Improved ADOM Guidebook


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Dungeon generation - Kicking - Undocumented character abilities - Smithing - Darkness - Death messages - Bugs - Rumors: Fortune Cookie messages - Yggaz's babbling - Final score

Miscellaneous

0.15.1 Dungeon generation

Credit gut. 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 wooden 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 few locations in the game where forges are guaranteed (Dwarftown, Darkforge, and the prison level (IC:6) in the Ice Queen Domain), 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

Credit gut. Creating darkness:

Removing darkness:

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:

All balors, all molochs, all red dragons, all orcs, all dark elves, all minotaurs, all undead, ankheg, great blue wyrm, stone grue, stone snake, stone golem, cave lizard, gremlin, (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, white unicorn.

Monsters' behavior in Darkness was changed in R+. Even if a monster cannot see in Darkness, it will still try to move around instead of standing still, and can usually fight back if cornered. Note that this change affects the aforementioned vortices, allowing them to explode without actually seeing the PC, as well as other special attacks like rust from rust monsters and pickpocketing from ratling thieves.

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.
  • was frozen and then shred to pieces by an ice elemental
  • was frozen and then shred to pieces by a snow golem
  • was frozen to death by the aura of a frost salamander
  • was shred to pieces by the icy aura of the ice queen
  • was burned by the fires of ChAoS (damage to L/N Chaos Knights)
  • was burned by the poisonous touch of impure metal (iron damage to Mist Elves)
  • was killed by a maggot erupting from %s skin (maggot corruption)
  • was transformed into a demi-lich and got lost (L50 Necromancer dying of old age?)
  • 0.15.7 Bugs

    Almost all of the bugs listed here were fixed in ADOM versions after 1.1.1 (R+). Exception is death on Monday from low HP, which was left as feature.

    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. - PC has to be extremely corrupted to achieve the ordinary chaos god ending, ultimate chaos god ending, and ultimate neutral ending.
    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".
    188. They say that Rolf was left handed. - Wield Rolf's axe in left hand, and shield in right to get a bonus.

    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

    Score is not influenced by equipment, stat boosting, and number of times game was saved. The algorithm presented here is revised to reflect experiments conducted in April, 2008. Explanations are in {}:
    score = sum of all skill scores / 20 {each maximized skill is worth 5 points}
      + (spell memory for each known spell / 5 + 50) {each known spell is worth 50 points plus one fifth of its spell knowledge}
      + MIN(piety - 200, 10000000) {1 point for every piety point above 200 up to 10 million, or 1 point penalty for every piety point below 200 with no limit}
      + (level - 1) * 50 {every character level is worth 50 points}
      + experience / ~3.5 {every 3.5 exp.points are worth 1 point}
      + (sum of the danger levels [1-50] of explored levels) * 30 {every DL of visited level is worth 30 points - extensive use of scrolls of danger increases score}
      + (# identified items * 100) {every identified item is worth 100 points}
      + various amounts for having intrinsics (between 200 and 10000 each)
      + ~2000 (retrieving the Cute Dog)
      + 20000 (making Blup happy)
      + (sum of attribute modifications * 200) {every point in base attributes higher than starting is worth 200 points, lower than starting means 200 points penalty}
      + (# of successful dwarven quests * 5000) {every completed dwarven quest is worth 5000 points}
      + 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) {1000 points per max.HP below 300 and game completed}
      + 20000 (no divine interventions and game complete)
      + 20000 (champion)
      - 10000 (fallen champion)
      - (chaos score * 20) {each corruption subtracts 20000 points}
    
    This score is doubled if you managed to solve the major goal of the game (close the Chaos Gate). If you managed to solve the game and leave the Drakalor Chain the following is added to that score:
    MAX(0, 80000 - moves) * 1000 {every turn below 80000 is worth 1000 points}
    
    Then the score is once more doubled.

    Dispelling final score myths - discoveries by Darren Grey.


    Updated September 25th, 2016