
Originally Posted by
koctyxa
ADOM has two kinds of fight: melee and ranged. If you want to stay alive long enough, you should train both types, and don't be afraid of it. For ranged attack it's best to have one of: speed, Archery (for the sake of Lightning Shot) or Concentration. Speed comes to: Archer, Barbarian, Beastfighter, Monk, Ranger. Archery: Archer, Assassin, Farmer, Fighter, Healer, Ranger (and Hurthling). And these classes should be chosen by weakling races, because later in game they will be able to avoid hand-to-hand combat with baddies, and earlier they need better toughness, training in melee, better gear and so on.
Concentration comes to: Archer, Druid, Elementalist, Mindcrafter, Healer, Monk, Necromancer, Priest, Weaponsmith, Wizard (and with a Charged talent Dark Elf can be considered a mana battery) and these are classes to be chosen by stronger races, because they need firepower for the later stage of the game and in the beginning their HP is high enough to not be killed by a door.
So what I'm trying to say is that I strongly discourage playing elven magicians or orcish fighters.
I think you're oversimplifying too much to answer a rather complicated question. I also disagree with most of your conclusions.
When choosing race, there's several factors that need to be taken into account. These include: starting stats, starting equipment, skills, lifespan, and whether to play a troll. You also need to consider the synergy that each of these gives with your desired class. Class relevant factors include starting stats, starting equipment, class powers, skills, heir gift, and attack type.
Simple example: consider grey elf wizard versus troll wizard. Trolls have high starting To and St but low Le and Ma, good starting gear, add good skills, have short lifespan, slow levelling, high food consumption and take a penalty when trying to read books. Their synergy with wizard is pretty bad: between low Le and book penalty, they won't be able to read a lot of spellbooks into the midgame. Their nice starting toughness is still probably below the morgia barrier, so they lose the benefits of that by the early midgame, and actually will end up behind in HP of an equivalent elf (nevermind how far behind they'll be in PP) due to their lower level. Grey elf wizard, by comparison, adds basically no skills, has poor To, but has very high Le and Ma. They can learn basically any spell at the beginning of the game, and thanks to early bolt ability, can advance quickly (eg. via BUGWIL). GEWs, I would suspect, have probably won more games than any other R/C combo. The stat synergy is the dominant effect--wizards have all of the skills they need to survive.
On the other side of things, take orc barbarian versus grey elf barbarian. Orc barbie has stat synergy (high St, To), kickass starting gear (good weapon and >8 PV typical), skillset synergy (adds find weakness). They don't have archery or concentration, but they don't need much missile training because they're such melee powerhouses anyway. GE barbarian, by comparison has lowish St, To, below-average starting gear, and little skillset synergy (yes, they add literacy, but you can pick this up early enough that it isn't an issue). GEs are a comparatively poor choice.
At risk of getting flamed, these are the R/C choices that I would probably recommend:
Drakeling Fighter
Dark Elf Paladin
Troll Ranger
Hurthling Thief
Hurthling Assassin
Grey Elf Wizard
Dwarf Priest
Gnome Bard
Drakeling Monk
Troll Healer
Hurthling Weaponsmith
High Elf Archer
Dwarf Merchant
Dark Elf Farmer
Drakeling Mindcrafter
Orc Barbarian
Dwarf Druid
Grey Elf Necromancer
Grey Elf Elementalist
Orc Beastfighter
There's others that are about equivalent, of course...
[edit]As was stated earlier, charged is useless. It recovers ~2 PP every hundred turns. Concentration at 100 gives ~75 PP every hundred turns...
Last edited by JellySlayer; 07-05-2010 at 02:32 PM.
Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.