|Great karmic wyrm|
|Sees in the dark?||No|
Great karmic wyrm is a type of monster in ADOM. They are powerful late game monsters with a wide variety of offensive and defensive abilities.
They are immune to all elemental damage, regenerate and degrade PC's luck when hit in melee as karmic beings.
They are able to breathe all elements, and can cast the confusion spell and glowing balls. They are also able to deal significant damage in melee with multiple attacks and have higher than average speed.
Players are advised to employ ranged attacks (missile weapons, Mindcraft, Magic Missile spell or wands of magic missiles). Great karmic wyrms are not able to see through invisibility and darkness which can be utilized to attack or flee more efficiently.
As all dragons and wyrms, great karmic wyrms leave treasure when killed.
- ↑ Great karmic wyrms change color each time they take a turn.
- Immune to acid, cold, fire, and shock
- Immune to death rays
- Karmic backfire
- Breathes acid, cold, fire, and lightning
- Casts Glowing balls and Confusion
- Rapidly regenerates
- Can break down doors
Level: 1, DV: 35, PV: 24, Hits: 373, Attacks: 3, Damage: 13-78. Speed: 115.
Eating a great karmic wyrm will grant standard effects of a karmic being (improve PC's luck-related intrinsics). It is also possible to get a 1 point increase in Mana and a minor increase in maximum PP (as great karmic wyrms are spellcasters.)
My gods! How can anything that big exist? But it does. Standing before you, it now seems very real indeed, its scales flickering between a thousand colors, and torrents of smoke funneling from its nostrils when it exhales. Eyes the size of your fist stare down from the sky, briefly pondering your insignificant life.