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 rusy/nonrusty nature of the wand do not matter.
See the table below for some results compiled by Petri Sihvola:
Potion or scroll | Status | Trials | Average charges | Min/Max charges |
---|---|---|---|---|
Boost mana | Blessed | 60 | 5.8 | 3/9 |
Uncursed | 60 | 3.9 | 2/6 | |
Cursed | 60 | 1.9 | 1/3 | |
Booze | Blessed | 60 | 3.1 | 2/4 |
Uncursed | 60 | 1.9 | 1/3 | |
Cursed | 60 | 1.5 | 1/2 | |
Mana | Blessed | 60 | 7.5 | 3/11 |
Uncursed | 60 | 4.6 | 2/8 | |
Cursed | 60 | 2.7 | 1/4 | |
Scroll of charging | Blessed | 60 | 6.0 | 3/9 |
Uncursed | 60 | 4.1 | 2/6 | |
Cursed | 60 | 1.8 | 1/3 |
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.
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. Blessed statues seem to yield wands more often, but it is possible to find a wand in an uncursed statue. Statues can be generated by petrifying enemies.
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: 8.0HP 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: 20.0As 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 x5/4So 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
0.14.7 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.
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
The Mad Minstrel does not leave his hut (even when trying to :s swap position with him) except when attacked. No other monsters are generated in his clearing. Therefore leaving items in his clearing should be 100% safe.
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).
Thrundarr's room in Dwarftown
Items left in Thrundarr's room never seem to be disturbed. This is not a guarantee, just an observation. For added security, get any other random dwarves out of the room by :s swapping positions with them. They never seem to reenter. The safe nature of Thrundarr's room has an important consequence. Since the reward for completing his first quest is a complete identification of a literate PC's inventory, all the unidentified items the PC has found prior to completing the first quest should be dropped adjacent to Thrundarr. Upon completing his first quest, pick up everything, even to the point of becoming Strained! or Overburdened!. 'C'hat with Thrundarr, have everything identified, then drop the items that are junk. They can later be sold to Waldenbrook.
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
Much like Thrundarr'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)
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.
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:
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.
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 13th | You feel unlucky. | PC starts Cursed. |
Any Monday | You 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 final score
The exact algorithm presented here may be 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.