Games developed by Thomas Biskup
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Ancient Domains of Mystery
To paraphrase the manual: 'Somewhere in the Drakalor Chain, a door has opened.
Through it, the radiant energy of chaos has invaded the world of Ancardia, corrupting and polluting everything it touches. Hordes of monsters, maddening weather and mapless dungeons stand between you (the hero destined to save the world) and the gate. Time is also your enemy, as the forces of Chaos actively work to corrupt you; your exposure to the energy of the Fall grants you strange and twisted powers, even as it slowly subverts your body and soul. . . . ' Actually, the best wording is found in the manual, not in the game. Ancient Domains of Mystery (known as ADOM to avid fans) is a complex dungeon crawler set in the best tradition of the UNIX megahit Rogue, and in many ways is a direct spiritual descendant. While other Roguelike games (e. g. , NetHack and Unreal World) emphasize plot, quests, and puzzles, ADOM retains and greatly expands on the hack & slash gameplay goodness of Rogue in a randomly generated dungeon crawler. Purists would argue that fighting chaos is far more interesting than hunting Balrogs or Amulets of Yendor - but this will definitely be a game you'll play for the strategic elements and excellent combat system, not the atmospheric storytelling. Like other Roguelike games that rely solely on ASCII characters, ADOM's graphics are ugly, the sound non-existent, and the plot is banal. The sheer amount of features, options and tremendous replayability value is what has made the game what it is today. To create a character, for example, you have to choose from over 200 race and profession combinations. Since your choice determines stats, equipment, skills and alignment, each character is a unique experience. From hobbit necromancers to troll barbarians, there are more than enough characters available to accommodate a wide range of play styles and skill levels. The dungeons are filled with a rich and unpredictable variety of items to aid you in your quest. Scrolls, potions, amulets, cloaks, sashes, swords, shields, wands, tools, gems, armor, books, boots and gloves are carried by monsters or left by previous adventurers. They vary in magical properties, material, and crafting; much of the challenge and appeal of the game is in trying to determine what your equipment can do.
Monsters also come in many flavors, varying in intelligence, alignment, and attack style. While some use melee weapons, others breathe fire, cast malevolent spells and summon hordes of monsters. But beginners be warned: ADOM is a tough game. You can expect to lose many, many characters just to learn how to survive; the information you gain from their unfortunate death helps you in your next games. Even after you have built a long mental list of things to avoid, you must learn to deal with the many problems and situations you encounter. These mini-puzzles are generally very well done - poisoning arrows and swords can be accomplished by dipping them in a poison potion, a pick axe can be used to tunnel around a door containing a death trap, and you can get rid of a cursed helmet by standing under an acidic waterfall and waiting . . . There are multiple solutions to most problems in the games, although the puzzles and quests are nowhere near as intricate as those found in NetHack.
Overall, ADOM is one of the best Roguelike games out there, and a great addition to any RPGer's library. If you are a Diablo fan and have never played ADOM, you are missing out on a revolutionary and complex RPG that offers far superior gameplay and infinite replayability.