|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 a 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 Might and Haste; once his buff spells are active, he's near-impossible to outrun and capable of dealing huge amounts of damage very quickly.
- The Swamp
- The Snake Pits
- The Shoals
- The Spider's Nest
- The Slime Pits
- The Orcish Mines:2
- The Elven Halls
- The Vaults:1-4
- The Crypt:1-2
Tips & Tricks
- If his shield has reflection, it makes ranged 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 are unblockable, as are area-of-effect spells like Freezing Cloud, Fireball, Fulminant Prism, etc.
- One of the simplest ways of getting past Donald's shield is to confuse him, which drops his SH score to 0. He has as much magic resistance as a death yak, making Hexes difficult to apply without using a scroll of vulnerability, but his middling hit dice and lack of poison resistance mean he's still susceptible to Mephitic Cloud or Confusing Touch.
- Trapping him in a throwing net also negates his blocking ability, but nets are blockable projectiles and might get bounced back into your face. If he appears in the Spider's Nest, webs work just as well if you can lure him into one.
- When confused, Donald may make quacking noises, which is probably a reference to Donald Duck.