Improved ADOM Guidebook


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Water Dragon's Lair

Color map

The Water Dragon's Lair is located in a random water-containing square of the wilderness. The location of the lair is not decided until the PC starts searching for it, so it is more or less possible to place it in a convenient location, such as near Terinyo. It contains Shyssiryxius, the water dragon (Blup's mother), her treasure hoard and various other aquatic beasts A. The entire cave is submerged, so ordinarily some means of water breathing (section 0.12.1.7) and the Swimming skill are required. If the PC is not born with the Swimming skill, it can be obtained from Blup by giving him potions of carrot juice. The need for these abilities ordinarily keeps low level PCs out of the lair, which is as it should be. In theory a PC with on demand teleportation, high hit points and possibly some regeneration could survive a teleport to Shyssiryxius (36 squares to the left), a chat and a teleport to the up stairs without water breathing or Swimming.

There are two main reasons for entering:

1. The first is to Chat with Shyssiryxius then return to Terinyo. This allows the PC to inform Blup about the location of his mother, which results in eventual delivery of the Rune-covered Trident, a decent artifact weapon and missile, later in the game. The trident will arrive by a water elemental messenger not long after reaching character level 16 for PCs born under the Raven starsign. Others have to wait until level 36.
------------ rune-covered trident (+6, 3d12+6) [+4, +4] {Dx+12} ------------

Weight: 80s

When worn it modifies DV by +4 and PV by +4.

When used in melee combat it grants a +6 bonus to hit and causes 3d12+6
points of damage. When used as a missile it grants a +2 bonus to hit and
causes 3d8+4 points of damage.

It is an undead slayer.
It is a demon slayer.
It modifies your dexterity attribute by +12.
This weapon returns when thrown.
It grants the ability to see invisible things.
It grants immunity to cold attacks.
It grants the ability to breathe water.
If Shyssiryxius is killed before Blup has been informed of her whereabouts, the PC will not receive the Rune-covered Trident; however, once Blup has been informed, she can be killed even if the trident has not yet arrived without forfeiting it - she already sent it, after all.

2. The second reason for entering the lair is to loot it. There are occasionally outstanding items found in the treasure hoard. As might be expected, Shyssiryxius does not take kindly to thieves and will attack. In addition, no items may be picked up anywhere in the lair without angering the dragon. If the PC picks up an item, she will immediately teleport next to the PC and attack. This includes items that the PC drops, items from monsters killed, or missiles shot. Valuable missile weapons should therefore generally not be used. She does not see in darkness, however. Cast Darkness over desired item(s), pick them up and leave.

Robbing the lair with the use of darkness is not safe anymore, as Shyssiryxius will be next to PC most of the time and can easily attack him/her. She won't use water breath attack, but her melee capabilities are equally powerful. High DV/PV values are advised and maintaining maximum hit points at all times should be a top priority.

3. Third reason might to be to tame some aquatic monsters. Monsters tamed in the underwater cave can leave with the PC and breathe air. This is probably a game bug.

2.13.1 Aquatic Monsters A

sharkgiant shark giant eel giant turtledragon turtlegiant dragon turtle water elementalgreater water elemental
Shark: Level: 1, DV: 22, PV: 1, Hits: 52, Attacks: 1, Damage: 2d10, Speed 100.
Giant shark: Level: 1, DV: 24, PV: 3, Hits: 92, Attacks: 1, Damage: 2d16+6, Speed 100.
Giant eel: Level: 1, DV: 22, PV: 2, Hits: 35, Attacks: 1, Damage: 5d5, Speed 120.
Giant turtle: Level: 1, DV: 12, PV: 30, Hits: 90, Attacks: 1, Damage: 5d10, Speed 90.
Dragon turtle: Level: 1, DV: 15, PV: 35, Hits: 90, Attacks: 1, Damage: 3d20, Speed 90.
Giant dragon turtle: Level: 1, DV: 15, PV: 50, Hits: 200, Attacks: 1, Damage: 5d20, Speed 100.
Water elemental: Level: 1, DV: 5, PV: 25, Hits: 190, Attacks: 1, Damage: 4d8+6, Speed 100.
Greater water elemental: Level: 1, DV: 10, PV: 20, Hits: 300, Attacks: 1, Damage: 5d10+6, Speed 100.
The aquatic beasts found in the labyrinth are not trivial, especially the (giant) dragon turtles. Sharks, giant eels, and water elementals can also be found. None of these monsters see invisible.

2.13.2 Shyssiryxius, the great water dragon D

Shyssiryxius, the great water dragon
Level: 1, DV: 70, PV: 40, Hits: 1140, Attacks: 3, Damage: 6d15+12, Speed: 120.
Under normal circumstances, Shyssiryxius is not hostile, only intimidating. If she is Chatted with, she roars "HAST YE SEEN MY BABY?" (or "*DIE*" if the PC has done something to make her hostile). Whether she is hostile or not, the PC can leave after chatting and report back to Blup. This of course assumes a PC facing her when she is hostile survives (see below). If the PC attempts to steal from her treasure hoard, she gives a warning about not picking anything up. If the PC persists, she will attack. She is a formidable opponent with a reasonably powerful melee attack and a deadly water breath attack that is capable of dealing about 100 points of damage in a single round. Sources of water breathing will reduce the damage of this attack. She regenerates and is immune to cold. She is capable of teleporting and does so when she panics, making the PC work to find her while remaining underwater the whole time. She can be killed, but it takes an upper level PC, and it doesn't hurt to have some blessed potions of extra healing along. She is vulnerable to darkness and poison.


Updated March 9th, 2013