Improved ADOM Guidebook


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1st kill - Cats - Karmics - Monster types: Animals - Dragons - Jellies - Undead - Annoying monsters: Early game - Midgame - Late game - Weapon status - Uberjackal effect - Gaining experience - Spellcasting monsters: Spell ranges - Spell powers - Directed spells - Touch attacks spells - Non-targeted spells - Summoners and Breeders - Rage - Afraid - Boss monsters

Monsters

The ADOM Manual has a section about experience and advancement, which is achieved mainly via :killing monsters. To see how much a neighbouring monster is injured, use :w. Another underused ability every PC has is to :swap positions with monster. However this mostly does not work with hostile monsters. Press & to access the monster memory.

0.9.1 Significance of the first kill

Many new ADOM players are dismayed to find that they need to know what monster their PC killed first. By the time they find this out, they have forgotten, of course. Write it down, rename your PC to reflect your first kill, do anything necessary to remember that first kill. It is very important, especially if you are going to attempt an ultra ending.

0.9.1.1 Courage skill

There is a description of the Courage skill in the ADOM Manual. It is worthwhile to acquire it, although many players ignore it and have finished the game without it. The skill is obtained by finishing the Old Barbarian's quest: kill an additional score (20) of the monster your PC first killed. Note that the Old Barbarian will not give the quest to PCs who have chaotic alignment.

0.9.1.2 Filk quest

The Filk quest is for very advanced players attempting an ultra ending. The quest objective is to find and kill the named quickling bard Filk. He can be found in the Infinite Dungeon on the level number corresponding to the number of first-kill monsters the PC has killed. This will of course be a minimum of 21 if the PC has acquired the Courage skill. It can also change during the quest if the PC kills additional first-kill monsters after being assigned the quest. See section 4.3.1.1 for more about the Filk quest.

0.9.1.3 Strategy for the first kill: where and what?

There are many schools of thought on what the first kill should be. If the PC wants to acquire the Courage skill quickly after being assigned the Old Barbarian's quest, the monsters should be readily available. If the PC also plans to do the Filk quest later in the game, the total number of first-killed monsters killed must be minimized in order to prevent a tedious and dangerous dive into the Infinite Dungeon. Some experienced players will ignore the Old Barbarian's quest for the Courage skill. This makes it very easy to complete the Filk quest, since if the player has chosen wisely the PC will have killed only one of the monsters in question. Some players choose to make the first kill in Lawenilothehl for this reason. Muggers, for instance, are found only in Lawenilothehl and the Assassins' Guild. Skriek, the ratling found in Lawenilothehl, is the only cloaked ratling in the game (although killing him means the PC can no longer buy keys from him, which can save the PC's life). Hotzenplotz, who is also located in Lawenilothehl, is the only crime lord in the game. He is not easy for an experience level one PC to kill, but it can be done with Wizards who have a good offensive bolt spell (not Magic Missile), or Hurthling Archers who start the game with level five skill in thrown rocks. Hotzenplotz's guardians Grunge and Munge are likewise the only two half-orc bouncers in the game.

If the PC wants the Courage skill and wants to attempt an ultra ending, the following requirements must be met: the first kill must be a monster readily available after receiving the Old Barbarian's quest; it must also be uncommon in the various dungeons the PC will face so that the Filk quest does not get out of control. Entering the Small Cave at the start of the game and killing a rat, kobold or goblin as the first kill, for instance, makes it much more difficult to finish an ultra ending.

Beggars, goodwives, children, and farmers all make good, risk free first kills (the alignment drop is pretty negligible). For the latter 3, you should lure them out of Terinyo first. Also, if you're going for both Courage and the Filk quest, outlaws are excellent first kills, since they're rare enough to avoid, but can be easily generated on the road by the Pyramid, as well as being guaranteed in Lawenilothehl.

0.9.2 Cats f - the significance of felines

wild catcave tigercave lion There are three types of monsters that count as cats in ADOM: wild cats, cave tiges and cave lions.

The Cat Lord resides on D: 35 in the Caverns of Chaos. He rewards PCs who have avoided killing any cats with a powerful artifact ring. He will be hostile towards PCs that have killed cats and becomes more powerful with each cat killed (+10 HP for each cat killed, +1 level for each 25 cats killed, max level 20).

Many players consider the Ring of the Master Cat to be the most powerful and desirable ring in the game. It grants +16 to Dexterity and +16 to speed. In addition it causes the PC to deliver considerably more critical hits with melee and missile weapons and grants the Fate smiles intrinsic.

It is important to remember that even after receiving the ring, the PC must not kill any cats while wearing it, since it explodes in that circumstance. The ring does not explode if it is in the backpack or left on another level when a cat is killed after receiving the RotMC.

Make no mistake about it, the requirement to kill no cats for the entire game is a difficult one, causing many to refer to them as "those damn cats." The power of the ring makes it worthwhile to attempt to avoid killing them.

There are several ways to deal with cats. Teleportation is one, from a wand or spell. Either teleport the cat away, especially if the PC does not have teleport control, or teleport the PC. Potions of exchange thrown at a cat will turn it into another monster. Potions of raw chaos, available at any time once the PC has Moon Sickle, will turn cats into writhing masses of primal chaos when thrown at cats. Cats can be led over traps until they are killed or turned into a writhing mass of primal chaos. Luring a cat across an alarm trap causes other monsters to become hostile and attack the cat. Note that the PC is charged with killing a cat if she creates or sets off a trap that kills a cat. Wands of destruction can be used to safely kill cats since monsters "destroyed" in this way do not appear in the kill list.

PCs that are near Dwarftown can bring cats to Dwarftown and have the Priest, for instance, kill them. This is probably a bit dangerous, since bringing hostile monsters into Dwarftown repeatedly may eventually result in some of the inhabitants becoming hostile. It should also be possible for PCs near the Banshee's level to bring cats to her level and have her wail kill them. Additional monsters that can be used include vortices. Lure a cat close enough to one and allow it to explode. Be familiar with vortices before trying this.

Companions can kill cats for you. Cave lions and wild cats can be tamed with rat and/or giant rat corpses, if you have enough of them. Cave tigers can eventually be tamed with pieces of fresh and/or raw meat, but it requires five or more pieces. If the PC can become invisible, and has not attacked the cat in question, it can simply be walked away from. Cats can be confused with the Ventriloquism skill. While they are confused, run away. Cats can also be confused or blinded by throwing potions of confusion or blindness at them. Again the run away tactic would be used.

0.9.3 Karmic beings

karmic lizardkarmic baby dragon karmic dragonancient karmic dragon great karmic wyrm Karmic monsters come in three main varieties: karmic lizards l, (ancient) karmic (baby) dragons D and named great karmic wyrms W. They can be identified by the fact that they change color with each turn. Be very careful if the PC encounters a lizard with the walk command. It may allow the PC to wind up right next to the lizard, in which case you may not have time to notice the color change. Karmics demand caution because attacking them in melee causes the PC to lose the Fate smiles intrinsic, then the Lucky intrinsic followed by cursing then dooming if the PC continues. This is not a 100% guaranteed effect. PCs can kill karmics in one hit and not suffer the consequences. However, it happens so often that karmics should not be engaged in melee if it is possible to avoid it. Killing them with magic, missiles, Mindcraft or companions is the way to dispatch them. The changing color of karmics reflects the nature of karmic dragons. They breathe not one element, like ordinary dragons, but have all the breath attacks available, varying from turn to turn depending on their color. This also means that they are immune to all elemental magical attacks. Unfortunately karmic dragon scale mail is not available in the game. ;-) They are vulnerable to dragon slaying ammo.

Three unique beings share the cursing/dooming property of karmics: Filk, the quickling bard, the Oracle, and Sharad-Waador, the ancient karmic wyrm.

Karmic beings will occasionally leave corpses when killed. Eating the corpse of a karmic being will, in order, remove the Doomed intrinsic if present, remove the Cursed intrinsic if present, grant the Lucky intrinsic if not present and grant the Fate smiles intrinsic if not present. Remember all or any of these intrinsics can be present simultaneously. Thus a PC that is Doomed and Lucky would lose the Doomed intrinsic and retain the Lucky intrinsic after eating a karmic corpse. The same is true for a PC that has the Cursed and Doomed intrinsics - the PC would lose the Doomed intrinsic but not the Cursed intrinsic and would not gain either the Lucky or Fate smiles intrinsics.

0.9.4 Monster types

Each monster is typically categorized based on attributes relating to the monster's race, body type etc. Each monster shares certain attributes with other monsters in the same category, usually including a common vulnerability to certain weapons (such as missiles "of -foo- slaying"). Such categories are commonly referred to as monster types, or mob types. Listed below are all the known monster types in ADOM. Note that a number of known monsters do not appear to belong to any of these categories; rather, their monster type can be said to be "Unknown". Examples are eyes e, most fantastic beasts F, unicorns U, mimics m, rust monsters R, will o'wisp *, and living wall #. Furthermore, it is possible for a monster to fall into more than one category, eg. golems are construct humanoids, skeletons, zombies, liches etc. are undead humanoids, and Andor Drakon is a demonic humanoid.

0.9.4.1 Animals

Animals are a diverse mixture of semi-intelligent monsters, which usually can be affected by mindcraft (with the exception of a few such as rabid dogs), but can't use equipment and tend not speak in a comprehensible language. The monster class consists of several monsters, including some fantastic beasts F.

Regarding animals:

The following are animal subtypes:

0.9.4.2 Constructs Y

Constructs, or unlife, are insentient or semi-sentient monsters, that are damaged and destroyed by attacks rather than injured and killed. The main types of monsters belonging to the construct/unlife category are golems and statues Y, and construct humanoids such as gargoyles and margoyles I. Vortices V, elementals E, grues x, and animated armors [ are also constructs.

Regarding constructs:

A construct subtype exists, called Elementals, which includes (greater) elementals and vortices. They are aligned to one the elements - fire, ice, air/lightning, acid, water, earth. Elementals feature immunity to their element (of course), and ranged attack (elementals) or explosion (vortices). Elementals not aligned with fire or earth can cross water.

0.9.4.3 Demons &

Demons are uncommon monsters that include some of the most powerful monsters in the game. Apart from molochs and least daemons, most demons have corrupting attacks and/or magical powers such as an elemental breath weapon. Almost all members of the demon monster type are represented by the & symbol; though some monsters such as grues x, imps and quasits I, and chaos knights h also belong to the group. The category includes all elemental demons, molochs, greater molochs, balors, greater demons; and all the fearsome artifact guardians, the Emperor Moloch, the Greater Balor, and Andor Drakon.

Demons are vulnerable to the aptly named arrows/quarrels of demon slaying. Additionally, several artifact weapons in the game slay demons: the Trident of the Red Rooster, the Rune-covered Trident, Executor, Purifier and Vanquisher. Furthermore, blessed weapons deal 1.5 times their base damage to demons.

0.9.4.4 Dragons D

This monster type consists solely of monsters represented by the letter D or W - dragons and wyrms. All dragons have breath attacks, whilst wyrms have extra magical attacks too. Nearly all dragons are associated with an element; with the exception of karmic dragons (which harness all elements), and shadow wyrms (which harness undead powers). Also, most dragons are chaotic, with the exception of Sharad-Waador and water dragons.

Regarding dragons:

0.9.4.5 Giants H

Interestingly, various monsters whose name begins with the "giant" adjective are not giants at all - such as giant rat, giant rust monster etc. On the other hand, monsters with "giant" not as the first word are in fact giants - such as hill giant, fire giant king or frost giant jarl. Giants also include titans, cyclops, and the ettin O. As one can imagine, great physical strength is of course a common attribute amongst giants, as is their corresponding ability to grant the PC some extra Strength when eaten. Also, most giants use missile weapons. When a titan (or moloch) is approaching, you will hear "*THUMB*". Weapons which slay giants are only arrow/quarrel of giant slaying, Grod and Vanquisher.

0.9.4.6 Humanoids @

Humanoids are a diverse class of monsters that are at least semi-intelligent, capable of some sort of speech, and know how to equip, use, and throw items. Construct humanoids (golems) are an exception. Humanoids make up the largest group of monsters; making humanoid slaying weapons particularly desirable. The monster class consists of several monsters including humans @, small humanoids h, grungy humanoids g (goblins, hobgoblins, gnolls, bugbears), imps I, orcs o, ogres O, pixies and quicklings p, minotaurs M, ratlings r, kobolds k, berserkers and barbarians K, townsfolk t, trolls T, giant humanoids H, extraplanar beings X, underdark beings u, chaos creatures C, werebeasts, and also most demons &.

Regarding humanoids:

0.9.4.7 Jellies j

Jellies can be troublesome in the early game due to several of their attacks - sickness, corrosion, poison, confusion, paralyzation. Gray oozes and ochre jellies will corrode weapons made of iron, mithril and adamantium or damage the PC with their acidic attacks when fighting unarmed. Gloves will be immediately destroyed. Mithril and adamantium weapons are more resistant to corrosion, but it will happen eventually - do not attempt to clear a jelly pit in melee with weapons made of iron (especially), mithril or adamantium. This can be problematic for a low level PC. Spells or missiles are preferable, but if a low level PC must melee these critters, stone weapons are a good choice since they do not corrode. Alternatively, the PC can wield a si and bash the jelly with it. As an artifact, the si cannot be damaged. PCs that are acid resistant will take no damage unarmed.

Gelatinous cubes can be particularly annoying because of their ability to destroy items that are lying on the ground. Losing that waterproof blanket in the SMC to one of these ugly blobs is extremely frustrating. Easily killed with missiles, spells and mindcraft.

One of the nastier jellies is the stone ooze. The paralysis attack of these can be very, very nasty for PCs who have no means of paralyzation resistance (such as an amulet of free action). Attack them from a distance or run away.

Here is the list of all jellies and their specialties:

Apart from arrows and quarrels of jelly slaying, only Soaker and Vanquisher slay jellies.

0.9.4.8 Plants P

Apart from animated trees in the Animated Forest, and the shambling mound, also green blob and green slime are considered plants. PC cannot use :s command to swap places with them (even Monks and Beastfighters using their class powers). When killed, animated trees often drop logs, usable in Bridge Building and Fletchery. Woodcraft skill slightly increases probability to score critical hits against plants.

Regular trees T are probably plants as well, however they can't be attacked. Though you may extract logs from them by Using a hatchet on them. Be wary that chopping trees is very long process, which is shortened by the Woodcraft skill. It is rumored that handling trees may yield treasure if one is persistent enough.

There are no arrows or quarrels of plant slaying. The two artifact weapons which slay plants are Scorched Spear and Black Thumb. Sling bullets of plant slaying were added.

0.9.4.9 Undead Z

Undead are a class of monsters consisting of reanimated corpses and spirits. They can be created by PC Necromancers using Necromancy, summoned by NPC Necromancers, or found randomly. The Dwarven Graveyard and the more generic, CoC Graveyard both feature massive numbers of undead. You can find even yet more undead by digging up the graves in a graveyard.

Undead powers
Undead Special attack Other notes
skeletons none giving bones heals them; don't leave corpses but bones
zombies none corpse poisons
ghuls paralyzation corpse paralyzes
ghosts aging leave no corpses, ignore walls
liches glowing balls, confusion, paralyzationmore powerful liches have additional spells; immune to cold [1]
mummies sickness vulnerable to fire
shadows attribute drain ignore water
spirits attribute drain corpses provide To and alignment drop

[1] Regular liches are also vulnerable to fire.

Skeletons: skeleton z, skeletal warrior, skeletal king Z
Zombies: zombie z, steel zombie Y
Ghuls: ghul, frozen one z
Ghosts: ghost, ghost lord, ghost king G, ghost bat B
Liches: lich, master lich, lich king, emperor lich L
Mummies: mummy, greater mummy, revenant Z, corpse fiend z
Shadows: shadow, shadow lord, slow shadow G, shadow troll T, shadow centipede c, shadow wyrm W
Spirits: spectre, wraight G, vampire, wight Z

Regarding undead:

0.9.5 Strategies for dealing with particularly annoying monsters

Suggestions for more annoying monsters are welcome. No uniques, though - they are dealt with in the section pertaining to their location.

This section is about annoying monsters. Not necessarily very dangerous or life-threatening, just monsters that are your personal pet peeve with some attack or characteristic that infuriates you.

0.9.5.1 Early game

0.9.5.2 Midgame

0.9.5.3 Late game

0.9.5.4 General strategies

If you cannot win a fair fight and you also cannot retreat - either the way is blocked or the monster is faster, not everything is lost. There might be a way to disable your opponent somehow, helping you win the fight. The means to do so are detailed in the below table, listed approximately from weakest to strongest. Note potions have to be thrown at your opponent, not drunk.

Disability Means Effect on monster Notes
Webs Web spell, wand of webbing no move does not work on large opponents and spiders; often does not work at all
Poison potion of poison [1], wand of poison damage does not work on undead and constructs
Stunning Stun Ray spell, wand of stunning [3] wander aimlessly; -4 to hit shrugged often, short duration
Sickness potion of sickness damage; reduced attack damagedoes not work on undead and constructs; good duration
Confusion potion of confusion, potion of wonder wander aimlesslyvery useful, works on everyone [2]; usually lasts longer than stunning
Blindness potion of blindness [4] wander aimlessly; -4 to hitvery useful, works on everyone [2]; lasts longest
Paralyzationwand of paralyzation cannot do anythingmost useful, works on everyone [2] unless shrugged
Disable potion of cure corruption disable special attacks + damage most useful on monsters with corrupting hit and uniques

[1] Potion of poison can also be used to poison a weapon. The weapon then stays poisoned for several attacks.

[2] Everyone including the ElDeR cHaOs GoD!

[3] Thrown potions of cure poison will stun monsters with poisonous attacks, with 100 percent effectivity, except revenants which are undead and cannot be stunned.

[4] Cursed potion of invisibility, cursed potion of raw mana, Phial of Caladriel (humanoids only), light trap

Other means include teleporting away (you or the opp), the Scare Monster spell, exchanging the opp via thrown potion of exchange, or pacifying it via Calm Monster spell, thrown potion of balance, berzio potion or Music skill where applicable. Wands of destruction, wands of earthquakes or the Earthquake spell can also be used in dire situations. Remember darkness and/or invisibility often can be your friends, too.

0.9.6 Weapon status - blessed, uncursed, cursed

As previously noted, the damage inflicted on an opponent that falls into the demon or undead monster type is dependent on the weapon's blessed vs uncursed vs cursed status. The formulae are as follows:

Cursed weapons also seem to be more prone to breakage. Blessed weapons seem to be less prone to breakage.

0.9.7 Monsters gain experience level - the uberjackal effect

Monsters gain xp level when the PC is killing them. It means if you manage to kill a number of rats, the next generated rat will have higher xp level. Rarer creatures require fewer kills to raise their xp level, a minimum is 5. For example, orcs require 75 kills, rats and giant rats 50 kills, jackals 12 kills - avoid killing lots of those by any means! Exceptions are breeders, who never gain xp. Monsters gain: The uberjackal effect has been significantly reduced.

0.9.8 Gaining experience

High Learning increases experience gains. For every 1 xp gained (remainders are accounted for exactly, there is no rounding loss), the PC gains Le/1000 bonus xp. The Good Learner and Great Learner talents increase xp too. There is rounding loss for many small kills.

The experience gained per killing a monster is dependent on Speed of both combatants according to the following formula:

Exp_gained = base_exp * (monster_speed / PC_speed)

This means lowering PC's speed as well as increasing monster speed before delivering the final hit are means of generating more experience. This is most commonly achieved by repeatedly casting Slow Monster spell at the PC. Beware however, there is a limit on maximum xp gain. Going beyond the limit will yield only 1 xp.

Besides killing monsters, very small amounts of experience can be gained via disarming traps. A fraction experience (1/20) is gained when offering peace and when sacrificing monsters at an altar. There is no other known way of gaining experience.

0.9.8.1 Shambling mounds P

These guys love lightning. Any lightning damage increases their maximum HP by the damage amount. Note it still damages them, only their maximum HP gets increased. PCs with some lightning spell and some healing spell can make uber mounds rather quickly. They can then be dispatched via darkness or invisibility for large xp amount.

0.9.9 Spellcasting monsters

Credit Sorear's Wiki - Monster Spellcraft. Not only the PC, but also some monsters are able to cast spells. However, the spell selection for monsters is very different, as is monster spell mechanics. Spellcasting monsters do not use the PP and spell knowledge/power system PC uses. There are three classes of monster spells: directed spells, touch attack spells, and non-directed spells, and two monster spellcaster's properties: spell range and spell power.

0.9.9.1 Spell ranges

Directed spells have a range which is a property of the monster spellcaster. This range is the same for all directed spells, and is generally square; beware of diagonals. High level monsters gain 1 spell range per 4 levels. Chaotic and lawful spellcasters have one third less range on Silvernight and Darknight, respectively. Base ranges are a function of spellcaster type as follows:

Spell ranges
Range Spellcasting monster
3 kobold shaman
4 dark elven wizard, dark sage
5 black druid
6 great white wyrm, ogre magus
7 druid
8 great black wyrm, ki-rin, lich, master necromancer, skeletal king
10 ancient karmic wyrm, great blue wyrm, master lich, minotaur mage, multi-headed chaos dragon, priest
12 Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, great red wyrm, lich king, old crone, Oracle, shadow wyrm
14 emperor lich
15 Chaos Archmage, ElDeR cHaOs GoD, ancient sage, quickling bard

0.9.9.2 Spell powers

The damage of spells is determined by another parameter of the monster, the spell power. Every additional level gives a monster +1 spell power; chaotic and lawful spellcasters get one third more spell power on Darknight or Silvernight respectively.

Spell powers
Spell power Spellcasting monster
3 kobold shaman
4 priest
5 master necromancer
6 black druid
8 ogre magus
12 Cat Lord, great white wyrm, shadow wyrm
13 druid, quickling bard
15 greater daemon
16 great black wyrm
18 black wizard, green hag
20 fairy dragon, great blue wyrm, lich, skeletal king
22 ancient karmic wyrm
24 great red wyrm
25 annis hag, master lich
30 Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, ki-rin, lich king, Oracle
35 emperor lich
40 old crone
45 minotaur mage
50 multi-headed chaos dragon
63 Chaos Archmage, ElDeR cHaOs GoD, ancient sage

0.9.9.3 Directed spells

These spells can be cast at range. Monsters will still use them in melee sometimes.

0.9.9.3.1 Energy bolt / Death ray

The Death Ray spell, described as an "energy bolt", attempts to instantly kill the target. It is a dodgable spell and has finite range. Even if it hits, the target still may make a saving throw and may have resistance; in either case, damage is done instead. There is no multiple death ray resistance. The damage done by a resisted death ray is equal to Xd3+Y where X = Max(15, spell power) and Y is 1d(spell power)-1. The PC will save on a (Mana + Luck) in spell power chance.

Death ray
Death ray user Resisted damage range
ki-rin, Oracle 30-119
emperor lich 35-139
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 63-251

0.9.9.3.2 Stream of energy

This is a simple non-elemental damage spell. It is displayed as a yellow line segment and described as a "painful stream of energy", or "strong magical energies" when affecting monsters. It has finite range and can be dodged when affecting the PC; against monsters, it can be shrugged like a bolt spell, with attack power equal to spell power. It does (spell power+2)d4 damage.

Stream of energy
Stream of energy user Base damage range
dark elven wizard, dark sage 2d4
priest 6d4
Ancient Chaos Wyrm 32d4
old crone 42d4
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 65d4

0.9.9.3.3 Confusion

This spell attempts to confuse its target. There is no path requirement; if the caster can see the PC and the PC is in range, it is fair game regardless of angle or anything in the middle. For monsters, success is based on a spell range and level, duration is Max(1, spell power/4)d2; for PC the maths are much more involved and not worth detailing here in prose. Chance to resist Confusion depends mainly on Willpower, with an effective +6 Willpower bonus per properly equipped -Conf item. Luck is also added to effective Willpower. Confusion duration depends mostly on -Conf items, but there is a small Willpower influence; Wi from 10 to 40 reduces average duration by 20% (no effect on maximum).

Confusion
Confusion userWi thresholds to resist confusion with a given probabilityMax confusion durations
50%75%90%95%99%99.9%99.9999%Is level 6+ Mindcrafter
NoYes
Number of -Conf items
0123450123+
black druid 3 4 5 5 6 8 11 2 1 1 1 1 1 1 1 1 1
great white wyrm, shadow wyrm 6 9 10 11 11 12 15 6 2 1 1 1 1 2 1 1 1
druid 7 10 11 12 12 13 16 6 2 1 1 1 1 2 1 1 1
great black wyrm 8 12 14 15 15 16 19 8 2 2 1 1 1 2 1 1 1
great blue wyrm, lich, skeletal king 10 15 18 19 19 20 22 10 3 2 1 1 1 2 1 1 1
ancient karmic wyrm 11 16 19 20 21 22 24 10 3 2 1 1 1 2 1 1 1
great red wyrm 12 18 21 22 23 24 26 12 3 2 2 1 1 2 1 1 1
master lich 13 19 22 23 24 25 27 12 3 2 2 1 1 2 1 1 1
Ancient Chaos Wyrm, ancient blue wyrm, great karmic wyrm, lich king 15 22 27 28 29 30 33 14 4 2 2 2 1 2 1 1 1
emperor lich 18 26 31 33 34 34 37 16 4 3 2 2 1 2 2 1 1
old crone 20 30 36 38 39 39 42 20 5 3 2 2 2 2 2 1 1
minotaur mage 23 34 40 42 44 44 47 22 6 4 3 2 2 3 2 1 1
multi-headed chaos dragon 25 37 45 47 49 49 52 24 6 4 3 2 2 3 2 2 1
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 32 47 56 59 62 62 64 30 8 5 3 3 2 3 2 2 1

0.9.9.3.4 Glowing Balls / Magic Missile

This is attack spell which targets like an arrow. It is dodgable, and can be shrugged by exactly as a bolt spell. It displays as a blue * and is described as glowing balls, but in the endgame dump is named as magic missiles, leading many to believe it non-elemental, but it actually does fire damage; it speeds up Drakelings, can melt beeswax, and is reduced significantly by fire resistance (divided by 1 + 6 if intrinsic, + 3 per item). Base damage is (spell power/2)d6.

Glowing balls
Glowing balls user Damage
black druid 3d6
druid, great white wyrm, quickling bard, shadow wyrm 6d6
great black wyrm 8d6
great blue wyrm, lich, skeletal king 10d6
ancient karmic wyrm 11d6
great red wyrm, master lich 12d6
ancient blue wyrm, great karmic wyrm, lich king 15d6
emperor lich 17d6
old crone 20d6
Chaos Archmage, ElDeR cHaOs GoD, ancient sage 31d6

0.9.9.3.5 Cone of cold

Works like glowing balls, but deals cold damage. Users: ogre magus, Master Necromancer, emperor lich, shadow wyrm, Chaos Archmage, ElDeR cHaOs GoD, ancient sage, Ice Queen.

0.9.9.3.6 Shock bolt

Works like glowing balls, but deals lightning damage. Users: kobold shaman, dark sage, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.

0.9.9.3.7 Avoiding directed spells

Your ability to avoid spells is not affected by DV, tactics, what you're avoiding, or even the level of the caster. There are five checks to evade spells; only one of them needs to pass. Most of the checks are much harder in the dark. First, you will avoid a spell on a (Dx + Luck) in (Dx + 50 (120 in dark)) chance. Second, you will avoid a spell on a (Mana + Luck) in 1000 check. The third check only applies if your speed is greater than 100; you have a (speed - 100) in 100 (200 in darkness) chance to avoid spells, capped one short of perfection (99% or 99.5%). Thus, if speed is boosted above 200, or 300 for darkfighting, effective immunity to bolts is achieved; this is useful to remember against dangerous spellcasters. Finally come the skill checks. Fourth is a straight Dodge in 1000 (2000 if darkness) check. Finally, an Alertness check with a difficulty of 200 (400) is made. Since Alertness is a [+] skill, multiple checks are possible at high skill values; at 100, Alertness negates 7/8 of bolts that get this far. With 99 Dexterity, 200 speed, and 100 Alertness, 1 in 2400 spells will connect.

0.9.9.4 Touch attack spells

These spells can only be used in melee range, so avoiding them is easy - just stay out of range.

0.9.9.4.1 Drain attribute

Monsters will only use Drain attribute against the PC, never other monsters. If successful, one random attribute is lowered by 1d3 permanently.

The Drain attribute spell is used by the following spellcasters: black druid, great white wyrm, greater daemon, lich king, emperor lich, old crone, minotaur mage, multi-headed chaos dragon, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.

0.9.9.4.2 Curse

This spell will only be used by monsters against the PC, and has two possible results. An item is selected from inventory completely at random. If the PC has no items, or gold is the item chosen, the PC himself will be subjected to the curse; otherwise, the chosen item will. If the PC already has the Cursed intrinsic, there is 16.7% chance to gain the Doomed intrinsic instead.

The Curse spell is used by the following spellcasters: black druid, quickling bard, great black wyrm, black wizard, green hag, annis hag, master lich, lich king, emperor lich, old crone, minotaur mage, multi-headed chaos dragon, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.

0.9.9.4.3 Teleport other

Pretty self-explanatory effects, equivalent to zapping a wand of teleportation. Against monsters, only a level-dependent save is used; low-level monsters will almost never resist. In principle this provides a way to teleport Khelavaster off the stairs; sadly, the monster AI will never make attacks against dying sages. No effect on non-teleport levels.

The Teleport other spell is used by the following spellcasters: druid, quickling bard, fairy dragon, old crone, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.

0.9.9.4.4 Avoiding touch attack spells

The PC avoids attribute drain or "Curse the PC" spells if Luck + 1dMa-1 >= 1d(spell power-1). Therefore, high Mana and Luck are extremely beneficial, but cannot provide enough safety from these.

Curse item and Teleport other use easier save. They are avoided if 1d(spell power)-1 > Mana+Luck. Thus, high Mana can make your PC safe from item curses; the Mana needed in this way must be equal to the relevant spell power. With 25 or higher Mana, any item is safe from all cursing monsters that are not also attribute drainers (if the PC has positive Luck, and it is not Darknight).

0.9.9.5 Non-targeted spells

These spells do not require an enemy at all.

0.9.9.5.1 Invisibility

Turns the user invisible for (spell power / 2)d4 turns. Used by ogre magus (4d4 turns), Cat Lord (6d4 turns), and Chaos Archmage, ElDeR cHaOs GoD, ancient sage (31d4 turns).

0.9.9.5.2 Darkness

Darkens an octagonal area around the caster. Diameter is equal to spell range. Used by black druid (diameter 5), and Chaos Archmage, ElDeR cHaOs GoD, ancient sage (diameter 15).

0.9.9.5.3 Heal

Heals the caster up to (spell power)d5 damage, with no effect on any statuses. Used by priest (4d5), black druid (6d5), druid (13d5), ancient karmic wyrm (22d5), Ancient Chaos Wyrm (30d5), ancient blue wyrm (30d5), ki-rin (30d5), old crone (40d5), ancient sage (63d5).

0.9.9.5.4 Greater Heal

This spell restores its user to full health and ends bleeding. Used by ancient sage, emperor lich, lich, lich king, master lich.

0.9.10 Summoners and Breeders

Credit ADOM Wiki - Summoner and Breeder. Summoners are a type of monster. In addition to their normal attacks and skills, they have the ability to magically call upon assistance. Different summoners can summon different types and numbers of monsters. Some summoners are capable of summoning more summoners and quickly get out of hand. Summoners will get exhausted by summoning and stop for a while but they will recover and resume summoning. If you or your companion fights them, they will find less time to continue summoning, but the only way to stop summoners for good is killing them.

List of summoners and what they summon:

Breeders are monsters with the ability to replicate. Unlike summoners, they can only create one type of monster (themselves), and can only create them one at a time. While all breeders create further monsters of the same species, there are two ways that such monsters can breed: either by spawning separate monsters of the same species, or actually duplicating themselves. When a monster duplicates ("The foo duplicates and another foo appears!"), its own HP is halved and the new monster is created with the same amount of HP. When a monster spawns another ("The foo spawns another foo!"), the spawner doesn't lose any HP and the spawned monster is created with its HP at full.

One major difference between breeders and summoners is that breeders can be sterilized - ie. kept from replicating - using a scroll of vermin control, or a prayer. Note that Gremlins - who replicate only when being splashed with water, for instance from a water trap - are not true summoners nor are they true breeders - true summoners and breeders require no outside influence to create more monsters. They are included here for sake of completeness. It should also be noted that duplicated gremlins are considered summoned - not bred - creatures by the game.

List of breeders and how they breed:

0.9.11 Rage

A monster can be enraged by a number of actions in the game. The exact effects of rage are the same for each monster, however - due to careless fury, enraged monsters can execute twice as many attacks as normal, gain +6 +3..+6 to-hit and +6 +3..+6 damage, but lose 3 6 points of DV.

The following actions are known to make monsters enter a state of rage:

0.9.12 Afraid

Sometimes monsters are marked as (afraid) after their monster type, which means that they are panicking and attempt to flee from the PC if possible. Surprisingly afraid monsters tend to pick up loot from the floor, which hinders their chances to escape. If they can they will run to a corner and stay there. Running away can be prevented if the PC uses ranged attack on them. If monster with afraid status has no escape route, it will attack the PC and might enter raged state. Reasons why monster my be afraid:

0.9.13 Boss monsters

Boss monster is a special feature. Practically, a special monster (from a fixed list) has a chance of being generated on any level with corresponding DL. As soon as a boss monster is generated on the level with the PC the following message is displayed: "You sense an imminent and blood-chilling threat..."

The list of Boss monsters is very long, it includes 147 creatures submitted by ADOM Resurrection Campaign participants. Not all of the Boss monsters' abilities are yet known. Consult ADOM Wiki - Boss monster for the list, which is frequently updated.


Updated October 19th, 2016