Originally Posted by
Vanguardj
Warning: minor spoilers/scumming discussed
Good day, I've been buzzing about for a little while and playing ADOM for a few months. I've now been able to get PC's to dwarftown and on with a fairly high rate of success(and no I never save scum), but I'm hitting some walls there.
If you can reliably make it to DT, you're doing very well. The early game is the hardest/most dangerous part of the game.
Originally Posted by
Vanguard
Wizards, Barbarians, Bards and even a necromancer (joy!). Once I get there, though, I have some real trouble pulling off mid level tactics, in a specific instance: the big room and pacification.
Personal opinion: it's not worth the effort. The big room is a dangerous place to be spending time wandering around in, and pacifying it is fairly unnecessary. Cross as quickly as possible, grab a couple herbs as you go by if you need them (better if they're on another level though). Attempting to pacify the big room is more likely to get you killed than just avoiding spending time there. Try to think about simplifying your gameplan: Do things that are necessary to win. Things that are dangerous or tricky, like saving Khelly, pacifying the Big Room, hunting for some obscure monster for Thrundarr (if it's an easy one, by all means, but don't waste your time trying to track down a vapor rat), using Banshee on animated forest, avoiding cats, or raiding the WDC are things that don't help you win and risk letting you die.
There is a guaranteed pickaxe in the Pyramid, and a guaranteed wand of digging awarded for killing/saving Khelevaster. There is another available from the Griffyard rewards. So if you need these things, this is where you can get them. But, again, I wouldn't bother. Those wand charges can be put to better use.
Originally Posted by
Vanguardj
So how the heck can you consistently get these needed tools to pull it off? Any other mid game tips and pointers (like securing trap detection wands for the pyramid, or is it advised to just pick pockets and train with the Thieves Guild) would be well appreciated.
Wand of trap detection is not necessary for the Pyramid. Neither, really, is Detect Traps (although you can get it easily at this point if you want it). You can get through the Pyramid, if you know a good route, with setting off no more than a small handful of traps (my preferred route is to take the east path to where the pickaxe is, use the teleport trap there to go straight to the stairs). More important is having a good way to deal with the top level--the traps in the Pyramid shouldn't be overly dangerous at this point in the game. If you want to train detect traps, head to the VDDL and search for teleport traps--this is a good, safe area to learn detect traps. And while you're there get the teleport wand. This is the most important item in the early game you are likely to find (unless you're a wizard who gets a teleport book). The second most important is a blink dog corpse. You can find the wand using a wand/scroll of item detection or a scroll of magic map. You can do it using random teleports as well, but this is pretty tedious.
Last edited by JellySlayer; 03-22-2012 at 01:55 AM.
Hoping to win with every class, doomed. Archer, Barbarian, Bard, Beastfighter, Druid, Elementalist, Farmer, Fighter, Monk, and ULE Priest down.