ADoM version 1.0.0, research of new features, 21 aug 2001. Spoiler warning! Words of help and wisdom, suggestions and comments please send me to e-mail: trismegist@narod.ru 1. New items. Prefixes and postfixes only for armors, weapons and missiles. 1.1 Prefix (51): * antimagical (leather armor) - it completely prevents the recovery of magical energy. * ashen (flail) - it does cause any damage against undead. * auto-locking splint mail - it automatically locks itself to your body when worn. * balanced (boomerang) - it is superbly balanced (+4 to hit, already figured in). * barbaric (sword) - due to its barbaric design it is harder to hit opponents but hits generally are more lethal (-4 to hit, +4 to damage, all already figured in). * barbed (trident) - its barbed design causes more serious wounds (+3 to damage, already figured in). * beautiful (clothes) - this beautifully fashioned armor improves your looks quite a bit (+4 to Appearance, already figured in). * blue (dagger) - it grants resistance to fire. * brutal (spear) - its brutal design causes very heavy wounds (+1 extra damage die on hits, already figured in). * charged (clothes) - this armor seems to charge up from time to time and then releases its deadly charge into your body. * corrupting () - it slowly corrupts you. * delicate (sling bullets) - it is very fragile and breaks easily. * extra-heavy (orcish knife) - it weighs four times as much as other armors of its type (already figured in). * fickle (dagger) - all attacks with this item miss automatically. * flaming (broadsword) - it causes +2d6 fire damage on melee hits. * fragile (battle axe) - it has a 1 in 6 chance to break with every hit. * frozen (broadsword) - it causes +2d6 ice damage on melee hits. * gorgeous (chain mail) - this gorgeously crafted piece of armor immensely improves your appearance (+8 to Appearance, already figured in). * green (robe) - it grants resistance to acid. * griffon-feathered (arrows) - its range is increased by 4 due to the magical feathers attached to it (already figured in). * hateful (pick-axe) - it causes (+2d6) damage while berserk. * heavy (short sword) - it weighs twice as much as other armors of its type (already figured in). * hefty (two-handed sword) - due to its careful design it is harder to hit opponents but hits generally are more lethal (+20% weight, -1 to hit, +4 to damage, all already figured in). * holy (two-handed sword) - it causes (+1d8) damage versus chaotic opponents. * light (quarterstaff) - weighs only half as much as other weapons of its type (already figured in). * masterwork (scimitar) - its elegant design makes it much easier to hit opponents (+3 to hit, already figured in). * mild (short sword) - effective hits are slowed so that they cause but 20% of the expected damage (not figured into the stats). * murderous (club) - it is twice as likely to cause critical hits on a hit. * nasty (quarterstaff) - its nasty design causes more serious wounds (+1 to the damage dice being used, already figured in). * padded (chain mail) - resistance to stunning. * penetrating (arrows) - it completely ignores the protective measures of any target it hits. * poisonous (flail) - it poisons monsters on succesful hits. * red (clothes) - it grants resistance to fire. * rotting (clothes) - this rotting apparel slows your physical recovery. * shining (clothes) - this armor is so polished that it shines very nicely (+1 to Appearance, already figured in). * soft (clothes) - this armor is easily damaged. * trapped (clothes) - once worn this armor becomes so welded to your body that it can't be removed without destroying it. * vigilant (plate mail) - it is covered with eyes that increase your perceptiveness (+4 to Perception, already figured in). * yellow (spear) - it grants resistance to shock. * ultra-heavy (clothes) - it weighs eight times as much as other armors of its type (already figured in). * unbalanced (quarrels) - it is very badly balanced (-7 to hit, already figured in). * unerring (arrows) - it always hits its target but can only be used once. * unholy (scourge) - it causes +1d8 damage versus lawful opponents. * unwieldy (dagger) - its inelegant design makes it very difficult to hit a target (-8 to hit, already figured in). * vile (clothes) - its appearance is extremely vile and completely ruins your apparition (Charisma and Appearance both reduced to 1, already figured in). * weighted (throwing knife) - it is weighted to cause more harm (+4 to damage, range halved, already figured in). * white (clothes) - it grants resistance to cold. * weeping (dagger) - it causes bleeding wounds. * wicked (orcish dagger) - its wicked design causes very serious wounds (+3 to the damage dice being used, already figured in). * winged (quarrels) - it has wings that triple its range (already figured in). * worm-ridden () - it is ridden with all kinds of insects greatly increasing your chance to get ill. 1.2 Postfix (39): * (splint mail) of anger - it forces you to fight with offensive tactics. * (chain mail) of balance - it tries to convert you to the forces of Balance. * (clothes) of carrying - it allows you to carry 50% more than usual (already figured in). * (chain mail) of chaos - it tries to convert you to the forces of Chaos. * (spear) of corruption - it causes corruption in addition to wounds. * (scale mail) of damnation - wearing it makes you doomed. * (arrows) of darkness - on a hit it might blind its target. * (shell armor) of defense - it is finely crafted to deflect blows (+6 to DV, already figured in). * (short sword) of devastation - its causes more serious wounds (+4 to the damage dice being used, already figured in). * (spear) of the eagle - it grants a +4 bonus to Perception and a +5 bonus to speed. * (dagger) of fumbling - slowly drains your dexterity. * (clothes) of hate - it causes others to hate you. * (clothes) of health - helps recovering from diseases. * (chain mail) of hunger - it increases the amount of food you need to digest. * (arrows) of hunting - victims of this missile are more likely to remain behind as corpses. * (clothes) of leadeship - it confers special leadership powers upon you (+6 to Charisma, already figured in). * (clothes) of life - it increases your inherent spark of life (+20% hits, already figured in). * (sword) of lightning - it causes +2d6 lightning damage on a successful hit. * (spear) of mayhem - its causes more serious wounds (+2 to the damage dice being used, already figured in). * (long sword) of might - it grants a +2 bonus to Strength and Toughness. * (chain mail) of order - it tries to convert you to the forces of Order. * (quarterstaff) of penetration - ignores all the protection of your opponents. * (clothes) of power - increases your magical powers by 20% (already figured in) * (chain mail) of protection - it is sturdily built to absorb blows (+4 to PV, already figured in). * (scale mail) of rage - even true berserkers can wear it due to the raging spirit that inhibits it. * (clothes) of resilience - it makes you more resilient to damage (+4 to Toughness, already figured in). * (clothes) of the sea - it protects you from drowning. * (knife) of slaughtering - its damage die has been increased by +1 and it causes two extra dice of damage when hitting an opponent (already figured in). * (arrows) of slaying - all of its hits are critical hits. * (robe) of sloth - it slows you down immensely (-20 to speed, already figured in). * (clothes) of speed - it increases your reflexes (+5 to speed, already figured in). * (mace) of the sun - it causes double damage against undead. * (broadsword) of surrendering - slowly drains your willpower. * (arrows) of targetting - it is very finely crafted (+6 to hit, already figured in). * (arrows) of thunder - on a hit it might stun its target. * (plate mail) of travelling - it halves your food consumption while travelling through the wilderness. * (spear) of vampirism - it drains the life force of your opponents and transfers it to you. * (orcish knife) of the void - ?!? * (stone axe) of weakness - it slowly drains your strength. 1.3 Items (3+): * scroll of literacy check - just to check literacy skill. * scroll of education - learn random skill. * piece of fish meat - food. 2. New features (18+): * Sickness became almost harmless, but temporaly decrease stats. * Monsters use/equip items. * Uncursed item highlighted with cyan colour. * Arena master named as Dak. * Ratling rebel give item and his thanks for stopping arena fightings. * Emerald dagger named as "Death's Final Touch". * Pre-crowning gift almost absolutely random (...and no new artifacts?) * New location (ruins of ancient temple). * New monsters (greater claw bug, killer bug...). * New pool message grants sickness. * All elemental temples blocks teleportation. * Advanced character generation. * A mummified skull of Kranach hangs over the door of Munxip's shop. * Teleport trap immediately became visible after activation if you're teleported far away from it. * Big casino guard named as Hugo. * Hugo blocks the stairs if you're won something but not went for shopping. * Air of air elemental level charged with electricity and constantly hits character and his items. * Character able to teleport self without error in other part of arena while fighting with monster. Dark elven imagination (c) Alexander Koltyrin, http://trismegist.narod.ru