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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.

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People who donated information for this file:

Teemu Siipola
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UMASC version 0.99ñ
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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.

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People who donated information for this file:

Matti I. Laine

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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

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UMASC version 0.99ñ
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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.

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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

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People who donated information for this file:

Teemu Siipola
Olli Tengvall
UMASC version 0.99ñ
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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

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People who donated information for this file:

Teemu Siipola
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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).

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People who donated information for this file:

Matti I. Laine
UMASC version 0.99ñ
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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.


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People who donated information for this file:
                               
Teemu Siipola
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UMASC version 0.99ñ
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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.

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People who donated information for this file:

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Toni Lassila

UMASC version 0.99ñ
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POOLS


Pool effect Gained intrinsics
----------- -----------------

"You feel controlled" Stun resistance

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People who donated information for this file:

Teemu Siipola
UMASC version 0.99ñ
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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.

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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.

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People who donated information for this file:

Matti I. Laine




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