ADOM Guidebook
Previous - TOC - Next
Dungeon generation - Kicking - Item destruction - Monster item drops -
Giving stuff to monsters - Death messages - Bugs
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
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
Stat in Stat+40 check; Stat 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 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):
- fire: ToEF (2 every turn), exploding spellbook (1000), failed Alchemy (Min(1,dmg/5)), fireball trap, fire vortex, red dragons
- ice: D:49, ice wortex, white dragons
- acid: acid trap (Min(1,dmg/5)), acid vortex, black dragons, lightning bolts
- lightning: Air Temple (Min(1,dmg/5)), lightning vortex, blue dragons
- water: water trap (1000), pool (1000), rain (1), Swimming (50% chance, 1000 items), water orb insertion on D:48, water elementals/grues
- crushing: falling Rift (40), ceiling door trap (DL), pit traps, failed mountaineering (Min(1,dmg/5))
- ripping: exploding rune door trap
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
|
|---|
| leather | 10% | 0% | 0% | 10% | 10% | 20% | 0%
|
| cloth | 40% | 0% | 0% | 50% | 20% | 10% | 0%
|
| glass | 20% | 0% | 80% | 60% | 5% | 0% | 10%
|
| paper | 95% | 40% | 10% | 50% | 20% | 50% | 5%
|
| various | 25% | 0% | 10% | 25% | 5% | 15% | 0%
|
| wood | 30% | 0% | 30% | 30% | 20% | 20% | 0%
|
| gold | 15% | 0% | 0% | 10% | 0% | 25% | 0%
|
| stone | 2% | 0% | 5% | 8% | 3% | 0% | 1%
|
| iron | 3% | 15% | 5% | 10% | 0% | 25% | 0%
|
| 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%
|
Some other facts regarding item destruction:
- If a stack of items is targetted, the number of actually demaged/destroyed items is 1dNumberOfItemsInStack.
- Any item/element combination value of 1% is completely safe if the item is blessed and the PC does not have negative Luck
- Thick gauntlets automatically resist damage 75% of the time
- Artifacts cannot be damaged
- Any item grating resistance can't be damaged by the
corresponding element. This is not true for items granting immunity.
- Always half of items in inventory are safe from damage. This changes as items are picked or dropped, or the iventory is viewed.
- Equipment items are considered for damage, starting from the bottom and working up; tools are the first to take a hit and the helmet is the last
- Body armor cannot be damaged during wearing or removing
- Rings under gauntlets can't be damaged; however gauntlets may get destroyed first leaving rings vulnerable
- No items can be damaged during a long interruptible action, such as reading a book.
- Rustproofed and naturally rustproof items cannot be affected by water.
- The room effect "scarred by many fights" triples chance of item destruction.
- Items made of glass are 100% destroyed if kicked.
0.15.4 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%
|
| assasin 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
0.15.5 Giving stuff to monsters
PC can give away items via the 'g'ive 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 racoon | 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 | books, scrolls |
|
| ancient sage | crumpled scroll | TotRR
|
| dying sage | amulet of life saving | +5000 alignment
|
| ghost librarian | books, scrolls | blessing 2000 turns
|
| priest | gold | alter alignment or +piety [2]
|
| village elder | healing items, stethoscope | +alignment; see 1.2.2
|
| fool | potion of booze | potion
|
| sheriff | evil monster corpses | gold, +alignment; see 1.2.1
|
| carpenter | hatchet | Bridge Building [3]
|
| demented ratling | artifact | demented ratling +10 levels; see 2.5.8
|
| druid | chaos corpse; see 1.2.3 | potion of cure corruption
|
| mad minstrel | weird tome | 5 cursed scrolls of chaos resistance
|
| grizzled gladiator | ratling pamphlet |
|
| tiny girl | cute dog corpse | +600 alignment
|
| baby water dragon | 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
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.
- blasted %sself into the afterworld with an alchemical experiment
- exhausted %sself by casting too many spells
- got roasted while trying to scorch webs in %s vicinity
- exhausted %sself by casting an improved fireball
- was killed by thorns growing from %s hands
- was shredded by an overloaded %s
- overtaxed %sself by animating too many %s
- was burned by the acidic skin of %s
- was killed %s by %s
- was drained of all substance
- was drained of all coherence
- was transformed into %s
- was aged to death by %s
- was shot by %s
- was killed by a %s thrown by %s
- was ripped apart when confronting Order and Chaos
- was killed by believing in the promises of Chaos
- was extinguished by an exploding fluff ball
- was killed by drinking a poisoned cocktail
- was burned from within by acidic herbs
- poisoned %sself with spider-filled bread
- petrified %sself by eating a gorgon corpse
- entered the plane of Primal Chaos
- was transformed into a true servant of Chaos
- was sliced by an eternal Chaos guardian
- was shredded to pieces by the inhabitants of the planes of Chaos
- was devoured after failing the final test
- died of exhaustion on a bad day
- quit prematurely
- was transformed into a chaos being
- transformed into the highest ChAoS gOd
- transformed into an avatar of %s
- transformed into a miserable and wretched chaos servant
- broke %s leg on a wall
- broke %s leg when kicking a tree
- broke %s leg when kicking a forge
- broke %s leg while kicking at the air
- was crushed by a collapsing dungeon
- broke %s neck by using inadequate climbing equipment
- broke %s neck while falling down some narrow stairway
- was eaten by a slavering grue
- drowned
- was shredded by chaos piranhas
- was killed by falling down a deep rift
- was eaten alive by a spider swarm
- terminally broke %s leg by kicking an anvil
- terminally broke %s leg by kicking a statue
- was killed by a psychic backlash
- was killed by vile %s magic
- was frozen to death by %s
- was blasted with energy by %s
- was blasted with magic missiles by %s
- was extinguished by %s
- was blasted by %s
- was doomed to be killed by a misfired divine energy bolt
- was roasted
- was electrocuted
- died of pneunomia
- was sacrificed by %s to %s gods
- was shredded by an exploding artifact
- was killed by the %s of %s
- was squished by the mark of the failed paragon
- was killed by an unaligned amulet
- was killed by an unaligned piece of armor
- died of blood loss
- starved to death
- died of acute blood poisoning
- choked on %s own vomit while %s
- was wasted away by the terrible black fever
- was electrocuted by a magically charged armor
- died due to physical exhaustion
- was crushed by tons of luggage
- died of old age
- was blasted into oblivion by an angry deity
- was killed due to system overheating
- was killed by an exploding frog
- was scorched by a scroll of charging
- was killed by shattering mirrors
- was drained of %s life force by strong magic
- was ripped apart by an exploding spellbook
- broke %s neck in a magically created pit
- sacrificed %sself to %s
- was annihilated by divine wrath
- broke %s leg on an altar
- was killed by a booby-trapped door
- was smashed by a stone block
- was fried by a magical explosion
- was crushed by a toppling door
- was killed by %s opening a booby-trapped door
- broke %s neck in a pit trap
- was killed by an arrow trap
- got %s head smashed by a stone block
- was killed in a spear trap
- was mutilated by an acid trap
- was crushed by a collapsed ceiling
- broke %s neck by falling into a pit
- was toasted when opening the lock of elemental fire
- whipped %sself to death
- was killed by trying too hard to be a great writer
- killed %sself with a death ray
- electrocuted %sself with a faulty wand of lightning
- electrocuted %sself with a wand of lightning!
- magic missiled %sself to death
- broke %s neck in a self-made hole
- froze %sself with a cone of cold!
- dissolved %sself with a wand of acid
- transformed %sself into an ash heap with a wand of fire!
- executed %sself with a %s %s
- executed %sself with a %s
- drained %s life away with a death ray
- was killed by an earthquake
- was drained by a wand of destruction
- was scorched by a fiery explosion
- was frozen to death by an ice storm
- was electrocuted by mighty lightning strokes
- was consumed by a torrent of acid
- was digested by a giant slug
- was dissolved by an eternium golem
- was scorched by a steel golem
- was scorched by a fire drake
- was annihilated by the Chaos Wyrm
- was roasted by a greater fire elemental
- was roasted by a fire elemental
- was scorched by a fire grue
- was ignited by a fire demon
- was drowned by a greater water elemental
- was drowned by a baby water dragon
- was drowned by a water dragon
- was drowned by a giant dragon turtle
- was drowned by a dragon turtle
- was frozen to death by a shadow wyrm
- was electrocuted by a lightning lizard
- was electrocuted by an ancient blue wyrm
- was roasted by a stone statue
- was roasted by a red worm
- was scorched with a lightning bolt by a greater air elemental
- was blasted by an ancient karmic wyrm
- was blasted by a great karmic wyrm
- was blasted by an ancient karmic dragon
- was blasted by a karmic dragon
- was blasted by a baby karmic dragon
- was blasted by a chaos lizard
- was annihilated by %s (Keriax, the Multi-headed chaos dragon)
- was scorched with a lightning bolt by an air elemental
- was digested by an ankheg
- was scorched by an iron golem
- was torched by a greater daemon
- was torched by a lesser daemon
- was burned by a hell hound
- was flamed by a fire lizard
- was petrified by a gorgon
- was drowned by a water grue
- was drowned by a water elemental
- was drowned by the breath of a fairy dragon
- was dissolved by a black baby dragon
- was frozen to death by a white baby dragon
- was electrocuted by a blue baby dragon
- was scorched by a red baby dragon
- was frozen to death by a great white wyrm
- was frozen to death by an ancient white dragon
- was frozen to death by a white dragon
- was dissolved by a great black wyrm
- was dissolved by an ancient black dragon
- was dissolved by a black dragon
- was electrocuted by a great blue wyrm
- was electrocuted by an ancient blue dragon
- was electrocuted by a blue dragon
- was scorched by a great red wyrm
- was scorched by an ancient red dragon
- was scorched by a red dragon
- was scorched with a lightning bolt by an air grue
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
- Taking the Skilled talent on character creation
- Dipping gold into potion of exchange
- Eating werewolf king corpse
- Giving out poisoned meat
- Dipping fluff ball into water, when there is no room for the gremlins
- Extended drop with wrong identified state (happens most often with ingots)
- Occasionaly, saved Khelavaster dropping spellbooks
- Occasionaly, chatting to an unique scared by the unholy aura corruption (proven with Thrundarr)
- Companion or slave berserking itself
- Generating and using negative heaps of gold created via dragon gold doubling
- Some uniques (Gaab'Baay for sure) stepping on a trap
- Mindcrafter killing corrupting monsters that stand behind other monsters with Mindcraft
- GetTargetData (-2) - this can happen randomly; however very rare
0.15.7.2 Bugs causing unfair death
- Monster equipping moloch armor - the energy of doing so should be 37600,
but wraps around to -27936, giving the monster 28 free turns
- Kicking walls with St<3 can cause extraordinary damage (another wrap)
- Death on a Monday from low HP
- Moving huge amounts of gold into missile slot can result in death if wearing girdle
of greed - the girdle takes into account only gold carried in inventory
0.15.7.3 Bugs used to get unfair advantage
Taking advantage of (or abusing) bugs in this category is generaly frowned upon.
At least, you should mention which bugs you took advantage of when posting YAVP.
- Naming the unseen - the 'n'ame command can be used to detect invisible monsters,
even without the See Invisible intrinsic
- Piety overflow - pissing a god too much causes the piety to wrap around to very high
positive value, allowing for many crownings
- Dragons can pick up gold which is then effectively doubled when they are killed.
See 0.9.4
- The Monk's circular kick ability, as well as Fighter's all round attack, have issues when
non-hostiles are near; it will ask
if you're sure you want to kick or attack them, and you select no - your kick/attack still
hits the other monsters, but no time passes
- Using fast pickup command ';' while standing on a pile of items, then canceling it ('q'),
causes the number of elapsed game turns to decrease; this can be used to get ludicrous bonus
to high score
- Starting to walk against a wall wastes one turn without the PC moving; this can
be abused to get free HP and PP regenration without monsters being allowed to act
- The Good Learner talent grants 40% more xp, instead of the stated 2%
- Kick robbing - items can be kicked out of shop if a corner wall is destroyed - the game
doesn't consider this technique robbing at all
- Casino gambling happens in one turn, the PC doesn't get the corruption it should; and
winnings are virtually guaranteed
- Blessing undead while invisible will not make them aware of your presence, and you can
kill them without them fighting back; works also with bolt spells and Drakeling's acid spit;
same for monsters who don't see in darkness; unless panicked, they just stay in place and take damage
- Stat training from herbs/corpses/Garth is based on modified stats instead of base stats;
this leads to abuse of sickness and starvation to pump stats unrealistically high
- Necromancers lvl50 using +To equipment can return to life indefinitely
- Look command detects webs outside visibility if level has been explored before
- Wish engines - a way to get unlimited wishes
- Gather a stack of 19 rings, and a handful of potions of exchange
- Bless the potions and dip the rings into them at DL 8 to have best chance for generating
rings of djinni summoning; since 19 rings can be dipped at once, a lucky PC can end up with
19 wishes from this alone
- The probability of getting a ring of djinni summoning is about 5%; if you wish for potions of exchange,
you get an average of 3, so converting all wishes into potions (minus a few water) gives ~57 PoEX;
the odds of being able to get more RoDS is pretty high at this point
0.15.7.4 Other bugs
- Berserking - monster can sometimes panic and attack themselves
- Half of the artifacts are only available as crowning gifts, and can never be
generated randomly
- The rate of corruption increases at the 90-day mark, but doesn't again at
the 180 and 270 day marks as it's supposed to
- Unicorn birthsign increases how quickly alignment changes towards chaotic
instead of decreasing it
- It is possible for experience gains to overflow; the most common example would
probably be killing too many cats results in the Cat Lord giving only 1 xp,
but there are other possibilities as well
- +Crit armor does not improve critical hits rate
- Killing something using PoCC doesn't yield any xp
- Elementalists don't get fire resistance at level 6, but they should
- The formula for potential stat gains (e.g. from corpses) is bugged; it's 100%
likely at 28 -stat-, but 55% at 22 (and is odd in between)
- Cursed scrolls of repair will "break" normally unbreakable equipment,
like herbs and potions
- PCs with high Swimming skill use more energy to move while in water than PCs without
Swimming
- Darkness does not work on door squares
- Fireproof blankets works better with BadLuck (see also 0.15.3)
- Invisible monsters yield double xp when even when the PC has +SeeI
- Door traps set off by monsters will attribute kills to the PC
- Bats do see in the dark, but don't see invisible
- Covered pit bug - If a PC digs a hole, and proceeds to cover the hole with a
plain blanket, instead of a covered pit trap appearing, the trap will magically
transform into whatever kind of trap is appropriate for that square
- Entering 0 when using the Wizard's 'r'echarge wands ability causes the wand to dissappear
without any further effect or message; just hitting Enter causes overcharge
- Blind PC's cannot insert orbs into anomalies on D:48
- Pissing off the Balance god via reading tract of order/chaos is incorrectly
displayed as pissing off the Order god
- While staying on top of a pit, one can repeatedly activate the trap to repeatedly
fall into the pit, without having to climb out
- Aquatic beings can be tamed and then taken for a walk on the mountains
- Raised corpses slowly decompose until they crumble - however if they are out of sight
they do not die and have a negative amount of hitpoints
- If wearing a ring of teleport control and have +TCtr intrinsic, you can lose the ability
to control teleportation by drinking from pool, despite wearing the ring
- Room effects don't take darkness/invisibility into account
- To avoid a falling door trap, the PC jumps back on the square that he came from; if this
is blocked, the PC won't jump anywhere, despite there might be another vacant square
- Gold has hidden B/U/C status: if you have 19 or less gold pieces, you can dip the entire stack into a potion
of unholy water; then wield 1 gp in either hand. The gold piece cannot be removed. This does not work
when you have more gold - the stack will remain uncursed; similarly, angry deity can curse wielded gold
Please note that this is an unofficial and unauthorised copy of
Andy William's ADOM Guidebook.
For further information on the legal and moral challenges raised against this
Improved ADOM Guidebook please see rec.games.roguelike.adom.
Updated May 4th, 2010