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Thread: ADOMPossible: Team Fire

  1. #1
    Join Date
    May 2008
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    Posts
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    Default ADOMPossible: TeamFire

    hurthling
    Code:
    Intrinsic
    +poison
    +acid
    =fire
    +tp control
    +shock [class power]
    killed cats
    
    
    turnset to 46634
    probably should sell that stupid staff on spot - rebuy scythe and some other stuff.
    
    DH:1 - L altar + werewolf of some flavor
    DH:2 - C altar
    D14-15 - general shop - our last one.
    mottled potion = POCC
    mithril ring = ring of ice
    scroll of Yik Mech'Shegoth = *cursed* SOCR
    bundle of 9 arrows and the non-status-ID'd bundle of 6 arrows (i.e. second/third bundle) are most likely slaying of some sort
    96s large shield is *cursed* large mithril shield [based on price]

    Dwarf
    Code:
    Intrinsic
    +acid
    +tctrl
    = fire
    killed cats
    
    Has wish on himself.
    Probably should start reading books.
    turnset - 47125
    
    
    willow wand is stun - totally refuses self ID.
    oak wand is trap creation.
    light yellow - ultra heal pot from HMV
    bone wand is knock
    marble is earthquakes.
    tarnished amulet is balance [got on crowning]
    speckled pots is booze - pile of 5 is cursed from beggars. 
    
    Corruption wield executor in left hand keep unburdened.
    Troll
    Code:
    Intrinsic
    +poison
    +tp control [class power]
    +fire
    +shock
    +cold
    +luck
    +fate smile
    =acid
    +water breath corruption
    cat lord still alive at d36.
    
    Hostile Terinyo - so nu PoCC, no unicorns.
    eft.
    
    Chaos resistance scrolls on char [has bloddy water blanket]
    Grey Elf
    Code:
    Intrinsic
    +acid
    +poison
    +fire
    +lightning
    stilts
    +controlled attunement to astral
    killed cats
    
    
    "IDNUM AIROLG TISNART CIS" is corruption removal
    d6 river, not needed to cross unless tp kicks in
    white altar at ~d20 - lawful god at dusting.
    N altar at DDL
    stashes DDL, D1
    
    turnset 46268
    Plan was to get fallen champion anyway [after guardian].
    If choose to convert water alatar be carefull, not sure how piety figures in
     but I suggest using considerable cash [not 5k definetely].
    N piety is rather used up, but should be good for at least one more prayer.
    Ratling
    Code:
    Intrinsic
    +poison 
    +acid
    tp control
    =fire
    water breathing via corruption
    crowned
    cats not killed?
    
    d10 - book shop
    
    On banshee level - she is still alive do not unplug ears.
    
    scrolls labeled "Yik Mech'Shegoth" -- chaos resistance. Please stash these.
    
    turncount: 47974
    NDC - chaotic altar
    no see invisble for cat lord.
    
    
    Pick and keep any gloves found [and use - works on humanoids only i believe].
    Last edited by Soirana; 03-31-2014 at 07:40 AM.

  2. #2

    Default

    Alright,
    My best character was some brave little halfling farmer who thought me about the weight limit of frozen lava before he was ripped apart by chaos piranhas, so I ain’t got a clue about any of those classes in late mid- and endgame. To be honest, some of my choices ain’t got anything to do with ADOM itself, but with what I think is cool and what not in general :-D

    1. Archer
    2. Barbarian
    3. Elementalist
    4. Paladin
    5. Wizzard
    6. Weaponsmith
    7. Monk
    8. Beastfighter
    9. Priest
    10. Druid
    11. Healer
    12. Farmer
    13. Ranger
    14. Fighter
    15. Assassin
    16. Thief
    17. Necromancer
    18. Merchant
    19. Bard

    … I think there is a lot of randomness in my ranking and if I’d have to do it again by tomorrow there is a good chance that it would look totally different.

  3. #3
    Join Date
    May 2008
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    Default

    Quote Originally Posted by prototypeXXsupercool View Post
    To be honest, some of my choices ain’t got anything to do with ADOM itself, but with what I think is cool and what not in general :-D
    I think there is a lot of randomness in my ranking and if I’d have to do it again by tomorrow there is a good chance that it would look totally different
    Okay quick test - which part of picture below you do identify yourself with?
    A) HARE
    B) TORTOISE
    C) JET ENGINE
    D) SEXY STRAPS?

    hare-inspects-tortoise.jpg

    And, yes, thank you for your contribution.

  4. #4
    Join Date
    Jan 2009
    Posts
    5,739

    Default

    Hi Team Fire. Just a reminder in case you missed it in the main thread. One of your (now five) classes will be a chaos knight, and that class can be removed from the formal ranking list.
    Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.

  5. #5
    Join Date
    Jan 2010
    Posts
    941

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    I'm very comfortable with mindcrafters (I've won two of them). My list is heavily biased towards melee classes..

    My list:
    1. Duelist – as long as we aren't crowned with Bugbiter, at least.
    2. Monk – I've done a monk in 35k turns half by accident. 54k would be no sweat.
    3. Barbarian – another easy melee class
    4. Beastfighter – again.
    5. Priest – easiest of the spellcasting classes imo.
    6. Druid – not having to fight animals would be nice.
    7. Wizard – yada yada spellcaster
    8. Necromancer – usual stuff.
    9. Elementalist – paired with Cup and/or Gnome/Hurthling, should never run out of spells.
    10. Paladain – would hope to get crowned with Justifier, I guess.
    11. Assassin – I've done a couple 50-ish k games with assassins; they're easy and a lot of fun.
    12. Mindcrafter – mindcrafters are fun!
    13. Ranger – another great melee class.
    14. Archer – my main beef with archers is that getting arrows/quarrels can be a bit time consuming, especially in the early game where turncount is precious..
    15. Fighter – fighters are really underrated, they have great equip and three amazing / one very good crowning gift.
    16. Thief – at least, if you start with the heir gift. It basically solves the rest of the game.
    17. Weaponsmith – doesn't really need smithing, but it does help and we don't have time for it.
    18. Healer – I don't think I've ever played a Healer.
    19. Bard – could be either really great or really poor depending on skillset.
    20. Merchant – not a big fan of merchants.
    21. Farmer – we won't have time to farm, kind of eliminates the goodness of this class.

    Some thoughts from previous attempts at under-50k "speed"runs: we should skip TOTHK if possible (i.e. assuming it isn't one of our missions) and do TOEF before Water Temple on our strongest RCs.

    Some thoughts about chaos knights: ime, you want a Tree CK w/ Ma>=18 and Wi>=15. This gives you two talents at start, so you can take Alert (if y'all are TH fans) and Hardy. Level 3 is Tough Skin, 6 is Iron Skin, and 9 you get ITP and convert to N on the altar at DT (~200-300 turns). Then you can take Thrundarr's quests, and CKs get the blanket set. Of course, this all depends on the monster you're assigned and what missions we're given..this is just for a normal game.
    Last edited by SirTheta; 01-21-2014 at 03:30 PM.
    gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
    ULE: HeRa — OCG: DeMi
    currently speedrunning DrAs.

  6. #6
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    Quote Originally Posted by SirTheta View Post
    5. Priest – easiest of the spellcasting classes imo.
    13. Necromancer – usual stuff.
    9. Priest
    17. Necromancer
    Kill me now.

    I did some tests for p20 since I cannot track all changes and there is quite few since I last played.
    Both necros and druids start with two spellbooks, there is some chance second one being offensive too.
    Priest starts mostly with one, I rolled about 20 priests not even one char having offensive.

    Why would anyone pick priest over necro?

  7. #7

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    My list looks like that:

    1. Barbarian -tough, fast, deadly -amazing meele abilities and chance for shot/hit and run strategy comes at early levels, good UD diver.
    2. Priest -may start with decent PV just needs some luck with book drops and he is on par with wizard.
    3. Monk -decent skillset and strong meele options after some levels ,good UD diver. Needs some PV early to survive the beginning than shot'n'run ftw.
    4. Duelist -lack of missiles is a huge let down.
    5. Beastfighter -good meele fighter, nice potential for successful SMC/UD dive
    6. Paladin -nice starting equipment and nice skillset
    7. Archer -easily kills almost everything but not tough enough for my taste.
    8. Wizard -first trap may end his adventure. IMO biggest potential in fast games. Best at bolting himself.
    9. Druid -good spell for start than its just luck if one can find some useful spell books.
    10. Mindcrafter -funniest class for me.
    11. Assassin -poison may solve almost any fight.
    12. Elementalist -like druid but its harder to find some books -played only few times.
    13. Fighter -boring class - little hit'n'run chances but possible with athletics+raven+talents.
    14. Healer -may be strong if survives first steps.
    15. Necromancer -cursed class but still a caster. Some necros are to stupid to grab useful book before entering the Chain
    16. Ranger -nice skills.
    17. Bard -music is powerful skill and SLB are nice but than its nothing useful when you have to harm someone.
    18. Weaponsmith - nice stats + athletics - nothing spectacular.
    19. ChAoS KnIgHt -if only teleportitis/stiff muscles/mana battery was out of starting corruptions pool CK could be in first ten of this list.
    20. Farmer -lol.
    21. Thief -lol without polearms bonus.
    22. Merchant -id rather collect someones coins than throw it left and right.

    How its possible to finish game within 60000 turns? Usually i spend first 75000 turns prior to the casino level.

  8. #8
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    That's true, I guess I usually play priests for the longer game (I'm not usually too worried about offensive spells in the early game). I like them because DIS makes the early game a tad easier/more fun - I rarely have a problem with cursed equipment, but that usually means I'm not trying out the best possible equipment. I also rarely play necromancers because I'm bored to death by the whole slave thing. Looking at the necromancer crowning gifts, I think I'll move them up a lot though..

    I guess I also forgot that the Necro book thing was fixed, woops.
    Last edited by SirTheta; 01-21-2014 at 03:30 PM.
    gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
    ULE: HeRa — OCG: DeMi
    currently speedrunning DrAs.

  9. #9
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    Quote Originally Posted by infe View Post
    2. Priest -may start with decent PV just needs some luck with book drops and he is on par with wizard.
    15. Necromancer -cursed class but still a caster. Some necros are to stupid to grab useful book before entering the Chain
    Head desk.

    In p20 actually most priests are way to stupid on book grabbing, necros - nope.

  10. #10
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    Jan 2010
    Posts
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    To be honest Soirana, I've come to despise casting classes and rarely play them (or even know too much about them at this point), so you should take my opinions on them much less seriously than the melee classes
    gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
    ULE: HeRa — OCG: DeMi
    currently speedrunning DrAs.

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