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- 1 Locations
- 1.1 Goblin camp
- 1.2 Thief guild
- 1.3 Borderland settlement
- 1.4 Fungal caves
- 1.5 Antediluvian jungle
- 1.6 Heavenly area
- 1.7 Merchant guild
- 1.8 Ultimate challenge
- 2 Items
- 2.1 Mushrooms
- 2.2 Scrolls
- 2.2.1 Scroll of entropy
- 2.2.2 Prayer scroll
- 3 Monsters
- 3.1 Minor fungoid
- 3.1.1 Special abilities
- 3.1.2 Common stats
- 3.2 Major fungoid
- 3.2.1 Special abilities
- 3.2.2 Common stats
- 3.3 Greater fungoid
- 3.3.1 Special abilities
- 3.3.2 Common stats
- 3.4 Fungoid
- 3.4.1 Special abilities
- 3.4.2 Common stats
- 3.5 Fungoid
- 3.5.1 Special abilities
- 3.5.2 Common stats
- 3.6 Angel of order
- 3.6.1 Common stats
- 3.7 Archangel of
- 3.7.1 Common stats
- 3.8 Power of order
- 3.8.1 Common stats
- 3.9 Throne of order
- 3.9.1 Common stats
- 3.10 Seraphim of
- 3.10.1 Common stats
- 3.11 Great gray
- 3.11.1 Special abiliti…
- 3.1 Minor fungoid
- 1 Kobold trapmaster
- 1.1 Special abilities
- 1.2 Common stats
- 1.3 Corpse effect
- 2 Breaker
- 2.1 Special abilities
- 2.2 Common stats
- 3 Builder
- 3.1 Special abilities
- 3.2 Common stats
- 4 Trapster
- 4.1 Special abilities
- 4.2 Common stats
- 5 Detrapster
- 5.1 Special abilities
- 5.2 Common stats
- 6 Juggernaut
- 6.1 Special abilities
- 6.2 Common stats
- 7 Truesilver golem
- 7.1 Special abilities
- 7.2 Common stats
- 8 Antediluvian orc
- 8.1 Special abilities
- 8.2 Common stats
- 8.3 Corpse effect
- 9 Antediluvian orc
- 9.1 Special abilities
- 9.2 Common stats
- 9.3 Corpse effect
- 10 Antediluvian
- 10.1 Special abilities
- 10.2 Common stats
- 10.3 Corpse effect
- 11 Antediluvian troll
- 11.1 Special abilities
- 11.2 Common stats
- 11.3 Corpse effect
- 12 Baby stone
- 12.1 Special abilities
- 12.2 Common stats
- 12.3 Corpse effect
- 13 Stone dragon
- 13.1 Special abiliti…
- 1 Map fragments
- 1.1 ID fragment
- 1.2 Ancient shop fragment
- 1.3 Griff fragment
- 1.4 Gladiator fragment
- 1.5 Sinister fragment
- 1.6 Random fragment
- 2 Rolf's fortress
- 2.1 Ruined courtyard
- 2.2 Dungeon
- 2.3 Mighty hall
- 2.4 Throne room
- 3 Rolf's quest
- 3.1 Stone dragon caves
- 3.2 Turning in the heart
- 4 Volcano quest
- 4.1 The volcano
- 4.2 Stopping the cataclysm
- 5 Artifacts
- 5.1 Unpick axe
There are 6 antediluvian dwarven map fragments scattered across the chain. Reading one when the PC possesses all 6 fragments allows the PC to combine them into a map to Rolf's fortress.
The location of this fragment is revealed by talking to the drunken dwarf NPC in Lawenilothehl several times. He will eventually require you to guess the ID level this fragment is located on; the level number is an anagram of the …
As we all know, the latest versions of ADOM introduced a bunch of new mechanics, quests, items and monsters. Right now these versions are available to people who participated in the indiegogo campaign and are restricted to the general populace. Thus I think we should not yet add all the new stuff on existing content pages to avoid making things confusing for people who use the wiki to play the latest open version. My opinion is by no means the law, so I'd like some other to speak their mind. If we reach a consensus on this among active contributors, we can put in temporary policy to block edits that add new stuff; or simply inform everyone that does edit the wiki and has access to the prerelease version that we should wait.
- 1 Magical staves
- 2 Wands
- 3 Bracers
- 4 Body armor
- 5 Shields and other armor
- 6 Rings
- 7 Potions
- 8 Weapons
All magic staves appear as quarterstaff when unidentified. They can be activated by 'U'sing or 'z'apping. Blessed staves recharge four times as fast as uncursed staves, and uncursed staves recharge twice as fast as cursed staves. Staves recharge twice as fast if they are discharged while being wielded. Magic staves are counted as normal melee weapons, and can be generated with prefixes and suffixes. For instance, it is possible for a flaming staff of strength and devastation to be generated.
Recharge ranges go from the minimum (blessed and wielded) to the maximum (cursed and not wielded). For a range of 300-4800, this gives the following recharge times:
Lowest to-hit: Healer, Mindcrafter
Very, very low to-hit: Wizard, Elementalist
Very low to-hit: Farmer, Merchant, Necromancer, Priest
Low to-hit: Beastfighter, Druid, Monk, Weaponsmith
Medium-low to-hit: Duelist, Chaos Knight
Medium to-hit: Paladin, Thief
Medium-high to-hit: Bard
High to-hit: Assassin
Very high to-hit: Barbarian, Fighter
Very, very high to-hit: Ranger
Highest to-hit: Archer
Classes have several different progressions for melee to-hit bonuses. At each level, melee to-hit is increased by 0, 1, or 2. Each progression seems to have a repeating pattern of increases (of periods 5, 10, 15, 20, or 30); the numbers listed below are somewhat based on extrapolation and may not be 100% accurate.
Lowest to-hit: Healer, Mindcrafter
Low to-hit: Elementalist, Wizard
Medium to-hit: Bard, Farmer, Merchant, Necromancer, Priest
High to-hit: Archer, Assassin, Beastfighter (ignoring unarmed bonus), Druid, Monk (ignoring unarmed bonus), Paladin, Ranger, Thief, Weaponsmith
Highest to-hit: Barbarian, Chaos Knight, Duelist, Fighter
Special to-hit: Beastfighter (unarmed), Monk (unarmed)
Yes = Vulnerable
No = Not Vulnerable
N/A = Doesn't have the applicable attack (poison or corruption)
Cursed potion of invisibility is really, really good, working 100% of the time versus every tested boss and opening them up to backstabs.
Supposedly bosses (and other monsters) have been made more resistant to disabling effects . However, the added immunities have not been documented for the most part.
- 1 Relevant monsters that may have been changed
- 2 Table of potion results
- 3 Testing data
- 3.1 Potion of exchange
- 3.2 Potion of wonder
- 3.3 Potion of blindness
- 3.4 Potion of confusion
- 3.5 Potion of poison
- Snake from Beyond
- Ancient Chaos Wyrm
- Ancient Stone Beast
- Andor Drakon
- Cat lord
- Minotaur emperor?
A preliminary step is figuring out the default behavior for non-resistant creatures. Wands were covered by the MR testing. This leaves potions and webs (webs I will probably test separately).
Cure corruption …
It seems like spells fall into four categories: only ignorable with magic resistance, ignorable with magic resistance or save (i.e. there is some base chance for any monster to resist), not ignorable (mostly well-known stuff that I didn't have to test; e.g. ball spells), and always ignored (just web).
Character level reduces magic resistance (by about (L/2)%), while spell efficiency reduces the chance of a save.
Of the spells that allow saves to non-magic-resistant monsters, the base chance varies from spell to spell. Wand of paralysis (~30%), calm monster (~30%), petrification (~50%), stun ray (~55%), scare monster (~75%).
Spells that are only ignorable with magic resistance include: all elemental bolts, magic missile, death rays, wand of po…
Summary of results: All resistible mindcraft seems to follow the same rules as damaging bolts: 0 magic resist monsters are always affected, and resistant monsters completely ignore some percentage of attacks which is only reduced by character level. Telekinetic powers cannot be resisted, but everything else can.
MR values from the code-dive wiki: great blue wyrm - 50, floating eye - 25, large kobold - 10
- 1 Level 1 confusion blast versus great blue wyrm
- 2 Level 50 confusion blast versus great blue wyrm
- 3 Confusion blast versus great blue wyrm
- 4 Level 50 mindcraft versus great blue wyrm
- 5 Level 1 confusion blast
15 Willpower: 48% resist
99 Willpower: 44% resist
Level 1 wyrm: 26% resist
Level 69 wyrm: 23% resist
Level 1: 48% resist
Level 50: 26% resist
It resembles a small little ugly quasit, hewn from gabbro basalt. In its hands the statue holds some sort of shovel.
"a good shovel is a key to tomb robbery".
Learn Mystic Shovel spell.
You learn the Mystic Shovel spell.
You learn the Divine Digger spell. (for divine casters)
The statue is unfinished, it's as though the sculptor ran out of time.
Reverses (some) unnatural aging
You Feel (sic) younger
Editor noticed all four years of unnatural aging removed from a PC. Also, having age status changed from 'grown-up' to 'young' did not affect stats
It appears to be of a fair skinned Queen, with hair of rose gold and eyes of uncut blue-gr…
Summary of results: completely non-magic-resistant creature (never shrugs damaging bolts) has a chance to shrug stun ray, spell efficiency reduces this chance, level has no effect on it. Results for stun ray on magic-resistant creatures are not clear.
+0 ray: 54% resist
+25 ray: 42% resist
Level 1: 54% resist
Level 50: 52% resist
Floating eye: 55% resist (magic resist doesn't seem to be
stacking with default stun resistance)
Dwarven chaos knight: 87% resist (magic resist seems to be stacking with default stun resistance)
Summary of results: versus a magic-resistant creature all bolts tested had about the same performance, PC level seems to be the only factor which impacts magic resistance, and killer bugs seem to have some special behavior with regards to shrugging bolts.
Each individual test had 100 trials, every separate group of tests was done with the same character (there is some overlap between groups of tests).
- 1 Uncursed wand of lightning versus killer bug
- 2 Uncursed wand of lightning versus will o'wisp
- 3 Level 1 B/U/C wand of lightning versus will o'wisp
- 4 Level 1 uncursed wand of lightning versus will o'wisp
- 5 Level 50 uncursed wand of lightning versus will o'wisp
- 6 Level 1 uncursed wand of lightning versus will o'wisp
- 7 Level 1 lightning bolt versus will o'wis…
Monster magic resistance (how often they shrug bolts, ignore resistible effects) would be interesting to document. Code-dived stats are available , and while reproducing results at this level of granularity would be really time-consuming, it should be possible to get more general estimates (e.g. zero, low, medium, high) with something on the order of 100 tests per monster.
Other points of interest:
- What factors impact magic resistance. Old patch notes (and the code-dived info) indicate that magic resistance goes down as the PC gains levels . Other potential influences might include: spell efficiency, monster level, certain attributes, and the B/U/C status of a wand.
- How different effects compare in resistibility. Killer bugs seem to be …
So since we can determine area DL, I thought it would be nice to check how corruption is handled (since it has been reworked few times). Given free time this is likely be very slow going tests...
Old way 1 point every 20 turns, 1 corrruption in 20000 turns
All tets with dwarven paladin lv1 candle born in wilderness...
At Ap 1 (checked several times) 1 corruption in 20240 turns.
At Ap 4 (checked twice) 1 corruption in 20920 turns
all corruptions happen on 20xsomething turns from the game start... (should try to change DL with few turns remaining to see how it functions)
At Ap10 (not sure I calculated start precisely enough ince I did some corruption clearing) - 22240
I've hit day 90 and checked few times at App1 (reduced via corruptions):
My current theory is bonus max (0, DL/2-4).
- check D1 with various low char levels to find at which point DL2 mobs are generated;
the actual problem there is no set of DL1 monsters generated cleanly:(. Anyway it seems magic number is char level 3 (and I checked my mindcrafter in the AF - that's 27 level (troll) ad DL1 area, and lightning lizards keep annoying me with starting theory it would be DL1+ (27/2-4)-- ~DL10 which is not enough to gen lightning lizard).
I've run char level 8 - 10 through CoC 1 multiple times -- seems 8 are generating DL4 monsters (or DL3 figurine stuff) while 9-10 gen DL5stuff (eyes of destruction and co). If we add anecdote data of molochs on DL1 for lv50 char (need +24 to DL)...
it seems like bonus is more l…
Links to results:(DL of area, +1 to mons)(I thought to share folder, but that enables stuff like editing)
PP 67 DL30
PP 68 DL31
PP 70 DL32
PP 71 DL33
PP 73 DL34
PP 74 DL35
rest of links:
Figured, that I should change slg extension for uploads. PP44 (DL16 for generation)
corruptor, berserker prince, stone giant, werewolf lord, animated armor, quickling lord
greater mummy, ogre lord, troll king
PP47 (DL18 for generation)
chaos spider, hill giant chieftain, ice elemental, Dorn Beast, karmic baby dragon
frost giant, doppel king, living wall, frost salamander
chaos eye, ancient minotaur, chaos knight, annihilator, vampire, master mimic, water demon, l…
At PP 28 new monsters:
carrion crawler, owlbear, green slime, chaos brother, chaos sister, eye of destruction, hill orc, cave tiger, dire wolf, delf wizard, least demon, outlaw, gibbering mouther, delven warrior, karmic lizard, red worm, shadow, necromancer, mist wolf, rattlesnake, minotaur, cave lizard, delven archer, werewolf, fire lizard, shadow centipede, silver wolf, orc chieftain, harpy, displace beast, gargantuan rat, large snake, ankheg
At PP 29(22+5x1.5) new monsters:
yellow ooze, hell hound, ogre magus, brown bear, fire vortex, caveman, gargoyle, berserker
DL1mobs are still generated...
interestingly this starts to d…
At Eth.bridge 25PP (22+2x1.5) monster list is (I skipped numbers fo sanity sake, + marks new ones):
At bridge 26PP (https://w…
Okay, so we can test out laces DL via tp cost and items have massive tables, but not much on monster DL. So I've read some old attempts and sorear vs Ascyron discussions (mostly at danger level talk page).
From what I have read and know
-- scrolls of familiar summoning completely unreliable.
--statues -- some mobs do bot produce statues, vey heavy
-figurines - there is page of Ascyron attempt to wish for these -- looks promising, except it seems to gen by abit higher DL than monster generation (DL1 - gave DL1-2 monsters, DL2 -- DL1-3 monsters). Well, again test ignored B/c figurines, so I've hoped these might do something (nope).
Essence of the test:
Overcharge (50.000, I think) wand of wishing from exploration mode by memmory editor (by the wa…
Drew a Raven star sign, chose a somewhat fast leveling race (with food preservation, but without the strength penalty of a hurthling). Starting stats: Hope to nab the rune covered trident at level 16.
S: 16 (19)
L: 14 (24)
W: 13 (21)
D: 12 (18)
T: 15 (19)
C: 10 (16)
A: 12 (15)
M: 12 (18)
P: 16 (18)
Starting with 3 PV (+1 robe, +2 sandals)
Starting with a 1d10+2 staffs
Starting talents: Alert, Miser
Some good luck in finding ring of the fish in the bandit town, will come back for it later if I do not find another item to help get him into the Water Caves at level 16.
Learned pick pocketing and killed a couple bandits. Renamed character "Jim Bandit". Off to find the staircase & blanket in SMC
-SMC Notes: Advanced to level 3. Acquired Treasure Hunter…
I've made this little template after bad-mouthing pluralization once again, feel free to use it:
I've accidentally stumbled upon the old discussion we had here — http://ancardia.wikia.com/wiki/Talk:High_Elf
I want to actually go and update all articles using one style. If you have any preferences concerning which one should it be, please post.
Possible variants on classes: 1) Always capitalized 2) Capitalized only in the beginning of a sentence
Possible variants on races:
1) Always capitalized (all words) 2) Always capitalized (first word) 3) Capitalized only in the beginning of a sentence
My votes go to 1/1.
The thing that was bugging me for a while: We currently have min and max stats listed for some armor and weapons. For one thing, this may mislead someone making an impression of (scroll)smithing limits. For another thing, these modifiers are not true (according to Anilatx' item dumps). There are, for example, plain long swords generated with greater stats, like (+7, 1d8). For armor +- 3 variation for PV/DV is almost certainly not true (values up to +7 and -6 are present). to-hit armor modifiers are even worse, as it seems like there is a limited number of pairs. Example: scanning the whole item dump provides the following possible to-hit modifiers for plate mail:
- (-2, -4) - base
- (-1, -5)
- (-1, -3)
- (+1, -1)
- (-4, -2)
- (-3, -3)
- (-3, -5)
- (+0, -6)
Just so you know, guys, I've (somewhat) contacted team ADOM about the possibility to upload monster/item images and add them to wiki. Currently I'm waiting for a reply from Thomas himself on this topic. If we get the permission, I'll do the work with the help of our bot. Hopefully, this may introduce a sense of state-of-the-art source and get more people. If we don't get the permission, there's still tons of stuff to add I guess :D
Do we really need NPCs category which includes unique creatures/normally peaceful monsters. What do you think of moving only truly unique guys (+ Kranach and Bart, since they can be wished for) to "Unique monsters" category and everything else to "Monsters"?
Frankly, distinction between NPCs and monsters somewhat escapes me. Sure, some give you quests/items, but that's about it.
I've just realized I didn't ask for public opinion on categorizing monster pages. It seemed reasonable to me, but category list sometimes look pretty big now (especially for some things like karmic dragons). Luckily this can be easily removed. Any ideas, opinions?
I'm also thinking about categorizing items. What do you think of the following:
- A subcategory for each DL (struggling to think of a proper name here, though; "DL:x items", "DL x items", something else?)
- A subcategory for each material
- A subcategory for each conferred ability, namely:
- stat boosts (like "items increasing Toughness")
- special stuff like crits, slaying powers
- A subcategory for each weapon skill (although it's hard to think of a proper category name)