Miscellany

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B/U/C

  • spensweed: 5d4+20 3d6+3 1d6
  • torch fuel: 50d50+3000 20d10+1000 20d10+100
  • crystal of health: 12d12 6d6 3d3
  • crystals of knowledge: [(Le<20):+1d2Le; (Le>19):(100 - ((Le - 19) ^ 2))%:+1d2Le; 1%:+1d2Le]
  • crystals of power: +6d16PP (poss. +2d2 perm., based on luck - max odds 1/4?); +3d8PP; -4d12PP (poss. -2d2 perm., based on luck)

OF HUNTING
isOfHutning gives a 1/15 chance of double the chances?
OR 1/5 chance to double... probably one is for weapons the other is for missiles?

Emerald dagger 'serpent's bite' is also poisonous, although greater ID doesn't say such.
fragile is basically a 1/6 chance to break I think.
charged is 2d6 damage
worm-ridden checks every 100 turns, random 0-29 compared > toughness then sickness (10d10)

FirstAid / 150 chance to stop bleeding, or toughness / 99 chance
final fever attack is 6d6 damage, will always be prevented by amulet of health or willpower / 29 or healing / 500

fletchery sets = 1d4+4 charges

Gold (DL is danger level, LG is level group) = Rand(((DL * 4 + LG) * 11) *�??? * 30)

Chaos Plane = 1d100 corruption per turn
Emeperor Moloch = 1d33 corruption per turn

can enter Minotaur maze up to level 30

long bows shoot farther than short bows

Spiked Boots give their PV as an additional bonus to kick damage (on top of the +4)
Iron Boots give +1 kick damage plus PV too.

Monster orders are rejected based on: (Rand(Charisma + 10) <= Rand(Charisma)) = success

Willpower / 100 chance to cast spells in the mana temple?


Grave Digging
Great Treasure graves give you 1d10+5 items; 5/6 chance for Master Lich, 5/36 chance for Lich King, 1/36 for Emperor Lich
Other graves are 1d6-4 items (min 0 obviously).
-100 Alignment for both.

Regular graves give you random of: Vampire, Skeleton, Skeletal Warrior, Corpse Fiend, Mummy, Greater Mummy, Lich, Wraith, Wight, Ghul, Zombie, Spectre, Shadow, Ghost


Doors: (only some, hmm)
1-45 --- Open Door
46-70 -- Closed Door
71-90 -- Doorway
91-93 -- Locked Door
94-100 -�??

Casting spells does indeed alter Andy's speed; Add Spellcost * 0.2?

molochs can't break dwarftown altar?

demons will sometimes be non-hostle to crowned chaotics? (3/4)



creatures in the ToEF:
FireBeetle     
FireLizard
FireLizard
FireDrake
FireDrake
FireDrake
FireGiant
FireGiant
FireGiant
RedBabyDragon
RedDragon
FireDemon
FireGrue
FireElemental
RedWorm
RedWorm
FireGiant
FireGiantKing


Darkforge:
SteelGolem         
SteelHorror
AnimatedArmor
SteelZombie
DwarvenChaosKnight


Holeinthewall:
Bandit      
Cutpurse
Beggar
Mugger
Outlaw
Bandit
Outlaw
Beggar
Assassin
Bandit
OutlawLeader


Pyramid:
Skeleton    
Skeleton
Jackal
Jackal
Jackal
Jackalwere
Jackalwere
Mummy
Mummy
Mummy
Mummy
Ghost
Ghost
Spectre
LargeJackal
JackalDemon
JackalDemon
GreaterMummy


Quickling Tree:
1-75: Quickling
76-95: Quickling Lord
96-98: Quickling King
99-100:Quickling Queen


HMV: (9/10 from the list, 1/10 random based on DL?)
RatlingWarrior        
RatlingThief
RatlingArcher
RatlingFencer
RatlingTrader
RatlingMasterThief
RatlingWarlord
RatlingDuelist
Orc
GoblinSlavemaster
Swordsman
Outlaw
Raider
Farmer
Goodwife
Kobold
KoboldShaman
Farmer
Farmer
Farmer
Goodwife
RatlingWarrior
Goblin
GoblinRockthrower
Ghul
StoneGiant
StoneGiantLord
Jackalwere


Chaos Plane??
ChaosBrother       
ChaosSister
ChaosWarlord
ChaosWarrior
Corruptor
WrithingMassOfPrimalChaos
WrithingMassOfPrimalChaos
WrithingMassOfPrimalChaos
WrithingMassOfPrimalChaos
ChaosPlagueBearer
ChaosRat
Balor
ChaosLizard
ChaosMutant
ChaosMutant
ChaosSpawn
ChaosSpawn
ChaosWizard
ChaosEye

stairs at top of pyramid don't relocate if you're wearing the ankh. (confirmed)

amulet of protection from undead partially protects against banshee's wail; it only does a lot of damage (20d15) instead of instant death

necklace of the eye gives 4 spaces? blessed, 2 uncursed, -2 cursed

moon sickle is 2d3 corruption per attack

blessed ring of the master cat generates cats semi-friendly

pickaxes can be prayed for in all elemental temples (not just ToEF) and possible royal guardian levels too. (you can't have a wand of digging or pickaxe on you)

cloak of protection protects against rain too (like hooded cloak) as well as Branibal's cloak of defense

protection from undead/constructs does 4/5 of something uncursed, 3/5 blessed, 5/4 cursed... protects against some kind of corruption, also based on PV?? possibly all special attacks, damage...


key destruction:
ebp = 40 if cursed, 8 if uncursed, 1 if blessed
ebp += 20 if rusty

(Good luck - bad luck) * 5 = esi
esi += 1d100

if esi <= ebp / 2  -- key is destroyed
if esi <= ebp -- key is broken

(Dex - 12) / 2 = +DV (Min 0)
(Dex - 9) / 2 = +DV (Min 0)
Drunk -3 DV

Toughness = 18 / 2 = +PV (Min 0, Max 20)
Fighter PV Bonuses as in the manual
Blessed = +1PV

decrease to starting HP regeneration is Toughness / 8
healers divide the base by 2
PP is Mana / 8

max apish corruptions is set at beggining of game, 1d10+4

non-standard weapons (say, a statue) cannot be disarmed.

Being Doomed gives you a 1 in 50 chance to be eaten by a grue in a dark room.

Pissing off one God makes the others happy.

The ratling rebel will reward you with a scroll of peace if you slay the arena master.

You can tame a barbarian with a wedding ring, but only if they are the _same_ gender as you.

Of Vampirism raises your HP by 1d8 maximum, can be less - damage done maybe?

Reading the Weird Tome: Normally Confuses for 20d100 (If you don't pass the first check). If Willpower >= 50 you pass the first check, if Literacy = 100 you pass the second check, If Music = 100 and you're a Bard you pass the 3rd check, if Learning >= 60 you pass the 4th check. That's it though - it only changes the message, nothing else.

It appears that Learning is trained when you can't advance any skills on Level Up, by (Learning * 4 + Level / 2) * 9


Bows Of Hunting appear to actually make a relevant difference (as opposed to Melee weapons Of Hunting, which are garbage). Doesn't work on Undead, but works especially well on Animals.

Delicate is a 1/3 chance to be destroyed.

Thrown Crystals of Fire deal 6d6 fire damage.

Chances of Missile destruction: Arrow (All?): 1/3 Quarrel (All?): 1/3 Rock: 1/4 Huge Rock: 1/100 Throwing Club: 1/8 Boomerang: 1/20 (!?) Throwing Knife: 1/30 Heavy Throwing Club: 1/12 Curved Throwing Club: 1/10 Throwing Club of Death: 1/16 Scurgari (All): 1/24

Can't blind Constructs or Undead with Missiles. Can't stun Dragons, Constructs, Undead, or Uniques with Missiles.

1d4+4 charges for Fletchery sets? 1d6+2 Rocks created randomly 1d20+1d6-1 Arrows 2d10-1 Quarrels 2d5-1 Mith Arrow/Quar 2d4-1 Addy Arrow/Quar or Small Quarrel 2d3-1 Et Arrow/Quar 3d3-2 Scurgari

2d3 Spellbook Charges?

Destroying a Shopkeeper's door with an Anvil/Huge Rock should give you 2000 debt, but not make them hostile?

Merchant Throwing Gold -- Level / 2 + 3 damage? (Other factors likely)

Using Cursed Bandages is base 1/3 to get infected (up to 1/2 with bad luck, less with good luck) Otherwise If Uncursed, you're not +Luck or +FateSmiles, And Cursed (1/4) or Doomed (100%) you'll get one. Bandages always work because every character has First Aid skill?


  • Dwarven Beastfighters and Monks will not get the Dwarven Pickaxe as a pre-set crowning gift.
  • High/Gray Elven Beastfighters will not with the Long Bow as a pre-set crowning gift.
  • Otherwise, 1/8 chance for either of those to be set as your starting gift if you're an appropriate race.
  • If have have a torch lit in your tool slot and you light a torch in your weapon slot it'll say you use the lit torch to light the unlit one - no flint or steel is used!
  • Dwarves using the Dwarven Rune Axe roll for damage twice and take the best result?
  • Champions have prayer costs halved.
  • Pious, Very Pious, and saint make your piety cost *0.95 (they stack).
  • If in a room with an altar, cost /2?
  • Lvl32+ Priest in good standing, /2?
  • If Candle, *2/3.
  • Benevolent Room *3/4?
  • Malevolent Room *2
  • Gain piety on all level ups, NewLevel*10 Piety.


  • Piety healing costs go 150, 450, 900, 1500, 2250, 3150, 4200, 5400, 6750
  • Satiation runs about 500?, Light 120?, Deafness 60?, Uncursing 1200??, Unheard 12?, PP Restore 80?, Cure Stun 50?, Cure Poison 100?, Cure Slow 100?, Cure Confused 50?, Cure Blind 150?, Cure Sickness 200? Removed Cursed 3000?, Removed Doomed 10000?, Create Pickaxe 4000?

Kobolds & Kobold Shamans will always be generated hostile for Gnomes.

  • Base odds for a chance of +/- variation for item generation: 15%. This goes up (as high as 40%) depending on the difference between the danger level you're on and the danger level of the item.
  • 1/10 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).


  • In ID only, 2d3 items on floor for Classes that are NOT Farmer, Merchant, Thief, Healer, Bard, Assassin; all other cases 1d6 items on floor.
  • Artifacts can't be generated in the VD or ID.
  • Wizards, Bards, Thieves, Healers, Weaponsmiths, merchants, and Hurthlings have more chances(?) to generate items on floor; seems usually irrelevant (only need extra chances when items are repeatedly spawned in walls or water etc.)

Dwarven Leader quest monsters are generated with extra HP based on your level.

Odds of out of depth monster generation is based on average of danger level and player level.... sometimes. Otherwise just danger level.

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 and then you are sacrificed. Under certain circumstances (lawful? crowned?) 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).

PC:1-DL:1, PC:2-DL:2, PC:3-4-DL:3, PC:5-DL:4, PC:6-DL:6

Reading Black Tome corrupts based on the spell you're learning; corrupts even if you don't learn. Darkness - 200, Cure Disease/Bless - 220, Knock - 300, Wish - 6666

first precrown is 10k piety cost, 2nd is 60k, 3rd is 160k, 4th is 310k, 5th is 510k...

Gold is worth 0.32 piety per, so 0.48 for dwarves or 0.72 for dwarven priests.

Blessed Stomafilla is about 300 piety per, Uncursed is about 240 piety per (goes down slightly depending on level, 235 at level 25, 230 at level 50).

Rocks vary on quality, but are roughly 1.2 per for trolls and a 3rd of that for others.

If you're wearing a necklace of rabies resistance, the blessed/uncursed/cursed status determines how satiating a rabid dog corpse is.