ADOM Guidebook

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Resistances - Immunities - Dooming and Cursing - Lucky and Fate smiles - Teleportitis and Teleport Control - Invisibility and See Invisible - Water breathing - Special powers


0.12.1 Resistances

There are various resistances available. These are:

Remember that resistance does NOT equal immunity in ADOM, i.e. being hit by a death ray while resistant will not kill you instantly, but will still deal a significant amount of damage. Some of the resistances can be gained by eating an appropriate monster corpse: Intrinsic fire resistance can be gained by eating the corpse of fire-related creatures. The game generates messages related to this:

There are further considerations about fire resistance in the Tower of Eternal Flames. See section 2.19 for more explanation.

An interesting test conducted by Petri Sihvola regarding petrification by a gorgon's breath:

> I did some testing and there's an approximate 50% chance of dying 
> to a gorgon breath without resistance. However, if DV is high enough 
> the chance is drastically reduced. This one shows my DV and how many 
> times I died:

> DV:23 10/20
> DV:44 8/20
> DV:53 1/20
> DV:69 0/20

The following table shows the means of gaining various resistances:

Gaining resistances
Resistance Wearables Wielded Weapons Class powers
Fire ring of fire resistance, ring of minor elemental mastery, robes of resistance, bracers of resistance, red dragon-hide gauntlets, Black Torc, Perion's mithril plate mail, Brannalbin's Cloak of Defense, Rolf's Savior, Nature's Friend, Ring of the High Kings, elemental gauntlets, Shezestriakis, blue armor Rolf's Companion, Hammerhead, Trusted One, staff of the Wanderer, Whirlwind, red weaponElementalist level 6
Cold ring of cold resistance, ring of minor elemental mastery, amulet of the cold heart, bracers of resistance, white dragon-hide gauntlets, Black torc, Brannalbin's Cloak of Defense, Rolf's Savior, Nature's Friend, Ring of the High Kings, elemental gauntlets, Shezestriakis, red armor, white armor sword of Nonnak, Trusted One, white weapon  
Acid ring of acid resistance, alchemistic gloves, robes of resistance, black dragon-hide gauntlets, Perion's mithril plate mail, Brannalbin's Cloak of Defense, Nature's Friend, Shezestriakis, green armor staff of the archmagi, Trusted One, green weapon  
Shock robes of resistance, ring of minor elemental mastery, bracers of resistance, blue dragon-hide gauntlets, Black Torc, Brannalbin's Cloak of Defense, Nature's Friend, Ring of the High Kings, elemental gauntlets, Shezestriakis, yellow armor Sceptre of Chaos, Executor, Trusted One, spear of raw steel, yellow weapon Elementalist level 12
Poison crown of leadership, alchemistic gloves, Preserver, ancient mummy wrapping, True Strength, Celestrix, Rolf's Savior, shield of raw steel, Nature's Friend, Ring of the High Kings, Shezestriakis whip of the snake, Bugbiter, Serpent's Bite, Soaker, Sceptre of Chaos, spear of raw steel Beastfighter level 6, Healer level 50
Paralysis amulet of free action, Preserver, Lust for Glory, boots of the divine messenger Soaker, Long Sting, Trusted One Necromancer level 6, Paladin level 40
Petrification amulet of petrification resistance, Crown of Chaos, Medal of Chaos, Lust for Glory Trusted One  
Death Rays amulet of death ray resistance, bracers of resistance, Crown of Chaos, amulet of raw steel, ancient mummy wrapping, True Strength, Celestrix, Lust for Glory, bracers of war, boots of the divine messenger sword of Nonnak, Trident of the Red Rooster, Death's Blade, Trusted One  
Confusion helm/ring of mental stability, crown of leadership, ring of the clear mind, Shirt of the Saints, True Strength, Protector, bracers of war staff of the archmagi, Soaker, Skullcrusher, Executor, axe of the minotaur emperor Mindcrafter level 6
Stun ring of stun resistance, amulet of raw steel, Medal of Chaos, ancient mummy wrapping, Protector, bracers of war, Ironfist, padded armor Grod, Wyrmlance, Hammerhead, Skullcrusher, Executor, Big Punch, Trusted One Beastfighter level 12
Sleep bracers of resistance, amulet of raw steel, ancient mummy wrapping, Shirt of the Saints, Celestrix, Protector staff of the archmagi, Executor, Trusted One, staff of the Wanderer, Black Thumb 
Sick [1] amulet/armor of health   Paladin level 40, Healer level 50

[1] final sickness attack deals 6d6 damage. It can be prevented with resistance, or (Wi*3.45)% chance or (Healing/5)% chance.

0.12.2 Immunities

Immunity to the four basic damage types is possible: fire, cold, acid and shock. Immunity means that the PC will take no damage from the corresponding elemental attack. However, creatures which deal elemental damage can still harm the PC, due to their ability to deal physical damage. The PC is only immune to damage from the elemental attack.

Obtaining immunities:

0.12.3 Dooming and Cursing

Basically, Cursed and Doomed intrinsics decrease PC's Luck, which is a hidden property. See section 0.6.4 for details.

Dooming or Cursing, as might be expected from the names, is generally to be avoided. They result from committing acts that are very contrary to the PCs alignment. For example, robbing shops with a lawful PC may cause both cursing and dooming. Robbing a shop with a neutral PC may cause only cursing. Robbing a shop with a neutral PC and killing the shopkeeper on the way out will quite likely cause both dooming and cursing. They are also quite commonly obtained by drinking from pools, or eating certain corpses (ancient dwarf, dwarven child, annis hag, green hag, priest, quasit, royal guardian, cat lord, demons, cute dog, (greater) white unicorn, oracle). Cursing makes the game nudge all the die-rolls against the PC, generate more monsters which hit harder while the PC's hits become weaker. Dooming is a more severe form of this. Dooming also increases food consumption, makes traps more difficult to avoid and makes it much more difficult to pray for divine help.

Nevertheless, there are ways to exploit these intrinsics. These techniques are not for the beginner, of course. Since monsters become tougher, they are worth more experience and carry better items. Vaults become more common. If the PC wants to achieve Grand Mastery in a weapon class, becoming Cursed and/or Doomed in the wilderness is the only way to do it in a reasonable time frame.

Dooming and cursing can be removed by sacrificing at a coaligned altar. It may take considerable sacrificing to remove the Cursed/Doomed intrinsics, since they are only removed at the "very close" level of piety. Praying while the PC is already at very close status also may remove dooming and/or cursing, although these intrinsics make it more difficult to appeal for divine assistance, as noted above. Removing Dooming (only) results in the message "You feel a terrible gloom being lifted from you." Removing Cursing (only) results in the message "You feel relieved." Removing both Cursing and Dooming simultaneously results in only the "You feel a terrible gloom being lifted from you." message.

Another trick for exploiting the Doomed state is as follows: If a PC finds an altar early in the game, ideally before the Si level so that zero or very few artifacts have been generated, the PC should purchase or acquire plenty of food (cooked lizards and/or stomafillia herbs), become Doomed by eating a Dooming corpse (daemons and quasits spring to mind) or wearing a ring of Doom, and then exploit the heavy monster generation by sacrificing the monsters on the altar. This can quickly lead to very close or even extremely close status. After the Dooming is removed, by removing a cursed ring of doom or through reaching very close status, the PC can be crowned or precrowned.

Dooming also has an effect in dark rooms: if a Doomed PC wanders into a dark room, there is 2% chance for an instakill every turn "You are likely to be eaten by a grue." (this only applies to Doomed characters). Deliberately playing in a Cursed or Doomed state is dangerous and should be reserved for those players who know exactly why they are doing it.

There is a game bug that causes fireproof blankets to be positively affected by the Cursed and Doomed intrinsics. It makes them last almost forever in the ToEF. It is probably not worth the cursing or dooming to make the blanket last. The ToEF is usually difficult enough in a Blessed state.

The following items grant cursing only: Black Torc, Executor.

The following items grant dooming only: armor/weapon/missile of damnation, javelin of doom, Celestrix.

The following items grant both cursing and dooming: crown of science, Crown of Chaos, Medal of Chaos, ring of doom, boots of great speed, Sceptre of Chaos.

0.12.4 Lucky and Fate smiles

Basically, Lucky and Fate smiles intrinsics increases PC's Luck, which is a hidden property. See section 0.6.4 for details.

The Lucky and Fate smiles intrinsics are the good counterparts to the Cursing and Dooming intrinsics, respectively. They cause the game to nudge die-rolls in the PC's favor. The effect is not as dramatic as the Dooming and Cursing intrinsics. It should be noted that all four intrinsics may be present simultaneously. The negative ones are considerably stronger.

The Lucky and Fate smiles intrinsics are naturally gained by PCs as they sacrifice on coaligned altars; the messages are:

"You feel an inner strength lifting your spirits!" - The Lucky intrinsic
"You feel very close to -deity-." - The Fate smiles intrinsic

Eating karmic corpses increases Luck, by losing Dooming, Cursing, or gaining Lucky or Fate smiles intrinsics.

The following items grant Lucky intrinsic only: amulet/ring of luck, Preserver, bracers of war, Purifier.

The following items grant Fate smiles intrinsic only: Ring of the Master Cat.

The following items grant both Lucky and Fate smiles intrinsic: ankh, True Strength.

0.12.5 Teleportitis and Teleport Control

Teleportitis is a "disease" that causes your PC to teleport around randomly. It is obtainable from pools (you feel jumpy), corruption (your close attunement to corrupted astral space allows teleportation), from eating the right corpse (pixie) and items (helm of teleportation, cloak of Oman). It can be useful for escaping tight spots such as being surrounded by monsters (though it never seems to kick in when needed ;), for shoplifting and for reaching areas that are usually inaccessible.

Teleport Control allows you to choose the destination when teleporting your PC. It works whether the cause of the teleportation is teleportitis or deliberate, such as zapping a wand of teleportation or casting the Teleport spell at the PC's current location. Mindcrafters always get teleport control at experience level one, others have to rely on eating the right corpse (blink dog), drinking from pools (you feel like jumping around) or wearing items (amulet/ring of teleport control, boots of the Divine Messenger).

Controlled teleportation is important in the game. There is a guaranteed wand of teleportation in the VDDL level of the Assassin's Guild. It can be found using any of the item detection techniques. The wand and potions of booze are then on-demand teleportation. Teleport control is not guaranteed but if necessary, the PC can stair hop in the Infinite Dungeon between I3 and I4 until blink dogs are generated.

The following locations disallow teleportation of any source:

0.12.6 Invisibility and See Invisible

Invisibility provides several bonuses to Stealth, Backstabbing, to hit/damage etc. Be aware however that invisible PC's are not allowed to fight in the Arena. Invisibility can be gained by drinking from pools (you suddenly are gone), eating invisible stalker corpse (10% chance), or wearing items, such as ring/robe/cloak of invisibility, or Branalbin Cloak of Defence. Being invisible by wearing items severely increases food consumption, see section 0.3.2 for details. Potions of invisibility/visibility and the Invisibility spell provide temporary effect.

The See Invisible intrinsic can be gained by drinking from pools (your eyes tingle), eating invisible stalker corpse (90% chance), wearing a ring of see invisible, Amulet of Raw Steel, Medal of Chaos, Ring of the Master Cat, Crown of Leadership, Ancient Mummy Wrapping, Shirt of The Saints, or wielding rune-covered trident or Trident of The Red Rooster.

0.12.7 Water breathing

It is possible to gain the water breathing intrinsic by eating Blup's or Shyssiryxius' corpse. The message "For some seconds a strange liquid seems to fill your lungs." is generated.

Elementalists receive water breathing as an intrinsic class power at experience level 25. Certain items and wielded weapons grant the intrinsic. The most common items are probably the helm of water breathing and amulet of water breathing.

Items which grant this ability include:

The following items also stop drowning, although water breathing is not listed as an intrinsic at the time.

Water breathing is the only intrinsic which cannot be gained/lost via drinking from pools.

0.12.8 Special powers Regeneration

Regeneration is a special item power which generates one additional hit point per turn. It works in addition to natural regeneration described in section 0.14.6. The effects are cumulative, so if the PC has two sourcers of Regeneration, it gains additional 2 HP per turn. The following items grant Regeneration: crown/ring/bracers of regeneration, bracers of war, Preserver, True Strength, Celestrix, and knife of endurance. It is possible to regenerate a maximum of 9 HP per turn via Regeneration (head, amulet, girdle, hands, rings, bracers, missile). Critical hits

Critical hits is a special item power which allows the PC to score critical hits more often. If a Critical hit is scored, the attack message generated includes "with full force" phrase. In case of missile attack, the message includes "exactly hit" phrase. As critical hits do not bypass PV, it is possible to receive the "You hit the -monster- with full force and fail to hurt it." message. In such a case even the double amount of damage wasn't enough to get past the PV. Consider switching the form of offense. The following items grant Critical hits: bracers of war, Ring of the Master Cat, orcish dagger, whip of slaughtering, Grod, Serpent's Bite, axe of the minotaur emperor, spear of raw steel, and murderous weapon. Refer to section 0.7.7 for more quantitative details. Autocursing

Autocursing items become cursed when equipped. It is obviously a bad effect, though not terrible for moderately advanced PC, since the curse can be removed via regular means, which include dipping the item into potion of holy water, reading a scroll of uncursing, casting the Remove Curse spell, praying, or using Wizard's 40th level class power. The following mostly bad items share the AUTOCURSING property: amulet of hunger, ring of doom, ring of the fish, ring of weakness, gauntlets of peace, boots of the slow shuffle, Black Torc, Medal of Chaos, crown of science, Shezestriakis, auto-locking armor, Moon Sickle, and Kinslayer. Slaying

Many artifact and few special regular weapons are imbued with Slaying powers. This means the particular weapon always scores a critical hit against certain monster types. Vanquisher is very valued artifact weapon since it slays almost everything. A missile of slaying (without specification) slays everything. Use the representing letter and common sense to determine monster types. If you need to know exactly which monster belongs to which monster types, search Appendix P for a site containing monsters data dump.

Slaying weapons
Monster typeWeapons
Battle bunnies rabbit knife
Constructs Vanquisher, Purifier, arrow/quarrel of construct slaying
Demons Vanquisher, Grod, rune-covered trident, Purifier, Executor, Trident of the Red Rooster, Justifier, arrow/quarrel/sling bullet of demon slaying
Dragons Vanquisher, Wyrmlance, arrow/quarrel of dragon slaying
Giants Vanquisher, Grod, arrow/quarrel of giant slaying
Humanoids Vanquisher, Serpent's Bite, Skullcrusher, Executor, Kinslayer, arrow/quarrel of humanoid slaying
Insects Bugbiter
Jellies Vanquisher, Soaker, arrow/quarrel of jelly slaying
Plants scorched spear, Black Thumb
Undead mace of disruption, Vanquisher, rune-covered trident, Purifier, Trident of the Red Rooster, Justifier, Sun's Messenger, arrow/quarrel of undead slaying, Black Torc Returning

Some missiles or weapons possess a special Returning power, which means the missile or weapon returns when thrown. This does not mean the PC catches it automatically - the actual chance of successfully catching a returning missile depends on Dexterity and Luck. The following missiles and artifacts share the Returning power: dagger/spear/drakish scurgar of returning, curved throwing club, javelin of doom, boomerang, Black Torc, Rolf's Companion, rune-covered trident, Trident of the Red Rooster, hammer of the gods, and spear of raw steel. Penetration

Penetration is the act of bypassing the PV of a creature in combat, dealing damage as if the creature has PV of 0. For PC, penetration can only be achived via a phase dagger, a penetrating weapon, a missile of penetration, or via Archer's 40th level class power, which grants 20% chance of bypassing enemy armor when using missile. On the other hand, several monsters, such as ratling duelists and claw bugs, will always bypass the PV of the PC.

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 January 6th, 2010