ADOM Guidebook

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Messages: Monsters or monster vaults - Special dungeon features - Traps - Unique levels - Special - Traps - Doors - Dark rooms - Tension rooms, threatening rooms, trap rooms - Herbs - Shops - Rivers - Pools - Forges - Hives - Permanent room effects - One time room effects - Vaults - Royal treasuries - Danger levels and top trap types - Altars - Graves

Dungeon features

0.13.1 Level Messages, Special Messages

See also section for messages generated when sacrificing. Messages which indicate the presence of monsters or monster vaults
"You feel excited." a vault on the level
"You feel truly excited." a greater vault
"You sense a certain tension." a room full of monsters
"You sense the death of an innocent being." the cute puppy has just been killed
"You feel a surge of power." an artifact, guarded by a named monster
"You hear a distant wind." a vortex
"You hear a distant "Hurumph!"" Dorn Beast
"*THUMB*" titan or greater moloch
"You hear a horrible unearthly wail in the distance!" Banshee
"You see a small hole in the ground." a hive
"Something is moving in the hole beneath your feet." a hive creature is trying to emerge while the PC is standing on the hive
"You nearly fall into a small hole in the ground." a hive in the dark
"You see a crumpled hole in the ground." an empty hive
"The floor is very rough here." an empty hive in the dark
"You hear clicking sounds." ants
"You hear buzzing sounds." bees
"You hear an evil hissing and something large crawling about the ground." ant queen
"You hear a vile buzzing sound!" queen bee
"The whole dungeon level seems to be shaking." This, in general, indicates that a hive creature tried to emerge from a hive and was not successful. It will be followed by messages that indicate the reason, for instance "The center of the earthquake seems to be directly beneath your feet!" which means the PC is standing on the hive. There are other messages that need to be compiled regarding other monsters standing on the hive, etc.
"You hear a slurping sound." a spider spun a web
"You hear a ripping sound." a web was torn apart
"You hear a burping/popping sound." a breeder just bred
"You hear a grinding sound." something just dug through stone
"You sense imminent danger..." chance of out-of-depth danger generation
"... but the feeling passes." but it didn't happen
"You sense a rupture in the spiritual aura of this place." a (greater) moloch smashed an altar
"You feel the presence of a friend." a companion was generated out of LOS - in a dark room, for example
"Someone shouts: "*Yippiyaiyay!*"" Tywat Pare has found a bandit Messages which indicate the presence of a special dungeon feature
"You hear the wind howling." a forge
"A lot of stuff seems to be standing around here." the PC is standing at a forge's location in the dark
"You sense a pious aura." an altar
"You stumble against some stone block." the PC is standing on an altar in the dark
"You hear someone counting money." shop
"You hear someone cursing shoplifters."
"You hear the chime of a tiny bell."
"You hear arcane mumbling." shop being restocked
"You feel observed." shop - an invisible PC has been detected by a shopkeeper who is out of LOS
"You hear splashing sounds." a pool (note similarity to acid trap below)
"Your feet suddenly feel wet." a pool in the dark or while blind
"You hear the sound of rushing water!" a river (note similarity to water trap below)
"You hear the sound of falling coins." royal vault
"You hear the steps of the royal guard."
"You suddenly feel the urge to get very rich really soon!" royal vault (while wearing an amulet of greed)
"Something shifts beneath your feet!" The PC entered the top level of the Pyramid while blind or while the stairway is covered in darkness Messages which indicate the presence of traps
"You hear a splashing sound." an acid trap was triggered
"You hear the sound of rushing water." a water trap was triggered
"You hear a strange "ZAP!"" a light trap (also possibly a flash/stun door trap) was triggered
"You hear a pained -foo sound- in the distance." a weapon trap was triggered
"You suddenly sense taint in your vicinity." a corruption trap was triggered
"You sense a soul in agony."
"You hear the sound of toppling stones." a stone block trap was triggered
"You hear a thundering explosion." a fireball trap was triggered
"The -foo- seems to move very carefully." a monster (or companion) encountered a trap
"You shudder." a trap-filled room is somewhere on the level Messages which indicate a unique level
"You feel watched. You shiver. You shiver really bad!" The Gremlin Cave
"This air of this level is filled with a strange smell." the si level
"You hear someone chuckling evilly." the underground level of the Dwarven Graveyard
"You smell the reek of sulphur, steel and oil." Darkforge
"The air suddenly is filled with the stench of death. The stone is colored strange gray shades and everything seems to be decaying, rotting dying slowly." The CoC Graveyard
"This dungeon is very dusty." The second level of the Assassin's guild
"Water drips constantly from the ceiling..." the Water Temple level
"This whole level seems to be filled with emotions of terror, sorrow, pain and death..." the Banshee's level
"Stormy winds howl through these tunnels." the Air Temple level
"This level is intensely hot! The rocks are glowing..." the Fire Temple level
"You sense an intense tension." the battle bunny level
"This level seems somehow removed from the rest of the world." The Cat Lord level
"The walls seem to be closing in..." the Earth Temple level
"This part of infinity seems to be special in a very eerie way. You wonder whether you would be able to find it ever again..." The SIL
"The walls and floor of this level are filled with the marks of huge reptiles... hundreds of such marks." the final level of the Blue Dragon Caves
"You feel touched by the forces of chaos..." the lair of the Emperor Moloch
"Some strange energy fills the air causing your skin to itch." the Mana Temple level
"This level is covered with a very slippery layer of ice." D: 49
"This level is very strange... the walls are hard to see, everything seems to blur and you feel slightly dizzy." D: 50 Special messages
"Oh my, I'm so lonely and need some company." random, any NPC can say this, small lawful boost if the PC agrees to spend time with the NPC
"You feel a great wave of relief rushing through these tunnels." Jharod has healed Yrrigs while both are out of LOS
"Jharod, the healer, suddenly seems to touch someone in a soothing way. You feel a great wave of relief rushing towards you." Jharod, in LOS, has healed Yrrigs, out of LOS
"You suddenly feel ancient magical energies manifest in your vicinity." the PC has just achieved experience level 13; the papyrus scroll has been generated, which is an invitation to enter the Pyramid (see section 2.9). Alternatively:
"You suddenly feel ancient magical energies manifest at your feet." same as above, but the papyrus scroll was generated on the dungeon square where the PC is standing
"Your equipment suddenly seems to weigh less." an item has disappeared from the PC's pack, most likely a food item susceptible to rotting - this includes corpses, apples and pieces of raw meat
"Your -foo- starts to rot!" a food item in the PC's pack has started to rot (which means it has changed from uncursed to cursed status)
"Your -foo- rots away!" a (cursed) food item in the PC's pack has rotted away; the difference between this message and "Your equipment suddenly seems to weigh less." may be Perception dependent or may involve other factors
"You feel a change of mind in a being close to you." A pet has become hostile
"You feel like scum." OR "You feel like a traitor." The PC sacrificed a pet
"Your mood darkens." PC has lost blessed status
"For a moment you feel dizzy." A monster tried to teleport to the PC's location
"You hear a thudding sound." A thrown rock landed without being destroyed OR a wounded monster died after running out of the PC's line of sight
"You feel responsible." the PC killed a ratling guardian
"You feel a horrible loss." the cute dog transformed into a writhing mass of primal chaos
"You smash the stones to pieces. Some stuff buried in the rock in uncovered!" the PC dug through stone, uncovering an item dropped by a monster that was killed while in the wall
"The altar is smashed by the greater moloch! An energy bolt strikes down on the greater moloch! The greater moloch shruggs it off and laughs with malicious glee!" pretty self-explanatory
"*SORRY, MISSED*" the above happens, but the PC is doomed; the god strikes at the PC by mistake
"You hit something and notice a thudding sound." the PC killed an invisible monster with a missile
"Drops of blood appear on the ground." an invisible monster is bleeding
"The stairway is very long..." The generation of a dungeon level took a little bit longer; unnoticeable on faster machines

0.13.2 Traps

Traps are exactly what the name implies. They are represented by carets ^ in the dungeon maps once they are discovered. Trap types

There are several varieties which do various nasty things to the PC or his worn or carried inventory:

Acid green damages or destroys non-artifact worn equipment
Alarm orange warns every monster on the level of the PC's presence and causes them to become hostile; disarm with potion of oil
Arrow white shoots an arrow at the PC; can be exploited to gain arrows; there is more than 5% chance to be hit, in which case the arrow does 1d10+2 - PV damage, 1/3 is chance for the arrow to not break, and 1/30 chance for the trap to vanish.
Ceiling dark blue drops a portion of the ceiling on the PC; found on levels with forbidden teleportation replacing teleportation traps
Corruption purple corrupts the PC; a relatively small effect (~55 CP)
Explosion red generates a fireball at the location of the trap
Light yellow blinds the PC
Simple Pit brownPC falls into a hole; can be used to train Climbing and Dx; deals 3d6 damage; if discovered and Dx>23, trap is always avoided and Dx is trained
Pit with vipers brown OR cyan appear as cyan caret if detected with a wand of trap detection, brown caret if detected with the Detect Traps skill (this may well be a bug); (Ma/500)% chance is to avoid the trap entirely WITHOUT discovering, trains Ma. Dx/40 is chance to avoid falling in pit, vipers still come out. 2d6 vipers spawned.
Spear brown shoots a spear at the PC; can be exploited as a source of metal
Stone block gray drops a stone block on the PC; can kill low level PCs; (Ma/500)% chance to avoid entirely WITHOUT discovering, this trains Ma. Damage is 4d10 - PV, 1/2 chance to create rocks
Teleportation light green teleports the PC; sometimes handy for on-demand teleportation
Water blue causes a gush of water; can destroy scrolls if the PC does not have a waterproof blanket to protect the backpack; rusts vulnerable armor and weapons; unavoidable besides Alertness & Sixth Sense.

Traps can be deliberately set off by standing on the trap and pressing Ctrl-T.

It should be noted that traps affect monsters as well as the PC: light traps will blind monsters, corruption traps will corrupt monsters, acid traps will damage monsters, etc. An interesting use for an alarm trap is to lure a monster across it. Other monsters will become hostile towards the monster which triggered the trap and attack it. This can be very handy for disposing of cats (see section 0.9.2).

Traps can be discovered with the Detect Traps skill. PCs with this skill automatically apply it when the 's'earch command is used. In ordinary dungeons it is not worth using this technique, but in heavily trapped areas (the underground level of the Dwarven Graveyard, the Pyramid, the Assasin's Guild, the Mana temple) it is definitely prudent to use this skill multiple times during every turn where the PC suspects a trap is present.

Traps are much easier to avoid once they are discovered, probably by a factor of 100 or more. This is why the Detect Traps skill is so useful. Every PC should attempt to gain this skill. Wands of trap detection can be used for this, but they run out of charges. They can be recharged of course, but the skill never runs out and is unaffected by the mana battery corruption.

Note that it is not possible to use the 'w5' (walk in place) command while standing on a trap.

Finally, bear in mind that PCs with high Alertness, Mana, Dexterity stats and the Sixth Tense talent will avoid undiscovered traps much more successfully than those without these abilities. Trap pattern

Traps occur in a known pattern. The order, left to right or top to bottom, is:

There are several places on fixed-layout levels where trap types and locations are shown in these documents. Note that trap *types*, in particular, are dependent upon the dungeon level where the fixed-layout level in question is generated. Examples include Dwarftown and (most of) the elemental temples. There is generally a warning in those sections concerning variations caused by differing dungeon level. There is also variability introduced if the player chooses to play with nonstandard resolution. There is no warning about this factor. Nevertheless, the above pattern applies; identifying a single trap allows the player to predict the type of trap generated elsewhere on the level.

0.13.3 Doors

There are doors on many of the dungeon room entrances. The majority of doors are not a problem. However, they can be locked or locked and trapped. Doors are generated with the following probabilities: open door: 45%, closed door: 25%, doorway (no door): 20%, locked only door: 3%, locked and trapped door: 7%. Locked doors

Locked doors can be opened using several methods. Safe ways are:

Non-safe ways:

Under some conditions player might want to lock doors to isolate part of the level or stop monsters from pursuing the character. Locked rooms are also recommended for storing items. General ways to lock (and sometimes also trap) a door are: Trapped doors

There are different types of door traps:

Door trap types
Collapsing door / Trick doorDrops door directly in front of doorway, damages the PC and worn equipment; First chance to evade: ((Pe+Luck)/30) %, Second chance to evade: (Dodge/200) % Damage: Min(10,DL+3)d4 - (PV of head armor); if evaded, trains Pe and Dx
Fireball / Booby trap Similar to the explosive rune trap, generates a fireball, can injure companions, making them become hostile. Damage is Min((DL+3)d4,100).
Stone blockSimilar to the collapsing door, drops stones directly in front of the door, can kill low level PCs. (Dx+Luck)/30 chance to jump back (if there's space to do it, of course). Otherwise, 3d10-PV damage.
Explosive rune Arguably the worst door trap, destroys a variety of worn items and backpack items and damages the PC; can injure companions, making them become hostile; a new effect in ADOM 1.1.x+ is possible deafening of the PC. Damage dealt is (Min(DL+1,16)d6)*x/2, where x is 1 if you "partially evade the explosion" (depends on Dx and Luck) or 2 otherwise
Stunning flash If you have stun resistance, you only get "You receive a minor electric shock." Otherwise: If you can see the tile you're standing on, you have a (Dx+Luck)/30 chance to avoid being stunned for (DLd4) turns. If you fail the roll, in addition to being stunned another roll (Pe+Luck)/30 determines if you get blinded. In addition to the previous roll, there is a 1/30 chance to get heavily blinded for (DL*10d10) turns, otherwise it's just (DLd4)+DL turns. If you pass, the corresponding stat that influenced the roll is trained.
Blinding flash X is 0 if both the door's tile and the tile at the PC's position are lit, 10 if only one is lit and 20 if both are unlit. If 1d30+X+1 > (Pe+Luck), then you get blinded for (DLd4)+DL turns and Pe is abused by (-1-1d4). Otherwise, Pe is trained.

Players should get into the habit of never standing directly in front of a door when opening it whenever possible. This will completely eliminate deaths from Stone block door traps and damage from Collapsing doors. It also lessens the damage from an Explosive rune: "You partially evade the explosion." As with ordinary traps, PCs with high Dexterity are more successful at evading door traps: "Suddenly a huge rock drops directly in front of the door! You barely evade it by jumping backwards!"

If the PC has the Detect Traps skill, it is worth 'a'pplying it a few times in the direction of closed doors, or simple 's'earching can be used as well.

Unlike regular traps, the type of a discovered trapped door cannot be recognized neither by a color - it is always red, nor by looking around using 'l'ook command. The only way is via calculating door pattern - see section below. Secret doors

Some doors are hidden and must be 's'earched for. A ring of searching will do this automatically. Dark Elves (5), Thieves (6), Orcs (10) and Dwarves (20) get bonus to finding secret doors. Alternatively, secret doors may be discovered by 'k'icking them. Kicking a normal dungeon wall results in the message "You hurt your foot kicking the wall!". Kicking a concealed secret door results in the message "You really hurt your foot kicking the wall!" Special door features

Closed doors can be kicked down for wooden sticks, which can then be used for Fletchery. However, a destroyed door will leave an invisible doorstep, which has the following properties: Door pattern

As with traps, door locks and door traps occur in a known pattern. Notice that door keys and door traps have pattern of six, which leads to fact that all doors with same key on same level can have only one trap type.

The order, left to right or top to bottom, is:

The trap type holds for the entire Infinite dungeon. For Caverns of Chaos, D:1 round doors have collapsing door traps. D:2 round doors have fireballs, D:3 stone blocks etc. For other locations, door trap patterns have not yet been investigated. Monsters who can smash doors

The following is a list of monsters that can break doors.

Dragons and wyrms of all colors and sizes, ogres, giants, minotaurs, golems, titans, slayers, turtles, balors and molochs of all types. Additionally: annihilator, (big) casino guard, bulette, burly adventurer, cat lord, caveman, chaos warlord, dark orc, Dorn Beast, dwarven (elite) guardian, emperor lich, eternal guardian, giant boar, greater earth elemental, lich king, old barbarian, orc butcher, revenant, sheriff, Snake from Beyond, stone statue, undead chaos dwarven berserker, writhing mass of primal chaos.

0.13.4 Dark rooms

Dark rooms, and dark areas in general, are just that - dark. They are problematic since approaching enemies can't be seen. It is also possible to inadvertantly kill a creature in a dark room. The darkness can be permanently dispelled with the Light spell or a wand of light. A torch or an amulet of light provides a temporary light source. If a doomed PC enters a dark room, there is a 1 in 1000 chance of being instakilled by a grue each turn.

0.13.5 Tension rooms, threatening rooms, trap rooms

Tension rooms have 1/5 chance to be generated, threatening rooms have 1/8 chance to be generated if DL>7, trap rooms have 1/50 chance to be generated, or 1/10 if Doomed.

Tension rooms are relatively small rooms filled with monsters. They always have doors that cause the walls around them to crumble. This allows the monsters within to swarm the PC. They can be filled with monsters of one type, two separate types or a variety of different monsters. Mixed tension rooms in particular can contain out-of-depth monsters. Since the level message "You sense a certain tension." is always associated with these rooms, the PC is forewarned. It is prudent to find out what is in the tension room with a wand of monster detection, especially at deeper dungeon levels. It is quite possible to be faced with a ghost king and ancient karmic dragon simultaneously from such a room.

A new variant of tension rooms has appeared in ADOM 1.0.0+. The level message "You feel threatened." is generated on levels containing these rooms. These rooms are similar to tension rooms, but are always filled with a single type of monster. In addition, they do not have the crumbling walls feature of tension rooms.

If the message "You shudder" is created upon entering a new dungeon level, one of the rooms on that level will have a trap on each square. Care should be taken to locate this room as soon as possible. Monsters that don't fly or hover will activate the traps if they stumble in such a room. It is possible for a threat room to be the same as the trap room. Watch the carnage.

0.13.6 Herbs

Herbs have 1/6 chance to be generated if DL>2, no altar, no forge. Herbs growth

Herb bushes are always found in the Big Room (level 6 of the Caverns of Chaos). They grow according to Conway's Life rules. They are as follows:

ADOM adds to this: if a bush has two neighbors, it will remain the same during the next generation. If a bush has three neighbors, it will generate more blossoms during the next generation. These additions are important, since there are many stable patterns, but very few that will continue to blossom over time. For instance the following patterns are stable:

                                       *     *
                                      * *   * *
                                      * *    *
but are quite useless as far as ADOM is concerned. Since none of the bushes has three neighbors, once they reach a withered state they will never recover. The best pattern to create for farming herbs in ADOM is a 2 x 2 square of herbs. This will remain alive indefinitely and generate more herb blossoms every generation. It is also worth preserving a 1 x 3 pattern. This is a pattern that oscillates between horizontal and vertical. Since two of the herb bushes are new each generation and therefore unpicked, they will constantly be renewed. The danger with this pattern is overharvesting. If one bush dies, they all die. The square 2 x 2 pattern does not have this liability. If one (and only one) bush dies, it will be filled in the next generation.

Herbs apparently require light to survive. A message "It's dark here! Some herb bushes full of blossoms are growing here. The vegetation beneath your feet shrivels and suddenly is gone." has been observed.

Herbs can be generated on any dungeon level by 'U'sing a potion of holy water on a dungeon square, even for PCs without the Gardening skill. The success rate is 33%. Note that while any dungeon level will work, only those levels which already had herbs will support herb growth. In other words, herbs will not undergo the normal growth cycle unless the dungeon level had indigenous herbs. Consequently, the PC should avoid creating herbs in this manner unless the dungeon level already has herbs, unless it is a matter of life or death. The exception is PCs that have the Gardening skill. 'A'pplying the Gardening skill with herb seeds causes a dungeon level to transform to an herb-sustaining state.

Be sure to take advantage of the information below about creating especially desirable herbs.

Short treatise on herbs by the newsgroup poster known as Loves A Dustbin

Generation of the R pentomino - thanks to Malte Helmert for the method

A really big herb farm - contributed by Picking herbs

The strength of a particular herb bush can be determined by 'a'pplying Herbalism skill. Three strengths are recognized: full of blossoms, strong, and withered. If is safe to pick up a herb full of blossoms or strong, but a withered herb may dissappear after next pick up. There is Herbalism / 1d160 chance for the bush to not lower in status; so 3/8 of the time the bush will still go down at 100 Herbalism. The status of the herb picked is determined as follows: if Herbalism > 1d110 = Uncursed, THEN (only if it passed the first check) if Herbalism > 1d140 = Blessed. Level 18+ Farmers now have a 50% chance of anything cursed turning uncursed at this point, immediatelly followed by a 50% chance for uncursed to become blessed. Non-farmers get about 65% blessed herbs, 26% uncursed, and 9% cursed at 100 Herbalism; level 18+ Farmers should get around 80.5% blessed, 15% uncursed, and 4.5% cursed. Herbs properties

Herbs have the following properties:

Herb Method of use Cursed effect Uncursed effect Blessed effect
stomafillia eat satiation +550 satiation +2000 satiation +6250
stomacemptia eat near starvation makes hungry! makes almost hungry
curaria mancox eat smaller effect fights sickness cures sickness
devil's rose eat severe sickness sickness mild sickness
alraunia antidote eat smaller effect dilutes poisoning cures most poisoning
demon daisy eat severely poisons poisons mildly poisons
pepper petal eat heals 3d4 hp heals 3d8 hp heals 6d10 hp
burb root eat more damage burns stomach damage less damage
morgia root eat trains To 5d100+200, trains Wi 50d10
spenseweed use heals 1d6 hp heals 3d6+3 hp heals 5d4+20 hp
moss of mareilon use abuses Dx -10d100 trains Dx 10d100 trains Dx 60d30+30

See section for more on training stats with herbs, and the end of section 0.3.2 for more detailed information on stomacemptia herbs.

0.13.7 Shops

Shops have 1/4 chance to be generated for Merchants, 1/6 chance for others.

The ADOM Manual provides some basic information about shops. Shops are rooms in the dungeons inhabited by shopkeepers and stocked with their wares. Shops can be general stores selling a variety of items or specialty stores selling only one type of item. Shops should always be entered and explored, since viewing the items in a shop permanently identifies them.

Certain powerful items are less likely to be generated in shops. These include wand of wishing (8x), scroll of chaos resistance (12x), ring of djinni summoning (5x), potion of cure corruption (6x), potion of gain attributes (40x), potion of stat (30x), potion of potential stat (20x), potion of water (2x).

Shopkeepers will restock their inventory if it is depleted or appears to be depleted. It is a good idea to pick up everything in a shop and drop the unwanted items on one square. This gives the shopkeeper room to restock. Note that it is necessary for a certain amount of game time to pass in order for a shop to restock. PCs with sufficient Perception scores and Listening skill levels will hear a message "You hear arcane mumbling." which means a depleted shop has been restocked. Guaranteed shops

There are five guaranteed shops in the game:

Shopkeepers generally buy items as well as selling them. The exception is the Casino shop, which only sells. Specialty storekeepers are only interested in purchasing the items they specialize in. Sell Munxip those useless kobold corpses! Random shops

Other shops are found randomly in the dungeons. The following shop types may be randomly generated, listed with their chance out of 20:

Shop types
Shop typeChance
Scrolls 5
Potions 4
General 3
Rings 3
Wands 2
Books 2
Pets 1 Shopkeepers' racial prejudices

Shopkeepers have definite racial prejudices in addition to the special criteria Munxip (see sections 1.2.2, 1.2.6) and Barnabas (see sections 1.3.1, 1.3.2) use. Malte Helmert has done some testing regarding this and observed the following: The HMV and Lawenilothehl shops were generated 50 times each. The races of the shopkeepers were:

Other races may be possible, with a very low probability.

Quoting Malte's findings:

"The following chart lists the percentage of the "base value" offered by a shopkeeper of the race specified in the column to a PC of the race specified in the row. 100% is normal, 110% is possible if the shopkeeper likes the PC's race very much (mostly if both are of the same race), and the value can become as low as 10% if the shopkeeper really hates the PC's race.

"Looking at the chart, you see that all non-Hurthling shopkeepers prefer PCs of the same race. Hurthlings are the only shopkeeper race that isn't prejudiced, and Hurthlings are also the best-liked PC race (there is no race that gives Hurthlings a really bad deal, and many give them excellent deals).

"Considering the fact that the most important shopkeeper in the game is a Dwarf [Waldenbrook - AW], Orcish and especially Dark Elven PCs appear to have the worst time (this is not news, of course)."

Shopkeepers' offers
PC's race HumanTrollH.ElfG.ElfD.ElfDwarfGnomeHurthOrcDrake
Human 110% 100% 80% 80% 80% 80% 100% 100% 100% 80%
Troll 100% 110% 50% 20% 80% 60% 80% 100% 100% 80%
High Elf 100% 70% 110% 105% 10% 80% 100% 100% 50% 80%
Gray Elf 100% 50% 105% 110% 10% 80% 100% 100% 50% 80%
Dark Elf 60% 85% 10% 10% 110% 10% 80% 100% 110% 40%
Dwarf 100% 70% 50% 50% 50% 110% 110% 100% 20% 80%
Gnome 100% 100% 100% 100% 80% 110% 110% 100% 60% 80%
Hurthling 110% 100% 110% 110% 90% 110% 110% 100% 80% 80%
Orc 80% 100% 50% 50% 100% 20% 50% 100% 110% 50%
Drakeling 90% 100% 80% 80% 100% 80% 100% 100% 80% 110% Robbing shops

Shops can be robbed. This of course has effects on alignment, in addition to putting the PC's life at risk. These shopkeepers are maintaining a business in a highly dangerous environment and are well suited to dealing with those who choose to steal from them. In addition to their own very tough nature, they can summon hordes of thugs who attack the PC. Shopkeepers are able to detect invisible PCs. The message "-Shopkeeper- stares at your position with great intensity." indicates they have detected and are looking at an invisible PC. However, this does not happen instantly. Therefore, invisibility can be used to rob shops without making the shopkeeper hostile. The PC can enter a shop while invisible and pick up items. Anything the invisible PC picks up *prior* to generation of the above message can be taken from the shop safely. Therefore, the usual technique is to enter the shop while visible, gather up everything in the shop and drop it all as close to the door as possible. The PC can then become invisible, pick up everything and leave the shop undetected as long as the above message is not generated.

Another technique for robbing shops is available for those PCs who have pets or slaves under good control. If a shop is entered and nothing is picked up, the shopkeeper does not block the door. The PC can order his pet or slave to stand in the doorway, pick up whatever is desired, then :s swap positions with the pet or slave. At that point, getting away with the loot is simply a matter of outrunning the shopkeeper and avoiding or killing any summoned thugs.

A PC with the Teleportation spell can teleport a shopkeeper out of his shop. Shopkeepers are teleportation resistant, so trying this with a wand is usually not successful and a waste of the wand's charges. This results in a hostile shopkeeper and summoned thugs, however. Since it is impossible to choose the destination of the shopkeeper, this is a dangerous technique unless the PC is experienced enough to deal with a hostile shopkeeper and the thugs he will summon.

A hostile shopkeeper can use his thrown coin attack only once.

Robbing techniques and consequences
TechniqueAlignment dropCursingShopkeeper hostileThugs summonedVillagers hostileCalm Monster worksRemarks
Attack shopkeeperYesYesYesYesYesNoeven in Darkness
Pick Pockets against shopkeeperYesYesYesYesNoNoeven if pickpocketed in Darkness
Teleport PC or shopkeeperYesYesYesYesNoNo 
Stun Ray, Paralyzation, bolt spells, Mindcraft in LOSYesYesYesYestowards shopkeeperYeseven if shopkeeper is killed
Stun Ray, Paralyzation, bolt spells, Mindcraft out of LOS or PC in DarknessNoNoYesNotowards shopkeeperYeseven if shopkeeper is killed
VentriloquismNoNoYesNotowards shopkeeperYes 
Digging shop walls and kicking items outNoNoNoNoNoN/Avery abusable

Note the following:

0.13.8 Rivers

Rivers have 1/15 chance to be generated.

Introduced in gamma 14, these can be found in the High Kings cave, puppy cave, druid dungeon, CoC, ID, UD (Rift?). Like any body of water, they can rust unprotected iron items, drench scrolls and spellbooks and drown the PC. Drowning damage seems to be dependent on HPs, with high-HP PCs taking proportionally more damage. Precautions include waterproof blankets, a high Swimming skill, water breathing gear (see section 0.12.7), rustproofing iron items, casting Earthquake (ceiling rubble can create land bridges), freezing the water (see 0.14.7), teleportation, trap creation (for teleportation trap), and Bridge Building.

0.13.9 Pools

Pools have 1/6 chance to be generated, if no altar, no forge, no herbs.

Drinking from pools can do various magical things to a PC: one can gain or lose *any* intrinsic (except water breathing!) or unnatural aging. It is very possible to be corrupted by drinking from pools. Also, hostile snakes or water elementals can come out of pools. The most hunted-for ability of pools is the small chance of getting a wish. It has been rumored that pools with the color of the PC's eyes are the most beneficial.

Strictly speaking, when a PC drinks from a pool there is a roll for 52 possible effects. The first two effects listed ('pool dries up' and 'writhing with snakes') are much more common than the rest of the effects and have a 8/52 and 5/52 chance, respectively. The other effects each have a 1/52 chance.

For the vast majority of the intrinsics are lost if a PC is having them and gained them if not (intrinsic toggle). This makes pools much nicer for characters without many intrinsics already. There is 1/104 chance to receive a wish (as long as PC is not doomed). The pool inside the Stone Circle always corrupts by 10d100 CP's in addition to the normal effect.

Pool messages
# Message Effect
1-8 Nothing happens. The pool suddenly dries up. Pool vanishes
9-13 The water is suddenly writhing with snakes!
You hear hissing sounds.
4d3 hostile water snakes spawned
14 You feel slightly strengthened. Trains St 3d400
15 You feel exhausted. Abuses St -10d1000
16 Suddenly you are gone.
You feel translucent.
You feel on air.
Temporary invisible for 10d10
17 You suddenly are visible again.
You feel observed.
Your outfit suddenly looks much cleaner.
Lose +Invi, lose temporary invisibility
18 Suddenly your ears start to bleed! Bleeding starts - 1d4 effects
19 Wow! Pure beer! Drunk for +3d3 turns
20 Great! Pure dwarven ale! Drunk for +3d5 turns
21 You slip and fall in! Water damage
22 You feel corrupted! Corrupts (DL)d30 CP's
23 Bah! This liquid is extremely filthy! Sickens for 1d1000 turns
24 You age! Unnatural aging for 4d6 years
25 You feel younger!
You suddenly remember your early youth.
Reverse unnatural aging by 4d6 years or no effect
26 Your wounds no longer bleed.
Your blood seems to cool down.
Bleeding stops or no effect
27 You feel very very bad.
What do you wish for?
No effect if doomed, else PC gets a wish (1/2 chance), or +Doom (1/2 chance)
28 You feel much better.
Nothing happens.
Heal 6d8 HP or no effect
29 Urgh! Poison!
The water tastes bitter.
Poisons 1d6 damage, 2d10 frequency, no effect if posion resistant
30 Stat decrease message, see 0.6. -1 stat, 1/9 chance for each stat
31 Stat increase message +1 stat, 1/9 chance for each stat
32 Lots of vipers burst out of the pool.
You suddenly hear many hissing sounds!
While you drink small waves seem to ripple the otherwise calm surface of the pool.
Suddenly a water elemental rises from the pool!
You suddenly hear roaring waves!
The pool bubbles. (not enough room)
if DL<9 3d4 vipers, else water elemental. Water damage in both cases.
No effect if not enough room.
33 You feel cool.
You sweat.
-Fire toggle
34 Your digestion calms down.
Your stomach stings painfully.
-Pois toggle
35 You feel hot-headed.
You shiver.
-Cold toggle
36 You swallow hard.
You taste bitter bile in your mouth.
-Acid toggle
37 You feel totally awake.
You feel tired.
-Slee toggle
38 You feel flexible.
You feel gnarly.
-Petr toggle
39 You feel very controlled.
You feel shaken.
-Stun toggle
40 You feel bold at the thought of danger.
You feel like an endangered species.
-Deth toggle
41 You hear a voice calling you "Iceberg".
You feel shocked.
-Elec toggle
42 You are moved by the sheer pleasure of this sip of fluid.
You feel inflexible.
gain -Para or lose -Para AND -Petr if PC has one of these
43 You suddenly are gone.
You feel dizzy for some seconds.
You suddenly can see yourself.
No effect... as far as you notice.
+Invi toggle, second messages if the PC has +SeeI
44 Your eyes tingle for a second.
Your eyes sting for a second.
+SeeI toggle
45 You suddenly feel like jumping around.
You suddenly hate the thought of jumping around.
+TCtr toggle
46 You feel jumpy.
You feel steady.
+Tele toggle
47 You feel lucky.
You feel cheated.
+Luck toggle
48 You feel very lucky.
You feel very bad off.
+Fate toggle
49 You sense trouble.
You feel relieved.
+Curs toggle
50 You become depressive.
You feel elated.
+Doom toggle
51 You start a trip on the road to nowhere.
You continue the trip on the road to nowhere.
gain +Curs if not cursed, gain +Doom if cursed, no effect if cursed and doomed
52 A small frog pops up. The frog longingly watches you... (deaf female) No effect
A small frog pops up. The frog explodes in a small fireball!... (deaf male) 10d6 damage
A small frog pops up. Ye are the boring kind, aren't ye?... (male) No effect
A small frog pops up. "Well met, beautiful princess." (female) Receive a golden ball (the frog quest can be done without ever drinking from a pool)
A gush of water hits you! (tile not visible) Water damage

About six pools are guaranteed to be found in Darkforge.

0.13.10 Forges

Forges have 1/8 chance to be generated if DL>5.

Forges are the basic pre-requisite for smithing - you also need an anvil, an item to improve, a hammer and an ingot of the appropriate metal. See 0.14.13 for more about Smithing.

A forge is near-guaranteed to be found in the UD, and guaranteed places to find some include Dwarftown and Darkforge.

0.13.11 Hives

Hives are holes in the floor of the dungeon containing hive creatures, either ants or bees. Their population is finite. There is a guaranteed ant hive on level two of the puppy cave, and a guaranteed bee hive before the Banshee level in CoC. Ants

Ant hives are simply a source of monsters to be killed with no particular reward associated with clearing the hive. Bear in mind that ants dig. Leaving them alone and allowing them to dig can be exploited as a source of rocks and possibly gems. Ant corpses are sources of acid resistance.

Huge rocks can be used to keep ants from escaping anthills. When an ant attempts to leave an anthill covered by a huge rock, the message "The uncursed huge rock (-10, 10d6) seems to be shaking." is generated. Eventually the huge rock is destroyed ("Something from below destroys the uncursed huge rock (-10, 10d6)!") and ants can come out of the hole again. Sometimes this happens after only a few turns, sometimes it takes more than a hundred. Multiple huge rocks are destroyed one after another and thus last longer than a single one. Bees

Bee hives are filled with giant bee workers, giant bee warriors and a queen bee. They are a source of beeswax, which can be used to plug the PCs ears. This deafens the PC and is one way to survive the Banshee level. A bee hive is guaranteed to be generated before the Banshee's level. They are also a potential source of gelee royal, which when eaten has a variety of beneficial effects: it is very nourishing, heals, increases Appearance and cures poisoning. All of these beneficial effects will not be experienced simultaneously, of course. Bees have a poisonous attack, which kills the attacking bee. Kicking the hive will cause the bees to become enraged and swarm the PC. Kicking the hive apparently increases the chance of gelee royal generation, although it is not guaranteed. Currently (in ADOM 1.1.1), bees generated by kicking the hive are considered summoned and therefore cannot be sacrificed. This may well be a bug. Be careful of this if you are relying on an altar to get rid of bees.

0.13.12 Special rooms and their effects

Courtesy of Bartalak with contributions by FoxRedlum and rgra Permanent effects
Strange lights flicker in this room. squares adjacent to the PC will be lit and darkened, changing with every turn, the Light and Darkness spells do not have their usual permanent effect in these rooms
This seems to be a very dull room. this room abuses the Learning stat if stayed in too long AND almost no monsters or items are generated in this room (?)
The floor of this room seems to be very sticky. the energy points cost to move is increased by 30%
There seems to be a shifting breeze in this room. missile to-hit bonus is reduced by 2/3

The floor of this room is covered with puddles of ancient dried blood. bleeding is increased
You get the odd feeling that something is wrong with your perception of this room, but can't seem to tell what it is from just looking around. the direction of game actions that use the 'Which direction' dialog is reversed
This room seems to be filled with a deadly and chilling silence. All sounds are muffled. damage is 10 times increased
The air of this room is filled with the smell of carrots. drink a potion of carrot juice for +5 Pe, then the smell will disappear
This room seems to be magically charged. this room probably does not exist - see next
The air of this room is filled with a very rich flavor. satiation level does not go down (the PC doesn't get hungry), or goes down *very* slowly
This room smells of herbs and antiseptics. HP regenerate faster: +2 HP per increase
The air of this room refreshes you and sharpens your spirits! HP regenerate much faster: +4 HP per increase
The walls of this room are made of many small stones of uniform height; they almost look like shelves of books. faster when learning spells from books (half time)
This room seems to vibrate with life. Insects are crawling everywhere, strange mushrooms cover the walls and moss is growing at the ceiling. monster PV is increased, as well as the PC's - untrue, instead takes off some melee damage
The aura of this room seems to be devoid of all life! HP regeneration rate is reduced to 0
The air in this room is stale in a highly unnatural way. increases spell PP cost by 3x
The atmosphere of this room makes your skin tingle! decreases spell PP cost by 20%
The air in this room seems to be magically charged. decreases the PP cost by 20%, but not visible in the spell list, and even beyond the 50% of base cost limit
This room seems to be incredibly ancient. the effect of aging attacks is doubled
The skulls of many creatures are embedded in the walls. It's almost like being in the grave with them. UNKNOWN
The walls and the ceiling of this room are sewn with cracks. increased chance of equipment being damaged/destroyed? less turns to mine through walls?
You sense the presence of some supernatural entity of benevolent nature. reduces cost of actions that consume piety 4 times (using holy symbol to turn undead, praying, kicking altars)
You sense the presence of some supernatural entity of malevolent disposition. doubles cost of actions that consume piety
The walls of this room seem to be made from pure obsidian. more chaotic creatures generated? better rolls for chaotics?
This room seems to be tainted by evil. undead deal double damage
The walls of this room are covered with leering visages of demons of all kind! demons deal double damage?
The walls of this room are covered with ancient runes. doubles PP recovery rate? aging attacks doubles?
This room is very humid. possible rust or water damage? OR possibly killed monsters drop water?
Hundreds of tiny insects are crawling beneath your feet and the whole ground seems to be covered with tiny white eggs! breeders in this toom are generated with higher experience, approx. DL + 1
You hear a crunching sound beneath your feet.

same as above, but in darkness
The walls of this room are scarred by the signs of many fights. Most parts of the room are heavily damaged. triple chance for item destruction One time effects
This room seems to be particularly unholy! Temporary blessing is removed - permanent blessing, by crowning, will not be removed.
Upon entering this room you feel a strange magical shock! PP is reduced to 0
Images of books and comfortable chairs line the walls. Suddenly the images fade away!
-1 St, +1 Le
The breeze accompanying you causes some ancient bones on the floor to transform into dust. You feel a sense of relief. heals 1 HP
This room looks like a spa with a mud bath. You are hit in the face by a glob of hot mud! Suddenly everything disappears! blinds the PC, lowers Ap by 1. Wipe the PC's (F)ace, to raise the PC's Ap by 2 for a net gain of 1.
You notice a pale fading ball of light upon entering this room. It quickly disappears. No effect
You hear an eerie wail for a few seconds... No effect
You hear a strange "*TCHUNK*" in your vicinity. No effect
A rat scurries between your feet and disappears in a small hole in the ground. No effect
For a few seconds you see a looming shade before you. It points its hand towards you in a threatening manner! Then it disappears. No effect
A mouth appears on the wall and says: "[random fortune]". No effect
For a moment a mouth appears on the wall and seems to say something! No effect (PC is deaf)
The walls have mirrors with many distortions of your image. <message> All the mirrors shatter! if Ap > 18 PC gets +1 Cha and message is "You look great in all of them.", else PC gets -1 Pe and "You can't stand the sight of warped self." message. PC also takes 1d4 damage from shattering mirrors.

0.13.13 Vaults

Vaults are large rooms, larger than tension rooms. Depending on the variety, they can be nearly completely filled with monsters or only partially filled. They vary in danger from moderate (a lesser vault full of gnolls and hyenas), a challenge for PCs less than experience level ten, to absolutely deadly (a greater vault full of greater undead), a challenge for experience level 50 PC's who have already won the game. Lesser vaults

Lesser vaults generally take up about 1/4 of the screen with an 80 x 25 display. They come in every imaginable flavor, from gnolls and hyenas to lesser undead to a variety of berserkers. Their danger level is relatively low, comparable to a mixed tension room on the same level. There is a guaranteed lesser vault on the bottom level of the Puppy Cave if you want to see one quickly. The level message "You feel excited." is always generated when the PC enters a dungeon level containing a lesser vault.

Examples of lesser vaults Greater vaults

Greater vaults are unmistakable. They take up half of a standard dungeon level. The level message "You feel truly excited." is always generated when the PC enters a dungeon level containing a greater vault. It is wise to immediately zap a wand of Monster Detection to determine the type of vault. They come in a variety of types, including fire creatures (fire lizards, red dragons, ancient red dragons, ancient red wyrms), black dragons, white dragons, giants (hill giants, frost giants, fomorian giants), undead (vampires, ghosts, ghost lords, emperor lichs) and karmics (karmic lizards, karmic dragons, ancient karmic dragons). Greater undead and karmic greater vaults are particularly challenging. Some players will simply ignore greater vaults of greater undead, even with experience level 50 PCs. This is despite the fact that the rewards for clearing a greater vault are considerable. They generally contain one or two artifacts along with substantial amounts of gold, usually well over 100000 gold pieces. This is in addition to any equipment that the monsters might drop, which is considerable in the case of a greater vault full of dragons. The amount of experience points available from clearing a greater vault is also huge.

PCs using good effectivity Frost Bolt or Fire Bolt generally have a fairly easy time clearing fire- or cold-based creatures, respectively. However, these ranged spells also destroy some of the equipment dropped by the monsters. High level Mindcrafters also have a relatively easy time with greater vaults (as long as they are not undead!). Casting Confusion Wave followed by (Greater) Mental Wave will clear a vault quickly, no muss, no fuss and no equipment destruction. Clearing a greater vault with a pure fighter is much more tedious.

Examples of greater vaults

0.13.14 Royal treasuries

Royal treasuries are small hidden rooms generally found in the upper parts of the CoC. Their presence is indicated by the "You hear the steps of the royal guard." or "You hear the sound of falling coins." level messages. They are disconnected from the rest of the rooms on the level and thus can only be entered by tunneling or teleportation. Scroll of gold detection can be used to identify the location of royal treasury. The royal guard within will not be hostile towards PCs that simply pick up the gold. Attacking the royal guard is not really worthwhile. It does not curse or doom, but is a chaotic act. Note that eating the corpse of a royal guard curses the PC. Also note that chatting with the royal guard after picking up some gold will make him hostile.

0.13.15 Locations, danger levels and top trap types

Thanks to David Byron for the list.

Numbering of traps
NumberTrap type
0 Light
1 Corruption
2 Stone block
3 Alarm
4 Arrow
5 Acid
6 Pit with vipers
7 Spear
8 Teleportation
9 Water
10 Fireball
11 Simple pit

In the list, DL is the danger level, tttn is the top trap type number. For any Caverns of Chaos levels the danger level equals the dungeon level and the top trap type is equal to (level x 5) -1. So, for example, on D:1 the trap that you would find in the top left hand corner of the screen, if you could get there and make one, is an arrow trap (trap number 4). Within these lists the ttt just increases by 5 each time.

Locations, DL's and trap types
Location Abbr DL tttn Section
Caverns of Chaos D: n 1-50 4 CoC
Terinyo Vlge 1 3 1.2
Village Dungeon 1 VD: 1 1 11
Village Dungeon 2 VD: 2 1 4
Village Dungeon 3 VD: 3 2 9
Village Dungeon 4 VD: 4 2 2
Village Dungeon 5 VD: 5 3 7
Village Dungeon 6 VD: 6 4 0
Village Dungeon 7 VD: 7 8 5
Druid Dungeon 1 DD: 1 1 10
Druid Dungeon 2 DD: 2 1 3
Druid Dungeon 3 DD: 3 2 8
Druid Dungeon 4 DD: 4 2 1
Druid Dungeon 5 DD: 5 3 6
Druid Dungeon 6 DD: 6 4 11
Druid Dungeon 7 DD: 7 6 4
Puppy Cave 1 PC: 1 1 0
Puppy Cave 2 PC: 2 2 5
Puppy Cave 3 PC: 3 3 10
Puppy Cave 4 PC: 4 3 3
Puppy Cave 5 PC: 5 4 8
Puppy Cave 6 PC: 6 6 1
Lawenilothehl BVL 3 4 1.3
Small Cave SMC [2] 10 1.4
Unremarkable Dungeon 1 UD: 1 6 9 1.4.3
Unremarkable Dungeon 2 UD: 2 6 2
Unremarkable Dungeon 3 UD: 3 7 7
Unremarkable Dungeon 4 UD: 4 7 0
Unremarkable Dungeon 5 UD: 5 8 5
Unremarkable Dungeon 6 UD: 6 8 10
Unremarkable Dungeon 7 UD: 7 9 3
Unremarkable Dungeon 8 UD: 8 9 8
Wilderness DrCh 3 10 1.6
Wilderness level (eg Plains, Forest) WE 1 11
Shortcut S: n 3 [1] 7 2.1
Dwarven Halls 1 DH: 1 40 0
Dwarven Halls 2 DH: 2 45 5
Ogre Cave OC 12 [1] 11
Old Barbarian's Clearing CCL 1 3 2.6
Dwarven Graveyard 1 GY: 1 20 1 2.7.1
Dwarven Graveyard 2 GY: 2 24 6 2.7.2
Mad Minstrel's Clearing MML 1 5 2.8
Pyramid 1 PL1 12 8 2.9.1
Pyramid 2 PL2 15 1
Pyramid 3 PL3 18 6 2.9.2
Gremlin Cave GRD 5 3 2.10
Dusty Level 1 DDL 4 7 2.11.1
Dusty Level 2 VDDL 8 0 2.11.2
Assassins Guild ???? 18 6 2.11.3
Tomb of the High Kings 1 UC: 1 14 11 2.12
Tomb of the High Kings 2 UC: 2 15 4
Tomb of the High Kings 3 UC: 3 16 9
Tomb of the High Kings 4 UC: 4 17 2
Tomb of the High Kings 5 UC: 5 18 7
High Kings' Tomb UCBT 18 10
Water Dragon's Lair WDL 20 8 2.13
Above Dark Forge NDC 18 8 2.18
Dark Forge DFG 25 1
ToEF 1 TF: 1 24 9 2.19
ToEF 2 TF: 2 25 2
ToEF 3 TF: 3 26 7
ToEF 4 TF: 4 27 0
Ancient City AR 16 1 2.20
Minotaur Maze 1 ML1 26 6 2.20.1
Minotaur Maze 2 ML2 27 11
Minotaur Maze 3 ML3 28 4
Minotaur Maze 4 ML4 29 9
Minotaur Maze 5 ML5 30 2
Minotaur Maze 6 ML6 31 7
Minotaur Maze 7 ML7 35 0
False Maze Levels MLn [5] [5]
High Mountain Village HIVI 5 1 2.21
Rift 9 RL9 14 4 2.22.1
Rift 8 RL8 16 9
Rift 7 RL7 18 2
Rift 6 RL6 19 7
Rift 5 RL5 20 0
Rift 4 RL4 24 5
Rift 3 RL3 28 10
Rift 2 RL2 35 3
Rift 1 RL1 40 8
Sinister Library of Niltrias LIB 30 1 2.22.2
Stone Circle CDL 40 9 2.23
Quickling Tree QL 25 4 2.24
Infinite Dungeon In [3] 6 2.25
SIL SIL 48 2 2.25.2
White Unicorn Glade BUG 30 6 2.26.1
Black Unicorn Glade CGL 40 11 2.26.2
Bug Infested Temple BUGVL 20 3 2.27
Bug Temple Cave BUGCV 40 8
Unreal Dungeon 1 UL: 1 48 6 3.9
Unreal Dungeon 2 UL: 2 48 11
Unreal Dungeon 3 UL: 3 48 4
Unreal Dungeon 4 UL: 4 48 9
Unreal Dungeon 5 UL: 5 48 2
Unreal Dungeon 6 UL: 6 48 7
Blue Dragon Caves 1 DL: 1 48 5
Blue Dragon Caves 2 DL: 2 48 10
Blue Dragon Caves 3 DL: 3 48 3
Blue Dragon Caves 4 DL: 4 48 8
Blue Dragon Caves 5 DL: 5 48 1
Mana Temple MT 48 0 3.10
Scintillating Cave 1 SC: 1 41 11
Scintillating Cave 2 SC: 2 42 4
Scintillating Cave 3 SC: 3 43 9
Scintillating Cave 4 SC: 4 44 2
Scintillating Cave 5 SC: 5 45 7
Scintillating Cave 6 SC: 6 46 0
Scintillating Cave 7 SC: 7 47 5
Scintillating Cave 8 SC: 8 48 10
Scintillating Cave 9 SC: 9 48 3
Chaos Plane ChAoS [4] 6 4

[1] I don't know if the danger level of the Shortcut level/Ogre cave varies with which CoC level it corresponds to.

[2] The DL of the SMC is roughly equal to the PC's level.

[3] The DL of the ID is equal to the level of the ID divided by 3 up to a maximum of 45.

[4] ChAoS' corruption rate is special. Something like 30-50 points per action. Not sure if the 90 day limit makes a difference. At any rate it is not the standard amount for a danger level 48 dungeon.

[5] The false Minotaur levels have a danger level equal to the equivalent real Minotaur level. ie between 27 and 31. Their ttt varies. The progression of the table above does hold, but since you can't tell one false level from another other than by ttt I didn't think it was worth writing them down. There is space for 14 false Minotaur levels, but I've only seen 12 so far. If 12 is the maximum there are only 172 locations. (The remaining two maze levels are optional, so there are between 172 and 174 locations). See section 2.20.1 for details.

0.13.16 Altars

Altars have 1/9 chance to be generated.

There are three types of altars: lawful, neutral, and chaotic. They can be used to sacrifice items and monsters to the Gods. There is a guaranteed altar in Dwarftown. There are also guaranteed chaotic altars in each of the elemental temples. Refer to section 0.2.3 for a more complete discussion about altars.

0.13.17 Graves

Graves are only found in two locations in the game: the Dwarven Graveyard (2.7.1), and the CoC Graveyard (2.15).

Most of the graves are not of much importance, but some of them will contain the inscription "Great treasures are buried here." These graves contain 1d10+5 items, other graves contain 1d6-4 (min 0) items. It is indeed possible to find an outstanding item, up to and including artifacts, but it is rare. Digging up graves is a chaotic act, which causes an alignment drop of 100, and will always summon some kind of guardian. The monsters that can spawn from a regular grave are chosen randomly from the following: Vampire, Skeleton, Skeletal Warrior, Corpse Fiend, Mummy, Greater Mummy, Lich, Wraith, Wight, Ghul, Zombie, Spectre, Shadow, and Ghost. For "great treasures" grave, there is 5/6 chance for Master Lich, 5/36 chance for Lich King, and 1/36 chance for the dreaded Emperor Lich.

Graves have a pattern, similar to that of traps or doors. The pattern is:

The pattern shifts by three items to the left for next row, unlike traps/doors, which shift just 1 item. It could be used by characters with low Literacy to find great treasures graves. Reading graves probably trains Literacy a bit.

All of this regarding digging graves assumes the PC has a means of digging. The available methods are:

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 May 13th, 2010