Improved ADOM Guidebook


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Animated Forest, Fungal Caves and Dwarven Halls

Thrundarr asks the PC to pass through the Animated Forest and find out what lies beyond. He also mentions a possibly dangerous shortcut which turn out to be the Dwarven Halls DH: 1 and DH: 2. On approximately D: 14 there will be a level that has two down staircases. One leads to the Animated Forest, the other to the Dwarven Halls. It is impossible to tell them apart.

3.6.1 Animated Forest P

animated tree
Animated tree: Level: 1, DV: 10, PV: 15, Hits: 68, Attacks: 2, Damage: 2d8+5, Speed: 100.
Passing through the Animated Forest is a test of one's patience among other things. The entire level is filled with living trees milling about. The majority are not hostile but will of course become hostile if attacked. It is difficult to get through them without accidentally hitting one or more. When the PC encounters hostile trees it is best not to try to fight them but rather keep moving. In fact it is usually best to be as defensive as possible and forget about offense completely: wield two shields and use Coward F7 tactics. The hostile trees will usually be left behind in the crowd. It seems to be best to keep moving in any case and refrain from resting on one tile. Invisibility is a tremendous asset in the Animated Forest, but PCs usually do not have it available at this stage of the game. Note that any fire based attacks should not be used in the Animated Forest. While they are effective, the whole forest becomes hostile. This generates too many hostile trees for a PC at this level to cope with. The trees do not see in Darkness, so that tactic can also be used.

Summarizing the methods for crossing the forest:

The top-middle of the Animated Forest has stairs leading into the Fungal Caves.

3.6.2 Fungal Caves

Color map

The Fungal Caves are a three level dungeon branch below the Animated Forest. All levels are cavernous, feature herbs, and do not allow teleportation. The final level has a river and a special fungoid-spawning pool. The Fungoid Overlord, located on the final level, drops many valuable mushrooms as well as either the Cornucopia or the Horn of Plenty.

Fungoids are found on all of the levels, although there are some random monsters as well. Mushrooms can only be acquired by killing fungoids. The boss of the area is found on top of a special pool on the final level. It is accompanied by four fungoid sporecasters, and further fungoids will begin spawning once it steps off the pool. As more fungoids spawn from the pool, they will be generated at higher and higher levels. The pool does not generate fungoids if a monster or the PC is standing on it, and otherwise functions like a normal pool, eventually disappearing if the PC drinks from it a sufficient number of times.

3.6.2.1 Fungoids P

Fungoids generally are vulnerable to fire, immune to mindcraft, and drop mushrooms in place of corpses. Minor fungoids can confuse, major sicken, greater paralyze, and sporecasters feature unique spore breath attack that causes no damage, but can inflict slow, sickness, paralysis, and confusion.

minor fungiodmajor fungoid greater fungoidfungoid sporecaster
Minor: Level: 1, DV: 8, PV: 5, Hits: 25, Attacks: 2, Damage: 2d4+5, Speed 95.
Major: Level: 1, DV: 10, PV: 7, Hits: 35, Attacks: 2, Damage: 2d6+6, Speed 100.
Greater: Level: 1, DV: 12, PV: 9, Hits: 50, Attacks: 2, Damage: 2d8+7, Speed 105.
Sporecaster: Level: 1, DV: 14, PV: 7, Hits: 35, Attacks: 2, Damage: 2d6+2, Speed 110.

3.6.2.2 Fungoid Overlord P

Fungoid Overlord
Level: 3, DV: 12, PV: 12, Hits: 235, Attacks: 2, Damage: 2d10+8, Speed 120.
The Fungoid Overlord is the boss of the Fungal Caves. It is tough, fast, and damaging compared to the common fungoids. Its successful melee attacks have a chance of inflicting paralysis, slow, confusion, and sickness. Killing the Fungoid Overlord stops monsters from being generated normally within the Fungal Caves. It drops either the Cornucopia or the Horn of Plenty, along with some special mushrooms.

co Cornucopia can be used to increase satiation. It can be equipped in the tool slot to increase Mana and grant both +Luck and +Fate. It appears as "horn-shaped basket" when unidentified.

------------------------------- cornucopia {Ma+13} -----------------------------

Weight: 100s

When used in melee combat it grants a +0 bonus to hit and causes 1d6 points of damage.
When used as a missile it grants a +0 bonus to hit and causes 1d3 points of damage.

It modifies your mana attribute by +13.
It on average recharges in 468-3750 turns (depending on other factors).
It grants luck.
It makes Fate smile upon you.

hop Activating the Horn of Plenty generates some random food and sometimes a potion of water. If it is activated while blessed, it will also create a patch of herbs at the PC's location. It can be equipped in the tool slot to grant +Luck. It appears as "horn" when unidentified.

-------------------------------- horn of plenty -----------------------------

Weight: 40s

When used in melee combat it grants a +0 bonus to hit and causes 1d6 points of damage.
When used as a missile it grants a +0 bonus to hit and causes 1d3 points of damage.

It on average recharges in 312-5200 turns (depending on other factors).
It grants luck.

3.6.3 Dwarven Halls

The alternative to the tedium of the Animated Forest is a descent through the Dwarven Halls. This is much faster but potentially dangerous. Very out-of-depth monsters can be generated in the Dwarven Halls. Use scroll or wand of monster detection, if possible, upon entering each level of the Dwarven Halls. This will allow you to immediately identify any dangerous creatures, and make a judgment about whether or not the level is remotely safe to explore. Furthermore, this will allow you to identify and avoid tension rooms. If the PC has invisibility, seven league boots or anything that increases speed, wear them before entering in case it becomes necessary to flee. Exploring other than finding the down stairways is highly inadvisable. Monsters that are probably too dangerous to tolerate include: balors, greater daemons, black unicorns, white unicorns, lich kings, emperor lichs, chaos wizards, quickling queens, diamond golems, ancient dragons, titans. Vortices spawned in DH can also do immense amounts damage and must be dealt with carefully.

Summarizing the useful items for the Dwarven Halls:

3.6.4 Your choice

Both of these locations can be problematic. The Animated Forest is always incredibly tedious. The Dwarven Halls can be a cakewalk if the PC is lucky enough to have the stairways generated close together. However, if the stairs are distant and the monsters dangerous, it is probably advisable to abandon the Dwarven Halls entirely and simply cross the Animated Forest. The Halls can also be a virtual instadeath if a very nasty monster shows up. As Thrundarr says, "It's yer choice."

3.6.5 Moon Sickle (

moon sickle The Moon Sickle is a guaranteed artifact that is typically found between Dwarftown and Wall of Flames. It is always guarded by an unnamed stone golem.

It is a unique artifact unlike any other in the game. It does not contain the essence of Chaos and Corruption and so does not corrupt merely by carrying it. Likewise, wielding it does not cause corruption. However, successfully hitting a monster with Moon Sickle adds 2d3 corruption points. Although it has no slaying powers, it is worth considering as a weapon against very difficult monsters for those PCs who have trained polearms, despite its corrupting nature. It has excellent base to-hit and damage at +6, 10d4+6 and polearms have decent to-hit and to-damage modifiers. Remember, however, that Moon Sickle is autocursing. In its unidentified form it appears as "ancient scythe".

Also, it will create potions of raw chaos from regular potions by dipping it in them. This also means that holy water cannot be used to remove the curse.

--------- scythe of corruption "Moon Sickle" (+6, 10d4+6) [+2, +2] ---------

Weight: 70s

When wielded it modifies DV by +2 and PV by +2.

When used in melee combat it grants a +6 bonus to hit and causes 10d4+6 points of damage.
When used as a missile it grants a +0 bonus to hit and causes 1d4 points of damage.

It is a permanently cursed item.

(hitting a monster adds 2d3 corruption points; dipping potions turns them into raw chaos)


Updated February 23rd, 2020