Jump to content
Main menu
Main menu
move to sidebar
hide
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Special pages
Niidae Wiki
Search
Search
Appearance
Create account
Log in
Personal tools
Create account
Log in
Pages for logged out editors
learn more
Contributions
Talk
Editing
Ancient Domains of Mystery
(section)
Page
Discussion
English
Read
Edit
View history
Tools
Tools
move to sidebar
hide
Actions
Read
Edit
View history
General
What links here
Related changes
Page information
Appearance
move to sidebar
hide
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Gameplay == ''Ancient Domains of Mystery'' presents an initial choice of one (male or female) [[player character]] from twelve [[race (fantasy)|races]] and twenty-two [[character class]]es, the combination of which strongly affects gameplay, in both subtle and obvious ways. Among other traits, character development includes [[experience level]]s, statistics, and skills. Version 1.1.0 introduced a talent system,<ref name="adom-history">{{cite web |url=http://www.adom.de/adom/history.php3 |title=The ''ADOM'' Version History |access-date=2007-11-29 |author=Biskup, Thomas |archive-url=https://web.archive.org/web/20071213150755/http://www.adom.de/adom/history.php3 |archive-date=2007-12-13 |url-status=dead}}</ref> allowing further customization of characters, based on a hierarchical system of prerequisites. During adventures, a player is likely to explore many areas and complete multiple [[Quest (video gaming)|quests]]. Which quests are available may depend on character experience level or [[Alignment (role-playing games)|alignment]] (lawful, neutral, or chaotic). Alignment also affects [[Non-player character|NPC]] and deity interaction with the character. How one solves a quest can also affect one's alignment, such that a chaotic character seeking redemption can eventually become lawful through his or her actions (or vice versa). ''Ancient Domains of Mystery'' offers multiple ways of winning, which vary in difficulty. The regular ending that appeared first during development consists of locating and closing the gate through which the forces of Chaos infiltrate Ancardia. The player also has the option to enter the gate, providing access to special endings, which are generally considered more difficult to accomplish. ''Ancient Domains of Mystery''{{'}}s quest-centric, plot-driven structure owes as much to [[adventure game]]s like ''[[Zork]]'' as to the [[Hack and slash|hack-and-slash]] of sibling games like ''[[Angband (video game)|Angband]]''. === Corruption === The forces of Chaos that have infiltrated Ancardia corrupt both the surrounding landscape and occasionally the [[player character|player's character]], causing mutations, such as antennae or a tail growing, alteration of existing body features or gaining (often involuntary) magical abilities. Some mutations are helpful, while others make the game much harder; many have elements of both. Players need to be resourceful and adaptable due to the randomness of these mutations. While there are limited opportunities in the game to mitigate or remove corruption effects, taking too long to close the Chaos gate causes the corruption rate to increase dramatically. After becoming fully corrupted, the game ends, as the character has become a "writhing mass of primal chaos". The chaotic ending requires the character to be almost fully corrupted. Besides background corruption, some powerful chaotic artifacts can cause the character to become corrupted merely by carrying them. Other less powerful chaotic artifacts only corrupt when actively invoked or wielded. Generally, most artifacts and magic items are safe to carry and use, and only the most powerful items affect corruption rates. === Herbs === Herbs growing on some levels can be used to provide great benefits to the player. The growth of the herbs follows a slight modification of [[Conway's Game of Life]]. While any character can harvest these herbs to limited effect, characters with certain skills and class abilities have strong bonuses and can even plant their own herb seeds. Besides herbs, characters can also collect plant seeds, either to donate to farmers (for a small alignment shift to law) or plant in dungeons in order to grow trees (useful for making bridges or [[fletching]]). === Smithing === Players can improve their items through various methods, such as smithing or magical enhancement. Similarly, many items can be damaged or destroyed as a result of combat or other hazards. While special artifacts cannot be damaged or destroyed, they are also immune to any form of improvement. This presents a dilemma to characters who specialize in smithing: should they use powerful artifacts or enhanced items of their own design. It is possible for a patient, highly skilled smith to enhance weapons and armor to levels beyond that of most artifacts, but the time required may leave the character exposed to corruption. === Monster Memory === A "Monster Memory" records the character's (not the player's) knowledge about creatures in the game, becoming increasingly detailed as the player defeats more of each monster. Statistics such as hit points, experience value, and speed are revealed, with corresponding observed highs, lows, and averages. Besides the in-game statistics, fan-submitted descriptions of every monster in the game are presented, sometimes with hints on strengths and weaknesses. === Difficulty === No matter how powerful players get, there is always a way for them to die if they become careless. In rare cases, instant deaths are possible from using cursed equipment or gaining the "doomed" intrinsic. Some monsters have powerful abilities that need specific counters, necessitating a change in strategy from traditional roguelike games. Some items have powerful effects on monsters. Undead beings are burnt to ash by holy symbols, and chaos beings are badly hurt by thrown potions of cure corruption. Strengths and weaknesses are often revealed in the monster memory and through rumors. Death of player characters is meant to be [[Permanent death|permanent]]. The game exits after saving, effectively limiting [[Saved game|savefile]]s to one per character, and the savefile is erased upon loading.
Summary:
Please note that all contributions to Niidae Wiki may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
Encyclopedia:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Search
Search
Editing
Ancient Domains of Mystery
(section)
Add topic