Ancient Chaos Wyrm

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Ancient Chaos Wyrm W
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Локация [[Tower of Eternal Flames]]
Вид Demonic Dragon
Мировоззрение Chaotic
Враждебный? Yes
Уникальный? Yes
Видит невидимое? Yes
Видит в темноте? Yes
KPL N/A

The Ancient Chaos Wyrm is a unique boss monster in ADOM. It carries the Chaos Orb of Elemental Fire -- which the PC must obtain in order to cross the wall of flames and thus descend into the lower levels of the CoC. It is partially due to this that many players consider the ACW to be one of the toughest bosses in the game -- since the PC is unlikely to be able to reach a very high level before having access to the lower CoC, and they can't access resources such as Casino gold (which simplifies the process of crowning and can be used to train stats quickly with Garth).

Like all wyrms the Ancient Chaos Wyrm is very strong and fast, has very powerful breath attacks, can use a potent confusion spell, and can heal a lot of hit points in dire situations. Whilst any PC that is prepared to explore the Tower of Eternal Flames should have no problem dealing with the ACW's fire breath, its very powerful energy breath is of much greater concern -- since this is a non-elemental attack and thus can't be resisted, a high Alertness score comes in useful here. Some sorts of confusion resistance and/or a high Willpower -- which can be gained by obtaining and equipping the Chaos Orb of Elemental Water before heading for this boss fight -- are also recommended to avoid the ACW's confusion attacks rendering the PC almost helpless when surrounded by itself and its minions.

As for tactics for defeating the Ancient Chaos Wyrm, there is no one recommended means. Archers can kill it quite painlessly if they have stocked up on blessed ammo of dragon (or demon) slaying; though unless the PC has a blessed ring of ice, they may find their slaying ammunition burning away at a frustrating rate in the tower of flames. Whilst the ACW resists fire attacks (naturally), PCs specialising in spells (or just heavily armed with wands) can try chipping away at its energy using non-fire spells. This method also has its risks, though, since due to its powerful magic the ACW is about as dangerous from a distance as it is up close. Melee is not completely out of the question either; though a very high DV and PV (at least 40-50 each) are recommended to say the least, as the ACW can dole out a number of very strong attacks per turn. Very strong melee-orientated PCs can deal satisfactory amounts of damage to it using dragon or demon slaying weapons -- such as Purifier or Justifier (Wyrmlance and Vanquisher are a bit risky since they can't be used with shields). Thrown potions of cure corruption are also thought to deal significant damage to the wyrm.

Характеристики[править | править исходный текст]

Level: 1, DV: 50, PV: 20, Hits: 500, Attacks: 3, Damage: 15-81, Speed: 130.

Эффект от съедения[править | править исходный текст]

As a being of true evil, eating the corpse of the Ancient Chaos Wyrm corrupts (about 2 effects). It also grants intrinsic fire resistance and stat modifications: 1 to Strength and Mana in ADOM v. 1.1.1; 3 to Strength and 1 to Mana in v. 1.2.0.

Alternatively, rather than eat the corpse non-chaotic PCs that can preserve it long enough to take it to Guth'Alak can exchange the corpse with him for a potion of cure corruption.

Игровое описание (Monster memory)[править | править исходный текст]

This creature is more than a dragon, and less than it: the enormous reptilian head and the great scaled torso give it distinct draconic features, yet it looks as though it never had grown wings and it only has one pair of legs close to the head. As you look closer, it looks less and less like a dragon: the legs are thin and bony, almost like those of a bird, and as you watch, the shape and features keep shifting. Parts of the skin suddenly grow hair, which then transforms into feathers, then into a weird crust, then into translucent smooth skin, then into the surface of a dark slimy liquid... and the collar behind the head grows and absorbs snakes' heads, tentacles, long trembling spider legs, stiff thorns and leathery strings lashing at the air. You realize that the wyrm must be at least in part a creature of chaos itself and probably part of it always resides in the realm of chaos. Although it might be impossible to kill it outright in this world, you're determined to make it give up its abode on this plane.