ADOM Guidebook

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Companions: Scrolls of Familiar Summoning - Figurines of wondrous power - Taming monsters - Hawkslayer - Borys - Slaves - Necromancy choices

Companions and slaves

0.11.1 Companions

Companions are allies who will help the PC, to a point. They can be obtained in several ways as outlined below. Companions are often referred to as pets if they are animals. One word of caution before attempting to create a powerful companion - they are fickle and will sometimes turn on the PC at the slightest provocation. Some types of companions have a distinct personality and bear careful watching. A high charisma score is very helpful when ordering companions about. Most companions (not undead like an Emperor Lich) can be healed using any of the normal techniques - casting Heal and throwing potions of healing, for example.

One problem that many players have with companions (or slaves) is that companions have a fixed speed. This means that as the game progresses and the PC gains speed via wearables, the Athletics skill, eating quickling corpses, etc., companions become slower and slower relative to the PC. This can become very annoying, with the PC forced to wait for companions to catch up. This problem makes many players reluctant to rely too heavily on companions.

Note also that companions cannot accompany PCs to D:50. Companions can be *created* on D:50, but they cannot cross D:49. Monster orders are rejected based on: 1d(Charisma + 10) <= 1d(Charisma) = success. Scrolls of Familiar Summoning

These scrolls can be read to create a tame monster. The monster created is dependent on the danger level of the dungeon level. This means it is to the PC's advantage to read these in the most dangerous place possible. In the early midgame, the best place is probably the Dwarven Halls, since almost anything can show up there. Ancient karmic dragon, emperor lich and balor companions have been generated in the Dwarven Halls, for instance. Figurines of wondrous power

These miniature statues are a relatively new feature in ADOM, implemented by TB in response to players' requests for pet shops. Figurines can also be found randomly in the dungeons. They generate a monster when 'u'sed; the type of monster corresponds to the name (i.e. a jackal figurine of wondrous power). If the figurine is blessed when 'u'sed, the monster produced is tame. As with scrolls of familiar summoning, it is best to use them in a dangerous place. The Small Cave is ideal, since newly generated monsters have roughly twice the experience level of the PC. Taming monsters

This is a specialty of Bards, but any PC with the Music skill can try to tame monsters by placing a musical instrument in the tool slot and 'u'sing it. Most PCs are not very successful at this until the Music skill level is in the 90s. The success rate is also dependent on the type of instrument used, with heavier instruments generally better than light ones. No PC can tame a pet if there are already three pets on a dungeon level. One or more pets must be led to a different level and left there. The PC can then return to tame more.

Beggars can be made into companions by giving them gold and/or food. The most recent report (December 28th, 2001) required about 8000 gold pieces and 10 cooked lizards. Berserkers of the same gender can be tamed by giving them a wedding ring.

Some monsters can be tamed by feeding them. Cave lions and wild cats can be tamed by giving them rat or giant rat corpses. This is very useful to remember if the PC wants the Ring of the Master Cat (see section 3.6). Cave tigers can also be tamed, but they refuse to eat rat or giant rat corpses. Instead, they like pieces of raw or fresh meat. Unfortunately, it takes more than five pieces of meat to completely tame them; this is out of reach for most PC's. Wild cats (cave lions? cave tigers?), and black hurthlings can also be tamed with fish, which can be obtained from water squares in the wilderness (see section 0.4 Survival). Dogs can be tamed by giving them bones, which are readily available by killing skeletons. This can be especially useful with blink dogs. Tame a blink dog with bones, then get it involved in a fight. The blink dog will summon more of his brethren, some of which will inevitably be killed. A blink dog corpse will eventually be generated, which grants teleport control when eaten. This is particularly useful for lawful PCs. Since blink dogs are lawful, killing them will wreak havoc on a lawful PC's alignment. Hawkslayer

Information on the burly adventurer in the High Mountain Village can be found in section 2.21.2. Borys

A flesh golem can be bought in the High Mouintain Village. More on this in section 2.21.8.

0.11.2 Slaves

Slaves are the undead created to serve a Necromancer PC. They share some characteristics with companions. They will fight against a Necromancer PC's opponents up to the point where injuries cause them to panic and become afraid of further combat. As with companions, a high Charisma score enables the Necromancer to better control his slaves. Note that traditional methods of healing damage undead rather than healing them. The Bless spell also damages undead. Undead in skeletal form (skeletons and skeletal warriors) can be healed by giving them bones. Others must simply heal at their natural rate, which is often frustratingly slow.

If a Necromancer manages to survive to a high enough level to find quickling corpses, especially higher-level quickling corpses, most of the problems with undead vanish. Quicklings are considered humanoid in ADOM and so their corpses can be animated with Necromancy. They are extremely fast (this also means the problem with slow companions vanishes, see section 0.11.1) and regenerate wounds at a phenomenal rate. One particular quickling king skeletal warrior on record killed Nuurag-Vaarn, the Chaos Archmage, before the PC knew it had happened.

Note that slaves are not subject to the experience level 50 limit as PCs are. It is quite possible for slaves to reach experience level 100 and higher. Needless to say, they become formidable at those levels.

One trick Necromancers can use to create out of depth slaves is to exploit the properties of the Small Cave (check section 1.4 for a general explanation of how the Small Cave works). In this scenario, a Necromancer PC avoids entering the small cave at the beginning of the game, instead gaining early experience in the infinite dungeon or elsewhere. As the game progresses, a source of invisibility will eventually be found. It is rare for monsters that see invisible to be generated in the small cave. At the same time, many are humanoid and their corpses are usable for Necromancy. If an experience level 20 Necromancer enters the small cave while invisible, he can reasonably expect to leave or descend into the unremarkable dungeon with a couple of level 35 - 40 slaves. Very useful at that point in the game.

Creating undead corpses is chaotic act, which reduces alignment by 300, costs PP (increases with level) and most importantly Mana. When Mana is reduced to 1, the PC can continue creating slaves at no Mana cost, but only those costing 1 Mana. The PC "is not powerful enough" to create slaves which would reduce Mana stat below zero. However, animating a corpse trains Mana 2 000 points. Note that lvl 1-5 Necromancers, as well as other classed dabbling in Necromancy, don't get to choose, but create zombie or skeleton randomly. The chance is 100% zombie at level 1 to about 50% zombie / 50% skeleton at level 5. Mana cost is reduced for Necromancers at level 40.

Necromancy choices
Undead being Availability lvlMa cost lvl 1-39 Ma cost lvl 40-50
[A] Skeleton 111
[B] Zombie 111
[C] Ghul 6 11
[D] Shadow 10 21
[E] Corpse fiend 13 21
[F] Wight16 21
[G] Wraith19 21
[H] Mummy25 31
[I] Skeletal warrior29 31
[J] Ghost33 31
[K] Spectre37 42
[L] Vampire41 N/A4
[M] Shadow lord 46 N/A5
[N] Lich 50 N/A8

Good repeatable sources for more powerful corpses are the Quickling Tree, Minotaur Maze, and Stone Giants from Mining.

Please note that this is an unofficial and unauthorised copy of Andy William's ADOM Guidebook. For further information on the legal and moral challenges raised against this Improved ADOM Guidebook please see
Updated April 25th, 2006