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Superteeth
01-21-2014, 08:23 AM
First off congratulations to grobblewobble, Siriah, Mobius, and sylph for being on the winning team.

Now to pick classes. This will obviously be dependent on the races that we are given, but I think that one of the better ways for us to pick classes is to find out what race/class combinations we have all done well with. This will also depend on what specific objectives are given to us, but we do not know that yet and will adjust accordingly if necessary.

Personally, the race/class combination that I play the most (and have had a lot of success with) is trollish barbarians, although they have obvious penalties to everything but fighting. Apparently most other races have enough brute force as barbarians anyways, minus the experience cost.

Another hardy and successful combination is trollish wizards, which is the only experience I have had with a wizard (although I am sure that I and everyone else can do just as well with any kind of wizard).

I have also gotten pretty far with a gray elven mindcrafter, although undead will be a problem early on.

Elven archers of all sorts (perhaps minus mist elves) should do fairly well, although I have had bad luck with them.

Finally, playing as a drakish/dwarven chaos knight was fairly easy for me, although the starting corruptions make the class a crapshoot.

I have not had a great deal of experience playing other classes (at least not legitimately), as I was a habitual save-scummer before the release of prerelease 20 (which is the newest version I have played since 1.1.1). However, I feel that I can play decently with most race/class combinations. We will ultimately pick combinations that we have all been successful with (barring bad racial choices), so please provide input. Thanks in advance.

grobblewobble
01-21-2014, 09:53 AM
I've played lots of monks and duelists and personally I totally love those classes. I like mindcrafters too, but they´re obviously one of the weaker classes. I see fighters as one of the stronger classes and very suitable for this sort of challenge, imo they´re underrated (good stats, good starting equipment, good crowning gifts).

But what I think is the most important is that we should try to get solid classes on our weakest races. We are playing a fast paced game and if we get a weak combo like grey elf thief, we´re screwed because there will be no time to nurse him. Each team will end up with at least one weak class, so I think we should try to pair that with our strongest race like troll or drakeling, if possible.

P.S.: I think the best strategy is to shoot for classes that you can assign to a weak race and still survive and win a quick game. I think chaos knights are surprisingly good for this in spite of the challenges. Massive starting strength and toughness count for a whole lot and with a bit of luck they can receive excellent crowning gifts.

All in all this would be my personal preference list, what do you think? Also keep in mind we can change our list once we know what races we get.

1. priest
2. archer
3. wizard
4. druid
5. Beastfighter (does not depend on items! great when you have little time to scum)
6. Barbarian
7. fighter
8. necromancer
9. elementalist
10. chaos knight
11. Duelist
12. Monk
13. Paladin
14. Healer
15. ranger
16. Weaponsmith
17. Assassin
18. mindcrafter
19. bard
20. farmer
21. merchant
22. Thief

JellySlayer
01-21-2014, 01:19 PM
Hi Team Air. 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.

Mobius
01-21-2014, 02:57 PM
Some notes:

Weaponsmiths can be nice for STR low races, as ADOM ensures your Strength is sufficient for what you carry. Put it on a Hurthling or Gnome?
Duelists are plenty able, and advance in their weapons skills well.

For the turn count stuff, do we want to use the Autopickup and other tricks? I often have a hard time going quickly / efficiently, so it's probably good to practice ahead of time.

grobblewobble
01-21-2014, 03:03 PM
Yes, weaponsmith is really good for boosting low strength. We will get to know our races before we have to submit a definite list, so if we do draw a hurthling (or maybe gnome too) we can give weaponsmith a high rank.

I finish most of my games within 40k to 50k turns. Autopickup helps. I usually do this:

:=autopickup = ~!*?\=$'

That means you autopickup all the good lightweight items. Gut is a great speedrunner and he literally autopickups everything, but I personally hate running around with heavy junk.

We can't afford to live-sac precrown. If you skip taming the big room and farming, that alone saves you about 10k turns. Don't explore every level fully, just find the stairs and descend, unless there's something good like a vault, altar or shop. If we can get controlled teleportitis on any character that would be awesome, it's an amazing turn saver. But drinking from pools is awefully risky, because we don't really have time to repair the damage from bad pool effects.

I will share more ideas later, when we know the characters.

Mobius
01-21-2014, 03:04 PM
Yes, weaponsmith is really good for boosting low strength. We will get to know our races before we have to submit a definite list, so if we do draw a hurthling (or maybe gnome too) we can give weaponsmith a high rank.

Air: Grey Elf, Dark Elf, Dwarf, Gnome, Hurthling

http://www.adom.de/forums/showthread.php/13015-Mission-ADOMPossible-Signup-and-General-Discussion?p=86708#post86708

grobblewobble
01-21-2014, 03:24 PM
Okay..

I suggest we make the hurthling our chaos knight. JS has decided to give everyone a CK and Chaos knight guarantees a high starting strength, just like weaponsmith. Hurthlings often start with rings of fire resistance and their skillset is a good addition.

That leaves us with Grey Elf, Gnome, Dark Elf and Dwarf. All of these races make good spellcasters. I think we should prioritize the spellcasting classes heavily. What do you say, guys?

edit
Not one of our races can swim. Swimming is important in this challenge, especially for non-casters. An objective can easily be ruined by a river if you can't swim.
Another factor is that we have drawn a bunch of squishy races that don't go well with relatively frail class-power classes like assassin, duelist and monk.

With that in mind I would suggest the following ranking:

druid (a bit more durable than wizard)
elementalist (same)
wizard
necromancer
barbarian (can swim)
beastfighter (can swim)
archer
priest
paladin (can swim)
ranger (can swim)
fighter (can swim)
duelist
monk
bard (okay choice for gnome, at least - easy 7LB)
assassin
weaponsmith
healer
mindcrafter
merchant
farmer
thief

Superteeth
01-21-2014, 05:57 PM
Are priests not the divine equivalent of wizards? They also start pretty well equipped, especially with the elven races that we have been given. I think they should be higher up on the list, maybe before or after necromancer (unless there is something about them I do not know, as I do not have experience playing them).

Weaponsmiths are also not a bad choice for a might class, because as Mobius said, the anvil increases their starting strength. Smithing is out of the question for all other classes, but may be doable for a weaponsmith with their class power. They should at least rank higher than bards and maybe monks (which depend a little on luck in the early game).

I also think that fighter should rank higher than ranger and paladin, as although their class powers are boring, they can be handy. At least their class powers are not completely useless like a ranger's, and the paladin's first two abilities are replicated with herbs and holy symbols.

I agree that the hurthling should be the chaos knight.

Siriah
01-21-2014, 06:34 PM
That list looks good to me. Necromancers are guaranteed (I think) a book of frost bolt which will be nice for crossing rivers.

grobblewobble
01-21-2014, 07:35 PM
Fair points, Superteeth. That would give us the list below. Would everybody be okay with it?



druid (a bit more durable than wizard)
elementalist (same)
wizard
necromancer
priest
barbarian (can swim)
beastfighter (can swim)
archer
fighter (can swim)
paladin (can swim)
ranger (can swim)
duelist
weaponsmith
monk
bard (okay choice for gnome, at least - easy 7LB)
assassin
healer
mindcrafter
merchant
farmer
thief

Superteeth
01-21-2014, 07:42 PM
That list looks good. So how are the characters assigned? Is it based on our preferences, or is the character we play determined randomly or assigned? I don't have any particular preferences except that I do not want to play a necromancer unless it is absolutely necessary. I just cannot deal with slaves, or companions in general.

grobblewobble
01-21-2014, 07:45 PM
Necromancers can be played as slightly lesser wizards, there's no need to use slaves for them really. We will receive 4 classes based on our list and then it's up to us how to pair race / class between characters. Starsign must be chosen at random.

Oh, you mean the assignment of characters to players. The way I understand, that is up to us, except that no player may play the same character twice in a row.

Mobius
01-22-2014, 01:33 PM
Wouldn't it be funny if every team picked other than Wiz for their first slot, assuming the other teams would do it first?

I'm assuming that it's bad form to read the other threads to strategize.

sylph
01-22-2014, 03:01 PM
Hi!
I Fancied a stab at a challenge on a team with grobblewobble! I'm relatively experienced (can assassin speedrun in about 40,000 turns, wizard in about 20,000). But I'm happiest using the 'rogue' and 'fighter' classes (fighter, ranger, thief, assassin, monk(OP) etc).

Speaking of versatility, since we have dark elf, it might be worth me mentioning that I'm a fan of dark-elven rangers. They might get bad class abilities, but their skillset is disgustingly good, they can swim (as mentioned in this thread), and they fit pretty well into any restrictions (no casting, no missiles, no talking to townsfolk, no healing, no carrying food, etc).

grobblewobble
01-22-2014, 04:01 PM
Wouldn't it be funny if every team picked other than Wiz for their first slot, assuming the other teams would do it first?

I'm assuming that it's bad form to read the other threads to strategize.
Hmm, I think it's okay to read the other threads, if they want to keep something secret they can take it to PM. But there is no possibility to strategize in any case. Jellyslayer posted the exact way that classes are going to distributed and with the way it works, lowering the rank of a class that other teams pick first achieves nothing. It just makes it easier for the other teams to get what they want.

I put wizard in the third spot simply because I think druids and elementalists might be slightly more likely to survive the first stone block trap. But we can still change the list and put wizard first. Do you think we should? I'm not sure, I'm not very good with spellcasters.


Hi!
Hi and welcome to the team! Nice to hear you're good at spellcaster speedruns, as I said I'm not very experienced with casters and we're sure going to get at least one.

Dark elf ranger is pretty cool. So is dark elf beastfighter, actually. Maybe we should up the rankings of those two classes a bit? For example, something like this?



druid
elementalist
wizard [maybe 1st?]
necromancer
priest
beastfighter
barbarian
archer
fighter
ranger [maybe above fighter?]
paladin
duelist
weaponsmith
monk [perhaps above weaponsmith?]
bard
assassin [or above bard?]
healer
mindcrafter
merchant
farmer
thief


Please all give your opinions about the above. We have until friday to decide.

Siriah
01-22-2014, 04:37 PM
Hooray for more team members! :D

I'm very fond of Dark Elven Beastfighters myself. They aren't dependent on finding good weapons, their high dexterity makes them good at hitting things with slaying missiles (especially nice because beastfighters are not good at using slaying melee weapons) and beastfighters have some great class powers which allow them to escape some situations which would otherwise easily kill a frail character. I'm a bit rusty from not having played for a while before discovering that there had been a new public pre-release so I don't have very specific opinions about which class should be ranked above which one, so the list will be fine with me even if things get swapped around a place or two.

grobblewobble
01-22-2014, 05:33 PM
One more thing to keep in mind about druids, by the way: I was thinking they're probably a bit more resistant to bad "corruptions" (challenge rules) than the other casters. Their friendly-animal trait could be great against pesky summoners and bees.

sylph
01-22-2014, 05:47 PM
Hi and welcome to the team! Nice to hear you're good at spellcaster speedruns, as I said I'm not very experienced with casters and we're sure going to get at least one.
Oh, 20k turns isn't very good! I remember a few talks on brinkster about the gang doing it under 5k! The point I was trying to make is that my skills lie in sneaky characters and fighters, *not* casters!







druid
elementalist
wizard [maybe 1st?]
necromancer
priest
beastfighter
barbarian
archer
fighter
ranger [maybe above fighter?]
paladin
duelist
weaponsmith
monk [perhaps above weaponsmith?]
bard
assassin [or above bard?]
healer
mindcrafter
merchant
farmer
thief
Please all give your opinions about the above. We have until friday to decide.



My opinion? More than anything else, archers are too low in that list, *particularly* considering our lack of spellcaster players... More on this in a min...
Aside from archers, I think you might have mindcrafter a little low on the list there. As a class, they get just about everything a character needs, without grinding for any of it. On-demand teleportation is a breeze, they get built-in disablers, and GTB is outright the best offense in the game, bar none.
Paladins also seem a little low on that list, and given our 3 low-str races, weaponsmiths would probably be more valuable than fighters.
I'd suggest knocking fighters down a few spaces (much as I love them), and moving mindcrafters up quite a lot.
How do you feel about moving fighters and bards down below mindcrafters?
Also, your suggestion of assassins above bards gets my vote.

Finally, archers are ridiculously good! They're definately in the top 3 classes in my opinion, and given our lack of enthusiastic spellcaster players on the team, it might be worth bumping our archers all the way up to number 1 to try to grab them while the other teams are worrying about getting their casters.

Summary of my suggested changes:
1. Archers moved up to top slot,
2. Fighters and bards down to healers
3. Moving mindcrafters up to rangers

These, of course, are only suggestions, and if someone in the team has their heart set on a fighter, it should trump a 'general' list like this, so speak up!
(Hope this is the kind of discussion you were after! I'll shut up if it isn't!)

Other out-there but reasonable ideas:
a. Dropping wizards, druids, and priests to the very bottom, to bag a necromancer, and bump up all our other classes!
b. Raising thief up at least to bard. I quite like playing a hurthling thief (theif heir is one of the strongest non-scummy characters, and vastly underrated)
c. Lowering beastfighter (at least one of the challenges suggests phase daggers - probably clearing darkforge - beastfighters are way behind barbarians for this

Stuff to think about!

grobblewobble
01-22-2014, 05:57 PM
That's exactly the kind of feedback I was hoping for, Sylph! Keep it coming.

I agree on archers in the top slot. They're even better in 1.2 than 1.1 (returning artifact missiles now OP, fletchery sets dropping left and right). Bards very low, sounds good to me. We can sure move mindcrafters up a bit but I'm hesitant to move them all the way to ranger.. our races don't pair great with mindcrafters imo. Fighters: as I said I feel those are an underrated class in general and perfect for this kind of challenge, because of their solid starting stats and equipment and good crowning gifts.. Superteeth likes them too. Mobius, what do you say?

grobblewobble
01-22-2014, 06:24 PM
Other out-there but reasonable ideas:
a. Dropping wizards, druids, and priests to the very bottom, to bag a necromancer, and bump up all our other classes!

I considered this, but dropped the idea when JS explained how the races will be picked. Even if we keep all the spellcasters on top of the list, we're only going to get one of them or maybe two.

See here for a detailed explanation:


Okay, so here's basically how it will work in detail.


b. Raising thief up at least to bard. I quite like playing a hurthling thief (theif heir is one of the strongest non-scummy characters, and vastly underrated)
c. Lowering beastfighter (at least one of the challenges suggests phase daggers - probably clearing darkforge - beastfighters are way behind barbarians for this

Very good points. The thief heir gift may indeed be great, especially for the second mission.

Superteeth
01-22-2014, 06:29 PM
Fighters certainly do appear to be quite underrated, and they are far hardier than mindcrafters. Greater Telekinetic Blast is nice to have, but a speedrun is not all that likely to get it before much of the game has been played already. I am quite weak with spellcasters as well, preferring hardy fighter types instead. However, moving archer to the top is not the greatest idea anyways, since the hardier spellcasters like druids and elementalists (and spellcasters in general) are going to be in demand.

Maybe archers should be right under the top 3 or 4 spellcaster classes. Everyone is aiming to draft a spellcaster class first, so it is not all that likely we will get one anyways. However, it still makes sense to give it a shot, as spells are very powerful (and druids have the great benefit of surviving against animals, Divine Wrath, and an almost guaranteed Ring of the Master Cat). If all else fails, we will get an archer.

I also like dark elf rangers as well, as their skillset is pretty ridiculous. Thief is not a good idea in my opinion, but if popular opinion shows otherwise, I will keep quiet and try my best.

sylph
01-22-2014, 06:40 PM
I considered this, but dropped the idea when JS explained how the races will be picked. Even if we keep all the spellcasters on top of the list, we're only going to get one of them or maybe two... See here for a detailed explanation:
I was mistaken. I've read it now, thankyou! ♥
(Still, I don't think any of team air really seem to want to play a caster, so it's still worth considering dropping them, despite their general power...)

More comments?
Ok, thought exercise: What if we were to shoot for our personal player ideals, instead of a general list, and try to go for classes we feel we could get? What would we end up with, and how would it compare to our list so far?

Archer (grey elf) for grobblewobble?
Fighter (dwarf) for Superteeth
Weaponsmith (gnome) for mobius?
Beastfighter (dark elf) for Siriah
Thief (hurthling) for sylph

Then do backup plans for whatever we don't get...

Ranger (grey elf) for grobblewobble?
Assassin (dwarf) for Superteeth
Monk (gnome) for mobius?
Barbarian (dark elf) for Siriah
Assassin (hurthling) for sylph

etc etc...

Just throwing out guesses here, but it might be worth exploring this idea some and seeing what kind of list this approach creates, because I feel we'd be wasting votes on spellcasters if we don't base our pitch on our team!
Also, consider the restrictions/missions/hints - the hint of a 'big sacrifice' might be sacrificing big punch or dwarftown or something, which makes barbarians (amazing crowning gifts) a lot better than beastfighter. Also consider suggestion of needing phase dagger wish (darkforge?) which downgrades beastfighters and upgrades hurthling thief. Also classes like mindcrafters, rangers, and assassins are very unlikely to get bitten by a restriction.
Or would this strategy, maybe, be a little too vulnerable to mis-picks?


ps. Just a note, but two of my favourite personal suggestions (dark elf ranger, hurthling thief) are 100% dependant on the race. I could not be confident playing a non-DE ranger or a non-hurthling thief, so it's worth knowing whether Siriah really needs that dark elf for a beastfighter (I imagine yes, because of find weakness, and our unlikelihood to bag barbarian), and whether anyone wanted the hurthling more than I.

sylph
01-22-2014, 06:47 PM
moving archer to the top is not the greatest idea anyways, since the hardier spellcasters like druids and elementalists (and spellcasters in general) are going to be in demand.

Maybe archers should be right under the top 3 or 4 spellcaster classes. Everyone is aiming to draft a spellcaster class first, so it is not all that likely we will get one anyways. However, it still makes sense to give it a shot, as spells are very powerful (and druids have the great benefit of surviving against animals, Divine Wrath, and an almost guaranteed Ring of the Master Cat). If all else fails, we will get an archer.
I think you'll be surprised. other teams may well go for archer first, and even if they don't, if we had archer first, barbarian second, the picks would still favour archer first if we don't want casters. For example, things like:

earth: Wizard,
fire: druid
water: elementalist
air: archer
undecided: priest
undecided: healer
Air: Barbarian
etc


Thief is not a good idea in my opinion, but if popular opinion shows otherwise, I will keep quiet and try my best.
I'd ♥ a hurthling thief. I'd relish that chance! :D

Oh, and you're right about fighters, but be aware that they can really need a grind to get their damage high enough in the lategame. Barbarians, beastfighters etc scale much better when you're keepign your turns down (fighters are one of my favourite classes, but I would not want one in this challenge, and totally think you should run one, just be sure you're ready to deal no damage if you don't get a good crowning lategame!

grobblewobble
01-22-2014, 07:09 PM
About mindcrafters: I agree with Superteeth that GTB and such come too late in the game to matter much. Teleport control is great, but we will probably have to pair it with a very frail race, making for very low toughness and no time to fix it. Darkforge can no longer be robbed, that's been a big nerf to mindcrafters too. Mission 2 is bad for a mindcrafter because confusion does not work on golems.

So I think it's better not to rank them too high..

Hurthlings also make very, very good chaos knights. Chaos knights boost strength greatly for them because of heavy equipment, like weaponsmiths. And hurthlings offer good a good skillset, extra talent and a possible ring of -fire to CK, while absolutely eliminating any worries about food.

The only other character we have with a guaranteed heir is gnome, but gnome thief is very wimpy. I still agree thieves do deserve a better rank because their heir would make mission 2 easy.. we can be flexible with the CK race if it's needed. But let's not overdo it, then.

And yes, mission 2 is going to be a serious problem for a beastfighter, I think you're absolutely right about that.

Would this be an acceptable compromise for everyone?



druid
wizard
elementalist
archer
necromancer
barbarian
priest
ranger
paladin
beastfighter
weaponsmith
fighter
duelist
monk
assassin
thief
mindcrafter
healer
bard
merchant
farmer

Superteeth
01-22-2014, 07:28 PM
By the way, Sylph, based on how you are assigning characters, I believe you may have the rules of the game wrong. No one can play the same character for two rounds in a row, and I wouldn't be surprised if the rules stipulated that everyone had to play each character at least once. You probably would do well with a hurthling thief, but I am not so sure about everyone else (I have never tried a thief, but my brother couldn't do it even with hardy races). You are probably more skilled and have more wins under your belt than I do, anyways.

However, everyone is usually able to play spellcasters with some success (after all, the most common YAVP is done with grey elven wizards). Although I prefer to play with melee classes, I could do decent with a spellcaster.

I don't know about how barbarians can be said to scale their damage better than fighters. Doesn't it depend on how lucky you are with weapon finds? I know the barbarian class ability at level 6 is powerful, but it is also risky (if you are using it against an enemy in the first place, you probably don't want to miss and get hit 2-3 times in a row). I know beastfighter damage does scale with level, however. Also, fighters have archery skill, which will allow a high-dexterity class to do well as an archer and a fighter. If there is something I am missing, someone please clarify for me, as I usually do not venture far from the classes I tend to choose.

Before you joined the team, we (at least, the people who had an opinion) had more or less decided to use the hurthling as the chaos knight, since everyone has to play a chaos knight. We wanted to use the frailest class as the chaos knight, because of the huge boost to toughness and strength (combined with the high dexterity of a hurthling, it should be a decent combination). However, everyone on the team has equal say, regardless of when they joined, so if popular opinion sways in the direction of a hurthling thief, then that is what will be played. If so, we will probably put the thief on you, as you appear to be experienced with them.

Also, I am guessing mission 2 has to do with Darkforge?

grobblewobble
01-22-2014, 07:36 PM
Don't forget Superteeth that the hardest part of a thief is surviving the early game. I feel confident about playing the second turn with a hurthling thief, so if Sylph can do the first, the next player will get a thief with considerable xp under his belt.

Barbarians have better strength, better toughness and even better crowning gifts than fighters. That is why I placed them above (in addition to having far superior class powers). A dwarf barbarian would be really cool, they start with a ton of booze. Although the dwarf may possible be badly needed to cover a weak class.

edit

Also, I am guessing mission 2 has to do with Darkforge?
Very very likely. JS hinted it might be worth wishing for phase daggers. This early in the game that can only mean we're going to have to deal with steel golems. By the way if we do get a wish, I have a different idea..

sylph
01-22-2014, 07:52 PM
Grobble - good point about the dwarf filling in for a bad class!


By the way, Sylph, based on how you are assigning characters, I believe you may have the rules of the game wrong. No one can play the same character for two rounds in a row, and I wouldn't be surprised if the rules stipulated that everyone had to play each character at least once.
I think I might have missed a page of the thread then, sorry about that, and thankyou for correcting me! That fact pretty much casts aside a lot of what I wrote in my post #22, above. Hope some bits of info are still useful though.



I don't know about how barbarians can be said to scale their damage better than fighters. Doesn't it depend on how lucky you are with weapon finds? I know the barbarian class ability at level 6 is powerful, but it is also risky (if you are using it against an enemy in the first place, you probably don't want to miss and get hit 2-3 times in a row).
Tremendous blow is pretty much all the damage a character needs to win the game. You might be surprised how little defense you need - tremendous blow lays waste to some of the toughest monsters in the game, big punch can be all a barbarian needs! (Although, like fighters, they're gonna get miles better than that when their god is finished twinking them!)
I use archery a lot with fighters, I'm with you there; I consider it their saving grace, though; not a major advantage! The other melee classes don't need to resort to ranged attacks for all their important fights. In this regard, I think fighters are more like assassins or rangers than they are like barbarians, monks, or beastfighters. Maybe that's why I love fighters!
Either way, yes, you were right, it's tremendous and mighty blow that make barbarians scale so much better than fighters.


Before you joined the team, we (at least, the people who had an opinion) had more or less decided to use the hurthling as the chaos knight, since everyone has to play a chaos knight. We wanted to use the frailest class as the chaos knight, because of the huge boost to toughness and strength (combined with the high dexterity of a hurthling, it should be a decent combination).
Yeah, I read that suggestion. I thought it was a really good idea. I was just considering whether it would be wise to use chaosknight hurthling as a 'fallback' if we didn't need a hurthling for any other classes. Chaosknight goes pretty well on all low-str races, not just hurthlings, and the hurthling's archery distinguishes it from the elves for certain classes. I wasn't trying to dictate, merely discuss.


However, everyone on the team has equal say, regardless of when they joined, so if popular opinion sways in the direction of a hurthling thief, then that is what will be played. If so, we will probably put the thief on you, as you appear to be experienced with them.
Also, I am guessing mission 2 has to do with Darkforge?
Yeah, given what you said about 'no more than 2 rounds per character', hurthling thief is probably not the wisest idea. As I said, thanks for correcting me! I think it's a bad idea to commit to hurthling chaosknight before you see which classes you're getting though - hurthlings turn any class into a powerful ranged fighter earlygame - even duelists! That has big implications for 'saving' a lot of weak classes, much the same as drakeling breath can skip over a weak earlygame like mindcrafter. I wouldn't throw that 'save' away too early.
Also, if we save the hurthling, she can be selected after anyone rolls a 'free talent' birthsign, if we happen to have one of the classes with an overpowered heir gift (this is where my thief suggestion was coming from, but assassins and bards have nice heir gifts too).

Also, and most importantly, I really want to say that I'm not trying to effect the team's decisions, and I'm only posting about it since opinions were asked for earlier in this thread. Don't want to be treading on anyone's toes, and can shut up if you feel I'm damaging any decisions you're already arrived at. x

grobblewobble
01-22-2014, 08:00 PM
I think it's a bad idea to assign hurthling to chaosknight before you see which classes you're getting though - hurthlings turn any class into a powerful ranged fighter earlygame - even duelists! That has big implications for 'saving' a lot of weak classes, much the same as drakeling breath can skip over a weak earlygame like mindcrafter. i wouldn't throw that 'save' away too early.
Another really good point. We'll have a good look at every option after the classes have been decided.


Don't want to be treading on anyone's toes, and can shut up if you feel I'm damaging any decisions you're already arrived at.
Don't worry about toes. ;) Everyone should feel free to speak up. Besides, discussions are fun.

Superteeth
01-22-2014, 09:58 PM
Tremendous blow is pretty much all the damage a character needs to win the game. You might be surprised how little defense you need - tremendous blow lays waste to some of the toughest monsters in the game, big punch can be all a barbarian needs! (Although, like fighters, they're gonna get miles better than that when their god is finished twinking them!)


Yeah, I read that suggestion. I thought it was a really good idea. I was just considering whether it would be wise to use chaosknight hurthling as a 'fallback' if we didn't need a hurthling for any other classes. Chaosknight goes pretty well on all low-str races, not just hurthlings, and the hurthling's archery distinguishes it from the elves for certain classes. I wasn't trying to dictate, merely discuss.

Also, and most importantly, I really want to say that I'm not trying to effect the team's decisions, and I'm only posting about it since opinions were asked for earlier in this thread. Don't want to be treading on anyone's toes, and can shut up if you feel I'm damaging any decisions you're already arrived at. x

I know that mighty and tremendous blows can be very useful, but missing with one is the problem. Say, for example, that you are fighting the ACW and want to kill it in one turn, so you pull out a tremendous blow. Sure, if you hit the ACW is dead, but if you miss, then you will be dead because of the high energy cost of a tremendous blow. Because of this, I found that I never used mighty or tremendous blows with my last barbarian. It wouldn't be a problem in a single-player game, just another source of a YASD post, but I would hate to be the one on the team that lost a character because of a reckless mighty blow.

If we do get a thief, then you will probably play the first round with it so that the hardest part is out of the way, since you seem to like thieves a lot. That's the good thing about playing on a team: Everyone can play their strong character first, so that everyone else has an easier time afterwards.

Of course no one is treading on anyone's toes, as that is the whole point of this thread. If no one posted their opinions because they feared treading on others' toes, we wouldn't get anywhere with our strategy. I kind of feel like I have been disagreeing with you a lot, and I don't want you to feel like I am picking on you, so I apologize for that. However, I know we are all out to have fun and hopefully win, so any suggestion is a good one.

sylph
01-22-2014, 11:00 PM
I know that mighty and tremendous blows can be very useful, but missing with one is the problem. Say, for example, that you are fighting the ACW and want to kill it in one turn, so you pull out a tremendous blow. Sure, if you hit the ACW is dead, but if you miss, then you will be dead because of the high energy cost of a tremendous blow. Because of this, I found that I never used mighty or tremendous blows with my last barbarian. It wouldn't be a problem in a single-player game, just another source of a YASD post, but I would hate to be the one on the team that lost a character because of a reckless mighty blow.
I don't tend to melee the ACW (or archmage, or cat lord) - too easy to dispatch safely to bother with tremendous blow, and too dangerous on a miss, as you say. The blows are better while fighting stuff with high PV. I think of them as a built-in phase dagger (I find that barbarian's increased move speed means it's better to kite in the midgame than it is toe-to-toe with special blows). Either way, barbs get to kite or tremendous blow their way through pretty much anything with just a little slaying ammo for special occasions. Fighters, on the other hand, need a primary missile weapon and a backup melee weapon for the mooks.


If we do get a thief, then you will probably play the first round with it so that the hardest part is out of the way, since you seem to like thieves a lot. That's the good thing about playing on a team: Everyone can play their strong character first, so that everyone else has an easier time afterwards.
Yay for our team! Yeah, I quite enjoy playing all kinds of classes. I like thieves a lot because they are such out-there characters, but believe me, I have much better winning chances with assassins, archers, rangers, barbarians, fighters etc! I actually consider assassins good candidates for our top 5, and would be championing them more if we had an orc. :)
I was willing to 'take a hit' with a thief to allow other team members stronger characters. (That said, during this little chat today I rolled a gnome thief, got heir, and still wasted 2 prayers fighting raiders! Still, rescued puppy, got healing, got herbs, and got inner peace on an altar in UD at 6300 turns, so very much stabilised now)

BTW, I still think it's worth running for a ranger for our dark elf. Realising we're passing these characters from player to player, the more I think of a dark elf beastfighter, the less it does it for me. They're illiterate, wasting a passable learning score, and they don't even start with elven chain! (One of the most important features of elves)... Even archers get elven chain!

I also think we should be careful HOW we roll the characters. As I understand it, starsign comes up before sex, race, and class, so we can potentially assign the gnome and the hurthling to a falcon, or candle, if we have a suitable heir class (assassin, thief, bard). I'm sure we all know the difference between a heir thief/bard, and one without. This is important.
There are other considerations around this as well... We could get an archer (I really think we should push for it, don't think grey, gut and Jellyslayer are oblivious to the power of archers). Raven (and a little spearthrowing) is pretty much a free win on an archer.
I understand everyone announcing starsigns before picking classes is too much micromanagement, but if we DO get a notable pick (thief, archer, bard, assassin), it might be worth bearing their starsign advantages in mind before we all rush in and take our favourite starter! The first quest will probably just be a cute dog corpse or something anyway!

Oh, and I'm really unsure where I stand on casters. If you asked me to win the game under 40k turns, I'd take a wizard. If, however, you asked me to win a game on my first try, I wouldn't go near a wizard with a barge pole! I wouldn't even pick a necro or an elementalist, I'd probably go for archer, assassin, barbarian, or paladin. I think people forget those wizards with a spellbook of light and a rain-drenched spellbook of burning hands, that die to a stone block in the VD!


Of course no one is treading on anyone's toes, as that is the whole point of this thread. If no one posted their opinions because they feared treading on others' toes, we wouldn't get anywhere with our strategy. I kind of feel like I have been disagreeing with you a lot, and I don't want you to feel like I am picking on you, so I apologize for that. However, I know we are all out to have fun and hopefully win, so any suggestion is a good one.
Aww, how sweet! Don't worry - I've thanked you for disagreeing with me! I like being corrected, and I like discussing Adom!

I've gathered you like fighter classes. I like melee fighters with a sprinkling of range. I think it's important for us all to understand what we would like to play - what if we get wizard, then realise nobody actually wants to play a wizard?

Sylph - Melee+Range
Superteeth - Fighter, Melee etc
grobblewobble - ???
mobius - ???
Siriah - ???

Can we fill in the blanks here grobblewobble, mobius, Siriah?

grobblewobble
01-22-2014, 11:27 PM
I don't think it is allowed to choose race/class after starsign.

The guys who think the second mission will actually be to kill Thrundarr are probably right, I didn't think of that. Killing the golems within 12k turns would be a bit much. Thrundarr can be killed with stuff like wands or offensive alchemy, right?

This would mean two things. One, killing golems early is no longer a major consideration. Two, literacy is suddenly a major thing. Characters that aren't born with it are unlikely to ever get it.

So we should probably reconsider barbarian and beastfighter. I'm not too eager to deal with illiteracy. We do have a grey elf to fix it, but I would much rather make him a caster.


I've gathered you like fighter classes. I like melee fighters with a sprinkling of range. I think it's important for us all to understand what we would like to play - what if we get wizard, then realise nobody actually wants to play a wizard?

The thing is, choice of class strongly depends on race for me. I would like the gnome and the grey elf to be wizards or other casters, if possible. I'm great at surviving with dwarf monks / duelists / assassins etc, but not so great with grey elf ones.

P.S.: the stone block - lol dead wizard thing can be prevented.. start out killing Hotzenplotz and the Old Barbarian. That way you're level.. 9-10? Gives you enough hitpoints to be okay for the early game, in any case.

Of course if the first mission requires the UD that strategy won't work well. But that's not likely, unless the "item" is the scroll in the HMV.

Superteeth
01-23-2014, 01:24 AM
Sounds pretty good. I can start off a fighter class, although I do have difficulty with not habitually kicking down doors with spellcasters, since I am used to doing so with fighters. The difference is that spellcasters usually can't take the punishment of the trap behind the door. Hopefully I will do better with a more experienced spellcaster, in the second or third round if possible. Of course, this all still depends on what classes we are assigned, so these assignments will be a best-case scenario.

Mobius
01-23-2014, 04:15 AM
Sylph - Melee+Range
Superteeth - Fighter, Melee etc
grobblewobble - ???
mobius - ???
Siriah - ???

Can we fill in the blanks here grobblewobble, mobius, Siriah?

I often go random on race/class. But have had a soft spot for Hurthling Bards. Perhaps not successful, but whatever. My hard part will be keeping an eye on the turn count.

Ultra Win: Dwarven Druid in 169980 turns.
Win: Drakish Ranger in 133692 turns.
Ultra attempt: dark elven beast fighter died in 146601 turns.

So I'm flexible.

grobblewobble
01-23-2014, 06:33 AM
Some last-moment thoughts..

The reason I want spellcasters so badly is because we have 2 elves and a gnome. What you want on a spellcaster is Big Offense. I was worried about stone block traps and so on but that is a bit silly: the answer to that is "kill hotzenplotz and the old barbarian". It takes few turns and solves that problem. Elementalist is nice for low-learning races but for elves it's not a top pick.

Due to the 2nd quest most likely involving murdering Thrundarr, I also think beastfighter and barbarian should be demoted a bit, unless we have some players who are very comfortable with playing a whole game without scrolls. Then again, great starting stats are still a problem solver. So let's not demote them too far.

One class I would like to promote a bit is paladin. They have guaranteed literacy AND swimming. And good starting armor and a good shot at the best crowning gift in the game.

Next, priests. Soi pointed out they have problems getting offensive spellbooks and he's utterly right. I started a bunch of grey elf priests and more than half of them started without offensive spells. Not good for our character list.

Duelists score many armor-punching hits even when wielding a toothpick. You could almost say they add "of penetration" to every weapon. This is great for the 2nd quests. So they deserve a little better spot too imo. (In spite of toughness problems when paired with low toughness races like ours).

So my final preferences would be:



wizard
druid
necromancer
archer
ranger
paladin
elementalist
priest
weaponsmith
barbarian
beastfighter
duelist
fighter
monk
assassin
thief
mindcrafter
healer
bard
merchant
farmer

sylph
01-23-2014, 08:37 AM
I'm with you on the caster issue. The reason I think you should put archer at the top is not because getting a caster is unimportant - it's because, no matter if we're first or 5th pick, we're gonna get either a wizard, druid, priest, necromancer, or elementalist.
Archer, on the other hand, is going to be well contested, and if we don't get it with our first pick, it will be gone by the time we pick our second. You can put archer at the top and still guarantee a caster. You can't put casters at the top and guarantee an archer.

Still, I'm just a single voice here, and I do like your list for our races.

Feel free to bump duelist up higher if you feel they fit. I haven't played them much, but from what I have they're extremely strong.
Oh, I'd also really enjoy taking our chaos knight if nobody else wanted. I'm flexible with most characters and races, I just don't much enjoy playing casters.

Siriah
01-23-2014, 10:01 AM
Sylph - Melee+Range
Superteeth - Fighter, Melee etc
grobblewobble - ???
mobius - ???
Siriah - ???

Can we fill in the blanks here grobblewobble, mobius, Siriah?
I do like casters and would be fine playing one. I like melee/missile-focused classes just as well, but the idea of being illiterate for the whole game does not sound so appealing so beastfighter might indeed not be the best choice with the current idea of what the challenges might be.

grobblewobble
01-23-2014, 12:52 PM
I'm with you on the caster issue. The reason I think you should put archer at the top is not because getting a caster is unimportant - it's because, no matter if we're first or 5th pick, we're gonna get either a wizard, druid, priest, necromancer, or elementalist.
Archer, on the other hand, is going to be well contested, and if we don't get it with our first pick, it will be gone by the time we pick our second. You can put archer at the top and still guarantee a caster. You can't put casters at the top and guarantee an archer.
Personally I think there's a gap between the really good casters (wizard, necro, druid) and priest / elementalist. The first three can really make the grey elf shine (instead of a burden), while a grey elf priest or elementalist is.. not ideal. GE priest risks lack of offense, GE elementalist is too much of a one-trick pony and takes no advantage of high learning.

So I would really like to get one of those three classes. And by the time we get our second pick, all three of them are probably already taken. Even with our first pick, there is a chance we get an archer but none of those three casters (if we get 4th or 5th pick).

Then again, I don't want to be too pushy. I am just one voice, as well. If Superteeth agrees we could maybe settle on a compromise where we raise archer to the third rank, just above necromancer?

Duelist by the way are much like monks. They have early-game survival issues, especially with weaker races. But once you get one started, they become unstoppable. The moment they reach level 12 and get the defensive class power is when they really kick off.

Superteeth
01-23-2014, 06:12 PM
Those are good points about the gray elf priest and elementalist. Raising archer to third rank seems like a good compromise. It seems like a lot of the other teams are gunning for archers as well, so it will be luck that determines whether we get them at all.

grobblewobble
01-23-2014, 07:13 PM
All right! Then it shall be:



wizard
druid
archer
necromancer
ranger
paladin
elementalist
priest
weaponsmith
barbarian
beastfighter
duelist
fighter
monk
assassin
thief
mindcrafter
healer
bard
merchant
farmer


Let's hope for the best! :)

grobblewobble
01-23-2014, 07:36 PM
In the meantime, what does everyone think the missions will be?

What I would expect..

1. Find a Potion of ultra healing?
2. Kill Thrundarr.
3. Get crowned.
4. Sneaking through DH, maybe?
5. Hard to guess.. Kill Kherab?
6. ToEF
7. Mana temple.
8. Kill both Sraxxarrakex and Sharad-Waador?
9. Win.


By the way I was thinking that the easiest way to report would be to post (at least) a list of known intrinsics and other important info at the end of each mission. Something like:



Current Status:
teleport control
-poison
possibly -fire from fire beetle
climbing set, red socks and rocket launcher stashed in ogre cave


Would that be a good idea?

sylph
01-23-2014, 10:04 PM
I love that class list.

As for mission guessing:
1. Could be anything.. Cute dog corpse, ultra healing etc... Could even just be a cloak or a scalpel!
2. (We need a private thread to strategise here - but wasting a wish to kill thundarr is insane!)
3. I highly doubt 3 is 'get crowned'. I'm more inclined to think it's sacrificing something valuable, like the ankh, mummy wrapping, elemental gauntlets... Could also be killing khelevaster!
4. sneaky? Hmm... Help blup? Purify griff? Get the wierd tome? raid darkforge?
5. I really hope it's 'kill a djinni' :D
6. ToEF
7. Could be 'fetch the sceptre of chaos', but probably the big dungeon dive.
8. Ooh, maybe get Sraxxarrakex to kill Sharad-Waador? That would be fun!
9. Throw yourself into the chaos gate!

Mobius
01-24-2014, 02:39 AM
I love that class list.

As for mission guessing:
1. Could be anything.. Cute dog corpse, ultra healing etc... Could even just be a cloak or a scalpel!
2. (We need a private thread to strategise here - but wasting a wish to kill thundarr is insane!)
3. I highly doubt 3 is 'get crowned'. I'm more inclined to think it's sacrificing something valuable, like the ankh, mummy wrapping, elemental gauntlets... Could also be killing khelevaster!
4. sneaky? Hmm... Help blup? Purify griff? Get the wierd tome? raid darkforge?
5. I really hope it's 'kill a djinni' :D
6. ToEF
7. Could be 'fetch the sceptre of chaos', but probably the big dungeon dive.
8. Ooh, maybe get Sraxxarrakex to kill Sharad-Waador? That would be fun!
9. Throw yourself into the chaos gate!

For mission guessing, remember that Chaos Knight is one of the classes. I suspect that the missions have to be possible for CKs without going N/L
That leaves out Cute Dog, Purify Griff, Elemental Gauntlets, etc.

In general, we have to do every mission with every character, or at least try?
If we know a quest is nigh impossible for a character, would it be sensible to decide that ahead of time and focus on character building and progression.
Failing mission 1 does not mean mission 2 has to do 1 first. (except ToEF, for example)

grobblewobble
01-24-2014, 04:51 AM
If we know a quest is nigh impossible for a character, would it be sensible to decide that ahead of time and focus on character building and progression.
Nothing is impossible. ;) If a mission is hard, let's discuss it and see if we can work it out together. Also when your character gets into a big mess: remember you can save & exit, post the problem here and we can work out together what the best options are.
But yes, there could be a situation where we don't find any better option than giving up the mission and just building the character instead.

grobblewobble
01-24-2014, 05:04 AM
2. (We need a private thread to strategise here - but wasting a wish to kill thundarr is insane!)

Yes it would be. I don't think it's possible to start a private thread. We could use pm for that? Or ideally, find a place online that's convenient for this sort of thing?
I was thinking that some general tips & tricks on how to play faster games could be useful, by the way? I have some tips in mind, you might have some too.


5. I really hope it's 'kill a djinni' :D
Lol..

sylph
01-24-2014, 05:43 PM
Ok, so we got our picks.... and they are a total disaster!
Easily the worst picks out of all 4 teams. Still, see if we can make the best of them.

First of all, I'm thinking we should not waste the hurthling's archery on a casting class (necromancer, druid) that does not need more ranged options. Also, the gnome should probably be a caster.

With this in mind, the hurthling and dwarf, and should pick from chaos knight, fighter, and weaponsmith.
The gnome would be picking between druid and necromancer.
The grey elf and dark elf would be picking whatever is left (one caster and one fighter). This is gonna be that hard part...

I'm not completely sure about leaving a grey elf to play a non-magic class, and dark elves tend to have higher toughness than grey elves, which would be important for playing a fighting class... On the other hand, I'd be dissapointed to waste the dark elf's find weakness, but we really have 7 main forms of offense (4 find weakness, 2 casters, 1 archery) to split between 5 characters, so we have to either waste or double-up somewhere!

I came up with the following list:
dark elf Chaos knight - Strength boost, toughness boost, PV, and chaotic start (dark elf) is not a disadvantage
gnome Druid - Pretty obvious tough caster
grey elf Necromancer - Risky, take it easy at start, and we should end up going crazy
dwarf Fighter - Real shame not to put mining on the weaponsmith, but would be even worse to waste archery! This guy is gonna have a ridiculously easy earlygame!
hurthlng Weaponsmith - Big str boost from anvil, good PV, ranged attacks to get through ropey earlygame.

I'd very much like the fighter here, but understanding that superteeth wants it,
EDIT: I'd love the fighter...
Can I just get a 'yay' or 'nay' from someone before I go ahead and begin with a dwarf fighter?

Superteeth
01-24-2014, 06:31 PM
I'd actually rather take the chaos knight, since I have been playing them a lot recently, so you can have the fighter. I was just espousing the benefits of being a fighter over a paladin or ranger. It's really just melee classes in general that I am more comfortable with. I have never actually played a fighter for very long, but rolling some random dwarven fighters shows that they have massive PV and sometimes start with a shield, which will make for an easy early game. Are these the final race/class combinations?

sylph
01-24-2014, 07:18 PM
Ok, I'll go ahead and get started with a dwarf fighter. If anyone isn't ok with that speak up and I'll immediately, gladly, abandon it and go for something else.

grobblewobble
01-24-2014, 07:23 PM
Ok, so we got our picks.... and they are a total disaster!
Easily the worst picks out of all 4 teams. Still, see if we can make the best of them.
You think? We got both the druid AND the necromancer! I can't believe our luck! :D

Let's look at it this way, we got 5 above-average race/class combos out of this. All 5.

That's a good way to divide them, Sylph! Agree 100%.

I suggest everyone picks the character they're most comfortable with, I will take whatever is left. Maybe a good idea to discuss our strategy with the first mission? Although if you want to go ahead and start, by all means do! Good luck everyone!

Superteeth
01-24-2014, 07:51 PM
Forget about what I said before, I see that the mission has been assigned and we are free to accomplish/fail it now. The next mission will be assigned on the 30th. How do the rolling rules go? Do we get to pick our starsign? How is anyone going to know if the other teams kept re-rolling chaos knights for good corruptions (because I would never do that, under the assumption that no one else is doing it since it is against the rules)?

Siriah
01-24-2014, 07:53 PM
I don't think we did that bad on the draft either. We are the only team to get two spellcasters, and we have the perfect races to use them on! Agreed on Sylph's way of dividing the classes up across the races, that looks very solid.

I'd like to play the gnome druid, so if nobody objects I'm going to roll up that one in a bit.

grobblewobble
01-24-2014, 07:56 PM
What do you mean, get started with? Doesn't the challenge begin on Saturday?
Good call, yes it does! Although I guess you could find a timezone where it's already Saturday.


How do the rolling rules go? Do we get to pick our starsign?
Starsign must be random for each character. I think we can freely pick gender.

Superteeth
01-24-2014, 08:05 PM
So what about everyone else? I see that sylph is playing the dwarven fighter, Siriah is playing the gnomish druid, and I am playing the dark elf chaos knight. Mobius is being forced to pick between the remaining two, but is he/she okay with that?

sylph
01-24-2014, 08:36 PM
:O
It begins saturday?!? Noooo! I thought Jellyslayer said it was beginning right away!
I already had my save in the minstrel's dwelling! Level 12, blessed potion of exchange, spenseweed, and *2* artifacts!!!!

Never mind, I'll create a new one at midnight. Deleting this one now... Got some strategy thoughts from it though.... Quick note - without the VDDL, gremlin cave is a massive trap - disaster waiting to happen: I didn't get the phial, and almost lost my character!
Loving dwarf fighters though! More after my film and teatime. x

grobblewobble
01-24-2014, 08:39 PM
It leaves the hurthling weaponsmith and the grey elf necro. As I said earlier, I think the grey elf should start out by murdering Hotzenplotz and the Old Barbarian, just to gain some health and survive that stone block. I'm more than willing to do such. (although I'd probably kill the healer first) *evil grin*

But the weaponsmith is fine with me too. Up to you, Mobius!

grobblewobble
01-24-2014, 08:39 PM
:O
It begins saturday?!? Noooo! I thought Jellyslayer said it was beginning right away!
I already had my save in the minstrel's dwelling! Level 12, blessed potion of exchange, spenseweed, and *2* artifacts!!!!

Never mind, I'll create a new one at midnight. Deleting this one now... Got some strategy thoughts from it though.... Quick note - without the VDDL, gremlin cave is a massive trap - disaster waiting to happen: I didn't get the phial, and almost lost my character!
Loving dwarf fighters though! More after my film and teatime. x

Please don't do anything rash. Jellyslayer did say we were allowed to start. Deleting the character might actually break the rules!

Superteeth
01-24-2014, 08:48 PM
Please don't do anything rash. Jellyslayer did say we were allowed to start. Deleting the character might actually break the rules!

That's my fault. Sorry about that, sylph. I went back and edited the post to change what I said, as Jellyslayer did say we could start whenever after he posted the first mission. It is senseless to say the challenge starts on Saturday, as Saturday starts at different times depending on your timezone. Is the save still in the trashcan? Do you think you will be allowed to retrieve it?

I am rolling up our dark elf chaos knight, so everyone cross your fingers for a good set of corruptions, because that can make or break a chaos knight.

grobblewobble
01-24-2014, 08:52 PM
Is the save still in the trashcan?
Good call, hope this saves the day. Of course we're allowed to retrieve it, if it's there.

sylph
01-24-2014, 09:03 PM
Good call, hope this saves the day. Of course we're allowed to retrieve it, if it's there.

I didn't delete the save, I just continued where I'd left off, up to 13,000 turns now...
It *was* rash for me to run off ahead like that, I was just getting itchy for ADOM. :)

I'll make a challenge character in a bit... It's not like it's likely to be better than that 'practice' one!

grobblewobble
01-24-2014, 09:13 PM
If Jellyslayer is very strict about this, we could be forced to stick with the first one and just have failed our second mission. It's all a misunderstanding so I hope he will be mild about this. But could you please leave the first candidate where he is until Jellyslayer makes a decision? I think it's better to play this safe.

Siriah
01-24-2014, 09:40 PM
Sorry to hear that, Sylph :( That sounded like an excellent first 6000 turns if you got two artifacts out of it.

I've rolled the gnome druid and will begin the mission. He's a tree-born druid so I named him Treeflower. The attached save hopefully won't be necessary, but it's there in case of disaster.

sylph
01-24-2014, 10:31 PM
I've gathered the si is pretty much the go-to artifact for this number of turns... I'll be going for the black torc with this fighter, I think. Healing takes far too many turns, and is rendered pointless at the first sign of rapid healing/regeneration, but the black torc will be great for escaping and emergency vortex resistance.

Siriah
01-24-2014, 11:49 PM
Mission succeeded! (Wait, am I supposed to post that in this thread or in the main one?) The IMPORTANT FACTS:


- first kill was mugger.
- hotzenplotz is dead.
- teleport control and acid resistance acquired
- blood red potion is cure corruption (traded Keethrax corpse for it)
- topaz ring is minor elemental mastery (Keethrax quest reward)
- the wand has no charges
- neutral altar on DD:1
- undead vault on CoC:2
- some cats were killed
- but the puppy was saved

I started off by getting the puppy and druid quests. My plan was to kill Hotzenplotz for quick experience, then clear the puppy vault, then kill Keethrax. The first part went well enough (though I hope nobody is fond of Courage - the first hostile monster I encountered was a mugger), but then I lost quite a few turns getting surrounded in the cavernous level of the puppy cave by hostile blink dogs and wererat summons because divine punishment castings were running out and the starting weapon didn't really do a lot. On the bright side, one of the blink dogs dropped a corpse. I bailed out of the puppy vault when one of the first monsters was a lightning-immune blue baby dragon. The puppy survived my arrival and stayed behind in the caverns. I wish I could blame the dragon for frying the starting book of 'divine punishment', but I actually did it myself by accidentally bouncing a bolt in my face once and getting unlucky.

There was a neutral altar on the first floor of the Keethrax dungeon. I killed some cats on Keethrax's level, so no ring of the master cat. Keethrax himself refused to properly get hit by my spells, so he was killed by taking off all armor and true berserking. He dropped his corpse and artifact necklace, I got the rewards from Guth'Alak, then I went back to the puppy cave and true-berserked the blue baby dragon. I killed *some* of the monsters in the mixed vault after that but time was running a bit short. The puppy managed to avoid dying and followed me back to Terinyo. To finish the round, I dipped into the Caverns of Chaos real quick, and found an undead vault on the second level with a thin river cutting through it. Rest of the turns in Mad Minstrel's glade were spent reading (fittingly) about the Dispel Undead spell and taking a small stroll. The dropped items on that level are devil's roses, demon daisies, some shields of non-impressive quality and a 1d6 club.

EDIT now with log file:

------------------------------------------------------------------------------
Screenshot
------------------------------------------------------------------------------


..............
................
.................
..................
...................
..(.................
................=====
...............=======
................T=====
.................=====.
...............====....
................==......
........................
............T...........
........................
......................
...................
.........@.........
...................
.................
Treeflower St:16 Le:16 Wi:17 Dx:15 To:25 Ch:15 Ap:10 Ma:22 Pe:14 N+
DV/PV: 37/9 H: 126(126) P: 87(87) Exp: 11/32889 MML M: 6000
Strained Coward
------------------------------------------------------------------------------


----------------------------------------------------------------------------
Character Information
----------------------------------------------------------------------------

Treeflower St:16 Le:16 Wi:17 Dx:15 To:25 Ch:15 Ap:10 Ma:22 Pe:14
N+
DV/PV: 37/9 H: 126(126) P: 87(87) Exp: 11/32889 M: 6000



----------------------------------------------------------------------------
Background Information
----------------------------------------------------------------------------

Name: Treeflower Race: male Gnome Class: Druid
Eye color: green Hair color: gray Complexion: tanned
Height: 3'4" Weight: 121 pounds
Age: 113 (grown-up)
Star sign: Tree Birthday: 11/Tree (day 341 of the year)

YOUR HISTORY:
Your parents are traveling adventurers. Both are competent,
talented and doing very well.
As a child your parents cared a lot for you. Despite all
circumstances you enjoyed a happy and fine childhood.
As a kid you often watched the adult adventurers preparing for new
exciting journeys. They sparked your imagination.
Your young adulthood was characterized by hard and long work. You
had decided to study under a renowned master. To your great disappointment
you had to find out, that he was a hard, unjust and tyrannic man,
embittered by his old age. Your apprentice years were quite terrible.
You decided to become a Druid.


----------------------------------------------------------------------------
Weapon Skills
----------------------------------------------------------------------------

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Unarmed fighting 0 +0 +0 +0 unskilled 22
Daggers & knives 0 +0 +0 +0 unskilled 22
Clubs & hammers 2 +2 +0 +0 basic 10
Maces & flails 0 +0 +0 +0 unskilled 22
Swords 0 +0 +0 +0 unskilled 22
Axes 0 +0 +0 +0 unskilled 22
Whips 0 +0 +0 +0 unskilled 22
Pole arms 4 +4 +1 +3 skilled 42
Twohanded weapons 0 +0 +0 +0 unskilled 22
Staves 0 +0 +0 +0 unskilled 22

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Slings 0 +0 +0 +0 unskilled 10
Bows 0 +0 +0 +0 unskilled 10
Crossbows 0 +0 +0 +0 unskilled 8
Thrown axes & hammers 0 +0 +0 +0 unskilled 10
Thrown daggers 0 +0 +0 +0 unskilled 10
Thrown rocks & clubs 0 +0 +0 +0 unskilled 10
Thrown spears 0 +0 +0 +0 unskilled 10
Boomerangs & scurgari 0 +0 +0 +0 unskilled 10

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 3 +6 basic 79


Damage caused with your melee weapons:
--------------------------------------
Right hand: +4 bonus to hit, 1d8+0 damage


Damage caused with your missile weapons:
----------------------------------------
No missile weapons available.




----------------------------------------------------------------------------
Spells
----------------------------------------------------------------------------

Acid Bolt : 202, 15pp (Effectivity: +0)
Bless : 236, 8pp (Effectivity: +0)
Cure Light Wounds : 35, 8pp (Effectivity: +3)
Darkness : 236, 4pp (Effectivity: +0)
Dispel Undead : 351, 8pp (Effectivity: +1)
Lesser Divine Touch: 197, 8pp (Effectivity: +2)


----------------------------------------------------------------------------
Skills
----------------------------------------------------------------------------

Climbing ............. 46 (fair) [+3d5]
Concentration ........100 (superb) [+1d3]
First aid ............ 50 (fair) [+2d4]
Gardening ............ 8 (poor) [+4d5]
Gemology ............. 20 (mediocre) [+2d4]
Haggling ............. 26 (mediocre) [+2d4]
Healing .............. 87 (great) [+1d5]
Herbalism ............100 (superb) [+2d4]
Listening ............ 57 (good) [+3d3]
Literacy ............. 72 (great) [+1d5]
Mining ............... 6 (poor) [+4d5]
Pick pockets ......... 16 (mediocre) [+3d3]
Survival ............. 42 (fair) [+4d4]
Swimming ............. 50 (fair) [+3d3]
Ventriloquism ........ 30 (mediocre) [+2d4]
Woodcraft ............ 9 (poor) [+4d5]




----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 2086 stones Carrying capacity: 1650 stones

Head : -
Neck : stone amulet [7s]
Body : -
Girdle : -
Cloak : -
Right Hand : uncursed orcish spear (+1, 1d8+2) [75s]
Left Hand : medium mithril shield [+5, +1] [80s]
Right Ring : topaz ring [1s]
Left Ring : -
Bracers : bracers of toughness [+0, +0] {To+4} [10s]
Gauntlets : -
Boots : -
Missile Weapon: -
Missiles : strange stick [20s]
Tool : -


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 1893 stones Carrying capacity: 1650 stones

Helmets ('[')
horned helmet [+1, +1] [100s]
Armor ('[')
uncursed leather armor [+0, +2] [150s]
Gauntlets ('[')
uncursed gauntlets (-1, +0) [+0, +1] [10s]
Cloaks ('[')
uncursed hooded cloak [+1, +0] [40s]
Necklaces (''')
uncursed onyx amulet [3s]
black torc [3s]
bronze amulet [3s]
glass amulet [3s]
One-handed weapons ('(')
broadsword [80s]
scimitar [32s]
battle axe [70s]
Two-handed weapons ('(')
great axe [105s]
Missiles ('/')
bundle of 6 uncursed arrows [12s]
Tools (']')
heap of 4 uncursed torches [40s]
uncursed torch (530 turns of fuel remaining) [10s]
uncursed box with flint and steel (39) [5s]
blessed tinderbox (3) [3s]
uncursed blanket [10s]
uncursed bandage [2s]
triangular key [1s]
Wands ('\')
uncursed glass wand [3s]
Potions ('!')
uncursed potion of potential charisma [4s]
uncursed potion of water [4s]
light cyan potion [4s]
blood red potion [2s]
potion of water [4s]
orange potion [4s]
heap of 2 potions of water [8s]
gray potion [4s]
potion of water [4s]
opaque potion [4s]
Scrolls ('?')
scroll labeled "YNORI ERUP" [2s]
scroll of light [2s]
Books ('"')
spellbook of Lesser Divine Touch [100s]
spellbook of Cure Light Wounds [100s]
spellbook of Bless [100s]
spellbook of Acid Bolt [100s]
spellbook of Dispel Undead [100s]
spellbook of Dispel Undead [100s]
Food ('%')
heap of 2 uncursed iron rations [200s]
uncursed melon [20s]
heap of 5 blessed spenseweeds [10s]
uncursed loaf of bread [40s]
heap of 2 blessed burb roots [4s]
heap of 8 blessed curaria mancox herbs [16s]
heap of 5 uncursed curaria mancox herbs [10s]
heap of 3 cursed curaria mancox herbs [6s]
cursed seed [2s]
uncursed bit of candy [2s]
dwarven sausage [20s]
fortune cookie [3s]
bit of candy [2s]
iron ration [100s]
heap of 21 bones [84s]
dwarven sausage [20s]
Valuables ('$')
2031 gold pieces [20s]
Gems ('*')
white gem [1s]
red gem [1s]
brown gem [1s]


----------------------------------------------------------------------------
Killed Monsters
----------------------------------------------------------------------------

283 monsters perished under his attacks.

The following monsters were vanquished:
1 assassin
3 bandits
2 barbarians
1 black druid
6 black hurthlings
8 blink dogs
1 blue baby dragon
1 bugbear
2 carrion crawlers
2 cave bears
2 cave tigers
1 caveman
2 chaos rats
1 cobra
1 corpse fiend
1 crime lord
1 cutpurse
1 dark elven lord
2 dark elven warriors
2 dire wolves
3 displacer beasts
1 doppelganger
4 fire beetles
1 fire vortex
1 flesh golem
1 floating eye
1 gargoyle
1 ghost
12 giant ant warriors
12 giant ant workers
1 giant bat
1 giant centipede
2 giant lizards
18 giant rats
1 giant slug
2 giant spiders
1 gibbering mouther
4 gnolls
10 goblins
3 goblin chieftains
7 goblin rockthrowers
2 gray oozes
1 griffon
2 half-orc bouncers
1 harpy
1 hell hound
2 hippogriffs
1 hobgoblin
1 hobgoblin chief
1 imp
8 jackals
1 jackalwere
1 karmic lizard
3 kobolds
3 kobold chieftains
3 kobold shamans
3 large bats
2 large kobolds
1 large orc
1 large snake
1 leucrotta
5 lizard men
1 mugger
5 orcs
1 orc chieftain
5 orc scorchers
2 outlaw leaders
1 pixie archer
1 quasit
2 raiders
22 rats
1 ratling master thief
3 ratling thieves
3 ratling warriors
1 rust monster
2 shadows
22 skeletons
1 staring eye
7 swordsmen
3 tarantulas
1 vapor rat
1 wererat
1 werewolf
1 wild cat
11 wolves
1 wraith
12 zombies



----------------------------------------------------------------------------
Achievements
----------------------------------------------------------------------------

He survived for 0 years, 10 days, 0 hours, 32 minutes and 30 seconds (6000
turns).
1 companion was killed during his adventures.
Treeflower visited 19 places.
His strength score was modified by +3 during his career.
His learning score was modified by +1 during his career.
His dexterity score was modified by +1 during his career.
His toughness score was modified by -1 during his career.
His mana score was modified by +1 during his career.
He brought back joy into the life of a tiny girl.

Superteeth
01-25-2014, 12:23 AM
Well, here is Micaryrd, the male dark elf chaos knight. Name generated courtesy of some male drow elf name generator on the internet. I was hoping for the candle starsign, because it will be difficult to find time to do the healer quest, but instead I got tree, which will make it even harder to change alignment from chaotic. No terribly bad corruptions, he has black eyes, cold blood, tough scales, and thorns on his hands, giving a total PV of 23 right at the start. Let's see where I get with this guy.

File attached in case of death.

Siriah
01-25-2014, 12:29 AM
By the way, how do I attach files to posts in these forums? I can't see anything but icons for attaching images, videos, and links.

Click on "go advanced", then choose the paperclip icon.

Superteeth
01-25-2014, 01:48 AM
And here is the file, with the first mission being a success (only barely). It is amazing how rough the game is when you are a frail, low regeneration rate race with no healing and no prospects of ever getting it. I don't know how this guy is going to get anywhere in this challenge, and it doesn't help that I've crippled him. There were several close calls, including one with an ogre mage where I used up all the piety I had gained with Andor Drakon. Here are the more notable things that happened:

-First kill: Cutpurse (for no particular reason, just wanted to gain some levels in the bandit town before dying to a trap)
-Neutral altar (accidentally converted to chaotic) and potion shop on D:4
-Neutral altar on D:8 (accidentally converted to chaotic)
-Acid resistance from ant corpse
-Spider factory on D:7, which I took it upon myself to clear for the next player (almost died)
-Killed a cave lion, couldn't get back to the stairs down without doing so
-Got all my stuff cursed by a mad neutral deity
-Talents chosen include treasure hunter and long stride (his slow speed can use all the help it can get)
-Inventory is full of junk, although there isn't all that much point to holding on to it since dark elves get crappy selling prices

Good luck to the next guy who has this character. You're going to need it.

Mobius
01-25-2014, 06:38 AM
2136

Zephyr, the wind of the west, blows into town as a Hurthling Weaponsmith, Starsign of Unicorn, Heir to the empire! (yes, I could not resist doing Heir, sorry!)

First kill: large bat

grobblewobble
01-25-2014, 07:29 AM
Siriah: wow, great job!!
Superteeth: well done on making the first mission! Don't worry, I will fix this in the second round. What artifact did you get?
Mobius: good luck! Good idea to get heir on this one, a good weapon is nice to have.

I will play the necro later today.

Siriah
01-25-2014, 07:48 AM
Good job Superteeth, and good luck to Mobius and grobblewobble!

Superteeth
01-25-2014, 08:12 AM
Siriah: wow, great job!!
Superteeth: well done on making the first mission! Don't worry, I will fix this in the second round. What artifact did you get?
Mobius: good luck! Good idea to get heir on this one, a good weapon is nice to have.

I will play the necro later today.

I got the si, as trying to poke around in the dark to find the phial is suicide without a light source and controlled teleportation. I will be pleasantly surprised if you can turn that character around. I guess I may be overreacting to the current situation because I am not nearly as good an ADOM player as most of the ancient members are likely to be. I am surprised I was even able to do anything without healing or the candle starsign. I kind of thought I was hot stuff because I had done an OCG and UCG ending with chaos knights, but I had the advantage of being able to roll for candle to make up for the lack of healing. Anyways, good luck to you on the second round with the chaos knight, and good luck to everyone in general.

Mobius
01-25-2014, 08:22 AM
A smashing success, Zephyr saved the Village carpenter to get healing, having no troubles there. Found elven chain to boost defenses and armor.

Might have gotten fire resist intrinsic, is in good graces of L god, no prayers used. (can make holy water)

Dove to dwarf town, got Si, and bought an amulet of free action!

Reached 10th level, with talents heir, charming, boon to family, good shot, hardy, tough skin

No cats killed, but one is in a dark room in CoC.
DV 24 PV 15
Str 20 Le 12 Wi 12 dx 18 to 18 ch 14 ap 13 ma 12 Pe 8
2138

Has uncursed all inventory, found identify scroll, wasted others because of bad literacy.


edit: has some cool rings id'd - cold, acid, fire resist. Damage and luck also.
Not Id any potions, or wands.

And you guys doubted the Hurthling Weaponsmith!


Edit 2: forgot to mention: no herb patterns set up in big room, there is a level with herbs in CoC, didn't fully explore it, but there is at least a 2x2 stable bit.
There is also a Neutral Alter in CoC above DT somewhere, didn't try to convert it or self. Anvil and ingot left at top of Village Dungeon, where he got Healing skill.
Has a bunch of rocks, but hasn't trained much with them. First kill was Large Bat. Accepted puppy quest, but not started it.

sylph
01-25-2014, 03:13 PM
Alsa, the dwarvern fighter, *just barely* managed this in time. She started out killing the roving raiders at level 1 (without breaking a sweat), then the confidence this raised caused a *very* close call collecting spears and axes from hill orcs. Managed to survive without praying, though.

She then went and got healing, locking a cat away on VD:5 or 6 (dropped a single coin to mark it).

Next, she made a trek over to the main dungeon, abandoned a goblin vault, fought 5 matches in the arena (so the next match may well be a cat), made a T-shape out of herbs in the big room (will need more work to stabilise them later), then had to turn back to heal when she faced a room full of gnolls on D:8 or so. Back to the wilderness (to save turns on healing), then back down to fight the gnolls with full hp, collect the si, and get out. She cleared the goblin vault on the way out, then got to the mad minstrel's clearing with about 60 turns to spare... *far* too close.

Alsa is not a very strong character, has some low-grade wands and potions, but no identification, and didn't have time to find dwarftown. Can still take a pounding from pretty mundane enemies (outlaw leaders, gnoll chieftans, etc), and would probably die to a dark elven lord or priestess or something.
She uses spear and shield, but is using throwing axes for ranged attacks (I'm thinking about Rolf's axe here), and has the axe throwing talent and a collection of 5-6 axes to throw, but unfortunately none of them stack. She also has a bow and a reasonable collection of arrows, but hasn't started using it yet. It might be a good time to train it to level 2-3 while in the wilderness area. :)

There is a large stash of food on about D:8 (it's be the stairs) which is for sacrificing to the L god (when we get to dwarftown), and a stash of backup equipment on D:1 (including a spare orcish spear and a wooden shield). There is also a 'red spear' in our inventory for fire resistance - remember to switch to it if you see a fire creature. That said, 1 fire beetle corpse has been consumed, so we might well already have fire resistance!

Overall, this character isn't very strong, needs some good gear and experience to get in the game, and will probably be one of our more challenging heroes to play in the next few rounds. I had a lot of trouble keeping hitpoints high without wasting turns or prayers, but I imagine things will get better when healing is raised a little higher.

2147



Now let's do a quick summary:

Talent for throwing axes
Red spear in inventory for fire resistance.
Possible intrinsic fire resistance
Bow in inventory (needs training)
Character needs experience
Food stash on D:8 (for sacrifice)
Backup items stash on D:1

grobblewobble
01-25-2014, 06:02 PM
I hope I haven't been too rough on you, Sylph. No one could blame you, I just felt it was best to be open. Hugs. Well done on the rerun.

Time to get started on the necro! I got ridiculously lucky with the roll: candle starsign. The very best for this char. Starting savegame:

2156

grobblewobble
01-25-2014, 07:16 PM
I'm sorry guys, I died. I was doing great, then accidentally attacked a dwarf in the shop because of a fingerfumble. Recorded it, so I can show you the embarassment in all its glory later.

Siriah
01-25-2014, 07:24 PM
Aw, it's okay. It's funny because dwarven shopkeepers really hate dark elves - guess this is why ;)

EDIT: oh wait, it was a grey elf obviously. I fail!

sylph
01-25-2014, 07:40 PM
I'm sorry guys, I died. I was doing great, then accidentally attacked a dwarf in the shop because of a fingerfumble. Recorded it, so I can show you the embarassment in all its glory later.
Thanks god one of us died! Wierdly, it takes the pressure off a bit now that characters have started dying!
Funny way to die though - did it seem like you were on track to win it?

grobblewobble
01-25-2014, 07:42 PM
Totally. I was in dwarftown, had only used just over 3k turns, got an elven chain mail and some nice spells, the shop had a good shield that I would have been able to buy.. I'm uploading the whole story to youtube tonight, if I can get it to work (filesize 600 MB so idk).

sylph
01-25-2014, 07:51 PM
Totally. I was in dwarftown, had only used just over 3k turns, got an elven chain mail and some nice spells, the shop had a good shield that I would have been able to buy.. I'm uploading the whole story to youtube tonight, if I can get it to work (filesize 600 MB so idk).

I tend to record using flash media live encoder. You can use it to stream live (twitch tv etc), or to record locally, then upload to youtube (but I'd still be unsurprised if you didn't get large files)

grobblewobble
01-25-2014, 08:17 PM
Okay thanks, I will give that a try. This upload is going to take an hour.. I will post the link in the rules & discussion thread when it's done.

I am curious about the characters.. could everyone please post a log file? Then we can all have a good look at what is going on with each of them..

Mobius
01-25-2014, 08:33 PM
Aw, it's okay. It's funny because dwarven shopkeepers really hate dark elves - guess this is why ;)

EDIT: oh wait, it was a grey elf obviously. I fail!

So for mission two, do we start with the initial turn one save, and have 6K turns to do that, or 12K turns? You did save the turn one generation, right?

grobblewobble
01-25-2014, 08:55 PM
Yes I uploaded the turn 1 save, see above. I don't know exactly how many turns we get now, it will be 6K + a bonus.

Superteeth
01-25-2014, 09:02 PM
JellySlayer says it will probably be a 50% bonus for characters that die. Here is the log file.

------------------------------------------------------------------------------
Screenshot
------------------------------------------------------------------------------


.................................................. ...
.................................................. ....
.....................T............................ .....
.................................................. ......
.................................................. ......
.................................................. ......T
................======............T............... .......
...............========........................... ........
................T======................#####...... ........
.................=====.................#...#...... .........
...............====....................#..@+...... .........
................==.....................#...#...... .........
.......................................#####...... ........
............T.................T................... ........
.................................................. .......
................................................T. .......
.................................................. ......
.................................
...............................
.....................
Micaryrd St:19 Le: 9 Wi:18 Dx:10 To:21 Ch: 1 Ap: 1 Ma:22 Pe:19 C-
DV/PV: 12/22 H: 70(105) P: 60(60) Exp: 10/25623 MML M: 6000
Strained
------------------------------------------------------------------------------


----------------------------------------------------------------------------
Character Information
----------------------------------------------------------------------------

Micaryrd St:19 Le: 9 Wi:18 Dx:10 To:21 Ch: 1 Ap: 1 Ma:22 Pe:19
C-
DV/PV: 12/22 H: 70(105) P: 60(60) Exp: 10/25623 M: 6000



----------------------------------------------------------------------------
Background Information
----------------------------------------------------------------------------

Name: Micaryrd Race: male Dark Elf Class: Chaos Knight
Eye color: black Hair color: white Complexion: black
Height: 5'10" Weight: 130 pounds
Age: 141 (grown-up)
Star sign: Tree Birthday: 7/Tree (day 337 of the year)

YOUR HISTORY:
Your parents were slaves. Though poor they loved you, but they
could not protect you from a harsh life.
In your childhood you were obsessed with knowledge, seeking secrets
in places no others would dare.
During your youth you became involved in a local gang, carrying out
various acts of petty theft and even some more serious crimes.
You once fell in love with a young brethren, who encouraged you to
repent from your darker ways. But a voice came to you in the night, and
you could not resist its terrible instructions. The muffled screams still
echo through your head.
At the age of 141 you accepted your fate and became a Chaos Knight.


----------------------------------------------------------------------------
Weapon Skills
----------------------------------------------------------------------------

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Unarmed fighting 3 +2 +1 +0 basic 64
Daggers & knives 0 +0 +0 +0 unskilled 15
Clubs & hammers 0 +0 +0 +0 unskilled 15
Maces & flails 0 +0 +0 +0 unskilled 15
Swords 4 +3 +1 +1 skilled 101
Axes 0 +0 +0 +0 unskilled 15
Whips 0 +0 +0 +0 unskilled 15
Pole arms 6 +6 +2 +5 skilled 106
Twohanded weapons 0 +0 +0 +0 unskilled 15
Staves 0 +0 +0 +0 unskilled 15

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Slings 0 +0 +0 +0 unskilled 6
Bows 0 +0 +0 +0 unskilled 7
Crossbows 0 +0 +0 +0 unskilled 7
Thrown axes & hammers 0 +0 +0 +0 unskilled 7
Thrown daggers 0 +0 +0 +0 unskilled 7
Thrown rocks & clubs 0 +0 +0 +0 unskilled 7
Thrown spears 0 +0 +0 +0 unskilled 7
Boomerangs & scurgari 0 +0 +0 +0 unskilled 7

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 2 +4 basic 40


Damage caused with your melee weapons:
--------------------------------------
Right hand: +13 bonus to hit, 1d8+4 damage


Damage caused with your missile weapons:
----------------------------------------
Ammunition: 8, base range: 4, -5 bonus to hit, 1d4+3 damage






----------------------------------------------------------------------------
Skills
----------------------------------------------------------------------------

Alertness ................ 56 (good) [+3d3]
Athletics ................ 88 (great) [+3d3]
Backstabbing ............. 54 (good) [+1d5]
Climbing ................. 47 (fair) [+3d5]
Dodge .................... 52 (good) [+2d4]
Find weakness ............ 76 (great) [+1d5]
First aid ................ 17 (mediocre) [+3d5]
Haggling ................. 22 (mediocre) [+1d5]
Listening ................ 29 (mediocre) [+3d5]
Stealth .................. 56 (good) [+1d5]
Two weapon combat ........ 9 (poor) [+4d5]


----------------------------------------------------------------------------
Effects of Corruption
----------------------------------------------------------------------------

Your blood is freezingly cold (Dx: -2, Ap: -1, -10 speed).
Your eye(s) turned black (Pe: +3).
Your skin is covered by tough scales (PV: +8, Dx: -6, Ap: -4).
You have grown thorns (3d3 melee damage, Dx: -2, Ap: -3).


----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 2761 stones Carrying capacity: 2100 stones

Head : rusty horned helmet (+1, +1) [+1, +1] [100s]
Neck : -
Body : full plate armor (-4, -8) [-6, +9] [800s]
Girdle : cursed strange metal girdle [40s]
Cloak : -
Right Hand : cursed scimitar (+0, 1d8) [40s]
Left Hand : small shield [+2, +0] [50s]
Right Ring : -
Left Ring : -
Bracers : -
Gauntlets : thick gauntlets (-1, -2) [+0, +1] [15s]
Boots : iron boots [-1, +1] [120s]
Missile Weapon: cursed sling (+1, +1) [3s]
Missiles : heap of 8 rocks (+0, 1d4) [40s]
Tool : cursed moss of mareilon [2s]


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 991 stones Carrying capacity: 2100 stones

Helmets ('[')
black helmet [100s]
Girdles ('[')
metal girdle [+0, +1] [25s]
leather girdle [5s]
Boots ('[')
light boots [20s]
leather boots [25s]
One-handed weapons ('(')
scimitar (-2, 1d8-2) [40s]
Two-handed weapons ('(')
long spear (-1, 1d12-2) [+1, +0] [100s]
Missile weapons ('}')
short bow [20s]
sling [3s]
sling [3s]
heap of 2 short bows [40s]
short bow [20s]
Missiles ('*')
heap of 14 rocks [70s]
heap of 4 rocks [20s]
heap of 6 rocks [30s]
bundle of 12 uncursed arrows [24s]
heap of 5 rocks [25s]
arrow [2s]
bundle of 4 arrows [8s]
bundle of 9 arrows [18s]
arrow [2s]
arrow [2s]
Tools (']')
bandage [2s]
small key [1s]
round key [1s]
heap of 10 strange items [100s]
small key [1s]
Rings ('=')
aquamarine ring [1s]
Wands ('\')
brass wand [4s]
Potions ('!')
potion of invisibility [4s]
potion of carrot juice [4s]
brown potion [2s]
potion of booze [4s]
potion of healing [4s]
potion of booze [4s]
Scrolls ('?')
scroll labeled "HITME" [2s]
scroll labeled "DOGO FUTSF" [2s]
Food ('%')
large ration [200s]
strange herb [2s]
heap of 4 strange herbs [8s]
loaf of hurthling bread [30s]
Valuables ('$')
1350 gold pieces [13s]


----------------------------------------------------------------------------
Killed Monsters
----------------------------------------------------------------------------

270 monsters perished under his attacks.

The following monsters were vanquished:
3 bandits
13 barbarians
1 barbarian leader
1 berserker
2 black hurthlings
1 bugbear
1 carrion crawler
1 cave fisher
1 cave lion
2 cave lizards
1 caveman
1 chaos rat
1 chaos sister
1 claw bug
2 cutpurses
1 dark elven wizard
5 dire wolves
1 displacer beast
1 eye of destruction
6 fire beetles
2 fire lizards
1 floating eye
1 gelatinous cube
1 ghost
7 ghuls
1 giant ant queen
34 giant ant warriors
3 giant ant workers
3 giant centipedes
2 giant frogs
2 giant lizards
7 giant rats
12 giant spiders
1 gibbering mouther
3 gnolls
1 gnoll chieftain
7 goblins
1 goblin chieftain
3 goblin rockthrowers
1 goblin slavemaster
5 gray oozes
1 harpy
10 hobgoblins
4 hobgoblin chiefs
5 hobgoblin leaders
1 homunculus
3 huge bats
2 imps
1 jackal
1 kobold
1 kobold chieftain
1 kobold shaman
2 large bats
1 large dog
1 large jackal
2 large kobolds
10 large spiders
1 least daemon
12 lizard men
1 mist wolf
1 mugger
1 ogre
1 ogre magus
1 orc
3 orc chieftains
2 orc scorchers
2 outlaws
2 outlaw leaders
1 owlbear
9 rats
2 ratling archers
3 ratling fencers
3 ratling thieves
1 ratling warrior
2 skeletons
1 swordsman
2 wererats
1 werewolf
1 white worm
2 wights
16 wolves
1 yellow ooze
8 zombies



----------------------------------------------------------------------------
Achievements
----------------------------------------------------------------------------

He survived for 0 years, 17 days, 18 hours, 27 minutes and 48 seconds (6000
turns).
Micaryrd visited 13 places.
His dexterity score was modified by +1 during his career.
His toughness score was modified by +1 during his career.
His appearance score was modified by +2 during his career.
His perception score was modified by +1 during his career.





----------------------------------------------------------------------------
Playing Time
----------------------------------------------------------------------------

You played for 1 hour, 2 minutes and 51 seconds.


----------------------------------------------------------------------------
Version Information
----------------------------------------------------------------------------

Ancient Domains Of Mystery
Version 1.2.0
Windows Prerelease 20
Build: Nov 21 2013 23:44:09

Siriah
01-25-2014, 09:21 PM
I am curious about the characters.. could everyone please post a log file? Then we can all have a good look at what is going on with each of them..

There's a log for the gnome druid in my post here (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=87037#post87037) but I just realized it doesn't show talents and I never actually mentioned anything about those. They are Hardy, Tough/Iron/Steel Skin, Immune to Pain, and Long Stride. One other thing I forgot to mention: No prayers have been used yet, and I sacrificed some gold before the Keethrax fight, so I expect there to be 2 maybe 3 prayers available.

Superteeth
01-26-2014, 12:42 AM
grobblewobble, do you play with the top row of numbers on a laptop keyboard? I am guessing that is why you accidentally pressed y instead of maybe 6 to move to the right. That is a pretty bad loss. Better luck on your next run, seeing as how you have volunteered yourself for the task of fixing my chaos knight.

Mobius
01-26-2014, 02:09 AM
logs: 100 quaatloos to anybody spotting the error(s)


----------------------------------------------------------------------------
Character Information
----------------------------------------------------------------------------

Zephyr St:20 Le:12 Wi:12 Dx:18 To:18 Ch:14 Ap:13 Ma:12 Pe: 8 L
DV/PV: 24/15 H: 90(90) P: 40(40) Exp: 10/21043 M: 5999

----------------------------------------------------------------------------
Background Information
----------------------------------------------------------------------------

Name: Zephyr Race: male Hobbit Class: Lawyer
Eye color: puce Hair color: flaming orange Complexion: pasty
Height: 3'1" Weight: 85 pounds
Age: 36 (grown-up)
Star sign: Unicorn Birthday: 3/Unicorn (day 93 of the year)

YOUR HISTORY:
Your mother is a mighty politician. She is morbidly obese. Your father
is living in the vicinity of your mother's tower. He is a humble shepherd.
As a young child you were often alone. You did not have any
friends. You do not like to remember those times. They were very sad.
As a young adult you had to work a lot to finance your
apprenticeship. You were often tired and exhausted but all this was
forgotten, when you finally achieved your goal.
You decided to become a Lawyer.


----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 1610 stones Carrying capacity: 2250 stones

Head : uncursed hat [+0, +2] [4s]
Neck : uncursed amulet of free action [3s]
Body : blessed elven chain mail [+0, +5] [10s]
Girdle : uncursed girdle of strength [+0, +0] {St+1} [15s]
Cloak : -
Right Hand : blessed wicked mithril warhammer (+0, 2d6+3) [48s]
Left Hand : uncursed medium mithril shield [+5, +1] [80s]
Right Ring : uncursed ring of cold resistance [1s]
Left Ring : uncursed ring of fire resistance [1s]
Bracers : -
Gauntlets : uncursed white gauntlets {good} [10s]
Boots : uncursed light boots [+0, +2] [20s]
Missile Weapon: -
Missiles : heap of 43 rocks (+0, 1d4) [215s]
Tool : uncursed cooking set [100s]


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 1103 stones Carrying capacity: 2250 stones

Gauntlets ('[')
uncursed fencing gloves [+1, +1] [6s]
gloves [6s]
Girdles ('[')
uncursed metal girdle [+0, +1] [25s]
One-handed weapons ('(')
uncursed warhammer (+0, 2d3) [60s]
blessed hatchet (+0, 1d6+1) [50s]
uncursed scimitar (+0, 1d8) [40s]
Two-handed weapons ('(')
uncursed quarterstaff of might (+0, 1d10) [40s]
Missile weapons ('}')
uncursed long bow (+2, +2) [30s]
Missiles ('/')
bundle of 14 uncursed quarrels {fair} [28s]
bundle of 9 uncursed quarrels [18s]
rocks
Tools (']')
heap of 4 uncursed torches [40s]
uncursed box with flint and steel (26) [5s]
uncursed square key [1s]
blessed thieves picks {good} [5s]
blessed strange item {superb} [10s]
Rings ('=')
uncursed ring of acid resistance [1s]
uncursed ring of luck [1s]
ring of damage [1s]
Wands ('\')
uncursed steel wand {mediocre} [4s]
uncursed glass wand [3s]
uncursed wand of far slaying (0 charges) [3s]
uncursed ironwood wand [3s]
uncursed purple wand [4s]
uncursed teak wand {mediocre} [3s]
Potions ('!')
uncursed rusty potion {fair} [4s]
uncursed white potion [2s]
uncursed heavy potion {fair} [4s]
heap of 2 potions of holy water [8s]
uncursed milky potion [2s]
blessed light yellow potion [4s]
uncursed turquoise potion [4s]
uncursed oily potion {fair} [4s]
uncursed rainbow-hued potion [4s]
uncursed translucent potion [4s]
uncursed golden potion [4s]
uncursed orange potion {fair} [4s]
bright potion [4s]
Scrolls ('?')
uncursed scroll labeled "GNAY-GNIY" [2s]
uncursed scroll labeled "MKMNFST" [2s]
scroll labeled "YNORI ERUP" [2s]
ratling pamphlet [2s]
Food ('%')
heap of 3 uncursed iron rations [300s]
uncursed loaf of elven bread [3s]
uncursed strange herb [2s]
uncursed strange herb [2s]
uncursed melon [20s]
heap of 2 uncursed strange herbs [4s]
uncursed strange herb [2s]
cooked large bat corpse [57s]
Valuables ('$')
1163 gold pieces [11s]


----------------------------------------------------------------------------
Playing Time
----------------------------------------------------------------------------

You played for 1 hour, 38 minutes and 32 seconds.



and also


------------------------------------------------------------------------------
Screenshot
------------------------------------------------------------------------------


............. ...
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................. ............
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.................................................. ......
.................................................. ......T
................======............T............... .......
...............========........................... ........
................T======................#####.....@ ........
.................=====.................#...#...... ........
...............====....................#.../........@....
................==.....................#...#...... .......
.......................................#####...... .......
............T.................T................... .......
.................................................. ........
..............................................T... ......
.................................................. ....
................................................
...............................................
............................................
Zephyr St:20 Le:12 Wi:12 Dx:18 To:18 Ch:14 Ap:13 Ma:12 Pe: 8 L
DV/PV: 24/15 H: 90(90) P: 40(40) Exp: 10/21043 MML M: 5999
Satiated
------------------------------------------------------------------------------

----------------------------------------------------------------------------
Character Information
----------------------------------------------------------------------------

Zephyr St:20 Le:12 Wi:12 Dx:18 To:18 Ch:14 Ap:13 Ma:12 Pe: 8 L
DV/PV: 24/15 H: 90(90) P: 40(40) Exp: 10/21043 M: 5999

----------------------------------------------------------------------------
Weapon Skills
----------------------------------------------------------------------------

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Clubs & hammers 6 +4 +2 +1 skilled 130

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Thrown rocks & clubs 4 +8 +6 +1 skilled 28

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 3 +6 basic 1


Damage caused with your melee weapons:
--------------------------------------
Right hand: +18 bonus to hit, 2d6+9 damage


Damage caused with your missile weapons:
----------------------------------------
Ammunition: 43, base range: 4, +17 bonus to hit, 1d4+11 damage

----------------------------------------------------------------------------
Skills
----------------------------------------------------------------------------

Appraising ............... 33 (fair) [+3d5]
Archery .................. 30 (mediocre) [+1d5]
Athletics ................ 86 (great) [+3d3]
Climbing ................. 48 (fair) [+2d4]
Concentration ............ 22 (mediocre) [+4d5]
Cooking .................. 60 (good) [+1] (ma)
Detect traps ............. 27 (mediocre) [+3d4]
Find weakness ............ 52 (good) [+1d5]
First aid ................ 45 (fair) [+2d4]
Food preservation ........ 55 (good) [+1d3]
Gardening ................ 22 (mediocre) [+2d4]
Haggling ................. 38 (fair) [+4d5]
Healing .................. 40 (fair) [+2d4]
Listening ................ 39 (fair) [+2d4]
Literacy ................. 36 (fair) [+2d4]
Metallurgy ............... 65 (good) [+3d5]
Smithing ................. 69 (good) [+3d5]
Stealth .................. 61 (good) [+1]


----------------------------------------------------------------------------
Killed Monsters
----------------------------------------------------------------------------

334 monsters perished under his attacks.

The following monsters were vanquished:
... 7 large bats


----------------------------------------------------------------------------
Achievements
----------------------------------------------------------------------------

He survived for 0 years, 8 days, 2 hours, 55 minutes and 40 seconds (5999
turns).
Zephyr visited 22 places.
His strength score was modified by +1 during his career.
His charisma score was modified by +1 during his career.
His appearance score was modified by +1 during his career.
His perception score was modified by -1 during his career.

Mobius
01-26-2014, 04:13 AM
Link to official score post in main thread: http://www.adom.de/forums/showthread.php/13015-Mission-ADOMPossible-Signup-and-General-Discussion?p=87232&posted=1#post87232

grobblewobble
01-26-2014, 04:42 AM
grobblewobble, do you play with the top row of numbers on a laptop keyboard? I am guessing that is why you accidentally pressed y instead of maybe 6 to move to the right.
No, it's because I got used to Sage and assumed without thinking that the game asked me if I wanted to switch places.

Thanks for the logs, guys! The laywer is doing great, I see. :)

grobblewobble
01-27-2014, 06:27 AM
Who would like to play which character, next round?

As I said I'm willing to take the chaos knight.. The necromancer needs to be built up quickly in the coming round to make up for the lost turns, anyone volunteering?

Superteeth
01-27-2014, 03:07 PM
I would like to take the dwarven fighter, but if no one else wants to then I will take the necromancer. I deserve the punishment for messing up the chaos knight (although that could be more reason to keep me away from the necromancer). Although, I am wondering if I am being too hard on myself with the chaos knight. Do you think it will take a lot of effort to correct it, grobblewobble? In this case, it may be better to give the necromancer to someone who is good with spellcasters, but I volunteer myself if no one else does.

sylph
01-27-2014, 03:50 PM
This should really depend on what the next challenge is... It could be 'obtain 5 corruptions' for all we know (I know, that doesn't fit the hint, just an example of how paradigm-shifting the challenge itself could be!)
Assuming it's kill the steel golem, the chaos knight is actually not going to be in THAT much trouble. I don't think an inventory cursing is too bad to be honest.
Also, I don't think the necromancer is in too much trouble. Outlaw village + old barbarian can catapult a necro to a decent enough level pretty quickly if the challenge demands it.

So, what have we got:


Dwarvern fighter - a little weak, bow needs training, but no issues - Superteeth
Dark Elf chaos knight - cursed inventory - grobblewobble
Grey elf Necromancer - Starting fresh (candle sign)
Hurthling weaponsmith - Great stats, DV+PV, good resistance rings - Sylph
Gnomish druid - Acid bolt, darkness, heal light; +tele, shield+spear
Looking at that list, I think I'd like a shot at our weaponsmith. If anyone would really rather not play a caster, I can change, but I'm happy with these picks so far. :)

grobblewobble
01-27-2014, 04:52 PM
Assuming it's kill the steel golem, the chaos knight is actually not going to be in THAT much trouble. I don't think an inventory cursing is too bad to be honest.
Thanks to that potion shop it's not a major problem. If only this guy had started with 1 more point of learning he'd been literate.. that's a bit annoying. Looking back I think it would have been better to do gnome CK / DE druid. Oh well.


Also, I don't think the necromancer is in too much trouble. Outlaw village + old barbarian can catapult a necro to a decent enough level pretty quickly if the challenge demands it.
To take on the barbarian he does need another damage spell first. He's starting with frost bolt + knock.

Mobius
01-27-2014, 05:00 PM
I'm not familiar with the barbarian trick, so perhaps I can be the Gnomish Druid?

Are Steel Golems immune to acid?



Thanks to that potion shop it's not a major problem. If only this guy had started with 1 more point of learning he'd been literate.. that's a bit annoying. Looking back I think it would have been better to do gnome CK / DE druid. Oh well.


To take on the barbarian he does need another damage spell first. He's starting with frost bolt + knock.

sylph
01-27-2014, 05:54 PM
is the old barbarian immune to frost? Shows how much I know about casters! I've had 2 wins with necromancers too!

Siriah
01-27-2014, 08:19 PM
I'll volunteer to play the necromancer. I did a test run just now by rolling my own grey elf necromancer, and killing the Old Barbarian with frost bolt is perfectly feasible, you just have to avoid accidentally creating an ice bridge by standing right next to a single square of water separating you from him. It did take a lot of waiting around for power points to recharge, but I got to level 8 in slightly less than 900 turns.

grobblewobble
01-27-2014, 10:58 PM
Right, you can just stand away from the water. :o Thanks Siriah.

Mobius: steel golems are not immune to acid, but they're very good at shrugging bolts.

Mobius
01-28-2014, 03:56 AM
I'll volunteer to play the necromancer. I did a test run just now by rolling my own grey elf necromancer, and killing the Old Barbarian with frost bolt is perfectly feasible, you just have to avoid accidentally creating an ice bridge by standing right next to a single square of water separating you from him. It did take a lot of waiting around for power points to recharge, but I got to level 8 in slightly less than 900 turns.

That sounds like a good leveling technique for any character, eg our Druid. Would it bust Treeflower down to Neutral? (funny thought, that there is a quota system for abject murder.)

grobblewobble
01-28-2014, 06:39 AM
Treeflower already did this, I believe.


a quota system for abject murder
Welcome to ADOM.

By the way I think it's not worth worrying about cats in this challenge. Any turns or effort lost in the first 6 or 7 missions to annoying cats is never going to pay itself back in the later missions. The cat lord is good xp, anyway.

Siriah
01-28-2014, 11:06 AM
Nope, Treeflower has killed Hotzenplotz but not the Old Barbarian. I don't think you get enough experience for killing him to be worth it for characters who have already completed the first mission. It takes quite a few turns, during which you are not finding any items or exploring any dungeons, and will probably earn 1 level or less. Though, he's not going to give out Courage with the first kill for that character being a mugger, so if one were to have a couple hundred turns remaining, there's no harm done in paying him a 'visit' :D

Mobius
01-28-2014, 01:35 PM
Nope, Treeflower has killed Hotzenplotz but not the Old Barbarian. I don't think you get enough experience for killing him to be worth it for characters who have already completed the first mission. It takes quite a few turns, during which you are not finding any items or exploring any dungeons, and will probably earn 1 level or less. Though, he's not going to give out Courage with the first kill for that character being a mugger, so if one were to have a couple hundred turns remaining, there's no harm done in paying him a 'visit' :D

So it could be worth it, if you're in the area. At a higher level, it won't take 900 turns. If it's just one level's worth, it's possibly valuable if it takes 200-ish turns?

grobblewobble
01-28-2014, 02:23 PM
He's worth some 7k, about twice the xp of a steel golem. With concentration maxed and so on it shouldn't take long.

Siriah
01-29-2014, 08:31 PM
Speaking of steel golems, the second mission has been assigned! 6000 turns to kill the steel golem and then travel to the old barbarian's glade.

We'd already each chosen a character - I hope we're all happy with our choices in the light of this knowledge (though it does not come as too big of a surprise, a lot of people guessed it). I plan to start playing the necromancer later tonight.

Mobius
01-30-2014, 05:36 AM
Speaking of steel golems, the second mission has been assigned! 6000 turns to kill the steel golem and then travel to the old barbarian's glade.

We'd already each chosen a character - I hope we're all happy with our choices in the light of this knowledge (though it does not come as too big of a surprise, a lot of people guessed it). I plan to start playing the necromancer later tonight.

Wow, steel golems are insanely tough at low level. I tried wiz characters doing the barbarian murder, to see how possible it is to use bolts vs golem, and it's much harder than I remember.
But I never tried it with a level 10 character before.

Superteeth
02-01-2014, 11:34 PM
Alright, so I was successful, surprisingly enough. It was a risky fight, though. I shot my 2 arrows of slaying and 4 arrows of penetration, bringing the golem down to moderately injured. Then I had to run through the tunnels to a dead end, switch to coward mode, and hope the golem didn't hit me. A side note for any of you guys trying the bow and arrow method: Reloading from the auto-reload menu seems to take a lot of energy points. The golem was right on top of me from two paces away when I used it, so always manually reload. I ran all the way back to my penetrating and slaying arrows (one slaying arrow survived, along with 2 penetrating ones). This was enough to kill the golem. Notable things that happened include the following:

-5937 turns at start, 11,890 at end
-Pool in PC:1
-Potion shop in PC:3
-4 stable herb patches in PC:4
-No cats killed so far, so continue to use caution around them

The save file is attached. One point for Team Air.

Mobius
02-02-2014, 03:49 AM
Alright, so I was successful, surprisingly enough.
Not that surprising!


...A side note for any of you guys trying the bow and arrow method: Reloading from the auto-reload menu seems to take a lot of energy points. The golem was right on top of me from two paces away when I used it, so always manually reload.
...

The energy used for the auto-reload is equal to the amount used on the previous shot. So it's 2x shots.
The energy used for reload is 1000 always. So for an archery focused character, you can save some energy by auto reloading. But you're right, you take a risk that you are sitting there longer.
For the turn-limits, I think it does not count as another turn, so that is good.

Post a .flg or such, at some point.

TreeFlower is done with Pyramid, about to go try out the Steel Golem. Feeling lucky, with a boomerang of slaying!

Mobius
02-02-2014, 05:51 AM
General Question - if you can't play the character now, please tell us so we can get a sub.

As in - roll call:

Mobius - Success on Gnome Druid!
Superteeth - complete with Dwarven Fighter
siriah - necro, success!
sylph - soon
grobblewobble- soon, my precious

all present and accounted for.

Siriah
02-02-2014, 11:40 AM
The necromancer is still in progress. I took a break when I was at turn 8115 out of 9000 to think about strategy because I had severely underestimated the golem's, er, shrugginess, but then life got in the way a little bit. I'm going to play right now and will post the results shortly.

EDIT: Well, that went better than expected! It's a success, let me write up a log!

Siriah
02-02-2014, 01:01 PM
2210
Here's the TL;DR with the important facts:



Hotzenplotz and Old Barbarian are dead. No Terinyo quest was taken.
Pool on D:1 and D:2 near stairs.
Chaotic altars on S:2, D:3 and D:6. The one on D:6 has its top two doors magically LOCKED, so if you lock the bottom one too, you can practice religion almost 100% safely without it costing too many extra turns!
Fought 7 times in arena.
Ice vortex a few spaces away from stairs in big room (far enough that it should not be right next to you). Be prepared to deal with it. Pretty sure it's D:7. No good herb farming opportunities found, there might be somthing on the left side.
D:8, went round a corner, RIGHT NEXT TO FROST VORTEX. Darkness saved the day.
Dwarftown on D:9. Got thrundarr quests (both portal and the random monster one, which is for a vapor rat).
D:10 supports herbs. No viable groups found unfortunately.
D:11 has a general supplies shop in the upper left corner. Magical writing set (2) in it might be useful. I piled up the loot in one spot so it might restock.
Forest/dwarven halls has not been reached yet.
One prayer was used on healing. Astarte is lucky and has the piety level 'spiritually invincible'.
I *think* we have intrinsic acid resistance but don't remember for sure. Nothing else, though.
Revenant left near up-stairs of NDC. Probably should have just killed that one, but it should be easily dealt with using burning hands by the next person to go there, anyway.


BEFORE OUR STORY BEGINS:

Astarte, the mighty Grey Elven Necromancer, got in a fight while visiting Dwarftown and came back from the death at level 1 with one hell of a hangover. She knew that her mission was to slay the mighty steel golem that lurked in the non-descript cave, so that she might, um, why was she doing this again? She couldn't remember, but she was sure it was very important, and she had only 9000 turns to accomplish it.

-

Hotzenplotz and the Old Barbarian were both killed for XP. Healing/Druid quests were skipped because descending down the Caverns of Chaos seemed like it would give a better chance of finding something that would allow for killing the Golem. Puddles in unusual colors shimmered brightly near the stairs, beckoning her to drink as she hadn't had a glass of water since entering the chain, but she left them untouched. She also found altars to her evil god and sacrificed some nearby monsters on them, which made her feel lucky, though not lucky enough to risk drinking strange blood-red water that was just sitting around somewhere.

A few fights (7 - by then her PP was depleted) were done in the arena in case a good tool for slaying the golem would be for sale in a shop somewhere. She found some pretty nice spellbooks along the way to Dwarftown, including a spell that would allow her to carry the rest of the spellbooks, though nothing that would help in the fight. The big room didn't really pay out when it came to herbs unfortunately. In the level below there was a scary moment when she rounded a corner and ended up right next to a frost vortex (this was before finding burning hands), but it was disposed of in darkness without incident.

In the D:11 shop, a spellbook of lightning bolt was found. Feeling confident that she now had a way to complete her mission, Astarte climbed back up through the Caverns of Chaos, ran away from the big room after seeing another Frost Vortex, escaped from a werewolf lord generated on S:2 (it kinda dawdled and didn't summon, perhaps due to excellent stealth?) and tooled around in the dusty dungeon for a bit, but with no way of seeing where the wand was or getting to it *and* with a chaotic altar just sitting there begging for Astarte to randomly teleport right on top of it, this place was soon abandoned.

Slaying the golem went less smoothly than expected. There were something like 1.5k turns remaining to bolt it to death, but it kept shrugging every single one of them. When I had only 900 turns remaining I took a break from the game and was going to try a different tactic, however my test characters for potential tactics 'take off all armor and hit it with a weapon' and 'shoot it with regular arrows hoping that find weakness would do something' (a dark elven barbarian and archer respectively - their sacrifices have totally been in vain) both turned out less than effective so in the end I figured the thing that was least likely to get the character killed was to just keep trying with the lightning bolt. And wouldn't you know it, Astarte actually managed to hit it in just a few more tries, and a single lightning bolt hit was enough to kill it.

The rest of the turns were used to kill that werewolf lord Astarte had left behind near the S:2 up-stairs, because I couldn't remember which down-stairs it was under and I didn't want it to end up surprising anyone. That fight went very well. Astarte stayed safely on the stairs, and the werewolf lord kept summoning and didn't come close to melee range, choosing instead to stay in a spot where a lightning bolt could be bounced into its face. Going back to the Old Barbarian's Glade, Astarte saved, victorious!


------------------------------------------------------------------------------
Screenshot
------------------------------------------------------------------------------


........................ ....
.................................
..................................
...................T.............==
...........................========
..@.........T.............===#======
........................====........
......................=======..#####
.......................=====...#
.....T.......T......=======....#.
..................................
....................======.....#..
.....................=======...#.
....................=======....#
.........T............======...
.....T.........T ........=====
............... .........
.............
...........
.......
Astarte St:11 Le:20 Wi:14 Dx:17 To:15 Ch: 2 Ap:18 Ma:21 Pe:13 C
DV/PV: 30/8 H: 71(71) P: 88(88) Exp: 12/48444 CCL M: 8875
Coward

----------------------------------------------------------------------------
Character Information
----------------------------------------------------------------------------

Astarte St:11 Le:20 Wi:14 Dx:17 To:15 Ch: 2 Ap:18 Ma:21 Pe:13 C
DV/PV: 30/8 H: 71(71) P: 88(88) Exp: 12/48444 M: 8875

----------------------------------------------------------------------------
Weapon Skills
----------------------------------------------------------------------------

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Unarmed fighting 0 +0 +0 +0 unskilled 29
Daggers & knives 0 +0 +0 +0 unskilled 22
Clubs & hammers 0 +0 +0 +0 unskilled 30
Maces & flails 0 +0 +0 +0 unskilled 30
Swords 1 +1 +0 +0 basic 7
Axes 0 +0 +0 +0 unskilled 30
Whips 0 +0 +0 +0 unskilled 30
Pole arms 0 +0 +0 +0 unskilled 30
Twohanded weapons 1 +1 +1 +0 basic 8
Staves 0 +0 +0 +0 unskilled 18

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Slings 1 +2 +1 +0 basic 15
Bows 0 +0 +0 +0 unskilled 12
Crossbows 0 +0 +0 +0 unskilled 14
Thrown axes & hammers 0 +0 +0 +0 unskilled 14
Thrown daggers 0 +0 +0 +0 unskilled 14
Thrown rocks & clubs 0 +0 +0 +0 unskilled 13
Thrown spears 0 +0 +0 +0 unskilled 14
Boomerangs & scurgari 0 +0 +0 +0 unskilled 14

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 0 +0 unskilled 30


Damage caused with your melee weapons:
--------------------------------------
Right hand: +5 bonus to hit, 3d5-1 damage


Damage caused with your missile weapons:
----------------------------------------
Ammunition: 42, base range: 10, +13 bonus to hit, 1d6+0 damage




----------------------------------------------------------------------------
Spells
----------------------------------------------------------------------------

Burning Hands : 159, 7pp (Effectivity: +7)
Calm Monster : 134, 8pp (Effectivity: +1)
Darkness : 250, 4pp (Effectivity: +2)
Farsight : 234, 17pp (Effectivity: +3)
Frost Bolt : 59, 13pp (Effectivity: +17)
Knock : 126, 12pp (Effectivity: +3)
Light : 818, 3pp (Effectivity: +3)
Lightning Bolt : 102, 11pp (Effectivity: +9)
Magic Lock : 245, 8pp (Effectivity: +2)
Remove Curse : 237, 50pp (Effectivity: +2)
Slow Poison : 145, 6pp (Effectivity: +1)
Strength of Atlas: 57, 13pp (Effectivity: +6)
Stun Ray : 254, 8pp (Effectivity: +0)


----------------------------------------------------------------------------
Skills
----------------------------------------------------------------------------

Alchemy .................. 70 (good) [+1d3]
Appraising ............... 46 (fair) [+1d5]
Climbing ................. 30 (mediocre) [+2d4]
Concentration ............100 (superb) [+1d5]
Dodge .................... 41 (fair) [+1d3]
Find weakness ............ 60 (good) [+1]
First aid ................ 46 (fair) [+1d3]
Food preservation ........ 55 (good) [+1]
Haggling ................. 19 (mediocre) [+2d4]
Herbalism ................ 40 (fair) [+1d3]
Listening ................ 50 (fair) [+1d3]
Literacy .................100 (superb) [+1d5]
Necromancy ............... 56 (good) [+4d4]
Pick pockets ............. 1 (poor) [+3d4]
Stealth ..................100 (superb) [+1d5]




----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 2605 stones Carrying capacity: 22100 stones

Head : uncursed hat [+3, +0] [4s]
Neck : uncursed amulet of death ray resistance [7s]
Body : uncursed studded leather armor (-1, +0) [+0, +5] [250s]
Girdle : -
Cloak : -
Right Hand : blessed two-handed sword (+6, 3d5+3) [-1, +0] [100s]
Left Hand : -
Right Ring : uncursed ring of speed [+0, +1] (+5 spd) [1s]
Left Ring : uncursed ring of stun resistance [1s]
Bracers : -
Gauntlets : uncursed studded gloves [+1, +2] [6s]
Boots : -
Missile Weapon: uncursed long bow of accuracy (+11, +2) [30s]
Missiles : bundle of 42 uncursed arrows (+0, 1d6) [84s]
Tool : -


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 2122 stones Carrying capacity: 22100 stones

Necklaces (''')
uncursed amulet of light [3s]
amulet of light [3s]
One-handed weapons ('(')
uncursed broadsword (+0, 1d7+1) [80s]
uncursed adamantium rapier (+0, 1d6+7) [+1, +1] [22s]
Missile weapons ('}')
uncursed sling (+0, +1) [3s]
uncursed heavy crossbow (+3, +3) [140s]
Missiles ('*')
//arrows & some rocks
Tools (']')
heap of 12 uncursed sis [120s]
uncursed plain blanket [10s]
uncursed fireproof blanket [10s]
uncursed holy symbol [5s]
blessed bandage [2s]
heap of 2 cursed sis [20s]
blessed si [10s]
si [10s]
Rings ('=')
uncursed ring of the fish [1s]
Wands ('\')
uncursed wand of webbing (5 charges) [3s]
uncursed wand of stunning (1 charge) [3s]
uncursed wand of light (3 charges) [4s]
uncursed wand of trap creation (10 charges) [3s]
uncursed wand of door creation (2 charges) [3s]
uncursed wand of webbing (3 charges) [3s]
tin wand [4s]
blessed wand of trap creation (8 charges) [3s]
cursed wand of ball lightning (6 charges) [4s]
Potions ('!')
uncursed oil of rust removal [2s]
uncursed potion of potential beauty [4s]
uncursed potion of cure corruption [2s]
cursed potion of booze [4s]
uncursed potion of insight [2s]
heap of 2 potions of holy water [8s]
uncursed potion of booze [4s]
heap of 2 uncursed potions of troll blood [4s]
uncursed potion of carrot juice [4s]
cursed potion of carrot juice [4s]
uncursed potion of strength [4s]
uncursed potion of dexterity [4s]
cursed potion of invisibility [4s]
uncursed potion of boost appearance [2s]
Scrolls ('?')
heap of 2 uncursed scrolls of power [4s]
blessed scroll of identify [2s]
uncursed scroll of defense [2s]
uncursed scroll of darkness [2s]
Books ('"')
uncursed spellbook of Burning Hands [100s]
cursed spellbook of Calm Monster [100s]
uncursed spellbook of Darkness [100s]
uncursed spellbook of Farsight [100s]
blessed spellbook of Frost Bolt [100s]
uncursed spellbook of Frost Bolt [100s]
uncursed spellbook of Knock [100s]
cursed spellbook of Lightning Bolt [100s]
uncursed spellbook of Magic Lock [100s]
uncursed spellbook of Remove Curse [100s]
uncursed spellbook of Slow Poison [100s]
uncursed spellbook of Strength of Atlas [100s]
uncursed spellbook of Stun Ray [100s]
Food ('%')
uncursed loaf of elven bread [3s]
heap of 21 uncursed cooked lizards [63s]
uncursed piece of fresh meat [20s]
blessed demon daisy [2s]
heap of 3 cursed curaria mancox herbs [6s]
heap of 2 uncursed devil's roses [4s]
cursed devil's rose [2s]
uncursed alraunia antidote [2s]
heap of 2 cursed demon daisies [4s]
heap of 5 cursed stomacemptia herbs [10s]
blessed stomacemptia herb [2s]
cursed stomafillia herb [2s]
uncursed bone [4s]
cursed alraunia antidote [2s]
blessed alraunia antidote [2s]
heap of 4 uncursed stomafillia herbs [8s]
blessed stomafillia herb [2s]
uncursed loaf of hurthling bread [30s]
bone [4s]
frog legs [2s]
Valuables ('$')
1564 gold pieces [15s]
Gems ('*')
uncursed worthless piece of brown glass [1s]
uncursed worthless piece of red glass [1s]
uncursed turquoise [1s]
uncursed worthless piece of blue glass [1s]


----------------------------------------------------------------------------
Killed Monsters
----------------------------------------------------------------------------

375 monsters perished under her attacks.

The following monsters were vanquished:
[...]
1 steel golem
1 werewolf lord



----------------------------------------------------------------------------
Achievements
----------------------------------------------------------------------------

She survived for 0 years, 22 days, 20 hours, 33 minutes and 27 seconds (8875
turns).
Astarte visited 20 places.
Her strength score was modified by +4 during her career.
Her willpower score was modified by +2 during her career.
Her dexterity score was modified by +1 during her career.
Her toughness score was modified by +6 during her career.
Her mana score was modified by +2 during her career.

grobblewobble
02-02-2014, 01:37 PM
roll call:

I'm here! Will play this evening.

sylph
02-02-2014, 03:37 PM
General Question - if you can't play the character now, please tell us so we can get a sub.

As in - roll call:
Gonna tackle it this evening, I'll post a link to the stream/video.


with a boomerang of slaying
Where on earth do you find these things!?! I've never had one in all my adom games!

Mobius
02-02-2014, 04:07 PM
Gonna tackle it this evening, I'll post a link to the stream/video.
Where on earth do you find these things!?! I've never had one in all my adom games!

Uh, it was unused, sitting in the missile slot when I got the svg. You find them by looking. Once long ago, I had a penetrating boomerang of slaying! Sadly, was burnt by a lightning lizard after I threw it and it failed to return.

Superteeth
02-02-2014, 04:11 PM
Here is the .flg for the dwarven fighter.


------------------------------------------------------------------------------
Screenshot
------------------------------------------------------------------------------


..........
..........
...........
...........
............
..@.........
............
...........
...........
.....T....
..........
.........
........
......
...





Alsa St:19 Le:11 Wi:15 Dx:11 To:19 Ch:16 Ap:12 Ma: 7 Pe:14 L
DV/PV: 24/11 H: 109(114) P: 13(13) Exp: 10/32271 CCL M: 11890
Satiated Strained
------------------------------------------------------------------------------


----------------------------------------------------------------------------
Character Information
----------------------------------------------------------------------------

Alsa St:19 Le:11 Wi:15 Dx:11 To:19 Ch:16 Ap:12 Ma: 7 Pe:14 L
DV/PV: 24/11 H: 109(114) P: 13(13) Exp: 10/32271 M: 11890



----------------------------------------------------------------------------
Background Information
----------------------------------------------------------------------------

Name: Alsa Race: female Dwarf Class: Fighter
Eye color: green Hair color: brown Complexion: tanned
Height: 3'6" Weight: 127 pounds
Age: 62 (grown-up)
Star sign: Book Birthday: 5/Book (day 35 of the year)

YOUR HISTORY:
Your parents are traveling adventurers. Both are competent,
talented and doing very well.
As a child you had to survive pretty harsh times since your parents
seemed to have run out of luck. Their wealth was ever-declining and times
were very hard.
During your youth you had a lot of fun playing with other kids of
your age. You always were a natural leader and the center of interest.
As a young adult you spent a lot of time searching for a deeper
meaning and purpose in your life. You pondered and pondered but nothing
truly sparked your interest. Finally, after many many hours, you made a
decision.
You decided to become a Fighter.


----------------------------------------------------------------------------
Weapon Skills
----------------------------------------------------------------------------

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Unarmed fighting 0 +0 +0 +0 unskilled 15
Daggers & knives 0 +0 +0 +0 unskilled 15
Clubs & hammers 0 +0 +0 +0 unskilled 15
Maces & flails 0 +0 +0 +0 unskilled 15
Swords 0 +0 +0 +0 unskilled 15
Axes 3 +2 +1 +0 basic 53
Whips 0 +0 +0 +0 unskilled 15
Pole arms 6 +6 +2 +5 skilled 31
Twohanded weapons 0 +0 +0 +0 unskilled 15
Staves 0 +0 +0 +0 unskilled 15

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Slings 0 +0 +0 +0 unskilled 7
Bows 5 +10 +7 +1 skilled 17
Crossbows 0 +0 +0 +0 unskilled 7
Thrown axes & hammers 3 +6 +4 +1 basic 26
Thrown daggers 0 +0 +0 +0 unskilled 5
Thrown rocks & clubs 0 +0 +0 +0 unskilled 7
Thrown spears 0 +0 +0 +0 unskilled 7
Boomerangs & scurgari 0 +0 +0 +0 unskilled 7

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 3 +6 basic 65


Damage caused with your melee weapons:
--------------------------------------
Right hand: +19 bonus to hit, 1d8+7 damage


Damage caused with your missile weapons:
----------------------------------------
Ammunition: 1, base range: 6, +18 bonus to hit, 1d6+9 damage






----------------------------------------------------------------------------
Skills
----------------------------------------------------------------------------

Archery .................. 50 (fair) [+2d4]
Athletics ................ 79 (great) [+3d3]
Climbing ................. 39 (fair) [+3d5]
Detect traps ............. 21 (mediocre) [+3d4]
Dodge .................... 61 (good) [+2d4]
Find weakness ............ 70 (good) [+1d3]
First aid ................ 58 (good) [+3d3]
Haggling ................. 23 (mediocre) [+3d4]
Healing .................. 75 (great) [+1d5]
Listening ................ 39 (fair) [+3d4]
Literacy ................. 9 (poor) [+4d4]
Metallurgy ............... 26 (mediocre) [+3d4]
Mining ................... 63 (good) [+1d3]
Smithing ................. 33 (fair) [+3d5]
Stealth .................. 28 (mediocre) [+3d3]
Swimming ................. 33 (fair) [+3d3]
Two weapon combat ........ 6 (poor) [+4d5]




----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 2241 stones Carrying capacity: 2100 stones

Head : horned helmet [+1, +1] [100s]
Neck : necklace of the silver tongue {Ch+3} [2s]
Body : anti-magical elven chain mail [+0, +5] [10s]
Girdle : metal girdle [+0, +1] [25s]
Cloak : -
Right Hand : orcish spear (+1, 1d8+2) [75s]
Left Hand : medium shield [+3, +2] [100s]
Right Ring : -
Left Ring : -
Bracers : -
Gauntlets : gauntlets (-1, +0) [+0, +1] [10s]
Boots : heavy boots [-1, +1] [30s]
Missile Weapon: cursed short bow (+1, +0) [20s]
Missiles : penetrating arrow (+0, 1d6) [2s]
Tool : -


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 1867 stones Carrying capacity: 2100 stones

Helmets ('[')
leather cap [5s]
black helmet [100s]
Shields ('[')
small shield [+2, +0] [50s]
Gauntlets ('[')
gloves [6s]
One-handed weapons ('(')
crude battle axe [120s]
crude battle axe [120s]
crude battle axe [120s]
battle axe [70s]
battle axe [70s]
crude knife [10s]
dagger [10s]
crude knife [10s]
Missile weapons ('}')
short bow (+1, +0) [20s]
short bow (+1, +0) [20s]
heap of 2 short bows [40s]
Missiles ('/')
bundle of 12 arrows (+0, 1d6) [24s]
arrow of thunder (+0, 1d6) [2s]
griffon-feathered arrow (+0, 1d6) [2s]
bundle of 2 arrows (+0, 1d6-2) [4s]
bundle of 2 arrows (+3, 1d6) [4s]
bundle of 14 arrows (+0, 1d6) [28s]
balanced arrow (+4, 1d6) [2s]
bundle of 3 barbed arrows (+0, 1d6+6) [6s]
bundle of 163 arrows (+0, 1d6) [326s]
bundle of 10 arrows of darkness (+0, 1d6) [20s]
bundle of 35 arrows (+0, 1d6+1) [70s]
bundle of 2 arrows of thunder (+0, 1d6) [4s]
bundle of 9 arrows (+3, 1d6) [18s]
arrow (+0, 1d6-3) [2s]
arrow (-1, 1d6-2) [2s]
bundle of 8 arrows (+1, 1d6) [16s]
barbed arrow (+0, 1d6+8) [2s]
balanced arrow (+4, 1d6+3) [2s]
delicate arrow (+0, 1d6+3) [2s]
arrow (+0, 1d6+3) [2s]
bundle of 2 arrows (+3, 1d6+3) [4s]
bundle of 3 arrows (+0, 1d6-1) [6s]
bundle of 4 balanced arrows (+4, 1d6) [8s]
bundle of 2 arrows (+0, 1d6+2) [4s]
arrow (+2, 1d6+2) [2s]
bundle of 2 arrows (-2, 1d6) [4s]
bundle of 5 arrows (+0, 1d6+2) [10s]
unerring arrow (+0, 1d6) [2s]
arrow (+1, 1d6+3) [2s]
arrow (+3, 1d6+1) [2s]
arrow of darkness (+0, 1d6) [2s]
delicate arrow (+0, 1d6) [2s]
bundle of 4 arrows of targeting (+6, 1d6) [8s]
bundle of 8 arrows (+2, 1d6) [16s]
arrow of hunting (+0, 1d6) [2s]
arrow (+3, 1d6) [2s]
bundle of 3 delicate arrows (+0, 1d6) [6s]
arrow (+3, 1d6+2) [2s]
arrow (-1, 1d6+2) [2s]
arrow of darkness (+3, 1d6+3) [2s]
arrow (-2, 1d6-2) [2s]
arrow (+2, 1d6) [2s]
bundle of 6 arrows (+0, 1d6+3) [12s]
arrow (+0, 1d6-1) [2s]
winged arrow (+0, 1d6) [2s]
weighted arrow (+2, 1d6+4) [2s]
bundle of 2 arrows (-3, 1d6) [4s]
arrow (-3, 1d6) [2s]
bundle of 2 arrows (+0, 1d6-3) [4s]
arrow of hunting (+3, 1d6) [2s]
arrow of targeting (+6, 1d6) [2s]
arrow (+1, 1d6) [2s]
arrow (+0, 1d6+1) [2s]
griffon-feathered arrow (+0, 1d6) [2s]
weighted arrow (+0, 1d6+4) [2s]
Tools (']')
blanket [10s]
heap of 2 round keys [2s]
bandage [2s]
tinderbox [3s]
heap of 4 strange items [40s]
strange item [10s]
Instruments ('{')
flute [3s]
Rings ('=')
onyx ring [1s]
Wands ('\')
twisted wand [3s]
softwood wand [3s]
wand of door creation [3s]
Potions ('!')
potion of cure poison [2s]
brown potion [2s]
oil of rust removal [2s]
blubbery potion [4s]
heap of 4 potions of water [16s]
potion of carrot juice [4s]
oil of rust removal [2s]
potion of exchange [4s]
potion of troll blood [2s]
potion of booze [4s]
heap of 3 potions of booze [12s]
Scrolls ('?')
scroll labeled "MKMNFST" [2s]
scroll labeled "IAZNAB" [2s]
scroll labeled "MANNANNANMACLIR" [2s]
scroll labeled "DOGO FUTSF" [2s]
Food ('%')
heap of 43 cooked lizards [129s]
hurthling cake [30s]
heap of 4 strange herbs [8s]
heap of 3 strange herbs [6s]
heap of 5 strange herbs [10s]
heap of 2 strange herbs [4s]
heap of 3 strange herbs [6s]
heap of 3 strange herbs [6s]
heap of 10 strange herbs [20s]
heap of 10 strange herbs [20s]
Valuables ('$')
4464 gold pieces [44s]
Gems ('*')
red gem [1s]


----------------------------------------------------------------------------
Killed Monsters
----------------------------------------------------------------------------

426 monsters perished under her attacks.

The following monsters were vanquished:
1 assassin
2 bandits
35 barbarians
7 barbarian leaders
1 berserker
2 black hurthlings
3 bugbears
2 cave lizards
3 chaos rats
3 claw bugs
1 corpse fiend
1 cutpurse
2 doppelgangers
5 fire beetles
2 fire drakes
2 fire lizards
2 floating eyes
1 gargantuan rat
1 ghost
4 ghuls
5 giant ant warriors
1 giant ant worker
2 giant bats
2 giant centipedes
1 giant frog
1 giant lizard
1 giant raccoon
3 giant rats
6 gnolls
1 gnoll chieftain
49 goblins
1 goblin berserker
1 goblin chieftain
6 goblin rockthrowers
2 goblin slavemasters
2 gray oozes
2 green slimes
1 griffon
1 grizzly bear
1 harpy
1 hell hound
3 hippogriffs
49 hobgoblins
3 hobgoblin chiefs
16 hobgoblin leaders
1 homunculus
2 huge bats
2 imps
54 jackals
1 jackalwere
11 kobolds
2 kobold chieftains
3 kobold shamans
9 large bats
10 large dogs
4 large gnolls
1 large jackal
4 large kobolds
1 large orc
1 large spider
6 lizard men
3 ogres
16 orcs
1 orc chieftain
1 outlaw
2 outlaw leaders
2 owlbears
1 pixie
4 rabid dogs
12 raiders
1 raider lord
8 rats
2 ratling thieves
1 ratling trader
2 ratling warriors
1 shadow
1 silver wolf
6 skeletons
1 steel golem
1 swordsman
1 viper
3 white worms
1 wolf
2 zombies



----------------------------------------------------------------------------
Achievements
----------------------------------------------------------------------------

She survived for 0 years, 38 days, 19 hours, 9 minutes and 16 seconds (11890
turns).
Alsa visited 27 places.
Her toughness score was modified by +1 during her career.
Her charisma score was modified by +1 during her career.
Her appearance score was modified by +1 during her career.
Her perception score was modified by +1 during her career.





----------------------------------------------------------------------------
Playing Time
----------------------------------------------------------------------------

You played for 2 hours, 7 minutes and 51 seconds.


----------------------------------------------------------------------------
Version Information
----------------------------------------------------------------------------

Ancient Domains Of Mystery
Version 1.2.0
Windows Prerelease 20
Build: Nov 21 2013 23:44:09

Mobius
02-02-2014, 04:40 PM
2211
at turn 11800, TreeFlower sits down in the Barbarian's glade, saying "that's all ya got, mr chaos god?"

Hilights: TONS of spellbooks. F-bolt, l-bolt, burning hands, atlas might, revelation, etc.
Did Pyramid. Got boomerang of slaying!

The steel golem was surprisingly easy. Only took a few hits with boomie, then managed to slag it with lightning on third try.
If darkforge gets opened up, I suggest getting easy exp there, with caution. Not sure if protection from constructs amulet helped.
level notes:



d2: undead vault partly cleared
d3: boring (and the side channel is somewhere too, boring)
d4: Orc vault - cleared, river
d5: arena - not entered
d6: Big room, short walk. Got some useful herbs, stats raised, didn't farm long
d7: Orc room, unopened tension?
d8: got spellbook of revelation (now can ID stuff by implication)
d9: DT. Got quests. First monster - Berserker Lord - found later in Pyramid, not turned in yet. Nothing great in shop
d10: ants, N altar, more stuff. Spellbooks!
d11: had a large room full of stone snakes, killed with ease, lots of exp. DH split, so I turn around
DDL: general shop far right.
VDDL: explored, did not find secret room yet. Pickaxe broken.
Pyramid: done
Glade: useless stuff in pile


DT: sac gold to get to 'inner strength' - now lucky.
Pyramid: success, got climbing gear and finished 'kill an X' quest

Go to Glade, drop excess stuff to avoid golem burnings.

Leveled some odd skills to try to be clever: Mining, gemology so we might get more crystals of Knowledge, for example
Talents: Good shot, quick?


----------------------------------------------------------------------------
Character Information
----------------------------------------------------------------------------

Treeflower St:16 Le:19 Wi:19 Dx:18 To:28 Ch:15 Ap: 3 Ma:22 Pe:14
N=
DV/PV: 54/23 H: 187(187) P: 114(114) Exp: 15/113833 M: 11800

----------------------------------------------------------------------------
Background Information
----------------------------------------------------------------------------

Name: Treeflower Race: male Gnome Class: Druid
Eye color: green Hair color: gray Complexion: tanned
Height: 3'4" Weight: 121 pounds
Age: 113 (grown-up)
Star sign: Tree Birthday: 11/Tree (day 341 of the year)

----------------------------------------------------------------------------
Weapon Skills
----------------------------------------------------------------------------

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Clubs & hammers 2 +2 +0 +0 basic 10
Pole arms 5 +5 +2 +4 skilled 154

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Boomerangs & scurgari 6 +12 +9 +2 skilled 172

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 5 +10 skilled 255

----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 3773 stones Carrying capacity: 23650 stones

Head : horned helmet [+1, +4] [100s]
Neck : uncursed rusty amulet of free action [3s]
Body : ancient mummy wrapping [+1, +5] {Ap-8} [60s]
Girdle : -
Cloak : uncursed hooded cloak [+1, +3] [40s]
Right Hand : uncursed orcish spear (+1, 1d8+2) [75s]
Left Hand : uncursed medium mithril shield (+1) [+5, +1] [80s]
Right Ring : uncursed ring of minor elemental mastery [+0, +0] [1s]
Left Ring : uncursed ring of stun resistance [1s]
Bracers : uncursed bracers of toughness [+0, +0] {To+4} [10s]
Gauntlets : uncursed archery gloves (+0, +4) [+0, +0] [6s]
Boots : leather boots [+0, +0] [25s]
Missile Weapon: -
Missiles : uncursed boomerang of slaying (+3, 2d4+4) [20s]
Tool : -


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 3352 stones Carrying capacity: 23650 stones

Helmets ('[')
...
Armor ('[')
uncursed mithril ring mail (-1, -1) [+0, +5] [240s]
...
Shields ('[')
...
Gauntlets ('[')
...
Cloaks ('[')
blessed cloak of protection [+0, +3] [20s]
blessed cloak of invisibility (-1, +0) [+1, +2] [30s]
Necklaces (''')
uncursed amulet of protection from constructs [3s]
uncursed amulet of death ray resistance [7s]
cursed black torc [+4, +2] (+10 spd) [3s]
cursed amulet of balance [3s]
uncursed amulet of light [3s]
ankh [3s]
One-handed weapons ('(')
uncursed mithril scimitar (+0, 1d8+3) [32s]
uncursed masterwork battle axe (+3, 1d6+2) [70s]
broken light pick axe (+0, 1d6+2) [37s]
rusty crude spear [75s]
Missile weapons ('}')
sling [3s]
Missiles ('/')
...
Tools (']')
heap of 2 uncursed waterproof blankets [20s]
climbing set [180s]
...
Rings ('=')
uncursed ring of searching [1s]
uncursed ring of fire resistance [1s]
uncursed ring of cold resistance [1s]
uncursed ring of speed [+0, +1] (+5 spd) [1s]
ring of fire resistance [1s]
Wands ('\')
uncursed wand of light (2 charges) [4s]
uncursed wand of door creation (7 charges) [3s]
uncursed wand of far slaying (9 charges) [3s]
iron wand [3s]
uncursed wand of monster creation (4 charges) [3s]
uncursed wand of paralyzation (4 charges) [3s]
brass wand [4s]
Potions ('!')
heap of 3 potions of holy water [12s]
blessed potion of cure corruption [2s]
...
heap of 2 potions of water [8s]
speckled potion [2s]
Scrolls ('?')
...
blessed scroll of identify [2s]]
uncursed scroll of identify [2s]
...
Books ('"')
uncursed spellbook of Acid Bolt [100s]
blessed spellbook of Baptism of Fire [100s]
spellbook of Bless [100s]
cursed spellbook of Bless [100s]
uncursed spellbook of Cure Light Wounds [100s]
uncursed spellbook of Dispel Undead [100s]
uncursed spellbook of Dispel Undead [100s]
blessed spellbook of Divine Wrath [100s]
uncursed spellbook of Divine Wrath [100s]
blessed spellbook of Hellish Flames [100s]
spellbook of Holy Awe [100s]
spellbook of Lesser Divine Touch [100s]
spellbook of Lesser Divine Touch [100s]
uncursed spellbook of Lordly Might [100s]
spellbook of Neutralize Poison [100s]
uncursed spellbook of Revelation [100s]
Food ('%')
Valuables ('$')
Gems ('*')

sylph
02-02-2014, 05:16 PM
Ok, gonna start this now... A link to my live stream is here:
http://www.justin.tv/xxsylphxx

Mobius
02-02-2014, 05:36 PM
Ok, gonna start this now... A link to my live stream is here:
http://www.justin.tv/xxsylphxx

I'd say hi there, but don't want to expose my secret identity. And I'm off to play DnD also, with humans in person.

Mobius
02-02-2014, 05:40 PM
I'd say hi there, but don't want to expose my secret identity. And I'm off to play DnD also, with humans in person.

Heh, it's funny looking at you browsing the comment just made on the thread.

sylph
02-02-2014, 05:49 PM
Heh, it's funny looking at you browsing the comment just made on the thread.

Yep, I thought you weren't watching?!? Go play your D&D, I'll post the VOD later!

sylph
02-02-2014, 06:30 PM
Good news! Managed to get a win with our Weaponsmith! REALLY strong character we've got there...

(I killed the golem by digging a ~circle in the stair room in the NDC, locking the door so that only the golem and I were in there, and then killing him in melee using turns/speed tricks. Pretty much completely painless way of taking out a steel golem without slaying, penetration, or spells. )

Link to the whole run as a video:
http://www.justin.tv/xxsylphxx/b/500254981
[edit - quick note, sorry about the ~5fps bad quality video. I've got a vidstream program that's compatible with my laptop graphics card now, so future videos will be top quality, and I might even put a voiceover on them! :)]

If you check nothing else, at least get a look at 2 things:
1. the herb patterns in the big room. (14:00 or so)
(they are nothing short of awesome, 2 sustainable patches of morgia roots+pepper petals, 2 patches of curia+alraunia, and a T-shape sitting on morgia+moss.
2. Also, the method for killing the steel golem is something I've never tried before (50:30). It involved a pickaxe and buying keys from the ratling in lawnelothel. ♥

I've pumped his toughness from 18 to 24, his dex from 18 to 23, willpower from 12 to 17, and learning from 12 to 14. A little more gold to the dwarvern trainer, and we'll have enough learning for more skills at level up. (He badly needs this, he still hasn't got to 100 in athletics, find weakness, or healing.)

Oh, and we've got inner peace from our god. In fact we're a prayer or two above inner peace.
First dwarf quest is complete, but I didn't drink the potion of literacy... I'll leave it up to the next player to decide whether to drink it or not, because, you never know, there might be another artifact quest. :)
Now the bad:
1. He still hasn't identified his items. This isn't so bad since I identified all the important herbs, so he has on-demand healing by eating cursed pepper petals (don't use cursed spenseweed, I found out in this game that they give far less than cursed pepper petal - better to save spenseweeds for holy water blessing before use.) However, he does have a lot of wands and potions that remain a mystery to him.
2. I killed a few cats. I admit i enjoyed it. ♥


Quick summary:
- High stats and extensive herb collection- good garden in the big room.
- Needs identify soon for potions and wands
- 2 broken pickaxes, no on-demand teleportation, so not 'safe'... Maybe pay to repair a pickaxe?
- Eat strange herbs in inventory (morgia) for willpower. Pay to increase learning further.
- Good standing with god (a strong inner peace)
- First dwarf quest completed. Potion of literacy in inventory.
- Still can't use a bow.
- I killed a few cats

grobblewobble
02-03-2014, 12:33 AM
Guys? I err..

I died. Again. Very sorry..

My plan was to convert, pray to dust equipment and convert back to C. So I kicked a dorf to become C again. I thought that angering a dwarf in DT wouldn't anger the shopkeeper, only killing one. Wrong, of course. I'm an idiot, the previous missions should have taught me that. I'll blame it on lack of sleep.

Great job on the other characters, everyone.

sylph
02-03-2014, 01:55 AM
Oh dear!
Don't feel bad Grobble. I'm betting we're the only team to get 4 characters through this part, we're still totally gonna win. :)

Bit of a dissapointment, though, a *second* hostile dwarftown... Can you get more creative on your next death please? Maybe a hostile barbarian or artificier or something? ;)


So, at the end of round 2, we have:

Superteeth: Dwarvern fighter - pool, potion shop, and herbs in PC. No dead cats - Completed
GrobbleWobble: Dark Elf chaos knight - cursed inventory - Dead
Siriah: Grey elf Necromancer - ice vortexes in D7&8, - Completed
Sylph: Hurthling weaponsmith - Herbed up, quest done, needs pickaxe repair or teleport - Completed
Mobius: Gnomish druid - Tons of books, +tele, shield+spear, BOOMERANG OF SLAYING! - completed
I'll go report in the main thread.

Oh, also, our weaponsmith is here: 2213

Mobius
02-03-2014, 03:29 AM
Guys? I err..

I died. Again. Very sorry..

My plan was to convert, pray to dust equipment and convert back to C. So I kicked a dorf to become C again. I thought that angering a dwarf in DT wouldn't anger the shopkeeper, only killing one. Wrong, of course. I'm an idiot, the previous missions should have taught me that. I'll blame it on lack of sleep.

Great job on the other characters, everyone.

Doing God Tricks is dangerous. Next time, lure dwarf downstairs then kick it.
Also survival is an important thing.

grobblewobble
02-03-2014, 06:14 AM
survival is an important thing.

Yeah. I should just have forgotten about equipment dusting, there is more than enough water in the potion shop to solve the problem.

Notes to the next player: only the neutral god is angry, Andor Drakon is not. Saccing just one monster will make him very pleased and let you bless water. If you sac anything on the dwarf altar, equipment will be cursed again.

We are wearing a cursed girdle of weight, this is bad. Blessing it & dumping it asap is a good idea, we already have speed problems because of the cold blood corruption. And food problems too. Becoming unburdened is a priority. Carrying around stuff to sell it (especially sis) is not worth it, we get dark elf prices.

Nice video, Sylph.

Superteeth
02-03-2014, 08:38 AM
Yup, Waldenbrook always gets mad no matter who you attack. I once accidentally attacked Glod, and I was surprised to see muscular dwarves wandering around Dwarftown (Waldenbrook probably yelled "Stop, ye thief!" when I did that, too). Sorry about the girdle of weight. I only realized that strange metal girdles were bad after equipping one. The big problem now is going to be navigating Dwarftown. It would have been better if you had died in Dwarftown so as to have a fresh(ish) start. It's still my fault, as I shouldn't have gotten my equipment cursed in the first place. Who is going to have to play this guy next (and everyone else)? It's almost like we'll always only get 4 points because this guy is so crippled. Personally, I want to try my hand at the druid, but will take the chaos knight if no one else volunteers.

sylph
02-03-2014, 08:54 AM
Yeah. I should just have forgotten about equipment dusting, there is more than enough water in the potion shop to solve the problem.

Notes to the next player: only the neutral god is angry, Andor Drakon is not. Saccing just one monster will make him very pleased and let you bless water. If you sac anything on the dwarf altar, equipment will be cursed again.

We are wearing a cursed girdle of weight, this is bad. Blessing it & dumping it asap is a good idea, we already have speed problems because of the cold blood corruption. And food problems too. Becoming unburdened is a priority. Carrying around stuff to sell it (especially sis) is not worth it, we get dark elf prices.
Totally! ADOM is normally a fairly easy game if you just concentrate on staying alive through the next fight, instead of trying to 'improve' your character or conserve her good items all the time.


Nice video, Sylph.
Haha, it was a bad video. Much better quality coming next time (and maybe narration). It was a good playthrough though! That same strategy would work on the snake from beyond, btw.
I was originally planning to do it with the anvil: It'd be quite poetic for a weaponsmith to bash up a steel golem using an anvil!

sylph
02-03-2014, 09:44 AM
Grobblewobble - your message inbox is full, we can't send you PMs.

grobblewobble
02-03-2014, 11:05 AM
Inbox is empty again.


Who is going to have to play this guy next (and everyone else)? It's almost like we'll always only get 4 points because this guy is so crippled.

My fumbling didn't help but I think we can still work this out and get him back up running. The potion shop has 9 water, more than enough to fix equipment problems. He has trouble with low healing rate and he should watch out for anything that punches through armor. But otherwise, he's still okay.

It's tempting to equip the ancient scythe with this guy, although we should keep in mind that it's autocursing and can't be blessed (water turns to PoRC).

grobblewobble
02-04-2014, 10:38 AM
Actually I think our next mission will be to feed the ratling 6 artifacts and the 5th mission will be to kill an overpowered demented ratling.

Mobius
02-04-2014, 01:33 PM
Oh dear!
Don't feel bad Grobble. I'm betting we're the only team to get 4 characters through this part, we're still totally gonna win. :)

Bit of a dissapointment, though, a *second* hostile dwarftown... Can you get more creative on your next death please? Maybe a hostile barbarian or artificier or something? ;)
...


Fire got 4/5 also, still ahead of us by 1. We're both going to get some corruption, and I suspect it won't be a pretty one.

Siriah
02-05-2014, 10:58 AM
4/5 is a score we can be proud of. With luck, the corruption will be worse for team fire than for us. Without luck, we'll at least have an interesting challenge ahead of us.

I wonder if the forbidden areas in each mission might be set up in such a way that it is impossible to accidentally screw yourself out of the opportunity to complete a future mission. To kill the steel golem we got access to its cave, which we didn't have before. The 'great sacrifice' might involve something in an area we can't access yet, so that we can't have killed or sacrificed it already. Or maybe I'm overthinking this.

Mobius
02-06-2014, 04:36 AM
Start of round three


Dwarvern fighter - pool, potion shop, and herbs in PC. No dead cats - player: not Superteeth
Dark Elf chaos knight - cursed inventory - player: not GrobbleWobble
Grey elf Necromancer - ice vortexes in D7&8, - player: not Siriah
Hurthling weaponsmith - Herbed up, quest done, needs pickaxe repair or teleport - player: not Sylph
Gnomish druid - Tons of books, +tele, shield+spear, BOOMERANG OF SLAYING! - player: not Mobius - corruption - Dual Wield, rename self to boo

Turn counts do not include any grace period, but it has been +50 before. Don't cut it that close if you can.
Links:
Treeflower gnome - turn limit 19800 (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=87908#post87908)
Alsa - dwarven figher - turn limit 19890 (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=87874#post87874)
Astarte - gray elven necro - turn limit 16875 (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=87895#post87895)
Mycaryrd - DE chaos night, died last time - turn limit 20000 (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=87041#post87041)
Zepyr - hurthling weaponsmith - turn limit 19673 (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=88247#post88247)

grobblewobble
02-06-2014, 06:02 AM
Actually I think our next mission will be to feed the ratling 6 artifacts and the 5th mission will be to kill an overpowered demented ratling.
Well I got the first part right.. I bet that mission 4 will be to get to the HMV.

Turn count: all of our characters need to stop at turn 20K, right? Our Chaos knight gets 14k turns and the counter was at 6k.

Speaking about our Chaos Knight, this mission is very difficult for him. On the bright side, the high turn count gives us a good chance to build him up a bit.

For reference, let's list the candidate (guaranteed) artifacts for this mission.. Si does not count, the ratling will spit it out!

- Black Torc
- Golden Gladius (please don't hesitate)
- Phial (watch out, getting this without item detection takes tons of turns)
- Crown of Science
- Sword of Nonnak
- Big Punch
- Ancient Scythe, if lucky
- Rolf's Axe
- possibly a (pre)crown gift, but live saccing is out of the question
- Shield of Raw Steel (but better to keep it, if possible)
- Amulet of Raw Steel
- AMW (if we're desperate)
- Ankh

Actually the Chaos knight could potentially feed him the potion of literacy. For style points. :-)

Superteeth, your inbox is full, we can't reach you at the moment..

Siriah
02-06-2014, 10:40 AM
Congrats on being psychic, grobblewobble :P

So which characters are we all playing? I'm kind of interested in trying my hand at the chaos knight next, but I'm not entirely confident I could pull it off as in my limited experience with chaos knights, I haven't tried to convert one to neutral yet and I have no idea how bad the penalties actually are in practice. If someone else feels more comfortable with that, I'd be interested in playing the dwarven fighter as well.

grobblewobble
02-06-2014, 10:56 AM
I'm kind of interested in trying my hand at the chaos knight next

By all means go ahead, I'd say.

The main problem with converting is really getting a source of fire resistance. Without it you take damage every few turns. Our regeneration is bad so we really do need this first. Immune to Pain negates the damage too, but that talent is probably difficult to unlock..
So if you don't find it, just see what you can do to develop him.. 14k gives you a lot of room. Unfortunately there aren't too many places to go. The CoC below dwarftown can be explored, maybe some herb farming. Hopefully it's possible to get to level 13 and do the pyramid. If you'd manage to get crowned that would really be great, all crowning gifts are top notch.
If you do find a source of fire resistance, don't worry about the stat penalty, it's not a really big deal.

Oh and we do need to bless water. That means we need to stand on a chaotic altar for a turn or two, scary as it is.

P.S. I just realised that it is also possible to convert to N, talk to Thrundarr to get the quests and then immediately convert back to C (by luring a dwarf out of town and killing him). This has several advantages: it allows you to enter Griffyard, it gives you a free holy water, it means you can quickly status ID items safely.. It is a bit of a grind, but only takes some 300 turns to convert.
Gaining enough neutral piety to get water blessed on the altar would not be easy, but you could dip plain water (4 at a time) in holy water. There is more than enough water in the shop on D:4.

Mobius
02-06-2014, 01:55 PM
Need save for Zephyr! never mind, found it http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=87938#post87938

Also, I wanted to double check w/ JellySlayer about how many turns the CK has - the rules thread is a bit confusing I think. never mind, figured it out - 14000

grobblewobble
02-06-2014, 02:01 PM
I think it's very clear..

PCs who died in mission 2 will have 12000 turns (14000 for CK)
Our CK died in mission 2, but not in mission 1. That means he gets 14k turns.

Mobius
02-06-2014, 02:17 PM
I think it's very clear..

Our CK died in mission 2, but not in mission 1. That means he gets 14k turns.

Ah, I understand the math now. I was calculating 50% of the turns of the _failed_ mission, ie 6000 * 0.5 + 8000 + 2000 CK bonus = 13000.
Not that I'm complaining...

For our CK, I think not dying and repair are the good starting goals. Then get as many artifacts as possible, and maybe get the point. But if he dies again, subsequent missions get harder and harder.

as for the rest of the chars, I think they are all well positioned to get to six. Remember to only go C when you need to. Do we have any L?

Superteeth
02-06-2014, 03:09 PM
I think it's very clear..

Our CK died in mission 2, but not in mission 1. That means he gets 14k turns.

I thought he just made Dwarftown angry, rather than died. It is better that he died, though, because an angry Dwarftown would be too much to handle. My inbox is empty now. I was thinking about playing the druid, but apparently he is corrupted. I guess I'll stick with my choice unless someone believes they can do well with the corruption.

grobblewobble
02-06-2014, 03:18 PM
Sure, why not. The corruption we got isn't too bad, luckily. If anything dangerous comes up, staying in coward mode and killing it with spells should take care of it.

I would like to give the dwarven fighter a go, unless someone else would like him this round.


Do we have any L?
Yes, the dwarven fighter.

That reminds me. You have to be of chaotic alignment at the moment you feed the artifacts. Otherwise he will eat the artifact but he won't count it.

Superteeth
02-06-2014, 03:52 PM
I'm guessing Gaab'baay doesn't need to tell you for the artifacts to count, right? Otherwise, we would not be restricted from entering the SMC (unless that was an oversight).

sylph
02-06-2014, 06:37 PM
Edit - wow, there weer a lot of replies while I was typing! Forget this post please!

Siriah - I'm thinking of going for our fighter or our chaos knight too, because I haven't played casters in a long time, and would probably try to melee a lightning vortex or something (seriously, I don't even know whether that would be a good idea for a grey elven necromancer...?). I already played my first round with the fighter, but I'm happy doing another. :)

sylph
02-06-2014, 06:53 PM
Right, well that forces mobius and I into playing the weaponsmith and necromancer, respectively.

I'm not very confident with playing *any* casters, *especially* not a grey-elf! It's been years since I played casters in adom; I'll give it my best, of course, but don't be surprised if I die to a giant slug or a dark elf princess or something! :D

sylph
02-06-2014, 06:56 PM
Grobblewobble - style points if you manage to get a dwarf fighter with rolf's set, and NOT have to sacrifice any of it. I started out levelling throwing axes for you, so you'll have a headstart. ;) :P

ps. Sorry for triple-posting

grobblewobble
02-06-2014, 07:11 PM
I don't want to force you into playing a R/C you're not comfortable with. The deadline has been postponed to the 12th so we can take our time deciding who plays what. Mobius, what would you like this round?

sylph
02-07-2014, 12:09 AM
AARGH! I just had *such* a panic thinking I'd lost the save for our weaponsmith. The one I posted earlier in this thread was actually at the end of mission 1. Luckily, I had the save after mission 2 in my recycle bin. I've got it here:
2222
(Zephyr is 11673 turns in)


I'm comfortable with whatever the team want me to play, to be fair. My first choice isn't what's important, the important part is that the necromancer would be my last choice, but I don't mind be a little uncomfortable. Might shake things up for me a bit! :)

Mobius
02-07-2014, 12:24 AM
AARGH! I just had *such* a panic thinking I'd lost the save for our weaponsmith. The one I posted earlier in this thread was actually at the end of mission 1. Luckily, I had the save after mission 2 in my recycle bin. I've got it here:
(Zephyr is 11673 turns in)
I'm comfortable with whatever the team want me to play, to be fair. My first choice isn't what's important, the important part is that the necromancer would be my last choice, but I don't mind be a little uncomfortable. Might shake things up for me a bit! :)

Whew. Glad you found the save.
As for spellcaster vs melee - play around with a spellcaster today, on your own. It's not so hard, just don't let the books get wet. You still need to have some skill with weapons and ranged stuff. Just remember that it's often faster to use spells, so you can go faster until you run out of PP. EG, your bolt spells can kill the summoner 5 tiles away, before it summons, or when it's blocked by spiders.

I've done the Weaponsmith before, so I'm tempted to ask for the Necromancer. But a player can't run the same character twice in a row, so we need to sort things out still.

Mobius
02-07-2014, 04:52 AM
Are we happy with this assignment? I hope we all get to play every character. (and kick fire up and down.)

Mobius: Hurthling Weaponsmith Zephyr
Siriah: DE Chaos Knight
Grobblewobble: Dwarven Fighter
Superteeth: Gnome Druid?
Sylph: Grey Elven Necromancer

All saves linked here. (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=88147#post88147)
In the future, remember you can edit your turn summary post whenever you like. I suggest we always put the saves in there for ease of access.

Remember to chat w/ ratling before giving artifacts, to be sure. Must be CN, C, or C-
I suspect we need to go 4/5 again to keep pace with Fire.

grobblewobble
02-07-2014, 05:51 AM
just don't let the books get wet.
b) Burn the texts to heat the shed. - my fav answer :D

Sure, I'm happy with this assignment.


I'm guessing Gaab'baay doesn't need to tell you for the artifacts to count, right? Otherwise, we would not be restricted from entering the SMC (unless that was an oversight).
Forgot to answer this earlier - no, don't worry, Gaab'baay doesn't have to know first.

Siriah
02-07-2014, 10:42 AM
I'm happy with that assignment too :)

Mobius
02-07-2014, 03:25 PM
I'm happy with that assignment too :)
Then by the power bestowed upon me as some random dude on the intertubes - the assignments are set!

For round 4, we might want to assign the characters ahead of time.

grobblewobble
02-07-2014, 03:55 PM
Before I start my turn I'm researching the current status of our dorf. Let´s see, from the reports..



Visited areas: VD, puppy cave, CoC (but not in DT yet?)
Healing installed
Potion shop in PC:3 (any useful potions still there?)
Herbs in PC:4
possible -fire
no -poison (?)
no -acid (?)
no TCtrl

Superteeth
02-07-2014, 04:50 PM
I played the dwarf last turn, and I am pretty sure I probably only purchased potions of water from the shop, then put everything in a corner. It may have restocked by now. She certainly has fire resistance, because the steel golem's fire didn't do very much damage. I am not sure about poison and acid, sylph may know more about that. I am also pretty sure sylph said she got the potion of literacy, so Dwarftown has been visited. I never got teleport control, but sylph may have.

sylph
02-07-2014, 05:10 PM
My run with the weaponsmith got the potion of literacy. I never got it with the fighter.

grobblewobble
02-07-2014, 05:40 PM
Thanks, guys! Superteeth, did you clear the vault in the puppy cave yet? Killed the ants?

edit: played the first ~1000 turns, sorted out inventory, did the first 19 arena fights and went to DT. First quest: berserker lord. We're still a bit weak, 11 PV. Good news is that Waldenbrook had a wand of paralyzation, those are hands down awesome. I will play the rest of my turn tomorrow.

Superteeth
02-07-2014, 06:56 PM
My run with the weaponsmith got the potion of literacy. I never got it with the fighter.
Oops, my mistake. I thought you got it with the fighter. So Dwarftown has not been visited?

I am fairly certain I cleared the vault in the puppy cave. I probably should have made a note of it, but didn't think it was that important.

Mobius
02-07-2014, 07:36 PM
Oops, my mistake. I thought you got it with the fighter. So Dwarftown has not been visited?

I am fairly certain I cleared the vault in the puppy cave. I probably should have made a note of it, but didn't think it was that important.
Even if you have not gone there, not much point going there since there are no guaranteed artifacts there.
in 8K moves, you need to move quickly.

Superteeth
02-07-2014, 11:27 PM
Even if you have not gone there, not much point going there since there are no guaranteed artifacts there.
in 8K moves, you need to move quickly.

No problem. I am sure grobblewobble didn't try to go there, since he didn't mention it in his last post. But if you are thinking about it, then don't go there (unless you have already fed the artifacts and are passing time). I think we may have a chance of overtaking Team Fire, because one of their members just got one of their better characters killed.

Mobius
02-08-2014, 12:41 AM
... But if you are thinking about it, then don't go there (unless you have already fed the artifacts and are passing time) ...

Rules for mission 3 say save immediately after feeding 6th artifact. No wandering afterwards.

Superteeth
02-08-2014, 12:50 AM
Rules for mission 3 say save immediately after feeding 6th artifact. No wandering afterwards.

Alright, then it's probably a good idea to ignore most of what I say. I forgot about that part.

grobblewobble
02-08-2014, 01:08 AM
Don't worry, guys. I was mostly curious if there are any ants still there, because -acid is a great intrinsic. Once I am done on the surface I *might* dip in to get it, but only if there are plenty of turns left to finish the mission.

Siriah
02-08-2014, 08:49 AM
Very sorry everyone, I died :(

Playing the chaos knight made for a very tense experience. The very first thing that happened was that the cursed scimitar rusted in the rain on the way to the CoC, and broke soon after. The cursed equipment situation was fixed with holy water. Soon after I'd converted to neutral, gotten the Thrundarr quests, and converted back to chaotic again by killing a dwarf which I'd lured off the level beforehand, I found the quest monster! But then another problem presented itself: there was no food left except for a ration and melon in Waldenbrook's shop.

I can't remember the last time I've felt at risk of starving to death. With no stomafillia available, ratling traders unwilling to talk, no Andor Drakon piety because of the recent alignment switch shenanigans and quite a bit of distance between the CoC and Terinyo, I didn't want to risk it. I blessed some spenseweed (the save has a stable spenseweed and moss patch in the big room near the down-stairs), converted back to neutral and went to the ratling traders to stock up on cooked lizards. In retrospect I should have done the spenseweed lizard run immediately, because switching to neutral the second time the deity was pissed enough to dust rather than curse our equipment, and a *third* alignment switch which would have been necessary in order to get Terinyo quests after getting fire resistance would have most likely have been out of the question, at least using altars. As it would turn out, however, poor Micaryrd would never get to the point of enjoying that problem.

The top level of the Griffyard dropped a bunch of useful armor, and after reaching level 12, low speed ceased to be a problem. But the pit traps in the bottom level of the Griffyard caused a lot of damage, costing the last bits of blessed spenseweed. Still, with like 30 PV, 100 HP, a blessed weapon and a nice shield, I decided that it was worth at least trying to melee Griff Bloodax in the corridor. It seemed to be going well, until a critical hit caused a bit more damage than was healthy. It was time to run and come back later. There was a pit trap in between Micaryrd and the exit, placed unavoidably in a corridor. Micaryrd knew that it was there. He still fell in, breaking his neck.

grobblewobble
02-08-2014, 09:21 AM
Aww, that's unlucky. Pit traps are treacherous. That was a very good effort.

Mobius
02-08-2014, 02:53 PM
Zephyr is at 4 artifacts with about 2000 turns left. It's looking dubious. I'll update after coffee.

Edit: Update. I had 2600 turns, so plenty of time. Also somebody else had done 18 arena fights, so that was fast. Then completing the Gladius quest got me Rolf's shield, so we're at six - sulphuric potion, ankh, mummy wrap, gladius, rolf's shield, and ancient scythe. I could try the Demon quest to get big punch, so we can keep one. I didn't have digging, so Nonack's sword was not available.

Hmm. Still need to convert to C.

Ok, about 1400 turns left, 7 artifacts. Is that enough time to go to the dwarven graveyard and free the spirit?

grobblewobble
02-08-2014, 05:23 PM
I assume you are currently in dwarftown? And do you mean that you would still need to kill Nonnak and his army of undead first? If so, imo it's too risky. Travelling to the surface and back to dwarftown alone could take more than 1400 turns, especially if the stair layout is bad. If the stairs were all generated close together I guess it could be worth it, but it sounds scary.

But yeah it would be a bit of a waste to do nothing with the 1400 extra turns.. I would maybe go farm some herbs in the big room, but then you need to be prepared for summoners blocking you on the way back. Does Zephyr have controlled teleportation yet?

Mobius
02-08-2014, 08:07 PM
In DT. there are close stairs on the way up. no TP at all. I dipped into the dwarven graveyard, made it to the center, then left.
I think I will do a run up to the surface, but keep a very close watch on how many turns it takes to get there, abort if it's getting close. Would rather sacrifice the sword than other things. And need to open the portal eventually anyway. Alternate, I could use the pick-axe and detect item wand to get the TP wand from VDDL.

His PE is so bad, I wasted hundreds of turns looking for the downstairs to DH1 and/or great forest.


I assume you are currently in dwarftown? And do you mean that you would still need to kill Nonnak and his army of undead first? If so, imo it's too risky. Travelling to the surface and back to dwarftown alone could take more than 1400 turns, especially if the stair layout is bad. If the stairs were all generated close together I guess it could be worth it, but it sounds scary.

But yeah it would be a bit of a waste to do nothing with the 1400 extra turns.. I would maybe go farm some herbs in the big room, but then you need to be prepared for summoners blocking you on the way back. Does Zephyr have controlled teleportation yet?

grobblewobble
02-08-2014, 09:33 PM
2226

Phew, mission accomplished! And it was pretty close.

I was forced to sacrifice: Big Punch, Ankh, AMW, Gladius, Potion of Literacy, Sword of Nonnak.

I did not obtain the wand of teleportation and was unable to chat with the mystic, but at least the option to get the Dwarven Rune Axe is still there. We did not get the shield.

Everything was recorded, it took me 4 episodes, might upload them later.

I do have some bad news..

Status:



Already prayed for health 4 times, so praying for health has become expensive!
The Lawful god is angry!!
We definitely have intrinsic -fire.
We still have no -poison.
We still have no -acid.
No TCtrl, but we have it from a ring, just don't forget to equip.
The mystic can still be chatted with, I didn't do anything bad inside of DT.
There is a climbing set at the up stairs of D:1.
Stairs in DH are very close together and I spotted nothing dangerous there.
The clotted potions are blessed potions of extra healing.
Potion shop and herbs in Puppy Cave, possibly ants too.
Killed a cat.
D:14 is blocked by a river. Getting swimming for this is recommended, orange juice should be for sale in the PC.
Turncount: 19503


Oh, PS: we do actually have a ring of teleport control. If only we can find a way to locate the wand, we have controlled teleportation. We also have a ring of elemental mastery. It grants immunity to every element except acid.



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#.....#.....#...........................>.......# ......#.................#
###...#######........ ..........................# ######...............###
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##########################
----------------------------------------------------------------------------
Character Information
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Alsa St:17 Le:11 Wi:15 Dx:13 To:20 Ch:13 Ap:12 Ma: 7 Pe:14 CN
DV/PV: 15/17 H: 161(161) P: 17(17) Exp: 13/127140 M: 19503



----------------------------------------------------------------------------
Background Information
----------------------------------------------------------------------------

Name: Alsa Race: female Dwarf Class: Fighter
Eye color: green Hair color: brown Complexion: tanned
Height: 3'6" Weight: 127 pounds
Age: 62 (grown-up)
Star sign: Book Birthday: 5/Book (day 35 of the year)


----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 1035 stones Carrying capacity: 1800 stones

Head : mithril cap [+0, +2] [40s]
Neck : -
Body : uncursed anti-magical elven chain mail [+0, +5] [10s]
Girdle : mithril girdle [+0, +2] [20s]
Cloak : -
Right Hand : blessed murderous adamantium broadsword (+0, 1d7+7) [57s]
Left Hand : medium mithril shield [+5, +1] [80s]
Right Ring : blessed ring of damage [1s]
Left Ring : uncursed ring of elemental mastery [+0, +0] [1s]
Bracers : -
Gauntlets : uncursed elemental gauntlets (-1, +0) [+0, +3] [10s]
Boots : adamantium boots [+0, +3] [89s]
Missile Weapon: uncursed short bow of accuracy (+6, +0) [20s]
Missiles : bundle of 145 uncursed arrows (+0, 1d6) [290s]
Tool : -


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 417 stones Carrying capacity: 1800 stones

One-handed weapons ('(')
uncursed pick axe [75s]
long sword [32s]
long sword [32s]
Missile weapons ('}')
blessed short bow (+1, +0) [20s]
Missiles ('/')
bundle of 6 uncursed arrows of darkness (+0, 1d6) [12s]
bundle of 2 uncursed arrows of thunder (+0, 1d6) [4s]
uncursed unerring arrow (+0, 1d6) [2s]
uncursed arrow of hunting (+0, 1d6) [2s]
uncursed penetrating arrow of targeting (+6, 1d6+2) [2s]
uncursed arrow of darkness (+3, 1d6+3) [2s]
uncursed arrow of hunting (+3, 1d6) [2s]
Tools (']')
heap of 2 uncursed round keys [2s]
uncursed tinderbox (29) [3s]
uncursed holy symbol [5s]
uncursed torch [10s]
Rings ('=')
uncursed ring of teleport control [1s]
heap of 2 uncursed iron rings [2s]
wooden ring [1s]
Wands ('\')
uncursed wand of knocking (6 charges) [3s]
uncursed wand of door creation (4 charges) [3s]
uncursed wand of paralyzation (2 charges) [3s]
uncursed stone wand [3s]
blessed wand of door creation [3s]
oak wand [3s]
marble wand [3s]
marble wand [3s]
Potions ('!')
uncursed potion of cure poison [2s]
uncursed berzio potion [2s]
heap of 3 uncursed oils of rust removal [6s]
uncursed potion of carrot juice [4s]
heap of 4 blessed potions of booze [16s]
blessed potion of boost speed [2s]
heap of 5 clotted potions [10s]
Food ('%')
heap of 21 uncursed cooked lizards [63s]
heap of 5 uncursed stomafillia herbs [10s]
heap of 3 uncursed alraunia antidotes [6s]
heap of 6 uncursed moss patches of mareilon [12s]
uncursed spenseweed [2s]
Valuables ('$')
4926 gold pieces [49s]

Mobius
02-09-2014, 12:34 AM
I fed the 6th artifact and saved on turn 19729.
By my calculation, the previous save was 11673, plus 8000K plus a 50 grace period is . . . 19723 - SIX TURNS. SIX #@#@$!$ TURNS!

I left what I though was sufficient time to become Chaotic, but how many dwarven children do you have to lure to the Ogre cave and slay to be considered chaotic?
(answer - two children, four dwarves, one dwarven guardian)

I was very tempted to just post it, see if I could fudge it... oh so tempted.
Lesson: don't save the alignment change till the end. Don't push it.

I'm not sure if the save should be posted or not. Is it a death (due to intentional overplay) or just failure.
Would it have been better to have a hostile dwarf town?

Superteeth
02-09-2014, 04:56 AM
I see that JellySlayer has responded that this counts as a death. Perhaps you can suggest that since it was only 6 turns and clearly not intentional, the leftover turns from the previous missions (12,000-11,673=327) can somehow allow such a minor, unintentional over-allowance to be overlooked? Suggest that since we clearly did not try to push the turns right to the limit and into the grace period for the previous two missions, it would be harsh to not grant us the point. It's worth a shot.

grobblewobble
02-09-2014, 06:00 AM
Too bad, Mobius. But let's look on the bright side: in the rest of the missions we can at least use those artifacts.. sacrificing them really hurts. It was a little heartbreaking to do it with the fighter.


I see that JellySlayer has responded that this counts as a death.
Yes, he has to, it is clearly in the rules. We'll have to take our loss, I'm afraid. On the upside, the other teams have to deal with strict rule enforcing too.

As I said, still having those artifacts *will* help. If anything, we should be glad it counts as a death, because it means we still have them. The lost turns will be partly compensated.

sylph
02-09-2014, 07:17 PM
I'm going to start streaming my necromancer run in about 2 hours. If anyone chooses to watch, I'd appreciate advice in chat if any occurs to you, because I'm really feeling like I'm gonna fail this one. Planned run is terinyo, druid dungeon, black torc, griffyard, pyramid, gremlin cave, arena, dwarftown. I'm unsure whether it's possible in this timeframe (this character is really suffering from not having tackled terynio quests), and I'm rubbish with casters, but I'll give it my best. :)

sylph
02-09-2014, 10:59 PM
Mission finished with our Necromancer, Astarte. Thanks very, very much to grobble, _lm_, and Siriah for spectating and offering helpful advice throughout the run! :D
I'll post some details about in shortly....

2238

grobblewobble
02-09-2014, 11:22 PM
Guys, I am sorry.. I just found out that you have to chat with the rat before turning in the artifacts. :(

sylph
02-10-2014, 12:26 AM
Quick writeup about our necromancer's exploits:

She has teleport control and a wand of teleport.
A second wand of teleport is still in the VDDL, and we have a scroll of magic mapping.
She has a large pile of spellbooks on the dungeon level before dwarftown, including strength of atlas, frost bolt and acid bolt.
No ball spells yet
Garden on the level after dwarftown, a few herb seeds in inventory, and she has got the gardening skill
Big room is a massive cluster of summoned jackals, wolves, and blink dogs. It has a few good herb patterns if you clear the monsters
'Very close' to chaotic god. Don't change alignment if you can help it. Chaotic altar on early CoC levels.
No acid resistance - acid traps are quite painful.
Wonky walker - falls down every single pit trap that she walks over. See the video for evidence - she loses like 45%hp almost every time.

The video is available here:
http://www.youtube.com/watch?v=VIK3CvFfFu4&feature=youtu.be

The upload will be finished and processed in half an hour or so.

Mobius
02-10-2014, 04:23 AM
So that's two successes, one death, and two failures? (failure is where we should have done it, but lamed out one way or another.)

Superteeth
02-10-2014, 07:04 AM
Guys, I am sorry.. I just found out that you have to chat with the rat before turning in the artifacts. :(

What do you mean? You were playing Alsa, right? You reported it as a success, so after talking with the ratling he told you where the stone circle was, right? Or did he not?

There is still hope for one more success, though. I am going to be doing the run with the druid today, so hopefully it can be three successes.

_Ln_
02-10-2014, 07:35 AM
Jeez, grobble, I'm so sorry - I ran a quick char to check the whole rat thing - he does count artifacts given him before talking. So you have the point and the location of the stone circle. Dunno where I took the whole thing, probably confused with wrong alignment.

sylph
02-10-2014, 09:04 AM
Yay! That means grobble has won a mission! :D

grobblewobble
02-10-2014, 09:04 AM
What do you mean? You were playing Alsa, right? You reported it as a success, so after talking with the ratling he told you where the stone circle was, right? Or did he not?

There is still hope for one more success, though. I am going to be doing the run with the druid today, so hopefully it can be three successes.
Never mind. Yes, I fed him 6 artifacts within the time limit. And you don't have to talk with him first. _Ln_ thought you have to (and it would make sense), but it's not necessary. We have scored that point.

grobblewobble
02-10-2014, 11:00 PM
Here's the recording.

http://www.youtube.com/watch?v=I20iASiO18Y&list=PL7rDhJdOGLR5xRfufhTuVl_BKG9wc3dwL

grobblewobble
02-11-2014, 09:16 AM
Superteeth, are you okay? How is it going? Please note that the deadline is tonight 12 p.m., forum time.

Superteeth
02-11-2014, 10:32 AM
I am going to play it today. I know I said I would yesterday, but I was busy with other stuff. I will definitely not renege on my duty to help Team Air win. Unless it is somehow already too late. I will know once I post this post and see what time it was posted.

Edit: I have time, approximately 12 hours. I think. My calendar says it is 2/11/2014, 5:30AM, so I appear to be 6 hours behind forum time. You mean 11:59PM, or 12:00AM today, right?

Speaking of my run, which artifacts do we agree should be kept, in order of priority? For instance, if I get Rolf's Saviour from Thrundarr, or Rolf's Companion from the mystic, etc., which artifacts should be sacrificed? I know the AMW has high priority for holding on to, but what else?

grobblewobble
02-11-2014, 10:46 AM
Ok, cool! Yes, there are still some 12 hours left.

In case you manage to keep an artifact, the AMW comes first. I think it will be hard to keep a second artifact, as it's unlikely you'll find a vapor rat so Big Punch is out. Don't go out of your way trying to save a second artifact, the mission is difficult enough as is. As a spellcaster we're not too dependent on items. Don't hesitate to sac the AMW either, for that matter.

Superteeth
02-11-2014, 10:55 AM
Was it the druid that was quested for a vapor rat? I opened up my file and checked the quests to see what to do next, and I believe there were no quests in my list. I also think that the person who played him last said that he had done the first quest. Not 100% sure on this, though.

grobblewobble
02-11-2014, 11:06 AM
Woops, you're right, it was the necro who got the vapor rat, sorry.

So that makes big bunch, amw, ankh, gladius, nonnak, torc. Ancient Scythe is worth searching for. Phial, maybe, but only if you have special tools for it and plenty of turns left.. we learned that luring dwarves down to convert to C can take quite a few turns. You might want to kill some useless ratling traders instead, after getting the gladius.

Superteeth
02-11-2014, 02:33 PM
But I don't want to kill ratling traders! It breaks my heart to kill them when they squeak at me in a friendly manner first! Is it probably best to get the gladius and turn it in first as lawful, so that there is a chance of getting the shield?

grobblewobble
02-11-2014, 02:44 PM
Is it probably best to get the gladius and turn it in first as lawful, so that there is a chance of getting the shield?
Turn it in? Do you mean giving it to Bart? We can't afford that, we need it for the ratling.

The shield is random afaik. It's a very unlikely that we get it, no matter what you do.

Mobius
02-11-2014, 02:49 PM
But I don't want to kill ratling traders! It breaks my heart to kill them when they squeak at me in a friendly manner first! Is it probably best to get the gladius and turn it in first as lawful, so that there is a chance of getting the shield?

Count how many turns it takes to get from the Arena to Dwarftown. If you can get Rolf's Shield (which reward is that?) you gain flexiblity, but you have to be lawful for that.

For my guy, it took hundreds of turns to lure sufficient # of innocents out - might have been faster to go up to the Arena!

Side question - does angering DT make the ratling angry too? Should I have pissed of the town to gain one point, or was that too risky? (and are there ways to make some hostile without angering the town?)

grobblewobble
02-11-2014, 02:58 PM
Angering dwarftown does not anger the ratling. It does anger the shopkeeper and summon muscular dwarves. Muscular dwarves are tough in numbers and punch through armor. The shopkeeper is usually reasonably possible to kill at this point in the game, but it's not an easy fight.

*If* you do this, you should first sell all items to Waldenbrook. With all these artifacts, you get enough gold to crown. But only do this if you feel confident fighting Waldenbrook!

By the way, the Mystic will not reward you if you have done this. That is the reason I refrained from doing this with our fighter, even though he was more than able to handle the fight.



Count how many turns it takes to get from the Arena to Dwarftown. If you can get Rolf's Shield (which reward is that?) you gain flexiblity, but you have to be lawful for that.

For my guy, it took hundreds of turns to lure sufficient # of innocents out - might have been faster to go up to the Arena!

This is why I suggest killing ratling traders (all except cooked lizard traders) while you are there anyway. That way you do not lose any turns. 8k is tight.

grobblewobble
02-11-2014, 03:22 PM
(and are there ways to make some hostile without angering the town?)
Wait, there is. Ventriloquism. If you anger a dwarf with ventriloquism, the rest won't react. If you kill him outside of dwarftown after angering him, at least. Our druid could do this, he's a gnome.

Superteeth
02-11-2014, 04:21 PM
Turn it in? Do you mean giving it to Bart? We can't afford that, we need it for the ratling.

The shield is random afaik. It's a very unlikely that we get it, no matter what you do.

Oh, by "turn it in" I mean feed it to the ratling. I forgot that druids are neutral, so we will not be getting the shield or axe. My mistake. Starting the playthrough now.

grobblewobble
02-11-2014, 04:32 PM
You do have to be chaotic before feeding any artifacts to the ratling. CN will do. If you're neutral or lawful and give him an artifact, he'll say "you are a fool!" and eat it without counting it. :p

Superteeth
02-11-2014, 04:59 PM
So, I am at 14,400 turns (limit at 19,800), and have acquired the gladius and Big Punch. Is it alright to burn 9,000 gold to fix the broken pickaxe I have to get the Sword of Nonnak? It is most of the money we have. I feel this will be a success unless I stupidly die, since I have a huge headstart with the first three artifacts already there. If I can get a source of teleportation I will be able to get the phial and spare the AMW. I don't have any scrolls of repair, and I am not sure where the pickaxe came from (perhaps the one from the pyramid is still there?)

grobblewobble
02-11-2014, 05:11 PM
Is it alright to burn 9,000 gold to fix the broken pickaxe I have to get the Sword of Nonnak? It is most of the money we have.
Where are you at this moment, dwarftown? You could lure a few dwarves out of town (using ventriloquism) and kill them now. That gets the conversion done and one of them could drop another pickaxe. If not, sure, it's worth the gold.


If I can get a source of teleportation I will be able to get the phial and spare the AMW.
So you have teleport control? If so, got anything to retrieve the wand? That's a big supply of turns left, in any case. Looking very good!

Superteeth
02-11-2014, 05:17 PM
Ah, yes. I forgot that dwarves drop pickaxes for some reason. Are we sure that ventriloquism will not anger other inhabitants of Dwarftown? I am not sure if I have teleport control, whoever played the guy last would know (did he post a .flg somewhere, or do they not say what intrinsics you have?)

Mobius
02-11-2014, 05:57 PM
Ah, yes. I forgot that dwarves drop pickaxes for some reason. Are we sure that ventriloquism will not anger other inhabitants of Dwarftown? I am not sure if I have teleport control, whoever played the guy last would know (did he post a .flg somewhere, or do they not say what intrinsics you have?)

no TC. No item detection.

I think you use ventriloquism to anger them, then they follow you to the stairs, and you can slay them away from the city.
Do remember the druid won't be able to pray if he go C too early. That was my reason on planning a late conversion, which ended up being a fail.

If you are at six artifacts now, and have lots of turns, go ahead and do the graveyard - we have to do it eventually. But save 1500+ turns to get back to DT, convert alignment, and turn in. Pre-lure a dwarf or two to the cave / level above / level below. If you are N=, three kills should suffice. Also if you have enough $, consider getting piety w/ druid to a high level before converting, so we have lucky / fate smiles intrinsics.

Superteeth
02-11-2014, 06:19 PM
I am at 18,200 turns right now. I tried to find the scythe, but wasn't having much success, so I turned around. I also tried to get the phial (I locked the door behind me, and the way back is a long corridor so I could avoid working too hard through a pack of gremlins), but I couldn't do it without light. It seems that there is not much left to do but get the mission done. Perhaps I should farm some herbs while waiting?

grobblewobble
02-11-2014, 07:06 PM
I guess you're already Chaotic? If so, a bit of farming sounds good to me. Just beware being trapped by summoners. About 500 turns left should be a safe margin to run back to DT and cash in the mission.

Superteeth
02-11-2014, 07:20 PM
What do you guys think is more important, the elemental gauntlets or the AMW?

grobblewobble
02-11-2014, 07:22 PM
elemental gauntlets are not possible to feed, unfortunately

Superteeth
02-11-2014, 08:08 PM
Well, here is the save. Mission successful, but even with the 3 artifact headstart I did not manage to find a way to spare the AMW. Oh well, better to have a point towards the mission. Here are the important details:

-11800 turns at start (limit 19800)
-Forget what I said after this bullet.
-The Dwarven Halls have some fairly far-apart stairs, but they are the method I used to accomplish the second Thrundarr quest
-Dwarf from Dwarftown dropped a broken phase dagger
-Teleport control acquired somehow
-After lauding the benefits of having a boomerang of slaying, I managed to get it destroyed (Sorry)
-We are fairly low on spells, no more burning hands either
-I like to bookcast Strength of Atlas many times when I have the chance to stack the duration, it is a good way to train mana
-For the next person to play, I managed to get two sets of six morgia roots. Wait for the increase message for toughness and willpower, eat 6, wait again, and eat 6 more.
-I initially thought that no cats had been killed (it is a druid, after all), but I am guessing the last level of the DD had some, and someone before me killed some.
-That heavy potion is a potion of gain attributes. Bless before drinking, ideally after raising all stats using herbs.
-Final turn count: 19,686



------------------------------------------------------------------------------
Screenshot
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#....#...[..#..............#..&#.../.... #..........#h.@..+................#
##....#....[.#..............#...#...#.... #..........#..&..#................#
#.....#...\..#..............#...#...# .. #..........#...h.#................#
#.....##/#####..............###/#...##########..........#.....#................#
#................................................. ......#######................#
#...<.................................................. .....................>..#
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#.......#.....#.......# #........................#.......#................ ...#
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#.....#.....#...........................>.......# ......#.................#
###...#######...................................## #######...............###
#................................................. ....................#
################################################## #####################
Boo St:17 Le:18 Wi:20 Dx:18 To:28 Ch:15 Ap:12 Ma:23 Pe:14 C
DV/PV: 15/27 H: 208(208) P: 146(146) Exp: 17/198741 D: 9 M: 19686
Bloated
------------------------------------------------------------------------------


----------------------------------------------------------------------------
Spells
----------------------------------------------------------------------------

Acid Bolt : 62, 18pp (Effectivity: +12)
Bless : 207, 8pp (Effectivity: +3)
Calm Monster : 231, 8pp (Effectivity: +0)
Cure Light Wounds : 182, 5pp (Effectivity: +3)
Darkness : 208, 4pp (Effectivity: +3)
Dispel Undead : 298, 7pp (Effectivity: +5)
Divine Wrath : 435, 10pp (Effectivity: +14)
Hellish Flames : 297, 8pp (Effectivity: +12)
Holy Awe : 126, 12pp (Effectivity: +2)
Lesser Divine Touch: 240, 8pp (Effectivity: +3)
Lordly Might : 195, 10pp (Effectivity: +3)
Neutralize Poison : 102, 10pp (Effectivity: +0)
Revelation : 116, 33pp (Effectivity: +1)


----------------------------------------------------------------------------
Skills
----------------------------------------------------------------------------

Climbing ............. 70 (good) [+3d3]
Concentration ........100 (superb) [+1d3]
First aid ............ 68 (good) [+1d5]
Gardening ............ 57 (good) [+3d3]
Gemology ............. 31 (fair) [+1d5]
Haggling ............. 26 (mediocre) [+2d4]
Healing .............. 99 (superb) [+2d4]
Herbalism ............100 (superb) [+2d4]
Listening ............ 73 (great) [+1d5]
Literacy ............. 92 (superb) [+1d5]
Mining ............... 42 (fair) [+3d3]
Pick pockets ......... 21 (mediocre) [+2d4]
Survival ............. 45 (fair) [+4d4]
Swimming ............. 54 (good) [+3d3]
Ventriloquism ........ 40 (fair) [+1d5]
Woodcraft ............ 9 (poor) [+4d5]




----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 4693 stones Carrying capacity: 24800 stones

Head : uncursed horned helmet [+1, +4] [100s]
Neck : uncursed amulet of light [3s]
Body : uncursed leather armor [+0, +5] [150s]
Girdle : -
Cloak : uncursed hooded cloak [+1, +3] [40s]
Right Hand : uncursed orcish spear (+1, 1d8+2) [75s]
Left Hand : uncursed mithril scimitar (+0, 1d8+3) [32s]
Right Ring : uncursed ring of minor elemental mastery [+0, +0] [1s]
Left Ring : uncursed ring of stun resistance [1s]
Bracers : uncursed bracers of toughness [+0, +0] {To+4} [10s]
Gauntlets : elemental gauntlets (-1, +0) [+0, +3] [10s]
Boots : mithril boots [-1, +2] [96s]
Missile Weapon: uncursed sling of accuracy (+5, +1) [3s]
Missiles : -
Tool : heap of 7 blessed spenseweeds [14s]


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 4158 stones Carrying capacity: 24800 stones

Helmets ('[')
blessed leather cap [+0, +0] [5s]
Armor ('[')
uncursed mithril ring mail (-1, -1) [+0, +5] [240s]
uncursed light robe [+3, +1] [30s]
Shields ('[')
blessed medium mithril shield [+5, +1] [80s]
uncursed medium mithril shield (+1) [+5, +1] [80s]
uncursed small shield [+2, +0] [50s]
Gauntlets ('[')
uncursed gauntlets (-1, +0) [+0, +1] [10s]
uncursed archery gloves (+0, +4) [+0, +0] [6s]
uncursed red dragon-hide gauntlets (-2, +0) [+0, +2] [10s]
cursed gauntlets (-1, +0) [+0, +1] [10s]
Cloaks ('[')
blessed cloak of protection [+0, +3] [20s]
blessed cloak of invisibility (-1, +0) [+1, +2] [30s]
multi-colored cloak [40s]
Boots ('[')
blessed leather boots [+0, +0] [25s]
Necklaces (''')
uncursed amulet of protection from constructs [3s]
uncursed amulet of death ray resistance [7s]
cursed amulet of balance [3s]
One-handed weapons ('(')
uncursed masterwork battle axe (+3, 1d6+2) [70s]
uncursed rusty orcish spear (+4, 1d8+2) [75s]
broken gray dagger [5s]
Two-handed weapons ('(')
heavy flail [200s]
Missile weapons ('}')
sling [3s]
Missiles ('/')
bundle of 6 uncursed mithril arrows (+0, 1d6+2) [12s]
bundle of 22 uncursed arrows (+0, 1d6) [44s]
bundle of 3 cursed rusty quarrels (+1, 2d6) [6s]
bundle of 8 uncursed quarrels (+1, 2d6) [16s]
uncursed dagger of returning (+2, 1d4) [10s]
uncursed arrow (+2, 1d6) [2s]
bundle of 16 quarrels [32s]
Tools (']')
heap of 3 uncursed torches [30s]
uncursed box with flint and steel (36) [5s]
heap of 2 uncursed waterproof blankets [20s]
uncursed wooden stick [30s]
blessed small key [1s]
blessed torch [10s]
heap of 9 uncursed sis [90s]
uncursed holy symbol [5s]
uncursed climbing set [180s]
uncursed thieves picks [5s]
cursed fletchery set (8) [70s]
cursed box with flint and steel (26) [5s]
heap of 28 sis [280s]
heap of 2 sis [20s]
heap of 8 bandages [16s]
waterproof blanket [10s]
blanket [10s]
heap of 4 sis [40s]
small key [1s]
Rings ('=')
uncursed ring of searching [1s]
heap of 2 uncursed rings of fire resistance [2s]
uncursed ring of cold resistance [1s]
uncursed ring of speed [+0, +1] (+5 spd) [1s]
jade ring [1s]
ring of fire resistance [1s]
Wands ('\')
uncursed wand of light (0 charges) [4s]
uncursed wand of door creation (6 charges) [3s]
uncursed wand of far slaying (9 charges) [3s]
uncursed wand of magic missiles (5 charges) [3s]
uncursed wand of monster creation (4 charges) [3s]
uncursed wand of paralyzation (4 charges) [3s]
uncursed wand of lightning (0 charges) [4s]
marble wand [3s]
wooden wand [3s]
Potions ('!')
heap of 2 potions of holy water [8s]
heap of 2 uncursed potions of invisibility [8s]
blessed potion of cure corruption [2s]
cursed potion of carrot juice [4s]
cursed potion of exchange [4s]
cursed potion of mana [4s]
uncursed potion of booze [4s]
heap of 2 uncursed potions of raw mana [4s]
uncursed potion of carrot juice [4s]
uncursed potion of potential willpower [4s]
uncursed potion of boost speed [2s]
uncursed potion of boost mana [2s]
cursed potion of willpower [4s]
heap of 2 uncursed potions of water [8s]
uncursed potion of boost toughness [2s]
potion of water [4s]
heap of 5 bright potions [10s]
heavy potion [4s]
slimy potion [2s]
shimmering potion [2s]
Scrolls ('?')
cursed scroll of power [2s]
heap of 2 uncursed scrolls of power [4s]
blessed scroll of identify [2s]
blessed scroll of monster aggravation [2s]
uncursed scroll of item destruction [2s]
blessed papyrus scroll [2s]
uncursed scroll of identify [2s]
heap of 2 scrolls of identify [4s]
Books ('"')
uncursed spellbook of Lesser Divine Touch [100s]
uncursed spellbook of Cure Light Wounds [100s]
blessed spellbook of Bless [100s]
uncursed spellbook of Acid Bolt [100s]
uncursed spellbook of Dispel Undead [100s]
uncursed spellbook of Dispel Undead [100s]
cursed spellbook of Holy Awe [100s]
cursed spellbook of Bless [100s]
uncursed spellbook of Revelation [100s]
blessed spellbook of Divine Wrath [100s]
uncursed spellbook of Divine Wrath [100s]
uncursed spellbook of Lordly Might [100s]
uncursed spellbook of Lesser Divine Touch [100s]
uncursed spellbook of Neutralize Poison [100s]
spellbook of Calm Monster [100s]
leather tome [100s]
Food ('%')
heap of 10 blessed curaria mancox herbs [20s]
heap of 5 uncursed curaria mancox herbs [10s]
uncursed bit of gnomish candy [2s]
uncursed fortune cookie [3s]
uncursed bit of plain candy [2s]
blessed dwarven sausage [20s]
cursed dwarven sausage [20s]
heap of 3 blessed alraunia antidotes [6s]
uncursed loaf of hurthling bread [30s]
heap of 6 blessed stomafillia herbs [12s]
heap of 3 uncursed stomacemptia herbs [6s]
heap of 3 uncursed stomafillia herbs [6s]
heap of 5 uncursed spenseweeds [10s]
uncursed alraunia antidote [2s]
blessed pepper petal [2s]
blessed loaf of elven bread [3s]
heap of 27 uncursed cooked lizards [81s]
heap of 3 seeds [6s]
heap of 4 burb roots [8s]
heap of 9 stomacemptia herbs [18s]
heap of 3 stomacemptia herbs [6s]
heap of 6 stomafillia herbs [12s]
heap of 2 stomacemptia herbs [4s]
heap of 3 stomafillia herbs [6s]
burb root [2s]
pepper petal [2s]
heap of 7 morgia roots [14s]
heap of 4 morgia roots [8s]
morgia root [2s]
heap of 3 moss patches of mareilon [6s]
heap of 3 moss patches of mareilon [6s]
seed [2s]
stomafillia herb [2s]
Valuables ('$')
12156 gold pieces [121s]
Gems ('*')
heap of 2 uncursed crystals of light [2s]
heap of 2 cursed crystals of power [2s]


----------------------------------------------------------------------------
Achievements
----------------------------------------------------------------------------

He survived for 0 years, 32 days, 7 hours, 52 minutes and 49 seconds (19686
turns).
1 companion was killed during his adventures.
Boo visited 45 places.
His strength score was modified by +4 during his career.
His learning score was modified by +3 during his career.
His willpower score was modified by +3 during his career.
His dexterity score was modified by +4 during his career.
His toughness score was modified by +2 during his career.
His appearance score was modified by +2 during his career.
His mana score was modified by +2 during his career.
He was the champion of the arena.
He brought back joy into the life of a tiny girl.



Final score for mission 3: 3/5. Let's see what the next mission has in store for us.

Superteeth
02-11-2014, 08:38 PM
You know, guys, I am so glad we are not having the problem with no-shows that it seems every other team is having to deal with. Thanks to all of you for actually keeping up with the mission deadlines. I will continue to do my part to attempt the missions before their deadlines.

Mobius
02-11-2014, 08:43 PM
Woo! Great job.
With TC, we should get back to N= and visit the hidden spot for the mystic. Then up our piety.
I take it you did not finish the Griffyard. That's a good place to help get to N=
Also don't forget to use Revelation to find out your intrinsics


Well, here is the save. Mission successful, but even with the 3 artifact headstart I did not manage to find a way to spare the AMW. Oh well, better to have a point towards the mission. Here are the important details:

-11800 turns at start (limit 19800)
...
-Dwarf from Dwarftown dropped a broken phase dagger
-Teleport control acquired somehow
...



Acid Bolt : 62, 18pp (Effectivity: +12)
Bless : 207, 8pp (Effectivity: +3)
Calm Monster : 231, 8pp (Effectivity: +0)
Cure Light Wounds : 182, 5pp (Effectivity: +3)
Darkness : 208, 4pp (Effectivity: +3)
Dispel Undead : 298, 7pp (Effectivity: +5)
Divine Wrath : 435, 10pp (Effectivity: +14)
Hellish Flames : 297, 8pp (Effectivity: +12)
Holy Awe : 126, 12pp (Effectivity: +2)
Lesser Divine Touch: 240, 8pp (Effectivity: +3)
Lordly Might : 195, 10pp (Effectivity: +3)
Neutralize Poison : 102, 10pp (Effectivity: +0)
Revelation : 116, 33pp (Effectivity: +1)
...




Final score for mission 3: 3/5. Let's see what the next mission has in store for us.

Superteeth
02-11-2014, 08:48 PM
Forget what I said in this post.

grobblewobble
02-11-2014, 08:54 PM
You know, guys, I am so glad we are not having the problem with no-shows that it seems every other team is having to deal with.
Me too. :)

It's not necessary to pour water on the grave, we can just talk to Thrundarr and he will reward the same.

Mobius
02-11-2014, 08:59 PM
The Griffyard screw-up was just something stupid I did for some reason. I killed Nonnak and Griff, dug up the sword, and got the gauntlets, but still didn't purify the grave. I wonder if it is too late to do so, since I already dug it up. Come to think of it, it would be quite the oversight if you are not able to purify the grave if you already dug it up. Perhaps the next person would do well to remember to talk to Thrundarr to see if the mission is accomplished by simply killing Griff to avoid wasting time going to the surface to purify the grave.

Don't talk to him until you are N- or more lawful? Killing Griff is sufficient for the lever. The power-gamer way is to purify the grave, then talk to Thrundarr and get rewards, then go back and dig. But a waste of turns in speed runs.

We'll have to see what the next mission is.

Superteeth
02-11-2014, 09:04 PM
Don't talk to him until you are N- or more lawful? Killing Griff is sufficient for the lever. The power-gamer way is to purify the grave, then talk to Thrundarr and get rewards, then go back and dig. But a waste of turns in speed runs.

We'll have to see what the next mission is.

Alright, my mistake. I will edit those posts. Why does it matter if he is more lawful before talking to Thrundarr, though? At any rate, it shouldn't be too hard to switch alignment by sacrificing one gold piece at a time (although I do not know how much the neutral god hates him, so it could end with equipment cursing, so the next person would do well to remember that).

grobblewobble
02-11-2014, 09:06 PM
Don't worry, Thrundarr rewards chaotics just the same. The druid in Terinyo doesn't, but dwarves don't care. They don't care if you kill their kin, either. A cheerful lot.

Mobius
02-11-2014, 09:22 PM
Ok. I think there is some benefit on some rewards for being L. Also read that the mystic does nothing for C folks.



Don't worry, Thrundarr rewards chaotics just the same. The druid in Terinyo doesn't, but dwarves don't care. They don't care if you kill their kin, either. A cheerful lot.

Superteeth
02-11-2014, 10:04 PM
Ok. I think there is some benefit on some rewards for being L. Also read that the mystic does nothing for C folks.
The point about the mystic is true. Don't talk to the mystic with a chaotic character, he will give nothing. Thrundarr apparently only gives Rolf's shield to lawfuls, and the mystic only gives Rolf's axe to lawfuls.

On another note, it looks like Team Fire and Team Air will be receiving corruptions again. They are still one point ahead of us. Hopefully their corruption will cost them a victory, and ours won't.

Mobius
02-11-2014, 10:32 PM
The point about the mystic is true. Don't talk to the mystic with a chaotic character, he will give nothing. Thrundarr apparently only gives Rolf's shield to lawfuls, and the mystic only gives Rolf's axe to lawfuls.

On another note, it looks like Team Fire and Team Air will be receiving corruptions again. They are still one point ahead of us. Hopefully their corruption will cost them a victory, and ours won't.

And we would have been tied if I did my job.

For some amusement, see the hash Fire has made of some of their characters. Ours are in pretty fine shape among those that finished the mission.

Siriah
02-11-2014, 11:24 PM
Good to see that Fire also only got 3/5 points on this mission and that we're still hot on their heels in the leaderboards. We'll catch up to them!

I'm still kind of embarassed about how my run with the Chaos Knight ended. I do think it's possible to get him back in a state where he can finish mission objectives again, because it's possible to solve all the major problems that he starts out with, but the time limit is rough and all alignment switches need to be planned very carefully due to lack of fire resistance and angry gods. Hopefully the next mission won't be 'enter stone circle, do something-or-other'...

Who's playing what next mission? I haven't played the fighter or weaponsmith yet, so I'd be interested in playing one of those, preferably the fighter.

Superteeth
02-11-2014, 11:28 PM
I have yet to play the weaponsmith, and would like to try my hand at him (her?)

Mobius
02-12-2014, 12:07 AM
I have yet to play the weaponsmith, and would like to try my hand at him (her?)

Can I do the Chaos Knight or Fighter or Necromancer? (the three I have not done)

sylph
02-12-2014, 12:33 AM
I̶'̶d̶ ̶l̶i̶k̶e̶ ̶t̶h̶e̶ ̶f̶i̶g̶h̶t̶e̶r̶ ̶t̶h̶i̶s̶ ̶t̶i̶m̶e̶.̶
[edit - I'll take the chaos knight]

grobblewobble
02-12-2014, 05:26 AM
Wow, interesting mission! :)


Who's playing what next mission? I haven't played the fighter or weaponsmith yet, so I'd be interested in playing one of those, preferably the fighter.


I have yet to play the weaponsmith, and would like to try my hand at him (her?)


I'd like the fighter this time. :)

Not all these three are possible at the same time.. Siriah and Superteeth are asking for characters they haven't played yet. Sylph, since you don't like casters, would you also be okay with the chaos knight this round? In that case Mobius could play the necro and I will take the druid.

Mobius
02-12-2014, 05:27 AM
CK plan:
1) down to DT,
2) convert to N and get quest/ portal
3) Kill dorfs, back to C
4) gain levels, do pyramid / griffyard as sensible. Get fire resist from elemental gauntlets
5) convert back to N, finish dwarf quests / druid (get wand?)
5.5) back to C, become good little Chaos Knight (is there an altar?)
6) maybe then try the High King quest. Or not. Just survive

grobblewobble
02-12-2014, 05:37 AM
Hmm, the CK has 16k turns. That gives a lot of options. I say the mission is possible.. We need to think about this..

grobblewobble
02-12-2014, 04:51 PM
I updated / corrected the turn counts. They're in the excel sheet, but for the sake of redundancy:



Treeflower, gnome druid: 19686 (+8000) = 27686
Astarte, GE necro: 16586 (+8000) = 24586
Micaryrd, DE Chaos knight: 6000 (+16000) = 22000
Zephyr, hurthling weaponsmith: 11673 (+12000) = 23673
Alsa, Dwarf Fighter: 19503 (+8000) = 27503


Not including 50 turn grace.

sylph
02-12-2014, 06:26 PM
Of course, I'd be happy taking the chaos knight! I nearly mentioned him in addition to the fighter, but didn't want to confuse things!

Chaos knight it is then. Pretty sure I'll be able to lead him out of the hole he's in. ;)

Mobius
02-12-2014, 07:04 PM
That makes me the Necromancer then. I haven't done the slave thing with them much, which could be a way to kill the snake.

Superteeth
02-12-2014, 07:23 PM
One thing to consider for whoever is playing the druid next (grobblewobble, right?): I accidentally read the scroll of familiar summoning in it's unID'ed form in the VDDL hoping it was a scroll of item detection (stupid idea, I know). That will remove the ability to simply use a companion to kill the snake (unless you can find another one).

grobblewobble
02-12-2014, 07:30 PM
Yeah, I'm playing the druid this round. You weaponsmith, Siriah fighter I guess?

I already had a good look at the druid report and noticed there's no SoFS, but that´s just a good reason to be a little more creative. There's one unidentified wand so I will read a scroll of identify and consider some options.

Note on the fighter: we don't have swimming or a waterproof blanket and a river is blocking the way on D:14 (just below DH). I highly recommend visiting the potion shop in the PC, getting carrot juice and any other good drinks (booze is good) and learn to swim. He also has a ring of teleport control, so if you could find a way to get the wand that would be fantastic.


That makes me the Necromancer then. I haven't done the slave thing with them much, which could be a way to kill the snake.
I'm not very experienced with it either. Ghuls are good for paralysis, skeletal warriors are sturdy, lichs are supposed to be good too. The mana should train itself back pretty soon, from what I know.

Siriah
02-12-2014, 08:03 PM
Such an interesting mission this is!

Yeah, I'll be playing the fighter :) I'm going to do some research first by watching your recording, grobblewobble, as I hadn't had the opportunity to do so yet.

Mobius
02-13-2014, 02:05 AM
Now with links:

Treeflower, gnome druid: 19686 (+8000) = 27686 (add link)

Astarte (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=88433#post88433) GE necro: 16586 (+8000) = 24586
See description page (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=88447#post88447)
New corruption: No amulets or rings allowed. Any cursed ones must be uncursed or destroyed as soon as feasible.

Micaryrd, DE Chaos knight: 6000 (+16000) = 22000 (add link)

Zephyr, hurthling weaponsmith: 11673 (+12000) = 23673 (add link)

Alsa (http://www.adom.de/forums/showthread.php/13021-Mission-ADOMPossible-Team-Air-Thread?p=88365#post88365), Dwarf Fighter: 19503 (+8000) = 27503


Progress:
Treeflower: Played by grobblewobble. Status ??
Astarte: Played by Mobius. Status doing setup
Micaryrd: Played by Sylph. Status ???
Zephyr: Played by weaponsmith. Status ???
Alsa: Played by Siriah. Status ???

Mobius
02-13-2014, 05:21 AM
Necromancer plan.

Gain levels / piety / minor herb scumming.
Go to water level, thin out guardians.
Go to banshee level, use necromancy to raise coolest corpses
Let them finish off the snake from beyond.

am I missing anything obvious? Should probably look over history to see if there are other goals in between, like grave robbing and such, dark forge xp boost?


I don't want to risk the Ring in the north, because willpower is lowish, and I can't wear rings or amulets - so hard to find -conf items.

grobblewobble
02-13-2014, 06:07 AM
am I missing anything obvious?
You could wound / disable the snake before you let your slaves loose on him. A thrown potion of cure poison works great for disabling.


Should probably look over history to see if there are other goals in between, like grave robbing and such, dark forge xp boost?
No graves have been robbed yet, DF is still untouched. I think this character would still have a hard time clearing darkforge, but if you manage, great.

edit: he's got controlled teleportion, if you convert to N you could get the mystic rewards. And turn in a cooked snake corpse.

grobblewobble
02-13-2014, 11:03 PM
Progress:
Treeflower: Played by grobblewobble. Status ??

2254

Treeflower is alive.
He has a greater moloch pet.
The water snake is dead (guess how), the water orb ours.
Treeflower has controlled teleportation and he got 4 SoCR from the mystic.
Treeflower has cleared the greater part of darkforge (with his nifty dagger) and looted the weapon & armor rooms.
Treeflower has been crowned a champion of balance, received =fire and a fine leather armor.
Treeflower has a spellbook of rain of sorrow (= acid ball) in his possession.
And best of all: we got bugbiter from a surge of power! Wahey! ...

okay, maybe that wasn't the best

It's turn 27.000 and Treeflower is sitting in Dwarftown, taking a well deserved rest. He's got a few turns left but I like round numbers.

The bad news: we used a few prayers for health and dwarftown has been pretty much exterminated.

Recorded everything and commented in my native language for the sake of obfuscation.

P.S. note: We got a cooked snake corpse, but it started rotting. You might need to bless it if you want to turn it in!



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#.......#..(..#.......#..#........................ #.......#...................#
###.....#.._..#.......####........................ #.......#.................###
#.....#.....#...........................>.......# ......#.................#
###...#######...................................## #######...............###
#................................................. ....................#
################################################## #####################
Treeflower St:19 Le:20 Wi:23 Dx:20 To:27 Ch:19 Ap:14 Ma:27 Pe:16 N=
DV/PV: 45/32 H: 227(227) P: 169(169) Exp: 18/333812 D: 9 M: 27000
Blessed Bloated Coward
------------------------------------------------------------------------------

----------------------------------------------------------------------------
Spells
----------------------------------------------------------------------------

Acid Bolt : 207, 13pp (Effectivity: +12)
Bless : 1191, 7pp (Effectivity: +5)
Calm Monster : 581, 8pp (Effectivity: +0)
Cure Light Wounds : 199, 3pp (Effectivity: +11)
Darkness : 208, 4pp (Effectivity: +3)
Dispel Undead : 562, 6pp (Effectivity: +10)
Divine Wrath : 518, 9pp (Effectivity: +15)
Greater Enlightenment: 74, 126pp (Effectivity: +0)
Hellish Flames : 231, 8pp (Effectivity: +13)
Holy Awe : 305, 12pp (Effectivity: +2)
Know Alignment : 314, 10pp (Effectivity: +0)
Lesser Divine Touch : 696, 8pp (Effectivity: +3)
Lordly Might : 425, 10pp (Effectivity: +4)
Neutralize Poison : 184, 10pp (Effectivity: +1)
Revelation : 404, 33pp (Effectivity: +1)
Slow Poison : 517, 6pp (Effectivity: +0)

----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 2576 stones Carrying capacity: 29100 stones

He: uncursed mithril cap (+1, +1) [+0, +2] [40s]
Ne: amulet of protection +2 [3s]
Bo: blessed fine leather armor (named) (+2, +0) [+2, +8] (+15 spd) [120s]
Gi: -
Cl: blessed cloak of protection [+0, +3] [20s]
RH: blessed phase dagger (+1, 1d4) [5s]
LH: uncursed medium mithril shield (+1) [+5, +1] [80s]
RR: uncursed ring of speed [+0, +1] (+5 spd) [1s]
LR: uncursed ring of minor elemental mastery [+0, +0] [1s]
Br: -
Ga: uncursed elemental gauntlets (-1, +0) [+0, +3] [10s]
Bo: uncursed mithril boots [-1, +2] [96s]
MW: -
Mi: bundle of 6 uncursed mithril arrows (+0, 1d6+2) [12s]
Tl: heap of 3 uncursed moss patches of mareilon [6s]


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 2182 stones Carrying capacity: 29100 stones

Helmets ('[')
blessed helm of water breathing [+0, +1] [30s]
Gauntlets ('[')
uncursed red dragon-hide gauntlets (-2, +0) [+0, +2] [10s]
Cloaks ('[')
uncursed hooded cloak [+1, +3] [40s]
blessed cloak of invisibility (-1, +0) [+1, +2] [30s]
Necklaces (''')
uncursed amulet of protection from constructs [3s]
uncursed amulet of death ray resistance [7s]
cursed amulet of balance [3s]
uncursed amulet of light [3s]
uncursed amulet of petrification resistance [3s]
blessed ruby amulet [3s]
blessed amulet of balance [3s]
One-handed weapons ('(')
uncursed eternium dagger (-1, 2d4+7) [5s]
uncursed ebony spear "Bugbiter" (+3, 4d7+3) [+1, +1] {Dx+3} [100s]
uncursed heavy eternium warhammer (+0, 4d3+8) [58s]
Two-handed weapons ('(')
uncursed wicked eternium halberd (+12, 4d10+5) [-2, +0] [50s]
uncursed ancient scythe [70s]
Missile weapons ('}')
uncursed sling of accuracy (+5, +1) [3s]
Missiles ('/')
bundle of 22 uncursed arrows (+0, 1d6) [44s]
bundle of 3 cursed rusty quarrels (+1, 2d6) [6s]
bundle of 24 uncursed quarrels (+1, 2d6) [48s]
uncursed dagger of returning (+2, 1d4) [10s]
uncursed arrow (+2, 1d6) [2s]
bundle of 7 uncursed quarrels of humanoid slaying (+5, 2d6+3) [28s]
Tools (']')
heap of 3 uncursed torches [30s]
uncursed box with flint and steel (36) [5s]
heap of 2 uncursed waterproof blankets [20s]
uncursed wooden stick [30s]
blessed small key [1s]
blessed torch [10s]
uncursed holy symbol [5s]
uncursed climbing set [180s]
uncursed thieves picks [5s]
cursed fletchery set (8) [70s]
cursed box with flint and steel (26) [5s]
heap of 2 uncursed small keys [2s]
heap of 8 blessed bandages [16s]
blessed waterproof blanket [10s]
blessed fireproof blanket [10s]
uncursed Chaos Orb of Elemental Water [100s]
Rings ('=')
heap of 2 uncursed rings of searching [2s]
uncursed ring of cold resistance [1s]
uncursed ring of stun resistance [1s]
cursed ring of invisibility [1s]
uncursed ring of ice [1s]
uncursed vibrating ring [1s]
cursed ring of cold resistance [1s]
blessed ring of gain attribute {Ap+1} [1s]
Wands ('\')
uncursed wand of door creation (0 charges) [3s]
uncursed wand of light (0 charges) [4s]
uncursed wand of door creation (6 charges) [3s]
uncursed wand of far slaying (9 charges) [3s]
uncursed wand of magic missiles (5 charges) [3s]
uncursed wand of monster creation (4 charges) [3s]
uncursed wand of paralyzation (4 charges) [3s]
uncursed wand of teleportation (0 charges) [4s]
uncursed wand of lightning (2 charges) [4s]
uncursed wand of lightning (0 charges) [4s]
blessed wand of fireballs (12 charges) [3s]
uncursed wand of knocking (1 charge) [3s]
blessed wand of wonder (4 charges) [3s]
uncursed wand of digging (0 charges) [3s]
uncursed wand of fireballs (0 charges) [3s]
uncursed wand of wonder [3s]
blessed wand of wonder [3s]
Potions ('!')
heap of 2 potions of holy water [8s]
heap of 4 uncursed potions of invisibility [16s]
cursed potion of carrot juice [4s]
uncursed potion of booze [4s]
heap of 2 uncursed potions of raw mana [4s]
uncursed potion of longevity [4s]
uncursed potion of carrot juice [4s]
uncursed potion of potential willpower [4s]
uncursed potion of boost speed [2s]
uncursed potion of boost mana [2s]
cursed potion of willpower [4s]
uncursed potion of boost toughness [2s]
uncursed potion of ultra healing [2s]
uncursed potion of boost charisma [2s]
heap of 7 blessed potions of insight [14s]
heap of 2 uncursed potions of healing [8s]
blessed potion of carrot juice [4s]
heap of 7 blessed potions of extra healing [14s]
Scrolls ('?')
cursed scroll of power [2s]
heap of 2 uncursed scrolls of power [4s]
blessed scroll of monster aggravation [2s]
uncursed scroll of item destruction [2s]
uncursed blank scroll [2s]
blessed papyrus scroll [2s]
blessed scroll of identify [2s]
heap of 4 blessed scrolls labeled "DOGO FUTSF" [8s]
uncursed scroll of monster detection [2s]
uncursed scroll of satiation [2s]
uncursed scroll of light [2s]
uncursed scroll of identify [2s]
uncursed scroll labeled "HcUo" [2s]
uncursed unlabeled scroll [2s]
Books ('"')
uncursed spellbook of Acid Bolt [100s]
uncursed spellbook of Cure Light Wounds [100s]
uncursed spellbook of Divine Wrath [100s]
uncursed spellbook of Rain of Sorrow [100s]
Food ('%')
[snip]
cursed cooked Snake from Beyond corpse [228s]
Valuables ('$')
3868 gold pieces [38s]
Gems ('*')
heap of 2 uncursed crystals of light [2s]
heap of 2 cursed crystals of power [2s]
uncursed emerald [1s]


----------------------------------------------------------------------------
Killed Monsters
----------------------------------------------------------------------------

1380 monsters perished under his attacks.

The following monsters were vanquished:
1 acid vortex
1 ankheg
1 annis hag
1 assassin
3 bandits
4 barbarians
1 barbarian leader
1 berserker
2 berserker lords
1 berserker prince
1 black druid
7 black hurthlings
8 blink dogs
1 blue baby dragon
1 bone golem
3 bugbears
2 carrion crawlers
3 cave bears
11 cave fishers
1 cave lizard
2 cave tigers
1 caveman
2 chaos lizards
3 chaos rats
12 chaos servants
1 clay golem
1 clay statue
1 cobra
8 corpse fiends
1 crime lord
1 cutpurse
1 dark elven archer
2 dark elven lords
1 dark elven priestess
2 dark elven warriors
1 dark orc
3 dark sages
9 dire wolves
4 displacer beasts
3 doppelgangers
1 doppelganger king
1 doppelganger lord
8 dwarves
3 dwarven guardians
2 eyes of destruction
1 female dwarf
5 fire beetles
1 fire lizard
1 fire vortex
1 flesh golem
1 floating eye
1 gargoyle
13 ghosts
1 ghost bat
53 ghuls
1 giant ant queen
26 giant ant warriors
36 giant ant workers
2 giant bats
1 giant centipede
3 giant lizards
22 giant rats
1 giant slug
10 giant spiders
1 gibbering mouther
6 gnolls
2 gnoll chieftains
34 goblins
1 goblin berserker
4 goblin chieftains
9 goblin rockthrowers
4 goblin slavemasters
7 gray oozes
1 greater daemon
1 green blob
1 green hag
100 gremlins
1 griffon
2 half-orc bouncers
3 harpies
1 hell hound
25 hill giants
1 hill giant chieftain
2 hill orcs
3 hippogriffs
7 hobgoblins
2 hobgoblin chiefs
2 hobgoblin leaders
2 imps
49 jackals
3 jackal demons
6 jackalweres
1 karmic lizard
9 kobolds
6 kobold chieftains
4 kobold shamans
4 large bats
2 large gnolls
5 large kobolds
32 large orcs
1 large snake
7 large spiders
1 least daemon
2 leucrottas
10 lizard men
1 margoyle
1 master necromancer
3 mimics
1 mugger
15 mummies
1 mummy lord
16 muscular dwarves
1 necromancer
91 ogres
2 ogre lords
2 ogre magi
70 orcs
4 orc chieftains
42 orc scorchers
9 outlaws
9 outlaw leaders
20 pit vipers
2 pixie archers
1 quasit
4 raiders
37 rats
3 ratling archers
1 ratling duelist
2 ratling master thieves
5 ratling thieves
1 ratling warlord
6 ratling warriors
1 revenant
3 rust monsters
50 shadows
1 shadow centipede
2 shadow lords
61 skeletons
1 slow shadow
2 spectres
2 staring eyes
20 steel golems
1 steel zombie
1 stone golem
81 stone snakes
2 stone statues
9 swordsmen
4 tarantulas
2 trolls
1 undead chaos dwarven berserker
2 vampires
3 vapor rats
3 water demons
2 water grues
2 water snakes
4 wererats
2 werewolves
1 white baby dragon
22 wights
2 wild cats
16 wolves
26 wraiths
1 yellow ooze
39 zombies



----------------------------------------------------------------------------
Achievements
----------------------------------------------------------------------------

He survived for 0 years, 38 days, 1 hour, 3 minutes and 23 seconds (27000
turns).
1 companion was killed during his adventures.
Treeflower visited 52 places.
His strength score was modified by +6 during his career.
His learning score was modified by +5 during his career.
His willpower score was modified by +6 during his career.
His dexterity score was modified by +6 during his career.
His toughness score was modified by +5 during his career.
His charisma score was modified by +4 during his career.
His appearance score was modified by +4 during his career.
His mana score was modified by +6 during his career.
His perception score was modified by +2 during his career.
He was the champion of the arena.
He brought back joy into the life of a tiny girl.

Superteeth
02-13-2014, 11:22 PM
Treeflower is alive.
He has a greater moloch pet.
The water snake is dead (guess how), the water orb ours.
Treeflower has controlled teleportation and he got 4 SoCR from the mystic.
Treeflower has cleared the greater part of darkforge (with his nifty dagger) and looted the weapon & armor rooms.
Treeflower has been crowned a champion of balance, received =fire and a fine leather armor.
And best of all: we got bugbiter from a surge of power! Wahey! ...

okay, maybe that wasn't the best

It's turn 27.000 and Treeflower is sitting in Dwarftown, taking a well deserved rest. He's got a few turns left but I like round numbers.

The bad news: we used a few prayers for health and dwarftown has been pretty much exterminated.

Recorded everything and commented in my native language for the sake of obfuscation.

You might want to consider dumping that greater moloch ASAP. It would suck if it turned on you. Or maybe it will make a great companion for future missions? It's the next person's choice, with the advice of everyone else. Nifty dagger? You mean that broken phase dagger I found? Nice.

grobblewobble
02-13-2014, 11:31 PM
You mean that broken phase dagger I found? Nice.
Had it repaired at the smith.

I considered leaving the companion behind or killing it for xp, because yes it's a liability. But as you say, depending on what the next mission is, we might need him. So I decided to keep him, for now.

Mobius
02-13-2014, 11:38 PM
Had it repaired at the smith.

I considered leaving the companion behind or killing it for xp, because yes it's a liability. But as you say, depending on what the next mission is, we might need him. So I decided to keep him, for now.

I have a suspicion that we won't be allowed to go to the Tomb of the High King. A boss move would have been to get both items.

grobblewobble
02-13-2014, 11:49 PM
A boss move would have been to get both items.
To be honest I don't see why anyone except Soirana would willingly waste turns getting the ring of the high kings. ;) The water orb is an awesome item that you must get at some point in any case. The ring of the high kings is basically just a ring of minor elemental mastery - we already have one. The eternal guardian can easily be bypassed without it, even if you don't have controlled teleportation.

Mobius
02-14-2014, 12:15 AM
Ring of the High Kings means you can go through DarkForge both directions.
And it also gives you some PV/DV, not nothing.

grobblewobble
02-14-2014, 01:27 AM
Fair points.. but personally I don't believe we'll ever need / want to go back to the surface once we're diving. Maybe for the unicorn quest? I don't believe JS will assign any more surface missions beyond number 6.

Even in case I'm wrong about this, getting the ring takes a serious number of turns, in the thousands. It is faster to descend and bypass the EG once more later, if it's needed.

We only have one more mission before we need to do the Tower. For the tower it is a serious handicap if you don't have the water orb yet. So those who don't get it now almost have to get it in the next mission, on top of any other crazy assignment.

And I wouldn't have been able to get both items if I'd tried. Not even taking into account that our druid can't cast nether bolt yet.

Mobius
02-14-2014, 02:42 AM
Fair points.. but personally I don't believe we'll ever need / want to go back to the surface once we're diving. Maybe for the unicorn quest? I don't believe JS will assign any more surface missions beyond number 6.

Even in case I'm wrong about this, getting the ring takes a serious number of turns, in the thousands. It is faster to descend and bypass the EG once more later, if it's needed.

We only have one more mission before we need to do the Tower. For the tower it is a serious handicap if you don't have the water orb yet. So those who don't get it now almost have to get it in the next mission, on top of any other crazy assignment.

And I wouldn't have been able to get both items if I'd tried. Not even taking into account that our druid can't cast nether bolt yet.
Hmm.
Mission five is odd - I predict we have to go to the HMV. Or piss off every god.

Siriah
02-14-2014, 07:39 AM
Awesome news about the druid! :D

Sylph, your PM inbox is full and we can't reach you.

grobblewobble
02-14-2014, 03:50 PM
Siriah, did you say you managed to convert and buy cooked lizards with the chaos knight last round (surviving the fire damage)? How hard is this?

Siriah
02-14-2014, 09:31 PM
Siriah, did you say you managed to convert and buy cooked lizards with the chaos knight last round (surviving the fire damage)? How hard is this?
Yeah, I did. Going to grab some cooked lizards is not that bad, the fire damage is only for one HP every few turns and you'll have a very easy way to get back to C once you're done shopping. It's just that our chaos knight had no easy way of restoring that lost health, or any additional health lost to monsters during the trip. The regular consequences to your piety from switching back and forth to neutral are probably more dangerous.

grobblewobble
02-14-2014, 10:41 PM
Chaos knight it is then. Pretty sure I'll be able to lead him out of the hole he's in. ;)

Will you stream again? I'll get some popcorn ready..

Siriah
02-14-2014, 10:48 PM
Also, I would like to present... Another success for TEAM AIR!

Important stuff that isn't apparent from the flg:

CAUTION: there is a gorgon on the level below the water temple somewhere. I do not know where on the level. There are also bees.
We also have -pois, -acid now.
The DDL has another potion shop.
There is an altar on D:10 (pious aura), don't know for which god.
There is a general store on D:15.
Read a scroll of luck: we're very lucky.
Some extra food/short bows/manual of bridge building and hatchet (lol...) stashed in the Ogre Cave
Did second sheriff quest. The marble amulet is an amulet of order.
The stone wand is a wand of earthquakes.
The left downstairs on the level below Dwarftown goes to the Dwarven Halls.


Now for a more detailed description.

The first thing I did was take Alsa to the puppy cave. It turned out that she already had swimming so giving Blup carrot juice was not necessary, but a potion shop sounded like a seriously useful place to visit anyhow. She did the sheriff quest to kill Hotzenplotz, starting back on the path to lawfulness and getting some more money for potions. There was some booze and stuff in the potions shop, and one of the ants in the puppy cave dropped a corpse, which she ate. At some point she also ate a spider. On the way back she passed the dusty dungeon level, which had another potion shop, and the very dusty dungeon level, where she teleported around a bit to try and land on the teleport wand... Which turned out to not even take that much time because she got lucky and landed on it by accident.

The lawful god was angry, and Alsa seemed to have misplaced her si. Instead of looking for it, I decided that it would be more efficient to just sacrifice a few missiles that didn't stack. The lawful god actually stopped being angry and "nothing else happened" when sacrificing coins after the first equipment dusting, which I hadn't expected, and after sacrificing some rations and stuff, piety was back to 'very pleased'. Alsa teleported into the dwarven mystic's room and got the axe (literally, not figuratively). It was now time for the actual mission.

The dive to the snake went smoothly, but I stupidly didn't buy the wand of trap creation in the shop I encountered on D:15 because I thought that traps counted as your kills if you'd created them yourself. A bunch of turns and resources were wasted trying to get a baby blue dragon to fry the Snake with friendly fire (friendly lightning?). This did not work. The level below the temple, which Alsa briefly wandered, held only death in the form of a bull. Alsa used the teleport wand and never turned back. So, with 1500 turns to spare and having finally learned that I should have picked up the wand of trap creation, Alsa walked back to the store, bought it, and created some nice traps for the snake to walk on.

STYLE POINTS BONUS: The killing blow did not come from any trap the snake stepped on itself, but a water daemon stepped on a fireball trap that was right next to the snake, which then killed it. :cool:

I've left Alsa in Waldenbrook's store with the ancient scythe and the corpse of the snake from beyond, so that the next player can decide what to do with those items (as the most useful course of action might be different depending on what the next mission is).


------------------------------------------------------------------------------
Screenshot
------------------------------------------------------------------------------


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#....#.%/([%#..............#..!#.../ #..........#...../................#
##....#*%%%[]#..............#...#...# #..........#..&..#................#
#.....#.@@(}.#..............#...#...# #..........#.....#................#
#.....##/#####..............###+#...##########..........#.. ...#................#
#................................................. ......#######................#
#...<.................................................. .....................>..#
#................................................. .............................#
#........###/###.......####........................######/##...................#
##.......#.....#.......#..#....................... .#.......#...................#
#.......#.....#.......#..#........................ #.......#...................#
###.....#.._..#.......####........................ #.......#.................###
#.....#.....#...........................>.......# ......#.................#
###...#######...................................# ######...............###
....................................... ... ........
###################################### ####
Alsa St:17 Le:11 Wi:25 Dx:13 To:23 Ch:13 Ap:12 Ma: 7 Pe:14 L
DV/PV: 66/23 H: 109(214) P: 19(33) Exp: 15/219081 D: 11 M: 27375
Coward

----------------------------------------------------------------------------
Weapon Skills
----------------------------------------------------------------------------

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Swords 8 +6 +4 +2 excellent 580
Axes 7 +5 +4 +1 skilled 362
Pole arms 7 +7 +3 +6 skilled 368

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Bows 7 +14 +10 +2 skilled 124
Crossbows 1 +2 +1 +0 basic 12
Thrown axes & hammers 3 +6 +4 +1 basic 8

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 6 +12 skilled 65


Damage caused with your melee weapons:
--------------------------------------
Right hand: +11 bonus to hit, 3d6+9 damage


Damage caused with your missile weapons:
----------------------------------------
Ammunition: 124, base range: 8, +23 bonus to hit, 1d6+9 damage




----------------------------------------------------------------------------
Spells
----------------------------------------------------------------------------

Acid Ball: 16, 64pp (Effectivity: +0)


----------------------------------------------------------------------------
Skills
----------------------------------------------------------------------------

Archery .................. 69 (good) [+1d5]
Athletics ................ 90 (great) [+2d4]
Climbing ................. 42 (fair) [+3d4]
Detect traps ............. 33 (fair) [+3d3]
Dodge .................... 73 (great) [+1d5]
Find weakness ............ 75 (great) [+1d3]
First aid ................ 69 (good) [+2d4]
Haggling ................. 23 (mediocre) [+3d4]
Healing .................. 80 (great) [+1d5]
Law ...................... 29 (mediocre) [+3d3]
Listening ................ 47 (fair) [+3d4]
Literacy ................. 56 (good) [+1d5]
Metallurgy ............... 26 (mediocre) [+3d4]
Mining ................... 65 (good) [+1d3]
Smithing ................. 33 (fair) [+3d5]
Stealth .................. 58 (good) [+1d3]
Swimming ................. 59 (good) [+2d4]
Two weapon combat ........ 6 (poor) [+4d5]




----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 1623 stones Carrying capacity: 2650 stones

He: blessed mithril cap [+0, +2] [40s]
Ne: blessed marble amulet [3s]
Bo: uncursed anti-magical elven chain mail [+0, +5] [10s]
Gi: uncursed girdle of carrying [+0, +0] [15s]
Cl: -
RH: blessed dwarven rune axe "Rolf's Companion" (+3, 3d6+6) [+4, +4] {To+3}
LH: medium eternium shield [+9, +3] [46s]
RR: blessed ring of damage [1s]
LR: uncursed ring of elemental mastery [+0, +0] [1s]
Br: -
Ga: uncursed elemental gauntlets (-1, +0) [+0, +3] [10s]
Bo: blessed adamantium boots [+0, +3] [89s]
MW: blessed short bow (+1, +0) [20s]
Mi: bundle of 124 uncursed arrows (+0, 1d6) [248s]
Tl: Chaos Orb of Elemental Water [100s]


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 990 stones Carrying capacity: 2650 stones

Girdles ('[')
blessed mithril girdle [+0, +2] [20s]
Necklaces (''')
uncursed opal amulet [3s]
uncursed silver amulet [3s]
uncursed pearl necklace [2s]
One-handed weapons ('(')
blessed murderous adamantium broadsword (+0, 1d7+7) [57s]
uncursed pick axe (+0, 1d6+1) [75s]
Two-handed weapons ('(')
uncursed ancient scythe [70s]
Missile weapons ('}')
uncursed light crossbow of accuracy (+8, +0) [70s]
Missiles ('/')
bundle of 5 uncursed quarrels (+4, 2d6) [10s]
bundle of 5 uncursed arrows of darkness (+0, 1d6) [10s]
bundle of 2 uncursed arrows of thunder (+0, 1d6) [4s]
uncursed unerring arrow (+0, 1d6) [2s]
uncursed arrow of hunting (+0, 1d6) [2s]
uncursed penetrating arrow of targeting (+6, 1d6+2) [2s]
uncursed arrow of darkness (+3, 1d6+3) [2s]
uncursed arrow of hunting (+3, 1d6) [2s]
bundle of 2 uncursed arrows (+0, 1d6+1) [4s]
bundle of 4 uncursed arrows (+1, 1d6) [8s]
bundle of 5 uncursed arrows [5s]
Tools (']')
heap of 2 uncursed rusty round keys [2s]
uncursed tinderbox (29) [3s]
uncursed holy symbol [5s]
uncursed torch [10s]
Rings ('=')
uncursed ring of teleport control [1s]
heap of 2 uncursed iron rings [2s]
blessed wooden ring [1s]
uncursed copper ring [1s]
Wands ('\')
uncursed wand of knocking (5 charges) [3s]
uncursed wand of door creation (4 charges) [3s]
uncursed wand of paralyzation (0 charges) [3s]
uncursed stone wand [3s]
blessed wand of door creation [3s]
uncursed wand of digging (0 charges) [3s]
blessed wand of fireballs (0 charges) [3s]
blessed wand of fireballs (0 charges) [3s]
uncursed wand of teleportation (3 charges) [4s]
uncursed wand of knocking [3s]
uncursed wand of trap creation (0 charges) [3s]
uncursed wand of digging (3 charges) [3s]
uncursed rusty ironwood wand [4s]
Potions ('!')
heap of 3 uncursed potions of cure poison [6s]
uncursed berzio potion [2s]
heap of 3 uncursed oils of rust removal [6s]
uncursed potion of carrot juice [4s]
blessed potion of booze [4s]
blessed potion of boost speed [2s]
heap of 2 blessed potions of extra healing [4s]
heap of 2 uncursed potions of exchange [8s]
uncursed potion of confusion [2s]
heap of 4 uncursed potions of invisibility [16s]
heap of 3 potions of holy water [12s]
cursed potion of booze [4s]
cursed sandy potion [2s]
uncursed potion of youth [4s]
uncursed light potion [4s]
Scrolls ('?')
uncursed scroll labeled "ECNETOPINMO" [2s]
uncursed scroll of uncursing [2s]
Food ('%')
heap of 54 uncursed cooked lizards [162s]
heap of 5 cursed stomafillia herbs [10s]
uncursed spenseweed [2s]
heap of 6 cursed moss patches of mareilon [12s]
heap of 6 cursed strange herbs [12s]
blessed Snake from Beyond corpse [240s]
Valuables ('$')
5183 gold pieces [51s]


----------------------------------------------------------------------------
Killed Monsters
----------------------------------------------------------------------------

1220 monsters perished under her attacks.

The following monsters were vanquished:
not the Snake!


----------------------------------------------------------------------------
Achievements
----------------------------------------------------------------------------

She survived for 0 years, 68 days, 12 hours, 17 minutes and 12 seconds
(27375 turns).
Alsa visited 51 places.
Her strength score was modified by -2 during her career.
Her dexterity score was modified by +2 during her career.
Her toughness score was modified by +2 during her career.
Her charisma score was modified by +1 during her career.
Her appearance score was modified by +1 during her career.
Her perception score was modified by +1 during her career.
She was the champion of the arena.

grobblewobble
02-14-2014, 10:57 PM
Wicked awesome! And learned acid ball too.

Siriah
02-14-2014, 11:01 PM
Wicked awesome! And learned acid ball too.
Yeah, maybe some day we'll be able to cast it, haha!

Mobius
02-15-2014, 12:19 AM
So that's how many victories? And how many 'too chicken to play now' (ie me, who started, but is afraid to blow it again)

heyya, victory post, turn 24500. My slaves were worthless, so I ended up killing the snake with traps. After using up my potion of cure corruption to weaken it, slaves still sucked at killing it.

Details to follow

Mobius
02-15-2014, 06:46 AM
got the snake from beyond to die from fire. Went back to DT, read books until 24500
2258

Summary:
From DT, decided to go up and work the big room get herbs, buff stats, try out slaves.
Things were going well, so I wanted to try to raid Dark Forge.
Dipped in, tried to zap golems with lightning, and it never works. Run away. Went to the VDDL, used magic mapping to find the teleport wand, got it.
Noticed I was half way through my turns, and felt like an idiot for being slow.
Still no vapor rat, so dwarf quests are not finished.
So back to DT, descend through areas, get a tension room of ghosts, surrounded. oh crap, I'm... a Grey Elf. So nevermind, carry on. get aged and don't care.
DH were not tough, but there is a high PV golem in DH2 that I got tired of trying to damage with spells or melee.
there are also rooms with unexplored areas, including tension rooms.

Got to the Keleveaster level, killed the chaos servants, and one of them dropped an AMULET!!!
Could not try it on (corruption) so ID'd everything before talking, and it was ....
[SPOILER]an amulet of willpower+3[/SPOILIER]
In the graveyard, I start attacking things, before realizing that necromancers start with a peaceful graveyard.
Stop fighting, move along and use digging to get to stairs. Manage to annoy some anyway, and have to battle.
Hint for next player: More than once I ran out of PP exactly when my Strength of Atlas was ending - had to drop junk and wait till I got more PP. Better to top up SoA before it ends.
Down, down find water level, descend more to banshee to get some high quality slaves. Troll Berzerker, stone lord, looking good.
Up again to try using them against the denizens. Hmm. They tend to die.

luckily, there are 3 wands of trap creation in the pack. Time to do some damage. Long story short, I managed to use potion of cure poison and cure corruption to weaken the Snake, lure it over an explosion trap about 10 times (ack, should have weakened it more with spells, was afraid of killing it by accident).
Nice to know: once you make a square have a trap, if it goes away from use, re-creating it will make it appear again the same!

Dies with about 1000 turns left. Time to go back up... Found a much nicer shield somewhen too. Our weapon still sucks hard.
Spells now include Mystic Shovel, Invisibility, summon monsters.

Got back to DT with hundreds of turns to spare, so read a bunch of books, uncursed stuff, and saved.
Did not try converting to N for Dwarf stuff - I figure we can do that after we find a vapor rat.

has a bunch of un-id stuff, maybe something good in there. Good luck on next mission.



########################## ############### ################
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###########......................##########....... .... ................###
#..#[.....#......................#........#..........## #####..............#
###..#%(....#..............#####...#........#..... .....#.....#..............###
#....#[.....#..............#..!#.../........#..........#...../................#
##....#(.....#..............#...#...#........#.... ......# #................#
#.....#...[..#..............#...#...#........#..........# #................#
#.....##/#####..............###/#...##########..........# #................#
#................................................. ......#######................#
#...<@................................................. .....................>..#
#................................................. .............................#
#........###/###.......####........................######/##...................#
##.......#.....#.......# #........................#.......#................ ...#
#.......#.....#.......# #........................#.......#................ ...#
###.....#.._..#.......####........................ #.......#.................###
#.....#.....#...................................#. ......#.................#
###...#######...................................## #######...............###
#.... ........................................ ................#
###### ######################################## ##################
Astarte St:13 Le:21 Wi:15 Dx:22 To:16 Ch: 2 Ap:18 Ma:18 Pe:13 C-
DV/PV: 67/20 H: 118(118) P: 18(101) Exp: 16/218781 D: 9 M: 24500
Coward
------------------------------------------------------------------------------

Astarte St:13 Le:21 Wi:15 Dx:22 To:16 Ch: 2 Ap:18 Ma:18 Pe:13 C-
DV/PV: 67/20 H: 118(118) P: 18(101) Exp: 16/218781 M: 24500

----------------------------------------------------------------------------

Name: Astarte Race: female Gray Elf Class: Necromancer
Age: 334 (grown-up, 21 years of unnatural aging added in)
Star sign: Candle Birthday: 6/Candle (day 276 of the year)

----------------------------------------------------------------------------
Weapon Skills
----------------------------------------------------------------------------

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Swords 6 +4 +2 +1 skilled 37

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Slings 1 +2 +1 +0 basic 8
Bows 2 +4 +3 +0 basic 18
Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 5 +10 skilled 330

----------------------------------------------------------------------------
Spells
----------------------------------------------------------------------------

Acid Bolt : 247, 14pp (Effectivity: +8)
Burning Hands : 11, 13pp (Effectivity: +11)
Calm Monster : 134, 8pp (Effectivity: +1)
Darkness : 250, 4pp (Effectivity: +2)
Farsight : 703, 17pp (Effectivity: +4)
Frost Bolt : 536, 8pp (Effectivity: +21)
Invisibility : 238, 10pp (Effectivity: +0)
Knock : 614, 11pp (Effectivity: +5)
Light : 807, 3pp (Effectivity: +4)
Lightning Bolt : 402, 10pp (Effectivity: +14)
Magic Lock : 233, 8pp (Effectivity: +2)
Magic Missile : 287, 6pp (Effectivity: +12)
Mystic Shovel : 241, 100pp (Effectivity: +0)
Remove Curse : 205, 50pp (Effectivity: +4)
Slow Monster : 379, 7pp (Effectivity: +3)
Slow Poison : 420, 6pp (Effectivity: +1)
Strength of Atlas: 392, 9pp (Effectivity: +8)
Stun Ray : 240, 8pp (Effectivity: +2)
Summon Monsters : 238, 30pp (Effectivity: +0)

----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 5383 stones Carrying capacity: 19300 stones

Head : uncursed helm of mental stability [+0, +1] {Le+1} [100s]
Neck : -
Body : blessed mithril ring mail (-1, -1) [-1, +5] [240s]
Girdle : uncursed adamantium girdle [+0, +3] [18s]
Cloak : uncursed hooded cloak [+3, +3] [40s]
Right Hand : uncursed adamantium long sword (+0, 1d8+5) [28s]
Left Hand : uncursed medium crystal shield (+2) [+12, +4] [160s]
Right Ring : -
Left Ring : -
Bracers : -
Gauntlets : uncursed studded gloves [+1, +2] [6s]
Boots : uncursed mithril boots [-1, +2] [96s]
Missile Weapon: short bow (+1, +1) [20s]
Missiles : bundle of 26 uncursed arrows (+0, 1d6) [52s]
Tool : heap of 4 uncursed moss patches of mareilon [8s]


----------------------------------------------------------------------------
Stuff
----------------------------------------------------------------------------

Total weight: 4615 stones Carrying capacity: 19300 stones

Helmets ('[')
Armor ('[')
Shields ('[')
Gauntlets ('[')
blessed elemental gauntlets (-1, +0) [+0, +3] [10s]
Cloaks ('[')
Girdles ('[')
Boots ('[')
Necklaces (''')
uncursed amulet of death ray resistance [7s]
blessed amulet of order [3s]
...
One-handed weapons ('(')
uncursed light adamantium flail (+0, 2d4+8) [54s]
Two-handed weapons ('(')
ancient scythe [70s]
Missile weapons ('}')
Missiles ('*')
Tools (']')
uncursed fireproof blanket [10s]
uncursed holy symbol [5s]
Chaos Orb of Elemental Water [100s]
Rings ('=')
Wands ('\')
uncursed wand of paralyzation (1 charge) [3s]
uncursed wand of poison (5 charges) [3s]
(other wands, lots with 0 charges)
Potions ('!')
uncursed potion of strength [4s]
uncursed potion of dexterity [4s]
(would be nice to have lots of holy water)
Scrolls ('?')
Books ('"')
uncursed spellbook of Strength of Atlas [100s]
uncursed spellbook of Remove Curse [100s]
uncursed spellbook of Frost Bolt [100s]
uncursed spellbook of Acid Bolt [100s]
uncursed spellbook of Magic Missile [100s]
uncursed spellbook of Light [100s]
uncursed spellbook of Summon Monsters [100s]
spellbook of Invisibility [100s]
spellbook of Mystic Shovel [100s]
Food ('%')
iron ration [100s]
Valuables ('$')
5936 gold pieces [59s]
Gems ('*')
uncursed aquamarine [1s]

grobblewobble
02-15-2014, 07:09 AM
Great job Mobius, cheers! That's three orbs in the pocket.

Superteeth
02-15-2014, 07:12 AM
Great job Mobius, cheers! That's three orbs in the pocket.

This is too much pressure for me now. I'm really scared of this mission for some reason. I hope I don't mess it up.

grobblewobble
02-15-2014, 07:21 AM
Aww, nervous? You have one of the harder (and longer) missions this round.

You've got 12k turns and the first dwarf quest has been turned in.. maybe best to start with griff and pyramid? The rewards for the griff & pyramid quests are always a great help. If you're not sure how to continue, you can always post the situation and ask.

P.S. actually, now that you're down in dwarftown, might be best to do 2nd dwarf quest first.

Siriah
02-15-2014, 10:07 AM
Well done Mobius!

I know how you feel, Superteeth. Just play to the best of your abilities and take a break to think if you feel like you're in a tough spot.

Mobius
02-15-2014, 03:44 PM
Quoted For Truth. If you feel like your mojo is not working, save and come back later. I was in trouble, wondering why spells cost a huge amount of mana!
Turns out it was silvernight, doubling my spell costs. But I didn't realize it until after I wasted time dorking around.

Well done Mobius!

I know how you feel, Superteeth. Just play to the best of your abilities and take a break to think if you feel like you're in a tough spot.

Mobius
02-17-2014, 08:10 AM
Are the late players still playing?

Superteeth
02-17-2014, 09:08 AM
Yes, I am still playing, just not now.

sylph
02-17-2014, 05:53 PM
Are the late players still playing?
Will be tackling this one tonight, yes...

grobblewobble
02-18-2014, 05:17 PM
Superteeth, inbox is full..

Sylph, hope you're okay.. in case you're not able to make it in time, please let us know.

P.S.: the deadline is 4 AM in the morning (forum time), so there are still more than 8 hours left at the time of writing.

sylph
02-18-2014, 06:24 PM
What time is it now?

Ah, ok, was scared for a moment there, that I had my days mixed up!
I'll be going live, streaming my run, in about 3 hours time. Having people on chat really helped pace me last time, so I'd be grateful of company if anyone is sitting around with nothing to watch... :)