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Lets watch ADOM unfairly rape my wizard!

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
So, I picked up ADOM again a while ago, because I am not a learning animal apparently, and have once again gotten a character to the point I can reliably reach before shit goes horribly wrong.

x4zs2tj.png


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Screenshot
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Maya St:11 Le:19 Wi:15 Dx:21 To:10 Ch:12 Ap:15 Ma:26 Pe:21 N-
DV/PV: 36/16 H: 55(55) P: 148(156) Exp: 14/77442 D: 6 Sp: 106
Satiated
------------------------------------------------------------------------------


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

Maya St:11 Le:19 Wi:15 Dx:21 To:10 Ch:12 Ap:15 Ma:26 Pe:21 N-
DV/PV: 36/16 H: 55(55) P: 148(156) Exp: 14/77442 M: 24752



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

Name: Maya Race: female Dark Elf Class: Wizard
Eye color: black Hair color: white Complexion: black
Height: 5'3" Weight: 94 pounds
Age: 131 (grown-up)
Star sign: Falcon Birthday: 23/Falcon (day 233 of the year)

YOUR HISTORY:
Your father is a guildmaster. Your family generally is rather
wealthy and well-known in your home town.
In your childhood you were tortured by your cruel parents. They
seemed to thoroughly hate and despise you.
In your youth you became seriously ill and suffered for many years.
When your disease finally was cured you were left weakened, both
physically and spiritually, and bereft of the joys of youth.
Your path was always clearly lying before you. You knew about your
destiny since your earliest years and fortunately your grandfather
supported your wishes. You managed to find a competent trainer and began
your studies.
You decided to become a Wizard.


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

Melee weapon Lvl Hit Dam DV Level Required marks
--------------------- --- --- --- -- ------------- --------------
Unarmed fighting 0 +0 +0 +0 unskilled 30
Daggers & knives 0 +0 +0 +0 unskilled 25
Clubs & hammers 0 +0 +0 +0 unskilled 30
Maces & flails 0 +0 +0 +0 unskilled 30
Swords 5 +3 +2 +1 skilled 50
Axes 0 +0 +0 +0 unskilled 30
Whips 0 +0 +0 +0 unskilled 18
Pole arms 0 +0 +0 +0 unskilled 30
Twohanded weapons 0 +0 +0 +0 unskilled 30
Staves 0 +0 +0 +0 unskilled 30

Missile weapon Lvl Hit Dam Ra Level Required marks
--------------------- --- --- --- -- ------------- --------------
Slings 0 +0 +0 +0 unskilled 14
Bows 0 +0 +0 +0 unskilled 14
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 14
Thrown spears 0 +0 +0 +0 unskilled 14
Boomerangs & scurgari 0 +0 +0 +0 unskilled 14

Shields Lvl DV Level Required marks
--------------------- --- --- ------------- --------------
Shields 7 +14 skilled 882


Damage caused with your melee weapons:
--------------------------------------
Right hand: +10 bonus to hit, 1d8+5 damage


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




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

Acid Ball : 43, 43pp (Effectivity: +6)
Burning Hands : 52, 7pp (Effectivity: +12)
Calm Monster : 228, 7pp (Effectivity: +0)
Create Item : 110, 200pp (Effectivity: +0)
Cure Disease : 272, 7pp (Effectivity: +1)
Cure Light Wounds: 113, 3pp (Effectivity: +6)
Darkness : 315, 4pp (Effectivity: +1)
Disarm Trap : 234, 8pp (Effectivity: +0)
Fire Bolt : 39, 12pp (Effectivity: +9)
Frost Bolt : 190, 9pp (Effectivity: +9)
Invisibility : 235, 8pp (Effectivity: +0)
Knock : 177, 9pp (Effectivity: +6)
Light : 126, 2pp (Effectivity: +5)
Lightning Bolt : 176, 10pp (Effectivity: +3)
Magic Map : 50, 48pp (Effectivity: +2)
Magic Missile : 4, 10pp (Effectivity: +10)
Remove Curse : 58, 57pp (Effectivity: +4)
Slow Poison : 141, 5pp (Effectivity: +0)
Strength of Atlas: 219, 6pp (Effectivity: +14)
Teleportation : 391, 24pp (Effectivity: +5)
Web : 236, 10pp (Effectivity: +0)


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

Alchemy ................ 49 (fair) [+4d5]
Alertness .............. 66 (good) [+1d5]
Bridge building ........ 19 (mediocre) [+3d5] (mr)
Climbing ............... 59 (good) [+3d3]
Concentration ..........100 (superb) [+2d4]
Find weakness .......... 52 (good) [+1d5]
First aid .............. 53 (good) [+2d4]
Haggling ............... 52 (good) [+1d5]
Healing ................100 (superb) [+3d3]
Herbalism .............. 72 (great) [+3d3]
Listening .............. 65 (good) [+3d4]
Literacy ...............100 (superb) [+2d4]
Pick pockets ........... 49 (fair) [+2d4]
Stealth ................ 57 (good) [+1d5]
Survival ............... 19 (mediocre) [+4d4]
Ventriloquism .......... 28 (mediocre) [+3d4]




----------------------------------------------------------------------------
Inventory
----------------------------------------------------------------------------
Total weight: 6016 stones Carrying capacity: 27100 stones

Head : uncursed metal cap [+0, +3] [50s]
Neck : uncursed amulet of protection from undead [3s]
Body : blessed chain mail (-1, -3) [-3, +6] [400s]
Girdle : -
Cloak : blessed leather cloak (-1, +0) [+1, +3] [40s]
Right Hand : blessed unbalanced mithril scimitar (+0, 1d8+3) [32s]
Left Hand : large crystal shield (-1) [+10, +2] [210s]
Right Ring : blessed ring of stun resistance [1s]
Left Ring : blessed ring of the clear mind [1s]
Bracers : -
Gauntlets : uncursed blue dragon-hide gauntlets (-2, +0) [+0, +2] [10s]
Boots : uncursed boots of sneakiness [+0, +0] {Dx+2} [20s]
Missile Weapon: uncursed short bow (+1, +0) [20s]
Missiles : heap of 6 uncursed rocks (+0, 1d4-2) [30s]
Tool : -


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

Total weight: 5199 stones Carrying capacity: 27100 stones

Helmets ('[')
hat [4s]
metal cap [50s]
metal cap [40s]
Armor ('[')
clothes [40s]
clothes [40s]
clean robe [60s]
Shields ('[')
blessed small adamantium shield [+5, +0] [36s]
uncursed tower mithril shield (-2) [+9, +2] [120s]
tower shield [120s]
medium shield [100s]
Gauntlets ('[')
uncursed fencing gloves of fidelity [+3, +1] {Ch+6} [6s]
Boots ('[')
leather boots [25s]
Necklaces (''')
uncursed pendant of mana {Ma+3} [3s]
uncursed amulet of light [3s]
uncursed amulet of death ray resistance [7s]
One-handed weapons ('(')
battle axe [70s]
warhammer [60s]
heap of 2 crude knives [20s]
crude knife [10s]
broadsword [80s]
club [30s]
spear [50s]
mace [100s]
crude battle axe [120s]
Two-handed weapons ('(')
heavy flail [200s]
Missile weapons ('}')
hand crossbow [30s]
uncursed short bow of accuracy (+6, +0) [20s]
heap of 2 slings [6s]
light crossbow [70s]
Missiles ('/')
bundle of 23 uncursed quarrels (+1, 2d6) [46s]
throwing club [80s]
throwing club [30s]
bundle of 6 quarrels [12s]
Tools (']')
heap of 3 uncursed bandages [6s]
uncursed golden ball [10s]
uncursed tinderbox (21) [3s]
blessed triangular key [1s]
blessed square key [1s]
uncursed torch [10s]
heap of 7 blessed stethoscopes [35s]
uncursed plain blanket [10s]
blessed fireproof blanket [10s]
uncursed climbing set [180s]
uncursed si [10s]
uncursed waterproof blanket [10s]
cursed si [10s]
heap of 6 sis [60s]
thieves picks [5s]
heap of 3 sis [30s]
waterproof blanket [10s]
heap of 2 sis [20s]
Instruments ('{')
tambourine [5s]
Rings ('=')
heap of 2 uncursed rings of cold resistance [2s]
Wands ('\')
uncursed wand of wonder (0 charges) [3s]
wand of magic missiles (3 charges) [3s]
wand of door creation (1 charge) [3s]
Potions ('!')
heap of 2 potions of holy water [8s]
blessed potion of carrot juice [4s]
potion of potential beauty [4s]
potion of poison [4s]
heap of 3 potions of water [12s]
light potion [4s]
Scrolls ('?')
uncursed scroll of teleportation [2s]
scroll of darkness [2s]
scroll of charging [2s]
scroll of identify [2s]
scroll of power [2s]
Books ('"')
spellbook of Strength of Atlas [100s]
uncursed spellbook of Magic Missile [100s]
spellbook of Disarm Trap [100s]
uncursed spellbook of Cure Light Wounds [100s]
Food ('%')
heap of 8 uncursed large rations [1600s]
heap of 2 uncursed iron rations [200s]
uncursed loaf of hurthling bread [30s]
heap of 2 uncursed dwarven sausages [40s]
heap of 6 uncursed bones [24s]
cursed loaf of hurthling bread [30s]
heap of 4 bones [16s]
dwarven sausage [20s]
heap of 2 uncursed burb roots [4s]
heap of 2 cursed pepper petals [4s]
heap of 7 uncursed moss patches of mareilon [14s]
heap of 6 cursed moss patches of mareilon [12s]
heap of 3 uncursed curaria mancox herbs [6s]
blessed curaria mancox herb [2s]
heap of 2 uncursed devil's roses [4s]
heap of 6 uncursed spenseweeds [12s]
heap of 2 blessed spenseweeds [4s]
heap of 2 iron rations [200s]
hurthling cake [30s]
uncursed hurthling cake [30s]
heap of 3 burb roots [6s]
heap of 4 pepper petals [8s]
heap of 4 burb roots [8s]
pepper petal [2s]
heap of 4 burb roots [8s]
stomacemptia herb [2s]
heap of 2 stomafillia herbs [4s]
heap of 2 stomacemptia herbs [4s]
heap of 2 alraunia antidotes [4s]
heap of 3 demon daisies [6s]
loaf of hurthling bread [30s]
large ration [200s]
melon [20s]
stomacemptia herb [2s]
stomafillia herb [2s]
heap of 2 demon daisies [4s]
demon daisy [2s]
Valuables ('$')
3316 gold pieces [33s]
Gems ('*')
uncursed topaz [1s]


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

912 monsters perished under her attacks.

The following monsters were vanquished:


Dispatched the legendary blink dog Zebo.



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

She survived for 0 years, 34 days, 17 hours, 24 minutes and 8 seconds (24752
turns).
Maya visited 36 places.
Her strength score was modified by +5 during her career.
Her learning score was modified by +5 during her career.
Her willpower score was modified by +1 during her career.
Her dexterity score was modified by +4 during her career.
Her toughness score was modified by +2 during her career.
Her charisma score was modified by +2 during her career.
Her appearance score was modified by +1 during her career.
Her mana score was modified by +9 during her career.
Her perception score was modified by +2 during her career.
She was a member of the thieves guild.

For those who are unfamiliar with the game, I'm a wizard with a good selection of spells, including most of the really vital ones, like controlled teleport and the one that lets me carry infinite amounts of weight around. I've got innate teleport control, and as my stats go, I have absolutely shit toughness and willpower, which leads to my abysmal ~60 hp. There are a lot of enemies that can hit for upwards of 200 hp in a single round, by comparison. I've also got basically no elemental resistances (I might have innate fire, will have to check) so any sort of magical attack like a fireball trap can kill me or come damned close as well.

For those more familiar with the game, I'm playing the latest public version, which nerfs the shit out of most exploits or even generally useful strategies you can name, and adds a bunch of shit and fixes some bugs and imbalances. I took the healer quest already and also fucked up a cat. I'm trying for an ultra ending.

Now, what I'd normally do at this point is farm herbs in this room here, until I boosted my stats up massively (I could easily double my max hp here and get a few extra points of innate armour) but I've gotten sick of doing that shit over the years, and it's been made more tedious than ever in various ways. So, now I've got these options:

I go to the Pyramid. The pyramid is a special dungeon only available while your level is 13-17. I'm 14 right now. It's absolutely crammed full of traps, but I can tediously work my way through my trap disarming every tile I walk on. The goal here is to kill the boss, who drops a pair of really nice artifacts (one of which grants cold resistance) I'd immediately start wearing for probably the rest of the game, or close to it. I can probably win any battles in here, mummies are very weak to fire and nothing much has dangerous ranged attacks.

I go to the Tomb of the High Kings. There's another super valuable artifact here (a ring that gives fire, ice and electricity resistance), and a much higher chance of me encountering the berserker lord I need to kill to begin a chain of quests with really valuable rewards. However, it's also incredibly dangerous, because it tends to have rare/out of depth enemies in the dungeon along the way, and the boss can confuse me from a distance, which will be especially easy with my shitty willpower. He only does damage in melee though, so I have better than even odds of winning a fight with him, for sure.

I go to the Dwarven Graveyard.
Again, this place has a pair of very nice artifacts, one is a sword that boosts willpower, and the other is a pair of gauntlets, which aren't that great but gauntlets tend to be utter shit anyways. This place is ALSO filled with a shitton of traps, and the boss fight is against a spellcaster who can probably 2 shot me from a distance and summon endless hordes of undead. I honestly can't imagine being able to defeat him right now.

I go deeper into the dungeon. I'll probably find sweet fuck all besides lots more monsters, and the worthless guaranteed artifact moon sickle. Also I can only go so deep before running into the forest or dwarven halls, which would prevent me from doing a quest later with nice rewards.

Some things to consider:

I'm a dark elf, so I basically can't make any money at all right now. Dwarf shop hates my fucking guts. Hopefully I'll find a general store randomly at some point, owned by literally any other fucking race in the game.

I'd like to save Khelly to keep the door open for an ultra ending, even though that is basically impossible since I'm clearly not going to manage getting precrowned, and therefore have no real way of feeding the demented ratling enough artifacts without giving up some of the really useful ones. This also means I can't get crowned any time soon (not that I have any way of generating piety right now.)

I do have a pile of spellbooks waiting for me in dwarftown. Assume I have a copy of any spell I know, with the exception of burning hands (all gone) and teleport (2 books, luckily enough.) They got left there so they don't get drenched or burnt up while I'm traipsing around.

I accidentally popped my head into the gremlin cave, so even if I found some miracle setup for getting piety, like an altar next to a vault or tension room, I'd need to get the precrowning done before finding even 1 more artifact. Probably impossible.

So, lets hear advice from any pros before I carry on and get killed by a vortex behind a door or a berserking claw bug or whatever.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Was probably 10 years since I last played ADoM.

Do the Pyramid, if only for the Ankh. It would improve your chances of survival somewhat.

Then dick around the dungeon until you get a source of invis, then do the Tomb of High Kings, and then the sky is the limit.

Also, as far as rape goes, ADoM is fairer than most about it. Especially with wizards. Don't know if that changed with the newer versions.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
Oh I can cast invis. Can't really blame you for not picking that out of the giant character dump though.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Checked the character list. You have Cure Light Wounds, you have Invisibility, and you have controlled Teleportation.

None of the quests listed above should really be a problem if you make an effort to constantly keep track of your HP and keep them somewhere near the maximum. You can avoid Vortices and most of the dangerous melee enemies, and you should be able to tank trashmobs quite easily with that 16 PV of yours.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
Yeah that's what I was thinking with the last ~8 wizards I got this far. If anyone wants to place bets on how I die, the smart money is on 'harmless trashmob somehow deals 80 damage before I get a turn'.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
So, since everyone, including myself, considers the Pyramid to be the best option, that is where we'll go first.

GUofGP3.png

Well, almost first, actually first I need to drop by Dwarftown and grab a spellbook of firebolt, which we'll certainly need in there.
vGpZbf4.png


Note that this isn't the pyramid. This is the bug temple. Fuck me.
Gguxy4P.png


So, here we are. Let the gruelling slog of casting Remove Trap on every tile commence. Well, not every tile, just the ones I need to walk on.
Bb0IOqX.png



Actually, this will go faster if I use the magic map spell.


O7P20AG.png


Multiple times required apparently. This isn't so bad.
LLc6sA8.png

Here we see the mummy in his natural environment, getting ass raped by a spear to improve our polearm skill. He can't really hurt me anyways.
fUDrYaa.png

This glorious +1 to hit will surely save our lives some day. If we find a spear that doesn't suck and haven't become spellcasting gods already by then.
qhTNDdc.png


Now to kill them. Fire should do the trick.
zROsMlB.png


AHEM. FIre should do the trick.
uSukpN6.png

What the fuck am I doing, I can teleport. Fuck this shit.
YVkx6IG.png

Wow, I knew the stairs were around here but that was uncanny accuracy on my part.
FgskJft.png

So, is this fucker dangerous? The mummies can't even hurt us, so this should be fine right?
Name DV/PV Attacks x damage
jackal demon 18/4 3x 2d6+4 damage 70 hp


Well,I wouldn't say he's super dangerous, (in theory he can't hurt us either) but if he went berserk, or got a crit, or did an armour piercing attack (or all three at once) he could hurt us, and we only have 55 hp. Verdict: Exterminate with prejudice.
ljsS8ft.png

And up we go.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Damned Registrations said:
What the fuck am I doing, I can teleport. Fuck this shit.
I begin to understand now where the other 8 wizards went. :lol:

:avatard:
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
Give me a break, I haven't seriously been playing this in ages, and even this character I had taken a ~2 week break from.

That said, I will try to remember that teleporting everywhere is awesome, and I have two books worth of it memorized.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
It does. There's a small patch on the eastern side. You can see them on the minimap. Most of the herbs in the room died off while I was running around trying to pacify it. The remaining patch is alraunia and stoma. Which is basically worthless to me, to be honest.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
Well, what did we find upstairs?


OHlVFwh.png

Ah, a ghost.

Harmless to use, we live hundreds of years. These are really only a serious threat to trolls or ratlings that have lifespans in the low double digits.
oPw7TPN.png

Also harmless. We'll practice our healing magic on him, since it's a pain to get marks for.
lllVrsJ.png

Ah, it seems the ghost dropped a book to the lower right there.
rFiy2If.png

Come on, can't a guy just read in peace?
LH3r2rG.png

This guy isn't much stronger either.
PPQt7GK.png

More heal spam to fry the undead scum.
eXZq9J3.png

Huh. I've heard many, many times that undead don't do that. Glad I learned otherwise this way instead of against something really scary. Not that you can do much to avoid enemies going berserk,
dNM6Dan.png

Fry motherfucker!
iK6DFod.png

God damnit let me read.
AXHTglb.png

All the Were-creatures in ADOM summon minions in large packs, so we're just going to roast this guy. These actually used to be some of the worst enemies because enemies scale with how many of them you've killed, and these guys summon relatively rare jackals in huge numbers. You'd quickly end up with ~200 dead jackals and suddenly they're all as strong as golems and getting summoned in giant hordes.
nQCrzNr.png

Problem solved.
v3DILUw.png

We're nearly out of Fire Bolt castings. The first number on this screen represents how many times we can cast the spell. Though it tends to go down by more than one point per casting., especially for more expensive spells. If the number of castings is under 100, the spell begins to cost more pp to cast as well.
04p85Rs.png

Well, this is why we brought the book along.
v6XVk7B.png

Much better.
bBbtiJ8.png

And the book we found is apparently for 'Lightning Ball'. Pretty nice to have, This used to be an awful spell that simple fired lightning bolts in all directions, killing you if you used it in a hallway. Or was it just the wand that did that? I forget. Anyways, ball spells are nice because they can't miss like bolt spells can.
f1qyx95.png

Anyways, lets teleport again now that we read that book and recovered our pp (mana.)
wvS0DMN.png

Ahem...
Apparently that spot had something in it.

Teleport ho!

wM28LoB.png

Well, this is less than ideal.
JNM46zx.png

And this is why I should have carefully de-trapped my way here instead.

Fortunately we seem to be fire resistant due to something I ate (good to know) and we have a fireproof blanket keeping our inventory from burning up. If we'd landed on an acid trap things could have been much much worse.
zzxaXe5.png

Training my weapon on the ghost, it scores a crit. The aging is irrelevant as I mentioned before, but check out our hp- 54 to 38 in one hit. This thing couldn't even hurt me before. Crits in ADOM really suck.
tATbUG0.png

Behold our horrifying 3 years of artifical aging, bumping us from a spritely 131 to a decrepit 134.
15PdfKf.png

Well, healing spells put us back into prime shape.
f068pLI.png

This could be handy for sure. This is why you always get treasure hunter in ADOM. Most OP talent for sure. (doubly so if you need spellbooks.)
UhVwqC0.png

A shame increased proficiency in this spell does essentially nothing.
9qZKeuM.png

I have a remarkably good memory of this place's map all things considered.
hcnIGdq.png

Ah, the joys of killing shit with fire.
R511CFD.png

Getting some more weapon practice in...
UWFwRMU.png

Soon it will almost make as much of a difference as eating ~15 herbs for extra dex would have.
urNUFgh.png

Well, we got all the practice we can out of him.
yAgcB3k.png

Upwards ho!
4GshaEo.png



Well, here's the room of the big bad mummy lord. Lets see what out of depth assholes the RNG threw in to make things interesting. Note that the stairs back down to safety have moved away. They're a gimmick, this is a fight to the death situation.



So, since I'm not totally suicidal, lets look up their stats instead of prodding them with a stethoscope and hoping they don't murder us.
9xrfh6C.png

Name-----------------------------alignment ------------DV/PV-----------Attacks x damage
dwarven chaos knight --------C-------------------------- 12/10 --------1x 5d3+8

Ok thats 23 damage per hit average. This is scary already, never mind if they go berserk or crit us or whatever.

IDXrPaD.png


steel zombie C 5/18 2x 6d2+4

Not nearly as scary, basically just a pain for weak melee characters.

d9D51o8.png

master swordsman N 15/9 2x 2d6+3

Again, not too scary, altough this guy is experienced too, so his actual stats will be higher, probably closer to the chaos knight.
zTeszLB.png

chaos spider N 22/12 1x 2d12+4

Holy fuck that is stronger than I was expecting. The damage isn't super high on average (17) but the variance is enough to cause some alarm. They probably cause corruption when they hit too. I hope they can't see through invis.
XoIHr4y.png

stone statue N 13/10 2x 2d8+4

Nastier, but still not really terrifying. He's fire resistant too.
QKGsGwq.png

mummy lord C 18/18 2x 2d6+8

The boss himself isn't so scary either, aside from having a lot more hp (180). But he's weak to fire anyways.

QEyZpiY.png

Verdict: Extreme caution, full power to invis shields, make use of the most OP spells.

Let us begin!
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Sooo... basically, none of them can see through invis?

Burning hands would probably account for 90% of them, if only you had more castings.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
Yeah it sucks that I got so few castings of it. I only found one book early on, and I think it might have been cursed for a while too? I forget. At least it's a common spell, hopefully I find another copy soon.
 

Azira

Arcane
Patron
Joined
Nov 3, 2004
Messages
8,519
Location
Copenhagen, Denmark
Codex 2012
Never played ADOM, but just died to my first foray into a Ziggurat in DCSS. Made it to l17 in the Zig, got swarmed by a fuckload of monsters including 5 Pan lords, and one critter landed a lucky paralyze.

My verdict?

Don't attempt a Ziggurat without the means of nuking. A pure fighter won't do well. T'was fun though. :)
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
I'd be curious to see how far one could get in a Ziggurat with an outright ideal character with no spells. 27 in all skills, several appropriate artifact weapons, ideal randart armour maxing all resists, all the best mutations, etc.

I bet you'd still be totally fucked around floor ~20 or so, depending on what consumables you brought with you and found along the way.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
Well, here we go.
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Seems like invis is working well. If we can just go around as we please and pick them off one by one this will be easy.
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Lightning is probably the most situational bolt spell to use, honestly. It works on most things well enough, but it also burns shit on the ground like all the other elemental bolts (bad) and reflects from walls (very often bad.)
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Well so much for the whole '1 at a time' thing.
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Yeah, in that case I'll need to conserve my mana by using more AoE damage.

Also, as we approach here, the mummy lord launches into a monologue about how doomed we are and shit:

"Greetings, heroine! Permit Us to welcome thee in our chambers. We have waited a long time for thee to arrive. Thy skin will make a nice new wrapping worthy of Us. Prepare to release the rights to thy skin!"

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Welp, this got crowded quickly. Pretty much what I expected though. Time to activate Coward tactics to give ourselves a massive (21 points) defense value boost. Should cut our chnaces of being hit in half or so. I think. I honestly have no earthly idea how Adom combat mechanics work in detail.
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Lets see what we have to work with here. Burning Hands is good for 54 damage a shot to a target in melee range. More vs the mummies. But I don't really want to waste it on such weak enemies. Acid ball would be good except it's low on castings so it costs an assload right now. Lets go with our newest spell...
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Not too shabby. Note that if we had 1 more point of willpower, it'd be a larger radius, Every 8 points of willpower increases the range of spells, and every 2 range (16 willpower) increases the radius of ball spells like this. Of course, it wouldn't have mattered this turn...
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But it would have been really fucking nice on this one and pretty much all the following ones.
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Ooh, a wand dropped. Lets try to avoid blasting it to dust.
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The enemy pathing is obnoxiously bad at surrounding you. Well, it's obnoxious right now. It's rather a relief if you're ambushed by jackals or something in the wilderness.
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This is probably about as good a surround as we can wait for.
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Even at 5 targets, this spell is doing less damage per spellpoint than burning hands would. It REALLY sucks that we don't have an extra book of that, or this whole battle would be done by now.
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Here I managed to line up some mummies for a firebolt. Of course, being weak to fire doesn't matter when you just dodge spells like some sort of fucking ninja. Very appropriate for a mummy.
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The lightning ball dance continues, and I slowly whittle away my opponents.
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However, now I don't have enough points left to cast lightning ball any more. We'll need to wait to recharge.
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The boss mummy is running like a little bitch so I try to follow him up into the corner here.
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Time for some melee action I think.
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Sadly, this doesn't do unbalanced bonus damage vs most of these enemies, it only works on neutral things. Even so, it's a much better weapon than the spear, and will do extra damage to most of these guys for being blessed.
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Of course, we'll need to switch tactics to actually hurt anything.
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BAM. One down.
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The spider is too hard to hit so I go looking for spells. However, they all cost too much.
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That'll do the trick.
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Magic missiles > spiders. Magic missile is another awesome spell in this game, since it doesn't damage objects on the floor you can spam the fuck out of it without worrying about destroying precious spellbooks.
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We took a hit from something so I munch on an herb to heal up.
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However, I'm rusty and forgot that this wasn't the herb that heals you when you eat it. Derp.
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Rubbing our wounds actually works, and does so instantly instead of having to kick in when we finish eating. Spenseweed is OP.
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Now I make use of that wand of fire we grabbed earlier on the lower floors.
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Of course, all I hit is a single mummy out of the three targets.
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And the wand only had a single charge. Lovely.
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Alright, time for some burning hands, now that there are too few enemies to use lightning ball effectively anyways.
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Alas, we are now totally out of pp for casting spells. Didn't even quite finish off the swordsman. At least he fled instead of going berserk.
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Well shit, that isn't good.
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Coward mode back on.
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I decide to play it safe and read a scroll of power, which gives us back about 50 pp.
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And lets go invis some more. Also, what the fuck keeps managing to hurt me for 13 damage a swing? I haven't noticed any criticals in the chat logs...
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Motherfucker. I guess he's a lot stronger than I expected. Not sure how much of that is him being levelled and how much might be balance adjustments since my data was collected.
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Fucker hit me again. Well, we got plenty of herbs and spices.
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Well ok we got like 5 or 6 herbs. We still need to ration this shit.
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Suck it ratling! Pretty sure he's neutral and eats the bonus damage from my hits.
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BAM! Not much left now.
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Zombies gets to eat a burning hands spell, since we're not going to scratch him in melee anyways.
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And the skeleton goes down to melee easily enough. Time to go after the boss-man.
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Yeah this is going to end him.
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Glorious spoils of victory.
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At this point I realize we've had an amulet of undead protection on the whole time. No idea what that actually does though.
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I just chill in the corner regaining some pp. The last couple enemies can't seem to find me at this distance.
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Well, until the invis wore off.
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Lets do this!
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Lightning seems to do the trick. When it hits anyways...
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I went for an acid ball to be rudely reminded I have fuck all power left.
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Burning hands does nothing. 'fire resistant' actually means 'totally fucking immune' for enemies.
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Well, magic missile does the trick well enough.
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And the last zombie becomes extra crispy. Time to grab the other loot laying around.
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Seems like that wand that dropped at the start of the fight is of digging. Not super useful right now, but we'll need one eventually so it's a nice find.
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At this point I remember I equipped a crossbow before we got here with a rather hefty accuracy bonus for practicing my skill. This guy will make a nice target.
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Our damage is rather pathetic though. Well, that's good for practice.
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Many bolts later, we score a crit. Still doesn't finish him off though.
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Also, he disarms us of the weapon we're not using. Brilliant.
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Eventually we get a skill up. Note that as a wizard, we get a huge penalty for learning melee weapons, but no penalty for ranged onces. Also, ranged weapons tend to get nice bonuses much much faster. Even at just level one we get 2 accuracy and 1 damage. Not that impressive now, but on someone like a hurthling archer that can hit skill level 5 after killing a dozen enemies with rocks, you start doing disgusting amounts of damage no matter what your ammo is. Ranged crits also use different mechanics that make them do way more damage than melee crits later on, iirc.
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Anyways, we finally get another crit and finish this guy off.
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Time to suit up in our new gear.
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I don't have the item/spell required to properly ID this shit, but the ankh gives us 3 different kinds of luck bonus, which is very nice overall, and the mummy wrapping gives us slightly less armour than the chainmail while being indestructible, lightweight, and providing a bunch of resistances. Including cold, which means we can now kill the necromancer at the graveyard without getting wasted by frost bolt spells. Also we get see invis, which is handy. The 'drawback' is a penalty to our appearance, so we'll get crappier shop prices, but our prices are already ass anyways, and we can just take it off before trading anyways.
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Also, I relearn magic missile, giving us a ton of castings for future us. This would have been nice to have before we went in. Even if the damage is a rather underwhelming ~25 that can be dodged, it's super cheap and won't wreck the loot.
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And we're out. This is where the pyramid actually is btw.

I guess now we head to the graveyard unless someone has a better suggestion? Maybe I'll stop by high mountain village to sell some shit at a reasonable price before we move on. I already went through the small cave and can just teleport right to the stairs on each floor.
 

Nevill

Arcane
Joined
Jun 6, 2009
Messages
11,211
Shadorwun: Hong Kong
Graveyard, sure.

How well-prepared are you for ToEF, anyway?
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
Well, ring of ice, check. Innate fire resist, check. So I'd need 2 more points for fire resist from equips to avoid the damage iirc? Gauntlets and ring of high kings covers that I think. Gauntlets give some resists don't they? But maybe it's been tweaked since last I got there. Oh, I got a fireproof blanket too. Dunno how many charges, but we got luck on our side now too, with the ankh. So that should be enough to keep some herbs and a wand of digging alive.

I generally don't worry much about the tower itself. The tower is a total fucking joke compared to the boss, who can confuse you and pretty much one shot you with his ranged attacks. I'm far more concerned about how to kill him. Every time I've fought him I basically just got lucky, either with an abundance of dragon slaying ammo or just outright RNG when it comes to dodging death beams.
 

ALchymist

Educated
Patron
Joined
Oct 31, 2013
Messages
88
Codex 2013 Codex USB, 2014
Do Graveyard, particularly now you've got cold immunity from the mummy wrappings. Then Darkforge since you have lightning ball, fire resistance and the ability to carry lots of loot. Then go and get the Ring of the High Kings. Hope you have picked up a wish from pool or ring for Amulet of Life Saving, and also killed the Berserker Lord. Then you're set.

Damn - now I'm going to have to play it again myself.
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
Christ, why does it take 25 posts to get a new page in the playground? I thoought that got changed?
 

Damned Registrations

Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
Messages
14,980
I'll totally put something useful here later I swear. Like a continuation of my other LP's I totally didn't abandon. Yep.
 

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