I'm here! Let's get this road on the show.
Classes: I'd prefer stuff that starts with healing. Possible exceptions being barbarian (with right race this can survive fine) and archer (again, can rule with the right race (elf). This way we can go immediately to the SMC and UD. Entering SMC after obtaining healing and being level 6-8 ish is risky.
Paladin is nice, and will give an easy char to play with high elf (elven chain mail) or dwarf (11+ PV). Dwarf is pretty easy anyhow, but paladin is a good way to get "rid" of the frail elf. Priest is another very safe option for the high elf, starting again with elven chain and a long bow, even.
I'll try to post a sort of list for classes in a bit.
Archer - **** no healing but great range (which can destroy anything). High elf would be best here, with arrows and starting with a elven chain mail. However, not worth spending our "prime" picks on"
Assassin - ** no healing makes this tough to take through the UD. Great late-game potential with nice skillset. Best race mabye dwarf (better fit skillwise, and tough enough to last)
Barbarian - **** no healing again, but powerful enough to survive. If one gets 3 talents can be used to obtain a killer weapon to ease passage, so mabye hurthling barb then.
Bard - *** no special love for them. But have a pet, so SMC should be easy. Also any animals found diving UD can be turned on enemies. Probably a class a veteran player can survive with ease.
Beastfighter - **** healing and herbalism. After a few levels they will survive almost anything, and speed increases (athletics and class power) make them run away at need. Easy to play, but tough mid-game. Good class for hurthling. .
Druid - *** animals neutral is a pain, but not deadly. Decent skills and starting spellbook of lighning bolt should make the start easy with these guys. Standard equipment is leather armor and a shield, so they get basic PV covered.
Elementalist - **** healing. I see them as fighter classes with magical backup (all get the same spells on levelup, so no real benefit to playing a magic class), and anyway should breeze through UD. Decent long-time potential, just don't rely on the spells
Farmer - * bottom of the list for me. If we get one, the toughest race we can field. They do get a doggie to help through the SMC, mabye a very quick run to get healing chaotically can be worthwhile for them.
Fighter - *** Pretty decent. Havent played them seriously, but with the right class (orc, human, dwarf, high elf) they get good PV at the start.
Healer - *** Decent. Easy to survive, somewhat hard to do damage. So if you do not find a workable weapon, you will die due to the "not killing the enemy before he kills you"-syndrome.
Merchant * again a difficult one. Bottom 2.
Mindcrafter ** - good longtime potential, but rough start. Dwarf or orc to buff him up and add some racial healing. Fighter with confusion backup first 20 levels.
Monk *** - Weak starting out, great in the long run.
Necromancer *** - No healing, but guaranteed frost bolts can clear most nasties. Also pray to find more books on the way, and keep corpses handy to animate in times of need. Veteran player could probably win this. Long-time potential is excellent.
Paladin **** - can be a tank. Easy to take it easy with.
Priest **** - underrated. Easy to play, at least once a few books roll in.
Thief ** - hard to keep alive, hard to keep enemies dead. takes a while to shine.
Weaponsmith ** - hard to keep alive. If one finds a forge in ud much is decided...
Wizard - ***** - too easy.
Last edited by Molach; 08-09-2009 at 02:15 PM.
ADOM General's warning: Treasure Hunting causes slowness, frailty, terrible markmanship and is dangerous to your characters' health