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Ancient Domains of Mystery
Ancient Domains of Mystery
from Wikipedia
Ancient Domains of Mystery
Developers
  • Thomas Biskup
  • Jochen Terstiege
  • Zeno Rogue
  • Krzysztof Dycha
  • Lucas Dieguez
PublisherThomas Biskup
PlatformsAmigaOS, MS-DOS, Linux, Windows, OS X
ReleaseLinux
  • NA: 1994
  • WW: 16 November 2015 (HD re-release)
Amiga
MS-DOS
  • WW: 28 January 1996
Windows
  • WW: 28 January 1996
  • WW: 16 November 2015 (HD re-release)
OS X
  • WW: 16 November 2015 (HD re-release)
GenreRoguelike
ModeSingle-player

Ancient Domains of Mystery is a roguelike video game designed and developed by Thomas Biskup and released in 1994. The player's goal is to stop the forces of Chaos that invade the world of Ancardia. The game has been identified as one of the "major roguelikes" by John Harris.[1]

Like the original roguelike games, Ancient Domains of Mystery uses ASCII graphics to represent the game world. A later version added the option to play with sound, tile-based graphics, and an overworld map.[2] Most dungeons are procedurally generated, but once the game generates a dungeon, it does not change even if the player exits and re-enters it.

Biskup ceased development of the game for nine years and revisited it in 2012. He then resumed work on a sequel, Ultimate ADOM, an engine for future roguelike games. Biskup first made an updated version of Ancient Domains of Mystery available to sponsors of his crowdfunding campaign. Later versions, beginning with v1.15.2.r60, were released on the internet and through digital distribution services.

Plot

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Text-only screenshot

Ancient Domains of Mystery takes place in the fictional world of Ancardia, in the mountainous Drakalor Chain. For 6,000 years, the world has known relative peace, but recently reports have spread of the appearance of dangerous dungeons and frightening monsters. Khelavaster, a wise sage, discovers an ancient prophecy regarding the Coming of Chaos and propagates it to the peoples of the world. It speaks of a champion who will defend the world from the forces of Chaos in the Drakalor Chain.

Hearing of this prophecy, many would-be heroes set out. The player assumes control of one such adventurer. Ancient Domains of Mystery has multiple endings which consist of closing the Chaos gate, becoming a demigod, or committing a heroic sacrifice to stop the Chaos invasion.[3]

Gameplay

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Ancient Domains of Mystery presents an initial choice of one (male or female) player character from twelve races and twenty-two character classes, the combination of which strongly affects gameplay, in both subtle and obvious ways. Among other traits, character development includes experience levels, statistics, and skills. Version 1.1.0 introduced a talent system,[4] 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 quests. Which quests are available may depend on character experience level or alignment (lawful, neutral, or chaotic). Alignment also affects 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 games like Zork as to the hack-and-slash of sibling games like Angband.

Corruption

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The forces of Chaos that have infiltrated Ancardia corrupt both the surrounding landscape and occasionally the 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

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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

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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

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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

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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. The game exits after saving, effectively limiting savefiles to one per character, and the savefile is erased upon loading.

Development

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Development of Ancient Domains of Mystery started on 12 July 1994 and continued steadily until 20 November 2002.[4] Core development on the game stopped with the release of version 1.1.1. Beta-quality ports to Mac OS X of this version appeared in 2006.[5] Plans for future versions had not at that time been announced, but a next-generation successor to Ancient Domains of Mystery, called JADE,[6] started development and betas have since been released. The developer later renamed Jade to Ancient Domains of Mystery II, leaving Jade as a game engine name.

In July 2012 a crowdfunding campaign was initiated by Thomas Biskup to resurrect Ancient Domains of Mystery development. The campaign reached its initial goal of $48,000 on 22 August, 51 days after starting, and finished at $90,169.[7] Ancient Domains of Mystery entered the Steam Greenlight in May 2014.

As of April 2017, a classic version is available at the main site free of charge, with two variants: the text-only version with wide platform support, and the graphical version (which also includes text-only mode) for Windows, MacOSX and Linux. A paid version is available on Steam as Ancient Domains of Mystery Deluxe with enhanced gameplay features and gameplay customization.

Although Ancient Domains of Mystery classic version is available free of charge, unlike most roguelikes its source code is unavailable. Despite earlier announcing that the source code would be published after the release of version 1.0,[8] Biskup later chose to reserve it for himself in order to retain some mystery about game operation and to curtail the spread of unsanctioned variants.[9] Despite this stance, he is open to licensing the source to capable developers to form a commercial venture.[9] Players meanwhile have deduced underlying mechanisms through careful experimentation and reverse-engineering by inspecting the execution flow, memory and binaries of the game.

Biskup credits his game's community following as the main reason for both of his games existence.[10] He emphasized the importance of listening to their ideas and said he received great feedback from them through the years of development.[10] Though most of his fan encounters are positive, he stated that he received death threats when he declined to release the game's source code and on one occasion, keen fans stalked his house.[11]

Reception

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Ancient Domains of Mystery has established a strong fan base that started gathering since 1997 at Usenet group rec.games.roguelike.adom, sporting 2,000-3,000 messages monthly in years of active development, although lately the activity has been ceasing.[14]

Given that Ancient Domains of Mystery was a long-lasting development effort and new versions of the game were regularly released over the years,[15] Ancient Domains of Mystery has received many critical reviews over many varied versions. The overall critical reception is good.

Reviewers usually compare Ancient Domains of Mystery to other roguelike games (like Rogue, Angband or Moria) and find that Ancient Domains of Mystery offers a much deeper storyline, more manifold environment,[16] and is generally more complex.[12] Most note that Ancient Domains of Mystery offers very high replay value[17] and general randomness of events that happen in the game.[2][13] Overall game system design (and especially the character development system) is usually praised for its flexibility.[12][13] Some reviews note low hardware requirements and freeware distribution as essential advantages.[17]

The user interface is cited to have high learning curve by some critics,[12] while others note that it is "brilliant in its simplicity", "very practical" and "easy to navigate".[13] Keyboard controls imply usage of the numeric keypad which makes Ancient Domains of Mystery relatively hard to play on keyboards without keypads (i.e. some laptop keyboards).[12] Discussing gameplay, the same complexity and randomness that were cited as positive features are sometimes said to make Ancient Domains of Mystery very difficult for beginning players.[2][17] Most reviewers agree that Ancient Domains of Mystery may be very hard to play for beginners due to the deletion of savefiles, which is uncommon for games outside the roguelike genre.[2][12][13][17]

References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Ancient Domains of Mystery (ADOM) is a designed and developed by Thomas Biskup and first released in 1994 as for DOS. Set in the fantasy world of Ancardia, the game follows a player character who must explore procedurally generated dungeons, complete quests, and combat chaotic forces threatening the land, with the ultimate goal of reaching the 50th level of the Caverns of Chaos to avert apocalypse. ADOM's development began in 1994 under Biskup's solo effort, evolving through numerous updates over more than 25 years, including a major campaign on in 2012 that raised over $90,000 to fund graphical enhancements and modern ports. The game transitioned from ASCII-based versions to a commercial "Deluxe" edition released on and GOG in 2015, featuring tile graphics, sound effects, and platform-specific integrations like achievements. By January 2019, the latest update (version 3.3.3, build R101) incorporated over 400 monsters, 738 items, and expanded content while maintaining its roots of and turn-based gameplay. Development ceased in 2025 as Biskup shifted focus to new projects. Gameplay in ADOM emphasizes deep character customization, with players selecting from 12 races and 22 professions, each influencing skills, talents, and spellcasting abilities across 41 skills, 100 talents, and 47 spells. The narrative unfolds through a main questline intertwined with optional side quests in locations like the village of Terinyo, involving alliances with gods, crafting via , and a unique corruption mechanic that progressively alters the player's body and abilities based on exposure to chaos. Multiple play modes—such as (ironman ), Story, and —along with 13 possible endings (including seven victorious outcomes), provide replayability in a semi-persistent world where player actions can influence future games via ghost files. Notable for its blend of intricate storytelling and traditional roguelike elements, ADOM has garnered a dedicated community and inspired sequels like Ultimate ADOM: Caverns of Chaos (2021). Its enduring popularity stems from features like religion systems for divine favor, weapon proficiencies, and a vast array of 738 items, making it a benchmark for narrative-driven dungeon crawlers.

Overview

Setting

Ancardia is a in the roguelike game Ancient Domains of Mystery (ADOM), characterized by diverse races such as humans, elves, dwarves, orcs, and trolls, alongside medieval societies, magical elements, and perilous landscapes filled with caves, s, and mountains harboring powerful artifacts. The world serves as the backdrop for an ongoing cosmic struggle, where players navigate its regions to confront existential threats. Key geographical regions include the Drakalor Chain, a rugged mountain range central to the game's conflicts; Terinyo, a starting village that provides initial quests, shelter, and resources. These areas form an interconnected map dotted with towns, ruins, and wilderness, contrasting with the deeper dungeon delves. The ancient domains refer to the game's titular ruined civilizations and mysterious sites, once thriving but now devastated and twisted by invading chaos forces from another , symbolizing the erosion of order in Ancardia. This manifests in warped landscapes and monstrous entities, drawing adventurers to reclaim or exploit these fallen realms. At the core of Ancardia's lore are the opposing forces of , Balance, and Chaos, which govern moral alignments, divine influences, and narrative outcomes; Law promotes structure and opposition to disorder, Balance seeks equilibrium between extremes, and Chaos embodies disruption and invasion, actively corrupting the land through rifts like the Chaos Gate. These forces shape the world's history and player choices, with Chaos's incursion driving the central conflict. The Caverns of Chaos stand as the primary dungeon hub, a vast, multi-level complex beneath the Drakalor Chain comprising over 50 floors of randomized and fixed areas, including special locales like Dwarftown and the four elemental temples (Air, Earth, Water, and Mana), serving as the epicenter for confronting chaotic threats. A fifth elemental temple, the Fire Temple, is located in the Tower of Eternal Flames.

Plot summary

In the world of Ancardia, the sage Khelavaster discovers and propagates an ancient prophecy foretelling the Coming of Chaos, an otherworldly invasion that corrupts the land, its people, and the natural order. The prophecy designates a chosen champion to arise from the east and journey westward into the heart of the Drakalor Chain, where the source of this chaos—a dimensional rift known as the Chaos Gate—must be confronted and sealed to prevent the world's annihilation. The player embodies this prophesied hero, tasked with an overarching narrative goal of closing the Chaos Gate through a perilous odyssey involving the collection of ancient artifacts and the navigation of divine influences. Gods representing Law, Balance, and Chaos—such as the chaotic deity Andor Drakon—intervene in the story by granting boons, demanding sacrifices, or imposing judgments that shape the hero's path and moral alignment. The plot culminates in multiple endings contingent on the player's alignment (lawful, neutral, or ) and accomplishments, including the degree of personal accrued or key feats like slaying chaos entities. In the ordinary ending, the hero closes the Chaos Gate and returns home, with the quality of post-victory life varying by corruption level: low corruption leads to a happy existence, while high corruption results in a repugnant life shunned by society. For Chaos Knights, chaotic characters die immediately upon closing the gate, while neutral or lawful ones sacrifice themselves but are elevated by the gods to a higher state. The ordinary Chaos God ending sees a chaotic character, as a crowned Champion of Chaos with extreme corruption and the Chaos Trinity artifacts, enter the Chaos Gate, slay Andor Drakon, and usurp his throne as a new god, though ultimately vanquished by a Champion of Law without conquering the universe. The Nihilist ending involves reading a scroll of entropy adjacent to Andor Drakon on the Chaos Plane to initiate the universe's destruction, followed by a hasty ascent to the surface amid encroaching nothingness. Ultra endings require entering the Chaos Gate wearing the Crown of Chaos and Medal of Chaos while wielding the Trident of the Red Rooster, then slaying Andor Drakon: lawful characters ascend as a Avatar of Order (no corruption required); neutral characters as an Avatar of Balance (requiring extreme corruption); and chaotic characters as the Ultimate Chaos God, conquering the universe.

Gameplay

Character creation

Character creation in Ancient Domains of Mystery (ADOM) begins with the player selecting a race, class, , , and history, which collectively determine the character's starting attributes, skills, equipment, and alignment. These choices significantly influence the character's strengths, weaknesses, and suitability for different playstyles, such as , ranged combat, magic, or stealth; the game is often regarded by the community as favoring ranged and magic playstyles over pure melee due to mechanics like enemy corruption attacks and stat drains. The process allows for randomization or manual selection to tailor the experience, with attributes generated based on racial modifiers and further adjusted by class and other factors. ADOM features 12 playable races, each with unique stat modifiers to the nine primary attributes (Strength, Learning, Willpower, Dexterity, , , Appearance, Mana, ), innate abilities, and alignment tendencies that affect initial deity favor and moral inclinations. Most characters do not have any alignment tendencies of note. Races range from balanced humans to specialized elves or robust trolls, impacting hit points, mana, learning rates, and interactions with the world. For example, elves excel in magic and dexterity but suffer from low , while orcs provide brute strength at the cost of lifespan and social penalties. The following table summarizes the races and their key characteristics:
RaceInitial AlignmentKey Stat ModifiersAbilities and SkillsAlignment Tendencies and Notes
NeutralBalanced (+2 Learning)SwimmingVersatile ""; no major penalties.
DwarfLawful+2 Strength, +3 , +1 Detect Traps, SmithingLong lifespan (400+ years); excels in crafting and endurance.
Neutral+2 Dexterity, +4 ManaPick PocketsStrong in illusion and crossbows; moderate lifespan.
HurthlingLawful+5 Dexterity, +2 Stealth, Thrown Rocks/Clubs (level 4)Agile and sneaky; dislikes shoes, short but fast.
High ElfLawful+5 Dexterity, +4 ManaLiteracy, StealthMagical aptitude; long lifespan (1500+ years).
Gray ElfNeutral+4 Dexterity, +8 ManaLiteracy, StealthSuperior mages; extremely long lifespan (2000+ years).
Dark Elf+5 Dexterity, +6 ManaStealth, Climbing, Alertness, Find WeaknessStealthy and magical; Alertness and Find Weakness are even more coveted abilities; penalties in shops, nutritious spider diet.
Mist ElfNeutralHigh magic stats, low Literacy, Stealth, Concentration, Dodge, Alertness, Necromancy; enhanced magical channelingAncient, near-immortal race; fragile but powerful casters, prone to early deaths; metal allergy to mundane metals.
+4 Strength, +3 BackstabbingStrong warriors; short lifespan (35+ years), shop penalties.
Troll+8 Strength, +8 Bridge Building, Two-Handed Weapons (level 2)Regeneration and power; slow leveling, very short lifespan (35+ years).
DrakelingNeutral+3 Strength, +3 , +2 WillpowerAlertness, Food Preservation, Music, Swimming, Acid SpitReptilian; special challenges in certain areas like the Tower of Eternal Flames; Alertness and Food Preservation are much more significant than Swimming for most playstyles.
RatlingNeutralDecent melee stats, quick levelingAppraising, Detect Item Status, StealthRodent-like; slightly longer lifespan than humans.
There are 22 classes, each providing starting , guaranteed skills, and unique progression paths centered on , , , crafting, or utility roles. Classes determine initial spells or powers, skill bonuses, and level-up benefits, such as additional skill advances or hit point gains. For instance, fighters start with Two-Weapon Combat as a skill and emphasize weapon mastery, while rangers specialize in two-weapon combat (waiving the base to-hit penalties for dual-wielding) alongside wilderness survival, and wizards start with offensive spells but fragile defenses. Progression involves gaining class powers at levels 6, 12, 18, 25, 32, 40, and 50, which enhance core abilities like spellcasting or prowess. The table below highlights representative examples:
ClassKey Skills and AbilitiesProgression Path
FighterStealth, , Athletics, Find WeaknessCombat specialist; gains weapon mastery and HP bonuses.
Wizard, Herbalism, SpellcastingArcane magic focus; learns powerful spells, high mana needs.
Priest, , Divine MagicFaith-based; piety-driven powers, anti-undead abilities.
ThiefBackstabbing, , StealthSneak and loot; improves lockpicking and evasion over levels.
Archer, , Ranged expert; enhances missile accuracy and speed; notorious as one of the best classes due to very high damage output.
Beastfighter, , Unarmed Animalistic; builds rage and unarmed damage.
BardMusic, VersatilityVersatile hybrid role with companion elements; 2 free skill advances per level, luck-based powers, random skillset.
Druid, , Herbalism; Animals do not willingly harm Druids (neutral to animals)Elemental balance; herb and animal synergies.
Monk, , Agile fighter; improves speed and ki powers.
NecromancerHerbalism, , Dark magic; summons , high risk early game.
The lack of class balance is an important part of the game's feel, as certain classes like the Archer are favored by the community for their effectiveness. While Bards can utilize companions for support via music and summoning, this requires specific strategies and is not their primary or straightforward playstyle, as they excel in adaptable, self-reliant combat through random skills and class powers. The talent system, introduced in version 1.1.0, allows further customization by granting characters innate abilities at creation and additional ones during play. Players select at least one talent at the start, with certain races (e.g., humans, gnomes, hurthlings) or classes (e.g., bards, merchants, farmers) receiving a free talent; more can be gained if the sum of attributes is divisible by 7 or at levels divisible by 3 thereafter. Talents form a hierarchical tree with prerequisites, affecting gameplay through bonuses like increased learning rates, combat edges, or resistances— for example, "Quick Learner" boosts skill advancement, while "Iron Skin" improves protection. This system adds depth, enabling hybrid builds but requiring strategic choices to avoid dead ends. The alignment system divides characters into lawful, neutral, or categories, starting based on race and class (e.g., dwarves and high elves as lawful, dark elves and orcs as chaotic) and shifting through actions like sacrifices or quest resolutions. Alignment influences available quests—lawful characters access protective missions from order-aligned NPCs, while chaotic ones pursue disruptive paths—and determines interactions, with extreme alignments unlocking specific divine favors or penalties. Ultimately, final alignment shapes possible endings: lawful paths emphasize restoration and heroism, neutral balance survival, and embrace , though the ultra ending remains accessible across alignments; lawful characters do not require corruption for the ultra ending, while neutral and chaotic characters need at least 16 corruptions to enter the Chaos Plane. The only other area that requires some corruption as a prerequisite is the Quickling Tree, which demands specific corruptions such as extremely thin and nimble along with very light, and is more of an Easter egg than a serious location to visit. While corruption (thin and nimble, very light) is purported to benefit safe descent in the Rift, the effect is not strongly confirmed and only slightly reduces fall risk. Alignment briefly interacts with by restricting certain chaotic shifts for lawful PCs.

Core mechanics

Ancient Domains of Mystery (ADOM) is a traditional game featuring turn-based movement, where players navigate procedurally generated dungeons by inputting commands for each action, such as moving to adjacent tiles or interacting with the environment. The game supports both ASCII characters for a classic text-based display and optional graphical tilesets for visual representation, allowing players to explore diverse terrains including the surface wilderness with forests, villages, and underground levels, though the wilderness is often regarded as tedious or a nuisance by players due to random encounters and time-consuming exploration. This dungeon-crawling foundation emphasizes strategic positioning and resource management during exploration. Combat in ADOM encompasses melee attacks with weapons like swords or clubs, ranged options using bows or thrown items, and magical spells drawn from a repertoire of 47 incantations. Core attributes include hit points (HP) for physical endurance, power points (PP) for casting spells, and an energy system governed by speed, where actions cost energy points (typically 1000), and speed determines the rate at which energy regenerates each segment, influencing action frequency and turn order; the maximum power points are influenced by attributes such as mana. Success in encounters depends on factors such as weapon proficiency, enemy resistances, and tactical choices like flanking or using the environment. Players manage an limited to equipped slots and a , handling over 700 item types including weapons, armor, and consumables, with careful organization required to avoid penalties. Item usage involves activating effects like potions for temporary boosts or scrolls for utility, all within a framework where character death results in permanent loss, supported by a single save file that cannot be reloaded post-failure in mode. The game's quest structure revolves around the player's alignment—lawful, neutral, or —which influences available objectives and interactions with non-player characters. The primary quest directs players to delve into the 50-level Caverns of Chaos to confront the forces of darkness and save the world of Ancardia. Side quests, such as guild missions or assassination/kill missions, vary by alignment and provide opportunities for rewards and story branches. Very few missions are actual artifact retrievals—artifacts tend to be rewards or boss drops, with exceptions like the Orbs of Chaos or Stone Dragon Heart, which are still dropped by bosses. Progression occurs through earning experience points (XP) from defeating foes and completing tasks, which advance the character's level and increase base attributes like strength or dexterity. Skills, numbering 41 in total, improve via repeated use, enhancing effectiveness in areas like handling or stealth. Each playable race has three deities—one for each alignment (lawful, neutral, chaotic)—and the player worships the deity corresponding to their race and current alignment. Worship involves a piety system where positive piety can be spent on prayers for immediate effects, such as healing, restoring power points, increasing satiety, or removing status ailments like blindness or confusion; in specific scenarios, prayers may provide tools like pickaxes to access elemental temples. Very pious characters may receive artifact gifts from their deity. Characters with extremely lawful or chaotic alignment or perfectly neutral alignment and sufficiently high piety can pray to be crowned as champions, granting stat bonuses (+1 Toughness, +2 Charisma, +1 Mana), an artifact gift dependent on class and race, a blessed amulet that aids in maintaining alignment, permanent blessings on equipment, and immunity to a specific element; switching alignment afterward removes some bonuses and incurs divine retribution. Adherence to alignment-specific tenets is required to maintain piety and avoid penalties, while negative piety risks divine retribution, such as equipment destruction or summoning hostile monsters, particularly if attempting to pray or sacrifice at an altar. Angering one's deity, often through vain prayers or alignment violations, increases piety with rival deities, a mechanic that can be exploited to rapidly build favor with another god.

Corruption

In Ancient Domains of Mystery (ADOM), corruption represents a progressive affliction acquired by the (PC) through exposure to chaotic forces emanating from the open Chaos Gate in the Drakalor Chain. This mechanic simulates the insidious spread of chaos into the world of Ancardia, manifesting as physical , altered abilities, and behavioral changes that challenge the PC's survival and moral alignment. As the PC delves deeper into corrupted regions, such as the Caverns of Chaos, they accumulate corruption points at varying rates depending on the location—for instance, 1 point every 20 turns on levels 10–19—culminating in tangible effects once thresholds are reached. Corruption progresses in discrete stages, beginning with a random triggered after accumulating 1,000 points (equivalent to approximately 5.56% ) and escalating through up to 18 random (selected from 35 possible types) before accumulating over 19,000 points triggers transformation into a writhing mass of primal chaos, ending the game. Each introduces a mix of benefits and drawbacks; for example, the "scales" grants +8 to protection value (PV) for improved defense but imposes -6 to dexterity (Dx) and -4 to appearance (Ap), while "horns" enhance by +3 at the cost of -4 to appearance (Ap). More severe effects include risks like the "rage" , which provides +6 to melee damage but imposes -9 to defensive value (DV), or involuntary spellcasting from "babbling mouth," which can provide random spell knowledge but compel disruptive actions. These alterations not only warp the PC's appearance—such as growing scales, extra limbs, or an apish form—but also impact abilities, with cumulative bonuses possible (e.g., +3 strength from repeated "apish look"). Chaotic-aligned PCs, particularly those crowned as champions of chaos, suffer accelerated rates, gaining +2 to +3 points upon crowning. The environmental dimension of corruption underscores its role as a risk-reward system tied to the game's overarching narrative of containing chaos. Chaotic exposure permeates landscapes like the Caverns of Chaos and Emperor Moloch's lair, where background rates intensify—doubling after 90 in-game days to simulate the escalating threat of the Chaos Gate's influence—and manifests through corrupted monsters, traps, and artifacts that propagate the affliction. This can lead to broader consequences, such as the PC's transformation into a chaos creature at maximum corruption, effectively ending the game in failure and symbolizing a personal doomsday that mirrors the potential unraveling of Ancardia's ordered realms if the gate remains unsealed. Players can resist or mitigate corruption through targeted methods, emphasizing strategic . Blessed potions of cure corruption remove approximately 0.75 corruptions per use, while blessed scrolls of chaos resistance eliminate about 1.5; both are most effective early to prevent accumulation. Reading blessed tracts of order consumes piety to dispel a small amount, and completing the Yrruir quest once fully purges all corruption. Items like the bracers of purity provide limited protection, but corruptions cannot be purged through prayer—unlike many other negative statuses or low health—and avoidance of high-corruption zones remains the primary defense. Scrolls of peace temporarily halve background rates in affected areas, allowing safer .

Herbs and alchemy

In Ancient Domains of Mystery, the herbalism system revolves around harvesting and utilizing numerous that grow in specific dungeon environments, such as the Big Room on Caverns of Chaos level 6. These exhibit a wide range of effects, including hit points (e.g., spenseweed restores approximately 30 HP when blessed), curing (e.g., alraunia antidote), boosting attributes like , Willpower, and Dexterity up to around 25 (e.g., morgia root exercises and Willpower), or inflicting harm such as (e.g., demon daisy) or sickness (e.g., devil's rose). Identification is crucial, as unknown carry risks; players can identify them by direct consumption, using scrolls of identify, or applying the Herbalism skill, which also enhances picking success and reveals plant health status. Without Herbalism, harvested are invariably cursed, amplifying negative outcomes. Herb growth mechanics simulate organic spreading through a modified version of , where bushes evolve over turns based on neighboring patterns: bushes die with 0-1 or 4+ neighbors, survive with 2-3, and new ones emerge with exactly 3 neighbors, with 3 neighbors also promoting blossoming. This creates dynamic, realistic ecosystems on herb-supporting levels, where patterns repeat every 7 screen rows (starting with morgia root on the top line). Bushes cycle through states—blossoming (harvestable twice), strong (once), and withered (avoid to prevent permanent death)—and require light to thrive, perishing in dark areas. Optimal farming involves maintaining a stable 2×2 square configuration, which sustains indefinite regrowth and blossom production without expansion or loss, though overharvesting disrupts patterns and risks extinction. The Gardening skill enables planting to introduce or expand herb-supporting in non-native levels. Alchemy, a niche skill primarily supported by certain classes or specializations such as the potion specialist for the Merchant class, extends herbal utility by allowing players to combine herbs with potions or other items to brew enhanced concoctions, unlocked progressively via the skill (one recipe per 10 points, culminating in potions of gain attributes at level 100). Recipes are randomized across different playthroughs and characters. Successful brews yield beneficial BUC statuses (70% blessed at high skill with uncursed inputs), while failures trigger explosions damaging the player and surroundings (radius scaled to Willpower), which can be intentionally exploited to produce powerful fireballs for offensive combat utility, with damage also scalable by Willpower. Herbs like stomafillia (increases satiation) or stomacemptia (decreases it) integrate into recipes for utility potions, emphasizing experimentation balanced by risk. The system ties into recovery, where alchemical potions or direct herb use can restore mid-battle. Misidentification poses severe dangers, such as fatal poisoning from cursed or unknown toxic herbs (e.g., burb root's acid damage ignores resistance when cursed), or leading to HP loss and debuffs. Withered bushes, if harvested, often die outright, depleting renewable resources, while mishaps can destroy inventory or cause area-wide havoc. High Herbalism mitigates these by improving blessed pick rates (up to 70% at level 100) and , but novices face amplified perils from cursed yields.

Smithing and crafting

Smithing in Ancient Domains of Mystery (ADOM) enables players to repair damaged metallic items and enhance the effectiveness of weapons and armor, serving as a key mechanism for equipment progression in the game's environment. The process requires specific tools, including a , an , and a heat source such as a , along with metal ingots derived from ores. Players must possess the , which can be trained through certain classes like Weaponsmith or Dwarf, or via in-game trainers, with higher skill levels improving success rates and efficiency. For instance, a Weaponsmith at skill level 6 gains the ability to melt metal items into ingots, while level 12 allows forging four times faster. To smith, the player stands on a —found in locations like Dwarftown or the Unremarkable Dungeon—with the anvil and in their inventory, then applies ingots to the target item. Ores, such as iron (common and mined from rock veins), , , or the ultra-rare eternium, are first processed into ingots at the forge, yielding varying quantities based on and material purity; in can reduce output by half. Repairs restore rusted or broken gear to full condition, while enhancements incrementally boost and accuracy or armor's protection value (PV) and dodge value (DV), up to material-specific limits—eternium items, for example, can achieve superior tiers equivalent to artifact-level quality. The rarity of materials directly impacts potential outcomes, with eternium enabling the highest enhancements but requiring advanced and safe forging conditions to avoid risks like fire . Artifacts cannot be improved via smithing. Beyond core smithing, ADOM features no generic crafting system, though specific mechanics allow for limited item creation and enhancement. Players can craft ammunition using the fletchery skill, which requires a fletchery set and materials such as wood or logs to produce arrows and bolts for bows and crossbows. For non-metallic items like leather armor, which cannot be improved through smithing, enhancements are achieved via magical scrolls such as scrolls of protection to increase PV and scrolls of defense to increase DV, as well as scrolls of increase melee damage and increase melee accuracy to boost weapon stats; these scrolls are not referred to as an "enchanting" process in the game. Additional benefits can be gained from blessing items using holy water, which makes the items blessed, removes any existing curses, and enhances their effects, but does not prevent them from becoming cursed later through various game mechanics, such as autocursing properties or dipping in unholy water. These scrolls, identifiable using the game's , provide a complementary path to enhancement without requiring a , though the scroll may fail to work on overuse, destroying the scroll without affecting the target item in any way. Additionally, dipping items into potions can yield various effects, including property exchanges or waterproofing. Materials for these activities are primarily sourced from and loot, underscoring their integration with core . While the permanent nature of smithing and magical enhancement upgrades can be useful for long-term survival, they are optional and not essential for winning the game, as many players succeed without extensive smithing due to its cumbersome requirements and the availability of artifacts and other enhancements. Scroll-based improvements are sufficient for many playthroughs. Enhanced equipment counters escalating threats in deeper levels and effects, allowing characters to achieve viable builds even without rare artifacts. Success hinges on preparation and high investments, turning smithing into a strategic pillar for classes like the Weaponsmith, who start with relevant tools and bonuses.

Identification systems

In Ancient Domains of Mystery (ADOM), items begin unidentified upon discovery, displaying only their base name. Their status (blessed, uncursed, or cursed) is not visible unless the player has the Detect Item Status skill, which provides a chance to reveal it based on skill level, or uses other identification methods like scrolls or altars. This creates uncertainty in their properties and effects. Identification primarily occurs through , where an uncursed reveals details of a single item, while a blessed version identifies all carried items, including type, enchantments, and special abilities. The identify spell functions similarly, allowing a character to target and learn an item's full attributes, provided the caster has sufficient mana and magical . These methods are essential for safely utilizing gear and consumables in the game's high-risk environment. Alternative identification approaches involve direct interaction with items, often at the player's peril. For instance, equipping or wielding unknown objects may gradually reveal their effects through use, but this risks activating curses, which can prevent removal, or triggering harmful consequences like damage or status ailments. Eating unidentified , such as herbs appearing as "strange herb" or mushrooms as "strange mushroom," exemplifies use-with-risk mechanics: consumption identifies the item while potentially causing , , or other negative outcomes, such as sickness (which leads to temporary stat penalties) or , with effects worsened if the item is cursed; temporary stat penalties in the game arise primarily from sickness and hunger, while corruption penalties persist until the corruption is removed, and other stat changes are generally permanent. Certain cursed items like hurthling cakes can also grant negative effects. In contrast, most foods with negative effects, such as monster corpses (e.g., "kobold corpse"), start entirely identified by their type, and their consistent effects (e.g., causing sickness) become known after initial consumption or through external references, remaining predictable across playthroughs. Dipping items into potions or praying at altars can also ascertain status without full revelation, though these carry their own uncertainties, like altering the item's properties unpredictably. Additionally, items in shops are automatically and permanently identified when the player character moves onto or examines them. Completing Thrundarr's first quest grants identification of the entire inventory for characters with a Literacy skill of 50 or higher. The monster memory system serves as a persistent, in-game log that records detailed information on encountered creatures, including statistics (such as hit points and armor class), damage types, resistances, weaknesses, and behavioral patterns. This knowledge is unlocked by defeating a monster for the first time or by employing a of monster detection, which instantly adds the creature's data to the memory without combat. Once recorded, players can access this log via the game's interface to inform strategies against recurring threats, enhancing preparation in the roguelike's procedurally generated dungeons. Detection and true seeing spells address environmental uncertainties by unveiling hidden features that would otherwise remain concealed. Detection spells, such as detect traps or detect monsters, scan the surrounding area to reveal traps, secret doors, concealed items, and nearby enemies, often up to a radius determined by the caster's skill level. True seeing, meanwhile, pierces illusions, exposes invisible or disguised entities, and clarifies the true nature of altered objects or , preventing ambushes from deceptive elements like illusory walls or shape-shifted foes. Non-player characters (NPCs) and locations like the library contribute to identification through lore-based insights and resources, blending narrative depth with practical utility. The Sinister Library of Niltrias provides scrolls and spellbooks useful for identification but does not directly identify them. In this location, the Ghost Librarian can bless scrolls and spellbooks offered to it and provides access to special items like the Weird Tome through quests, such as maintaining silence for an extended period. However, it does not provide encyclopedic knowledge or unlock permanent entries for specific items, monsters, or artifacts. NPCs such as sages or the offer dialogue-driven revelations, granting hints or direct identification of rare objects in exchange for quests or tribute, thus reducing reliance on consumable resources while enriching the game's lore-driven world. Additionally, the priest Ruun in Dwarftown will identify unidentified curative potions, such as potions of healing or cure poison, when chatted with if the player carries them and is coaligned with his altar.

Difficulty and modes

Ancient Domains of Mystery emphasizes high challenge through its design, where serves as a core feature in the traditional hardcore mode, meaning that upon character , the game ends permanently without the option to reload previous saves, forcing players to start over and learn from each attempt. This mechanic heightens tension during exploration and combat, as every decision carries lasting consequences, with scores calculated based on factors such as the maximum depth reached, number of monsters slain, treasures collected, and special achievements unlocked, providing a measure of progress across multiple runs. The Steam edition introduces customizable difficulty settings that scale enemy strength, loot quality, and resource availability, allowing players to adjust from more forgiving configurations—such as reduced hunger effects and easier monster encounters—to extreme variants where foes are significantly tougher, items are scarcer, and random events like traps or environmental hazards pose greater threats. Complementing these are variant play modes, including a standard story mode that permits saving and reloading to mitigate permadeath's severity for newcomers, and community-inspired challenge modes like Ironman, which restrict access to shops, divine aid, and saving while requiring retrieval of a specific artifact from deep within the Infinite Dungeon, further intensifying resource scarcity and event unpredictability. Notable examples include Ironman, which involves retrieving the Scepter of Chaos from deep within the Infinite Dungeon while visiting no other locations; Brimstone Man, which requires retrieving the Orb of Elemental Fire from the Tower of Eternal Flames, where careful selection of class and race is crucial; Archmage, which entails becoming an extremely powerful magic user capable of casting the Wish spell infinitely; and Lithium Man, which limits visits to only the absolutely necessary locations to win. Later versions also offer gameplay customization options, such as toggling between ASCII and graphical tile displays, enabling or disabling sound effects and music, and adjusting interface elements like autopickup rules, enabling players to tailor the experience to their preferences without altering core challenge elements. These features ensure accessibility while preserving the game's reputation for demanding play, where even minor adjustments to difficulty can dramatically impact quest progression and survival odds. A significant aspect of ADOM's difficulty stems from the steep learning curve required to consistently overcome its obstacles, including mastering the requirements and strategies needed to defeat enemies, navigate areas, and discover the effects of important items and monsters. Although item names and appearances are randomized between runs, their underlying characteristics, guaranteed sources, and generation weights remain fixed, with each item drawing from a limited pool of unidentified names. Further challenges arise from optimizing early-game strategies based on character strength, such as selecting quests with upper experience limits for entry or completion. The game includes various traps and mechanics that hinder inexperienced players, such as dual-wielding often being suboptimal despite appearing flavorful and supported by some dedicated classes; equipping items haphazardly may result in them becoming cursed or auto-cursing, meaning they cannot be removed, and some items are straight up useless or even have negative effects; certain monsters have poorly communicated abilities that will surprise new players by design, including ultimate doppelgangers that dodge missiles and have an armor-penetrating attack with damage scaled by the player's HP pool, Nuurag-Vaarn, the Chaos Archmage possessing the Orb of Elemental Mana, who can cast death rays that will kill unprepared players instantly; Ogre Mages, who are somewhat powerful magic users that can easily surprise players because they can turn invisible; and Lich Emperors and Kings in particular, who can drain attributes permanently in melee range with little options for defense beyond using a ranged attack. Some quests are mutually exclusive without explicit communication, relying instead on cryptic hints in other areas. For instance, players starting without the crucial Healing skill should skip the Druid's quest to slay the dark druid Keethrax and instead accept the village elder's quest to rescue the carpenter Yrrigs from the Village Dungeon, where they can encounter Jharod the healer on level 4 who is willing to teach the skill.

Development

Early history

Ancient Domains of Mystery (ADOM) was created by German developer Thomas Biskup, who began work on the game on July 12, 1994, while a university student in , . Inspired by classic s such as NetHack, , and Larn, Biskup aimed to blend traditional mechanics with deeper narrative elements and computer role-playing game (CRPG) features like an overworld map and quest systems. The initial development focused on learning and experimenting with core concepts, including and , with early builds shared via for feedback. The first version of ADOM was released as for DOS in 1994, marking it as one of the earliest modern roguelikes with a persistent storyline set in the fantasy world of Ancardia. Subsequent ports expanded accessibility: an version followed in 1995, with Windows versions arriving on January 28, 1996. These early releases utilized ASCII graphics to represent the game's dungeons, characters, and environments, emphasizing turn-based exploration, skill-based progression, and randomized elements like race, class, and backstory selection during character creation. Sound effects and graphical tilesets were added in later updates during this period, enhancing immersion without departing from the genre's minimalist roots. Development remained largely a solo effort by Biskup in the initial years, though community contributions began shaping the game through the Usenet group, where players provided ideas for quests, items, and . Jochen Terstiege emerged as an early supporter, assisting with ports and technical aspects since the mid-1990s, laying the groundwork for a more formalized team. This collaborative input via online forums helped refine ADOM's unique features, such as semi-persistent dungeons and extensive lore, distinguishing it from contemporaries while staying true to traditions.

Hiatus and crowdfunding

Development of Ancient Domains of Mystery (ADOM) ceased on November 20, 2002, following the release of version 1.1.1, as creator Thomas Biskup shifted focus to professional commitments that limited his time for game development. This hiatus lasted nearly a decade, during which the game maintained a dedicated fanbase through community-maintained servers and ports, but no official updates were produced. In July 2012, Biskup launched an campaign titled "Resurrect ADOM Development" to revive the project, setting an initial goal of $48,000 and ultimately raising $90,169 from over 1,800 backers. The funds enabled the creation of ADOM Deluxe, a refreshed edition featuring modern enhancements while preserving the original core. The campaign promised key improvements including a graphical tile-based overhaul to replace ASCII visuals, new content such as additional challenge modes and extended character generation options, restorable save files, and cross-platform support starting with a release. These goals were partially fulfilled: the Deluxe edition launched in 2015 with tile graphics, new classes and races, and compatibility, but some stretch goals like full mobile support and extensive new quests were either delayed or scaled back in scope amid ongoing development challenges. To support the revival, Biskup assembled Team ADOM, incorporating additional developers such as Zeno Rogue, known for roguelike contributions, and artist , who handled visual design and custom artwork. Their involvement expanded the project's technical and artistic capabilities, facilitating the transition to graphical modes and platform ports during the post-crowdfunding phase.

Major releases and versions

The classic version of ADOM began as a release in 1994, with development progressing through numerous alpha, beta, and gamma iterations. The first stable release, version 1.0.0, arrived on August 6, 2001, introducing core features like the surface world, multiple dungeons, and a branching storyline. Subsequent updates refined , culminating in version 1.1.0 on November 10, 2002, which added new classes, items, and quests, followed by patches 1.1.1 (November 20, 2002) and 1.1.2, the final official classic update that addressed bugs and balanced mechanics. In April 2017, developer Thomas Biskup released the classic version (up to 1.1.2) as , available for download on multiple platforms including Windows, DOS, , macOS, and others, shifting from its prior postcardware model while retaining closed-source status. The HD Deluxe edition, a graphical overhaul of the classic game, launched on November 16, 2015, supporting Windows, macOS, and . It featured updated tile graphics, sound effects, mouse controls, achievements, and customizable difficulty, distributed via and GOG. Ultimate ADOM: Caverns of Chaos, envisioned as a modern sequel with a tile-based UI, quality-of-life improvements, and expanded mechanics, entered alpha development in 2020 and reached on in February 2021, with full release on August 25, 2021. However, creator Thomas Biskup described it as a failure in a 2025 statement, citing unmet expectations from its ambitious scope and initial releases. Post-launch support for the HD Deluxe edition included ongoing patches via , addressing bugs, balance tweaks, and minor features, with the latest update recorded on October 30, 2025. Although campaigns in 2012 and later promised release for older versions upon reaching certain goals, no public disclosure has occurred to date.

Cessation of development

In May 2025, Thomas Biskup, the creator of Ancient Domains of Mystery (ADOM), announced on his official that development of Ultimate ADOM—intended as an advanced engine and sequel project—had failed to meet its ambitious goals, resulting in significant financial and emotional setbacks that led to the closure of the associated company. This admission marked a pivotal shift, with Biskup redirecting his efforts toward a new project titled Realms of Ancardia: Eternal Strife, set in the ADOM universe but designed as an independent title with a projected alpha release in mid-2026 and full development spanning 5–10 years. As of November 2025, no further updates on the project have been announced beyond the initial May statement. Official activity on roguelike.games, which had been active through April 2025, effectively ceased following this May 22 post, with no further updates on ADOM-related progress. The last update to the Steam version of ADOM occurred on October 30, 2025, representing a minor build adjustment rather than substantive content additions. This development hiatus for both the classic and deluxe editions of ADOM sparked speculation among enthusiasts regarding the long-term maintenance of the titles, though Biskup emphasized in his blog that the original ADOM continues to perform well commercially. However, on December 21, 2025, Biskup announced via Steam that the publishing rights to ADOM (excluding Ultimate ADOM) had reverted to him due to their expiration, motivating a resumption of active development and maintenance. He stated plans to release a new version of ADOM in late 2026 or 2027, incorporating fresh content and new experiences, while encouraging community input through the official ticket system. This development marks a shift from the earlier cessation, though no further updates on Ultimate ADOM are planned. Despite the cessation of active development, ADOM remains widely accessible to players. The deluxe edition is available for purchase on and GOG, supporting modern platforms with features like achievements and cloud saves. Additionally, the classic version of ADOM is freely downloadable from preservation archives, ensuring its ongoing availability without new content updates.

Reception and legacy

Critical reception

Upon its release and subsequent updates, Ancient Domains of Mystery (ADOM) received praise from critics and players for its exceptional depth, high replayability, and engaging narrative elements, which distinguished it from traditional roguelikes by incorporating quests, NPC interactions, and a lore. Reviewers highlighted the game's intricate character progression systems, diverse races and classes, and that encouraged repeated playthroughs, often describing it as a benchmark for the genre's complexity and longevity. On , the game holds an 85% positive rating from over 1,500 user reviews, reflecting widespread appreciation for these core strengths. Critics have also noted significant drawbacks, particularly in the game's early versions, which featured a steep , reliance on ASCII , and a lack of tutorials that made it particularly unforgiving for newcomers. The interface was often described as dated and opaque, contributing to its reputation as overly difficult even among enthusiasts, with and opaque mechanics leading to frequent frustration for beginners. ADOM garnered early attention within roguelike communities starting in 1997, when it was rated as the best downloadable free game of the year and inspired the creation of a dedicated , rec.games.roguelike.adom, which fostered discussions and built a loyal following. This group activity underscored the game's rapid cult status among genre fans despite its challenges. The 2015 Deluxe edition addressed many of these issues by introducing tile-based graphics, a modernized user interface, tutorial modes, and customizable options, making the game more accessible while preserving its core difficulty. Reviewers commended these enhancements for broadening appeal without diluting the depth, allowing newer players to engage with the story and mechanics more readily.

Community impact

The community surrounding Ancient Domains of Mystery (ADOM) remains vibrant and dedicated, sustained through longstanding online forums where players discuss strategies, share experiences, and collaborate on gameplay challenges. The game's official Hall of Fame continues to serve as a central repository for player-submitted high scores and character achievements across various versions, fostering a sense of competition and accomplishment among enthusiasts. Steam community discussions further amplify this engagement, with thousands of threads covering topics from beginner tips to advanced tactics, reflecting ongoing player interaction years after the game's major releases. Community events highlight ADOM's enduring appeal, including live streams that draw modern audiences to its classic mechanics. In 2025, the PapaBarks charity event featured a dedicated Twitch stream of ADOM gameplay, co-hosted with streamer Pilk, which showcased the game's depth to new viewers while raising funds for research. Despite the absence of an official source code release, which has limited extensive modifications, the modding scene persists through community-developed tools that enable custom content creation. Players have produced save game editors, such as Savadomer, allowing alterations to character stats, inventory, and game states for personalized experiences or experimentation with rare scenarios in ADOM version 3.3.4. ADOM's influence on the genre is profound, recognized as a highly influential title that built upon and expanded the core conventions—such as , , and complex dungeon crawling—established by earlier games like Rogue, NetHack, Moria, and Angband. Following the cessation of ADOM's active development, much of the community has transitioned to engaging with creator Thomas Biskup's new projects, particularly the Realms of Ancardia blog series at roguelike.games, which details a spiritual sequel titled Eternal Strife and invites fan feedback on its evolution.

References

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