|An adventurer just like you, trying to find the Orb. Unlike you, and despite his hatred of it, he takes to water like a fowl.|
Donald the Adventurer is an unique adventurer whose dialogue varies based on your current religion and the branch you find him in. He is stronger than an orc knight, capable of swimming through deep water, and often generates with a shield of reflection, making him unusually dangerous to ranged weapon users and casters who rely on blockable spells. He also has the might and haste spell, so you can't outrun him if you try, and he will do huge amounts of damage in a short space of time once he has activated his buff spells.
- The Swamp
- The Snake Pits
- The Shoals
- The Spider's Nest
- The Slime Pits
- The Crypt
- The Elven Halls
- The Orcish Mines:3-4
- The Vaults:1-4
Tips & Tricks
- If his shield is one of reflection, it makes combat significantly more dangerous and restricts your spell set (nothing ruins your day more than a reflected Lehudib's Crystal Spear). Bear in mind that Bolt spells and area of effect attack spells are unreflectable, such as Freezing Cloud, Fireball, Lee's Rapid Deconstruction, Fulminant Prism, etc.
- His HD means he's still susceptible to Mephitic Cloud, and when he's confused his blocking ability and reflection powers will be set to zero.
- Trapping him with a throwing net also negates his blocking ability, though he might be able to reflect it back at you.
- When confused, Donald may make quacking noises, which is probably a reference to Donald Duck.