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.


There are three types of monsters that count as cats in ADOM: wild cats, cave tigers 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.


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.
Regarding animals:
The following are animal subtypes:
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.
Demons are vulnerable to the aptly named arrows/quarrels/sling bullets of demon slaying. Additionally, several artifact weapons in the game slay demons: Trident of the Red Rooster, Rune-Covered Trident, Executor, Purifier, Justifier, Grod, Vanquisher. Furthermore, blessed weapons deal 1.5 times their base damage to demons.
Regarding dragons:
Regarding humanoids:
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 (no sling bullets), only Soaker and Vanquisher slay jellies.
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. Three artifact weapons which slay plants are Scorched Spear, Black Thumb, and Foeslammer. Sling bullets of plant slaying were added.
| 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, paralyzation | more powerful liches have additional spells; immune to cold [1] |
| mummies | sickness or poison | vulnerable to fire |
| shadows | attribute drain | ignore water; immune to cold |
| 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, dwarven ghost warrior 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:
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.
Since claw bugs always ignore PV (luckily, they never damage armor) and there are almost no wearable items substantially increasing DV at this point in the game, fighting them in
True Berserker mode – wearing nothing and switching tactics to Berserker (section 0.7.4) might be worthwhile. In this mode, there are
good bonuses to to-hit and to-damage values – usually enough to take them out in one hit. Of course, this is not necessary once the PC has some missiles and/or spells to take
them out. Note that claw bugs are immune to mindcraft as are all insects. They are very fragile and pose a threat only due to their numerous (8 per turn!) armor-punching attacks.


They are only dangerous because of their paralyzation ability. Otherwise easy to kill. PCs with halfway decent DV should not have a problem.
They have a strong confusion attack, kill them from range or have resistance.
See the section 0.9.3 above.

These have an annoying habbit to steal most of the gold your PC is carrying, then teleport away. Wear money belt to prevent stealing. They are not dangerous otherwise.
Worms are a group of breeding monsters of various colors that may pose significant annoyance and even danger to the PC. Their main threat is that they
multiply very quickly and, if killed in large numbers, tend to become significantly stronger – see 0.9.7.The following is a quick overview of the worms in the game and the abilities they possess:
One should slow down when an eye is encountered. These floating little beings can prove quite troublesome, especially for PCs with low Willpower and without confusion resistance.
They generally have only 90 speed and thus can be outrunned. Also they have relatively low HP and don't cause too much damage – the main threat is their special attack which
may leave the PC vulnerable for an attack of more powerful monsters, so a good strategy is dealing with them when they are alone. All eyes ignore water and traps.The following is a quick overview of the eyes in the game and the abilities they possess:

These monsters, nicknamed "spider factories," have the following nasty traits: they summon spiders (poisoning monsters with high DV and PV that quickly gets even higher) quickly and in
large numbers, they occasionally shoot energy bolts and they are highly magic resistant. Priestesses also have a corrupting hit and can paralyze in melee. Spiders (like all animals)
can't open doors. If you can put closed doors between you and all the exits the spiders can use, you'll be protected until something else wades through them and opens them. You may also
need to seek ways to slow the spiders (Slow Monster, stunning, paralyzation, confusion, Ventriloquism, etc.) so you can actually close the door. Spider corpses poison you shortly,
but grant permanent poison resistance. Eat one as soon as you find one and can get a breather. Obviously bolt spells/wands are good against the spiders, though early characters often
have too few PP/charges to use them easily for the task. Try to zap the summoner along with the summoned. In the rare cases where they don't resist, they tend to die quickly –
they have low HP.
These are frustrating because they deflect missiles and cause confusion. Doppelganger lords (greater doppelgangers) are somewhat more dangerous. Doppelganger kings (ultimate
doppelgangers) are exceptionally dangerous even for very experienced PCs: they reflect the nature of the PC exactly in terms of DV and PV and may inflict substantially more
damage than the PC is capable of dealing. Their speed is also nearly identical to the PC's although movement cost and hitpoints are not copied. Normal doppelgangers are easily killed
with spells or Mindcraft. All doppelgangers share an inherent weakness: they are helpless in the dark. If the PC can create darkness, from the spell, the scroll or the crystal,
doppelgangers are easily killed in melee.
Annoying because of their constant paralysis attack. An amulet of free action will solve this problem. Less well known is the tactic of attacking them in darkness, while blind, or
simply with missiles. Their paralysis attack does not seem to engage when using missile weapons.


Ghosts (lords, kings) and even ghost bats are very dangerous to short lifespan races like Trolls or Orcs. A couple of hits can age the PC to death easily – use ranged attacks.
They breathe acid, very dangerous for low HP characters. Should one leave a corpse, be sure to eat it – it grants acid immunity!
They are what their name implies: invisible. You won't know what is attacking, only after it is killed you will find an invisible stalker in the kill list.
Unless the PC has the See invisible intrinsic of course. The message "You feel something passing very closely besides your head!" or "Something hits you!" means an invisible monster
just attacked and possibly hit the PC. If the PC moves into an invisible monster, you get either "You swing at the air!" or "You hit something!" message. Besides invisible stalkers,
only ogre magi and some uniques will cast Invisibility on themselves, but no other monster has intrinsic invisibility. Fighting these in a corridor would be a good tactic if the PC
does not have access to the See invisible intrinsic.

These annoying creatures can appear in a shop when the player is least expecting it (although they do not seem to show up in Terinyo or Lawenilothehl, thankfully, they do
appear in the HMV shop – a warning for players that elect to descend through the UDto start the game). By the time the PC encounters them, they can generally be killed;
they are simply surprising and startling. One is almost guaranteed in Waldenbrook's shop. Note that tension rooms full of mimics, master mimics and mimic hiveminds are much
more dangerous than a single mimic in a shop. They have a paralyzing hit.

See the section on invisible stalkers above. On the top of being invisible most
of the time, ogre magi also posses moderately powerful ice based ranged attack. Have See invisible intrinsic, cold resistance, a ring of fire equipped, and the PC should have no
problem dispatching ogre magi.


Very annoying in melee thanks to their disarm ability. Have at least weapon mastery or use missiles/magic, if you want to avoid dropping your primary weapon.
You will continue fighting unarmed if not paying attention. Alternatively, non-standard weapons (say, a statue) cannot be disarmed. Ratling duelists and especially later,
ratling fencers and warlords, are not to be underestimated. They are fast, dodge attacks often, and have multiple attacks which ignore PV. Ratling duelists always drop
gauntlets when killed. Other monsters with the disarm ability are: (master) swordsmen, Bugs, the bunny master, and the Mad Minstrel.


These beasts will rust vulnerable armor and weapons. Extremely annoying, since all they have to do is touch the PC and a perfectly functioning sword of sharpness or
phase dagger can be reduced to a useless hunk of metal. They can be pacified by throwing metal items at them. Quarrels are a good choice if the PC has some expendable ones.
Their brethren, large rust monsters and giant rust monsters, unfortunately cannot be pacified in this way.

Vampires can be annoying due to their ability to drain Strength and Toughness. They hit quite often. Again, missiles or magic is preferable.


There are four types: fire, ice, acid and lightning. All will explode when near the PC and always do a significant damage, both to HP and equipment – regardless of DV
and PV. On encounter, equip the PC with the appropriate resistance if possible. Fire and ice vortices are efficiently dispatched by cold based or fire based spells respectively.
Killing them from distance or in one hit is recommended, though it may not be easy to achieve. Being at full HP is as well recommended strategy. Darkness could be very useful,
since it seems vortices won't explode in darkness.

Can destroy your precious eternium gear in no time.
These are very dangerous because of their petrifying attack. By the way, petrification means death. Do not eat a gorgon's corpse unless the PC is wearing
an amulet of petrification resistance! (or has petrification resistance intrinsic). High DV allows the PC to avoid gorgon's breath.
Emperor lichs are trouble. An exception to the general rule in this section, these annoying monsters are quite capable of killing
a PC quickly. They cast Death Ray, so resistance is essential. They see invisible, are attribute drainers and are summoners. A group
of emperor lichs, such as those found in greater undead vaults, is a challenge even for level 50 PCs who have won the game. They are
vulnerable to high effectivity fire spells. Improved Fireball with effectivity +20 or more and Willpower 48 or greater is a spellcaster
PC's friend against emperor lichs.

Molochs, and their larger brethren greater molochs, are a significant threat. Their melee attack can be for 100 HP or significantly more
in the case of GMs. They fall into the annoying category because it is possible to run away from them with any PC that has halfway decent
speed. They typically have a speed in the 60-70 range.


In addition to punching through armor, all quicklings and are very, very fast. Regular quicklings and quickling queens will employ hit and run tactic.
Quickling lords and kings use dark elven quarrels. They all try to avoid bolt spells by returning to a position where they cannot be hit, if possible.
Quickling kings and queens see invisible. Quickling queens have very strong poison attack, so it may be necessary to deal with poison damage
even if the PC has poison resistance. All quicklings regenerate health. Since they try to avoid melee and bolt magic, they are most easily
killed with missiles, or in a corridor.


Titans and greater titans are very powerful late game monsters. They have excellent health, defense, damage output and speed. They shoot eternium quarrels.
They see invisible. They are immune to fire and lightning. A threat room full of titans could prove a significant challenge to even the most advanced PCs.
Do not compare these to giants or ogres. Titans are much stronger.
They can appear even early game if a monster runs over corruption trap enough times. They get multiple attacks per round, hit extremely hard,
and have a corrupting attack. Try to stay at range. Late game when they appear regularly, they are usualy not a problem anymore.
| 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 damage | does not work on undead and constructs; good duration |
| Confusion | potion of confusion, potion of wonder | wander aimlessly | very useful, works on everyone [2]; usually lasts longer than stunning |
| Blindness | potion of blindness [4] | wander aimlessly; -4 to hit | very useful, works on everyone [2]; lasts longest |
| Paralyzation | wand of paralyzation | cannot do anything | most useful, works on everyone [2] unless shrugged |
| Corruption | (cursed) potion of raw chaos [5] | turn into WMoPC | effectivenes depends on monster size |
| 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
[5] (blessed) staff of corruption dissemination, corruption 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.
Cursed weapons also seem to be more prone to breakage. Blessed weapons seem to be less prone to breakage.
The uberjackal effect has been significantly reduced.
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 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.
| 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 |
| Spell power | Spellcasting monster |
|---|---|
| 0 | dark elven wizard, dark sage |
| 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 |
| Death Ray user | Resisted damage range |
|---|---|
| ki-rin, Oracle | 30-119 |
| emperor lich | 35-139 |
| Chaos Archmage, ElDeR cHaOs GoD, ancient sage | 63-251 |
Getting hit gives message: "You are hit by a painful stream of energy!" Dodging it gives message: "You barely avoid the energy blast."
| 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 |
| Confusion user | Wi thresholds to resist confusion with a given probability | Max confusion durations | |||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 50% | 75% | 90% | 95% | 99% | 99.9% | 99.9999% | Is level 6+ Mindcrafter | ||||||||||
| No | Yes | ||||||||||||||||
| Number of -Conf items | |||||||||||||||||
| 0 | 1 | 2 | 3 | 4 | 5 | 0 | 1 | 2 | 3+ | ||||||||
| 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, fairy dragon | 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 |
Getting hit gives message: "You are hit by a barrage of glowing balls!" Dodging it gives message: "You barely avoid a magical barrage."
| 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 |
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.
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.
The Teleport other spell is used by the following spellcasters: druid, quickling bard, fairy dragon, old crone, Chaos Archmage, ElDeR cHaOs GoD, ancient sage.
Curse item and Teleport other use easier save. They are avoided if 1d(spell power)-1 < Mana+Luck. Thus, high Mana can make you 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).
| Ability | Description | Monster memory |
|---|---|---|
| Spellcasting | See 0.9.9. | They are able to cast spells. |
| Summoning | Summonners have the ability to magically call upon assistance. | They are able to summon help. |
| Breeding | Breeders are monsters with the ability to replicate. | They are able to duplicate. |
| Archery | Archers are defined by their missile of choice, range, and frequency of missile attacks. See also 0.14.12. | They use missile weapons. |
| Breathing | Breath attacks are defined by the element, power, range, and frequency. | They are able to breathe <element>/various types of energy. |
List of summoners and what they summon:
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:
Elemental breath, along with missile attacks, is one of the more common special monster abilities. Fire breath seems to be the most common, and is possessed by a diverse range of monsters, whereas cold, acid, and lightning breath are rarer. Elemental breath is treated as a bolt spell for purposes of monsters' resistance. Lightning breath bounces off walls, so the PC should try not to be in a closed space with a monster that can use it.
Resistance to the corresponding element can help PCs reduce damage taken from elemental breath, and elemental immunity eliminates any injury the PC may otherwise suffer from the attack. Inventory destruction may still occur if the attack hits the PC though, depending on the element in question. PCs with high Alertness can often dodge breath attacks completely; high Dodge skill also helps (but to a lesser extent).
Water breath deals non-elemental damage to the PC, and can rust iron items and ruin paper ones. Having Water breathing reduces the damage by around 67%. Stone breath (or shrapnel) deals non-elemental damage to the PC, and can destroy items not made of adamantium, truesilver, eternium, or crystal. There is no way to reduce the damage. Petrifying breath is exclusive to gorgons, and they only use it rarely: about once in 30 turns. It only has a range and power of 2. When used it will instantly kill any target within two spaces in front of the gorgon, unless they have petrification resistance or dodge the breath.
| Ability | Description: Monsters with this ability can/will ... | Example monsters | Monster memory |
|---|---|---|---|
| Acidic skin | injure the PC and/or try to damage her equipment if she engages in melee with them. Acid resistance helps. | gray ooze, ochre jelly | They are covered in acid. |
| Adjust power | adjust their level depending on the PC's level. | molochs, undead slaves | They adjust in power. |
| Age | increase the PC's age if their attack injures her. | ghosts, shadow wyrm | They are able to age someone by touching them. |
| Bouncing | bounce or absorb bolts. | stone monsters, juggernaut | no message |
| Chaotic to kill | significantly decrease PC's alignment when attacked or killed. | most Terinyo/Dwarftown inhabitants, Cute Dog | no message |
| Charge | greatly increase their Speed temporarily in order to catch the PC. | juggernaut, tyrannosaurus | They can charge their enemies. |
| Confusion | confuse the PC for several turns if their attack injures her. Intrinsic confusion resistance does not prevent the PC from becoming confused (high Willpower does), but will reduce the duration. | eyes, gibbering mouther, jackal demon | They are able to confuse living beings by touching them. |
| Corruption | increase the PC's accumulated corruption points when the PC receives damage from their attacks. They lose the ability to corrupt if hit with a thrown potion of cure corruption. | chaos monsters, balors | They have a corrupting touch. |
| Destroy worn items | instantly destroy a randomly selected piece of the PC's equipment (not their inventory). Only artifacts are immune to this power; even the most powerful eternium or crystal items can be torn apart. | annihilator, eye of destruction | They are able to annihilate equipment. |
| Diagonal movement | prefer to use exclusively diagonal movement when pursuing the PC. This can make sacrificing and maneuvering around them more difficult. | killer bug, vortices, angels, minotaurs; many more | no message |
| Dig | be able to dig through dungeon walls leaving behind rocks, huge rocks, ores or gems. | ants, dwarves, molochs, giant racoon | They are able to dig through the ground. |
| Disarm | sometimes attempt to disarm the PC, which if successful will move the PC's equipped weapon from her hand(s) to an adjacent tile. The chance to resist disarming depends on skill level with the wielded weapon in question. | ratling duelist/fencer/warlord, (master) swordsman, Bugs | They are able to disarm others. |
| Doppelganger | have a chance to cause confusion for 1d2 turns (high Mana attribute helps to prevent confusion), and they deflect all missiles except potions and gold. They will usually fail to use their deflection ability while confused, stunned, or paralyzed. | (greater/ultimate) doppelganger | They are able to imitate other beings. |
| Drain PP | steal PP from the PC at random intervals. High Willpower helps to resist PP drain. | magebane/magedoom eye | They are able to drain mana in their surroundings. |
| Drain St | have a chance to permanently decrease Strength, if their attack injures the PC. High Mana helps to prevent Strength decrease. | shadows, vampire, living wall, quasit | They are able to drain strength. |
| Drain To | have a chance to permanently decrease Toughness, if their attack injures the PC. High Mana helps to prevent Toughness decrease. | wight, wraith, spectre, vampire | They are able to drain your health by touch. |
| Eat item | periodically dissolve items lying on the ground in the space which they occupy. Only one item (or stack of identical items) will be destroyed at a time. | gelatinous cube only | They are able to dissolve objects. |
| Frost aura | damage every hostile monster in their immediate vicinity. | frost salamander only | They exert a deadly aura. |
| Ignore PV | penetrate the PC's PV on every successful hit. Such monsters present a significant threat to PCs relying on high PV. | see 0.8.4 | no message |
| Immunity | be immune to acid, cold, fire, lightning, water, death rays, petrification, poison, Mindcraft, traps, webs, locked doors, or fear. | most monsters have some immunities | They are immune to <element> attacks./They ignore <feature>. |
| Karmic | If the PC successfully hits a "karmic being" with a melee attack, they get less luck in the form of intrincics. See 0.9.3. | karmic monsters, Oracle, Filk | They are karmic beings. |
| Mimic item | be able to disguise themselves as items. Walk commands will not treat disguised mimics as monsters, and the PC will remember their location, even if out of LOS. | (greater/master) mimic (hivemind) | They are able to mimic objects. |
| Paralytic skin | sometimes paralyze the PC for some turns if she hits them with a melee attack. Paralyzation resistance helps. | floating eye, gelatinous cube, stone ooze, Dorn Beast | They are covered in paralytic fluids. |
| Paralyze | paralyze the PC if their melee attack injures her. The effect is not guaranteed to occur; Willpower and Luck play a role in determining whether or not the PC gets paralyzed by an attack. | mimics, liches, ghul, brown worm and more | They are able to paralyze by touch. |
| Phasing | be able to pass through walls, doors, and webs. These monsters are unable to pass through undiggable walls, however. Phasing also confers immunity to the telekinetic abilities of Mindcrafters. | ghosts, earth elementals, stone grue, spectre | They are able to pass through solid objects. |
| Poison | have a chance to poison the PC on successful hits. Having intrinsic poison resistance will not allow the PC to completely resist this effect, but will greatly reduce the damage from poison. They are vulnerable to thrown potion of cure poison – it will stun them. | assassins, bees, spiders, snakes, quicklings, and more | They are using poison. |
| Regeneration | be able to regain a few hit points at the end of every turn. | quicklings, slayers, molochs, unicorns, wyrms, and more | They are able to quickly regenerate. |
| Rust and destroy | rust and destroy PC's worn eqipment made of iron on successful attack. They can be cured with a thrown oil of rust removal. | (large/giant) rust monster | They are able to rust metallic items. |
| See in darkness | act normally in darkness. | see 0.15.5 | no message |
| See through invisibility | see invisible monsters. | most advanced monsters | no message |
| Sickness | cause the PC to become sick if their melee attack injures her. Generally, the chance of an attack causing sickness is very low, but still a significant danger. | mummies, rats, green blob/slime/worm, corpse fiend | They are able to cause sickness. |
| Sleep | sing or touch to try to put the PC to sleep for a few turns. Sleep resistance will prevent the PC from sleeping; otherwise, high Willpower reduces the chance to get put to sleep. | homunculus, harpy, werejackal, fairy dragon | Their song is very alluring./They are able to make you fall asleep by touching you. |
| Slow | inflict the PC with the Slowed status for several turns if their melee attack injures her, which reduces their speed to 50% (does not stack). High Mana reduces the chance to get slowed. | clay golem, stone snake, slow shadow, WMoPC | They are able to slow by touch. |
| Spin webs | leave webs as they move around dungeons. | spiders, tarantula, cave fisher | They are able to spin webs. |
| Stay put | stay where they are, not moving randomly like is the common practice of other monsters. Unless attacked of course. | Oracle, dying sage, Sharad-Waador, Thrundarr, Dwarven Elite/Eternal/Ogre/Ratling Guardian, casino guards, Great Water Dragon | no message |
| Steal gold | attempt to steal the PC's gold if in melee range with them. There's a chance that some percentage of the stolen gold will be taken by the god of thieves, essentially removing it from the game. Money belt prevents stealing. | cutpurse, thieves, pixies | They are damned thieves. |
| Teleport | teleport themselves to random locations. They will use this ability more frequently when they have been disabled by something other than paralysis. | balors, blink dog, pixies, unicorns, Filk, Yulgash | They are able to teleport. |
| Thumb | be detected from a distance by the *THUMB* sound produced by their footsteps. | greater/emperor moloch, titans | no message |
| Trap creation | create traps. | kobold trapmaster, trapster | They can build traps. |
| Trap disarming | disarm traps. | detrapster | They can disarm traps. |
| Vulnerability | take double, triple, or quadruple damage from that element. The element can be fire, cold, or lightning. | usualy cold/fire based monsters; golems are vulnerable to lightning | They are highly vulnerable to <element> attacks. |
| Wail | The wail will instantly kill all monsters within a few squares of the Banshee that hear it. The PC can save herself from the wail by becoming (temporarily) deaf. See also 3.10. | the Banshee only | Her song is a deadly wail. |
| Wall building | create walls. | builder | They can build walls. |
| Wishability | be wished for. | all common monsters, small dwarf, Raider Lord, Cute Dog, Seraphim of Order. | no message |
The following actions are known to make monsters enter a state of rage:
Reasons why monster may be afraid:
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.
| Potion of ... | Message | Effect |
|---|---|---|
| invisibility | No message if you can't see invisible/"Nothing seems to happen." otherwise. | become invisible (even if the potion was cursed!) |
| boost speed | (S)he suddenly speeds up! | +15 temporary speed (-1 speed/turn) |
| quickling blood | (S)he suddenly really speeds up! | +1/+3/+5 speed C/U/B |
| cure poison | (S)he seems to be relieved of his/her agony. | cure poison |
| cure corruption | (S)he seems to be less corrupted now. | remove corruption |
| strength | (S)he suddenly seems to be much stronger! | +1/+3/+5 damage C/U/B |
| dexterity | (S)he suddenly seems to move with more grace! | +1/+3/+5 DV C/U/B |
| toughness | (S)he suddenly looks pretty tough! | +1/+2/+3 max HP C/U/B |
| healing | (S)he seems to be healed a bit. | + few HP |
| extra healing | (S)he seems to be healed quite a bit. | + more HP |
| ultra healing | (S)he seems to be healed completely. | HP = max HP |
| blessed blindness | His/her vision suddenly clears! | cure blindness |
Monsters could pick other potion types but will not use them.