Improved ADOM Guidebook
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The Assassins' Guild is located in the wilderness, west of the river that divides
the Drakalor Chain. The entrance is described as "A rather boring cave entrance."
It consists of three levels.
The first level is named DDL and contains no unique special features, although
it may contain any of the normal dungeon features: traps, herbs, rivers, etc.
Upon entering the second level, the message "This dungeon is very dusty." is
generated. This level contains many, many teleportation traps and can be annoying
without teleport control. It also contains one guaranteed item: a wand of
teleportation \. The wand is always next to the down staircase found on the level
in a 1 x 2 room that is separated from the rest of the level. It can only be
reached by digging or teleportation. In practice, the easiest way to find the
down staircase is to zap a wand of item detection, or read a scroll of item detection.
This will reveal the location
of the wand, which the PC can then dig or teleport to, thus revealing the
staircase. Alternatively a scroll of magic mapping will reveal the location of
the down staircase. Note that it is possible for a monster to be standing on the wand, so
teleportation may fail. Lucky or persistent players may even be able to teleport
to the wand with a random teleport.
184.108.40.206 Hidden stairway and how to descend
The hidden down staircase in the VDDL is like no other in the game. It is itself
a teleportation trap and will attempt to teleport the PC away when he tries to
descend. Needless to say, this is extremely frustrating without teleport control.
There is a requirement to trigger a certain number of teleportation traps on the
level before the PC can descend. This can be done with either the normal
teleportation traps or the staircase itself. However, it is much more efficient
to use teleportation traps that are far away from the down staircase. They are up
to six times faster at increasing the count of unsuccessful attempts. Just keep
trying until the PC receives the message "You suddenly feel attuned to this area
in a very special way." It is then possible to descend. It requires 42 teleports
of the far teleportation traps, or 250 teleports using the stairs.
2.11.3 Final level
The final level of the Assassins' Guild has no proper name; it is only named with
four question marks: "????". There are definite precautions necessary on this
level. The PC initially descends into a 3 x 3 room containing four assassins.
The assassins are not particularly dangerous opponents, although they use poison.
There is a safe passage available through the level which is free of traps,
otherwise the level is full of traps. The PC must not use missile weapons on
the level. If she does, a general alarm is sounded and the Assassin Prince, who
is very important to the special endings, becomes hostile and refuses to give
quests later in the game. Likewise, a failed pickpocket attempt,
or attempting to pickpocket the same assassin twice, will raise the general alarm.
Also be careful during the melee. If an assassin panics,
leave him alone. Attacking panic-stricken assassins will also make the Assassin
Prince hostile. In their panicked state, they may begin attacking each other or
the Assassin Prince himself. Pay no attention to them.
Teleportation is not allowed on this level. Obviously, there are some nasty monsters
here and there is no particular objective for low-level PCs, other than killing the
monsters for experience. The PC may elect to skip this level until much later in the game.
The level contains assassins, master assassins, muggers, holy slayers, gray slayers, dopplegangers and
|Master assassin: Level: 1, DV: 22, PV: 6, Hits: 40, Attacks: 2, Damage: 3d5+4, Speed 110.|
Doppleganger lord: Level: 1, DV: 16, PV: 3, Hits: 72, Attacks: 2, Damage: 2d10+5, Speed 100.
Gray slayer: Level: 1, DV: 22, PV: 5, Hits: 84, Attacks: 2, Damage: 2d7+7, Speed 100.
Holy slayer: Level: 1, DV: 18, PV: 4, Hits: 80, Attacks: 2, Damage: 2d8+14, Speed 100.
220.127.116.11 Assassin Prince @
The Assassin Prince is the source of the Filk Quest, on behalf of the Mad Minstrel.
This quest is only necessary for the Ultra endings. See section 18.104.22.168 for a
description of this quest and its requirements. If a PC is not planning to do an
Ultra ending, it may be worth killing the Assassin Prince for the artifact dagger
Sting, which he carries. Note two things: the Assassin Prince has been described
as the offspring of a moloch and a quickling queen - he's not quite that bad, but
he is a very difficult opponent that ignores PV and uses poison - and second, Sting is really only
worth acquiring if the PC has or plans to obtain its companion dagger Needle, available from
Sharad-Waador (see section 3.19).
|Level: 1, DV: 90, PV: 40, Hits: 420, Attacks: 4, Damage: 3d7+18, Speed: 130.|
----------- black rune-covered dagger "Sting" (+8, 3d4) [+4, +1] ----------
When worn it modifies DV by +4 and PV by +1.
When used in melee combat it grants a +8 bonus to hit and causes 3d4 points
of damage. When used as a missile it grants a +8 bonus to hit and causes 3d4
points of damage.
(Needle has the same base properties, but Needle + Sting grant +50 to hit and
damage when dual-wielded)
Updated March 12th, 2013