| Message | Meaning |
|---|---|
| "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 |
| Message | Meaning |
|---|---|
| "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 |
| Message | Meaning |
|---|---|
| "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 |
| Message | Meaning |
|---|---|
| "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 |
| Message | Meaning |
|---|---|
| "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 |
| Type | Caret | Description |
|---|---|---|
| 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 | brown | PC 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.
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.
Non-safe ways:
| Type | Description |
|---|---|
| Collapsing door / Trick door | Drops 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 block | Similar 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 0.13.3.5 below.
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.
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.
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.
* *
* * * *
* * *
*
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 shimmin@uiuc.edu.
| 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 0.6.1.3 for more on training stats with herbs, and the end of section 0.3.2 for more detailed information on stomacemptia herbs.
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.
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!
| Shop type | Chance |
|---|---|
| Scrolls | 5 |
| Potions | 4 |
| General | 3 |
| Rings | 3 |
| Wands | 2 |
| Books | 2 |
| Pets | 1 |
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)."
| PC's race | Human | Troll | H.Elf | G.Elf | D.Elf | Dwarf | Gnome | Hurth | Orc | Drake |
|---|---|---|---|---|---|---|---|---|---|---|
| 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% |
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.
| Technique | Alignment drop | Cursing | Shopkeeper hostile | Thugs summoned | Villagers hostile | Calm Monster works | Remarks |
|---|---|---|---|---|---|---|---|
| Attack shopkeeper | Yes | Yes | Yes | Yes | Yes | No | even in Darkness |
| Pick Pockets against shopkeeper | Yes | Yes | Yes | Yes | No | No | even if pickpocketed in Darkness |
| Teleport PC or shopkeeper | Yes | Yes | Yes | Yes | No | No | |
| Stun Ray, Paralyzation, bolt spells, Mindcraft in LOS | Yes | Yes | Yes | Yes | towards shopkeeper | Yes | even if shopkeeper is killed |
| Stun Ray, Paralyzation, bolt spells, Mindcraft out of LOS or PC in Darkness | No | No | Yes | No | towards shopkeeper | Yes | even if shopkeeper is killed |
| Ventriloquism | No | No | Yes | No | towards shopkeeper | Yes | |
| Digging shop walls and kicking items out | No | No | No | No | No | N/A | very abusable |
Note the following:
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.
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.
| # | 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.
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.
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.
| Message | Effect |
|---|---|
| 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 |
| Message | Effect |
|---|---|
| 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. |
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.
| Number | Trap 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.
| 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 | 1.2.2.1 |
| 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 | 1.2.3.1 |
| 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 | 1.2.4.1 |
| 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 | 2.5.3.2 |
| Dwarven Halls 2 | DH: 2 | 45 | 5 | |
| Ogre Cave | OC | 12 [1] | 11 | 2.5.3.3 |
| 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 | 4.3.1.3 |
| 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.
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.
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: