Any cheat codes | Browse by game: A B C D E F G H I J K L M N O P Q R S T U V W X Y 0-9 |
|
Ancient Domains of Mystery cheats / Ancient Domains of Mystery hints / Ancient Domains of Mystery faqs / Ancient Domains of Mystery solutions Ancient Domains of Mystery hints ALTARS AND SACRIFICING Identifying items ================= Altars of your alignment are the most useful. Apart from just being able to pray and sacrifice, you can identify and manipulate the objects you are carrying. Dropping any object to an altar of your alignment will identify whether it is cursed, uncursed or blessed. This is vital if you have any objects that you have not identified; if you go and try on a cursed girdle of weight, your in big trouble! Also, potions of water can be dropped to an altar of your alignment, and when this happens your god will see this as a "water-prayer", and will convert the potion into blessed holy water. This requires you are in good standings with your god. Sacrificing =========== Sacrificing is the farmost important function of altars. Whenever you find an altar of your alignment, sacrifice, because this will keep the relationship between you and your god up, and as a bonus, you can gain some bonuses. Most people think you can only sacrifice corpses, but this is not true. Characters with lots of money will find sacrifing sums of 100.000 and more very beneficial, as your god will be very happy about your great gift. You can also sacrifice living creatures, but this requires to things. First, the creature must be standing on the altar with you in the next square. Second, the creature must NOT be an undead of any kind, because they are already dead, and cannot be sacrificed. Undead corpses however CAN be sacrificed. One drawback is the fact that you can't sacrifice several living creatures after each other, but you must sacrifice something else in the between. The sacrificed creatures must be of other alignment than yours also, so better use that know alignment/ stethoscope. Mupltiplying creatures don't count too. When you find the Si (=Strange Item) from the Caverns of Chaos, wait until it multiplies, then sacrifice it. This will make your god VERY happy, and sacrifing several Sis, well, you can guess what then. Negative effects ================ Sacrificing on an altar of other than your alignment or kicking altars can have negative effects. However, these can be transformed into positive effects. If you (by accident, of course?) equipped yourself with a particularly nasty item, let's say gauntlets of peace or a ring of doom, kicking an altar can make your god wipe out your entire inventory. Just drop all non-cursed stuff, and go kick the altar until your god get's angry and turns all the unwanted stuff into dust. Of course, after this stunt your god will be very angry, so remember to sacrifice a lot afterwards you will find your prayers unheard. How to become a Champion? ========================= Becoming a Champion of your deity is simple. You just have to sacrifice and sacrifice and sacrifice. The first effect you will get is 'Your god is very pleased with you'. The next step is actually getting 'Your god is extremely close to you', and when that happens, pray. This will make you the Champion of your deity, give you a random immunity, the amulet that will keep you aligned (Chaos, Balance, Order) and an artifact. You will also become permanently blessed. ------------------------------------------------------------------------------ People who donated information for this file: Teemu Siipola Matti I. Laine UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) ARTIFACTS Rolf's Companion ---------------- Stats: (+3,3d8+6) [+2,+2] Type: Axe Effects:Adds +12 to your toughness, returns back to your hand when thrown, gives resistance to fire (once). Other: Can be found in the dwarven village inside a room with no door. Teleport in somehow and talk to the dwarven mystic. Cloak of Oman ------------- Stats: (+2,0) [+4,+4] Type: Cloak Effects:Adds +8 to your dexterity, also grants you teleporting. Other: - Rolf's Saviour -------------- Stats: (+2,0) [+9,+6] Type: Shield Effects:Gives you resistance to fire, poison and cold. Other: Is granted to you as a reward from a certain dwarf-quest. Runed Trident ------------- Stats: (+6,3d12+6) [+4,+4] Type: Two-handed weapon Effects:Adds +12 to your dexterity, is a very effective undead slayer, returns back to hand when you throw it, gives you see invisible, cold immunity and water breathing. Other: You are given this by the blue dragon at the end of the Blub-quest. Chaos Orb of Elemental Fire/Earth/Water/Air ------------------------------------------- Stats: As a weapon, (1d10+3) (+3,+3) Type: Orb Effects:Gathering the four of these is the final goal of the game. By using the orb as a tool it gives you +10 str/tgh/wis/dex and you can (U)se it to throw an effect, but this will make you corrupt. Other: The Fire Orb is in the Tower of Eternal Flame, others can be found in the Cavern of Chaos on levels 20+. Potion of Literacy ------------------ Stats: None Type: Potion Effects:By drinking this your character learns how to read. Other: You get this as a reward from the first dwarf-quest you complete if your character is illiterate. Big Punch --------- Stats: (+2,0) (6d8+4) [-6,0) Type: (lead-filled) Mace Effects:Weighs an excessive 800 but gives you stun resistance. Other: This is the reward for the final dwarf-quest. ------------------------------------------------------------------------------ People who donated information for this file: Matti I. Laine UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) CHARACTER CLASSES Here are a few good picks if you're not very experienced. Once you get into it, be sure to pick the class that suits your playing style. Human Priest ============ + High intelligence and learning + Detect item status + Holy cross (knows when it's safe to pray) - Somewhat weak High/Gray Elf Archer ==================== + Deadly as long there are arrows + Doesn't die of old age (important in the end-game) - Not so deadly without arrows - Low hitpoints Dwarf Weaponsmith ================= + Can enhance weapons + Excellent in melee combat - Poor equipment Troll Healer ============ + Really high hitpoints + Fast healing + Exceptional strength - Needs A LOT OF FOOD Human Paladin ============= + Good intelligence and skills + Good in fights ------------------------------------------------------------------------------ People who donated information for this file: Matti I. Laine Toni Lassila UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) CORRUPTION How do I become corrupted? ========================== Becoming corrupted is (unfortunately) rather easy. The simplest way is to step into a corruption trap or run into a corrupting creature. Every time this happens you will get some corruption, and eventually it will start to build up and alter your character. What happens when I'm corrupted? ================================ Various things. Your characters skin grows reptile-like, he gets horns and poison starts to drip from his hands. Finally, he drifts to the side of chaos, and... ...dies. Some effects can be positive (like the skinchange that lowers your AC) or negative (poison hands really make you wan't to do food-shopping don't they). After about 14 levels of corruption there is a chance that the next level of corruption will kill the character. Also there is a penalty of 5000 points for every level of corruption. How to get rid of corruption? ============================= Now that's the tricky part. Praying is no use since the god's can't remove corruption anyhow. You'd better find a (blessed) scroll of chaos resistance and fast! Also, after you've reached XP level 30, the druid (the green guy) in the first village will give you a quest, and as a reward all your corruption will be gone. ------------------------------------------------------------------------------ People who donated information for this file: Matti I. Laine UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) EATING CORPSES Corpse Effect ------ ------ Blink dog You get teleport control(+++) Carmic Lizard You become lucky(++) Displacer beast You become stunned and confused(--) Fire beetle You get fire resistance(+++) Harpy You become mute(-) Kobold You become poisoned or sick(--) Ogre Your strength increases(++) Troll You get partial regeneration (+) Effect ratings ============== +++ Great ++ Good + Useful - Unwanted -- Very bad --- Never do this ------------------------------------------------------------------------------ People who donated information for this file: Teemu Siipola Olli Tengvall UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) HERBS Herbalism ========= Safely identifying and using herbs requires at least some knowhow in herbalism. If your character has no idea about herbs, never eat or use them, since the dangerous ones are really dangerous! Even if you successfully identify a herb, it doesn't mean you know what it does. The chart below explains the general use, but the state of the herb decides how the herb reacts when you eat it. For example, an uncursed herb of stomachfillia would feed you to satiated and keep you there for some time. A blessed stomachfillia would make you bloated, and keep you that way for several days, when a cursed stomachfillia will empty your stomach and leave you starving. Herbs and effects ================= All effects here are for uncursed herbs, see above for information. Herb Effect ---- ------ Alraunia Antidote Cures sickness Devil's Rose Restores your hitpoints Stomachemptia Empties your stomach and makes you hungry Stomachfillia Satiates your stomach ------------------------------------------------------------------------------ People who donated information for this file: Teemu Siipola Toni Lassila UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) MINERALS AND SMITHING This is the quality order of the minerals: Iron -> Mithril -> Adamantium -> Crystal -> Eternium The problem with crystal weapons and shields is that you can't gather crystal ore and thus can't enhance crystal weapons. Finding ore =========== The most important gadget to a weaponsmith is the pick-axe. To find ore you must have the pick-axe as a tool, press 'u' next to a wall and you will have a hole in the wall, often some ore too. If you don't have a pick-axe, kill a dwarf and get one. An other way to get ore is wait for a dwarf, giant raccoon, ankheg or a giant ant worker to make holes in to the wall. You know they are digging when the game says 'You hear grinding sound in distance'. When you step on the ore, there is a metallurgy skill check to see whether you will identify the ore. If you can't identify them, pick up a lot of unknown ore and complete the first dwarf quest. This will identify ALL the ores you are carrying and keep them identified. Don't waste a scroll of identification. Smithing ======== The first thing to successfully enhance your weapons is to have the correct stuff with you. First of all, you need to carry an anvil, a hammer in your hand as a weapon, a piece of ore and an object to enhance (made out of the same material as the ore). You Also need to find the Old Forge that is located in the Caverns of Chaos somewhere in level 7+. You know it's there when the game says 'You hear wind howling'; go find the darkgray '&'. When smithing you first use the smithing skill and choose the ore you brought along, so it is molten into an ingot. Next you use the smithing skill again, choose the weapon to work on and the ingot as the material. Next you will know the character is enhancing your weapon... This can be done three times, but is more and more difficult. the fourth time is already so difficult the character has to be extremely highly skilled for the trick to work. You can also remove rust and fix broken objects. Rust is removed by using the smithing skill directly into the rusty object, and broken objects are fixed just like explained before, only you can't fix anything that isn't completely made out of metal (like a pick-axe). ------------------------------------------------------------------------------ People who donated information for this file: Matti I. Laine UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) MONSTERS AND EFFECTS Carmic lizard: Never melee combat with a carmic lizard. Chances are, you will become either cursed or doomed (or both!) when hitting one, and especially being doomed can prove fatal. If you run into a hostile carmic lizard, evade it, or shoot it with missiles. Contrary to common knowledge, you CAN NOT kick the carmic lizard safely. The corpse of a carmic lizard however is very useful. Gorgon: A legendary medusa-like creature, the gorgon can petrify you by simply touching you. If you spot one, run for your life unless you are equipped with an amulet of petrification resistance or the intrinsics of petrification resistance. Ogre magus: The ogre magus can turn invisible, which of course efficiently prevents you from seeing him. You know an ogre magus just missed you when you get a message telling you felt something passing your head very close by. When this happens, try to positions yourself in a doorway or a corridor so that you will know where the ogre magus is attacking you from. Once you know where he is, he's not so hard to slaughter. Swordsmen, These guys have a nasty tendency to disarm you and throw Ratling fencer: your weapon to the floor, especially if you are armed with a one-hand weapon. Your best defense is to either have a high weapon-skill or if your strength is high, try kicking them. ------------------------------------------------------------------------------ People who donated information for this file: Teemu Siipola Olli Tengvall UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) THE MAIN MAP AND PLACES Small cave: The small cave is propably the first dungeon you will find. It is located north from the first village, by the mountains. The specialty in this cave is that the difficulty level depends on your current exp level. Therefore you should go here first, when your exp levels are still low. The small cave only has one level, and will always contain a waterproof blanket and a quarterstaff. Village dungeon:You will get a hint about finding this dungeon when you talk to the village elder. The village dungeon will then appear southeast of the village. This dungeon has seven levels, on level four lives a healer, and the mad carpenter, Yrrigs, is in level seven. After killing or helping him you are done with this dungeon. Caverns of Chaos: The Caverns of Chaos are located west of the village, on the other side of the river behind the forest where the mad minstrel's house is located. This dungeon has multiple levels and features, mainly the Dwarven City somewhere in the 5-9th level, the dying wizard in the bottom level and the mysterious Si. This is where you get the quest of fetching the four orbs. ------------------------------------------------------------------------------ People who donated information for this file: Toni Lassila Toni Lassila UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) POOLS Pool effect Gained intrinsics ----------- ----------------- "You feel controlled" Stun resistance ------------------------------------------------------------------------------ People who donated information for this file: Teemu Siipola UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) RUMOURS AND CORRECTIONS - You can NOT safely kick a karmic lizard. This will result in becoming either cursed or doomed. - You can NOT cure your own 'cursed' status by drinking a potion of holy water. ------------------------------------------------------------------------------ People who donated information for this file: Teemu Siipola UMASC version 0.99ñ (The Unofficial MBnet ADOM Spoiler Collection) FIGURING OUT YOUR SCORE Here's a list of all the things that add to your score: score = sum of all skill scores / 20 + spell memory [the first number] for each known spell / 5 + 50 + MIN(piety - 200, 10000000) + (level - 1) * 50 + experience / 10 + (sum of the danger ratings [1-50] of explored levels) * 30 + MIN(value of all items on body / 50, 20000000) + (# identified items * 100) + various amounts for having intrinsics (between 200 and 10000 each) + 20000 (making Blup happy) + (sum of attribute modifications * 200) + (# of successful dwarven quests * 5000) + 5000 (if member of thieves guild) + 5000 (if head of thieves guild) + MAX(0, 300 - max. hitpoints) * 1000 (only if the game was completed) + 20000 (no divine interventions and game complete) + 10000 (champion) + 20000 (champion and game complete) + -5000 (lost championhood) + -(chaos score * 5) (typical about 1000 points score per corruption) This score is doubled if you managed to solve the major goal of the game. If you managed to solve the game _and_ leave the Drakalor Chain the following is added to that score: MAX(0, moves - 50000) * 100 _Then_ the score is once more doubled. ------------------------------------------------------------------------------ People who donated information for this file: Matti I. Laine Other Ancient Domains of Mystery cheats hints faqs solutions: 1. Ancient Domains of Mystery hints |