ADOM Guidebook

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What is alignment - Changing alignment - Altars - Conversion - Piety - Praying - Recovering from errors - Crowning requirements - Crowning rewards - Piety loss - Tracts

Alignment and Altars

0.2.1 What is alignment?

Alignment reflects the moral nature of the PC. For example, PCs with lawful alignment generally do not slaughter innocents or steal from shops. Chaotic PCs will do these things and a lot worse besides. Neutral PCs choose from both options, doing nasty things when necessary to further their cause, but also performing good acts to maintain their balanced alignment.

A general and quite complete description of alignment can be found in the ADOM Manual. It is assumed that the reader is familiar with that description. The effects alignment have on gameplay are discussed here. The effects are mostly evident to the player in terms of the quests and rewards that are available.

Quests, rewards and alignment restrictions
Quest sourceAlignment restrictions
Terinyo quests are available to all PCs regardless of alignment, however Guth'Alak will not reward chaotics with a potion of cure corruption for delivering a chaos creature's corpse
Jharod will not teach the Healing skill to chaotics, regardless of how Yrrigs is dealt with
Hotzenplotz quests are available regardless of alignment
Yergius will not teach the Pick Pockets skill, or anything else, to lawfuls
Old Barbarian will not give the Courage quest to chaotics
Unicorn quest Yrruir will not give the quest to kill Riurry to chaotics There is some uncertainty/argument about this
Thrundarr all quests are available regardless of alignment
Dwarven Mystic rewards are dependent on alignment; chaotics will receive nothing from him
Kherab quests are available regardless of alignment
Demented Ratling assigns a quest only to chaotics
Gaab'Baay assigns her quests to chaotics only
Assassin Prince Filk quest is available regardless of alignment
Sharad-Waador quest to kill Srraxxarrakex is available regardless of alignment
Mad Minstrel reveals the location of the scintillating cave regardless of alignment
Khelavaster will not summon the Trident of the Red Rooster for chaotics
Malicious doctor will not offer flesh golem companion for lawfuls

0.2.2 Changing alignment

Alignment can range from -10000 to +6000 as follows: Chaotic acts

Changing alignment can be done in several ways. It is easy to change from a lawful flavor of alignment to a chaotic one. The PC need only commit chaotic acts, which include the following:

Repeatable chaotic acts

One time chaotic acts Lawful acts

Changing from chaotic towards neutrality and law is more difficult. The following actions move the PC towards lawful:

Repeatable lawful acts

One time lawfull acts Miscellaneous changes

Upon each alignment change, the following is applied:

All of the above changing alignment are gradual methods which take some time to accomplish an alignment change. Without question, the fastest and easiest way to change alignment is by making sacrifices on an altar. See the section below about altars for more alignment change strategy.

0.2.3 Altars - how to use altars

Altars have an alignment score much like the PC, one crucial difference is that the caps are much higher - 1 million stones in either direction. Initial value appears to be random from -2000 to 2000, making N altars twice as common as the other types. Status identification

An altar of a co-aligned deity will reveal the status of any item that is dropped on the altar, i. e. whether they are blessed, uncursed, or cursed. Dropping items on a non-co-aligned altar will result in an annoyed deity and rats being summoned, item destruction might also occur. Water manipulation

If your deity is very pleased (see later piety) with you, he or she will bless any potion of water that is dropped on the altar, resulting in extremely useful and valuable holy water. Dropping water on non-aligned altar will result in unholy water, which could be used to curse items, should you ever want this. Sacrificing

The main thing you do on altars is sacrificing (or 'O'ffering). Things that can be sacrificed include items, food, monsters and gold. When sacrificing items, you stand on top of the altar and 'O'ffer the item, which will then be accepted or rejected by the deity. When sacrificing monsters, you stand away from the altar, wait for the monster to step onto the altar, and then 'O'ffer it. Note that most humanoid monsters have the ability to speak. This means they can sacrifice the PC. Most, but not all, humanoids are chaotic. So idly standing around on an altar, especially a chaotic one, near humanoid enemies is a very unwise thing to do.

Priests recieve +50% to all sacrifice values; Paladins +20%. At high levels, sacrifice values are reduced. Sacrificing items

When sacrificing items, one might want to keep in mind the fact that some races' deities specially favor some item types. These can be found in the ADOM Manual and are listed here for reference. The modifier quantitates a percentage bonus in terms of piety.

Deities specialties
RacePreferred sacrificesModifier
Human tools of all kind1.5
Troll rocks, the larger the better 3
Hurthling cooked meals 1.5
Gnome gems 3
Dwarf gold 1.5
High Elf magical rings 2.5
Gray Elf magical rings 2.5
Dark Elf magical wands and books 2
Orc melee weapons 1.5
Drakeling musical instruments 4

Other observations: Sacrificing food

Food is quite profitable for any race based on its nutrition value, making blessed stomafilia herbs especially preffered, since they are plentiful resource once a living herb pattern is created - refer to section 0.13.6.

Sacrificing food uses a different set of rules from eating it. Start with the base satiation value, then: Sacrificing monsters

Sacrificing monsters can be very bountiful, especially on levels with a high monster generation rate. There are a few things to be remembered, though: Sacrificing gold

Sacrificing gold is most straightforward and safest. Dwarves profit more from sacrificing gold, as their deities prefer gold. The topic will be more deeply elaborated later, when discussing conversion. Converting an altar or PC

Altars are not simply converted, they experience alignment motion just like the PC. Exception: an altar cannot swing from L to C in a single move, or vice versa, if this would happen the altar is set to plus or minus 749 (extreme N+/N-) instead.

Sacrificing items, food, gold or monsters on an altar can change the alignment of the PC or the alignment of the altar. In general, small sacrifices move the alignment of the PC towards the alignment of the altar. Note, however, that sacrificing at a lawful altar will not move a PCs alignment all the way to L+. Likewise, sacrificing at a chaotic altar will not move a PCs alignment all the way to C-. To achieve these alignments, the PC has to commit other lawful or chaotic acts, respectively (or wear an amulet corresponding to the desired alignment, preferably blessed). Large sacrifices move the alignment of the altar towards that of the PC. Live sacrifices can fall into either category depending on the experience level of the PC and the level of the monster being sacrificed. Converting the alignment of a PC or an altar with live sacrifices is a somewhat tricky and complicated business and can have dire consequences if the sacrificing is done incorrectly. Using gold is much more straightforward. To move a PC's alignment towards that of an altar, sacrifice small amounts of gold, 10 or 20 pieces, repeatedly. This will eventually result in a message: "*WELCOME BELIEVER*" when the PC's alignment changes to that of the altar. An additional message, "You feel your morals changing." occurs when changing from lawful to neutral on a chaotic altar or from chaotic to neutral on a lawful altar. The exception to this easy alignment conversion is the case of highly experienced chaotic PCs. More about that special case is found in section 4, ultra endings. To change the alignment of an altar to match the PC's, sacrifice at least 3000 gold at one time. The 3000 figure is a minimum; more may be required depending on the PC's experience level.

Some observations about sacrificing on nonaligned altars and changing the alignment of altars with live sacrifices:

The chart below shows all of the possible combinations for PCs sacrificing live monsters on aligned and nonaligned altars. The "altar moves to" field *assumes the sacrifice is successful*. A dash means there is no change in the altar; these are the "proper" sacrifices a PC makes in order to gain piety and move towards the extreme of his alignment. The "god irritated" field is as follows: Yes means the PC's god is irritated - a lawful PC tried to sacrifice a lawful creature or a neutral PC tried to sacrifice a neutral creature. No means the sacrifice was proper, the god accepted the sacrifice, the PC gains piety and moves closer to the extreme of his alignment. Fight means, it is possible the original god who owned the altar fights, and loses every time, to the god taking possession of it. Whether the fight actually occurs depends on the value of the sacrifice.

How the PC's alignment or piety level changes when converting altars is not proven for all cases. Note the case of a neutral sacrificing neutrals on a neutral altar. It is correct as written. The altar moves to chaotic with no (or a very, very small) alignment change or other negative consequences to the PC. Also note the remarkable case of neutral PCs sacrificing neutral monsters on a chaotic altar. This converts the altar to neutral with no noticeable alignment change. Lawfuls sacrificing lawfuls on a lawful altar may convert the altar to neutral, but not always. The PC always receives a noticeable alignment drop.

This chart will be updated as research progresses.

PCAltarSacrifice Altar moves toPC moves toGod irritated
LLL N - Yes
LLN N L+Fight
LLC N L+Fight
LNL L N Fight
LNC C N Fight
LCL N N Fight
LCN N N Fight
LCC N - No
NLL N - No
NLN N L Fight
NLC N L Fight
NNL L N=Fight
NNC C N=Fight
NCL N C Fight
NCN N C Fight
NCC N - No
CLL N - No
CLN N N Fight
CLC N N Fight
CNL N N Fight
CNC C N Fight
CCL N C-Fight
CCN N C-Fight
CCC C - No

Note that only champions of Neutrality or Order can convert the altars in the elemental temples.

If all of this has confused more than it has helped, here are some rules of thumb:

  1. DO NOT sacrifice a creature whose alignment is the same as the PC's or the altar's. If you need to take advantage of live sacrifices to increase piety, only sacrifice nonaligned monsters on an aligned altar.
  2. If you must convert an altar, do it with gold. It is much, much safer.


If the alignment of the sacrifice is different from the alignment of the altar, convertions may occur. First, the altar is drawn towards the alignment of the sacrifice by an amount proportional to the value of the sacrifice. This effect is three times larger for forced chaotic sacrifices. Next, if the altar is now still not of PC's alignment, PC's alignment will be shifted; generally 500 alignment points in the direction of the altar's old alignment; it could be larger if a huge sacrifice was made and somehow failed to convert the altar.

If the sacrifice alignment is the same as the altar alignment, PC gains piety. The altar's alignment is proportionally drawn towards neutrality or the extremes. If the altar is neutral, PC's alignment will be proportionally drawn towards neutrality, otherwise no effect on alignment. If the altar does not match PC's alignment (this is only possible for forced chaotic sacrifices), alignment will be pulled slightly towards the altar.

Effects are applied for PC's piety with the altar's god. If piety with the current god is negative, there is a check preventing more than one of the same punishment in a row. Piety

Piety level determines your status towards a deity. Three piety levels for three gods (lawful, neutral, chaotic) are always maintained. They can range arbitrarily, probably wrapping around integer boundaries.

On any coaligned altar, PC's can detect their items' status by simply dropping the stuff on the altar regardless of piety level. Furthermore, when any offering has been accepted, you'll notice your standing with your deity. The effects are: Messages generated when sacrificing on altars
-20000-"MORTAL, YE HAVE PESTERED ME FOR TOO LONG!" summons solars/holy slayers/greater daemons; scepters if fallen champion
-15000-"Mortal, ye art a pest." A bolt of -damage type- hits you! (67-79 points of damage)
-8000-"*I* hereby punish thee, puny mortal" equipment turned to dust
"You feel bad... very bad." same piety level as above, dooming results if no equipment
-3000-"Take this for ye impunity!" inventory cursed
-1000-"Mortal, you are a nuisance!"nothing
You hear -deity- grumbling in anger.nothing
-50-For some seconds the ground rumbles.nothing
-50..50-deity- seems to be unconcerned.nothing
50+-deity- seems to be pleased.nothing
1000+-deity- seems to be very pleased with you. deity will bless water dropped on altar
3000+You feel inner strength lifting you spirits. same piety level as inner peace, deity grants the Lucky intrinsic, occurs only if the PC didn't have the Lucky intrinsic
You feel inner peace. see above message about inner strength
You burn with the anticipation of power chaotic equivalent of inner peace
8000+You feel spiritually invincible. nothing
15000+You feel very close to -deity- deity removes Cursed/Doomed intrinsics if present
"You feel a terrible gloom being lifted from you" grants Fate smiles intrinsic
30000+You feel extremely close to -deity- (pre/post)crowning possibility
-deity- seems to be absolutely close to you the PC is eligible for crowning: correct alignment and the highest level of piety Miscellaneous piety changes
ActionPiety cost
Start game with 200
Attempt to turn undead -200
Destroy altar -10000 (and alignment shift)
Kick altar -100
Destroy others altar +1000 if opposite alignment, +100 if it was neutral
Use of holy symbol +0.5 (yes, a half point!)
Convert using altar piety set to -850 for new deity
Gain a level +10 x level in piety for aligned deity
220 actions -1%
Convert altar -2000 for former owner, +1000 for new owner
Change deity (alignment)-10000 for old deity

For the usual ways of altering piety (prayer and sacrificing) the two rival deities gain or lose 1/30th the amount of piety (rounded down) that the aligned deity loses or gains. So pissing off one God makes the others happy. That doesn't apply to crownings or to any of the miscellaneous changes above.

Gold coin gives about 0.32 piety per gold coin, except for Dwarves who get about 0.48 piety (because their deities likes cash especially). Or roughly triple (double) the amount of piety needed and there's your gold cost. Stomafilia herb give 300/240/120 piety depending on B/U/C status. Other herbs score is negligible: only 5.92/4.8/2.4 per herb, rounded down. Stomacemptia herbs score the least, a mere 0.32 piety per herb, regardless of status. Tentatively it looks like live sacrifices score 448 piety and food scores 120. Other possible sacrificing messages
"You feel spiritually elated!"the PC receives the Lucky and Fate smiles intrinsics simultaneously. This works regardless of alignment.
"*MORTAL, I AM NOT BUILDING A BLOODY GARDEN UP HERE! NO MORE TREES! }*" the PC tried to sacrifice an animated tree; there is a typo, apparently, the }
A voice in your mind lectures you. "*WHAT A MEDIOCRE SIGN OF DEVOTION. IMPROVE!*" the PC tried to sacrifice a summoned creature
A voice in your mind lectures you. "*THOU SHALT TAKE PAINS TO PROVE THY DEVOTION!*"the PC tried to sacrifice a spawned creature
You hear a booming voice in your mind... "*BE WARNED! SACRIFICING MY OWN CREATURES IS NOT SOMETHING I WELCOME WITH JOY!*" the PC tried to sacrifice a creature coaligned with the altar
-deity- booms: "*YOU DARE TO SACRIFICE MY GIFTS AT MY HOLY PLACE?!?* "*FOOL!*" The -foo- is consumed by a -bar- light and disappears. the PC sacrificed a divine gift
Suddenly -deity- speaks to you. *YOU DARE TO OFFER THE CRAP SOLD BY RATLING TRADERS?* *FORGET IT!* The -ratling fodder- disappears. sacrificing ratling wares
"*FoOl*, ThOsE sErVaNtS aRe MoRe UsEfUl ThAn YoU. wHy NoT sAcRiFiCe YoUrSeLf?" the PC tried to sacrifice an orb guardian Messages when sacrificing in the dark
"You feel a warm aura." lawful altar
"The air is suddenly very moist." neutral altar
"You suddenly feel a chilling cold." chaotic altar

These messages are generated regardless of piety. The piety messages follow these. Note that creatures cannot be sacrificed in the dark. Praying

Praying uses up your piety for an immediate reward, which you however cannot choose, but depends on your status and order of precedence - see later. It's quite possible to have a prayer answered and the cost pulls you down to low enough to recieve a warning, or penalty, but there are some safeguards against this happening and it's unlikely unless you have been doing a lot of praying. Here's a funny example:

You pray to Istaria.
Your cursed broadsword (+1, 1d7+3) glows in a silvery light.
You suddenly hear a thundering voice.
"*I* hereby punish thee, puny mortal!"
Your equipment turns to dust.
The main safeguard is that you cannot drop more than 3 levels of piety in answering a prayer if you start off at least "Inner peace". Instead you will be at the bottom of the level three below where you started from. For example if you start at 3000 piety and your prayer costs 15000 piety you will end up at -50 piety. That applies to unanswered prayers too - which also cost piety. I don't know but I don't think it applies to non-prayer piety penalties but the only one big enough to matter would be destroying an altar I think...

A second safeguard is that if your prayer is NOT answered and you had at least "Unconcerned" then, if you drop to one of the low levels, you will NOT receive a penalty due to low piety (or a warning message) until the next time you pray. Prices for praying

In general the cost of a prayer or unanswered prayer is the base cost multiplied by a factor that increases incredibly fast according to how many OF THAT KIND OF PRAYER (or how many unanswered prayers) you have had with that character. The count increases even if you switch deities. The multiplier is 'triangular n' or n(n+1)/2.

For example the first unanswered prayer costs 20 piety. The second will cost 60, then 120, 200, 300, 420 and so on. The formula for the total piety cost of n prayers of the same kind is n(n+1)(2n+1)/6 multiplied by the base cost.

After all that there is a final deduction to the cost of 50% if you are a champion and Paladins seem to get prayer at 2/3rds cost (not Priests though), or 1/3rd if crowned. Those do NOT apply to the cost of pre-post crownings.

In the table below, if not mentioned otherwise, at least 50 piety is required in addition to the requirement mentioned. In elemental temples, this requirement is 2 levels higher (3000 piety for standard rewards) Praying costs
pre/post-crowning piety at least 30000 50000
removal of doom doomed 10000
removal of curse cursed 3000
prevent breeding at least 40 breeders on level 2500
granting of pickaxe certain location, at least 15000 piety 2000
uncurse 1 equiped item cursed item equipped 1000
food at least Hungry 500 [1]
remove mute Mute 350
cure sickness Sick, at least 3000 piety 250
cure blindness Blind 150
full heal less than 75% health 150
remove darkness being at dark 120
remove slowed Slowed 100
cure poison Poisoned 100
full mana not at full PP 80
remove deaf Deaf 60
remove confused Confused 50
remove stun Stunned 25
nothing happens nothing of the above, or piety below 50 20

[1] The BASE cost of divine mana is between 450 and about 520 depending upon how starved you are. The cost of 450 is if you have just become hungry, the cost of 500 is for when you are just about to start reducing ability levels. Remember to multiply by the triangular n penalty.

Praying cost is further modified: Order of precedence

Note that heal and food have two levels of precedence which cost the same and count as the same prayer. Also I couldn't seem to get cursed or doomed removed using prayer if I had both of them at the same time (by prayer that is - you can do it by sacrificing), so effectively they have the same precedence. Remove stunning may be 2 places higher in the list... needs a little more testing. Didn't attempt to find the precedence of preventing breeding on a level by prayer. Crowning seems to have the highest precedence, but then it also seems to heal you.

0.2.4 Recovering from errors


When converting an altar, remove all gear except for artifacts. Also, remember that the bigger your sacrifice, the more likely it is that the altar converts - but remember, this sacrifice probably has minimal effect on piety, so don't make it ridiculously huge.

Dropping items on a nonaligned altar will make the deity that owns the altar angry. This causes some warning messages along the lines of "GET YOUR JUNK OFF MY ALTAR." Ordinarily this should be enough warning. If an extended drop command is used, however, there seems to be a bug present that allows the dropping to continue until the angry deity curses the inventory of the PC. Watch out for this.

If things go wrong:

  1. Inventory cursed

    By the time you have enough valuable stuff to sacrifice, you should be able to uncurse a cursed inventory with little trouble. Get to an aligned altar immediately. Bless your potions of water by dropping them on the altar if you are in sufficient standing with your deity. If not, sacrifice gold until you are. Dip a scroll of uncursing into your new holy water, read it, and voila, all of your stuff is back to uncursed status. Obviously, previously blessed status of inventory items has been lost.

  2. Equipment turned to dust

    This is why it's always recommended to remove non-artifacts before converting altars - you don't want to lose those seven league boots or that nifty sword of sharpness, do you? However, the equipment turned to dust penalty can be useful as a last resort for getting rid of a stubborn item. Repeatedly praying will anger a deity to this point.

  3. Doomed

    If the PC had no equipment, dooming rather than equipment turned to dust will occur. This is why the PC should have *some* equipment worn, even a si. It will be necessary to sacrifice enough to get your piety all the way up to very close, at which time the dooming will be removed. It is handy to know how to remove dooming and cursing in any case, since these intrinsics can be caused by things other than mistakes with altars - robbing shops with lawfuls, attacking karmics in melee and pools spring to mind.

  4. The worst two - bolt and summoning

    Ordinarily these never occur when mistakes with altars are made. It takes dooming then repeated additional prayers for a deity to get this mad. However, there are two situations where this will happen *immediately* - falling from champion status and sacrificing a gift from your deity. The deity casts an energy bolt at the PC, which, strangely enough, the PC seems to be immune to more often than not. The deity is further incensed by this and says "DAMN, YOU'LL SUFFER FOR THIS HUMILIATION TOO!" and summons creatures dependent on the deity: lawful deity - solars, neutral deity - holy slayers, chaotic diety - greater daemons. The exact sequence of events is dependent upon what the PC is doing, praying repeatedly while doomed or falling from champion status. In the former case there may be additional monsters summoned prior to those listed above.

Another case which causes summoning is to get as far as possible from a particular god then sacrifice on that god's altar. For instance, if an initially chaotic PC sacrifices repeatedly on a neutral altar to achieve very good standing with the neutral god then sacrifices on a lawful altar, creatures may be summoned.

0.2.5 Crowning, precrowning and postcrowning Requirements

Crowning itself requires "Extremely close" (30000 piety) and costs 40000 piety but does not reduce you to below 20000 piety. So effectively the cost is 10000. Very odd behaviour. In practise then the crowning costs only 10000. Pre or post crownings cost the same. Although I have listed their base cost as 50000 (meaning that the first one costs 50000, 2nd costs 150000, then 300000 etc) there are a couple of oddities. Sometimes (usually) there is a special pre/post crowning that costs only 10000 piety. The rest use the formula above but all cost an extra 10000 more than the formula would suggest. However it looks like you may need to have 20000 piety more than the cost of the pre/post crowning to get it.

(Post)crowning requirements
Min piety Cost Crowning
30000 10000 crowning
30000 10000 1st post-crowning (usually)
80000 60000 2nd post-crowning
180000 160000 3rd post-crowning
330000 310000 4th post-crowning
530000 510000 5th post-crowning
780000 760000 6th post-crowning
1080000 1060000 7th post-crowning

Pre- and postcrowning gives the PC a random artifact, which will be one of the non-guaranteed artifacts. The requirements for pre- and postcrowning are:

Crowning can occur at any experience level.

Postcrowning doesn't include the non-extreme alignment restriction.

Note that PCs who achieve precrowning or crowning may never again see the "extremely close" status message. In this case, determining whether the PC has sufficient piety for further precrownings, crowning or postcrowning is a matter of trial and error. This is not as bad as it might seem, since praying uses up very little piety if prayers "remain unheard" - that is, the deity does nothing.

These seem to be the most important requirements in 1.0.0 - for instance, the PC may be wearing cursed items and the pre- or postcrowning will still occur.

For crowning, the PC must be at extreme alignment and extremely close (or have enough piety at very close). The PC must not be intrinsically Cursed or Doomed for any type of crowning. Ordinarily, this will never be a problem, since achieving very close status removes these intrinsics. However, if the PC is wearing or wielding an item that causes Cursing or Dooming (the Crown of Science, Executor, etc.), crowning will not occur.

Getting pre- or post-crowned increases the piety required for further pre- or post-crownings.

As an example to show how this works quantitatively, Malte Helmert did research using gold as the sole sacrificial item. Rewards

Upon crowning, the PC receives an immunity, an artifact crowning gift which is preselected from a list of appropriate items for the PC's race and class (see section below), a blessed amulet matching the PC's alignment, a permanent blessing, the ability to convert elemental altars for champions of Balance and Order, to wear artifacts and other food consumption adding items with less burden on metabolism and half praying cost. Immunity

Note that the immunity received will not be one the PC already has, whether through eating appropriate corpses or worn items. For instance, if the PC is wearing the Ring of Immunity at crowning time, he will receive no immunity at all - take it off! (as of 1.1.1, it seems Ring of Immunity has no effect on immunity granted) Likewise, the Ancient Mummy Wrapping can be worn or the scorched spear wielded at crowning time to ensure the PC does not receive the rather undesirable immunity to cold.

The immunity the PC receives can be figured out by the message that it gives:

Immunity messages
Acid "You look forward to be digested by Chaos Lords / Lords of Order themselves."
Cold "You feel prepared for the most chilling tasks."
Fire "You no longer fear the heat of all hells combined."
Shock "You feel that neither thunder nor lightning will be able to prevent the success of your mission." Possible crowning gifts for each class
ClassGift 1Gift 2Gift 3Gift 4Gift 5Gift 6
Archer Boots of the Divine Messenger Farslayer Sun's Messenger Thunderstroke True Aim Whirlwind
Assassin Cloak of Oman Death's Blade Emerald Dagger Executor Farslayer Kinslayer
Barbarian Death's Blade Grod Skullcrusher Skullcrusher Vanquisher Vanquisher
Bard Boots of the Divine Messenger Cat's Claw Cloak of Oman Staff of the Wanderer Trusted One Whirlwind
Beastfighter Boots of the Divine Messenger Bracers of War Cloak of Oman Nature's Companion Nature's Companion Preserver
Druid Black Thumb Nature's Companion Nature's Friend Purifier Staff of the Wanderer Whirlwind
Elementalist Brannalbin's Cloak of Defense Iron Crown of Havlor Nature's Friend Ring of Immunity Staff of the Archmagi Staff of the Wanderer
Farmer Hammer of the Gods Long Sting Nature's Friend Shirt of the Saints Skullcrusher Whirlwind
Fighter Bracers of War Death's Blade Grod Long Sting Protector Vanquisher
Healer Brannalbin's Cloak of Defense Preserver Robes of Resistance Shezestriakis Shirt of the Saints Staff of the Wanderer
Merchant Boots of the Divine Messenger Crown of Leadership Iron Crown of Havlor Shezestriakis Staff of the Wanderer Trusted One
Mindcrafter Brannalbin's Cloak of Defense Iron Crown of Havlor Ring of Immunity Robes of Resistance Robes of Resistance Staff of The Wanderer
Monk Boots of the Divine Messenger Iron Crown of Havlor Ring of Immunity Robes of Resistance Shezestriakis Shirt of the Saints
Necromancer Kinslayer Preserver Ring of Immunity Robes of Resistance Staff of the Archmagi Vanquisher
Paladin Aylas Holy Scarf Hammer of the Gods Justifier Justifier Perion's Plate Mail Trusted One
Priest Aylas Holy Scarf Hammer of the Gods Justifier Purifier Shirt of the Saints Skullcrusher
Ranger Boots of the Divine Messenger Bugbiter Nature's Companion Nature's Friend Sun's Messenger True Aim
Thief Cat's Claw Cloak of Oman Silver Key True Aim Whirlwind Whirlwind
Weaponsmith Bracers of War Hammer of the Gods Perion's Plate Mail Protector Ring of Immunity Skullcrusher
Wizard Brannalbin's Cloak of Defense Ring of Immunity Robes of Resistance Staff of the Archmagi Staff of the Archmagi Staff of the Wanderer

Note that Dwarves of most classes can receive Hammerhead as a crowning gift (except Dwarven Beastfighters and Monks). Likewise, High Elves and Gray Elves can receive Sun's Messenger as a crowning gift (except Beastfighters). If appropriate, chance for receiving race-based gift is 12.5%. In general, there are six possible gifts. There are exceptions: see Barbarian, Beastfighter, Mindcrafter, Paladin, Thief and Wizard.

Andrew Skalski provided the explanation for this. By examining the g16p2 executable, he determined that there are indeed less than six possible crowning gifts for these classes. However, the blank spots are filled in with a duplicate of one of the possibilities. This means that these classes are twice as likely to receive one of the doubled possibilities. The updated table above now reflects these observations. The order the artifacts are listed in is alphabetical and has no significance.

0.2.6 Piety loss

As referred to in the ADOM Manual, a PC's piety level is determined by the sacrifices made to the PC's god. Remember that the value of sacrifices is dependent on a PC's race. Piety level constantly decreases with time, so sacrifices made in the early game will have little effect after many game turns have passed. In practice, this means that a PC who wants to keep his god happy should sacrifice items throughout the game. If a PC wants to be (pre- post- or normally) crowned, he should have a very large cache of valuable material to sacrifice. This can include live sacrifices, of course, which are always valuable. As stated in the table "Miscellaneous piety changes", the PC loses 1% of piety every 220 actions.

0.2.7 Tracts

Tracts are religious books related to particular alignment, weighing somewhat more than regular spellbooks. Reading them have the following effects:

Tracts have finite uses, measured in turns of reading. This is initially set to 1d1000 for a brand new tract. Each time you attempt to read a tract, you will spend 20d10 turns reading it, or the remaining time, whichever is smaller. While you are reading a tract, your body armor cannot be damaged, and teleportitis is disabled, in addition to the normal effects of a long action. If you are interrupted, no further effect will occur.

In the formulae below, T is the number of turns spent on reading. Piety effects from reading tracts are "raw" piety changes; they do not result in the typical -1/30 other god effect. If your piety with some god is reduced to or below -500 by a tract, you will suffer negative piety effects (inventory cursing, etc.), unless your god deflects them. Your god will never deflect his own penalties, and will deflect the penalties of other gods if and only if your piety with your current god is greater than 1/8 of the absolute value of the punishing god. Deflection does not cost piety.

Tract effects
Tract ofCorruption Lawful piety Neutral piety Chaotic piety Alignment
order -T CPs +T/2 -T/2 -T/2 +T/10
balance No effect No change +T No change T/10 stones towards N=
chaos +T CPs -T*2 -T*2 +T*2 -T/10

Note there is a typo: "You feel the anger of Order brewing" should sometimes read "You feel the anger of Balance brewing." The B/U/C status of the tract does not seem to have any effect.

Please note that this is an unofficial and unauthorised copy of Andy William's ADOM Guidebook. For further information on the legal and moral challenges raised against this Improved ADOM Guidebook please see
Updated April 15th, 2010