ADOM Guidebook


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Dungeon generation - Kicking - Item destruction - Monster item drops - Giving stuff to monsters - Death messages - Bugs

Miscellaneous

0.15.1 Dungeon generation

Thanks to gut for the following observations.

Dungeon generation has a few peculiarities that may be worth mentioning. Almost all rooms generated on any level will have an odd number of floor spaces available. To my knowledge, the only exception to this is the very rare random shop room. They are capable of being generated with an even number of available floor spaces, and this causes the 'dig' algorithm in the game to be unable to connect them to the rest of the map. The only way to reach these shops is by tunneling.

Remarks about staircase generation and room layout:

When hopping in the ID, I noticed that some rooms were likely to have staircases in the adjacent room. Basically, if you enter a room that's in a corner, or near a corner, and your room has a door that leads directly up, down, left or right, into a corner, there is likely a stair room there.

For example, if a room like this:

   #########
   #.......#
   #.<.....#
   #.......#
   #####.###
       #+#
is generated at the top of the level, at the left or right-hand corners, it likely leads to a stair room.

Please note that this:

   #########
   #.......#
   #.<.....###
   #.........#
   #########.#
           #.#
           #.#
           ..#
isn't the same, and will not work.

One like this:

      #+#
   ####.####
   #.......#
   #.<.....#
   #.......#
   #########
at the bottom left or right-hand corners is good too.

A room like this:


 #######
 #.....##
 #.<....+
 #.....##
 #######
has a high probability if it is generated at the right-hand side of the map, but it has to be at the very top or bottom, right next to a corner.

The same goes for a room like this:

 #######
##.....#
+....<.#
##.....#
 #######
in the left hand side of the level.

A room like this :

 #######
##.....###
.....<....
##.....###
 #######
is also good if next to any corner, but doesn't seem as sure as the others.

0.15.2 Kicking

General

KickBonus is normally 0. Strong Legs talent gives +15, Monks get +Level*2. Kicking is not possible while in a pit or webs or the wilderness. Kicking while confused, stunned, or blind requires a Stat in Stat+40 check; Stat is Dexterity for blindness and Willpower for Confused and Stunned state.

Doors

Kicking a door will succeed St + KickBonus times in St + 12 (112 if the door is secret). Successfully kicking doors will cause tension rooms to crumble, will always trigger traps, and trains St. There is a 20% chance that 1d2 sticks will be created. Unsuccessfully kicking a door has a 14-St chance in 15 of training St. If the door is trapped, you have a (Ma + 1) in 30 chance of NOT triggering it. If you avoid the trap, you will train Mana. Failing to kick open an undiscovered secret door is treated as kicking an undiggable wall. If a secret door is kicked open and discovered at the same instant, it has a 10% chance of being trapped.

Walls

Level 13+ Monks can kick down walls on a straight Strength in 100 roll. Non-monks kicking walls will take 1dN damage, N = Max(2, St/3). Add 2 to N if the wall is non-diggable.

0.15.3 Item destruction

Item destruction has two parameters, the elemental type, and the maximum number of items to destroy. There are 7 elements which can cause item destruction or damage (max number of items in parenthesis):

Equipped rings of ice or fire have chance of negating equipment fire or ice damage, respectively. The RingBonus is 98/80/50 B/U/C for each equipped ring. All damage is negated if Min(99, RingBonus+Luck) <= 1d100. Fireproof/waterproof blankets protect inventory (not equipment) 100% against fire/water damage respecively, regardless of B/U/C status. Fireproof blanket is destroyed if 5/15/100 B/U/C + (GoodLuck-BadLuck) * 10 >=1d1000. Always the best blanket is selected if there are multiple. Note that in this case BadLuck actually increases fireproof blanket longevity (probably bug). Waterproof blankets are not destroyed in this manner.

For fire, ice, acid and lightning elemental damage being resistant decreases chances of item damage. The Divisor starts at 1; there is +2 if you are intrinsically resistant, +3 if you are intrinsically immune, +1 per equipped item granting resistance, and +3 per equipped item granting immunity. Note this is different from resistance to HP damage.

Items which are not immune (0% in the below table) have a base chance of destruction or damage depending only on the item's material and the element in question. This chance is reduced by 20% (rounding down) if the item is blessed. It is then increased by 50% if the item is rusty and twice your Luck is subtracted. Finally, the chance is divided by the Divisor above.

Base item destruction chance
Material FireWaterCrushingRippingLightningAcidCold
leather 10% 0% 0% 10% 10% 20% 0%
cloth 40% 0% 0% 50% 20% 10% 0%
glass 20% 0% 80% 60% 5% 0% 10%
paper 95% 40% 10% 50% 20% 50% 5%
various 25% 0% 10% 25% 5% 15% 0%
wood 30% 0% 30% 30% 20% 20% 0%
gold 15% 0% 0% 10% 0% 25% 0%
stone 2% 0% 5% 8% 3% 0% 1%
iron 3% 15% 5% 10% 0% 25% 0%
mithril 0% 0% 1% 1% 0% 5% 0%
adamantium 0% 0% 1% 0% 0% 1% 0%
eternium 0% 0% 0% 0% 0% 0% 0%
crystal 0% 0% 0% 0% 0% 0% 0%

Some other facts regarding item destruction:

0.15.4 Monster item drops
Monster Item drops Chance
giant frog frog legs 25% [1]
crime lord, half-orc bouncergold 100%
moloch, greater molochmoloch armor 5%
dwarven chaos knightwand of digging 10%
pickaxe [2] 30%
animated tree log 8.3%
dwarf pickaxe 16.7%
stone golem rocks 100%
giant boar giant boar skull 33.3%
chaos knight, chaos warrioreternium plate mail33.3%
eternium medium shield 25%
eternium cap 20%
eternium boots 16.7%
thick gauntlets 16.7%
eternium long sword 33.3%
mummy, greater mummymummy wrapping 25%
skeleton, skeletal warrior2d6 bones 16.7%
balor, greater balorscourge 100%
ratling duelist gauntlets 100%
missile weapon user missile weapon 10% [3]
dwarven artificier eternium warhammer, heavy crossbow, eternium quarrels, anvil100%
dwarven smith eternium warhammer, anvil 100%
emperor moloch moloch armor, crumpled scroll 100%
mummy lord ankh, ancient mummy wrapping 100%
mad carpenter manual of bridge building, hatchet 100%
black druid black torc 100%
orb guardian orb 100%
chaos dragon crown 100%
assasin prince black rune-covered dagger 100%
minotaur emperor axe of the minotaur emperor, potion of strength, 2 potions of cure corruption, spellbook100%
Khelavaster not savedwand of digging, amulet of protection, potion of invisibility, eternium dagger,
boots of sneakiness, gold, robe
100%
Khelavaster saved 6 scrolls of chaos resistance, 4 potions of ultra healing, spellbook of teleportation,
spellbook of identify, wand of digging (8), eternium dagger (everything blessed)
100%

[1] instead of a corpse

[2] never both

[3] moderate-sized monsters will have a 10% chance to drop a big missile weapon (long bow or heavy crossbow) instead of a small one. Smaller monsters will always drop a smaller weapon

0.15.5 Giving stuff to monsters

PC can give away items via the 'g'ive item to monster command. This mostly results in monster ignoring or refusing to take the item, gold being exception. Other possible results are compiled below. Empty effect field basically means no effect apart from some kind of different message.

Giving stuff to monsters
Monster Accepts Effect
big dog, blink dog, large dog, cute dogbone, raw meat, fresh meat, sausage tames
black hurthling fish meat tames
wild cat, cave lion rat corpse, giant rat corpse, fish meat tames
farmer plant seed, herb seed +alignment [1]
farmer sickle, scythe, flail iron ration, +10 alignment
beggar food +satiation*0.1 alignment, min 10, max 100
berserker wedding ring tames if same gender
giant racoon fish meat tames
child, dwarven child, baby water dragoncandy +alignment (2 or 10)
child, dwarven child weapon  
doppleganger, ratling rebel anything  
rust monster iron items tames
injured skeleton or skeletal warrior bone heals 1d6
-color- dragon (baby, regular, ancient, great wyrm) -color- dragon scale mail, -color- dragon hide gauntlets 
any animal fresh meat, raw meat tames
any humanoid food +100 alignment
anyone gold  
ancient sage books, scrolls  
ancient sage crumpled scroll TotRR
dying sage amulet of life saving +5000 alignment
ghost librarian books, scrolls blessing 2000 turns
priest gold alter alignment or +piety [2]
village elder healing items, stethoscope +alignment; see 1.2.2
fool potion of booze potion
sheriff evil monster corpses gold, +alignment; see 1.2.1
carpenter hatchet Bridge Building [3]
demented ratling artifact demented ratling +10 levels; see 2.5.8
druid chaos corpse; see 1.2.3potion of cure corruption
mad minstrel weird tome 5 cursed scrolls of chaos resistance
grizzled gladiator ratling pamphlet  
tiny girl cute dog corpse +600 alignment
baby water dragon potion of carrot juice Swimming
old crone anything  

[1] alignment +Min(SeedsGiven,30) * 10 / Max((TotalSeedsGiven / 10),1). Then repeat each time divisible by 30 (31 and 60 both run twice; TotalSeedsGiven is calculated after each run.)

[2] if different alignments, PC's alignment is drawn towards Ruun's by gp/20. Otherwise gain gp/15 piety.

[3] if BridgeBuilding = 0 then +1dLe+1d10+8 else +Le*0.8+2d5

0.15.6 Death messages

You ought to know that the %s means that there should be some string instead of it. In most cases it is used for him/her/it, but it's also used for other stuff. See for yourself.

0.15.7 Bugs

The list is by no means complete. Very minor bugs and typos are not listed.

0.15.7.1 Bugs causing the game to crash

0.15.7.2 Bugs causing unfair death

0.15.7.3 Bugs used to get unfair advantage

Taking advantage of (or abusing) bugs in this category is generaly frowned upon. At least, you should mention which bugs you took advantage of when posting YAVP.

0.15.7.4 Other bugs


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 rec.games.roguelike.adom.
Updated May 4th, 2010