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. Nevertheless two of the resistances don't have any levels, they equal immunities in effect: petrification and sleep. 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 0/20The following table shows the means of gaining various 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, Spiked Armor of Chaos and Terror||sword of Nonnak, Trusted One, white weapon, Staff of Creation|
|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, Spiked Armor of Chaos and Terror||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, Moloch's Thorns||Sceptre of Chaos, Executor, Trusted One, Spear of Raw Steel, yellow weapon, Staff of Creation||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, Foeslammer, Staff of Creation|
|Confusion||helm/ring of mental stability, crown of leadership, ring of the clear mind, Shirt of the Saints, True Strength, Protector, Bracers of War, Crowned Spiked Helmet of Chaos Lordship, Fencing Gloves of St. Montojja||Staff of the Archmagi, Soaker, Skullcrusher, Executor, Axe of the Minotaur Emperor, Staff of Creation||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, Moloch's Thorns, Fencing Gloves of St. Montojja||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, Crowned Spiked Helmet of Chaos Lordship||Staff of the Archmagi, Executor, Trusted One, Staff of the Wanderer, Black Thumb|
|Sickness ||amulet/armor of health||Paladin level 40, Healer level 50|
 Final sickness attack deals 6d6 damage. It can be prevented with resistance, or (Wi*3.45)% chance or (Healing/5)% chance.
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 R+.
The following items grant Cursing/Dooming intrinsics:
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:
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, Moloch's Thorns).
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:
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, Trident of The Red Rooster, Crowned Spiked Helmet of Chaos Lordship.
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.
|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 ||Just serves as a warning.|
|Hungry!||none||50 <= satiation < 100||Just serves as further warning. |
|Starving!||-4 St, then -St, -Le, -Wi, -Dx ||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.|
 Or other methods for increasing satiation, see 0.3.1.1.
 The attributes drop until half of the original value is reached (for St, it is half of original-4).
 In R+, some attributes may be reduced.
 Casting spells from HP also reduces satiation.
For more detailed information about hunger conditions and satiation levels, which are a bit different in R+, see section 0.3.2.
|Burdened||-1 DV, -5 Speed, -1 to-hit, food consumption +1 +0.5 when moving||carrying too much ||droping items or increasing carrying capacity||Trains St if St<15.|
|Strained||-2 DV, -10 Speed, -2 to-hit, food consumption +1 +0.5, +2 +1when moving||Trains St if St<16.|
|Strained!||-3 DV, -20 Speed, -3 to-hit, food consumption +1 +0.5, +3 +2when moving ||Trains St if St<18.|
|Overburdened!||-4 DV, -40 Speed, -6 to-hit, food consumption +2 +1||Trains St if St<20; abuses Dx; cannot pick up items or move.|
 The PC's burden levels can be checked using the command :b.
 Walking down staircases whilst very strained can cause the PC to fall, injuring her.
|Bleeding||-1-4 HP/turn ||monster attacks; pools||First Aid skill or bandage||Can be inflicted on monsters by weeping weapons.|
|Bleeding!||-5+ HP/turn |
 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.
|Berserk||+ X to-hit, + Y to-damage, - Z DV ||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 ||setting the appropriate Tactic - F7||If your HP is below 1/3 of maximum, moving costs 20% less EP.|
 X, Y and Z modifiers are increased by the Tactics skill, Strength and Dexterity.
|Blessed||+2 Luck, +1 PV ||casting Bless spell on the PC (temporary), crowning (permanent), drinking potion of holy water (temporary)||fallen champion; particularly unholy rooms||The only truly positive status.|
|Invisible||see section 0.12.1.6 above||pools; potion of visibility (temporary); mummy wrapping||Invisible PCs cannot enter the Arena.|
 +1 additional PV per 25 levels, also +1 to-hit per 10 levels, +1 to-damage per 20 levels.
|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 or haggle; cannot apply Ventriloquism||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.|
|Battle bunnies||rabbit knife|
|Constructs||Vanquisher, Purifier, arrow/quarrel/sling bullet 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/sling bullet of dragon slaying|
|Giants||Vanquisher, Grod, arrow/quarrel/sling bullet of giant slaying|
|Humanoids||Vanquisher, Serpent's Bite, Skullcrusher, Executor, Kinslayer, arrow/quarrel/sling bullet of humanoid slaying, Foeslammer|
|Insects||Bugbiter, sling bullet of insect slaying|
|Jellies||Vanquisher, Soaker, arrow/quarrel of jelly slaying|
|Plants||Scorched Spear, Black Thumb, Foeslammer, sling bullet of plant slaying|
|Undead||mace of disruption, Vanquisher, Rune-covered Trident, Purifier, Trident of the Red Rooster, Justifier, Sun's Messenger, Black Torc, arrow/quarrel/sling bullet of undead slaying|
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 R+.