Improved ADOM Guidebook

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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 items - Dipping - Milking - Losing cursed items - Item destruction - Monster item drops - Giving items to monsters


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.

The following items can be used to recharge wands, listed with number of charges added B/U/C, sorted from worst to best:

Remember that a potentially endless supply of booze is available from beggars in Lawenilothehl. Give them 40 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 (and few other wands) 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. There are a number of unique statues of famous heroes found in the Bug Cave (section 2.3). If PC has PV below four, she will take damage from kicking statues (and walls).

A test 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. A heap of items that are dipped into PoRC will always transform into a single item.

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.

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. :-).
In R+, every item from a stack is transformed individually. Additionally, there is a limit of one RoDS per game via dipping.

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. 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)
Mist Elf80

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 20 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 necklace 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. PP regeneration

Natural PP regeneration
Human, Drakeling50
High Elf40
Dark Elf30
Gray Elf25
Most PCs-1 (based on Mana)
Some PCs-1 once more (based on Mana)
Mist Elf15

PP regeneration is applied every turn 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. 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. 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.


0.14.7 Seven league boots [

Seven league boots can dramatically reduce the time needed to walk around in the wilderness, depending on their B/U/C status: B/U/C seven league boots also alter the base energy cost for movement outside the wilderness from 1000 to 500/750/1500 750/900/1500, 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 living monster's statistics precisely. Uncursed provides DV, PV, and HP, blessed in addition also level, number of attacks, damage, and speed. Cursed stethoscope doesn't work. 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
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 items

Note the weight of items. Many valuable items 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 items 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:

WeightStack 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

Credit ADOM Wiki - 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 items

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


! 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 CPs).


0.14.14 Item destruction

Credit Sorear's Wiki - 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 fixed in R+, Bad Luck decreases longevity). 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 FireWaterCrushingRippingLightningAcidColdItems
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 piece
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, lump of clay
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 Credit Sorear's Wiki - Monster Item Drops.
Monster Item drops Chance
giant frog frog legs 25% [1]
crime lord, half-orc bouncergold 100%
moloch, greater molochmoloch armor 5%
dwarven chaos knightwand 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 warrioreternium plate mail33.3%
eternium medium shield 25%
eternium cap 20%
eternium boots 16.7%
thick gauntlets 16.7%
eternium long sword 33.3%
mummy, greater mummymummy wrapping 25%
skeleton, skeletal warrior2d6 bones 16.7%
balor, greater balorscourge 100%
ratling duelist gauntlets 100%
missile weapon user missile weapon 10% [3]
dwarven artificier eternium warhammer, heavy crossbow, eternium quarrels, anvil100%
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 [4]100%
Khelavaster not savedwand of digging, amulet of protection, potion of invisibility, eternium dagger,
boots of sneakiness, gold, robe
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)

[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.

[4] Different rewards, see

0.14.16 Giving items to monsters g

Credit Sorear's Wiki - Giving Stuff to Monsters. You can give away stuff 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 dogbone, 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 opposite gender
giant raccoon fish meat tames
child, dwarven child, baby water dragon (Blup)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 gauntletsenrages
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 (Yggaz) potion of booze potion
sheriff (Tywat Pare) 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 1.2.3potion 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 (Gaab'Baay) 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 September 24th, 2016