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Thread: Gnome Priest (p17)

  1. #1
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    Default Gnome Priest (p17)

    Not much to say. FLG is: https://dl.dropboxusercontent.com/u/...GnPr_twiss.flg

    I basically just bashed my way through the game, didn't worry about spells too awful much. Skullcrusher served admirably when I got it before TOEF and most foes, such as the two greater giant vaults I encountered, fell to it (or acid ball for heavy hitters like the ACW, Nuurgy, casino shopkeep, cat lord). Since I did mino maze, I wound up with a grand total of 10 blessed POGA consumed (didn't do unicorn quests), so my stats were able to support me fairly easily. Went for wand of destruction ending though, for turns sake (not a bad turn count considering I entered TOEF around 44k turns and then spent over an hour of RL time in the mino maze on top of that).

    Mino Maze: really wasn't worth it on a spellcaster with magic map and teleportitis. I can't imagine doing that on a melee character without those aids, I'd've quit after half an hour.

    Also, boy, there are a couple highly annoying changes since I last played 10 prereleases ago.
    Last edited by SirTheta; 10-27-2013 at 04:06 AM.
    gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
    ULE: HeRa — OCG: DeMi
    currently speedrunning DrAs.

  2. #2
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    Default

    I was detecting traps before every step, man that almost drove me nuts if I wasn't already. I considered a few times to return to the surface, but hey, if one perseveres it does finally end. At least it's shallow. A SIL dive is almost worse with MM and teleportation.
    Last edited by Stingray1; 10-27-2013 at 08:09 AM.

  3. #3
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    Quote Originally Posted by Stingray1 View Post
    I was detecting traps before every step, man that almost drove me nuts if I wasn't already. I considered a few times to return to the surface, but hey, if one perseveres it does finally end. At least it's shallow. A SIL dive is almost worse with MM and teleportation.
    The SIL dive is kind of fun (though the return trip is pretty tedious). I actually didn't use detect traps or disarm traps at all (I would've given up for sure if I was doing that), I just plowed through everything (and only brought some food with me). My problem is that I got stuck exploring about 6-8 (don't remember exact number) fake levels. Of course, getting the scorched spear didn't help, but I'm pretty certain I wouldn't exchange my sanity for 6 POGA, 6 To/St and a randart on a character w/o Magic Map.
    gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
    ULE: HeRa — OCG: DeMi
    currently speedrunning DrAs.

  4. #4
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    Quote Originally Posted by SirTheta View Post
    The SIL
    What does SIL stand for, anyway? Secret Infinity Level?
    You hit Andor Drakon, the ElDeR cHaOs GoD, and severely wound him.
    The greater balor summons some help!
    The ratling duelist disarms you. You drop your blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12]. It flies to the west.
    Andor Drakon, the ElDeR cHaOs GoD, picks up the blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12].
    Andor Drakon, the ElDeR cHaOs GoD, wields the blessed Trident of the Red Rooster (+36, 6d12+18) [+12, +12].

  5. #5
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    Well, when you reach it, it says something along the lines of reaching a special part of infinity. My highscores says "killed by MaLaKaI in a very special part of infinity". So, maybe "Special Infinity Level"
    Last edited by Stingray1; 10-27-2013 at 01:04 PM.

  6. #6
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    Quote Originally Posted by SirTheta View Post
    Mino Maze: really wasn't worth it on a spellcaster with magic map and teleportitis. I can't imagine doing that on a melee character without those aids, I'd've quit after half an hour.
    Its not actually that bad with a melee char if you go in with the mind set you don't care about traps and you have decent dex to avoid the minotaur hits.

    did this very recently with a lvl 28 ratling duelist... managed to do the bug cave prior (actually not that hard with a duelist) got the scrolls, walked all the levels up to level 4 and then magic mapped the rest, was actually surprisingly easy (obv dualist is pretty damn strong this point)
    Last edited by Carter; 10-29-2013 at 06:42 AM.

  7. #7
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    I don't care about traps or minotaurs--no matter where they are, I run through traps w/o inventory and I've done the mino maze about four times at this point. My problem with the maze is that the fake levels are extremely tedious and time-consuming, and I play ADOM to have fun, not get extremely frustrated exploring a location I can easily do without. If you walked all the levels up to 4, you got extremely lucky you didn't encounter any fake levels (as I did my first time); the first levels are generally the ones you need to map. (also, yes, duelist is probably the "best" melee class in ADOM, now)
    gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
    ULE: HeRa — OCG: DeMi
    currently speedrunning DrAs.

  8. #8
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    Quote Originally Posted by SirTheta View Post
    Also, boy, there are a couple highly annoying changes since I last played 10 prereleases ago.
    Which ones?
    You steal a scroll labelled HITME. The orc hits you.

  9. #9
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    Quote Originally Posted by grobblewobble View Post
    Which ones?
    I've actually somehow forgotten an important one (should've posted them up the first go around), but one of the most annoying is all the not-really-neutral monsters combined with swap w/ non-hostiles [which doesn't really work, you displace them down a corridor instead of switching with them] (boy that buggers me, especially since they can mess you up later if you don't take care of them). In the early game, Hunger status dropping stats can be pretty annoying since it invariably strikes in the middle of a fight. And, of course, the whole Thrundarr quest thing is quite frustrating (I was actually like level 22 before I completed it) .
    gate closers: GeWi GnMo(unarmed) DeAs/Pa/Mi(staves)/Ra GePr DrBb HrMo | p7: MeBf | p17: GnPr | p20: DrDu GnAs DeCk MeWp OrBf GnTh MeHe | R57: MeDu | R101: DrAs (26,674 turns) GnDu (26,748) DrAs (18,533)
    ULE: HeRa — OCG: DeMi
    currently speedrunning DrAs.

  10. #10
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    I'm hoping the 1st Thrundarr quest gets made easier, but in the mean time: You don't have to wait till level 22.

    All his current quest monsters can be found in the tomb of the High King levels. Most characters should be alright to take those levels on in the mid-teens.

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