ABSTRACT

Triggering a corruption trap infected the player, as did taking damage from corruption-infused monsters, eating corrupted corpses, activating Chaos artifacts, and imbibing certain potions. The ultimate goal of ADOM was to seal the cracks through which Chaos has been flooding in, returning Ancardia to normal. Cleansing Ancardia of Chaos was the ultimate goal of ADOM, but Biskup populated his world with all manner of optional quests. Every new version introduced more items, quests, monsters, and features such as weather effects and encounters with wild animals. Like so many roguelike authors, Biskup found that maintaining full-time employment and personal relationships took a toll on writing games. Many players find the story interesting, but do not care to be prodded along by the internal clock that afflicts characters with corruption, believing roguelikes are best savored rather than devoured.