,1d4) M(+0,1d3)
white dragon-hide gauntlets white gauntlets 10s (-2,+0) [+0,+2] -Cold iron H(-2,1d4) M(+0,1d3)

[1] Thick gauntlets are workaround for the effects of the "Poison Hands" corruption.

[2] Cursed: carrying capacity is reduced by weight of items wielded * 300%. Uncursed: carrying capacity is increased by weight of items wielded * 50%. Blessed: carrying capacity is increased by weight of items wielded * 90%.

[3] Alchemistic gloves negate the poison hands effect when picking up food and potions, but not when drinking or eating.

Artifact Gauntlets
Name UnID'd Name Weight(MEM,MIM) [DV,PV] Special Damage
+elemental gauntlets gauntlets 10s (-1,+0) [+0,+3] -Fire -Cold -Elec Orbs H(-1,1d2) M(+0,1d2)
*iron gauntlets "Ironfist" iron gauntlets 10s (-1,+0) [+1,+3] {St+7} -Stun H(-1,1d2) M(+0,1d2)
*gauntlets of eternal peace "Shezestriakis" gauntlets 10s (-15,-15) [+15,+3] -Fire -Cold -Acid -Elec -Pois AUTOCURSING [1]HM(-15,1d2)

[1] Shezestriakis negate the poison hands effect when picking up food and potions, but not when drinking or eating.

Boots [
Name UnID'd Name Weight(MEM,MIM) [DV,PV]Special Made of Damage
sandals   6s [+0,+0]   leather HM(+0,1d1)
light boots   20s [+0,+0]   leather HM(+0,1d2)
leather boots   25s [+0,+0]   leather HM(+0,1d2)
heavy boots   30s [-1,+1]   leather H(+0,1d3) M(+0,1d2)
gnomish boots   10s (+1,+0) [+2,+0]   leather H(+1,1d3) M(+0,1d3)
spiked boots   30s [-1,+1] +PV+4 kick damage leather H(+0,1d3) M(+0,1d2)
iron boots metal boots 120s [-1,+1] +PV+1 kick damage iron HM(+0,1d4)
mithril boots metal boots 96s [-1,+2]   mithril HM(+0,1d4)
adamantium boots metal boots 89s [+0,+3]   adamantium HM(+0,1d4)
eternium boots metal boots 55s [+0,+5]   eternium HM(+0,1d4)
boots of sneakiness (leather boots) 20s [+0,+0] {Dx+2} leather HM(+0,1d2)
boots of speed (soft boots) 20s [+2,+0] (+8 Spd) leather H(+0,1d3) M(+0,1d2)
boots of the slow shuffle(greased boots)20s[-6,+0] (-40 Spd) AUTOCURSING leather H(+0,1d3) M(+0,1d2)
seven league boots (worn boots) 30s [+1,+0] [1] leather H(+0,1d3) M(+0,1d2)

[1] Blessed seven league boots reduce the base energy cost of dungeon movement to 500 points, and drastically increase the speed of wilderness movement. See section 0.14.7.

Artifact Boots
Name UnID'd Name Weight[DV,PV]Special Damage
+boots of great speed hide boots 20s [+5,+0](+30 Spd) +Curs +Doom CHAOS H(+0,1d3) M(+0,1d2)
*boots of the divine messenger fine leather boots 25s [+3,+3]{Dx+5} +TCtr -Deth -Para HM(+0,1d2)


Updated January 15th, 2014

Single-file Improved Adom Guidebook


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One-handed - Two-handed - Artifact Weapons - Missile Weapons - Artifact Missile Weapons - Weapon Modifiers - Missiles - Artifact Missiles - Missile Modifiers

Appendix B - Weapons - complete list


One-handed Weapons (
Name UnID'd name Weight Melee damage Missile damage Made of Special
Daggers and knives
knife   8s (+0, 1d3) (+0, 1d3) iron  
rabbit knife   8s (+0, 1d3+4) (+0, 1d3+4) iron slays battle bunnies
scalpel   2s (+2, 1d3+1) (+0, 1d3) iron  
dagger   10s (+0, 1d4) (+0, 1d4) iron  
orcish knife crude knife 10s (+0, 1d3+2) (+0, 1d3+2) iron  
skull dagger dagger 10s (+0, 1d4+1) (+0, 1d4) iron  
orcish dagger crude dagger 10s (+1, 1d4+2) (+0, 1d4) iron  
knife of endurance knife 8s (+6, 1d3+6) (+0, 1d3) iron {To+4}, +Rgen
mithril dagger dagger 8s (+0, 1d4+3) (+0, 1d4+3) mithril  
crystal dagger dagger 25s (+0, 2d3+4) (+0, 1d4+2) crystal invulnerable to acid (jellies)
adamantium dagger dagger 7s (+0, 1d4+5) (+0, 1d4+5) adamantium  
eternium dagger dagger 5s (+0, 2d4+7) (+0, 2d4+7) eternium  
orcish dagger bloody dagger [2] 10s (+3, 2d3+6) (+0, 1d4) iron +Crit
dagger of death dagger 10s (+1, 5d5+2) (+0, 1d4) iron  
phase dagger gray dagger 5s (+0, 1d4) (+0, 1d4) iron bypasses PV
Clubs and hammers
club   30s (+0, 1d6) (+0, 1d4) wood  
cudgel   40s (+0, 2d4+1) [-1,+0] (+0, 1d4) wood  
heavy cudgel   70s (-1, 2d5+2) [-2,+0] (+0, 1d5) wood  
stone club   70s (+0, 1d6) (+0, 1d4) stone invulnerable to acid (jellies)
skull club   30s (+0, 1d6+1) (+0, 1d4) wood  
warhammer   60s (+0, 2d3) (+0, 1d4) iron  
large hammer   120s (-1, 1d10+2) (-6, 1d6) iron  
mithril warhammer warhammer 48s (+0. 2d3+3) (+0, 1d4+3) mithril  
adamantium warhammer warhammer 43s (+0, 2d3+6) (+0, 1d4+6) adamantium  
eternium warhammer warhammer 29s (+0, 4d3+8) (+0, 1d4+8) eternium  
large mithril hammer large hammer 96s (-1, 1d10+5) (-6, 1d6+3) mithril  
large adamantium hammer large hammer 89s (-1, 1d10+8) (-6, 1d6+6) adamantium  
large eternium hammer large hammer 55s (-1, 2d10+10) (-4, 1d6+8) eternium  
Maces and flails
mace   100s (+0, 1d6+1) (+0, 1d4) iron  
heavy mace   200s (+3, 2d5+3) [-2,+0] (+0, 1d4) iron  
flail   150s (+0, 2d4+2) (+0, 1d4) iron  
morning star   175s (+1, 2d5+1) [-2,+0] (+0, 2d3) iron  
mithril mace mace 80s (+0, 1d6+4) (+0, 1d4+3) mithril  
adamantium mace mace 72s (+0, 1d6+6) (+0, 1d4+5) adamantium  
eternium mace mace 55s (+0, 2d6+8) (+0, 2d4+7) eternium  
mace of destruction mace 120s (+4, 5d6+6) (-4, 3d4+7) adamantium  
mace of disruption mace 100s (+2, 2d4+2) (+0, 1d4) iron !Unde
mithril flail flail 120s (+0, 2d4+5) (+0, 1d4+3) mithril  
adamantium flail flail 108s (+0, 2d4+8) (+0, 1d4+6) adamantium  
eternium flail flail 66s (+0, 4d4+10) (+0, 1d4+8) eternium  
Swords
short sword   30s (+0, 1d6) (-4, 1d3) iron  
long sword   40s (+0, 1d8) (-6, 1d3) iron  
broadsword   80s (+0, 1d7+1) (-7, 1d4+1) iron  
scimitar   40s (+0, 1d8) (+0, 1d4) iron  
mithril long sword long sword 32s (+0, 1d8+3) (-6, 1d3+3) mithril  
adamantium long sword long sword 28s (+0, 1d8+5) (-6, 1d3+5) adamantium  
eternium long sword long sword 20s (+0, 2d8+7) (-4, 2d3+7) eternium  
sword of sharpness long sword 35s (+0, 4d8+6) (-6, 1d3+5) iron  
mithril broadsword broadsword 64s (+0, 1d7+4) (-7, 1d4+4) mithril  
adamantium broadsword broadsword 57s (+0, 1d7+7) (-7, 1d4+7) adamantium  
eternium broadsword broadsword 38s (+0, 2d7+9) (-5, 1d4+10) eternium  
mithril scimitar scimitar 32s (+0, 1d8+3) (+0, 1d4+3) mithril  
adamantium scimitar scimitar 28s (+0, 1d8+6) (+0, 1d4+6) adamantium  
eternium scimitar scimitar 19s (+0, 2d8+8) (+0, 1d4+8) eternium  
Axes
hand axe   50s (+0, 1d6) (+0, 1d6) iron  
hatchet   50s (+0, 1d6+1) (-1, 1d6+1) iron  
pick axe   75s (+0, 1d6+1) (+0, 1d6-1) various used for mining [1]
battle axe   70s (+0, 1d6+2) (-4, 1d4) iron  
stone axe   170s (+0, 1d7+1) (-4, 1d4) stone invulnerable to acid (jellies)
sickle   55s (+0, 1d4+2) (+0, 1d4) iron  
orcish battle axe crude battle axe 120s (-1, 1d7+3) (-2, 1d6+2) iron  
mithril battle axe battle axe 56s (+0, 1d6+5) (-4, 1d4+3) mithril  
adamantium battle axe battle axe 50s (+0, 1d6+7) (-4, 1d4+5) adamantium  
eternium battle axe battle axe 35s (+0, 2d6+9) (-3, 2d4+7) eternium  
Whips
whip   15s (-4, 1d3) (+0, 1d2) leather  
scourge   25s (-4, 1d3+3) (+0, 1d2+1) leather  
whip of slaughtering whip 15s (-4, 1d30) (+0, 1d2) leather +Crit
whip of the snake whip 15s (-2, 5d2+7) (+0, 1d2) leather -Pois, {Dx+n} (+n spd) n=7 is base value, can vary from 4 to 10
Pole arms
short spear   40s (+1, 1d6) (+0, 1d4) iron  
spear   50s (+1, 1d8) (+0, 1d4) iron  
heavy spear   100s (-1, 1d8+2) (-3, 1d6+1) iron  
stone spear   120s (+0, 1d8) (+0, 1d4) stone invulnerable to acid (jellies)
orcish spear crude spear 75s (+1, 1d8+2) (+0, 1d6+2) iron  
mithril spear spear 40s (+1, 1d8+3) (+0, 1d4+3) mithril  
adamantium spear spear 36s (+1, 1d8+6) (+0, 1d4+6) adamantium  
eternium spear spear 25s (+2, 2d8+8) (+0, 1d4+8) eternium  

[1] Mining with pickaxe: 1/40 chance for pick axe break if blessed, 1/6 chance to break if rusty. Pickaxes can be prayed for in the elemental temples and royal treasuries levels - the PC must not have a wand of digging or pick axe.

[2] In v1.2.0, unidentified orcish daggers are bloody daggers.

Two-handed Weapons (
Name UnID'd name Weight Melee damage Missile damage Made of Special
Clubs and hammers
huge iron hammer   200s (-1, 2d9+2) [-3,+0] (-10, 1d10) iron  
Maces & flails
heavy flail   200s (+2, 4d4+2) [-3,+0] (+0, 2d4) iron  
Pole arms
halberd   100s (+4, 2d7+1) [-2,+0] (-8, 2d4+2) iron  
trident   70s (+2, 3d5+1) (-2, 3d3+2) iron  
scythe   80s (+1, 2d6+1) [-1,+0] (+0, 1d3) iron  
mithril halberd halberd 80s (+7, 2d7+4) [-2,+0] (-5, 2d4+5) mithril  
adamantium halberd halberd 70s (+9, 2d7+6) [-2,+0] (-3, 2d4+7) adamantium  
eternium halberd halberd 50s (+11, 4d7+8) [-2,+0] (-1, 4d4+9) eternium  
halberd of defense halberd 80s (+7, 2d7+4) [+18,+0] (-5, 2d4+5) iron  
Two-handed weapons
heavy club   120s (+1, 1d10+2) [-1,+0] (-4, 1d10+1) wood  
heavy skull club   120s (+1, 1d10+3) [-1,+0] (-4, 1d10+1) wood  
great axe   105s (+2, 2d7+3) [-2,+0] (-6, 1d10+3) iron  
two-handed sword   100s (+3, 3d5+3) [-1,+0] (-8, 2d4+2) iron  
mithril two-handed sword two-handed sword 80s (+6, 3d5+6) [-1,+0] (-5, 2d4+5) mithril  
adamantium two-handed sword two-handed sword 70s (+12, 3d5+12) [-1,+0] (-3, 2d4+7) adamantium  
eternium two-handed sword two-handed sword 50s (+18, 6d5+18) [-1,+0] (-1, 4d4+9) eternium  
two-handed sword of parrying two-handed sword 100s (+3, 3d5+3) [+16,+0] (-8, 2d4+2) iron  
Staves
quarterstaff   40s (+0, 1d10) (+0, 1d4) wood  
skull staff   40s (+0, 1d10+1) (+0, 1d2) wood  
iron-shod quarterstaff quarterstaff 80s (+1, 1d10+5) (+0, 1d4+2) iron  
mithril-shod quarterstaff quarterstaff 64s (+0, 1d10+6) (+0, 1d4+6) mithril  
adamantium-shod quarterstaff quarterstaff 57s (+0, 1d10+8) (+0, 1d4+8) adamantium  
eternium-shod quarterstaff quarterstaff 40s (+0, 2d10+10) (+0, 2d4+10) eternium  
quicksilver quarterstaff quarterstaff 20s (+6, 5d3+5) [+3,+0] (+0, 5d2+6) iron (+20 spd)
staff of power quarterstaff 40s (+0, 1d10+2) [+1,+1] (+0, 1d2) wood {Wi+4}
staff of smiting quarterstaff 30s (+4, 1d37+2) (-4, 1d20-4) wood  
staff of the magi quarterstaff 40s (+2, 1d10+2) [+3,+3] (+0, 1d2) wood {Ma+6}

Artifact Weapons
Name UnID'd name Weight Melee damage Missile damage Special Category
*thin dagger "Cat's Claw" thin dagger 10s (+4, 3d3) (+0, 3d3) {Dx+8} !Rats daggers and knives
+black rune-covered dagger "Needle" dagger 10s (+8, 3d4) [+4,+1] (+8, 3d4) +50 to-hit and to-damage when dual wielded with Sting daggers and knives
+black rune-covered dagger "Sting" dagger 10s (+8, 3d4) [+4,+1] (+8, 3d4) +50 to-hit and to-damage when dual wielded with Needle daggers and knives
*emerald dagger "Serpent's Bite" dagger 13s (+3, 3d4+3) [+3,+1] (+9, 3d6) -Pois +Crit !Huma poisoned daggers and knives
*heavy cudgel "Black Thumb" heavy cudgel 50s (+1, 5d3+4) [-2,+0] (+0, 5d3) {To+3} -Slee !Plan clubs and hammers
*hammer of the gods huge iron hammer 400s (+1, 7d6+8) [-6,+0] (-6, 3d10) =Elec returns TwoHanded clubs and hammers
*rune-covered club "Skullcrusher" club 120s (+12, 3d6+2) [-3,+0] (+0, 1d4) {St +4} -Stun -Conf !Huma clubs and hammers
+lead-filled mace "Big Punch" lead-filled mace 800s (+1, 8d5+3) [-6,+0] (+0, 1d4) -Stun maces and flails
*rune-covered heavy mace "Purifier" heavy mace 200s (+5, 4d5+5) [-4,+1] (+0, 1d4) {Wi+4} +Luck !Demo !Unde !Cons maces and flails
+Sceptre of Chaos obsidian sceptre 800s (+8, 6d6+8) [-8,+0] (+0, 1d4+20) {Ma+8} (+8 spd) +Curs +Doom -Pois -Elec CHAOS maces and flails
+golden gladius "Death's Sting" golden gladius 30s (+2, 2d5+2) [+3,+3] (-4, 1d3) (+7 spd) Bart swords
*holy avenger "Justifier" long sword 60s (+4, 3d5+10) [+6,+2] (-6, 3d5) !Unde !Demo Paladin swords
*black long sword "Kinslayer" black long sword 80s (+3, 4d5+3) [+4,+4] (-6, 1d3) !Huma AUTOCURSING swords
+sword of Nonnak broadsword 80s (+2, 4d3+2) [+2,+2] (-2, 3d3+1) {Wi+5} -Cold -Deth swords
*rune-covered long sword "Trusted One" rune-covered long sword 60s (+1, 5d3) [+7,+7] (-6, 1d3) -Fire -Cold -Acid -Elec -Slee -Petr -Stun -Deth -Para swords
*jet-black battle axe "Executor" battle axe 90s (+2, 5d6+6) [-4,+1] (-4, 5d3+2) {St +3} (+3 spd) +Curs -Conf -Elec -Slee -Stun !Demo !Huma axes
*dwarven pick axe "Hammerhead" pick axe 90s (+2, 2d10+4) [+2,+2] (+0, 1d10-2) {To+3} -Fire -Stun axes
+dwarven rune axe "Rolf's Companion" dwarven rune axe 50s (+3, 3d6+6) [+4,+4] (+4, 3d8+4) {To+3} -Fire returns axes
*ebony spear "Bugbiter" ebony spear 100s (+3, 4d7+3) [+1,+1] (+0, 4d7) {Dx+3} -Pois !Inse pole arms
*jet-black glaive "Long Sting" jet-black glaive 100s (+4, 7d3) [+4,+0] (+66, 7d4) {Pe+6} (+6 spd) -Para TwoHanded pole arms
+scythe of corruption "Moon Sickle" ancient scythe 70s (+6, 10d4+6) [+2,+2] (+0, 1d4) AUTOCURSING chaos TwoHanded pole arms
*shining long spear "Soaker" long spear 10s (+9, 3d7) [+3,+0] (+36, 10d4) -Pois -Para -Conf !Jell TwoHanded pole arms
*scorched spear scorched spear 50s (+2, 3d8+1) [+2,+0] (+0, 2d4) =Cold !Plan pole arms
+spear of raw steel steel spear 120s (+4, 4d8+10) [+4,+0] (+0, 4d5+8) {Wi+4} CHAOS +Crit -Pois -Elec =Acid returns pole arms
+rune-covered trident trident 80s (+6, 3d12+6) [+4,+4] (+2, 3d8+4) {Dx+12} =Cold +WBre +SeeI !Unde !Demo returns TwoHanded pole arms
+Trident of the Red Rooster red trident 150s (+36, 6d12+18) [+12,+12] (+8, 9d8+16) {Ma+24} =Fire =Cold =Acid =Elec +WBre +SeeI -Deth !Unde !Demo returns TwoHanded pole arms
*rune-covered halberd "Wyrmlance" halberd 50s (+15, 4d8+10) [-2,+0] (-1, 5d4+9) -Stun !Drag TwoHanded pole arms
+axe of the minotaur emperor great axe 1200s (+12, 3d20+16) [-6,+4] (-12, 3d16+6) +Crit -Conf TwoHanded two-handed weapons
*ancient claymore "Death's Blade" ancient claymore 400s (+6, 6d8+6) [+4,+0] (-8, 2d4+2) -Deth TwoHanded two-handed weapons
*mighty morning star "Grod" morning star 220s (+16, 5d10+5) [-8,+0] (+0, 2d6) =Fire -Stun +Crit !Gian !Demo TwoHanded two-handed weapons
*silvery two-handed sword "Vanquisher" silvery two-handed sword 300s (+3, 6d5+3) [-3,+0] (-8, 2d4+2) !Demo !Drag !Unde !Cons !Huma !Gian !Jell TwoHanded two-handed weapons
*staff of the archmagi quarterstaff 40s (+5, 5d2+2) [+9,+0] (+0, 1d2) {Ma+10} -Acid -Slee -Conf TwoHanded staves
*staff of the Wanderer quarterstaff 40s (+2, 3d8+2) [+6,+3] (+0, 1d2) {To+6} =Elec -Fire -Slee TwoHanded staves

Missile Weapons }
Name UnID'd name Weight Melee damage Missile damage Made of Special
Slings
sling   3s (+0, 1d2) (+0, 1d1+1) cloth  
sling of accuracy sling 3s (+0, 1d2) (+5, 1d1+1) cloth  
sling of the long shot sling 3s (+0, 1d2) (+2, 1d1+1) cloth double range
Bows
short bow   20s (+0, 1d2) (+1, 1d3) wood  
long bow   30s (+0, 1d2) (+2, 1d2+2) wood more range
short bow of accuracy short bow 20s (+0, 1d2) (+6, 1d3) wood  
long bow of accuracy long bow 30s (+0, 1d2) (+8, 1d2+2) wood more range
long bow of hunting long bow 30s (+0, 1d2) (+6, 1d2+3) wood increased chance of corpse generation for animals; more range
Crossbows
hand crossbow   30s (+0, 1d2) (+0, 1d2) iron uses tiny quarrels
light crossbow   70s (+0, 1d4) (+2, 1d4) iron  
heavy crossbow   140s (-3, 1d6) (+3, 1d3+3) iron  
light crossbow of accuracy light crossbow 70s (+0, 1d4) (+8, 1d4) iron  
heavy crossbow of accuracy heavy crossbow 140s (-3, 1d6) (+9, 1d3+3) iron  

Artifact Missile Weapons
Name UnID'd name Weight Melee Damage Missile damage Special Category
*rune-covered sling "Whirlwind" rune-covered sling 3s (+0, 1d2) (+12, 1d1+12) -Fire slings
*elven long bow "Sun's Messenger" elven long bow 30s (+0, 2d6) (+15, 2d6+15) !Unde bows
*heavy crossbow "The Far Slayer" heavy crossbow 350s (-3, 1d6) (+18, 1d3+18)   crossbows
Weapon Modifiers
Weapon prefix Effect Great identify message
ashen does no damage against undead It does not cause any damage against undead.
balanced +4 to-hit Its elegant design makes it easier to hit a target (+4 to hit).
barbaric -4 to-hit, +4 damage Due to its barbaric design it is harder to hit opponents but hits generally are more lethal (-4 to hit, +4 to damage).
barbed +3 damage Its barbed design causes more serious wounds (+3 to damage).
brutal +1 extra damage die Its brutal design causes very heavy wounds (+1 extra damage die on hits).
chaotic +1d8 damage to lawfuls It causes +1d8 damage versus lawful opponents.
corrupting corrupts wielder It slowly corrupts you.
extra-heavy 4x normal weight It weighs four times as much as other weapons of its type.
fickle hits only half of the time 50% of all attacks with this item miss automatically.
flaming +2d6 fire damage It causes +2d6 fire damage on melee hits.
fragile 16.7% chance of breaking on each hit It has a 1 in 6 chance to break with every hit.
frozen +2d6 ice damage It causes +2d6 ice damage on melee hits.
green -Acid It grants resistance to acid.
hateful +2d6 damage when berserk It causes +2d6 damage while berserk.
heavy 2x normal weight It weighs twice as much as other weapons of its type.
hefty +20% weight, -1 to-hit, +4 damage It weighs 20% more than other weapons of its type. Due to its careful design it is harder to hit opponents but hits generally are more lethal (+20% weight, -1 to hit, +4 to damage)
lawful +1d8 damage to chaotics It causes +1d8 damage versus chaotic opponents.
light half normal weight It weighs only half as much as other weapons of its type.
masterwork +3 to-hit Its elegant design makes it much easier to hit opponents (+3 to hit).
mild only deals 20% of stated damage Effective hits are slowed so that they cause but 20% of the expected damage (not figured into the stats).
murderous +Crit It is twice as likely to cause critical hits on a hit.
nasty +1 to the damage die used Its nasty design causes more serious wounds (+1 to the damage dice being used).
poisonous permanently poisoned It poisons monsters on succesful hits.
red -Fire It grants resistance to fire.
swift +5 speed It grants a +5 bonus to speed.
ultra heavy 8x normal weight It weighs eight times as much as other weapons of its type.
unbalanced +1d8 damage to neutrals It causes +1d8 damage versus neutral opponents.
unwieldy -8 to-hit Its inelegant design makes it very difficult to hit a target (-8 to hit).
weeping increased chance to cause bleeding wounds It causes bleeding wounds.
white -Cold It grants resistance to cold.
wicked +3 to dice size Its wicked design causes very serious wounds (+3 to the damage dice being used).
yellow -Elec It grants resistance to shock attacks.

Weapon suffix Effect Great identify message
of corruption corrupts opponent It causes corruption in addition to wounds.
of damnation +Doom Wearing it makes you doomed.
of defense +6 DV using defensive, very defensive or coward tactics It grants a +6 DV bonus when fighting defensively, very defensively or cowardly.
of devastation +4 damage dice, +6 damage  
of fumbling abuses Dx It slowly drains your dexterity.
of hunting increased chance to generate corpses; works best on animals It increases the chance for slain enemies to remain as a corpses.
of lightning +2d6 shock damage It causes +2d6 lightning damage on a successful hit.
of mayhem +2 damage dice, +6 damage  
of might +2 St, +2 To It grants a +2 bonus to strength and toughness.
of penetration bypasses PV It ignores all the protection of your opponents.
of poisoning permanently poisoned It poisons monsters on succesful hits.
of power +20% PP It increases your magical powers by 20%.
of surrendering abuses Wi It slowly drains your willpower.
of slaughtering damage die increased by +1; two extra damage dice added Its damage die has been increased by +1 and it causes two extra dice of damage when hitting an opponent.
of the eagle +5 Sp, +4 Pe It grants a +4 bonus to Perception and a +5 bonus to speed.
of the sun doubles damage against undead It causes double damage against undead.
of the void occasionally makes enemies panic and flee  
of thunder chance of stunning opponent It might stun your opponents on a hit.
of vampirism drains 1d8 HP, -1 alignment; doesn't work on undead and constructs It drains the life force of your opponents and transfers it to you.
of weakness abuses St It slowly drains your strength.

Thanks to ToGu for contributing the odds of obtaining weapons with a prefix, suffix or both:

Prefixes and suffixes are evenly distributed.
4/6 of items have a chance to have a prefix/suffix.
2/6 of items have a chance to have both a prefix and a suffix.

The chance to actually get the prefix/suffix is then 1/(10-(LEVEL/10))

For a L50 character this means:
Prefix/suffix: (4/6)/(10-(50/10)) = 2/15 = 13.3333%
Both: (2/6)/(10-(50/10))/(10-(50/10)) = 1/75 = 1.3333%

For a L1 character this means:
Prefix/suffix: (4/6)/(10-(1/10)) = 2/30 = 6.6667%
Both: (2/6)/(10-(1/10))/(10-(1/10)) = 1/300 = 0.3333%

Missiles /
Name UnID'd name WeightMissile damageMelee damageMade of Special
Slings
rock   5s (+0, 1d4) (-2, 1d4) stone 25% chance for destruction; [1]
huge rock   1000s (-10, 10d6) (-10,1d20) stone 1% chance for destruction; see 0.14.2
lead sling bullet sling bullet 3s (+3, 1d5) (-2, 1d4) iron rustproof
mithril sling bullet sling bullet 3s (+4, 2d5) (-2, 1d4) mithril  
adamantium sling bullet sling bullet 3s (+4, 3d4) (-2, 1d4) adamantium  
eternium sling bullet sling bullet 3s (+5, 3d5) (-2, 1d4) eternium  
sling bullet of crashing sling bullet 3s (+5, 5d5) (-2, 1d4) eternium  
sling bullet of demon slaying sling bullet 3s (+3, 2d3) (-2, 1d4) eternium !Demo
Bows
arrow   2s (+0, 1d6) (+0, 1d3) wood 33.3% chance for destruction, all arrows
mithril arrow arrow 2s (+0, 1d6+3) (+0, 1d3+3) mithril  
adamantium arrow arrow 1s (+1, 1d6+6) (+0, 1d3+6) adamantium  
eternium arrow arrow 1s (+1, 2d6+8) (+0, 2d3+8) eternium  
arrow of construct slaying arrow 2s (+3, 1d6+3) (+0, 1d3) wood !Cons
arrow of demon slaying arrow 2s (+3, 1d6+3) (+0, 1d3) wood !Demo
arrow of dragon slaying arrow 2s (+3, 1d6+3) (+0, 1d3) wood !Drag
arrow of giant slaying arrow 2s (+3, 1d10+3) (+0, 1d3) wood !Gian
arrow of humanoid slaying arrow 2s (+3, 1d6+3) (+0, 1d3) wood !Huma
arrow of jelly slaying arrow 2s (+3, 2d4+3) (+0, 1d3) wood !Jell
arrow of undead slaying arrow 2s (+3, 2d4+3) (+0, 1d3) wood !Unde
Crossbows
quarrel   2s (+1, 2d6) (+0, 1d4) iron 33.3% chance for destruction, all quarrels
black hurthling quarrel tiny quarrel 2s (+1, 1d3+2) (-2, 1d3) iron for hand xbow
dark elven quarrel tiny quarrel 2s (+3, 1d4+3) (-2, 1d3) iron for hand xbow
mithril quarrel quarrel 2s (+1, 2d6+3) (+0, 1d4+3) mithril  
adamantium quarrel quarrel 1s (+1, 2d6+6) (+0, 1d4+6) adamantium  
eternium quarrel quarrel 1s (+1, 4d6+8) (+0, 2d4+8) eternium  
quarrel of construct slaying quarrel 4s (+3, 2d6+3) (+0, 1d3) wood !Cons
quarrel of demon slaying quarrel 4s (+3, 2d6+3) (+0, 1d3) wood !Demo
quarrel of dragon slaying quarrel 4s (+3, 2d6+3) (+0, 1d3) wood !Drag
quarrel of giant slaying quarrel 4s (+3, 2d8+3) (+0, 1d3) wood !Gian
quarrel of humanoid slaying quarrel 4s (+3, 2d6+3) (+0, 1d3) wood !Huma
quarrel of jelly slaying quarrel 4s (+3, 2d6+3) (+0, 1d3) wood !Jell
quarrel of undead slaying quarrel 4s (+3, 2d6+3) (+0, 1d3) wood !Unde
Thrown daggers
throwing knife   8s (+1, 1d3+2) (+0, 1d2) iron 3.3% chance for destruction
dagger of returning thin dagger 10s (+2, 1d4) (+0, 1d4) iron returns
Thrown rocks & clubs
rock   5s (+0, 1d4) (-2, 1d4) stone  
huge rock   1000s (-10, 10d6) (-10, 1d20) stone  
throwing club   30s (+0, 1d8) (-1, 1d5) wood 12.5% chance for destruction
heavy throwing club throwing club 80s (-2, 2d6+4) (-1, 1d5) wood 8.3% chance for destruction
curved throwing club throwing club 30s (+0, 2d5) (-1, 1d5) wood returns; 10% chance for destruction
throwing club of death throwing club 40s (+0, 4d6+4) (-1, 1d5) wood 6.25% chance for destruction
Thrown spears
spear of returning short spear 40s (+2, 1d8) (+1, 1d6) iron returns
javelin of death black javelin 40s (+9, 6d6) (+1, 2d3) iron  
javelin of doom obsidian javelin40s (+9, 6d6) (+1, 2d3) iron +Doom returns
Boomerangs & scurgari
boomerang strange stick 20s (+3, 2d4+1) (-2, 1d3) wood returns; 5% chance for destruction
drakish scurgar   10s (+2, 1d8+2) (+0, 1d3) iron 4.2% chance for destruction, all scurgari
mithril drakish scurgar drakish scurgar 8s (+5, 1d8+5) (+3, 1d3+3) mithril  
adamantium drakish scurgar drakish scurgar 7s (+7, 1d8+7) (+5, 1d3+5) adamantium  
eternium drakish scurgar drakish scurgar 5s (+9, 2d8+9) (+7, 1d3+7) eternium  
drakish scurgar of death drakish scurgar 10s (+12, 6d8+6) (+0, 1d3) iron  
drakish scurgar of returning drakish scurgar 10s (+2, 2d6+2) (+0, 1d3) iron returns

[1] Wielded rocks receive to-hit and to-damage bonuses based on the thrown rocks skill but do not grant weapon mark.

If missiles are randomly created, the stack size is 1d6+2 rocks, 1d20+1d6-1 arrows, 2d10-1 quarrels, 2d5-1 mithril arrows or mithril quarrels, 2d4-1 adamantium arrows, adamantium quarrels or tiny quarrels, 2d3-1 eternium arrows or eternium quarrels, 3d3-2 scurgari.

Artifact Missiles
Name UnID'd name Weight Missile damage Melee damage Category
*silvery arrow "True Aim" silvery arrow 2s (+10, 15d5) (+0, 1d3) bows
*obsidian quarrel "Thunderstroke" obsidian quarrel 2s (+8, 20d4+8) (+0, 1d4) crossbows

Missile Modifiers
Missile prefix Effect Great identify message
balanced +4 to-hit It is superbly balanced (+4 to hit).
barbed +6 damage It is covered with wicked barbs (+6 to damage).
delicate 33.3% chance to break It is very fragile and breaks easily.
griffon-feathered +4 range Its range is increased by 4 due to the magical feathers attached to it.
penetrating ignores PV It completely ignores the protective measures of any target it hits.
unbalanced -8 to-hit It is very badly balanced (-8 to hit).
unerring always hits target; can only be used once It always hits its target but can only be used once.
weighted +4 to-damage, 1/2 range It is weighted to cause more harm (+4 to damage).
winged 3x range It has wings that triple its range.

Missile suffix Effect Great identify message
of darkness chance to blind target on a successful hit On a hit it might blind its target.
of hunting increased chance for corpses Victims of this missile are more likely to remain behind as corpses.
of slaying slays everything All of its hits are critical hits.
of targetting +6 to-hit It is very finely crafted (+6 to hit).
of thunder chance of stunning target on a successful hit It hits with such might that the targets might be stunned.


Updated January 15th, 2014

Single-file Improved Adom Guidebook


Previous - TOC - Next
Keys - Smithing Tools - Skill Tools - Blankets - Light - Other Tools - Artifact Tools - Instruments - Other Tool Items

Appendix C - Tools - complete list


Keys ]
Name Function Damage Made of
hexagonal key unlocks hexagonal locks HM(-8,1d1) iron
round key unlocks round locks
small key unlocks small locks
square key unlocks square locks
tiny key unlocks tiny locks
triangular keyunlocks triangular locks

Keys are used for opening Locked doors. They can be found randomly, or bought for the right price from Skriek (1.3.4). All keys weigh 1s.

Keys have a chance to disappear or break after being used. The base chance for this is 1/8/40 depending on B/U/C status, +20 if the key is rusty. Let's call this number KS (key status). If KS >= Luck*5+1d100, the key is destroyed or broken (1/2 chance for each case). So blessed key with positive Luck roll will never degrade, with neutral Luck only once in 100 cases.

Smithing Tools ]
Name UnID'd name Weight Function Damage Made of
piece of iron orerock with metal veins120sfor smithing iron ingots; rustproofH(+0,1d4) M(-4,1d4)iron
piece of mithril ore 110s for smithing mithril ingots mithril
piece of adamantium ore 100s for smithing adamantium ingots adamantium
piece of eternium ore 90s for smithing eternium ingots eternium
iron ingot metal ingot 20s for smithing iron items iron
mithril ingot 14s for smithing mithril items mithril
adamantium ingot 12s for smithing adamantium items adamantium
eternium ingot 8s for smithing eternium items eternium
anvil   1000s required for Smithing; see also 0.14.2 [-3,+0] H(-8,2d10) M(-4,2d10)iron

Ores are used at a forge to create ingots. They can be obtained as loot or be dug from walls with a pickaxe. Ingots are used at a forge to improve items. As well as being made out from ores, they can also be found as loot. See section 0.15.4 for more details about Smithing.

Skill Tools ]
Name Skill Needed Weight Function Damage Made of
climbing set Climbing 180s required to climb mountains; cursed may fail H(-3,1d8) M(-6,1d6)iron
cooking set Cooking 100s required to cook
fletchery setFletchery 70s required to make missiles; 1d4+4 charges
thieves picksPick Locks 10s required to pick locks; cursed have a 5% chance of creating traps when doors are locked with them HM(+0, 1d1)various

Use of these tools require possesion of a skill. Without the required skill, they are basically unusable. The opposite is also true - without the tool the skill is unusable as well, the exception being Climbing used to climb out of pits.

Blankets ]
Name UnID'd name Weight Function Damage Made of
fireproof blanket blanket10s protects inventory from fire damage; consumable HM(+0,1d1)various
plain blanket can be polymorphed or used to cover a pit creating trap
waterproof blanket protects inventory from water damage

Tools for creating light ]
Name UnID'd name Weight Function Damage Made of
box with flint and steel  5s along with a tinderbox can be used to light torchesHM(-4,1d2)various
tinderbox   3s along with a box with flint and steel can be used to light torchesHM(-4,1d2)various
torch   10s light for 50d50+3000/20d10+1000/20d10+100 turns [1]H(1d4)+(1d4)fire damagewood
everburning torch torch 10s fire damage when used as a weapon, increases PC's visibility radius, never runs out of fuel [1][+1,+0] H(+1,2d4+2) M(+0,1d6+1)wood

[1] Adds about 3 squares to visibility radius; confuses bees.

Other Tools ]
Name UnID'd name Weight Function Damage Made of
bandage   2s stops bleeding; bandaging a wound can cause sickness [1]HM(+0,1d1)cloth
figurine of wondrous powerfigurine25s transforms into tame/neutral/hostile monster when used depending on B/U/C status; see 0.11.2H(-8,4d4) M(-8,3d4+1)stone
fluff ball   2s dip into potion of water, or equip as missile and activate water trap for gremlinsH(+0,1d1) M(-4,1d1)various
giant boar skull   300s involved in Gaab'Baay quest H(-4,1d12) M(-10,1d12)wood
golden ball   10s involved in Frog quest H(-2,1d4) M(+0,1d4)gold
holy symbol   5s tests piety level, increases piety by 0.5, may turn undeadHM(+0,1d2)iron
log   800s get from falling trees - 1/12 chance; used for Bridge Building or Fletchery [-3,+0] H(-12,2d10+4) M(-8,2d10)wood
magical writing set writing set 5s for creating magical scrolls [2]; see 0.5.2HM(+0,1d1)various
statue   [3] kick for wands - St/2000 chance for breaking, otherwise 1d3+1 damage; see 0.14.3 H(-8,4d4) M(-8,3d4+1)stone
stethoscope   5s reveals monster statistics; see 0.14.8 HM(+0,1d2)iron
wooden stick   30s wood for missiles used for Fletchery; but logs are betterH(+0,1d3) M(+0,1d2)wood

[1] Base chance to cause sickness is 33.3% for cursed bandages; modified by Luck up to 50%; uncursed bandages cause sickness if the PC has neither +Luck nor +Fate, but has +Curs (25% chance) or +Doom (100% chance).

[2] Disappears after one use regardless of charges remaining if the PC's Mana attribute is at one, items that grant +Ma do not affect this, workaround: potions of boost mana.

[3] Depending on type, a statue weight could be 500s, 1000s, 2000s, 4000s, or 8000s.

Artifact Tools
Name UnID'd name Weight Function Damage
+si strange item 10s replicates; see 3.4 H(+0,1d4) M(-4,1d4)
+phial of Caladriel crystal phial 2s uses up the PC's power points to generate light HM(+0,1d2)
*silver key   1s unlocks all doors and bypasses all door traps, even if cursed HM(-8,1d1)
+Chaos Orb of Elemental Air   100s {Dx+10}; air elemental pet + 500 corruption when used H(+3,2d9+3) M(+3,1d10+3)
+Chaos Orb of Elemental Earth   100s {To+10}; earthquake + 300 corruption when used H(+3,3d9+3) M(+3,1d10+3)
+Chaos Orb of Elemental Fire   100s {St+10}; fireball + 300 corruption when used H(+3,2d9+3) M(+3,1d10+3)
+Chaos Orb of Elemental Mana   100s {Ma+10}; full PP; +3 Ma + 5000 corruption when used H(+3,1d16+3) M(+3,1d10+3)
+Chaos Orb of Elemental Water   100s {Wi+10}; full HP + 600 corruption when used H(+3,2d9+3) M(+3,1d10+3)

Instruments {
Name WeightDamage
fiddle 15s H(-1,1d2) M(+0,1d1)
flute 3s H(-3,1d1) M(+0,1d1)
glockenspiel120s H(-2,1d5) M(+0,1d3)
harp 30s H(-1,1d4) M(+0,1d3)
lute 20s H(-1,1d3) M(+0,1d2)
mandoline 23s H(-1,1d3) M(+0,1d2)
tamborine 5s H(-1,1d3) M(+0,1d2)
whistle [1] 1s H(-3,1d1) M(+0,1d1)

[1] Does not tame animals; instead it calls any pets nearby to the PC.

The weight approximates the effectiveness of an instrument. Whistle and glockenspiel are made from iron, other instruments are from wood.

Other items that can be used in the tool slot
Name Effect of using
Weapons
whip self-flagellation; moves alignment towards lawful
whip of slaughtering
whip of the snake
scourge
hatchet chops trees; use logs for Bridge Building
pick axe (and Hammerhead)smashes stone; better results with Mining
Food
moss patch of mareilon blessed or uncursed trains Dx; cursed abuses Dx
spenseweed restores HP; cursed least effective, blessed most effective
lump of bees wax can be used to plug ears and deafen the PC; melts from fire
Gems
crystal of darkness darkens area around PC
crystal of fire creates fireball; thrown creates remote fireball - 6d6 damage
crystal of health restores 12d12/6d6/3d3 HP
crystal of knowledge magic maps small area; blessed Le<20:+1d2Le; else (100-((Le-19)^2))%:+1d2Le; 1%:+1d2Le
crystal of light lights area around PC
crystal of power +6d16/+3d8/-4d12 PP


Updated August 22nd, 2010

Single-file Improved Adom Guidebook


Previous - TOC - Next

Appendix D - Wands - complete list


Wands \
Name UnID'd nameMade ofWeight Spell Range [1]Notes
acid woodenwood 4s Acid Bolt 16/8/6 
ball lightningcurvedwood 4s   16/8/6shoots omnidirectional lightning bolts; dangerous; NOT the same as Lightning Ball spell
cold silveriron 4s Frost Bolt 16/8/6 
death copperiron 3s Death Ray 6/3/1 cannot be recharged
destruction cedarwood 3s   N/A wreaks gratuitous havoc on enemies and surroundings; cannot be recharged
digging oakwood 3s Mystic Shovel 7/5/3 direction 5 will dig a pit in the ground
door creation glassglass 3s   1 creates a door
earthquakes stonestone 3s Earthquake N/A cannot be recharged
far slaying brittlewood 3s   [2] expends PP to damage a target, 1d6 damage; bolt bounces; heals shambling mounds
fire goldeniron 4s Fire Bolt 16/8/6 
fireballs marblestone 3s Fireball N/A  
gold detection bronzeiron 6s   N/A briefly reveals locations of gold on level
item detection twistedwood 3s   N/A briefly reveals locations of items on level
knocking pinewood 3s Knock 4/2/1 can open multiple doors and does not open merely closed doors; cursed locks doors
light steeliron 4s Light N/A  
lightning brassiron 4s Lightning Bolt 16/8/6bounces off walls but not doors
magic missiles tiniron 3s Magic Missile 10/6/4bounces off walls but not doors
monster creation ironwoodiron 3s   1 creates a random monster; quest object for Gaab'Baay
monster detection ebonywood 3s   N/A briefly reveals locations of monsters on level; cursed skips undead and constructs
paralyzation bonewood 3s   4/2/1 paralyzes enemies in its path
poison obsidianstone 3s   10/6/3poisons enemies in its path
stunning willowwood 3s Stun Ray 8/4/2  
teleportation ironiron 4s Teleportation 1  
trap creation ivorywood 3s   1 creates a trap; it is NOT possible to create a trap in a square where a door once existed
trap detection purpleiron 3s   visibilityreveals traps within LOS; cursed may skip some
webbing softwoodwood 3s Web 8/4/2  
wishing glowingeternium 3s Wish N/A cannot be recharged; only 50% chance for wish if cursed; always glowing wand
wonder teakwood 3s   N/A grants a small number of casting and invokes effects of a random spell; drains PP but not HP

[1] Additional 1 range is added for each 5 character levels for most wands, 10 character levels for death ray, digging, knocking, and paralyzation.

[2] Range is (4/3/2 B/U/C) * PP + level + 30.

When used in melee or as a missile, 3s and 6s wands do (+0, 1d2), 4s wands do (+0, 1d3) damage. Most wands can be recharged - section 0.14.1.


Updated January 13th, 2016

Single-file Improved Adom Guidebook


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Potions - Artifact Potions

Appendix E - Potions - complete list


Potions !
NameUnID'D name Weight Effect when drunk Remarks
balance gray 4s adjusts attributes toward the attributes' average [1] XOR draw alignment towards N=; chance for modifying attributes is 100-((AttributeAverage-10)*4)%: 100% for 10 or less, 0% for 35 or more; see also 0.6.2.2  
beauty silvery 4s +Ap  
berzio brown 2s food (can be drunk even when bloated - +20d10/+10d10/-10d10 satiation B/U/C) pacifies animals when thrown - a very brief effect
blindness amber 2s blinds (10d10/20d10 turns U/C); blessed cures blindness blinds monsters when thrown
boost appearance blubbery 2s +Ap (temporary)  
boost charisma light blue 2s +Ch (temporary)  
boost dexterity light red 2s +Dx (temporary)  
boost learning mercury 2s +Le (temporary)  
boost mana rusty 2s +Ma (temporary) recharges wands 3d3/2d3/1d3 B/U/C
boost perception bright 2s +Pe (temporary)  
boost speed thin 2s +1d30+19/1d20+9/1d10 temporary speed B/U/C no permanent speed increase
boost strength light green 2s +St (temporary)  
boost toughness turquoise 2s +To (temporary)  
boost willpower light cyan 2s +Wi (temporary)  
booze black 4s drunks (temporary) [2] recharges wands 2d2/1d3/1d2 B/U/C; Yggaz trades random potions for potions of booze
carrot juice orange 4s +1 Pe limit 20 +5 Pe when drunk in a room that smells like carrots; Blup will teach Swimming when given enough potions of carrot juice; always "orange potion"
charisma murky 4s +Ch  
confusiongreen 2s confuses (temporary); blessed cures confusion confuses monsters when thrown
cure corruption mottled 2s removes corruptions 50d30/50d10/-50d5 B/U/C (about 0.75 corruptions if blessed); see 0.10.3.1 damages 24d24+24/16d16+16/8d8+8 B/U/C creatures that corrupt by touch when thrown (ignores PV); quest object for Gaab'Baay
cure poison cyan 2s cures poisoning stuns monsters with poison attacks when thrown
deafness red 2s deafens (1d1000/10d1000 turns U/C); blessed cures deafness  
dexterity muddy 4s +Dx  
education dull 2s trains an existing skill or grants a new one, 6d5/4d5/2d5 points B/U/C  
exchange golden 4s exchanges attributes; see 0.6.2.1 dipped items are exchanged if the potion is blessed; throw to exchange monsters - no uniques, exchange if 1d(Dx)-1 + 1dlvl-1 + 10 > MonsterLevel
extra healing blue 2s restores HP (max 333 HP if blessed), cures sickness (100% chance only if blessed) blessed potion will permanently increase max HP 1-2 points when drunk
gain attributes glowing 4s +1 to one (uncursed) or all (blessed) attributes  
healing swirly 4s restores a few HP, cures sickness (100% chance only if blessed) blessed potion has a ~35% chance to permanently increase max HP by 1 when drunk
insightmagenta 2s reveals your intrinsic resistances and regeneration rates  
invisibility clear 4s makes invisible (temporary), cursed blinds PC cursed blinds enemies when thrown
learning misty 4s +Le  
longevity purple 4s increases MaxAge by fixed amount (4d8 years if blessed) - reverses effects of eating quickling royalty  
mana blazing 4s +Ma recharges wands 3d4/2d4/1d4 B/U/C
oil slimy 2s poisons if not blessed rustproofs metal and waterproofs other items (may fail, chance is about 1%/50%/99% B/U/C, so cursed ones work best), but does not remove rust [6]; Use to silence squeaky boards (disarm alarm traps)
oil of rust removal white 2s poisons for 3 damage, 3 frequency rusts dipped iron items if cursed, removes rust from rusty items if uncursed, rustproofs unrusty iron items (waterproofs other items) if blessed; always "white potion" [4]
poison oily 4s poisons if not blessed poisons dipped weapons/missiles/food; poisons monsters when thrown for 1d3 damage, 1d8 frequency - no undead or constructs
potential beauty clotted 4s +Ap ceiling  
potential charisma translucent 4s +Ch ceiling  
potential dexterity shiny 4s +Dx ceiling  
potential learning thick 4s +Le ceiling  
potential mana light 4s +Ma ceiling does not recharge wands
potential strength viscous 4s +St ceiling  
potential toughness heavy 4s +To ceiling highly satiating (Hunger level +2000)
potential willpower speckled 4s +Wi ceiling  
quickling blood opaque 2s +2d3/+2d2/-2 speed B/U/C  
raw chaos flickering 2s severely corrupts 50d5/50d10/50d30 CP's B/U/C dipped items are exchanged; occasionally dipped items will explode, causing ~5 corruptions and 30d30 points of damage; see 0.14.4
raw mana sparkling 2s alters mana regeneration rate -4d3/-2d3/+2d3 B/U/C does not recharge wands; see 0.14.6.3
sickness light magenta 2s sickens sickens monsters when thrown
strength bubbly 4s +St  
stun recovery icky 2s a joke, potions can't be drunk when stunned  
toughness sandy 4s +To highly satiating (Hunger level +2000)
training light yellow 2s increases advancement rank (dice modifier) of a random skill, by 2/1/-1 B/U/C  
troll blood blood red 2s alters natural regeneration for non-trolls: -4d3/-2d3/+2d3 B/U/C see 0.14.6.3
ultra healing rainbow-hued 2s restores HP (max 333 HP if blessed), cures sickness (100% chance only if blessed) blessed potion permanently increases max HP 1-3 points when drunk
uselessness violet 2s no effect, but still satiates artifact gift granted on D: 49 when thrown
visibility smelly 4s removes invisibility (10d9/10d6/10d3 turns B/U/C) when thrown at an invisible monster, the monster becomes visible
water watery 4s tastes like muddy water (unholy), plain water (uncursed), fresh and clean water (holy) uncursed clears scrolls and rusts iron; dip items in holy water to bless them [3], unholy water to curse them; always "watery potion"
willpower pink 4s +Wi  
wonder shimmering 2s grants or increases knowledge of a random spell (equal distribution) - +3d6/+3d6/-3d6 castings B/U/C [5] confuses monsters when thrown
youth milky 4s reverses unnatural aging, -3d8 years if blessed; cursed increases age  

[1] Add 3 to the average if potion if blessed, substract 3 if cursed.

[2] Blessed potion drunks for about 60 turns, uncursed 35, cursed 10 turns. While drunk, the PC gets about -3 DV, -5 speed, -1 to hit, and +2 to melee damage. Cursed potion also blinds for short time.

[3] Throw holy water to damage undead for 6d6, this also raises alignment.

[4] Throw at rust monsters to permanently remove their rusting capability.

[5] Cursed grants 1 casting if no previous knowledge.

[6] So it is possible to have for example "rusty rustproof orcish spear".

Most potions increase hunger level by 100 when drunk, exceptions are:

Blessed potions give +25% more satiation, cursed -50%, +10% if Wolf birthsign, -95% savegame cheating.

All potions are made of glass. When used in melee or as a missile, potions do (+0, 1d2) damage in addition to their normal effect. They are destroyed after such attack.

Stuff can be dipped into potions - section 0.14.11.

Artifact potions
Name UnID'd Name Weight Special Damage
+potion of literacy sulphuric potion 2s grants Literacy when drunk HM(+0,1d2)
+phial of Caladriel crystal phial 2s uses PC's PP to generate light [1]; blinds monsters when thrown (5d2 turns) except undead and constructs HM(+0,1d2)

[1] Acts as Light spell; the radius is (PP+10)/20; cannot be quaffed.


Updated March 20th, 2013

Single-file Improved Adom Guidebook


Previous - TOC - Next
Spellbooks - Other Books - Artifact Books - Scrolls

Appendix F - Books and Scrolls - complete list


Spellbooks "
SpellbookUnID'd Name SpellbookUnID'd Name
Acid Ball / Rain of Sorrowbrass-bound Improved Fireball / Invoked Devastationshimmering
Acid Bolt cracked Invisibility / Veil of the Gods worn
Bless thinKnock / Divine Key dusty
Burning Hands / Baptism of Fire laced Know Alignment parchment
Calm Monster tattered Light leather-bound
Create Item / Divine Favour leather Lightning Ball / Heavenly Fury iron-bound
Cure Critical Wounds black Lightning Bolt / Divine Wrath heavy
Cure Disease small Magic Lock / Seal of the Spheres gilted
Cure Light Wounds old Magic Map / Knowledge of the Ancients compact
Cure Serious Woundsdirty Magic Missile / Minor Punishmentrune-covered
Darkness ancient Mystic Shovel / Divine Digger charred
Death Ray / Greater Divine Touch decorated Neutralize Poison tiny
Destroy Undead / Dispel Undead slender Petrification sooty
Disarm Trap used Remove Curse hide-covered
Earthquake enormous Revelation papyrus
Farsight delicate Scare Monster / Holy Awe shadowy
Fire Bolt / Hellish Flames scrawl-covered Slow Monster thick
Fireball / Major Punishment silk-covered Slow Poison huge
Frost Bolt / Nether Bolt bejewelled Strength of Atlas / Lordly Might ornate
Greater Identify / Greater Enlightement mangled Stun Ray / Lesser Divine Touch embossed
Heal large Summon Monsters brittle
Ice Ball / Freezing Fury satin-covered Teleportation / Ethereal Bridge iron-wrought
Identify / Enlightement light Webragged
Wish / Divine Intervenion embroidered    

Other books "
Book UnID'd Name WeightRemarks
tract of order tome 250s see 0.2.6
tract of balance tome 200s
tract of chaos tome 150s
The Collected Works of Confuciousbrittle book400s [1]
manual of bridge building huge manual 100s [2]

[1] This book generates random fortune cookie messages when read and disappears after several readings.

[2] Gives 5d5 points of Bridge Building skill on initial reading. Possession of this book is required at level up for ability to increase the Bridge Building skill.

All spellbooks weigh 100s. When used in melee or as a missile, both spellbooks and other books do (-4, 1d2) damage.

Artifact books
Name UnID'd Name Weight Special Damage
*black tome of Alsophocus black tome 400s CHAOS [1] HM(-4,1d2)
+weird tome   100s see 2.16.1 HM(-4,1d2)

[1] It teaches the PC random spell (Light and Wish equally likely), or improves knowledge in a known spell if read successfully, and corrupts 20 CPs per turn spent reading, min 200, max 6666. As an artifact, the black tome cannot be destroyed - if a failure would destroy it, the next entry in the list is used instead (see 0.5.1.5 Learning spells mechanics).

Scrolls ?
Name UnID'd Name UnID'd Meaning Effect when read Remarks
amnesia ECNETOPINMO omnipotence PC forgets some parts of maps and identified items; cursed forgets ALL map and item knowledge  
balance SutsI suits? reveals PC's balance of alignment; cursed gives nonsense  
blank unlabeled   new scrolls can be written on these provided the PC has a magical writing set created by dipping any scroll into potion of water
chaos resistance Yik Mech'Shegoth   removes corruptions 100d30/100d10/-100d5 B/U/C (about 1.5 corruptions if blessed) see 0.10.3.2
charging KAPOW opposite of WOPAK recharges wands 3d3/2d3/1d3 charges B/U/C; explodes if no wands in inventory  
crumpled crumpled   unique; held by the Emperor Moloch; Khelavaster summons the Trident of the Red Rooster when non-chaotics give him this scroll always "crumpled scroll" [4]
cure blindness YNORI ERUP pure irony a joke (scrolls can't be read while blind)  
danger REGNAD danger increases DL of current level by 1d2/2d2/3d2 B/U/C; quest object for Gaab'Baay  
dark predictions Odiv void reveals PC's percentage of corruption  
darkness ZTORF opposite of FROTZ darkens area around PC; the area can be lit again  
defense HITME hit me improves an items DV (fails more often with better items) [1]
education MANNANNANMACLIR Manannan mac Lir - Irish god of the sea grants or increases proficiency of a random skill, 6d5/4d5/2d5 points B/U/C  
familiar summoning mead ni najap made in Japan summons a tame companion whose power corresponds to the current danger level; blessed DL+6, cursed DL-6 see also 0.11.1; [2]
gold detection MKMNFST make money fast reveals locations of gold on current dungeon level for one turn B/U/C status doesn't matter
great identify DOGO FUTSF good stuff reveals some (all if blessed) of an item's properties  
IBM guild manual irk gleknow mizk   confuses until divinely removed  
identify KLATHA DATHA NY'ARYATHA   identifies one item if cursed, one class if uncursed, all worn/carried if blessed  
ill fate IAZNAB banzai if +Luck then +Curs; cursed will remove +Fate if present  
increase melee accuracy WoPaK opposite of KAPOW improves an item's to-hit; 2% chance to always fail; works on items up to +9; works if 1d100 < ((10 - CurrentToHitMod) * 10); blessed adds up to 3
increase melee damage HcUo ouch! improves an item's to-damage; 2% chance to always fail; works on items up to +8 works if 1d100 < (100 - (CurrentDamageMod * 12))
information ENO OWT EERHT one two three unique; found in small cave; reveals number of squares to the waterproof blanket always labeled "ENO OWT EERHT" [4]
item creation GNOZAB   creates a random item; item takes on B/U/C status of scroll creation of an artifact has been observed twice; chances are probably ~0.1%
item detection ABABILA Alibaba reveals locations of items on level for one turn B/U/C status doesn't matter
item destruction MUNCH MUNCH to munch = eat destroys a random worn or carried item; useful for getting rid of trapped armor, but you need at least 4 items total (trapped armor + 3 junk items) plus the scroll for this to work curses artifacts instead of destroying them; B/U/C status doesn't matter
light FROTZ opposite of ZTORF lights area around PC (it can be darkened again) B/U/C status doesn't matter
literacy check EDEVESH HANAGASH   checks Literacy, which is useless - you can use L command instead  
luck YIKES   removes +Curs if present OR grants +Luck if absent OR grants +Fate if absent when +Luck is present - no effect on +Doom; cursed may do nothing  
magic mapping IDNUM AIROLG TISNART CIS sic transit gloria mundi = Thus passes the glory of the world reveals parts (or all if blessed) of the current level  
monster aggravation RambaZamba   makes all monsters on current level hostile  
monster detection KTTdLwrgt keep to the danger level, right? reveals locations of monsters on the current level for one turn B/U/C status doesn't matter
omnipotence ancient   unique if it exists; probably a red herring from Thomas; see 5.2  
papyrus papyrus   unique; appears on the dungeon level when the PC reaches experience level 13; invitation to Pyramid always "papyrus scroll" [4]
peace GNAY-GNIY Ying-Yang - Chinese concept of opposing forces reduces DL (and thus corruption rate) of the current level by 3d2/2d2/1d2 B/U/C  
power Carpe Diem seize the day recharges some PP; blessed/cursed have a chance to increase/descrease max PP by 1d3+1  
protection CUTME cut me improves an item's PV (fails more often with better items) [1]
ratling pamphlet tattered   ratling rebel distributes them on the Arena level always "tattered scroll" [4]
repair FOO BAR foo bar - dummy programming variables removes broken trait from an item; cursed breaks items; blessed also upgrades status C->U, U->B [3]
satiation FPMAM food please ma-am acts as food when read: +2000/1000/0 satiation B/U/C; can be read even when Bloated  
strange message Fox Nawagu   unique; found in High Mountain Village; mentions scroll of omnipotence [4] always labeled "Fox Nawagu"
teleportation YTTOCS PU EM MAEB beam me up Scotty teleports PC B/U/C status doesn't matter
treasure creation NADSIL SEETRURA treasure island creates a heap of gold; 100d50/20d20/3d4 gp B/U/C  
uncursing ACME mace; fictional company uncurses a single item, or all if blessed; a cursed scroll of uncursing curses a single item  
vermin control CHUTZPAH   sterilizes all breeders on current level  
warning scribbled   unique; found in Small Cave, warns about Small Cave always "scribbled scroll" [4]

[1] Scrolls of defense and protection affect only the following worn items in this order: armor, helmet, cloak, boots, gauntlets, girdle, bracers. Cursed SoD and SoP always decrease DV or PV by one. Blessed SoD and SoP may increase items with low DV or PV by two or three points.

[2] Raven borns get additional DL+5 and a more powerful ally on top of that.

[3] As you know (see 0.14.11) you can only dip 1 item into a potion of holy water at a time if the item in question is 10s or heavier. So a stack of say, 20 waterproof blankets will need 20 potions to bless them all. This would be quite a waste of holy water. This can be walked around by using scrolls of repair. Cursed scroll will break the stack and a blessed one will repair it AND improve B/U/C status by one rank. So a (cursed) stack of items, regardless of size can first be broken with a cursed scroll of repair, then repaired and blessed with a blessed scroll of repair. This is very cheap considering scrolls of repair can be manipulated easily in large stack using a combination of cursed scroll of uncursing (or unholy water) and holy water (thanks Anh Tong for this tip).

[4] Does not disappear after reading.

All scrolls weigh 2s. All books and scrolls are made of paper. When used in melee or as a missile, scrolls do (+0, 1d1) damage.

See section 0.5.2 for information about writing scrolls.


Updated March 20th, 2013

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Appendix G - Food - complete list


Food %
Name WeightSatiationSpecialRemarks Damage
alraunia antidote 2s 20 1 eaten, fights poisoning (best when blessed)  
apple 2s 100 2   HM(+0,1d1)
bit of plain candy 2s 20 3 abuses To when eaten; can be given to children or BlupHM(+0,1d1)
bit of gnomish candy 2s 1000 3 really abuses To when eaten HM(+0,1d1)
bone 4s 10  calms/tames dogs, heals skeletons (1d6) H(-2,1d4) M(-3,1d3)
burb root 2s 20 1 eaten, causes acid damage (worst when cursed, does not damage acid resistant PCs) 
cooked lizard 3s 500 10    
cooked roach 3s 20 10    
curaria mancox herb 2s 20 1 eaten, fights sickness (best when blessed)  
demon daisy 2s 20 1 eaten, causes poisoning (worst when cursed, does not damage poison resistant PCs) 
devil's rose 2s 20 1 eaten, causes sickness (worst when cursed)  
dwarven sausage 20s 500    H(+0,1d2) M(+0,1d3)
fat worm 3s 20 10   HM(+0,1d1)
fortune cookie 3s 100  contains a rumor, see 0.15.8.1HM(+0,1d1)
fried bat 3s 100 10   HM(+0,1d1)
frog legs 2s 500    HM(+0,1d1)
herb seed 2s 20 4 grows into herbs HM(+0,1d1)
hurthling cake 30s 100  cursed ones stun non-trolls H(+0,1d2) M(+0,1d3)
iron ration 100s 500    H(+0,1d2) M(+0,1d3)
large ration 200s 500    H(+0,1d2) M(+0,1d3)
loaf of bread 40s 500    H(+0,1d2) M(+0,1d3)
loaf of dwarvish bread 60s 500  satiation points quadrupled for Dwarves H(+0,1d2) M(+0,1d3)
loaf of elven bread 3s 2000    H(+0,1d1) M(+0,1d1)
loaf of hurthling bread 30s 500    H(+0,1d2) M(+0,1d3)
loaf of spider bread 3s 20 5   HM(+0,1d2)
lump of bees wax 5s 20  plug ears HM(+0,1d1)
lump of gelee royal 3s 2000  removes scars, +1 Ap, cures disease, cures poisoningHM(+0,1d1)
melon 20s 500     
morgia root 2s 20 1 eaten, trains To then Wi up to about 25  
moss of mareilon 2s 20 1 used, trains Dx (abuses if cursed) up to about 25 
pepper petal 2s 20 1 eaten, restores HP (6d10/3d8/3d4 B/U/C)  
piece of dry meat 15s 500     
piece of raw meat 20s 500 2,6,9 can be cooked to produce a piece of fresh meat 
piece of fresh meat 20s 1000     
piece of fish meat 10s 500 2,8,9 can be cooked to produce a fried piece of fish meat 
fried piece of fish meat 9.5s 1000 7    
plant seed 2s 20 4 can be given to farmers for lawful boost HM(+0,1d1)
rat tail 3s 20 10    
spenseweed 2s 20 1 used, restores HP (5d4+20/3d6+3/1d6 B/U/C)  
stomacemptia 2s see 0.3.21eaten, reduces satiation (worst when cursed) 
stomafillia 2s 6250/2000/5501 eaten, increases satiation (best when blessed) 

All food and corpses are made of various materials, except for bone, which is considered wood. The satiation value is increased by 25% for blessed items and decreased by 50% for cursed items.

SpecialMeaning
1herb; unidentified appear as strange herb; can be identified by picking with the Herbalism skill; more on herbs see 0.13.6
2susceptible to rotting
3unidentified appear as bit of candy; can be identified by taste: plain = 'sweet', gnomish = 'annoyingly sweet'; children and Blup will only accept plain candy
4unidentified appear as seed
5more nutritious for Dark Elves: cursed = 2010, uncursed = 1020, blessed = 125; this unusual fact is in fact intentional
6more nutritious for Orcs (2x), Trolls (3x), Barbarians (3x) and Beastfighters (3x); if a PC falls into more than one category, only the higher bonus applies - i.e. Orcish Beastfighters are 3X; Drakelings receive a different message than other races but get the usual 500 satiation points
7fried fish meat indeed has a fractional weight. If a stack of fried fish meat contains an odd number of pieces, the weight of the stack is rounded up
8tames black hurthlings
9tames animals
10ratling trader food

See section 0.3.2 for satiation level details.


Updated August 26th, 2005

Single-file Improved Adom Guidebook


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Appendix H - Gems - complete list


Gems *
Name UnID'd Name WeightEffect Value
amber stone brown gem 1s   average
aquamarine blue gem/green gem1s   above average
crystal of darkness brown gem 1s used, darkens area around PC low
crystal of fire red gem 1s used, fireball, 6d6 damage if thrown or used with slingaverage
crystal of health blue gem 1s used, restores 12d12/6d6/3d3 HP average
crystal of knowledge green gem 1s used, magic maps; if blessed, +1d2 Le [3]low
crystal of light white gem 1s used, lights area around PC low
crystal of power red gem 1s used, restores PP: +6d16/+3d8/-4d12 PP [2]low
emerald green gem 1s   high
gold piece   0.01s H(+0, 1d1) M(+0, 1d2) [1] 1
opal white gem 1s   average
ruby red gem 1s   very high
sapphire blue gem 1s   very high
topaz brown gem 1s   average
turquoise blue gem/green gem1s   high
worthless piece of blue glass blue gem 1s   very low
worthless piece of brown glass brown gem 1s  
worthless piece of green glass green gem 1s  
worthless piece of red glass red gem 1s  
worthless piece of white glass white gem 1s  

[1] The gold piece damage is significantly better for Merchants.
The amount of gold creation is DLd30-1 + DLd10-1 + DL*5, Miser has a 1/5 chance to increase it by (1d20+100) * PreviousTotal/100.

[2] Blessed may give +2d2 MaxPP, cursed -2d2 MaxPP. Actual chance is based on Luck, maximum 25%.

[3] Le<20:+1d2Le; else (100-((Le-19)^2))%:+1d2Le; 1%:+1d2Le; see also 0.6.1.6.

Gems are meant as means to carry wealth effectively - however it is not too effective in ADOM. Gems and crystals are made from crystal, worthless pieces are from glass. Gems can be used with slings. The base damage value is (+0, 1d1) rather than the (+0, 1d4) of a rock, but gems are lighter, and crystals of fire will create fireballs at their point of impact.


Updated August 26th, 2005

Single-file Improved Adom Guidebook


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Unique NPCs - Great Wyrm Names - Deity Names

Appendix I - Unique NPCs - complete list


Unique NPCs
NPC Associated monster Origin of NPC's name Significance
Tywat Pare sheriff Wyatt Earp; american old west sheriff assigns 2 quests: kill Kranach and kill Hotzenplotz; Hotzenplotz's quest objective
Tiny Girl   literal description assigns rescue the Cute Dog quest
Rynt village elder   assigns save Yrrigs quest
Guth'Alak druid   assigns 2 quests: kill Keethrax and help the Unicorn; Kherab's quest objective
Yggaz fool Zagyg; mad demi-god from "World of Greyhawk" source of rumors; trades random potions for potions of booze
Munxip shopkeeper   shopkeeper in Terinyo
Blup baby water dragon   assigns find Shyssiryxius quest; teaches Swimming skill
Cute Dog   literal description Tiny Girl's quest objective
Kranach raider lord   Tywat Pare's first quest objective
Jharod healer   teaches the Healing skill to non-chaotics; Hotzenplotz's quest objective
Yrrigs carpenter or mad carpenter   trains the Bridge Building skill if rescued
Keethrax black druid   Guth'Alak's quest objective; holds Black Torc
Grunge & Munge half-orc bouncer describes their appearance Hotzenplotz's bodyguards
Hotzenplotz crime lord nasty in German children's literature assigns Tywat Pare and Jharod quests; Tywat Pare's second quest objective
Barnabas shopkeeper   shopkeeper in Lawenilothehl
Skriek cloaked ratling   ratling in Lawenilothehl; sells keys
Kranf Niest mad doctor Frankenstein teaches the Healing skill to chaotics
Yergius master thief   teaches a variety of skills to non-lawfuls
Rehetep mummy lord egyptian flavored holds two artifacts: ancient mummy wrapping and ankh
Old Barbarian   literal description assigns Courage quest to non-chaotics
Mad Minstrel   literal description reveals location of Scintillating Cave; sings hints
Dak arena master   provides access to the Arena
Ratling Rebel   literal description hands out pamphlets; sprays mace on those wearing furs
Li-Hon-Kay ogre magus   20th Arena opponent; invisible; Frost Bolts
Spardakius minotaur Spartacus? 20th Arena opponent
Ripclaw troll troll-flavored name 20th Arena opponent
Bonk hill giant hill giant-flavored name 20th Arena opponent
Waldenbrook shopkeeper Waldenbooks? shopkeeper in Dwarftown
Torgall dwarven inn keeper   innkeeper in Dwarftown; source of rumors
Bart grizzled gladiator   teaches Tactics, Two weapon combat, Backstabbing skills
Garth dwarven weaponmaster   trains attributes
Glod dwarven smith   teaches Smithing; repairs broken items; removes rust from items
Demented Ratling   literal description makes Crown of Chaos and Gaab'Baay quests available
Ruun priest   identifies healing potions; Dwarftown -> hostile if killed
Thrundarr ancient dwarf   assigns several quests including Griff quest; Kherab's quest objective
Dwarven Mystic   literal description provides gifts to non-chaotics
Nonnak master necromancer   Thrundarr quest objective
Griff Bloodax undead chaos dwarven berserker  Thrundarr quest objective
Khelavaster dying sage or ancient sage   provides access to ultra endings; provides powerful gifts
Gaab'Baay old crone Baba Yaga; russian folklore assigns quests for the Medal of Chaos
Leggot shopkeeper   shopkeeper in the High Mountain Village
Oracle   literal description provides hints about special endings
Malicious Doctor   literal description has a flesh golem for sale to non-lawfuls
Borys flesh golem russian flavored companion
Hawkslayer burly adventurer Bard's Tale III computer RPG character companion
Ogre Guardian     guards prison in the HMV
Kherab dwarven artificier   assigns 2 quests: kill Guth'Alak and kill Thrundarr
Ghost Librarian   literal description presides over the Sinister Library of Niltrias
Minotaur Emperor     holds Axe of the Minotaur Emperor
Eternal Guardian   literal description guards staircase leading to lower CoC
Casino shopkeeper [1]  literal description shopkeeper in Casino
Big Casino Guard   literal description tougher than normal casino guards
Cat Lord     provides Ring of the Master Cat
Banshee   sheep exploitable deadly scream
Yrruir greater white unicorn   assigns quest: kill Riurry; cleanses corruption once
Riurry greater black unicorn twisted reflection of Yrruir assigns quest: kill Yrruir
Bugs bunny master Bugs Bunny leader of battle bunnies
Keriax multi-headed chaos dragon   holds Crown of Chaos
Shyssiryxius great water dragon   arranges for delivery of Rune-covered Trident
Ratling Dealer   literal description sells climbing set in the Rift Dungeon
Sharad-Waador ancient karmic wyrm   assigns kill Srraxxarrakex quest; holds Needle
Srraxxarrakex ancient blue wyrm   Sharad-Waador's quest objective
Assassin Prince   literal description assigns kill Filk quest; holds Sting
Ancient Chaos Wyrm     Fire Orb Guardian
Snake from Beyond     Water Orb guardian
Yulgash master summoner   Air Orb guardian
Ancient Stone Beast     Earth Orb guardian
Nuurag-Vaarn chaos archmage   Mana Orb guardian
Filk quickling bard altered song name Assassin Prince/Mad Minstrel quest objective
MaLaKaI chaos knight evil servant; also old testament prophet guards Sceptre of Chaos
Emperor Moloch     holds crumpled scroll, key to the TotRR
Fistanarius greater balor   final boss for regular endings
Andor Drakon ElDeR cHaOs GoD evil priest in one of Thomas' AD&D campaigns final boss for special endings

[1] Moorton, Orgovek, Heriadat are examples of several possible names.

Great Wyrm Names
Aaroneliadeles Henandralades Perfonaredikius
Alkarasydes Hewetexioresius Pesestrenaderius
Ambaretelydes Hombolinth Pesitriokalus
Askaxarus Hondawamedledes Poktarenebes
Baralakteriontar Hydelionaxis Putgarpurnawar
Belegenethes Jederixeledes Sektoridikes
Betwedeneftelgar Kasathrabenewaris Sekunaxius
Boraxannaar Keredetiussanavus Sepikalessinis
Cawerexcius Konradexiuses Setremedes
Combarynthior Kosteriaknarwat Skathanangar
Cornaxarius Maalaxadior Soktoboridus
Creothades Mebdebereth Taharaderenes
Dulakarysior Mehederius Terexialus
Ektranarius Mekoladantherus Testrekedres
Erdakixiriris Menewekes Thonadarantaklus
Exteriakus Meriathradexius Thrunderuxur
Exadelioteles Metelethenes Tonabelemneros
Fylatinius Moldarenexedes Tuuungarathanares
Golanamedes Onnaarexenes Ukalionatrius
Gravadirxis Ocarydenes Ungarenethenes
Heftoronios Oondarabadekes Uskaradetes
Heg'An-Shabbutt Oxygotholodes Xedrolinius
Henaftaaraxenes Pasiatrius Yug-Saggath

Deity Names
Race L N C
Human Onn Istaria Ssraxx
Troll Ka'Omsh Ne'Ftrr Vagrak
High/Gray ElfCorellius Ayssia Ni'Pregh
Dark Elf Elderon Anssaria Lol'th
Dwarf Morodwyn Clamgaddin Abbad-Undar
Gnome Gnarl Berwyn Urglyn
Hurthling Shalla Auroree Fnordjar
Orc The One Who Sees The One Who Kills The One Who Rages
Drakeling Sssracht Issrecht Ussrachs


Updated March 9th, 2009

Single-file Improved Adom Guidebook


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Orb Guardians - A - B - C - D - E - F - G - H - I - J - K - L - M - N - O - P - Q - R - S - T - U - V - W - Y - Z

Appendix J - Monsters - complete list


Original list and HTML courtesy of Markku Rikola, updated by rgra.

Alignment of monsters: dark gray = chaotic, light gray = neutral, white = lawful.

For detailed corpse eating effects, see section 0.3.3.


Orb Guardians
Name Symbol Special attacks/defenses Corpse effects Misc
Ancient Chaos Wyrm W Corrupting touch, spells (healing, energy ray, confusion), immune to fire Corrupts (~2 effects), +1 St, +1 Ma, fire resistance Unique; carries the Chaos Orb of Elemental Fire, sees invisible
Ancient Stone Beast F Corrupting touch, passes through walls, regens Corrupts (~3 effects) Unique; carries the Chaos Orb of Elemental Earth, sees invisible
Chaos Archmage (Nuurag-Vaarn) @ Corrupting touch, spells (all except healing), summons random monsters, teleports, immune to fire, cold, shock Corrupts (~5 effects), +50 PP, +12 Ma Unique; carries the Chaos Orb of Elemental Mana, sees invisible
Master Summoner (Yulgash) @ Corrupting touch, summons random monsters, teleports, immune to shock Corrupts (~2 effects) in v1.2+: +4 De, +4 Ma Unique; carries the Chaos Orb of Elemental Air, sees invisible
Snake from Beyond s Corrupting touch, poison Corrupts (~2 effects) Unique; carries the Chaos Orb of Elemental Water, sees invisible

A
Name Symbol Special attacks/defenses Corpse effects Misc
Acid vortex V Explodes as acid ball if in melee range; immune to acid    
Air demon & Corrupts, immune to shock    
Air elemental E Breathes lightning, immune to shock    
Air grue x Corrupts, immune to shock    
Ancient black dragon D Breathes acid, immune to acid Acid resistance, +1 Wi Leaves treasure when killed; sees invisible
Ancient blue dragon D Breathes lightning, immune to shock Shock resistance, +1 Dx Leaves treasure when killed; sees invisible
Ancient blue wyrm (Srraxxarrakex) W Breathes lightning, regens, immune to shock, spells (confusion, glowing balls, healing) Shock immunity, +6 Dx, +5 Ma, +5 To, +1 Pe, +speed Unique; ancient karmic wyrm's arch enemy, must be slain for ultra endings, leaves treasure when killed, sees invisible
Ancient dwarf (Thrundarr) h   Curses, +PP Unique; assigns various quests
Ancient karmic dragon Color-changing D Karmic being, breathes various bolts, immune to elemental attacks Karmic being Leaves treasure when killed
Ancient karmic wyrm (Sharad-Waador) Color-changing W Karmic being; breathes various bolts, immune to elemental attacks, regens, spells (confusion, glowing balls, healing) Karmic being; +10 To, +10 Ma Unique; wants ancient blue wyrm killed, rewards PC with a heap of stuff including Needle, leaves treasure when killed
Ancient minotaur M   -1 Wi, +1 Pe, confuses  
Ancient red dragon D Breathes fire, immune to fire Intrinsic fire resistance, +1 St Vulnerable to cold, leaves treasure when killed, sees invisible
Ancient sage (Khelavaster) @ Spells (all)   Unique; summons the TotRR for non-chaotics, non-fallen champions (vital for ultra endings), see also Dying sage
Ancient white dragon D Breathes cold, immune to cold Cold resistance, +1 To Vulnerable to fire, leaves treasure when killed, sees invisible
Animated armor [ Immune to fire   Vulnerable to shock
Animated tree P     Vulnerable to fire, may leave logs when killed, PC can't swap places with one
Ankheg i Breathes acid PC vomits, acid resistance Digs
Annihilator C May destroy worn item(s)    
Annis hag h Spells (curse) Curses, small chance of +1 Ma  
Arena Master (Dak) @     Unique; arranges Arena fights
Assassin @ Poison   Reward from Tywat Pare for corpse
Assassin Prince @ Poison   Unique; assigns Filk quest, carries Sting

B
Name Symbol Special attacks/defenses Corpse effects Misc
Baby water dragon (Blup) D Breathes water Water breathing Unique; desperately wants to find Mum
Balor & Corrupting touch, teleports, summons random monsters, immune to fire   Sees invisible, may leave scourges when killed
Bandit @     Reward from Tywat Pare for corpse
Banshee G Deadly scream (from which males can protect themselves by wielding a wedding ring)    
Barbarian K Shoots arrows    
Barbarian leader K Shoots arrows    
Battle bunny r Breeder "You feel aggressive." Abuses Le see also Mutated battle bunny
Beggar @     Beggars will drop potions of booze when given 40 - 50 gold pieces then Chatted with; Yggaz will trade random potions for these
Berserker (prince, lord, king, emperor) K / K / K / K / K respectively   Never leaves corpse Can be tamed by giving them a wedding ring, by a PC of the same gender
Big Casino Guard @ Paralyzes   Much tougher than normal casino guards, sees invisible
Big dog d      
Black baby dragon D Breathes acid, immune to acid Acid resistance Leaves gold when killed
Black dragon D Breathes acid, immune to acid Acid resistance Leaves treasure when killed
Black druid (Keethrax) @ Corrupting touch, spells (confusion, darkness, glowing balls, healing, attribute drain, curse), shoots sling bullets, immune to fire, cold, shock Corrupts, +Ma, +Le, +To, -Wi Unique; sees invisible, carries the black torc, vulnerable to acid
Black hurthling h Shoots tiny quarrels    
Black slayer X Poison, regens    
Black unicorn U Teleports, regens Corrupts (~3 effects) Sees invisible
Black wizard @ Summons random monsters, spells (energy ray, curse) +1 Ma, possibly literacy to the illiterate  
Blink dog d Teleports, summons more blink dogs Teleport control Blink dogs have lawful alignment - killing them will move the PC's alignment towards chaotic.
Blue baby dragon D Breathes lightning, immune to shock Shock resistance Leaves gold when killed
Blue dragon D Breathes lightning, immune to shock Shock resistance Leaves treasure when killed
Bone golem Y Immune to fire, cold    
Brown bear N      
Brown worm w Paralyzes, breeder    
Bugbear g      
Bulette F     Digs
Bunny master (Bugs) @ Disarms   Unique; affects battle bunnies' breeding rate
Burly adventurer (Hawkslayer) @ Shoots eternium arrows   Unique; potential companion

C
Name Symbol Special attacks/defenses Corpse effects Misc
Carpenter (Yrrigs) t     Unique; trains Bridge Building
Carrion crawler c Paralyzes    
Casino guard @ Paralyzes   Sees invisible
Cat Lord f Spells (invisibility) Dooms, +speed, +Dx Unique; PCs who have killed no cats receive the RotMC, otherwise the Cat Lord's strength is proportional to the number of cats killed
Cave bear N      
Cave fisher S Poison Poisons, grants poison resistance, PC vomits Spins webs
Cave lion f     Killing angers the Cat Lord
Cave lizard l      
Cave tiger f     Killing angers the Cat Lord
Caveman @ Throws clubs, immune to cold    
Chaos brother @ Corrupting touch    
Chaos eye e Corrupting touch    
Chaos knight h Poison   Sees invisible. A named chaos knight, MaLaKaI, guards the Sceptre of Chaos in the Infinite Dungeon
Chaos lizard l Corrupting touch, breathes various bolts Corrupts  
Chaos mutant C Corrupting touch   Sees invisible
Chaos plague bearer C Corrupting touch, sickness    
Chaos rat r Corrupting touch, breeder, ignores water Corrupts  
Chaos servant C Poison   Sees invisible
Chaos sister @ Corrupting touch    
Chaos spawn C Corrupting touch, breeder, sickness    
Chaos spider S Corrupting touch Corrupts Spins webs
Chaos viper s Corrupting touch, poison Corrupts  
Chaos warlord C Corrupting touch, regens    
Chaos warrior C Corrupting touch, regens, poison    
Chaos wizard C Corrupting touch, summons (greater) chaos servants, writhing masses of primal chaos, chaos warriors   Sees invisible
Child t      
Claw bug i Breeder, bypasses PV, multiple attacks +1 Dx, -2 Wi  
Clay golem Y Slows, immune to acid    
Cloaked ratling (Skriek) r     Unique; sells keys
Cobra s Poison    
Cooshoo d Sleep Sleep  
Corpse fiend z Sickness    
Corruptor C Corrupting touch    
Crime lord (Hotzenplotz) @ Poison   Unique; assigns Sheriff and Healer quests, sees invisible
Crystal statue Y Immune to cold, regens    
Cute dog d Ignores water Removes Lucky and Fate Smiles, Curses and Dooms Unique; never rotting corpse
Cutpurse @ Pickpockets   Reward from Tywat Pare for corpse
Cyclops H Throws huge rocks (+1 St)  

D
Name Symbol Special attacks/defenses Corpse effects Misc
Dark elven archer u Shoots dark elven quarrels +1 Dx, -1 To  
Dark elven lord u Poison +2 Dx, -2 To  
Dark elven priestess u Corrupting touch, summons spiders, paralyzes +Dx, -To  
Dark elven princess u Summons spiders +Dx, -To  
Dark elven warrior u Poison +1 Dx, -1 To  
Dark elven wizard u Spells (energy ray), summons spiders +1 Dx, +1 Ma, -1 To  
Dark orc o   +1 St  
Dark sage @ Spells (energy ray, lightning bolt) Affects Literacy; may affect Mana or PP regen rate  
Death ooze j Poison, regens    
Demented ratling r Becomes more powerful each time he consumes an artifact   Unique; demands six artifacts in exchange for Stone Circle access
Diamond golem Y Immune to fire, cold, shock, acid    
Dire wolf d      
Displacer beast F   Teleports, stuns, confuses  
Djinni & Bypasses PV   Never spawned naturally; PC will only meet a djinni if she uses a non-blessed ring of djinni summoning or wishes for one
Doppleganger (lord) @ identical to PC's color Confusion, deflects missiles   Non-Trolls will only eat doppleganger (lord) corpses when starving; Trolls can eat them anytime
Doppleganger king @ identical to PC's color Confusion, deflects missiles, adjusts in power Only edible by Trolls; 50% chance of +1 to each attribute (individually)  
Dorn Beast F Paralyzes    
Dragon turtle A Breathes water    
Druid (Guth'Alak) @ Spells (glowing balls, confusion, teleport, healing), ignores water, immune to fire, cold, shock   Unique; assigns Keethrax and greater white unicorn quests
Dwarf h     Digs, often drops pickaxes when killed
Dwarven artificer (Kherab) h Immune to fire   Unique; carries an anvil and eternium warhammer, assigns Guth'Alak and Thrundarr quests
Dwarven chaos knight h     Sees invisible
Dwarven child h   Dooms, Curses Killing a dwarven child causes a large alignment drop
Dwarven elite guardian h   (+1 Wi)  
Dwarven guardian h Throws hand axes    
Dwarven inn keeper (Torgall) h     Unique; source of rumors
Dwarven mystic h     Unique; provides rewards for those that manage to reach him
Dwarven smith (Glod) h Immune to fire   Unique; holds anvil, warhammer, fixes rusty or broken items, teaches Smithing, rents smithy
Dwarven weaponmaster (Garth) h     Unique; trains attributes other than Ap, Ma
Dying sage (Khelavaster) @ Deflects missiles   Unique; will enlighten PC about the Chaos Orbs, saving him is vital for ultra endings, see also Ancient sage

E
Name Symbol Special attacks/defenses Corpse effects Misc
Earth elemental E Passes through stone, throws rocks, regens   Often leave slings when killed; sees invisible
ElDeR cHaOs GoD (Andor Drakon) @ Spells (all except healing), paralyzes, teleports, corrupts, passes through walls, speeded by spellcasting What corpse? ;-) Unique; in his palace, the landscape changes constantly, killing him makes PC the new ChAoS gOd or an avatar of PC's alignment
Emperor lich L Spells (death ray, confusion, frost bolt, attribute drain, curse, healing, glowing balls), summons random monsters, paralyzes, immune to cold   Sees invisible
Emperor Moloch & Adjusts in power, regens, immune to fire, cold +6 St, +8 To, -10 Dx, corrupts (~2 effects), draws alignment towards chaotic Unique; wishing for him gives lots of greater molochs if he's not already dead, leaves a guaranteed moloch armor and the crumpled scroll
Eternal Guardian @     Unique; wearing the RotHK grants passage past the EG, duplicates if he moves from the stairs when attacked
Eternium golem Y Breathes acid, immune to fire, shock   Sees invisible
Ettin O   (+1 St)  
Eye of destruction e Might destroy worn item; confusion    

F
Name Symbol Special attacks/defenses Corpse effects Misc
Fairy dragon D Breathes water, confusion, sleep, spells (teleport) Cures sickness, confuses, small chance of +1 Ma  
Farmer t     Trades large rations for scythes, sickles; corpse is quest object for Gaab'Baay
Female dwarf h     Digs, only found in Dwarftown
Fire beetle i Immune to fire 50% chance to grant fire resistance  
Fire demon & Corrupting touch, immune to fire   Vulnerable to cold
Fire drake D Breathes fire, immune to fire Fire resistance Vulnerable to cold
Fire elemental E Breathes fire, immune to fire   Vulnerable to cold
Fire giant H Immune to fire, throws rocks Fire resistance, (+1 St) Vulnerable to cold
Fire giant king H Immune to fire, throws rocks +1 St Vulnerable to cold
Fire grue x Corrupting touch, immune to fire   Vulnerable to cold
Fire lizard l Breathes fire, immune to fire 10% chance to gain fire resistance Vulnerable to cold
Fire vortex V Explodes as fireball if in melee range; immune to fire   Vulnerable to cold
Flesh golem Y      
Floating eye e Paralyzes, ignores water    
Fomorian giant H   (-1 Ap, +1 St)  
Fool (Yggaz) t     Unique; trades random potions for booze, tells rumors
Frost giant H Immune to cold Cold resistance, (+1 St) Vulnerable to fire
Frost giant berserker H Immune to cold Cold resistance, (+1 St) Vulnerable to fire
Frost giant jarl H Immune to cold Cold resistance, +1 St Vulnerable to fire

G
Name Symbol Special attacks/defenses Corpse effects Misc
Gargoyle I   May add rocks to inventory Cannot be sacrificed
Gelatinous cube j Paralyzes, dissolves items on ground Paralyzes (not resistance)  
Ghost (lord/king) G / G / G respectively Passes through walls, aging touch    
Ghost bat B Passes through walls, aging touch    
Ghost Librarian G     Unique; holds the Weird Tome
Ghul z Paralyzes Paralyzes (not resistance)  
Giant ant queen a   Acid resistance, PC vomits Digs
Giant ant warrior a   Acid resistance, PC vomits Digs
Giant ant worker a   Acid resistance, PC vomits Digs
Giant bat B Ignores water    
Giant bee queen b Poison PC vomits  
Giant bee warrior/worker b / b respectively Suicidal poison PC vomits Confused by smoke when attacked using torches as a wielded weapon or in the tool slot
Giant boar F   +2 St, -4 Wi Might leave a skull when killed
Giant centipede c Poison Poisons, poison resistance, PC vomits  
Giant dragon turtle A Breathes water    
Giant eel A     Vulnerable to fire
Giant frog F     Vulnerable to fire
Giant lizard l      
Giant raccoon r     Digs
Giant rat r Sickness, ignores water Good to eat, unlike rats Corpses are good for taming cave lions, wild cats
Giant rust monster R Touch rusts exposed iron items, destroys rusty items   Cannot be pacified with thrown iron items
Giant shark A      
Giant slug F Breathes acid Acid immunity Vulnerable to fire
Giant spider S Poison Poisons, poison resistance, PC vomits Spins webs
Giant turtle A      
Gibbering mouther j Confusion    
Gnoll g Throws battle axes    
Gnoll chieftain g      
Goblin (berserker, chieftain, slavemaster) g / g / g / g respectively     Chieftains and slavemasters are slightly tougher than ordinary goblins
Goblin rockthrower g Throws rocks    
Goodwife t      
Gorgon F Breathes petrifying gas Kills the PC by petrification unless the PC has the resistance Breath range is two squares
Gray ooze j Breeder, immune to acid, corrodes weapons (or hands)    
Gray slayer X Poison, regens    
Great black wyrm W Breathes acid, immune to acid, regens, spells (confusion, glowing balls, curse) Acid resistance, +1 Wi, +1 To Sees invisible, always named, leaves treasure when killed
Great blue wyrm W Breathes lightning, immune to shock, regens, spells (confusion, glowing balls) Shock resistance, +1 Dx, +1 Pe Sees invisible, always named, leaves treasure when killed
Great karmic wyrm Color-changing W Karmic being, immune to elemental attacks, spells (confusion, glowing balls) Karmic being Leaves treasure when killed
Great red wyrm W Breathes fire, immune to fire, regens, spells (confusion, glowing balls) Intrinsic fire resistance, +1 St, +1 Ma Sees invisible, always named, leaves treasure when killed, vulnerable to cold
Great water dragon (Shyssiryxius) D Breathes water, teleports, immune to cold, regens Water breathing Unique; rewards PC with rune-covered trident if Blup finds her (eventually)
Great white wyrm W Breathes cold, immune to cold, regens, spells (attribute drain, confusion, glowing balls) Cold resistance, +1 To, +1 Ch Sees invisible, always named, leaves treasure when killed, NOT vulnerable to fire
Greater air elemental E Breathes lightning, immune to shock    
Greater balor (Fistanarius) & Corrupting touch, teleports, summons random monsters, immune to fire   Unique, although praying in Andor Drakon's palace summons greater balors; sees invisible
Greater black unicorn (Riurry) U Teleports, regens Corrupts (~5 effects) Unique; sees invisible, counterpart of greater white unicorn, assigns quest to slay GWU, reward is corruption (~2 effects) and 3d3 potions of gain attribute
Greater chaos servant C Regens   Sees invisible
Greater claw bug i Breeder, bypasses PV, multiple attacks -6 Wi, +3 Dx  
Greater daemon & Breathes fire, teleports, spells (attribute drain), immune to fire Dooms Sees invisible
Greater earth elemental E Passes through stone, throws huge rocks, regens    
Greater fire elemental E Breathes fire, immune to fire    
Greater mimic m Paralyzes   Imitates items
Greater moloch & Adjusts in power, immune to fire, cold, regens +1 St, +2 To, -3 Dx Sees invisible, might leave moloch armor, able to smash altars, digs
Greater mummy Z Sickness   Vulnerable to fire
Greater titan H Shoots eternium quarrels, immune to fire, shock, cold, acid (+1 St, +1 To) Sees invisible
Greater water elemental E Breathes water    
Greater white unicorn (Yrruir) U Teleports, regens Massive alignment drop, removes Fate Smiles and Lucky, Curses, Dooms Unique; sees invisible, assigns quest to slay the greater black unicorn, reward is a one-time total corruption removal
Green blob j Breeder, sickness   Vulnerable to fire
Green hag h Spells (curse) Curses, may give +1 Ma  
Green slime j Breeder, sickness   Vulnerable to fire
Green worm w Breeder, sickness    
Gremlin I Water makes them multiply   Vulnerable to light; fluff ball + water = gremlins
Griffon F      
Grizzled gladiator (Bart) @     Unique; trains weapon skills and teaches combat skills in exchange for the Golden Gladius
Grizzly bear N      

H
Name Symbol Special attacks/defenses Corpse effects Misc
Half-orc bouncers (Grunge, Munge) @     Hotzenplotz's bodyguards; only two in the game
Harpy F Sleep Mutes  
Healer (Jharod) @     Unique; teaches Healing to merciful non-chaotics, heals all PCs up to seven times, PCs with Healing receive a stethoscope or a potion of ultra healing
Hell hound d Breathes fire, immune to fire Causes vomiting (Trolls, possibly Orcs are exceptions)  
Hill giant (Bonk) (chieftain) H / H respectively Both throw rocks (+1 St) Often leave slings when killed; Bonk is a possible 20th fight opponent in the Arena
Hill orc o Throws crude spears Trains To  
Hill orc sergeant o Tends to avoid altars Trains To  
Hippogriff F   Highly satiating  
Hobgoblin (chief, leader) g / g / g respectively      
Holy slayer X Poison, regens    
Homunculus I Sleep Sleep  
Huge bat B Ignores water    
Hydra F Multiple attacks Confuses  
Hyena d      

I
Name Symbol Special attacks/defenses Corpse effects Misc
Ice vortex V Explodes as ice ball if in melee range; immune to cold   Vulnerable to fire
Imp I Poison, immune to fire Poisons  
Invisible stalker @ Invisible Intrinsic invisibility, alternatively may grant see invisible Sees invisible
Iron golem Y Breathes fire, immune to fire   Vulnerable to shock

J
Name Symbol Special attacks/defenses Corpse effects Misc
Jackal d      
Jackal demon & Confusion    
Jackalwere d Sleep, summons jackals, sickness Sickness  

K
Name Symbol Special attacks/defenses Corpse effects Misc
Karmic baby dragon color-changing D Karmic being, breathes various bolts, immune to elemental attacks Karmic being  
Karmic dragon color-changing D Karmic being, breathes various bolts, immune to elemental attacks Karmic being  
Karmic lizard color-changing l Karmic being Karmic being  
Ki-rin F Spells (death ray, healing), regens, immune to fire, cold, shock, acid    
Killer bug i Breeder, bypasses PV, multiple attacks -12 Wi, +6 Dx  
King cobra s Poison    
Kobold k Shoots arrows Sickness  
Kobold chieftain k   Sickness  
Kobold shaman k Spells (lightning bolt) Sickness, +Ma, (+PP)  

L
Name Symbol Special attacks/defenses Corpse effects Misc
Large bat B Ignores water    
Large dog d      
Large gnoll g Throws battle axes    
Large jackal d      
Large kobold k   Sickness  
Large orc o      
Large rust monster R Touch rusts exposed iron items, destroys rusty items   Cannot be pacified with thrown metal items
Large snake s Poison    
Large spider S Poison Poisons, poison resistance, PC vomits Spins webs
Least daemon & Immune to fire Dooms  
Lesser daemon & Breathes fire, immune to fire Dooms  
Leucrotta F      
Lich L Spells (confusion, glowing balls, healing), paralyzes, immune to cold   Sees invisible, vulnerable to fire
Lich king L Spells (confusion, glowing balls, curse, attribute drain, healing), paralyzes, immune to cold, summons random monsters   Sees invisible
Lightning lizard l Breathes lightning, immune to shock Shock resistance; blessed only: possible shock immunity - see section 0.12.1.2  
Lightning vortex V Explodes as lightning ball if in melee range; immune to shock    
Living wall # Paralyzes, drains St   Sees invisible
Lizard man h     Vulnerable to fire

M
Name Symbol Special attacks/defenses Corpse effects Misc
Mad carpenter (Yrrigs) t     Unique; will train Bridge Building if successfully cured
Mad doctor (Kranf Niest) @     Unique
Mad Minstrel @ Disarms   Unique; sings helpful songs, might feed the hungry, wants Filk killed (vital for ultra endings), also wants the Weird Tome
Magebane eye e Drains PP, confusion    
Magedoom eye e Drains PP, confusion    
Malicious Doctor @ Poison   Unique; will sell non-lawfuls a flesh golem named Boris
Margoyle I   May add rocks to inventory Cannot be sacrificed
Master assassin @ Poison   Reward from Tywat Pare for corpse
Master lich L Spells (confusion, glowing balls, healing, curse), paralyzes, summons undead, immune to cold   Sees invisible
Master mimic m Paralyzes   Imitates items
Master necromancer (Nonnak) @ Spells (frost bolt), summons undead, immune to cold   Unique; sees invisible, vulnerable to fire
Master swordsman @ Disarms    
Master thief (Yergius) @ Pickpocket   Unique; teaches and trains a variety of useful skills to non-lawfuls
Mimic m Paralyzes   Imitates items
Mimic hivemind m Paralyzes, summons lesser mimics   Imitates items
Minotaur (Spardakius) M   Confuses Possible 20th fight opponent in the Arena
Minotaur emperor M   Confuses, corrupts, +3 St, -8 Wi, +3 To, +3 Pe Unique; wishing for him yields minotaur kings
Minotaur king M     Sees invisible
Minotaur lord M   Confuses, -2 Wi, +1 Pe  
Minotaur mage M Spells (attribute drain, confusion, curse) Confuses, -4 To, (+4 Ma), +3 Pe  
Minotaur mazelord M   Confuses, -4 Wi, (+2 Pe)  
Minotaur mazemaster M   Confuses, -3 Wi, (+1 Pe) Sees invisible
Moloch & Regens, immune to fire, cold, adjusts in power +1 To, -1 Dx Sees invisible, might leave moloch armor; able to smash altars
Mugger @     Reward from Tywat Pare for corpse
Multi-headed chaos dragon (Keriax) W Spells (confusion, curse, attribute drain), corrupts, poison, breathes random bolt + corruption, immune to fire Curses, corrupts heavily (~8 effects, 45% from scroll of dark predictions), (+10 St), (+10 To), (+11 Ma), (+5 Pe), (+PP) Unique; carries the Crown of Chaos (vital for ultra endings)
Mummy Z Sickness   Vulnerable to fire
Mummy lord (Rehetep) Z Sickness   Unique; carries the ancient mummy wrapping and the ankh, vulnerable to fire
Muscular dwarves h     Summoned to defend Dwarftown against PCs who commit unlawful acts in Dwarftown
Mutated battle bunny r Breeder, teleports   Occasionally (rarely) spawned by battle bunnies; they in turn spawn more mutated battle bunnies

N
Name Symbol Special attacks/defenses Corpse effects Misc
Necromancer @ Summons lesser undead    

O
Name Symbol Special attacks/defenses Corpse effects Misc
Ochre jelly j Breeder, immune to acid, corrodes vulnerable weapons    
Ogre O Throws rocks (+1 St) Often leave slings when killed
Ogre Guardian O Throws huge rocks   Unique; guards prison in HMV
Ogre lord/king/emperor O / O / O respectively   (+1 St)  
Ogre magus (Li-Hon-Kay / Li-Han-Kay) O Regens, spells (frost bolt, invisibility) (+1 St, +1 Ma, +PP) Their Frost Bolt attack can freeze several squares of water in one turn; Li-H*n-Kay is one of the possible 20th arena fight opponents
Old barbarian @     Unique; assigns Courage quest
Old crone (Gaab'Baay) @ Spells (healing, energy ray, attribute drain, curse, teleport, confusion, glowing balls), poison   Unique; gives quests, rewards PC with Medal of Chaos (vital for special endings)
Oracle @ Spells (death ray), karmic +6 Le, Curses, Dooms Unique
Orc o Throws crude knives    
Orc butcher o   (+1 St)  
Orc chieftain o      
Orc scorcher o Throws crude spears    
Outlaw (leader) @ / @ respectively     Reward from Tywat Pare for corpse
Owlbear F      

P
Name Symbol Special attacks/defenses Corpse effects Misc
Pit viper s Poison    
Pixie (archer) p / p respectively Teleports, pickpocket Teleportitis (not nearly guaranteed) Leaves gold when killed
Priest @ Shade revenge, spells (healing) Curses, Dooms Unique; always a member of the PC's race
Purple worm w Poison, breeder    

Q
Name Symbol Special attacks/defenses Corpse effects Misc
Quasit I Immune to fire, drains St Sickness, poisons, Curses  
Quickling p Regens Adjusts speed  
Quickling bard (Filk) p Regens, karmic, spells (teleport, glowing balls, curse) Adjusts speed and lifespan Unique; wants Mad Minstrel killed
Quickling king p Shoots dark elven quarrels, regens Adjusts speed and lifespan Sees invisible
Quickling lord p Shoots dark elven quarrels, regens Adjusts speed  
Quickling queen p Poison, regens Adjusts speed and lifespan Sees invisible

R
Name Symbol Special attacks/defenses Corpse effects Misc
Rabid dog d Sickness Sickness  
Raider @ Shoots arrows   Reward from Tywat Pare for corpse
Raider lord (Kranach) @ Shoots arrows   Unique, but can be wished for; reward from Tywat Pare for corpse
Rat r Sickness, ignores water Races other than Trolls and Orcs vomit Corpses are good for taming cave lions, wild cats
Ratling archer r Shoots quarrels Races other than Trolls and Orcs vomit  
Ratling dealer r     Unique; sells climbing sets in Rift dungeon, identical in appearance to ratling master thieves
Ratling duelist/fencer/warrior r / r / r respectively Disarms, duelist bypasses PV Races other than Trolls and Orcs vomit Ratling duelists always drop gauntlets when killed
Ratling guardian r   Small alignment boost; causes the message "You feel responsible." Only two in the game; found in HMV
Ratling master thief r Pickpocket Races other than Trolls and Orcs vomit  
Ratling rebel r Sprays Mace at PCs wearing fur when Chatted with Relatively small alignment drop; no vomiting; causes the message "You feel rebellious." Unique; hands out tattered scrolls, rewards PCs that kill Dak the Arena Master with a scroll of peace
Ratling thief r Pickpocket Races other than Trolls and Orcs vomit  
Ratling trader r     Sell food at the Arena; occasionally found in the HMV
Ratling warlord r Disarms; bypasses PV Relatively small alignment drop; no vomiting; causes the message "You feel rebellious."  
Rattlesnake s Poison    
Red baby dragon D Breathes fire, immune to fire Intrinsic fire resistance Vulnerable to cold; leaves gold when killed
Red dragon D Breathes fire, immune to fire Intrinsic fire resistance Vulnerable to cold; leaves treasure when killed
Red worm w Breeder, breathes fire, immune to fire   Vulnerable to cold
Revenant Z Poison, regens   Vulnerable to fire, sees invisible
Royal guardian @   Curses Guards an isolated vault full of gold; always named
Rust monster R Touch rusts exposed iron items, destroys rusty items   Can be pacified (and cannot be damaged) by throwing iron items including quarrels; non-iron missiles are effective

S
Name Symbol Special attacks/defenses Corpse effects Misc
Shadow (lord) G Drains St, ignores water    
Shadow centipede c Drains St, ignores water    
Shadow troll T Drains St, ignores water -To, increase regen rate  
Shadow wyrm W Summons shadows, aging touch, spells (frost bolt, confusion, glowing balls), ignores water +4 Dx, -2 To  
Shambling mound P     Cannot be swapped places with; healed by lightning
Shark A      
Sheriff (Tywat Pare) t     Unique; assigns Kranach, Hotzenplotz quests
Shopkeeper @ Throws coins, summons thugs when attacked or robbed; attacking may curse, killing may doom   Always named
Silver wolf d      
Skeletal king Z Spells (confusion, glowing balls), summons skeletal warriors, ignores water and chaos piranhas    
Skeletal warrior Z     May leave bones when killed; healed by giving them bones
Skeleton z     May leave bones when killed; healed by giving them bones
Slow shadow G Slows, drains St    
Small dwarf h     May only be wished for; wishing for Glod results in Glod, the small dwarf; digs
Solar X Paralyzes, immune to fire, cold, shock    
Spectre G Drains To +1 To, alignment goes toward chaotic  
Staring eye e Confusion    
Steel golem Y Breathes fire, immune to fire   Vulnerable to shock
Steel horror Y Immune to fire   Vulnerable to shock
Steel zombie Y Regens    
Stone giant (lord) H / H respectively Both throw rocks (+1 St) Both often leave slings when killed
Stone golem Y Immune to acid, cold   Sees invisible
Stone grue x Corrupting touch, travels through rock   Sees invisible
Stone ooze j Paralyzes, bypasses PV    
Stone snake s Poison, slows, travels through rock Trains To  
Stone statue Y Breathes fire, immune to fire    
Swamp hydra F Poison Confuses, trains To  
Swordsman @ Disarms    

T
Name Symbol Special attacks/defenses Corpse effects Misc
Tarantula S Poison Poisons, poison resistance, PC vomits  
Thug @ Poison    
Tiny girl t     Unique; assigns Cute Dog quest
Titan H Shoots eternium quarrels, immune to fire, shock +1 St, +1 To Sees invisible
Troll (Ripclaw) (berserker/chief/king) T / T / T / T respectively All throw rocks Might increase regen rate Ripclaw is a possible 20th fight opponent in the Arena

U
Name Symbol Special attacks/defenses Corpse effects Misc
Undead chaos dwarven berserker (Griff Bloodax) Z     Unique

V
Name Symbol Special attacks/defenses Corpse effects Misc
Vampire Z Drains St and To +1 To, alignment goes towards chaotic  
Vapor rat r Corrupts    
Village elder (Rynt) t     Unique; assigns Yrrigs quest
Viper s Poison    

W
Name Symbol Special attacks/defenses Corpse effects Misc
Wall beast # Throws rocks, drains St    
Water demon & Ignores water, corrupts, poison   Vulnerable to fire
Water elemental E Breathes water, ignores water    
Water grue x Corrupts, ignores water   Vulnerable to fire
Water snake s Poison, ignores water   Vulnerable to fire
Wererat r Summons (giant) rats, ignores water, sickness Sickness  
Werewolf (lord/king) d/d/d respectively Summons lesser (were)wolves, sickness Sickness Eating werewolf king corpse crashes the game fatally in v1.0
White baby dragon D Breathes cold, immune to cold Cold resistance Vulnerable to fire; leaves gold when killed
White dragon D Breathes cold, immune to cold Cold resistance Vulnerable to fire, leaves treasure when killed
White unicorn U Teleports, regens PC loses Lucky and Fate Smiles, gains Cursed and Doomed Sees invisible; attacking one causes a huge alignment drop
White worm w Breeder    
Wight Z Drains To +1 To, alignment goes toward chaotic  
Wild cat f     Killing angers the Cat Lord
Will o' wisp * Immune to fire, shock, acid    
Wolf d      
Wraith G Drains To +1 To, alignment goes toward chaotic  
Writhing mass of primal chaos j Slows, corrupts   Sees invisible

Y
Name Symbol Special attacks/defenses Corpse effects Misc
Yellow ooze j Poison    

Z
Name Symbol Special attacks/defenses Corpse effects Misc
Zombie z   Poisons (not resistance); possible sickness (rare)  


The following monsters can smash doors:
ancient black dragon, ancient blue dragon, ancient blue wyrm, ancient chaos wyrm, ancient karmic dragon, ancient karmic wyrm, ancient minotaur, ancient red dragon, ancient white dragon, annihilator, balor, big casino guard, black baby dragon, black dragon, black slayer, blue baby dragon, blue dragon, bone golem, bulette, burly adventurer, casino guard, cat lord, caveman, chaos warlord, dark orc, diamond golem, Dorn Beast, dragon turtle, dwarven elite guardian, dwarven guardian, emperor lich, emperor moloch, eternal guardian, eternium golem, fire giant, fire giant king, frost giant, frost giant berserker, frost giant jarl, giant boar, giant dragon turtle, giant turtle, gray slayer, great black wyrm, great blue wyrm, great karmic wyrm, great red wyrm, great water dragon, great white wyrm, greater balor, greater earth elemental, greater moloch, greater titan, hill giant, hill giant chieftain, holy slayer, karmic baby dragon, karmic dragon, lich king, minotaur, minotaur emperor, minotaur king, minotaur lord, minotaur mage, minotaur mazelord, minotaur mazemaster, moloch, multi-headed chaos dragon, ogre, ogre emperor, ogre guardian, ogre king, old barbarian, orc butcher, red baby dragon, red dragon, revenant, shadow wyrm, sheriff, snake from beyond, stone giant, stone giant lord, stone statue, titan, undead chaos dwarven berserker, white baby dragon, white dragon, writhing mass of primal chaos.


Updated April 28th, 2007

Single-file Improved Adom Guidebook


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Appendix K - Quests - complete list


Many of the quests are assassinations. It is not strictly necessary for the PC to do the killing. A pet or slave can do the dirty work (unless otherwise noted).

Quests
Assigned by Objective Target Location Rewards Section
Tywat Pare kill Kranach Wilderness 3000 gold pieces 1.2.1
kill Hotzenplotz Lawenilothehl blessed amulet of order, Law skill if both Kranach and Hotzenplotz are killed
Tiny Girl rescue the Cute Dog Puppy Cave lawful boost, candy from girl 1.2.4
Rynt save Yrrigs Village Dungeon Healing skill, cursed oil of rust removal, Yrrigs' manual of Bridge Building, hatchet, Yrrigs available in Terinyo to train Bridge Building 1.2.2
Guth'Alak kill Keethrax Druid Dungeon Herbalism or Gardening, or wand of cold and spellbook of Frost Bolt 1.2.3
help the Greater White Unicorn Unicorn Glades see below about Yrruir and Riurry
Blup find Shyssiryxius Water Dragon Cave Rune-Covered Trident (eventually) 2.13
Yergius Thieves Guild membership any admission to the Thieves Guild and the ability to train several skills with Yergius 1.3.1
Hotzenplotzkill Tywat Pare Terinyo amulet of chaos 1.3.5
kill Jharod Village Dungeon appointment with Kranf Niest -> Healing skill
Old Barbarian kill 20 first kill monsters any Courage skill 2.6
Thrundarr kill random creature any inventory ID or Potion of Literacy 3.5.3.1
venture beyond Animated Forest/Dwarven HallsCoC level 16blessed wand of fireballs (12)
exterminate the ogre tribe Ogre Cave 5000 gold pieces
become Arena champion Arena equipment plus Golden Gladius from Arena Master
kill greater daemon Dwarftown Big Punch
relieve the spirit of Griff BloodaxDwarven Graveyard equipment 2.7
Demented Ratling feed six artifacts Dwarftown reveals entrance to Stone Circle 3.5.8
Gaab'Baay satisfy the mutated one Dwarftown Demented Ratling reveals entrance to Stone Circle 2.1.6
get skull of giant boar Wilderness Medal of Chaos when all quests are done
get potion of cure corruption any
get farmer corpse Terinyo or HMV
get scroll of danger any
get wand of monster creation any
Kherab kill Guth'Alak Terinyo Shield of Raw Steel 2.4.2
kill Thrundarr Dwarftown Amulet of Raw Steel
Yrruir kill Riurry Black Unicorn Glade cleanses all corruption once 2.19.1
Riurry kill Yrruir White Unicorn Glade corruption + 3d3 PoGA 2.19.2
Sharad-Waador kill Srraxxarrakex Blue Dragon Caves Needle + misc equipment 3.19.1
Assassin Prince kill Filk (Mad Minstrel's request) Infinite Dungeon MM reveals Scintillating Cave (AP holds Sting) 2.11.3.1
Pool frog frog that becomes a prince [1] any potion of beauty, pendant of beauty, diadem of beauty, gold 
I:66/SIL kill MaLaKaI SIL (I:66) Sceptre of Chaos 2.2.2
Cat Lord don't kill a cat all Ring of the Master Cat 3.16
D:49 use the potion of uselessness to move one on iceD:49 random artifact 3.23
D:50 Paragon of Order all Platinum Girdle 3.24.4
Khelavaster close the Chaos Gate D:50 stoping of background corruption; winning the game 3.24

[1] The PC, only females, must search and chat with neutral giant frog (use Calm Monster, 10% chance for it to offer a kiss); if the proper one is found, some appearance-enhancing items are given as a reward; if the frog is unproper (25% chance), then -1 Ap and -1 Ch. Golden ball is not needed to do this quest; however, something is set by dropping the golden ball into a pool.


Updated December 21st, 2013

Single-file Improved Adom Guidebook


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Appendix L - Locations - complete list


Abbr is the dungeon level displayed in the lower right corner of the screen, DL is the danger level, tttn is the top trap type number. For any Caverns of Chaos levels the danger level equals the dungeon level and the top trap type is equal to (level x 5) - 1. So, for example, on D:1 the trap that you would find in the top left hand corner of the screen, if you could get there and make one, is an arrow trap (trap number 4). Within these lists the ttt just increases by 5 each time.

Locations
Location Abbr DL tttn Where to find Entry requirements Section Named NPC residents Remarks
Caverns of Chaos [7] D: n 1-50 4 near the center of the mapnoneCoC[6]Biggest fixed-size dungeon in the game, main dungeon, has 50 levels.
Terinyo Vlge 1 3 south-west of the starting locationnone1.2 Tywat Pare, Rynt, Guth'Alak, Blup, Munxip, YggazUsually the first location people visit in a new game.
Village Dungeon 1 VD: 1 1 11 south-east of Terinyoreceiving the Save Yriggs quest from Rynt1.6Jharod (level 4), Yrrigs (level 7) 
Village Dungeon 2 VD: 2 1 4
Village Dungeon 3 VD: 3 2 9
Village Dungeon 4 VD: 4 2 2
Village Dungeon 5 VD: 5 3 7
Village Dungeon 6 VD: 6 4 0
Village Dungeon 7 VD: 7 8 5
Druid Dungeon 1 DD: 1 1 10 south-east of Terinyoreceiving the Kill Keethrax quest from Guth'Alak1.7Keethrax (level 7)Lots of animals on last level.
Druid Dungeon 2 DD: 2 1 3
Druid Dungeon 3 DD: 3 2 8
Druid Dungeon 4 DD: 4 2 1
Druid Dungeon 5 DD: 5 3 6
Druid Dungeon 6 DD: 6 4 11
Druid Dungeon 7 DD: 7 6 4
Puppy Cave 1 PC: 1 1 0 north-east of Terinyoreceiving the rescue Cute Dog quest from Tiny Girl1.8 Cavernous level 5, guaranteed vault on level 6.
Puppy Cave 2 PC: 2 2 5
Puppy Cave 3 PC: 3 3 10
Puppy Cave 4 PC: 4 3 3
Puppy Cave 5 PC: 5 4 8
Puppy Cave 6 PC: 6 6 1
Lawenilothehl BVL 3 4 south-west of Terinyonone1.3Yergius, Barnabas, Kranf Niest, Skriek, Hotzenplotz, Grunge, MungeOutlaw town, most NPCs are hostile.
Small Cave SMC [2] 10 north-west of Terinyonone1.4 Small Cave is more dangerous the higher level the PC is.
Unremarkable Dungeon 1 UD: 1 6 9 below Small Cavenone1.4.3 Quite remarkable, leads to High Mountain Village.
Unremarkable Dungeon 2 UD: 2 6 2
Unremarkable Dungeon 3 UD: 3 7 7
Unremarkable Dungeon 4 UD: 4 7 0
Unremarkable Dungeon 5 UD: 5 8 5
Unremarkable Dungeon 6 UD: 6 8 10
Unremarkable Dungeon 7 UD: 7 9 3
Unremarkable Dungeon 8 UD: 8 9 8
Wilderness DrCh 3 10 N/Anone1.1Kranach (west of Terinyo)Wilderness is the main map.
Wilderness level (eg. Plains, Forest) WE 1 11
Shortcut S: n 3 [1] 7 CoC level 1 or 2none3.1 Way to bypass a vault.
Dwarven Halls 1 DH: 1 40 0 CoC below Dwarftown, around level 13none3.6 Very dangerous.
Dwarven Halls 2 DH: 2 45 5
Ogre Cave OC 12 [1] 11 CoC, stairway inside Dwarftownreceiving the Ogre Cave quest from Thrundarr3.5.3.2 Full of various ogres.
Old Barbarian's Clearing CCL 1 3 south-west of the Pyramidnone2.6 Home of the Old Barbarian.
Dwarven Graveyard 1 GY: 1 20 1 far south of Terinyoreceiving the Portal quest from Thrundarr2.7.1Griff Bloodax, Nonnak (level 2)Full of dangerous undead.
Dwarven Graveyard 2 GY: 2 24 6 2.7.2
Mad Minstrel's Clearing MML 1 5 north of the Caverns of Chaosnone2.8 Home of the Mad Minstrel.
Pyramid 1 PL1 12 8 north end of the wilderness roadexperience level must be between 13 and 16, inclusive2.9.1Rehetep (level 3) 
Pyramid 2 PL2 15 1
Pyramid 3 PL3 18 6 2.9.2
Gremlin Cave GRD 5 3 very south-west corner of the mapnone2.10 Completely dark, full of gremlins, location of the Phial of Caladriel.
Dusty Level 1 DDL 4 7 on the western bank of the wilderness river, next to the wilderness roadnone2.11.1 Second level contains a wand of teleportation, home of the Assassin Prince.
Dusty Level 2 VDDL 8 0 2.11.2
Assassins Guild ???? 18 6 2.11.3
Tomb of the High Kings 1 UC: 1 14 11 the very north-west corner of the mapclimbing set to bypass mountains in the wilderness2.12 Contains the Ring of the High Kings.
Tomb of the High Kings 2 UC: 2 15 4
Tomb of the High Kings 3 UC: 3 16 9
Tomb of the High Kings 4 UC: 4 17 2
Tomb of the High Kings 5 UC: 5 18 7
High Kings' Tomb UCBT 18 10
Water Dragon's Lair WDL 20 8 can be found in any square of the wilderness river, must search for itnone2.13ShyssiryxiusVery dangerous to low level players or players without water-breathing equipment.
Above Dark Forge NDC 18 8 directly south of the Caverns of Chaosnone2.4KherabEasily reachable, but extremely dangerous for low level players - even the upper level's single steel golem can be deadly.
Dark Forge DFG 25 1
ToEF 1 TF: 1 24 9 north-east of the Gremlin Cave, South-west of the Caverns of Chaosnone2.5 One of the most dangerous mid-game locations due to constant fire damage - fire immunity helps the PC, protecting the items is less simple.
ToEF 2 TF: 2 25 2
ToEF 3 TF: 3 26 7
ToEF 4 TF: 4 27 0
Ancient City AR 16 1 north-west section of the map, south-west corner of that sectionexperience level must be between 22 and 30, inclusive2.14 This maze is one of the most confusing places in the game, many players are happy to skip it, without teleportation and magic mapping a sure path to insanity.
Minotaur Maze 1 ML1 26 6 2.14.1
Minotaur Maze 2 ML2 27 11
Minotaur Maze 3 ML3 28 4
Minotaur Maze 4 ML4 29 9
Minotaur Maze 5 ML5 30 2
Minotaur Maze 6 ML6 31 7
Minotaur Maze 7 MC 35 0
False Maze Levels MLn [5] [5]
High Mountain Village HIVI 5 1 only accessible through the Unremarkable Dungeonnone2.1Hawkslayer, Leggot, Gaab'BaayOne of the more remote locations in the game.
Rift 9 RL9 14 4 north-west section of the map, south-east of the Tomb of the High Kings100 Climbing, 20+ Willpower or 6- Perception; climbing set is needed to bypass some mountains but not for entering the Rift itself2.15 Only way to get to the Library.
Rift 8 RL8 16 9
Rift 7 RL7 18 2
Rift 6 RL6 19 7
Rift 5 RL5 20 0
Rift 4 RL4 24 5
Rift 3 RL3 28 10
Rift 2 RL2 35 3
Rift 1 RL1 40 8
Sinister Library of Niltrias LIB 30 1 only accessible through the Riftsee the Rift above2.16 Many spellbooks are found here, along with the Ghost Librarian, who will give the Weird Tome under the right circumstances.
Stone Circle CDL 40 9 north-west section of the map, eastern side of that sectionreceiving the secret of how to enter from the Demented Ratling, and have exact timing2.17KeriaxThe only location in the game that is visible to all players yet can only be entered by some (and even then only sometimes).
Quickling Tree QL 25 4 can be found in any forest square, must search for itcannot enter while carrying more then 160s of equipment, and in most cases, must have two specific corruptions to enter2.18 Home of many, many quicklings of different types, also contains the Boots of Great Speed.
Infinite Dungeon In [3] 6 south of Terinyonone2.2FilkLevels change when left.
SIL SIL 48 2 Infinite Dungeon, level 66none2.2.2MaLaKaICan be entered only once.
White Unicorn Glade BUG 30 6 south-west of the Pyramid, north-east of Darkforgereceiving the Unicorn quest from Guth'Alak, level 30+2.19.1Yrruir 
Black Unicorn Glade CGL 40 11 east of White Unicorn GladeChat to Yrruir2.19.2Riurry 
Bug Infested Temple BUGVL 20 3 west of the Mad Minstrel's Clearing100 deaths recorded in the adom.cnt file2.3 Extremely dangerous to PCs with non-godly DV, especially those without spells.
Bug Temple Cave BUGCV 40 8
Unreal Dungeon 1 UL: 1 48 6 CoC level 46 or 47none3.19Sharad Waador (level 4) 
Unreal Dungeon 2 UL: 2 48 11
Unreal Dungeon 3 UL: 3 48 4
Unreal Dungeon 4 UL: 4 48 9
Unreal Dungeon 5 UL: 5 48 2
Unreal Dungeon 6 UL: 6 48 7
Blue Dragon Caves 1 DL: 1 48 5 Unreal Dungeon level 4none3.20Srraxxarrakex (level 5)Full of nasty blue dragons, severe equipment destruction.
Blue Dragon Caves 2 DL: 2 48 10
Blue Dragon Caves 3 DL: 3 48 3
Blue Dragon Caves 4 DL: 4 48 8
Blue Dragon Caves 5 DL: 5 48 1
Mana Temple MT 48 0 below the Unreal dungeonmeans of digging3.21Nuurag-Vaarn 
Scintillating Cave 1 SC: 1 41 11 north-west section of the map, south-west of the Riftcomplete the Kill Filk quest from the Assassin Prince, level 45+, then talk to the Mad Minstrel2.20 Home of the Emperor Moloch, high corruption.
Scintillating Cave 2 SC: 2 42 4
Scintillating Cave 3 SC: 3 43 9
Scintillating Cave 4 SC: 4 44 2
Scintillating Cave 5 SC: 5 45 7
Scintillating Cave 6 SC: 6 46 0
Scintillating Cave 7 SC: 7 47 5
Scintillating Cave 8 SC: 8 48 10
Scintillating Cave 9 SC: 9 48 [4] 3
Chaos Plane ChAoS 50 [4] 6 below the Caverns of Chaosextremely corrupted, champion of chosen alignment, wear the Chaos Trinity or the TotRR4Andor DrakonExtremely high corruption, entry through Chaos Gate.

[1] The DL of the Shortcut level/Ogre Cave may or may not vary with CoC level it corresponds to.

[2] The DL of the SMC is roughly equal to the PC's level.

[3] The DL of the ID is equal to the level of the ID divided by 3 up to a maximum of 45.

[4] ChAoS' and Emperor Moloch's Lair corruption rate is special. See section 0.10.2.1 for details.

[5] The false Minotaur levels have a danger level equal to the equivalent real Minotaur level. ie between 27 and 31. Their ttt varies. The progression of the table above does hold, but since you can't tell one false level from another other than by ttt I didn't think it was worth writing them down. There is space for 14 false Minotaur levels, but I've only seen 12 so far. If 12 is the maximum there are only 172 locations. (The remaining two maze levels are optional, so there are between 172 and 174 locations). See section 2.14.1 for details.

[6] Dak, Li-Hon-Kay, Ripclaw, Spardakius, Bonk (Arena), Waldenbrook, Ruun, Thrundarr, Garth, Glod, Bart, Torgall (Dwarftown), Khelavaster (level 16), Bugs (level 33 or 34), Yulgash (Air Temple), Fistanarius (level 50).

[7] Locations which are actually part of Caverns of Chaos, and thus are not included in this table, are: Arena (3-5), Big Room (6-7), Si level (8), Dwarftown (9-11), Animated Forest (15), CoC Graveyard (17-18), Water Temple (19-20), Banshee level (22-24), Casino (30-31), Battle Bunnies level (33-34), Cat Lord level (35-36), Air Temple (38-42), Earth Temple (42-46), Elemental Anomalies (48), Frictionless Ice (49), Metaplane (50).

Numbering of traps
NumberTrap type
0 Light
1 Corruption
2 Stone block
3 Alarm
4 Arrow
5 Acid
6 Pit with vipers
7 Spear
8 Teleportation
9 Water
10Fireball
11Simple pit


Updated January 15th, 2012

Single-file Improved Adom Guidebook


Previous - TOC - Next
Headgear - Amulets - Body Armor - Girdles - Cloaks - Melee Weapons - Shields - Rings - Bracers - Gauntlets - Boots - Missile Weapons - Missiles - Tools - Orbs - Potions - Books

Appendix M - Artifacts - complete list


HEADGEAR

--------------------- crown of science [+4, +8] {Le+9} --------------------- Weight: 65s When worn it modifies DV by +4 and PV by +8. When used in melee combat it grants a +0 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d3 points of damage. It modifies your learning attribute by +9. It is a permanently cursed item. It grants bad luck. Wearing it makes you doomed. It grants immunity to fire. ------------ Crown of Chaos (-6, -6) [+0, +15] {Ma+10} (+10 spd) ----------- Weight: 500s When worn it modifies DV by +0 and PV by +15. When used in melee combat it grants a -6 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a -6 bonus to hit and causes 1d3 points of damage. It modifies your mana attribute by +10. It contains the essence of Chaos and Corruption. It modifies your speed by +10. It grants bad luck. It grants resistance to petrification. Wearing it makes you doomed. It grants resistance to death attacks. ------------------- crown of leadership [+2, +7] {Ch+18} ------------------- Weight: 65s When worn it modifies DV by +2 and PV by +7. When used in melee combat it grants a +0 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d3 points of damage. It modifies your charisma attribute by +18. It grants resistance to poison. It grants the ability to see invisible things. It grants resistance to confusion attacks. -------------- Iron Crown of Havlor (-6, -6) [+12, +12] {Le+4} ------------- Weight: 65s When worn it modifies DV by +12 and PV by +12. When used in melee combat it grants a -6 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a -6 bonus to hit and causes 1d3 points of damage. It modifies your learning attribute by +4.

AMULETS

------------------------------- ankh [+2, +2] ------------------------------ Weight: 3s When worn it modifies DV by +2 and PV by +2. When used in melee combat it grants a -4 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d3 points of damage. It increases your luck. It grants luck. It makes Fate smile upon you. ----------------------- black torc [+4, +2] (+10 spd) ---------------------- Weight: 3s When worn it modifies DV by +4 and PV by +2. When used in melee combat it grants a +0 bonus to hit and causes 1d10+2 points of damage. When used as a missile it grants a +2 bonus to hit and causes 2d6+2 points of damage. It is an undead slayer. It is a permanently cursed item. This weapon returns when thrown. It modifies your speed by +10. It grants resistance to fire. It grants resistance to cold. It grants bad luck. It grants resistance to shock attacks. ---------------- sapphire amulet "Preserver" [+4, +4] {Wi+7} --------------- Weight: 3s When worn it modifies DV by +4 and PV by +4. When used in melee combat it grants a -4 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d3 points of damage. It causes your wounds to regenerate. It modifies your willpower attribute by +7. It grants resistance to poison. It grants luck. It grants resistance to paralyzation. -------------------- Aylas Holy Scarf [+10, +10] {Ch+6} -------------------- Weight: 5s When worn it modifies DV by +10 and PV by +10. When used in melee combat it grants a +0 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. It modifies your charisma attribute by +6. --------------------- Medal of Chaos [+12, +3] {Ap+12} --------------------- Weight: 300s When worn it modifies DV by +12 and PV by +3. When used in melee combat it grants a -4 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d3 points of damage. It modifies your appearance attribute by +12. It is a permanently cursed item. It contains the essence of Chaos and Corruption. It grants bad luck. It grants resistance to petrification. Wearing it makes you doomed. It grants resistance to stunning. It grants the ability to see invisible things. It grants the ability to breathe water. ------------------- amulet of raw steel [+3, +3] {Pe+12} ------------------- Weight: 10s When worn it modifies DV by +3 and PV by +3. When used in melee combat it grants a -4 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d3 points of damage. It modifies your perception attribute by +12. It contains the essence of Chaos and Corruption. It grants resistance to sleep attacks. It grants resistance to stunning. It grants resistance to death attacks. It grants the ability to see invisible things.

BODY ARMOR

---- fine leather armor "Nature's Companion" (+2, +0) [+2, +8] (+15 spd) --- Weight: 120s When worn it modifies DV by +2 and PV by +8. When used in melee combat it grants a +2 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. It modifies your speed by +15. It grants immunity to fire. It grants immunity to shock attacks. --------------- robes of resistance (-4, -4) [+3, +12] {To+5} -------------- Weight: 60s When worn it modifies DV by +3 and PV by +12. When used in melee combat it grants a -4 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d1 points of damage. It modifies your toughness attribute by +5. It grants resistance to fire. It grants resistance to acid. It grants resistance to shock attacks. -------------------- Shirt of the Saints [+8,+4] {Le +2} ------------------- Weight: 20s When worn it modifies DV by +8 and PV by +4. When used in melee combat it grants a +0 bonus to hit and causes 1d1 points of damage. When used as a missile, it grants a +0 bonus to hit and causes 1d1 points of damage. It improves your searching abilities. It modifies your learning attribute by +2. It grants resistance to sleep attacks. It grants the ability to see invisible things. It grants resistance to confusion attacks. -------------- Perion's mithril plate mail (-1, -4) [-1, +13] -------------- Weight: 450s When worn it modifies DV by -1 and PV by +13. When used in melee combat it grants a -1 bonus to hit and causes 3d2 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d6+2 points of damage. It grants resistance to fire. It grants resistance to acid. ------------------ ancient mummy wrapping [+1, +5] {Ap-8} ------------------ Weight: 60s When worn it modifies DV by +1 and PV by +5. When used in melee combat it grants a +0 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1 points of damage. It modifies your appearance attribute by -8. It grants resistance to poison. It grants resistance to sleep attacks. It grants resistance to stunning. It grants resistance to death attacks. It grants the ability to see invisible things. It grants immunity to cold attacks.

GIRDLES

----------- girdle of the emperors "Celestrix" [+13, +13] {Ch+8} ----------- Weight: 25s When worn it modifies DV by +13 and PV by +13. When used in melee combat it grants a +0 bonus to hit and causes 1d4 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d4 points of damage. It causes your wounds to regenerate. It modifies your charisma attribute by +8. It grants resistance to poison. It grants resistance to sleep attacks. Wearing it makes you doomed. It grants resistance to death attacks. It grants the ability to see invisible things. It grants immunity to shock attacks. (Celestrix cannot be generated in ADOM 1.1.1 without patching the executable) --- platinum girdle "True Strength" (+3, +0) [+18, +9] {Wi+15} (+15 spd) --- Weight: 20s When worn it modifies DV by +18 and PV by +9. When used in melee combat it grants a +3 bonus to hit and causes 1d2+3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. It increases your luck. It causes your wounds to regenerate. It modifies your willpower attribute by +15. It modifies your speed by +15. It grants resistance to poison. It grants luck. It makes Fate smile upon you. It grants resistance to death attacks. It grants resistance to confusion attacks.

CLOAKS

------------------ cloak of Oman (+2, +0) [+4, +4] {Dx+8} ------------------ Weight: 20s When worn it modifies DV by +4 and PV by +4. When used in melee combat it grants a +2 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1 points of damage. It modifies your dexterity attribute by +8. It grants teleporting powers. ------------------ Brannalbin's Cloak of Defense [+3, +3] ------------------ Weight: 30s When worn it modifies DV by +3 and PV by +3. When used in melee combat it grants a +0 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1 points of damage. It grants resistance to fire. It grants resistance to cold. It grants resistance to acid. It grants invisibility. It grants resistance to shock attacks. (it also protects from rain)

MELEE WEAPONS

------------ ebony spear "Bugbiter" (+3, 4d7+3) [+1, +1] {Dx+3} ------------ Weight: 100s When worn, it modifies DV by +1 and PV by +1. When used in melee combat it grants a +3 bonus to hit and causes 4d7+3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 4d7 points of damage. It is an insect slayer. It modifies your dexterity attribute by +3. It grants resistance to poison. ------------- mighty morning star "Grod" (+16, 5d10+5) [-8, +0] ------------ Weight: 220s When worn it modifies DV by -8 and PV by +0. When used in melee combat it grants a +16 bonus to hit and causes 5d10+5 points of damage. When used as a missile it grants a +0 bonus to hit and causes 2d6 points of damage. It is a giant slayer. It is a demon slayer. It is very good at scoring critical hits in melee. It grants resistance to stunning. It grants immunity to fire. (the critical hit "bonus" is however 0%) ------ dwarven rune axe "Rolf's Companion" (+3, 3d6+6) [+4, +4] {To+3} ----- Weight: 50s When worn it modifies DV by +4 and PV by +4. When used in melee combat it grants a +3 bonus to hit and causes 3d6+6 points of damage. When used as a missile it grants a +4 bonus to hit and causes 3d8+4 points of damage. It modifies your toughness attribute by +3. This weapon returns when thrown. It grants resistance to fire. (if you dual-wield the Dwarven Shield & the Dwarven Rune Axe, you get a +10 bonus to hit and damage) -------- silvery two-handed sword "Vanquisher" (+3, 6d5+3) [-3, +0] -------- Weight: 300s When worn it modifies DV by -3 and PV by +0. When used in melee combat it grants a +3 bonus to hit and causes 6d5+3 points of damage. When used as a missile it grants a -8 bonus to hit and causes 2d4+2 points of damage. It is a demon slayer. It is a dragon slayer. It is an undead slayer. It is an unlife slayer. It is a humanoid slayer. It is a giant slayer. It is a jelly slayer. ----------- emerald dagger "Serpent's Bite" (+3, 3d4+3) [+3, +1] --------- Weight: 13s When worn it modifies DV by +3 and PV by +1. When used in melee combat it grants a +3 bonus to hit and causes 3d4+3 points of damage. When used as a missile it grants a +9 bonus to hit and causes 3d6 points of damage. It is a humanoid slayer. It grants resistance to poison. It is very good at scoring critical hits in melee. (and it's always poisoned) ----------- black rune-covered dagger "Needle" (+8, 3d4) [+4, +1] ---------- Weight: 10s When worn it modifies DV by +4 and PV by +1. When used in melee combat it grants a +8 bonus to hit and causes 3d4 points of damage. When used as a missile it grants a +8 bonus to hit and causes 3d4 points of damage. (Sting has the same base properties, but Needle + Sting grant +50 to hit and damage when dual-wielded) ------------ rune-covered trident (+6, 3d12+6) [+4, +4] {Dx+12} ------------ Weight: 80s When worn it modifies DV by +4 and PV by +4. When used in melee combat it grants a +6 bonus to hit and causes 3d12+6 points of damage. When used as a missile it grants a +2 bonus to hit and causes 3d8+4 points of damage. It is an undead slayer. It is a demon slayer. It modifies your dexterity attribute by +12. This weapon returns when thrown. It grants the ability to see invisible things. It grants immunity to cold attacks. It grants the ability to breathe water. ---------- rune-covered halberd "Wyrmlance" (+15, 4d8+10) [-2, +0] --------- Weight: 50s When worn it modifies DV by -2 and PV by +0. When used in melee combat it grants a +15 bonus to hit and causes 4d8+10 points of damage. When used as a missile it grants a -1 bonus to hit and causes 5d4+9 points of damage. It is a dragon slayer. It grants resistance to stunning. -------------------- scorched spear (+2, 3d8+1) [+2, +0] ------------------- Weight: 50s When worn it modifies DV by +2 and PV by +0. When used in melee combat it grants a +2 bonus to hit and causes 3d8+1 points of damage. When used as a missile it grants a +0 bonus to hit and causes 2d4 points of damage. It is a plant slayer. It grants immunity to cold attacks. -------- dwarven pick axe "Hammerhead" (+2, 2d10+4) [+2, +2] {To+3} -------- Weight: 90s When worn it modifies DV by +2 and PV by +2. When used in melee combat it grants a +2 bonus to hit and causes 2d10+4 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d10-2 points of damage. It grants resistance to fire. It grants resistance to stunning. It modifies your toughness attribute by +3. ------------ staff of the archmagi (+5, 5d2+2) [+9, +0] {Ma+10} ------------ Weight: 40s When worn it modifies DV by +9 and PV by +0. When used in melee combat it grants a +5 bonus to hit and causes 5d2+2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. It modifies your mana attribute by +10. It grants resistance to acid. It grants resistance to sleep attacks. It grants resistance to confusion attacks. ------ rune-covered heavy mace "Purifier" (+5, 4d5+5) [-4, +1] {Wi+4} ------ Weight: 200s When worn it modifies DV by -4 and PV by +1. When used in melee combat it grants a +5 bonus to hit and causes 4d5+5 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d4 points of damage. It is an undead slayer. It is an unlife slayer. It is a demon slayer. It modifies your willpower attribute by +4. It grants luck. -------------- shining long spear "Soaker" (+9, 3d7) [+3, +0] -------------- Weight: 10s When worn it modifies DV by +3 and PV by +0. When used in melee combat it grants a +9 bonus to hit and causes 3d7 points of damage. When used as a missile it grants a +36 bonus to hit and causes 10d4 points of damage. It is a jelly slayer. It grants resistance to poison. It grants resistance to paralyzation. It grants resistance to confusion attacks. ----------- Sceptre of Chaos (+8, 6d6+8) [-8, +0] {Ma+8} (+8 spd) ---------- Weight: 800s When worn it modifies DV by -8 and PV by +0. When used in melee combat it grants a +8 bonus to hit and causes 6d6+8 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d40+20 points of damage. It modifies your mana attribute by +8. It contains the essence of Chaos and Corruption. It modifies your speed by +8. It grants resistance to poison. It grants bad luck. Wearing it makes you doomed. It grants resistance to shock attacks. ------ rune-covered club "Skullcrusher" (+12, 3d6+2) [-3, +0] {St +4} ------ Weight: 120s When worn it modifies DV by -3 and PV by +0. When used in melee combat it grants a +12 bonus to hit and causes 3d6+2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d4 points of damage. It is a humanoid slayer. It modifies your strength attribute by +4. It grants resistance to stunning. It grants resistance to confusion attacks. --- jet-black battle axe "Executor" (+2, 5d6+6) [-4, +1] {St +3} (+3 spd) -- Weight: 90s When worn it modifies DV by -4 and PV by +1. When used in melee combat it grants a +2 bonus to hit and causes 5d6+6 points of damage. When used as a missile it grants a -4 bonus to hit and causes 5d3+2 points of damage. It is a humanoid slayer. It is a demon slayer. It modifies your strength attribute by +3. It modifies your speed by +3. It grants bad luck. It grants resistance to sleep attacks. It grants resistance to stunning. It grants resistance to shock attacks. It grants resistance to confusion attacks. ------------ axe of the minotaur emperor (+12, 3d20+16) [-6, +4] ----------- Weight: 1200s When worn it modifies DV by -6 and PV by +4. When used in melee combat it grants a +12 bonus to hit and causes 3d20+16 points of damage. When used as a missile it grants a -12 bonus to hit and causes 3d16+6 points of damage. It is very good at scoring critical hits in melee. It grants resistance to confusion attacks. ---------------- sword of Nonnak (+2, 4d3+2) [+2, +2] {Wi+5} --------------- Weight: 80s When worn it modifies DV by +2 and PV by +2. When used in melee combat it grants a +2 bonus to hit and causes 4d3+2 points of damage. When used as a missile it grants a -2 bonus to hit and causes 3d3+1 points of damage. It modifies your willpower attribute by +5. It grants resistance to cold. It grants resistance to death attacks. ------- golden gladius "Death's Sting" (+2, 2d5+2) [+3, +3] (+7 spd) ------- Weight: 30s When worn it modifies DV by +3 and PV by +3. When used in melee combat it grants a +2 bonus to hit and causes 2d5+2 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d3 points of damage. It modifies your speed by +7. ------------- lead-filled mace "Big Punch" (+1, 8d5+3) [-6, +0] ------------ Weight: 800s When worn it modifies DV by -6 and PV by +0. When used in melee combat it grants a +1 bonus to hit and causes 8d5+3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d4 points of damage. It grants resistance to stunning. ----------------- thin dagger "Cat's Claw" (+4, 3d3) {Dx+8} ---------------- Weight: 10s When used in melee combat it grants a +4 bonus to hit and causes 3d3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 3d3 points of damage. It modifies your dexterity attribute by +8. (and it is a rat slayer) ------- Trident of the Red Rooster (+36, 6d12+18) [+12, +12] {Ma+24} ------- Weight: 150s When worn it modifies DV by +12 and PV by +12. When used in melee combat it grants a +36 bonus to hit and causes 6d12+18 points of damage. When used as a missile it grants a +8 bonus to hit and causes 9d8+16 points of damage. It is an undead slayer. It is a demon slayer. It modifies your mana attribute by +24. This weapon returns when thrown. It grants resistance to death attacks. It grants the ability to see invisible things. It grants immunity to fire. It grants immunity to acid. It grants immunity to cold attacks. It grants immunity to shock attacks. It grants the ability to breathe water. ------------------ hammer of the gods (+1, 7d6+8) [-6, +0] ----------------- Weight: 400s When worn it modifies DV by -6 and PV by +0. When used in melee combat it grants a +1 bonus to hit and causes 7d6+8 points of damage. When used as a missile it grants a -6 bonus to hit and causes 3d10 points of damage. This weapon returns when thrown. It grants immunity to shock attacks. --------- scythe of corruption "Moon Sickle" (+6, 10d4+6) [+2, +2] --------- Weight: 70s When worn it modifies DV by +2 and PV by +2. When used in melee combat it grants a +6 bonus to hit and causes 10d4+6 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d4 points of damage. It is a permanently cursed item. (hitting a monster with it adds 2d3 corruption points; dipping it into a potion turns the potion into a potions of raw chaos) ------------- black long sword "Kinslayer" (+3, 4d5+3) [+4, +4] ------------ Weight: 80s When worn it modifies DV by +4 and PV by +4. When used in melee combat it grants a +3 bonus to hit and causes 4d5+3 points of damage. When used as a missile it grants a -6 bonus to hit and causes 1d3 points of damage. It is a humanoid slayer. It is a permanently cursed item. ----------- ancient claymore "Death's Blade" (+6, 6d8+6) [+4, +0] ---------- Weight: 400s When worn it modifies DV by +4 and PV by +0. When used in melee combat it grants a +6 bonus to hit and causes 6d8+6 points of damage. When used as a missile it grants a -8 bonus to hit and causes 2d4+2 points of damage. It grants resistance to death attacks. ----- jet-black glaive "Long Sting" (+4, 7d3) [+4, +0] {Pe+6} (+6 spd) ----- Weight: 100s When worn it modifies DV by +4 and PV by +0. When used in melee combat it grants a +4 bonus to hit and causes 7d3 points of damage. When used as a missile it grants a +66 bonus to hit and causes 7d4 points of damage. It modifies your perception attribute by +6. It modifies your speed by +6. It grants resistance to paralyzation. --------- rune-covered long sword "Trusted One" (+1, 5d3) [+7, +7] --------- Weight: 60s When worn it modifies DV by +7 and PV by +7. When used in melee combat it grants a +1 bonus to hit and causes 5d3 points of damage. When used as a missile it grants a -6 bonus to hit and causes 1d3 points of damage. It grants resistance to fire. It grants resistance to cold. It grants resistance to acid. It grants resistance to sleep attacks. It grants resistance to petrification. It grants resistance to stunning. It grants resistance to death attacks. It grants resistance to paralyzation. It grants resistance to shock attacks. ------------- staff of the Wanderer (+2, 3d8+2) [+6,+3] {To+6} ------------- Weight: 40s When worn it modifies DV by +6 and PV by +3. When used in melee combat it grants a +2 bonus to hit and causes 3d8+2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. It modifies your toughness attribute by +6. It grants immunity to shock attacks. It grants resistance to fire. It grants resistance to sleep attacks. --------------- holy avenger "Justifier" (+4, 3d5+10) [+6,+2] -------------- Weight: 60s When worn it modifies DV by +6 and PV by +2. When used in melee combat it grants a +4 bonus to hit and causes 3d5+10 points of damage. When used as a missile it grants a -6 bonus to hit and causes 3d5 points of damage. It is an undead slayer. It is a demon slayer. (the Holy Avenger deals double damage for Paladins and half damage for all other classes) ---------- heavy cudgel "Black Thumb" (+1, 5d3+4) [-2, +0] {To+3} ---------- Weight: 50s When worn it modifies DV by -2 and PV by +0. When used in melee combat it grants a +1 bonus to hit and causes 5d3+4 points of damage. When used as a missile it grants a +0 bonus to hit and causes 5d3 points of damage. It is a plant slayer. It modifies your toughness attribute by +3. It grants resistance to sleep attacks. ------------ spear of raw steel (+4, 4d10+8) [+4, +0] {Wi+4} ------------ Weight: 120s When worn it modifies DV by +4 and PV by +0. When used in melee combat it grants a +4 bonus to hit and causes 4d10+8 points of damage. When used as a missile it grants a +0 bonus to hit and causes 4d5+8 points of damage. It modifies your willpower attribute by +4. This weapon returns when thrown. It contains the essence of Chaos and Corruption. It is very good at scoring critical hits in melee. It grants resistance to poison. It grants resistance to shock attacks. It grants immunity to acid.

SHIELDS

------------ medium obsidian shield "Protector" [+20, +4] {To+2} ----------- Weight: 46s When worn it modifies DV by +20 and PV by +4. When used in melee combat it grants a +0 bonus to hit and causes 1d12+3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d6 points of damage. It modifies your toughness attribute by +2. It grants resistance to sleep attacks. It grants resistance to stunning. It grants resistance to confusion attacks. ---------------- shield of raw steel (+2) [+18, +12] {To+8} ---------------- Weight: 180s When worn it modifies DV by +18 and PV by +12. When used in melee combat it grants a +2 bonus to hit and causes 1d6 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d6 points of damage. It modifies your toughness attribute by +8. It contains the essence of Chaos and Corruption. It grants resistance to poison. It grants immunity to fire. It grants immunity to cold attacks. --------------- dwarven shield "Rolf's Saviour" (+2) [+9, +6] -------------- Weight: 120s When worn it modifies DV by +9 and PV by +6. When used in melee combat it grants a +2 bonus to hit and causes 1d6 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d6 points of damage. It grants resistance to fire. It grants resistance to poison. It grants resistance to cold. (if you dual-wield the Dwarven Shield & the Dwarven Rune Axe, you get a +10 bonus to hit and damage) ------------ intricate wooden shield "Nature's Friend" [+6, +3] ------------ Weight: 80s When worn it modifies DV by +6 and PV by +3. When used in melee combat it grants a +0 bonus to hit and causes 1d6 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d6 points of damage. It grants resistance to fire. It grants resistance to poison. It grants resistance to cold. It grants resistance to acid. It grants resistance to shock attacks. --------- small black shield "Lust for Glory" (+1) [+5, +5] {Wi+3} --------- Weight: 50s When worn it modifies DV by +5 and PV by +5. When used in melee combat it grants a +1 bonus to hit and causes 1d6 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d4 points of damage. It modifies your willpower attribute by +3. It grants resistance to petrification. It grants resistance to death attacks. It grants resistance to paralyzation. (Lust for Glory cannot be generated in ADOM 1.1.1 without patching the executable)

RINGS

---------------------- ring of the High Kings [+2, +3] --------------------- Weight: 1s When worn it modifies DV by +2 and PV by +3. When used in melee combat it grants a +0 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1 points of damage. It grants resistance to fire. It grants resistance to poison. It grants resistance to cold. It grants resistance to shock attacks. ------------------------- ring of immunity [+5, +5] ------------------------ Weight: 1s When worn it modifies DV by +5 and PV by +5. When used in melee combat it grants a +0 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1 points of damage. It grants immunity to fire. It grants immunity to acid. It grants immunity to cold attacks. It grants immunity to shock attacks. ------------- ring of the master cat [+0,+5] {Dx+16} (+16 spd) ------------- Weight: 1s When worn it modifies DV by +0 and PV by +5. When used in melee combat it grants a +0 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d1 points of damage. It modifies your dexterity attribute by +16. It is very good at scoring critical hits in melee. It modifies your speed by +16. It makes Fate smile upon you. It grants the ability to see invisible things. (if the PC is wearing a blessed ring of the master cat, cats are generated non-hostile, except tension rooms and vaults)

BRACERS

---------------------- bracers of war [+8, +4] {Dx+8} ---------------------- Weight: 10s When worn it modifies DV by +8 and PV by +4. When used in melee combat it grants a +16 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a +16 bonus to hit and causes 1d1 points of damage. It causes your wounds to regenerate. It modifies your dexterity attribute by +8. It is very good at scoring critical hits in melee. It grants luck. It grants resistance to stunning. It grants resistance to death attacks. It grants resistance to confusion attacks.

GAUNTLETS

------------------- elemental gauntlets (-1, +0) [+0, +3] ------------------ Weight: 10s When worn it modifies DV by +0 and PV by +3. When used in melee combat it grants a -1 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. It grants resistance to fire. It grants resistance to cold. It grants resistance to shock attacks. (the elemental gauntlets also halve the corruption caused by using the chaos orbs; this is not revealed by a Greater Identify) ------------ iron gauntlets "Ironfist" (-1, +0) [+1, +3] {St+7} ------------ Weight: 10s When worn it modifies DV by +1 and PV by +3. When used in melee combat it grants a -1 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. It modifies your strength attribute by +7. It grants resistance to stunning. ------ gauntlets of eternal peace "Shezestriakis" (-15, -15) [+15, +3] ----- Weight: 10s When worn it modifies DV by +15 and PV by +3. When used in melee combat it grants a -15 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a -15 bonus to hit and causes 1d2 points of damage. It is a permanently cursed item. It grants resistance to fire. It grants resistance to cold. It grants resistance to poison. It grants resistance to acid. It grants resistance to shock attacks. (gauntlets of eternal peace also negate the bad effects from poison hands corruption, but only when picking up and dropping food and potions)

BOOTS

--------------- boots of the divine messenger [+3, +3] {Dx+5} -------------- Weight: 25s When worn it modifies DV by +3 and PV by +3. When used in melee combat it grants a +0 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. It modifies your dexterity attribute by +5. It allows you to control teleportation. It grants resistance to death attacks. It grants resistance to paralyzation. ------------------ boots of great speed [+5, +0] (+30 spd) ----------------- Weight: 20s When worn it modifies DV by +5 and PV by +0. When used in melee combat it grants a +0 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. It contains the essence of Chaos and Corruption. It modifies your speed by +30. It grants bad luck. Wearing it makes you doomed. (in v1.2.0, the speed bonus is +100)

MISSILE WEAPONS

----------------- rune-covered sling "Whirlwind" (+12, +12) ---------------- Weight: 3s When used in melee combat it grants a +0 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +12 bonus to hit and causes 1d1+12 points of damage. It grants resistance to fire. ---------------- heavy crossbow "The Far Slayer" (+18, +18) ---------------- Weight: 350s When used in melee combat it grants a -3 bonus to hit and causes 1d6 points of damage. When used as a missile it grants a +18 bonus to hit and causes 1d3+18 points of damage. ---------------- elven long bow "Sun's Messenger" (+15, +15) --------------- Weight: 30s When used in melee combat it grants a +0 bonus to hit and causes 2d6 points of damage. When used as a missile it grants a +15 bonus to hit and causes 2d6+15 points of damage. It is an undead slayer.

MISSILES

--------------- obsidian quarrel "Thunderstroke" (+8, 20d4+8) -------------- Weight: 2s When used in melee combat it grants a +0 bonus to hit and causes 1d4 points of damage. When used as a missile it grants a +8 bonus to hit and causes 20d4+8 points of damage. ------------------- silvery arrow "True Aim" (+10, 15d5) ------------------- Weight: 2s When used in melee combat it grants a +0 bonus to hit and causes 1d3 points of damage. When used as a missile it grants a +10 bonus to hit and causes 15d5 points of damage.

TOOLS

------------------------------------ si ------------------------------------ Weight: 10s When used in melee combat it grants a +0 bonus to hit and causes 1d4 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d4 points of damage. (see section 3.4 for more about the si) -------------------------------- silver key -------------------------------- Weight: 1s When used in melee combat it grants a -8 bonus to hit and causes 1d1 points of damage. When used as a missile it grants a -8 bonus to hit and causes 1d1 points of damage. (and it will unlock all doors and bypass all door traps, even if cursed)

ORBS

-------------------- Chaos Orb of Elemental Fire {St+10} ------------------- Weight: 100s When used in melee combat it grants a +3 bonus to hit and causes 2d9+3 points of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3 points of damage. It modifies your strength attribute by +10. (fireball + corruption when Used) ------------------- Chaos Orb of Elemental Water {Wi+10} ------------------- Weight: 100s When used in melee combat it grants a +3 bonus to hit and causes 2d9+3 points of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3 points of damage. It modifies your willpower attribute by +10. (full heal + corruption when Used) -------------------- Chaos Orb of Elemental Air {Dx+10} -------------------- Weight: 100s When used in melee combat it grants a +3 bonus to hit and causes 2d9+3 points of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3 points of damage. It modifies your dexterity attribute by +10. (air elemental pet + corruption when Used) ------------------- Chaos Orb of Elemental Earth {To+10} ------------------- Weight: 100s When used in melee combat it grants a +3 bonus to hit and causes 3d9+3 points of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3 points of damage. It modifies your toughness attribute by +10. (earthquake + corruption when Used) -------------------- Chaos Orb of Elemental Mana {Ma+10} ------------------- Weight: 100s When used in melee combat it grants a +3 bonus to hit and causes 1d16+3 points of damage. When used as a missile it grants a +3 bonus to hit and causes 1d10+3 points of damage. It modifies your mana attribute by +10. (full PP, +12 to PP, +3 Mana, corruption when Used)

POTIONS

---------------------------- phial of Caladriel ---------------------------- Weight: 2s When used in melee combat it grants a +0 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. (the phial of Caladriel uses up the PC's power points to generate light, and blinds monsters when thrown except undead and constructs) ---------------------------- potion of literacy ---------------------------- Weight: 2s When used in melee combat it grants a +0 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a +0 bonus to hit and causes 1d2 points of damage. (the potion of literacy grants Literacy when consumed)

BOOKS

------------------------- black tome of Alsophocus ------------------------- Weight: 400s When used in melee combat it grants a -4 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d2 points of damage. It contains the essence of Chaos and Corruption. -------------------------------- weird tome -------------------------------- Weight: 100s When used in melee combat it grants a -4 bonus to hit and causes 1d2 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d2 points of damage. ------------------------------ tome of donors ------------------------------ When used in melee combat it grants a -4 bonus to hit and causes 1d8 points of damage. When used as a missile it grants a -4 bonus to hit and causes 1d8 points of damage.


Single-file Improved Adom Guidebook


Previous - TOC - Next
Obtaining - What to wish for - Details - Wishing for speed - Wishes

Appendix N - Wishing - suggestions and warnings


The ADOM Manual provides basic introduction to Wishing.

Obtaining a wish

There are five ways of obtaining a wish in Adom. Note that it is impossible to wish for any of the first three items on the list, making wishing for wishes a fool's game. Wands of wishing cannot be recharged by any known means. Casting the Wish spell always drains 10 points of a random attribute. Getting a wish from a wand of wonder is safe, because the needed PP exceeding the PC's available PP comes from some unknown source. The -10 drain still occurs though.

If there is no room for the djinni to appear, you rub the ring... but you only hear a groaning voice "There's not enough room to appear!" The ring is wasted.

What to wish for

Items: amulet of life saving if pre-Khelavaster, red dragon scale mails especially if pre-ToEF, pairs of (guarantees plurality) seven league boots, scrolls of chaos resistance, magical writing sets, eternium tower shields, potions of exchange, rings of slaying, rings of regeneration, wands of teleportation, spellbooks of acid ball, bracers of resistance.

Skills: Concentration for magic; Find Weakness for melee

Weapons: phase daggers (if no penetrating weapons are found), boomerangs; in general weapons are not a wise thing to use a wish on, there are plenty available in the game

Details

Wishes can yield any skill except for Alertness (which, when wished for, increases Perception) and Healing (which, when wished for, heals the PC). Attributes can also be wished for - although, wishing for 'learning' yields potions of learning - wish for 'knowledge' to increase Learning directly. Appearance has to be wished for as 'beauty' and Perception as 'alertness'. The size of the attribute increase depends on the attribute: St - 1d4+1, Le - 2d3, Wi - 1d6+2, Dx - 2d2+1, To - 1d4+1, Ch - 3d3, Ap - 4d2, Ma - 1d4+1, Pe - 2d3.

A "manual of bridge building" can be wished for and the PC is able to learn the skill by reading it. Wishing for "manuals of bridge building" results in the strange flux message then Nothing Happens.

If the PC wants to increase Learning, wishing for crystals of knowledge is better than wishing for potions of learning since blessed CoK's increase Learning by 1d2, you get three with one wish, and you can bless multiple CoK's with one potion of holy water, whereas you get two potions of learning, both of which take a potion of holy water to bless. With any decent kind of luck, the CoK's should bring at least 4, 5 or even 6 extra points to Learning. However, CoKs will only raise Learning to about 25.

Wishing for the plural form of certain items results in a message:

A voice in your mind booms...
"*ONE* SHALL BE ENOUGH!"
Your equipment feels heavier.
Items in this category include amulets of life saving, girdles of giant strength, potions of gain attributes, whips of the snake, whips of slaughtering, swords of sharpness. Potions of -attribute- can only be obtained two at a time. Other wishes results in 2d2 items or stacks.

Fish can only be wished for in its raw form, as "piece of fish meat" or "pieces of fish meat". Wishing for fried fish gives regular fish instead.

Wishing for speed

Stephen White has studied this in some detail and posted the following to RGRA on March 7th, 2002:

First I will mention that during the following testing I was
careful to look out for things like base modification of
speed due to burden or hunger status - I was always not even
burdened, and always of no specific hunger status, i.e. not
satiated or hungry, just normal.

OK, I just tested this out. I wished for "potions of boost speed"
10 times. I got only two potions twice, three potions six times,
and four potions twice, so we can assume the average is three
per wish.

I blessed them all, and drank them one at a time, allowing my
speed to return to normal between each one. The lowest speed
boost given was 21 points, which occured three times. The
highest was 47, acheived just once. The average overall was
30.8 speed points from one blessed potion.

This gives an overall total (assuming three potions from an
average wish, and average gain from each) of 92.4 points.

Then I tried wishing for "speed" directly, 12 times. I let my
speed return to normal after each, and took account of the
permanent increase of 1 point left over after the boost wears
off. The minimum boost I received was 150 points, the maximum
was 248 points. The overall average was 214.2 points.

So, this is pretty conclusive - it's best to wish for "speed"
directly. It's possible to gain more by using potions, if
you get 4 from your wish, and a decent gain from each, compared
to a quite unlucky wish for "speed", but in general wishing
for speed directly is almost guaranteed to give the bigger
increase.

The original context of the thread was in regard to techniques useful when fighting Andor Drakon. High speed is also useful when fighting Srraxxarrakex, the Emperor Moloch, or other monsters the PC just doesn't want to be hit by.

In the following table, the game's direct response is [in square brackets].

Wishes
Wish for Result
power 10d4 PP
speed +20d20 speed, +1 base speed
gold or wealth or money 10d100 gp or 2510*level gp
corruption corruptor
death unnatural aging up to 1 year below MaxAge
invisibility rings of invisibility
babes ["We are feeling lonely, aren't we?"]
crumpled scroll blank scroll
friends [A telepathic voice sounds in your head: "Thou shalt have a friend!". A -foo- appears!] A tame animal pet or a companion.
help has the same results as "friend" unless you're surrounded; in that case, a random blessed weapon appears in your hand, or gets dropped in your backpack if your hands are full. Artifacts can be generated in this manner.
immortality ["Funny, very funny."]
moloch armor eternium plate mail
sheep the parser interprets this as a wish for a Banshee; be prepared
better marks increase of all weapon and missile marks, dependent on Le
exchanges potions of exchange
marble statue or famous hero statue
light ["And light there be!"] Lights the area around the PC (harming gremlins if there's any around) + the PC gets a wand of light with 10 charges
insight identify items - same effect as reading a blessed scroll of identify
scrolls of omnipotence scrolls of power
wands of wishing, rings of djinni summoning, spellbooks of Wish, wishes, etcwishing for wands of wishing results in a wand of wonder; rings of djinni summoning results in brass rings, spellbooks of Wish results in spellbooks of Calm Monster; wishes results in [Nothing Happens.]
ratling trader or trader a ratling trader, usually stocked
shopkeeper [You hear a voice in your mind... "Boys, get him/her!"] 6d4 thugs are summoned.
Thomas Biskup [A voice booms... "*Thou shalt not mock the Creator*!"]
underwater creatures when not in water[A tiny red herring appears for a few seconds...]
underwater creatures when in water[For some seconds a ghostly figure seems to appear, but then it dissipates once more.]
emperor moloch [A voice in your head whispers hateful words... "*You'll have to come!*" "Maybe my friends can get you moving!" Suddenly several figures appear out of nowhere!"] The several (about 35) figures are hostile greater molochs. This does not happen if the Emperor Moloch is dead.
quickling bard [A voice in your head giggles... "Nahfriendthiswayyouwontfindmeyoullhavetobemorepatient!" "Meetsomecompanionsofmineinthemeantime!" Suddenly several figures appear out of nowhere!] The several figures are all hostile quickling lords, which are considered summoned and therefore cannot be sacrificed.
minotaur emperor [A voice in your head rasps hateful words... "*You'll have to come to visit me in my eternal adobe!*" "Maybe my slaves can get you moving!" Suddenly several figures appear out of nowhere!] The several figures are hostile minotaur kings.
glod [A strange little dwarf appears.] Described as "Glod, the small dwarf." Digs.
demented ratling see 3.5.8
[1] [Nothing Happens.]
raider lord [2], ratling guardian [3], ancient karmic wyrm [4], dwarven mystic [5], cute dog [6], few others [7][Suddenly a -foo- appears!]
mindcraft Woodcraft

[1] PC's name, Kranach, Ancient Chaos Wyrm, Snake from Beyond, Master Summoner, Yulgash, Ancient Stone Beast, Chaos Archmage, Nuurag-Vaarn, ancient blue wyrm, Sharad-Waador, Filk, Assassin Prince, Keriax, sheriff, crime lord, Hotzenplotz, Grunge, Munge, Gaab'Baay, Hawkslayer, water dragon, baby water dragon, great water dragon, Blup, Shyssiryxius, healer, Jharod, mad carpenter, Yrrigs, black druid, Keethrax, master necromancer, Nonnak, Griff Bloodax, undead dwarven chaos berserker, mad doctor, nefarious doctor, Kranf Niest, Ogre Guardian, arena master, Waldenbrook, Garth, Rynt, Guth'Alak, Priest, Munxip, Thrundarr, Mad Minstrel, Kherab, dwarven artificer, MaLaKaI, Fistanarius, Cat Lord, fool, carpenter, dwarven elder, bunny master, mummy lord, Tiny Girl, old crone, Oracle, Malicious Doctor, Eternal Guardian, Ghost Librarian.

[2] Wishing for a raider lord and killing him before Tywat Pare assigns the quest results in no reward from Tywat Pare, other than the 300 gold pieces for the corpse. Furthermore, he will not assign the quest. If the PC gets the quest, wishes for a raider lord and kills him, Tywat Pare acknowledges the kill and gives the usual reward.

[3] Interestingly, wished-for ratling guardians are as immobile as those in the HMV and respond with the same message about guarding the city when Chatted with.

[4] Wished-for ancient karmic wyrms are confused. They are immobile, think they are Sharad-Waador and ask the PC to "Stand on the stairs... then we'll talk."

[5] A wished-for dwarven mystic always responds with the "Ye art doomed!" message and then disappears when Chatted with. The PC is not in fact doomed. See section 3.5.4.

[6] If the PC has received the puppy quest from the Tiny Girl, wishing for a Cute Dog and delivering it to her satisfies the quest requirement. If the PC has not received the quest, wishing for a Cute Dog may well result in one that is hostile. This causes an amusing scenario, to say the least, in Terinyo.

[7] Most of the wished-for uniques just work normally. Dwarven smith offers Smithing services for gold, even without a forge. Dwarven weaponmaster offers training. Dwarven innkeeper offers a rumor and an ale for 1 gp. Grizzled gladiator offers training in exchange for the Golden Gladius. Cloaked ratling sells keys. Ratling Dealer sells climbing sets. Half-orc bouncers grunt: "Ask da boss." Old Barbarians and master thieves will usually be hostile - can be calmed down, but won't offer their services.


Updated January 10th, 2014

Single-file Improved Adom Guidebook


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Appendix O - Differences in the various versions of ADOM


A really complete and really long list of all the changes made to ADOM since its inception can be found at Thomas Biskup's official site. The full URL is: http://www.adom.de/adom/history.php3


Updated May 28th, 2015

Single-file Improved Adom Guidebook


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Common - Game-related - Locations - NPCs - Items

Appendix P - Abbreviations commonly used when discussing ADOM


These abbreviations are commonly used on the newsgroup rec.games.roguelike.adom, and on the forums discussing ADOM. Many of them are used in these documents as well. They are used partly to protect new players from spoilers and partly for speed.

Common abbreviations
Abbr. Meaning
AFAIK as far as I know
AI artificial intelligence
ASAP as soon as possible
BTW by the way
FYI for your information
IIRC if I recall correctly
IME in my experience
IMO in my opinion
LoS line of sight
NG newsgroup (usually rec.games.roguelike.adom)
NPC non-player character
PC player character
RGRA the newsgroup rec.games.roguelike.adom
RNG random number generator
RPG role playing game

Game-related abbreviations
Abbr.Meaning
AdomBotcheater program/player character editor
CP corruption point(s)
DL danger level
dmg damage
DV defensive value
gp gold piece
GTB greater telekinetic blast
HL hunger level
HP hit point(s)
IGB Improved ADOM Guidebook
EP energy point(s)
lvl experience level
OCG ordinary chaos god ending
PL piety level
PP power point(s)
PV protection value
s stone
TB Thomas Biskup (or The Creator)
TC teleport control
TH treasure hunter
UCG ultimate chaos god ending
ULE ultra lawful ending
UNE ultra neutral ending
xp experience point(s)
YAFM yet another funny message
YAGBUyet another Guidebook update
YASD yet another (sad, strange) stupid death
YAVP yet another victory post

In general, artifacts, locations and NPCs are capitalized in the description.

Location abbreviations
Abbr. Meaning
AF Animated Forest
BDC Blue Dragon Caves
BUGCAVBug-filled Cave
BUGWILBug-filled Wilderness
CoC Caverns of Chaos
DD Druid Dungeon
DF Darkforge
DG Dwarven Graveyard
DH Dwarven Halls
DT Dwarftown
HMV High Mountain Village
ID Infinite Dungeon
MM Minotaur Maze
MT Mana Temple
PC Puppy Cave
QT Quickling Tree
SC Scintillating Cave or Stone Circle
SIL the dungeon level where MaLaKaI resides (I:66)
SMC Small Cave
ToEF Tower of Eternal Flames
VD Village Dungeon
UD Unremarkable Dungeon (below SMC)

NPCs abbreviations
Abbr. Meaning
ACW Ancient Chaos Wyrm (Fire Orb guardian)
AKW Ancient Karmic Wyrm (Sharad-Waador)
Andy Andor Drakon (also Andrew Williams)
AP Assassin Prince
ASB Ancient Stone Beast (Earth Orb guardian)
BarneySrraxxarrakex (big purple dinosaur in BDC)
EG Eternal Guardian
EM Emperor Moloch (Scintillating Cave)
Fisty Fistanarius (D:50)
GM greater moloch
KhellyKhelavaster
Kenny Cute Dog (South Park and the Cute Dog's tendency to die in every game)
ME Minotaur Emperor (Minotaur Maze)
MM Mad Minstrel
NV Nuurag-Vaarn (Mana Orb guardian)
SfB Snake from Beyond (Water Orb guardian)
sheep Banshee
WMoPC writhing mass of primal chaos

In general, a leading P for potion might be replaced by ! for potion. Likewise a leading S for scroll might be replaced by ? for scroll, a leading W might be replaced by \ for wand, and a leading R might be replaced by = for ring.

Item abbreviations
Abbr.Meaning
7LB seven league boots
AMW Ancient Mummy Wrapping
AoB amulet of balance
AoC amulet of chaos
AoLS amulet of life saving
AoO amulet of order
AotMEAxe of the Minotaur Emperor
BoW Bracers of War
CoK crystal of knowledge
CoS Crown of Science
DSM dragon scale mail
EPM eternium plate mail
LBoH long bow of hunting
MWS magical writing set
N+S combination of Needle + Sting, the artifact daggers
PG Platinum Girdle
PoCC potion of cure corruption
PoEd potion of education
PoEH potion of extra healing
PoEx potion of exchange
PoGA potion of gain attributes
PoI potion of invisibility
PoUH potion of ultra healing
RoI ring of ice or Ring of Immunity
RoR Robes of Resistance
RotF ring of the fish
RotHKRing of the High Kings
RotMCRing of the Master Cat
RoW ring of weakness
SLB seven league boots
SoCR scroll of chaos resistance
SoFS scroll of familiar summoning
SoGI scroll of greater identify
SoN Sword of Nonnak
SotS Shirt of the Saints
SoU scroll of uncursing
TotRRTrident of the Red Rooster
twinscombination of Needle + Sting, the artifact daggers
WoD wand of destruction
WoT wand of teleportation
WoTC wand of trap creation
WoTD wand of trap detection
WoWi wand of wishing
WoWo wand of wonder


Updated May 12th, 2009

Single-file Improved Adom Guidebook


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Appendix Q - Other online resources about ADOM


ADOM related Web sites
SiteRemarks
ADOM CentralThomas Biskup's official site.
ADOM FAQOfficial ADOM FAQ.
ADOM Hall of FameADOM Hall of Fame, forums.
ADOM SageFrontend for ADOM: adds drawing lines & boxes, simple mouse support.
ADOM informationItems and monsters data dump, random encounters and more, wishing stats, patches.
ADOM walkthroughA rather funny walkthrough :-))
ADOM Strategy WikiADOM Wiki; little information, inactive.
ADOM WikiaMost recent ADOM Wiki, has most information, active.
ADOM Strategy GuideSome old strategy Guide, written at times of 0.9.9 gamma 9.
ADOM Monster MemoryA list of the fine, colourful descriptions of Ancardia's denizens.
ADOM GuidesGuides to specific classes (covers archer, assassin, barbarian, beastfighter, druid, merchant, mindcrafter, monk, wizard).
ADOM tutorials"Let's play" style walkthroughs.
Sorear's WikiSome code dived info.
Herb gardenAll you need to know about herbs and Herbalism.
Opening questionsHelps searching through the opening questions system.
Guidebook WikiWiki listing items and monsters, supports v1.2.0, but now inactive, abandoned.
Steam community guidesDealing with orb guardians by Soirana; ADOM, Monks, and You by Gref.


Updated August 5th, 2016

Single-file Improved Adom Guidebook


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Metalman games - Other challenge-man games - Restricted games - Archmage

Appendix R - Not hard enough? - challenge games


Metalman games

Eternium Man

A challenge game that has very simple rules. The PC must proceed directly from the starting point to the Small Cave. Ideally no wilderness encounters will occur along the way. The PC must stay in the Small Cave until experience level 50 is achieved.

The first example was completed by Barry Kearns who reported it November 18th, 2006. It was done with a Dwarven Bard (for the cave bear companion) who was born under the Raven birthsign with pick pockets and food preservation. The experience level of the PC was deliberately kept at a minimum so the cave bear was able to kill enemies until the PC accumulated enough ingredients to start a wish engine via the "gremlin bomb" technique, then kamikazeing ancient karmic wyrms via amulet of life saving + wand of far slaying combo. It has since been completed without a pet using similar strategy.

Iron Man

The Ironman challenge is very, very difficult to complete. The PC must travel from the starting point in the Drakalor Chain to the Infinite Dungeon immediately. Stopping in Terinyo or anywhere else is not allowed. Wilderness encounters on the way to the Infinite Dungeon are allowed in principle, although ideally they should not occur.

The PC enters the Infinite Dungeon immediately upon arriving at the appropriate wilderness square. The PC must descend to the next level of the Infinite Dungeon every time a down staircase is found. No delay is allowed for any reason.

The objective is to retrieve the Sceptre of Chaos from the SIL, return to the surface and leave the Drakalor Chain. It is not necessary to kill MaLaKaI to do this, although in practice it may be unavoidable.

This challenge game has been successfully completed perhaps ten times by various players.

Lithium Man

Lithium is the simplest possible metal. The simplest possible ADOM game would be to travel immediately to the CoC, visit the ToEF when necessary and finish the game. No other locations can be visited.

This challenge game has been completed about ten times by various players.

Plutonium Man

Plutonium is the most complex metal that occurs naturally. One possible version of the most complex ADOM game possible would be to kill at least one of every monster in the game. This is impossible, since some monsters are mutually exclusive, for instance Gaab'Baay vs Andor Drakon, Jharod and Yrrigs vs Keethrax. So in practice the objective of this game would be to kill as many different types of monsters as possible. Bear in mind that some monsters are exceptionally rare, such as solars, ki-rins and eternium golems and may have to be wished for. Finding and killing all great -color- wyrms would also quite likely be a significant challenge.

Rachel Walmsley came up with the idea for this challenge game and notes some interesting consequences:

It would probably be easiest to forfeit Andor Drakon, finish a normal game, thus stopping background corruption, and finish the game with an unlimited amount of time to accomplish the goal.

There are undoubtedly other implications.

Petri Sihvola shocked the entire ADOM community by completing the first example of this challenge game on March 15th, 2002. ;-) His PC killed at least one example of every monster available in the game with the exception of Andor Drakon and Keethrax, which are mutually exclusive with Gaab'Baay and Yrrigs + Jharod, respectively. Petri used the technique outlined above, closing the chaos gate as soon as feasible, then finishing the game. Eleven wishes for rare monsters were used which required a marathon session in the blue dragon caves after the gate was closed. A total of 3802 ancient blue dragons were killed.

Markku Rikola posted a UCG Plutonium Man entry March 20th, 2002. The monsters which escaped this PC were: Gaab'Baay (of course), Keethrax (the PC chose to slay Yrrigs and Jharod), ancient karmic dragon, emperor lich, fairy dragon, frost giant jarl, great black wyrm, great white wyrm, greater mimic and small dwarf.

Steel Man

Again, very simple. Enter the wilderness and do not leave it until the PC is experience level 50 (optionally never eat the food the PC starts with). Entering any game locations is not allowed. The first example of this challenge game was posted January 20th, 2004 by Alex Pinachos. Extreme tactics were required.

Titanium Man

The objective here is to finish the game with the lowest experience level character possible. The Chaos Gate must be closed. Trolls have an obvious advantage, and should be considered separately for this challenge game. Alex Pinachos completed the first example of this game on February 3rd, 2004, with an "ordinary" Chaos God ending. The only monster the PC killed was Andor Drakon, who is worth only one experience point. The PC ended the game at experience level one, with 87 total experience points.

Brimstone Man

Enter ToEF at level 1, retrieve the Chaos Orb of Elemental Fire and leave. No other locations can be visited. There is a 'wuss' version, which allows leaving the ToEF to single wilderness square. For added challenge, do not use altars. Gut scored a brimstone win on October 2012.

Other challenge-man games

Pacifist Man

Win the game while killing as few monsters as possible. The total number of kills in the kill list counts (the lower, the better).

Ecological Balance Man

Win the game while avoiding to kill many monsters of the same type. The maximum of all numbers in the kill list counts (the lower, the better).

Mediocre Man

Win the game with low attribute values. The highest attribute value (as displayed on the screen, i.e. including items, boosts and corruptions) ever encountered during the game counts (the lower, the better). Exception: If an attribute is raised by a corruption and that corruption is removed on the turn after the character obtains it, the higher value does not count.

Archmage

An Archmage is a PC who is capable of bookcasting Wish indefinitely. This means that they have to be able to sustain the PP cost of bookcasting, either with PP or HP, even as the entirety of their attribute scores are reduced to 1. Commonly this is achieved by playing a Wizard and reaching level 50, plus draining a couple of wands or drinking blessed PoUH from Jharod. Great Book Caster is pretty much essential.

It is the road to ultimate power, because once PCs are capable of casting Wish with all attributes reduced to 1 (regenerating PP/HP afterwards), they can wish indefinitely provided they stay in a spot inaccessible to enemy interference (such as the small island in Terinyo, which apparently also regenerates PP quickly). Well, old age or running out of food could stop them in theory, but... You can wish for potions of longevity and of course stomafillia herbs (or elvish bread, or large rations - with infinite wishes it doesn't matter). Usually archmages will use their infinite wishes for potions of -attribute-, weapon marks, spellbooks of all the spells in the game, any item one could ever possibly want with the best possible attribute bonus (you can wish for 100 girdles of giant strength and keep the one that has +16, for instance), and so on and so forth, several thousand potions of ultra healing to slowly inflate HP score to ridiculous amounts, 50 lumps of gelee royal to remove all the scars from corrupted tissue, or whatever who cares.

Eventually, the player exits Archmage mode, drinks all the potions and breezes through the rest of the game, happily, with 99 in everything, all spells at 30000, Grand Mastery in everything, every mundane item in the game, over 10k HP and PP and so on.

Restricted Games

Players have completed the game with a variety of different restrictions, for a challenge, to demonstrate that it is possible, or to point out a game feature that they regard as abusable or flawed.

Restricted games can involve almost anything: methods of attack, equipment used and religious attitude among others. The game can be completed without using the ratling traders as a food source. It can be completed without using the food the PC starts with and never buying from Munxip. It can be completed without eating any corpses. Never buy from shops. Kill every shopkeeper. The list is infinite...

Restricted attack games

The game has been completed using offensive attacks limited to: only magic, only thrown rocks, only unarmed fighting and only kicking. A game has also been completed where all missile and melee weapon skills were equally developed.

Restricted equipment games

Brass Man

Markku Rikola has completed the game with a PC who picked up no artifacts other than the Chaos Orbs and never used them. The PC was crowned; sixteen artifacts were generated during the entire game.

Steven desJardins improved upon this: he completed a game (June 2002) in which only the seven required artifacts (the si, Moon Sickle and the Chaos Orbs) and Whirlwind (randomly generated in the Casino) were generated. The artifacts were never used.

Proton Man

Petri Sihvola has completed the game (December 2001) without ever equipping any items. This means no armor can be worn, no missile or melee weapons can be wielded, no tools can be equipped and no Chaos Orbs can be used in the tool slot.

Carbon Fiber Man

Malte Helmert has completed the game with the most severe equipment restriction posssible - only 100s of inventory can be carried at any given time. This is the ultimate restriction possible since the Chaos Orbs themselves weigh 100s. This means the PC must be naked with no equipment or food when carrying a Chaos Orb. It also means the Chaos Orbs located above the Casino, the Fire and Water Orbs, must be brought past the Eternal Guardian one at a time without the Ring of the High Kings. Since climbing sets weigh 180s, the Tomb of the High Kings, the Rift and the Library are all inaccessible in this challenge game.

Upon first consideration, this game might seem impossible due to food considerations, but Malte reports that this was not a huge problem, although there were a few tense moments. The PC, a Trollish Monk, was careful to maintain high piety at all times in case of a food emergency. In addition, strategic caches of food, SoCRs, holy water and an amulet of death ray resistance among others were stored throughout the game, initially in Dwarftown then lower and lower for the dive into the CoC.

Malte reports the most significant problems in this challenge game were surviving the early game then getting the two early orbs and the PC's equipment past a hostile Eternal Guardian in stages.

Restricted tactics games

Atheist Man

The Atheist challenge is one where the PC does not acknowledge the existence of the gods, never asks for divine assistance and never uses an altar for any reason. A successful completion of this challenge game has been reported only once, by Griffin Knodle on April 14th, 2001. A more restrictive variant involves denying the existence of holy water. Holy (or unholy) water cannot be acknowledged or used for any reason. This challenge has been completed first by Steven des Jardins on October 27th, 2001. There is another atheist win from February 2012.

Berserker Man

Barbarians are an obvious choice for this challenge: never change Tactics from Berserk, and optionally never wear body armor. This challenge game has been completed at least once with a Dwarven Barbarian. Note that the PC has to be very careful during this challenge game. No messages along the lines of "Do you really want to attack the -foo-" will be generated. True Berserkers simply do not receive this message. Be very careful about moving into a shopkeeper, for instance.


Updated November 27th, 2009

Single-file Improved Adom Guidebook


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Appendix S - Improved keymap


adom.kbd - download the improved keymap for ADOM, and put it to your adom_dat folder (overwrite the old keymap)


In the improved keymap for ADOM, d key is used to display various things, for example pressing dq will display current quests etc. Exception is the dd combination, which will not "display" anything, but is used for "comfortable drop". The : key is not used here, but could still be used if you remember it. The catch is that everything is possible to perform using alphanumeric keys, there is no need of pressing special keys, such as @ (press dc instead). The keybindings are complete as of ADOM R57.

  Small Capital Ctrl Display
aapply skill again ' autopickup skills
bchat berserk F1wound status background
cclose coward F7challenge setup character @
ddisplay... drop extended drop comf.drop
eeat clean ears enter > elapsed time
fexplore w?wipe face full screen msg.buffer
ggive attack monster wmgo to w*god
hhandle highlight help ? wealth $
iinventory equipment mindcraft items /
juse tool dip ! dynamic display available talents
kkick chaos \more key kick stats
llook examine leave < literacy
mability monster mem. &NotEye menumissile stats
nname normal F4NotEye... killed monsters
oopen offer issue order companions
pfast pickup ;pickup ,comf.pickupprevious hints
qquaff (drink)go to item wiquit quests
rread display map redraw recipes
ssearch cont.search wssave weapon skills
tthrow tactic activate trap ^talents
uuse item unlock extended use burden levels
vview PC dataversion set variable variables =
wwalk... wait . weather weapon stats
xswap dbl.click class power experience
ypay pray _ extended pay bill
zzap wand cast spell do nothing w.spells

NotEye commands:
Ctrl+n g switch game settings
Ctrl+n d switch display mode
Ctrl+n f or Ctrl+f switch fulscreen mode
Ctrl+n x activate NotEye expert context menu
Ctrl+n b switch message buffer location
Ctrl+n s or Ctrl+n vs switch sound volume
Ctrl+n m or Ctrl+n vm switch music volume
F10 switch between tile/ASCII modes

Additional commands:
we or w> go to enter location (down stairs)
wl or w< go to leave location (up stairs)
wf or w& go to forge
wa or w_ go to altar
Ctrl+1 or ( create short logfile
Ctrl+2 or ) create verbose logfile
Ctrl+3 or [ create screenshot
Ctrl+0 or :S set the auto-save interval


Updated February 5th, 2015