ADOM Guidebook


Tips and tricks

0.14.1 Recharging wands

There are many ways to recharge a depleted wand. The common ways are to dip the wand into an appropriate potion or read a scroll of charging. Only the type of potion and its status affects the number of charges. The type, status and rusty/nonrusty nature of the wand do not matter.

See the table below for some results compiled by Petri Sihvola:

Potion or scrollStatusTrialsAverage chargesMin/Max charges
Boost manaBlessed605.83/9
 Uncursed603.92/6
 Cursed601.91/3
BoozeBlessed603.12/4
 Uncursed601.91/3
 Cursed601.51/2
ManaBlessed607.53/11
 Uncursed604.62/8
 Cursed602.71/4
Scroll of chargingBlessed606.03/9
 Uncursed604.12/6
 Cursed601.81/3

Potions of raw mana do *not* work. Note that potions of mana can be used to permanently increase the PCs mana stat; the player may want to save them for that purpose.

Wizards can also recharge wands at level 32, only once per wand though.

Wands of wishing can't be recharged. For these, you'll want to use the chance to wrench a final charge from the wand, destroying it.

See also potions of raw chaos below.

0.14.2 Huge rocks and anvils

These heavy items have a nice use: crashing doors. Throw one at a door and enjoy the sight of a broken door before you. There is a very nice side benefit to this: any trap that the door was protected with is destroyed along with the door. The trap does not go off as it is destroyed.

In addition, huge rocks can be used to keep ants from escaping anthills. Whenever an ant wants to escape, you get a message like "The uncursed huge rock (-10, 10d6) seems to be shaking.". 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 the other and thus last longer than a single one.

0.14.3 Statues

If your PC is really, really buff, a statue can be wielded as a melee weapon, but the real use for statues is to kick it until it breaks down, making it yield a magical wand. Statues can be generated by petrifying enemies.

Stephen White has recently (January 12th, 2002) done some research on the b/u/c status of statues re wand generation. His PC kicked 200 statues with each status to pieces. The results were as follows:

Blessed statues: 62 wands generated, about 1/3
Uncursed statues: 17 wands generated, about 1/10
Cursed statues: 3 wands generated, about 1/100

0.14.4 Potions of raw chaos

Items can be dipped in potions of raw chaos in order to transform them into new ones. Dipping items (other than artifacts) into a PoRC will transform it into a random item of the same type - useful for brass items. Equipped items are removed (even if cursed) and cursed. There is a chance of spilling the potion, though, and this corrupts the PC. Never drink these!

Wands dipped into a PoRC will turn into a wand with a different number of charges. This is one way to recharge wands with 0 charges left. The type of wand, however, is unpredictable.

Potions of raw chaos can be created by dipping any corrupting artifact (those containing the essence of chaos and corruption + Moon Sickle) into any ordinary potion.

0.14.5 Potions of exchange

In addition to swapping stats, these can polymorph monsters, and items, to another type.

0.14.6 Regeneration of HP and PP: potions of troll blood and raw mana

When drinking potions of insight or casting the Revelation spell, there is some information about Power Point and Hit Point regeneration.

Those two values lie between 5 and 200: the lower the number, the faster the regeneration. They can be affected by drinking potions of troll blood (for hit points) or potions of raw mana (for power points). Their effectiveness depends on their blessed/uncursed/cursed status:

Item Status   Modification to Regeneration Rate

blessed       -8 (on average, effect varies)
uncursed      -4 (on average, effect varies)
cursed        +4 (on average, effect varies)
Bottom line: always bless your potions of troll blood or raw mana.

HP regeneration time

standard value:          50 - the value for humans and hurthlings
Dark Elves:             +20
Gray Elves:             +15
High Elves:             +10
Gnomes:                 -2
Dwarves:                -5
Orcs:                   -10
Drakelings:             -20
Trolls:                 -30
Healers:                 halved
most characters:        -1 (based on Toughness?)
some characters:        -1 once more (based on Toughness?)
The modifiers are applied in the order listed here. E.g. Trollish Healers with exceptional toughness get a starting regeneration time of (50 - 30) / 2 - 1 - 1 = 8.

It seems like the last -1 modifiers are based on toughness, but there does not seem to be an obvious relationship; a random element may be involved.

PP regeneration time

standard value:          50 - the value for humans and drakelings
Trolls:                 +50
Dwarves:                +40
Hurthlings:             +10
Orcs:                   +5
High Elves:             -10
Gnomes:                 -10
Dark Elves:             -20
Gray Elves:             -25
most characters:        -1 (based on Mana?)
some characters:        -1 once more (based on Mana?)

How regeneration works

The PC always receives one HP/PP once the appropriate time has passed. Healing/Concentration will regenerate additional points at random intervals.

Regenerative capabilties from these sources are additive.

HP gained by Healing in 100 turns (approximately):

no Healing:       0
Skill Level 10:   0.8
Skill Level 20:   1.6
...
Skill Level 100:  8.0
HP gained naturally in 100 turns:
standard character (1 HP/50):   2.0
1 HP/40:                        2.5
1 HP/30:                        3.3
1 HP/20:                        5.0
1 HP/10:                       10.0
1 HP/5:                        20.0
As can be seen, many blessed potions of troll blood will get you more than good healing skill, but having Healing at 100 is best.

For regaining PP naturally, the same values apply. However, Concentration is better than Healing since it grants more points than Healing. The value is also increased even more at specific points mentioned in the manual. Since there does not seem to be an obvious model for this, the values are simply listed:

PP gained by Concentration in 100 turns (approximately):

no Concentration:   0
Skill Level 50:    10.96
Skill Level 74:    13.84
Skill Level 75:    26.86 x2
Skill Level 89:    32.42
Skill Level 90:    43.18 x4/3
Skill Level 99:    46.48
Skill Level 100:   59.00 x5/4
So potions of raw mana are nice, but not as important as having a high Concentration skill.

There don't seem to be any corruptions influencing mana regeneration. Neither mana battery nor close attunement to astral space have any effect.

Regeneration occurs at the same rate whether walking around or resting. Regeneration time is measured in *turns* (at least for simple actions like walking, fighting or resting), not game time. High speed or seven league boots lead to exactly the same regeneration rate in turns. Thus regeneration is faster with respect to game time if the PC is fast or walking around with seven league boots. If a PC with low walking energy cost wants to spend the minimum amount of game time regenerating, the best bet is to walk around while regenerating.

The Cursed, Doomed, Lucky and Fate Smiles intrinsics do not make a difference for regeneration purposes.

Hunger status has no effect on regeneration.

Trolls have food consumption doubled.
Monks have food consumption halved.
Farmers have food consumption halved starting from level 12.

Things that are still missing and interesting to investigate:

* Information about corpses (trolls and the like for HP regeneration, maybe some creatures for PP regeneration)
* the effect of the starsign of Candle
* the effect of items (such as necklaces of rapid healing)
* the effect of the corrupted tissue corruption
* the effect of being burdened/strained/very strained/overburdened on regeneration and food consumption
* the effect of artifacts carried and worn on food consumption
* information about the various special rooms that affect regeneration

0.14.6.1 Troll corpses

Thanks to Malte Helmert for this section.

There are four types of troll corpses (troll, troll berserker, troll chief, troll king). They all yield either of two messages when eaten by a non-troll:

a) "Urg! Foul meat! Your blood suddenly courses faster through your veins!"
b) "Urg! Foul meat!"

Message a) indicates that HP regeneration time decreased by one
Message b) indicates that HP regeneration time did not change

For troll PCs, the messages are slightly modified:

a') "Yum! Your blood suddenly courses faster through your veins!"
b') "Yum!"

The behaviour is the same: a' decreases HP regeneration time, b' does not.

No corpse can reduce the regeneration time below 6. Trying this always gives message b) or b'), respectively. This differs from potions of troll blood, which always result in the "Your blood suddenly curses faster..." message, even if the regeneration time is already minimal. Note that the lower threshold is 6, unlike the threshold for potions of troll blood, which is 5. This means that trolls, who cannot make use of potions of troll blood, cannot lower their regeneration time to 5, unlike the other races.

The probabilities of getting a decrease in regeneration time depends only on the B/U/C status of the corpse. Specifically, it does not depend on:

* Current regeneration time (no difference between the lowest eligible value 7 and the unrealistically high value 300)
* Player race (human vs. troll)
* Cooked/uncooked status
* Type of troll corpse (troll, troll berserker, troll chief, troll king)

Results indicate that blessed corpses work in 100% of the cases (although, like all corpses, they cannot lower it below 6), and uncursed or cursed corpses work in 50% of the cases. There was no observable difference between uncursed and cursed corpses:

94 blessed troll corpses: 94x decrease
621 uncursed troll corpses: 314x decrease, 307x no decrease
361 cursed troll corpses: 187x decrease, 174x no decrease

There was no difference in weight or satiation value of the various kinds of troll corpses. All corpses weigh 240s if not cooked, irrespective of B/U/C (rotting) status, and 228s (= 5% less) if cooked, again irrespective of B/U/C (rotting) status.

An uncursed corpse yields 500 units of satiation (like a large ration). This is doubled if the corpse is cooked (presumably this holds for other corpses too, but this needs further verification). The resulting value is modified by +25% for blessed corpes and -50% for cursed corpses, just like for other food items. So, e.g. a blessed cooked troll chief corpse gives 500 * 2 * 1.25 = 1250 units of satiation.

SUMMARY

Item: [troll/troll berserker/troll chief/troll king] corpse
Weight: 240s (-5% if cooked)
Nutritional value: 500 (*2 if cooked, *1.25 if blessed, *0.5 if cursed)
Effect when eaten [blessed]: If HP regeneration time is >= 7, it is reduced by 1
Effect when eaten [uncursed/cursed]: If HP regeneration time is >= 7, it is reduced by 1 with a probability of 50%
Message when eaten [non-troll PC]: "Urg! Foul meat!"
Message when eaten [troll PC]: "Yum!"
Additional message if and only if HP regeneration time was reduced: "Your blood suddenly courses faster through your veins!"

0.14.7 Freezing water

Pretty straightforward: use some cold source while standing next to a water square and zap over it. Frost/Nether Bolt, Ice Ball/Freezing Fury, or a wand of cold qualify. Ice is fragile, of course, and there's a 2000 stone limit for your stuff's weight. Exploding ice vortices will freeze all water in the range of their blast. Likewise, monsters that cast Frost Bolt, Ogre Magi for instance, can freeze water. However, monsters that breathe ice, white dragons for example, do not freeze anything when their breath crosses water (probably a bug).

0.14.8 Safe places to store items

Locked rooms

Locked rooms are one of the safest places to leave items in ADOM. With the current state of the monster inventory system (they can pick up items but not use them), a monster will never be able to unlock a door. Several monsters can smash doors, however. Some monsters (balors spring to mind) can teleport into locked rooms.

The Old Barbarian's glade

The Old Barbarian's glade is a decent place to store items. He is the only monster ever generated in this location, so nothing randomly generated is going to run away with the PC's stuff. If the PC leaves items far away from the Old Barbarian, he will not have time to find them prior to the PC's next visit.

The Mad Minstrel's clearing

In ADOM 1.0.0, the Mad Minstrel will leave his hut, and will pick up items. The safety re storage is therefore similar to the Old Barbarian's glade. No other monsters are generated in his clearing, so leaving items far away from the Mad Minstrel should not allow him time to find them prior to the PC's next visit.

The Dwarven Mystic's room in Dwarftown

The ultimate in security, if the PC has not destroyed it with a wand of destruction (see section 2.5.4). After 'C'hatting wih the Dwarven Mystic, he disappears, leaving a 2 x 2 room that cannot be entered except by teleportation. Since there are no teleporting monsters found in Dwarftown (except for the greater daemon - kill it) this is as safe as storage areas get. Other Dwarftown inhabitants can, in extremely rare circumstances, be generated in this room. Since they will be nonhostile, killing them is not a good idea. Teleport them out if possible. Alternatively, use the Ogre Cave (see below).

The Ogre Cave in Dwarftown

Once the Ogre Cave is cleared, monster generation there is slow or nonexistent. Items can be left adjacent to the stairway. If the PC leaves immediately, no time passes on the level, so there should be almost no chance the items will be disturbed.

The secret room in the HMV

Another room accessible only by teleportation, therefore almost perfect theoretical security. A monster teleporting into this room has never been seen. In extremely rare circumstances, however, monsters can be generated in this room. They may well be hostile, so killing them is a simple solution. Teleporting them out is a worthwhile alternative.

Sharad-Waador's room

Items left in Sharad-Waador's room never seem to be disturbed. Sharad-Waador never moves from the square where he is initially generated (unless he is attacked or the PC reneges on the deal to take the quest), and no time passes on the level between the PC's departure and reemergence from the blue dragon caves. This is very important, since the player may want to leave important non-artifact equipment behind in order to avoid its potential destruction in the blue dragon caves (see section 3.9).

0.14.9 Seven league boots

Seven league boots can dramatically reduce the time needed to walk around in the wilderness, depending on their blessed/uncursed/cursed status:

blessed: time needed for walking is divided by 6
uncursed: time needed for walking is divided by 3
cursed: time needed for walking is multiplied by 2

Blessed/uncursed/cursed seven league boots also alter the base energy cost for movement outside the wilderness from 1000 to 500/750/1200, respectively. Seven league boots should be blessed immediately. They enable the PC to outrun anything other than quicklings. Consequently, some players regard seven league boots as the most important item in the game, and will use a wish to obtain them, if necessary.

0.14.10 Stethoscopes

'U'sing a stethoscope, you can determine a monster's statistics precisely. Furthermore, using a stethoscope, you can easily find secret doors: scan a wall block, and if it "sounds hollow", it's a secret door.

In addition to monsters and secret doors, stethoscopes can also be used on closed doors to find out the number of monsters behind it. The messages are:

"Silence." - corridor (this message is shown even if the corridor is full of monsters, so be warned)

"You hear nothing." - empty room

"You hear some low-volume sounds." - 1 monster in the room

"You hear some sounds." - 2-3 monsters

"You hear many sounds." - 4-8 monsters

"You hear lots of sounds." - 9 or more monsters (tension rooms and rooms filled with breeders or summoned creatures also give this message)

See section 0.14.11 below concerning a Healer's special ability with stethoscopes.

0.14.11 Undocumented character abilities

All characters gain to-hit and to-damage bonuses when fighting as a true berserker, which means no armor can be worn and Tactics must be set to berserk. Shields are acceptable, any worn armor is not. Level 40 and higher barbarians get additional bonuses on top of this when fighting as a true berserker.

Note that Monks do not seem to receive this true berserker bonus.

Monks gain the ability to kick down walls at experience level 13.

Merchants always specialize in a certain item: potions, rings, scrolls, or wands. This specialization allows them to identify any item in that category on sight. Merchants also have a unique ability to use coins as missile weapons (in ADOM 1.0.0, dopplegangers cannot deflect a merchant's thrown coins).

Healers have the ability to use a stethoscope without consuming any game time. All other classes consume one turn of game time when using a stethoscope.

0.14.12 The weight and appearance of objects

Note the weight of objects. Many valuable objects have a unique weight. For instance, there is only one type of sword with a weight of 35s, one amulet weighing 7s, one amulet weighing 8s, one girdle weighing 30s, etc. In general, lighter items are better. Items with odd, unusual or rare weights are often better than their more commonly observed counterparts.

Certain special items are also have a unique color. Slaying quarrels will be brown rather than the silver of normal quarrels. Metal-shod quarterstaves (whether iron-, mithril-, adamantium- or eternium-) are silver; normal quarterstaves are brown. This is especially important to remember for eternium-shod quarterstaves, since they have the same weight as wooden quarterstaves.

0.14.13 Fortune cookies, rumors and the babblings of Yggaz

Rumors in general are available from several sources: fortune cookies found randomly in the dungeons, beggars, Torgall the innkeeper in Dwarftown, the book The Collected Works of Confucious and Yggaz the fool in Terinyo. Yggaz also regularly spews what seems to be complete nonsense; it is included at the end of the list below. There is also a special room effect where a mouth will appear on a wall and deliver a fortune cookie message. The list, along with some explanation:

Some late additions:

0. Quidquid latine dictum sit, altum viditur.

What is said in Latin is looked upon highly. [thanks to Kassandra Velez for translation]

0. Join DARK (*D*ragons *a*gainst *r*easonable *k*illing).

0. MADE: Mindcrafters Against Drunken Explorers.

0. Note: Don't forget to throw all the poisoned cookies away.

0. They say that every coin has two sides.

0. They say that it might be useful to remain persistent with uncharged wands.

0. They say that rusted electrical items might be dangerous to the user.

0. Smoking is bad for your health!

0. Remember to write something on this cookie.

0. They say that patience is the better part of valor.

0. They say that dark elves are especially good in the night.

Apparently new to ADOM 1.0.0:

0. Stoma Pubis enjoys throwing anvils at opponents.

Fortune Cookie messages

1. A sharp axe is easier to wield than a sharp wit.

Weapons are more effective than Learning in battle.

2. All roads lead to chaos, in the end.

To the chaos gate, falling to the forces of Chaos, or becoming a chaos being.

3. Always consider the consequences of yer deeds lest ye be surprised.

The PCs actions will affect the game.

4. Always watch your back!

Especially since PCs have 360 degree vision.

5. An anvil is nothing more then an oversized ignot of iron.

And can be melted just like one.

6. Being light as a feather makes you very rifty.

The rift is even more dangerous when burdened.

7. Care for more intelligent monsters.

They could be useful - and more dangerous.

8. Didst ye ever eat a hag? Try it, it's very fulfilling!

And cursing.

9. Don't believe everything *they* say.

Not all rumors are true.

10. Eating a demon daisy will make you a demon lover.

Nonsense. Demon daisies poison.

11. Feeding rust monsters is costly but definitely worth it.

Feed them with thrown metal items - quarrels are a good choice.

12. Gift shops are overpriced, unless you use a five finger discount.

The Great Gift Shoppe in the Casino is overpriced - unless it is robbed.

13. If you are doomed, this will be the last fortune you ever read.

False, although Dooming can be difficult to cope with.

14. If you eat the heart of a Dragon, you will share in its strength.

The PC gains a resistance corresponding to the dragon's color.

15. If you lick a Karmic Lizard, you can get high.

If the PC eats a karmic corpse, it grants luck-related intrinsics.

16. In the land of eternal darkness, light must come from within.

In the Gremlin Cave, if the PC retrieves the Phial of Caladriel,
the light it produces uses up the PC's power points.

17. It takes an iron stomach to eat a black dragon steak.

Acid resistance, that is.

18. Living sacrifices are the most valuable of all.

Not always. Gold and artifacts are safer.

19. Look for strange items.

The si.

20. Putting undead to rest with holy water indeed is a lawful act.

Griff Bloodax, yes. Don't waste holy water on them otherwise.

21. Rifts are deep.

You'll fall down (apparently always in g16p2).

22. Some gems harbor magical powers.

Darkness, light, knowledge, power, health and fire spring to mind.

23. Sting and Needle... Needle and Sting... twins they are and united they should be.

They become *much* more powerful when dual-wielded.

24. The coin of chaos has two faces -- power and corruption.

The corruption far outweighs the power.

25. The Mad Minstrel harbors a dark secret.

He knows the location of the Scintillating Cave.

26. They say that a good memory might pay.

Remember the first kill.

27. They say that a paragon of Order must not violate his beliefs by any means.

Although obtaining the Platinum Girdle still seems buggy.

28. They say that an empty stomach is one's worst enemy.

Avoid starvation.

29. They say that at times mindless rage might save your life in fights.

Berserk tactics.

30. They say that at times things can get zorky.

There's a lot of Zork references.

31. They say that attacking shopkeepers is bad for your karma.

Cursing and Dooming may result depending on alignment.

32. They say that balors are the gatekeepers of Chaos.

There are nine on the level containing the Chaos Gate.

33. They say that being able to read is very useful when visiting the library.

Literacy is necessary if the PC wants to read anything found in the Library.

34. They say that Berzio potions are useful for taming monsters.

True.

35. They say that blessed items improve ones eyesight.

If they are potions of carrot juice or necklaces of the eye.

36. They say that blessed potions of extra-healing might be a real boon.

True.

37. They say that boozed bozos can be very helpful.

Give the fool some booze.

38. They say that bugs can be really nasty.

Both programming ones and claw ones.

39. They say that burning torches can be very dangerous.

They deal nice damage.

40. They say that champions may pray for more favors then ordinary people.

True.

41. They say that converting an altar is difficult without losing ones faith.

Not if the PC uses gold pieces.

42. They say that companions fear darkness.

True - they can be accidentally attacked.

43. They say that controlled teleportation is really great.

True.

44. They say that corpses mark the realm of death.

There's a lot of corpses on the Banshee level.

45. They say that corrupted things can be your boon and your doom.

A chaos creature's corpse will yield a potion of cure corruption from
Guth'Alak, but being attacked by corrupting chaos creatures is very nasty.

46. They say that cursed potions of invisibility might have strange effects.

They blind you.

47. They say that cursed thieves picks might do strange things.

By triggering traps?

48. They say that distortion is the way to godhood.

Probably a leftover from earlier gammas, when a PC had to be extremely
corrupted to achieve the chaos god ending. Still true for champions of
balance and chaos.

49. They say that drinking black potions during the night corrupts your soul.

If the black potion is a potion of raw chaos.

50. They say that eating beings of true evil corrupts your very essence.

True.

51. They say that eating humans is evil.

Apparently not, from recent tests.

52. They say that eating magic-wielding monsters might be a boon for your mana.

True.

53. They say that elemental altars can only be converted by the most faithful.

That is, champions of Order or Balance.

54. They say that elves trade strength of body for speed.

Dark elven corpse effects.

55. They say that essence of mareilon moss is proof against the undead.

No, it increases Dexterity.

56. They say that excitement is a messenger of battle.

Messages about feeling excited mean a vault is present on the level.

57. They say that faster blood means faster recovery.

True.

58. They say that fire is the most violent element. Be as resistant as you can.

There are three levels of fire resistance. But acid deals more damage.

59. They say that fortunes must be followed by the incantation 'in bed' to work.

Reference to real-world fortune cookies. Old joke about adding 'in bed' to the end of the message to make them more humorous.

60. They say that gambling is bad for your finances.

There is a requirement to spend more than is won in the Casino.

61. They say that gods like sacrifices of food and valuable stuff.

True.

62. They say that good gamblers know which coins they have to use.

More accurately, which slot machines...

63. They say that graveyards are dangerous places.

Strength and Toughness might go down, age might go up.

64. They say that greater vaults are hiding places for artifacts.

True, but watch out for the guardians.

65. They say that green pools contain deadly slime.

Nonsense.

66. They say that herb bushes grow according to magical patterns.

Conway's rules of life, not magic.

67. They say that herbs have strange effects.

Good or bad.

68. They say that holy water might bear fruits.

This probably refers to the ability to create herbs with holy water (see section 0.13.6).

69. They say that hurthlings don't like shoes.

Shoes reduce their Dexterity.

70. They say that Infinity does not permit to visit any place twice.

It's impossible to visit an ID level twice.

71. They say that it is good for your survival if you can't hear death coming.

With death equaling the Banshee.

72. They say that it is not wise to leave ones cause after being crowned to be a champion.

True.

73. They say that it might come in handy to discover a use for useless potions.

Very true.

74. They say that Khelavaster is still alive.

Maybe. It depends on what has happened in the particular game.

75. They say that kicking a stuck door helps.

If it isn't trapped.

76. They say that kicking stairs might be bad for your health.

It might collapse the dungeon.

77. They say that kicking stairs helps to train your strength.

Don't.

78. They say that killing cats is bad for your karma.

It does not affect luck-related intrinsics, but makes the Cat Lord angry.

79. They say that killing friends won't help you finding new ones.

Killing friendly monsters is a chaotic act; attacking the inhabitants of Dwarftown will (generally) make the whole town hostile.

80. They say that libraries are especially useful for wizards.

They find every spellbook available in the game.

81. They say that long jumps require small moves.

Might refer to alignment changes via small gold sacrifices at non-aligned altars.

82. They say that many cursed items cause bad luck.

They do not explicitly affect the luck-related intrinsics in
most cases, but are definitely a pain to deal with.

83. They say that merchants are really well-spoken thieves.

At least they know how to take away your money.

84. They say that merchants are well-versed in handling coins.

True. Even throwing them.

85. They say that monsters tamed by bards will never willingly leave.

True.

86. They say that monuments can hold dark secrets.

This probably refers to the Infinite Dungeon, which was once a monument to Law. Chaos has transformed it into its current condition, and it holds a dark secret, the location of the Sceptre of Chaos (as well as Filk, but this message probably predates Filk). Might also refer to the Stone Circle, where the Crown of Chaos is located.

87. They say that nobody ever heard the wail of the Banshee more than once.

The Banshee's wail instakills.

88. They say that not all herbs must be eaten.

Some must be 'U'sed, some are harmful.

89. They say that once you have opened the final gate there is no way back.

When the D: 48 staircase points down, there's no way back until
the chaos gate is closed.

90. They say that pools contain mysterious secrets.

Among other things.

91. They say that potions of toughness tend to remove your hungry feelings.

True.

92. They say that praying at altars of your deity is helpful.

No, *sacrificing* at coaligned altars is helpful.

93. They say that quests are noble and just.

Not all of them.

94. They say that repetitive requests are frowned upon by the gods.

Praying too often will result in an angry deity.

95. They say that rubbing moss of mareilon onto your skin might get you moving.

It increases Dexterity.

96. They say that sacrifices can be dangerous.

Especially live ones on a noncoaligned altar.

97. They say that shopkeepers base their prices upon racial preferences.

Waldenbrook hates Dark Elves.

98. They say that shopkeepers sometimes try to cheat the customer.

True.

99. They say that shops are dangerous at night.

Shopkeepers don't see the PC pick up items in the dark, but the PC still must pay.

100. They say that Sis might enhance your creativity.

By making the PC think of uses for them.

101. They say that skeletons like bones.

Giving them bones heals them.

102. They say that some items are useful when worn shortly before special moments.

Some items give nice resistances and abilities not often needed.

103. They say that some statues have magical bones.

Statues may yield wands when broken by kicking.

104. They say that some stuff needs a lot of blessing to improve.

One blessing (of seven league boots, rings of djinni summoning, potions of gain attributes, rings of the fish) is enough.

105. They say that some wands are not very reliable.

True - rusty wands of ball lightning, for instance.

106. They say that smashing statues might yield magical wands.

True.

107. They say that swamp hydras are tough food.

And poisonous.

108. They say that the ancient dwarf knows a lot about quests.

He has six.

109. They say that the banshee transformed after losing her beloved husband.

True.

110. They say that the cat lord finds no fault with ye if ye has never harmed any cat.

True.

111. They say that the dungeons of mystery consist of 100 levels.

Except now it's the Caverns of Chaos with 50 levels.

112. They say that the forces of Law built a monument to Infinity.

But Chaos twisted it into the ID.

113. They say that the gods do not yearn for material wealth.

Nonsense. They *love* money!

114. They say that the gods greatly favor living sacrifices.

True, as long as they aren't summoned or bred.

115. They say that the great rift is very dangerous for almost everyone.

True.

116. They say that the guild of industrious brutal muggers writes really confusing manuals.

The IBM Guild Manual permanently confuses.

117. They say that the home of the banshee is ruled by eternal decay.

Actually, corpses never rot there.

118. They say that the king hid a lot of gold in these dungeons.

There are some royal treasuries.

119. They say that the library charges high fees.

Nonsense.

120. They say that the lofty nature of some writing sets is influenced by the degree of magic invoked with it.

Writing scrolls of chaos resistance is costly.

121. They say that the mint-flavored juice distilled out of morgia roots improves stamina, slakes thirst and conceals bad breath.

Eating morgia roots increases Willpower and Toughness.

122. They say that the radiance of chaos will corrupt you the faster the deeper you descend.

True.

123. They say that the secret to becoming a Chaos God is hidden in the Drakalor Chain.

True.

124. They say that there are many gems deep under the mountains.

True.

125. They say that there is a secret level guarded by many powerful monsters which contains several artifacts.

Greater vaults generally contain an artifact or two.

126. They say that thick gauntlets are great for isolating your hands.

... from poison.

127. They say that tiny caves can be very large.

Especially the ID.

128. They say that those who manage to empty a pool, will receive a wish.

Nonsense.

129. They say that those who have too many friends also have too many enemies.

A PC with many companions may find that they fight amongst themselves.

130. They say that those who hear the wail of the banshee are doomed.

Not doomed, dead.

131. They say that to be a champion of one's cause is very valuable when using ancient magic.

True.

132. They say that to leave the animated forest you will have to reach the corner opposite the enterance.

133. They say that too much chaos essence corrupts thy inner self.

134. They say that true berserkers fight naked.

135. They say that using artifacts costs a lot of energy.

All true.

136. They say that when you hear a "Hurumph!" you'd better start to run.

A Dorn Beast. Be paralyzation resistant.

137. They say that you might find gems on the deep levels.

You can find gems anywhere.

138. They say that you need a lot of leverage to stop the forces of Chaos.

Two levers, actually.

139. They say that you need a strong will to enter the great rift.

True (see section 2.22).

140. They say that you need persistence and peace to truly profit from religious scriptures.

Tracts are buggy, nobody benefits from them. The "persistence and peace" probably refers to the fact that tracts are difficult to read, so the PC must not be disturbed by monsters. Interestingly, however, teleportitis does not bother PCs trying to read tracts.

141. They say that you need to be an expert climber to survive the great rift.

Climbing 100 is required.

142. They say that you need to be very experienced to enter the great rift.

Experience level 18.

143. They say that you only can be the champion of your deity if you are very close to your deity.

Or extremely.

144. They say that you should not slow down in your final fight.

Avoid being hit by writhing masses of primal chaos.

145. They say that you should seek the heart of the mountains.

There's a neat library in the middle of the mountains.

146. They say that you should try to investigate the potential uses of beeswax.

For the Banshee's level.

147. They say that you should wish for charisma.

148. They say that you should wish for friends.

149. They say that you should wish for knowledge.

150. They say that you should wish for strength.

151. They say that you should wish for toughness.

152. They say that you should wish for wealth.

153. They say that you should wish for willpower.

For stats, yes. For friends, no. For money, no.

154. They say that you should wish for wishes.

Never.

155. They say that you will feel the corrupting incursions of Chaos.

Unavoidable if the PC lives long enough.

156. They say that you'll have to pull mightily to plug the chaotic intrusions.

Pull two levers.

157. They say that you will need a weapon of mass destruction to come closer to your goal.

A *wand* of destruction helps.

158. They say that your piety depends on your disposition towards all gods of your pantheon.

True.

159. They say that wands of knocking might split your skull.

They never deal any damage.

160. They say that white dragons suffer from a bad cold.

They are vulnerable to fire and grant cold resistance when eaten.

161. They say ye cannot shoot yourself, no matter how hard ye try.

The PC cannot shoot his doppleganger "self" since they are immune to missiles.
The PC can shoot his real self easily, with lightning bolt, death ray, magic
missile, wands of ball lightning or wands of far slaying.

162. This cookie will make you pay a high price.

Nonsense.

163. This is a joke.

Nonsense.

164. Those of Trollish Blood must drink from the Bloody Pool.

Nonsense.

165. Those who guard artifacts are deadly enemies.

Usually.

166. Those without overwhelming piety won't affect elemental altars.

The PC must be a champion of Order or Balance.

167. To be heavy is not very nifty in a deep rift.

Even worse than normal.

168. Ye dost not need to find some kind of amulet to save the world.

Reference to the original Rogue and its descendants.

169. Your termination is long due.

Right. So is the termination of this list.

Yggaz's babbling:

1. A lord might come, he will kill some, others he will beat and that will be neat.

2. Age is power, fulfillment is a shower.

3. Baba's my mother, Stalker my father and I'm the eternal wanderer.

4. Convenience does not mean ease of use!

5. Discover the beginning and you will have found the end.

Discover the origin of the Chaos incursion into Ancardia and you reach the end of the game.

6. Healers are strange people - they enjoy it if you throw stuff at weak ones...

One way to satisfy Jharod.

7. Follow the course, ride the horse, eat the bean and feel pretty lean.

8. Life's a boon and ye art a goon!

9. Remember: wherever you go, there you are!

10. Search the bard and hit him hard!

May refer to Filk.

11. Search the garden, harvest the treasures and take some measures.

Probably refers to herbs and arranging them into stable patterns.

12. Sting the bee and rewarded will be thee.

Hives are more likely to leave gelee royal after kicking them.

13. Swing the anvil and smash the unyielding.

14. The avatar I was... now the fool I am. Heed the warning.

Don't become a fallen champion?

15. ...the right stuff that is.

Probably a continuation of #6.

16. The tiny island is quite magical... isn't that tragical?

Refers to the island in Terinyo.

17. The warning I was... now the fool I am. Heat the warning.

18. Wait till the dawn of time and yer problems will be solved.

19. Wild my babbling might be, mild my being might be...

20. Yagga Yagga Yeek Yeek!

0.14.14 Day and date effects

Starting a game on...results in the message...and has the following effects...
Creator's Day (TB's birthday, July 2nd)You feel that starting your adventure on Creator's Day was a good idea.PC starts with Lucky and Fate Smiles; also, if the day falls on a Monday, HP are not reduced.
Christmas Eve (December 24th)A lone star leads you to this remote valley.PC starts with Fate Smiles.
New Year's Eve (December 31st)You feel well prepared for the coming year.PC starts with six blessed potions of booze.
Any Friday the 13thYou feel unlucky.PC starts Cursed.
Any MondayYou feel slightly exhausted today.PC starts slightly low on HP.

There are of course Ancardian day and date effects as well, which are well covered in the manual.

0.14.15 The opening question system

List courtesy of Raymond Martineau.

Question [A] [B] [C] [D]
1. Your father wants you to help him building a new house for your family. This work will be very long and very hard and your father is a harsh task master. At the same time your uncle, a merchant, wants you to accompany him on a trip to a distant and exotic city. Will you... ...help your father with all your skill in order to further the welfare of your family, despite missing the opportunity to see new marvels and wonders?

St +1, Le -1,
To +1, Pe -1
...help your father with all your skill until your uncle departs and then accompany him?

St +1, Wi -1,
Ch -1, Pe +1
...feign to work hard although you actually only do what is necessary to appear hard working?

Le +1, Ch -1
...accompany your uncle, ignoring the pleads of your father?

St -1, Le +1,
Wi +1, Ch -1
2. In your childhood slaves were forced to work in your neighborhood. Many of the slaves were too young, too old or too weak to work effectively. The forcemasters mistreated them and abused them all the time. Will you... ...help them personally, trying to lessen the worst chores the slaves face and bring them food and water whenever you can do so without being noticed?

St +1, Le -1, Wi +1,
To +1, Ch -1, Ap -1
...ignore their pains because bringing them food and water only would prolong their suffering?

Le +1, Ch -1
...ask the taskmasters if a couple of silver pieces would allow you to take some of the slaves home to you to do the hard work you are obliged to do for your family?

St -1, Le +1,
Wi +1, To -1
...ask the taskmasters if a couple of silver pieces would allow you to take some of the slaves home to you to do the hard work you are obliged to do for your family... and then do those hard chores yourself so that the slaves can recover a bit?

St +1, To +1,
Ch +1, Ma -2
3. You and your friends pass a lot of time fighting among each other... not seriously but to test your strength, cunning and physical prowess. Will you... ...train hard in order to be the best of them all, even if this means that you will have less time for other activities?

St +1, Le -1, Dx +1,
To +1, Ch -1, Ma -1
...try to win with dirty tricks so that you won't have to train to stand up against them and prove yourself?

Le +1, Wi -1,
Dx +1, Ch -1
...let fate decide who is the best among you?

St -1, Dx -1, Ma +2
...avoid those physical challenges in case you start to lose too often?

St -1, To -1, Ch -1,
Ma +1, Pe +2
4. In cold winters lots of wood is needed to keep your home warm. In the vicinity of your home there is a sacred grove that never was touched by your family. Two hours away, up a steep hill, is a forest, where your family used to fetch wood for centuries. Will you... ...fetch the fire wood from the far hills in order to keep in line with the traditions of your family, even if this means more hard work for you?

St +1, Pe -1
...fetch the fire wood out of the sacred grove because it's less work and allows you to spend more time on other things?

Wi +1, Ma -1
...risk some cold nights because it's too much work to fetch the wood from the far hills and you don't want to anger the gods by taking it from the sacred grove?

St -1, Le +1
...fetch lots of wood from the far hills during summer, even at the risk of not having enough time for your other chores, because this will allow you to have a large enough storage for the cold winter nights?

St +1, Le -1,
To +1, Ch -1
5. Your grandfather always taught you to hone your mental skills and tried to further your development in this respect. Will you... ...honor his wishes and learn with the wise ones of your clan?

Le +2, To -1, Ch -1
...honor his wishes and learn with the priests of your clan?

Le +1, To -1,
Ch -1, Ma +1
...honor his wishes and study nature with the rangers of your clan?

Le +1, Wi -1, Dx +1,
Ch -1, Ap -1, Pe +1
...ignore his wishes and do something else?

no changes
6. When exploring a long-forgotten shed in the woods on a very cold night, you discover a chest with many ancient books and parchment scrolls. Will you... ...take some time and study the texts despite the cold weather and the dark night?

Le +1, Wi +1,
To -1, Ch -1
...burn the texts to heat the shed in order to get comfortable sleep?

Le -1, To +1
...take the scrolls and books back to your home in order to study them a bit and then sell them to the local merchants?

Le +1, Dx -1,
Ch +1, Pe -1
...ignore your findings in order to get back home quickly and find a warm place?

Le -1, Dx +1
7. You are offered two jobs on your first trip to the biggest city in your home country. The local library wants you help the old librarian to catalog dozens of new books and texts. The local stable owner wants you to help him train three spirited young colts. Will you... ...accept the job in the library because it allows you to learn while cataloguing the books?

Le +2, Dx -1, To -1
...accept the job in the library because it probably is better-paid than the job with the stable owner?

Ma +1, Pe -1
...accept the job with the stable owner because horses are so much more exciting than books?

Le -1, Dx +1
...accept the job with the stable owner because you cherish the thought of mastering the art of training horses a lot more than studying books?

Wi +1, Dx +1,
To -1, Ma -1
8. Your favorite teacher discovers you while you try to cheat in a test of prowess. He is very angry about you and refuses to teach you anymore. Since this was the first time and you really want him to teach you, you are horrified by this. Will you... ...try to convince him that you are a worthy student and that you will repent in whatever way he wants, no matter how long it will take to appease him?

Le -1, Wi +2, Ch -1
...try to find another better teacher because you just would waste your time trying to appease him?

Wi -1, Pe +1
...stop your learning efforts since you probably know enough and could make better use of your time in different pursuits?

Le -1, Wi -1,
Dx +1, Pe +1
...try to learn more from a friend of yours who still is taught by the master, avoiding any further confrontation with the master himself?

Le +1, Ch -1
9. While crossing a ford on a well-known road you slip and break your leg. You muster all your strength to reach the shore. Your leg is badly hurt and you can't travel fast enough to reach a safe place before dawn. Will you... ...call for help hoping that a traveller will come to your aid?

Le -1, To +1
...try to crawl to a safe place, risking further harm to your leg?

Wi +2, Dx -1, To -1
...pray to the gods and wait?

Le -1, Wi -1, Ma +2
...try to stabilize your leg with some branches and wait for travellers?

Dx +1, To -1
10. You have been training with weapons for some time. Your master believes that you are still too young to be succesful as a warrior and wants you to wait for a couple of years before you resume your combat training. Will you... ...agree with him and wait for a couple of years before resuming your training?

Le +1, Dx -1
...train harder and longer to prove your determination and worth to him?

Le -2, Wi +2,
To +1, Ap -1
...learn a few dirty tricks from an older friend to make up for your lack of physical talent?

Le +1, Dx +1, Ch -2
...stop your combat training completely in order to try your talents in other areas?

Le +1, Wi -2, Pe +1
11. At one point you fall deeply into love. Your beloved refuses your advances and does not seem to be interested. Will you... ...continue your advances because perseverance can overcome a lack of love?

Le -1, Wi +2, Ch -1
...stop your advances because there are so many other wonderful people out there?

Wi -1, Ch -1,
Ma +1, Pe +1
...admit defeat and never again show your feelings to another person because they will hurt you again?

Wi -1, Dx +1,
Ch -1, Ma +1
...discuss your feelings with that person to get a clear picture of the situation?

Le +1, Ma -1
12. While on a market, you discover a merchant selling a wonderful item you wanted to own for as long as you can think. Sadly you don't have enough money to pay him. Will you... ...try to steal the item in a moment of confusion because you *must* have it?

Le -1, Dx +1,
Ma -1, Pe +1
...try to earn some coins as a juggler on that market in order to be able to buy the item?

Le -1, Dx +2, Ch -1
...wait until night comes and then slay the merchant and take the item?

St +1, Dx -1,
Ch -1, Pe +1
...ignore the item for now and work more until you have enough money to buy it?

Wi +1, Ma -1
13. While playing in the fields during your childhood, your attention is attracted by something glinting in the sunlight. It turns out to be a ring, definitely pretty, maybe even valuable. Will you... ...put it on to see how it will look on you?

Ap +1, Ma -1
...show it to your parents just in case there is something wrong with it?

Le +1, To -1
...try to trade it with your friends?

Ch +1, Ma -1
...keep on searching in hope of finding more treasures?

Le -1, Ch -1,
Ma +1, Pe +1
14. Soon after starting your apprenticeship you come to realise that your master is a harsh and unjust man. Will you... ...endure all abuse in exchange for knowledge gained?

Le +1, Wi -1,
To +1, Ch -1
...continue your apprenticeship hoping the situation will eventually get better?

Wi -2, Ma +2
...complain to your master about his behaviour?

Le -1, Wi +1,
To -1, Ch +1
...run away during the night?

Le -2, Dx +1, Ma +1
15. After serving your master for several months you still feel like having learned hardly anything. One day, while sweeping your masters study during his absence, you can't help but feeling curious about the contents of a large dusty tome resting on a pedestal in one corner of the room. Of course, your master forbade you to even look at it, let alone touch it. Will you... ...heed the command of your master and continue with your task?

Le -1, Wi +1
...give in to temptation and peruse the book?

Le +1, Wi -1,
Ma -1, Pe +1
...accidently knock the pedestal over, hoping to get at least a lucky glance at something interesting?

Wi -1, Dx +1,
Ch -1, Ma +1
...ask your master about the book once he returns?

Le +1, Wi +1, Ma -2
16. Having finally mastered the basics of your profession, your master sends you to deliver a valuable package to the neighbour village. You get waylaid about halfway there. Standing on a bridge crossing a foaming river, bandits approaching from both sides. Will you... ...surrender your possessions, failing your task?

Le +1, Wi -1,
Ch -1, Ma +1
...shout for help?

Le -1, Wi +1
...ready your weapons and fight for your life?

St +1, Le -1, Wi +1,
To +1, Ma -1, Pe -1
...risk the river despite your meagre swimming skills?

Le -1, Wi +1,
Ma +1, Pe -1
17. The final day of your apprenticeship has come. All hardships have been mastered, all lessons learned, all gripes forgotten. Quite pleasantly your master surprises you with a farewell gift. One of four to be exact. Will you... ...pick a pair of sturdy boots to aid your travels?

Le -1, To +1
...select a slender dagger to ensure your safety?

Dx +1, To -1
...choose a small pouch of coins to get you past the worst?

Ch +1, Ma -1
...go for a few final bits of advice to help you on your way?

Le +1, Dx -1
18. After ending your apprenticeship you travel the country for several years performing odd jobs in order to earn a living. While wandering the wilderness during an especially unrewarding winter month you come across another traveller, gravely injured by wolves and barely concious. Will you... ...strip the traveller of everything valuable and leave him to die?

Dx +1, To +1,
Ch -1, Ma -1
...strike the killing blow of mercy, thus sparing him days of suffering with hardly a chance of survival?

St +1, Le -1,
To +1, Ma -1
...camp for a few days and try to aid him as best as your skills permit?

St -1, Dx +1,
To -1, Ma +1
...carry him to the next village?

St +1, Dx -1
19. Evil has started to invade the world, subtle and unnoticed at first, directly assaulting in the end. Monsters and nightmares roam the land, all signs pointing towards Terinyo, a small wilderness hamlet. You know it's your destiny to go there because... ...there are bound to be untold riches just begging for a new owner!

Dx +1, Ch -1
...this is finally the chance to prove yourself as the greatest fighter on Ancardia!

Le -1, Ma +1
...knowledge and insights hitherto unknown to mankind are waiting to be discovered!

Le +1, Ma -1
...somebody has to save the world!

Le -1, Wi -1, Ma +2
20. Now that you are old enough, your parents gave you a sword and a leather armor to practice with. While you are practicing with the goblins in the plains, you hear a dirty laughter nearby. You sneak up to the nearest hill and see a group of four raiders torturing a farmer. Will you... ...stealthily walk down and ambush the raiders, trusting your skills?

St -1, Dx +1, To -1, Pe +1
...run away, because what chance would you have against the brigands?

St -1, Le +1, Wi -2,
Dx +1, To +1, Ch -1,
Pe +1
...wait to see if the raiders would leave soon and then go help the farmer?

Le +1, Dx +1, Ch -2,
Ma -1, Pe +1
...quickly scout the area for help?

St -1, Wi +1
21. As you make your way toward the chain of mountains you have heard so much about, you stop for the evening at a village inn. Everyone gathers for the evening meal and you overhear a conversation between two seemingly well-to-do merchants. They are talking about a collection of precious jewelry which has been entrusted to them by an evil dark elven master assassin named Magrak. It seems they have been given little choice; sell the ill-gotten baubles on his behalf or live in the cold shadow of his sure, swift retribution. You saw the four locked chests carried inside by the merchants earlier and wondered at their contents, now you know what they must surely contain. Will you... ...attempt to aid them in their plight by plotting the demise of this evil thug?

Wi +1, Ch +1, Ma -2
...offer the merchants the name of a rich human enchantress you met in your travels who will buy much of their stock?

Ch -1, Ma +1
...wait until everyone goes to bed, then attempt to rob the merchants as they sleep?

Wi -1, Dx +1
...engage the merchants in conversation, hoping to learn more of Magrak? Surely one so skilled in his art must have something to impart to a young apprentice...

St -1, Le +1, Wi -1,
Dx +1, Ch -1, Pe +1
22. During your apprenticeship under an elderly wizard, you come across a powerful magical amulet of unknown power in a forgotten corner of his warehouse. Do you... ...tell your master of your finding?

Dx -1, Ch +2, Ma -1
...keep the amulet to your self, in hopes of gaining its powers?

Le +1, Wi -1,
Ch -1, Ma +1
...sell it, to get money for better living?

Wi -1, To +1
...leave it be and forget about it since this is not a thing that concerns you?

Wi +1, Pe -1
23. While doing research in a library, you come across a map to an ancient tomb containing many treasures. You decide to investigate the matter. Do you take with you... ...other adventurers to help fight the monsters in the way?

St -1, Le +1,
Ch +1, Ma -1
...magical items and spellbooks to strenghten your own power?

St -1, To -1, Ma +2
...all that which you can carry in a small pouch, in order to travel fast and stealthily?

St -1, Le -1,
Dx +1, Ma +1
...superb equipment and provisions, to make travelling easy?

Ma -1, Pe +1
24. During a night out, one of your friends is mugged and hurt badly. Do you... ...do what you can to heal his wounds?

St -1, To -1,
Ch +1, Ma +1
...chase after the attackers to reclaim lost wealth, while others tend to your friend?

St +1, Le -1,
To +1, Ch -1
...wait with your friend until help arrives, then chase after the attackers?

To +1, Ch +1,
Ma -1, Pe -1
...go and alert the city guards?

Wi +1, To -1
25. While on a journey, your carriage is attacked by foreign spies. They siege you and your travelling companions and call out for a royal emissary travelling under disguise with you. Do you... ...try and negotiate with the attackers in order to stall them until help arrives?

Le +1, To -2, Ch +1
...sacrifice yourself by masking as the emissary so that the others may escape?

Le -1, Wi +1,
Dx +1, To -1
...sneak your way past the attackers in order to call for help?

St -1, Wi -1,
Dx +1, Pe +1
...turn the emissary over to the spies in order to save yourself and the other travellers?

Wi -1, To +1,
Ma -1, Pe +1
26. If you came across an animal that was writhing in agony from a poisoned injury and looked like it would die anyway, will you... ...slay it as an act of mercy?

St +1, To +1,
Ch -1, Ma -1
...agitate it during its final moments?

Dx +1, Ch -1
...walk away?

Wi +1, Ch -1
...attempt to heal it, although odds are grim?

Wi +1, Ap -2, Ma +1
27. Your brother has come asking that you hide him from the law. Do you... ...send him away?

St +1, Wi +1,
Dx -1, Ch -1
...gladly let him in and then try to sway his behavior?

Le +1, Wi -1,
Ch +1, Pe -1
...tell him he must repent in a prison for the crime?

Le -1, Wi +1
...invite him to join your band of thieves?

St -1, Dx +1,
Ch +1, Pe -1
28. You are carrying your liege's gold to his castle. You stumble upon a poor beggar. Do you... ...give him some of your liege's money?

Le -1, Ch +1,
Ma +1, Pe -1
...give him some of your own money?

Ch +1, Pe -1
...take what little money the beggar has in his dish?

St +1, Dx +1,
Ch -1, Ma -1
...ignore the beggar?

St +1, To +1,
Ma -1, Pe -1
29. You have stolen to feed your family and the guards are searching for you. You... ...rush to a hiding place and, when it clears up, return home.

Wi -1, Dx +1,
To -1, Pe +1
...attack the guards head on!

St +1, Le -2, To +1
...turn in yourself in hopes of being able to explain the situation.

Le -1, Ch +1,
Ma +1, Pe -1
...become a professional criminal and perpetuate the acts...

Le -1, Ma +1
30. Your king lies dying, the battle is lost. He asks how the battle fares. Tell him... ..."All is well!"

Wi -1, Ch +1
..."Unfortunately, we are defeated!"

Wi +2, Ch -1, Ma -1
..."C'mon, die already, I want yer crown!!!"

St +1, Le -1,
To +1, Ch -1
..."Unfortunately, I am not able to help here."

Le -1, Dx +1
31. You are called home to run your late father's shop, but you are on a spiritual quest. Do you... ...return home without a moment's pause?

Wi -1, Ch +1,
Ma -1, Pe +1
...stay to follow your quest indefinitely?

Wi +2, Ch -1, Pe -1
...send some poor farm kid in your place?

Le +1, Ch -1,
Ma +1, Pe -1
...continue questing in hopes that the shop will still be there when you finish?

Wi +1, Pe -1
32. You are a witness to a crime. You are called to the stand. The defendant is not guilty of that crime, you know, but he did steal from your brother. Will you... ...falsely attest his guilt to avenge your brother's honor?

Le +1, Ch -1
...claim that he was guilty just for fun?

Wi -1, Ch -1, Ma +2
...attest the truth and call him out for your own vendetta?

Wi +1, Ma -1
...tell the truth, but let the vendetta die here and now?

Wi +1, Ch -1
33. As a child, whenever your friends had an idea of going to the nearby graveyard at darknight and asked you to join them, you... ...went along because you were forced to?

Wi -1, Ma +1
...went along curious to see how others behaved?

Le +1, Pe -1
...stayed home helping your mother?

To -1, Ch +1
...went fishing?

Dx +1, Ch -1
34. While shopping, you spot someone stealing something from the shop. Will you... ...tell the shopkeeper?

Le +1, Pe -1
...stop the thief and pursue him if needed?

St +1, Le -1,
Dx +1, Ma -1
...hope the shopkeeper sees him stealing?

Le -1, Dx -1, Ma +2
...ignore the thief?

Ch -1, Ma +1
35. One night you wake up of a strange dog whining on your yard. You see the dog is bleeding and critically hurt. Will you... ...end the dog's sufferings?

St +1, Dx -1,
To +1, Ch -1
...try to medicate the dog?

Le +1, Dx +1,
Ma -1, Pe -1
...wake your father and mother up?

Le +1, Ma -1
...ignore the dog?

Wi +1, Ch -1
36. When your father took you hunting for the first time, you saw a deer for the first time in your life. You were supposed to kill it for food. Do you... ...kill the deer, because you wanted your father to respect you?

St +1, Le -1,
Wi -1, To +1
...feel sorry for the deer, but kill it anyway, because you knew your tribe really needed the food?

St +1, Le +1,
To -1, Ma -1
...kill the deer with a smile on your face and a tingle inside you?

St +1, To +1, Ch -2
...decide not to kill such a magnificent animal?

Wi +2, Ch -2
37. What would you order in a restaurant for lunch? ...raw meat.

St +1, Le -1
...fried bat.

Ch -1, Ma +1
...cooked lizard.

St -1, Dx +1
...the dish of the day.

Ch +1, Ma -1
38. What about you gave your parents the most grief? ...you always had to be the center of attention.

Wi +1, Ch -1
...you holed up in your room instead of playing with other kids.

Ch -2, Ma +1, Pe +1
...your frequent brushes with the law.

Dx +1, Ch -1
...your amazing appetite.

Dx -1, To +1
39. Will you fight evil... ...by battling evil creatures whenever you see them?

St +1, Le -1,
Wi +1, Dx -1
...by trying to understand the cause and preventing it?

St -1, Le +1
...by repairing the damage everywhere you go?

Le -1, Ch +1
...by trying to become a leader and steering your followers to another course?

St -1, To -1,
Ch +1, Ma +1
40. You are in a nobleman's house as a dinner guest. While waiting in the library for your host, you notice a small, old book beautifully covered with gold lacing and ivory carvings. The temptation is strong. Do you... ...pocket the book in hopes of selling it?

Wi -1, Dx +1
...read the book?

Le +1, Ma -1
...advise your host that such a valuable should be better guarded?

St +1, Le -1
...admire the cover then look around for other old stuff like weapons and armor?

Le -1, Dx +1
41. There have been whispers throughout the land of approaching chaos. The great sage, Khelavaster, warned all of the races a short time ago, but you had your suspicions beforehand. What was it that made you suspicious?

...the early snow and sudden frost?

Ma -1, Pe +1
...a strange, sickly bird?

Le +1, Wi -1
...the behaviour of the townsfolk?

Ch -1, Ma +1
...the barren trees about your home?

To +1, Pe -1
42. Your mind made up, you pack your bags and prepare to leave for the Drakalor Chain. Your pack is almost full, and you still have several items you would like you take. Realizing that you can only fit one more thing in your backpack, you decide to pack... ...a worn old dagger?

St +1, Dx -1
...a book of cantrips?

St -1, Le +1
...extra rations?

Dx -1, To +1
...a length of rope?

Dx +1, To -1
43. On your way to the Drakalor Chain, you find yourself faced with several different paths. Your map does not specify which is safest. Which do you take?

...a rocky path into the countryside?

Dx -1, To +1
...the path through a thick forest?

Ma -1, Pe +1
...a worn path over the hills?

Le +1, Ma -1
...the path past a desolate town?

St +1, Le -1
44. You attempt to make an arrow and you do not succeed. Do you... ...pray to the Gods for guidance on making better arrows in the future?

Le -1, Ma +1
...bang your head against the wall for being such an idiot?

Le -1, Wi +1
...hit someone to let out your aggression?

St +1, Le -1
...calmly recover yourself and begin making another arrow?

Wi +1, Dx -1,
Ma -1, Pe +1
45. You are walking on the street, when you see a gang of men beating a beggar. What would you do?

...run to help the beggar regardless that there's five of them?

St +1, Le -1
...quickly walk away so the men won't notice you?

Wi -1, Dx +1
...go help the men beat the beggar?

St +1, To +1,
Ch -1, Ma -1
...shout to the nearby people to come help the beggar?

St -1, Le +1
46. You are chopping wood at your cottage in the woods when you suddenly see a faery next to you. The faery asks you : "Could you spare me some food and a resting place for this day?" You answer... ..."Of course I can! Just come on in."

Ch +1, Ma -1
..."Why not..." (glancing at the faery's expensive looking necklace).

Dx +1, Ma -1
..."No way! Run away you little pest!"

Wi +1, Ma -1
..."For a price... anything!"

Ch -1, Ma +1
47. You return back from your hunting trip and you notice that your cottage is on fire! Already half of it has burned. Do you... ...try to save what you can by any means?

Le -1, Wi +1
...let it burn and build a new cottage somewhere else?

Wi -1, Ma +1
...rush over to town and demand money for your lost cottage?

St +1, Le -1
...suspect that someone tried to assasinate you and stay on guard?

Ma -1, Pe +1
48. Your father has apprenticed you to the local smith. Do you... ...happily accept the position, believing that it is your chosen calling?

Le -1, Wi +1
...grudgingly accept, not wanting to shame your father?

Wi +1, To +1,
Ch -1, Ma -1
...adamantly refuse, setting out on your own path and alienating your family?

Wi +1, Ch -1
...pretend to accept, but plan to run away as soon as the opportunity presents itself?

Wi -1, Dx +1,
Ch -1, Ma +1
49. You find yourself working as an apprentice to a wise but cruel master. Do you... ...publicly humiliate him, hoping it will teach him to respect you?

Le -1, Ch +1,
Ma +1, Pe -1
...calmly accept his cruelty, knowing that the punishment is worth the reward?

Le +1, Dx -1
...kill him and steal all the tools of his trade?

Le -1, Dx +1,
Ch -1, Ma +1
...leave his service for a less experienced but kinder teacher?

Wi -1, Ma +1
50. While learning tricks of the trade from your wise teacher, you think you see a way to do something that he has taught you in a more efficient way. Do you... ...loudly point out the new method, proving yourself smarter than your teacher?

Le -1, Wi +1
...keep it to yourself, sure that your master knows more than you?

Ma +1, Pe -1
...keep it to yourself, hoping that you can use the method to earn great wealth?

Le +1, Ma +1
Total adjustment: +2
...write the method down and leave it as an anonymous note to your teacher?

Le +1, Ma -1
51. After many years of toil, you have completed your apprenticeship. Do you... ...thank your master politely and set out into the world, confident that you have learned everything you need to know?

Wi +1, Pe -1
...seek to learn more from your master, believing that he still has more knowledge to share?

Le +1, Ma -1
...slay your master so that nobody else will learn his knowledge and be able to compete with you?

St +1, To +1, Ma -2
...seek out a new master to increase your knowledge in your chosen profession?

Le +1, Ma -1
Identical to option B

0.14.16 The final score

The exact algorithm presented here is probably out of date. At one point, the final score was calculated as follows:

score = sum of all skill scores / 20 +
        spell memory [the first number] for each known spell / 5 + 50 +
        MIN(piety - 200, 10000000) +
        (level - 1) * 50 +
        experience / 10 +
        (sum of the danger ratings [1-50] of explored levels) * 30 +
        MIN(value of all items on body / 50, 20000000) +
        (# identified items * 100) +
        various amounts for having intrinsics (between 200 and 10000 each) +
        20000 (making Blup happy) +
        (sum of attribute modifications * 200) +
        (# of successful dwarven quests * 5000) +
        5000 (if member of thieves guild) +
        5000 (if head of thieves guild) +
        MAX(0, 300 - max. hitpoints) * 1000 (only if the game was completed) +
        20000 (no divine interventions and game complete) +
        10000 (champion) +
        20000 (champion and game complete) +
        -5000 (lost championhood) +
        -(chaos score * 5) (typical about 1000 points score per corruption)

This score is doubled if you managed to solve the major goal of the
game.

If you managed to solve the game _and_ leave the Drakalor Chain the
following is added to that score:

        MAX(0, moves - 50000) * 100

Then the score is once more doubled.

Updated September 27th, 2002
© Copyright Andrew Williams 2000-2002