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Favorite Race/Class combos <de-lurk>

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Raj Seshadri

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Jul 8, 2004, 6:40:47 PM7/8/04
to
Hi folks,

I've been lurking for quite a while (and played ADOM for quite a
while), but I just wanted to ask everyone:

What are your favorite race/class combos?

Here's mine to start off with:
Drakish Wizard
Good Skills: Food Preservation!, Alertness
Although the Draklings spit is overshadowed by the offensive spells,
the metabolism and natural regeneration really help out the wimpyiness
of wizards.
Fun: improved fireball for a speed rush.

Dark Elven Priestess
(hehe, hate to meet em, but it's fun being one... too bad, there's no
summon spider ability :-)
Good Skills: Find Weakness, Alertness
Lack of toughness, and being despised by Waldenbrook (?!?!) aside,
they start off with great armor (Elven chain mail!), have spells, and
can eat spider corpses (yummay!).

Hurthling Archer
Good Skills: Food Preservation!, Cooking, Concentration
Rocks are easy to find :-) Sucks later if you graduate to slings, but
if you find a good one, it makes a difference. Concentration +
Literacy is good if you want to start casting spells later in the
game. Too bad the crowning gifts are so hit/miss for archers.

Dwarven Paladin
(my first class I started ADOM with!)
Good Skills: Concentration, Healing, Detect Traps, Mining
Starts off with good equipment, and good stats, and saccing gold is
more fun!

Josh Singh

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Jul 9, 2004, 1:05:33 AM7/9/04
to
Raj Seshadri (rajse...@gmail.com) writes:
> Hi folks,

Howdy there. Come on in, the lizards are hot and juicy.

> I've been lurking for quite a while (and played ADOM for quite a
> while), but I just wanted to ask everyone:
>
> What are your favorite race/class combos?

<snip>

Yeah, sure, I'll give you my favourites.

Gnomish assassin
Good skizzills: Gemology, Mining and Pick Pockets (of course); Alertness,
Archery, Detect Traps, Dodge, Find Weakness and Stealth (combined with
Backstabbing, of course). Yep, nice skills. Let's not forget the weapon
skills!
Yep, these guys are slippery little bastards given the chance. With an
inheritance, they are formidable, and if they get their hands on the Emerald
Dagger... ooooooooooh yeah... and thrown daggers, damn. Just... damn. Ohh
man. I'm having weird thoughts. I'm not getting any sleep tonight.

High elven archer
Good skizzimeedizzills: Alertness, Archery (well duh), Dodge and Stealth.
Once you pile up on the arrows, you become damn-near unstoppable. If you
land the elven long bow... hell yeah, that's a sweet thing. With undead
slayers and long range... and that level 50 power... not to mention those
high elven chicks are *hot*. Get a whip in her hand, and you'll be set.

OK, so it's no coincidence that I picked my two victors. Sue me. Anyway,
honourable mention can go to a grey elven elementalists and assassins,
gnomish bards, and drakelings of all kinds (yes, after two years I still
think they're cool).

--
Curry Bucket's Controversial Web Presence:
The Pandora's Box of the Internet
http://chat.carleton.ca/~jsingh3/
or http://www.currybucket.cjb.net/


Brian Eriksen

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Jul 9, 2004, 6:49:30 AM7/9/04
to
On Fri, 8 Jul 2004, Raj Seshadri wrote:

> Hi folks,
>
> I've been lurking for quite a while (and played ADOM for quite a
> while), but I just wanted to ask everyone:
>
> What are your favorite race/class combos?
>

Sure enough

Info: Wand Dark Elven Healer
Assets: Find weakness (2x), Alertness (2x), Cooking, Concentration,
Herbalism. Enormous healing rate.
Liabilities: Don't start with cooking set. No Gemology.
Style: Will become a potent mage given time. I am close to winning with
this combo and doubt I will play it again if I succeed.

Info: Book Hurthling Weaponsmith
Assets: Food preservation/cooking, Archery, Find weakness, Concentration,
Appraising. Excellent smith.
Liabilities: No herbalism or gemology
Style: Will also become a potent mage on top of being a splendid fighter
and archer. I have won with this combo and don't play it anymore.

Info: Candle Hurthling Merchant
Assets: Food preservation/cooking, Archery, Herbalism, Gemology, Detect
Item Status. Possibly Alchemy.
Liabilities: Hell freezes over before they get any good at spells. Even
weaker in the beginning than DE healers.
Style: The king of scummers. After a horrible beginning they should be
able to get tremendous stats. I have problems keeping them alive, but like
the combo none the less. Herbs, gems and giant corpses + the possiblity of
an "easy" !oGA combination from Alchemy.

Info: Sword Dark Elven Farmer
Assets: Food preservation/cooking, Archery, Herbalism, Alertness, Find
weakness. Earns Polearm as one level lower (lvl4 require app. lvl3 marks).
Liabilities: No spells really, and no gemology. Also fragile starters.
Style: Also have problems keeping these alive, but they should become
awesome killers.

I play various other combinations as well based on sign and mood, but
these are my favorites.

SeanV

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Jul 9, 2004, 7:06:00 PM7/9/04
to
rajse...@gmail.com (Raj Seshadri) scrawled this on the wall
news:<778a9a4d.04070...@posting.google.com>...

> Hi folks,
>
> I've been lurking for quite a while (and played ADOM for quite a
> while), but I just wanted to ask everyone:
>
> What are your favorite race/class combos?

The newbie replies;

Grey Elven Barbarians:
Good skills; Dodge, Herbalism, Literacy, and Swimming (Yeah, I know,
you don't always need it, but when you need it.... oh brother.)
Good equipment; Short Bow and a few arrows. Can be a lifesaver early
on.
Named: Grey(haime, hail, raiment)
No doubt about it, this is one of the easiest classes to get going.
They have good starting stats (for elves anyway), heal quickly (the
Healthy talent helps here), and once they get a shield and a spear
only bad luck or terrible playstyle can kill you. Not only do you get
the advantages of the barbarian's skills (quick movement and hard
hits)
but you are also able to read from the get go! My all time favorite
combo. Dang I think I'm gonna fire up another one.

Dark Elven Rangers:
Good skills; Alertness, Archery, Dodge, Find Weakness,
Food Preservation, Herbalism, Swimming and Two Weapon Combat.
Good equipment; Elven Chain Mail, Twin Scimitars can be pretty good.
Named: Always name these boys Drizzt.
Role play 'em too... but not to an extreme. Anyway, aside from a
few problems with racist dwavish shopkeepers these guys go *far*.
And if they find two adamant scimitars before they reach level 15
as my latest one did.... only the RNG can stop 'em. The only problem
with them is that they don't always start out with literacy.

Human Barbarians:
Good skills; Dodge, Food Preservation, Herbalism, Swimming.
Good equipment; Two-Handed Sword, *Amulet of Luck*
Named: Sean
These, once again are almost unstoppable from the get go. A mixed
vault at level 5? They can take it. DE spider factories? Berserk rage
propels them to the source and snuffs it out. RNG? They bow before
its might and and continue on anyway, ignoring everything it throws
their way. The player? Unable to stop *him* the PC shrivels up and
dies
a million stupid deaths. :-(

Then of course there are the usual suspects in the ranged and magical
classes, whoes skills and merits are well known, so I won't even begin
to discuss them here, just list them.
Gnomish Elementalists and Mindcrafters, Grey Elven Wizards,
Human and Elvish Archers..... and Dark Elven Assassins (Going to have
to try Gnomes in that position now, after Josh Singh's post. Got me
curious he has.)

anxious triffid

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Jul 9, 2004, 7:44:35 PM7/9/04
to
rajse...@gmail.com (Raj Seshadri) wrote in
news:778a9a4d.04070...@posting.google.com:

> Hi folks,
>
> I've been lurking for quite a while (and played ADOM for quite a
> while), but I just wanted to ask everyone:
>
> What are your favorite race/class combos?
>

Orcs.

(Orcs orcs orcs orcs. Lovely orcs! Wonderful orcs! Orcs o-r-r-r-c-s orcs o-
r-r-r-c-s orcs. Lovely orcs! Lovely orcs! Lovely orcs! Lovely orcs! Lovely
orcs! Orcs orcs orcs orcs!)

It is a sad compulsion I have, I think it is because nobody else on the
newsgroup seems to play them with any regularity or frequency. They start
off with find weakness, which is a great tool for surviving the early
levels, and they are pretty tough and strong, but other than that they have
no real noticeable advantages - excepting the fact that the manual claims
they are good at detecting secret doors.

They have lots of drawbacks, or as I like to term them 'challenges' - a
hideously short lifespan which means a moment of needless bravado facing
even a ghostbat can be the end of them, they always start off chaotic
(except druids, of course), and so are almost guaranteed a hostile stone
giant lord in the HMV if they haven't turned towards law or neutrality by
then, the dwarvish shopkeeper hates them and will rip them off at every
opportunity, they make lousy spellcasters in the eraly and middle game.

Ach, they just have so much character.

Favourite classes with them?

Well I have got victories with an orcish druid and an orcish beastfighter,
so I guess they go in the list, but having got those victories I have no
interest in playing them again. I'm currently enjoying an orcish monk that
could be a contender, and that is kind of fun. Basically I'm slowly working
my way through the list of available classes, and seeing how far I can get
them.

Orcish wizards are entertaining, if frustrating, as they keep dying on me
somewhere around level 10 when I try and push them through the UD. I think
an orcish merchant mught be the most challenging role for them, seeing as
they get treated as badly as dark elves when it comes to the world of
commerce.

Sorry, if this is a dull one-track response, but as I say, it is a strange
compulsion just because nobody else seems to play them much.

Chaos Master

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Jul 10, 2004, 12:34:17 AM7/10/04
to
Raj Seshadri said:
> Hi folks,
>
> I've been lurking for quite a while (and played ADOM for quite a
> while), but I just wanted to ask everyone:
>
> What are your favorite race/class combos?

Dark elven priest(ess), high elven archers, and the "classics" (trollish
barbarian - "kill everything that can be killed" type, and gnomish
wizards/elementalists).

[]s
--
© Chaos Master. |"These wounds won't seem to heal
Posting from Brazil. | This pain is just too real
http://marreka.no-ip.com | There's just too much that time can't erase"
(most often offline... ) | -- Evanescence, "My Immortal"

J.M. Joensuu

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Jul 10, 2004, 3:36:48 AM7/10/04
to
anxious triffid <anxious...@INFEAROFSPAMfserve.co.uk> wrote in message news:<Xns95227C8AEDB1an...@217.32.252.50>...

> rajse...@gmail.com (Raj Seshadri) wrote in
> news:778a9a4d.04070...@posting.google.com:
>
> > Hi folks,
> >
> > I've been lurking for quite a while (and played ADOM for quite a
> > while), but I just wanted to ask everyone:
> >
> > What are your favorite race/class combos?
> >
>
>
> It is a sad compulsion I have, I think it is because nobody else on the
> newsgroup seems to play them with any regularity or frequency. They start
> off with find weakness, which is a great tool for surviving the early
> levels, and they are pretty tough and strong, but other than that they have
> no real noticeable advantages - excepting the fact that the manual claims
> they are good at detecting secret doors.

They also have metallurgy. I started Orcish Assasin some time ago, and
he is faring well. I pondered between few different races, and
thief/assasin, and for the first time I actually checked all the
differences from the manual (skills/class powers + the racial skills)
and pondered what I can get in-game. Gnomes start with pickpocketing,
but (orcish) assasins can get it at first level. And the month I got
was listed as a month of Death, among other things.

Gnomes do have gemolofy, though. My recent try at mindcrafter showed
me what gemology and two ant nests at PC can do to some of your
stats... I used <spoiled> <spoily> to get my <spoil rating> up to
mid-twenties. I had to wait for a long time to be able to kill those
damn bees from PC:1, though. Then I realized that the warriors and
queens are not mindless...


For the original poster: you might want to look at the class powers.
Some of them are really cool. Just look at that level 50 ability of
thieves... I haven't gotten many characters up to level 50, in fact,
my only winner is the only one. But you can still try. ;)

-----
Janne Joensuu

Raj Seshadri

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Jul 10, 2004, 4:26:30 AM7/10/04
to
abero...@yahoo.com (SeanV) wrote in message news:<fe5a89c9.04070...@posting.google.com>...

> rajse...@gmail.com (Raj Seshadri) scrawled this on the wall
> news:<778a9a4d.04070...@posting.google.com>...
> > Hi folks,
> >
> > I've been lurking for quite a while (and played ADOM for quite a
> > while), but I just wanted to ask everyone:
> >
> > What are your favorite race/class combos?
>
> The newbie replies;
>
> Grey Elven Barbarians:
> Good skills; Dodge, Herbalism, Literacy, and Swimming (Yeah, I know,
> you don't always need it, but when you need it.... oh brother.)
> Good equipment; Short Bow and a few arrows. Can be a lifesaver early
> on.
> Named: Grey(haime, hail, raiment)
> No doubt about it, this is one of the easiest classes to get going.
> They have good starting stats (for elves anyway), heal quickly (the
> Healthy talent helps here), and once they get a shield and a spear
> only bad luck or terrible playstyle can kill you. Not only do you get
> the advantages of the barbarian's skills (quick movement and hard
> hits)
> but you are also able to read from the get go! My all time favorite
> combo. Dang I think I'm gonna fire up another one.

Funny, I never stick to names... I just randomly think of weird
sounding names, then probably end up recycling like the first 20-30.
Hall of fames names would be interesting :-)

> Dark Elven Rangers:
> Good skills; Alertness, Archery, Dodge, Find Weakness,
> Food Preservation, Herbalism, Swimming and Two Weapon Combat.
> Good equipment; Elven Chain Mail, Twin Scimitars can be pretty good.
> Named: Always name these boys Drizzt.
> Role play 'em too... but not to an extreme. Anyway, aside from a
> few problems with racist dwavish shopkeepers these guys go *far*.
> And if they find two adamant scimitars before they reach level 15
> as my latest one did.... only the RNG can stop 'em. The only problem
> with them is that they don't always start out with literacy.
>
> Human Barbarians:
> Good skills; Dodge, Food Preservation, Herbalism, Swimming.
> Good equipment; Two-Handed Sword, *Amulet of Luck*
> Named: Sean
> These, once again are almost unstoppable from the get go. A mixed
> vault at level 5? They can take it. DE spider factories? Berserk rage
> propels them to the source and snuffs it out. RNG? They bow before
> its might and and continue on anyway, ignoring everything it throws
> their way. The player? Unable to stop *him* the PC shrivels up and
> dies
> a million stupid deaths. :-(

I was always addicted to weak spellcasters, but then I discoverd the
Trollish Wizard... slow to start magic wise, but can pretty much
single-handedly take out any early monsters. I spent quite a whuile
with these early on, until I started getting past early game... then
they were a bit slow to develop. But it's kinda like the same as the
Barbarians, 'cept they can cast spells (and start off with lots of
equipment).


> Then of course there are the usual suspects in the ranged and magical
> classes, whoes skills and merits are well known, so I won't even begin
> to discuss them here, just list them.
> Gnomish Elementalists and Mindcrafters, Grey Elven Wizards,
> Human and Elvish Archers..... and Dark Elven Assassins (Going to have
> to try Gnomes in that position now, after Josh Singh's post. Got me
> curious he has.)

Yeah, once my DE Priestess dies, I'll hve to take a crack at some
Assassins. Never tried those, have I...

Raj Seshadri

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Jul 10, 2004, 4:31:14 AM7/10/04
to
"Josh Singh" <jsi...@connect.carleton.canuck> wrote in message news:<xIpHc.818737$Ar.3...@twister01.bloor.is.net.cable.rogers.com>...

> Raj Seshadri (rajse...@gmail.com) writes:
> > Hi folks,
>
> Howdy there. Come on in, the lizards are hot and juicy.

Thanx... feelin a bit thirsty, lemme sip from this multi-colored pool
first :-)

>
> > I've been lurking for quite a while (and played ADOM for quite a
> > while), but I just wanted to ask everyone:
> >
> > What are your favorite race/class combos?
>
> <snip>
>
> Yeah, sure, I'll give you my favourites.
>
> Gnomish assassin
> Good skizzills: Gemology, Mining and Pick Pockets (of course); Alertness,
> Archery, Detect Traps, Dodge, Find Weakness and Stealth (combined with
> Backstabbing, of course). Yep, nice skills. Let's not forget the weapon
> skills!
> Yep, these guys are slippery little bastards given the chance. With an
> inheritance, they are formidable, and if they get their hands on the Emerald
> Dagger... ooooooooooh yeah... and thrown daggers, damn. Just... damn. Ohh
> man. I'm having weird thoughts. I'm not getting any sleep tonight.
>
> High elven archer
> Good skizzimeedizzills: Alertness, Archery (well duh), Dodge and Stealth.
> Once you pile up on the arrows, you become damn-near unstoppable. If you
> land the elven long bow... hell yeah, that's a sweet thing. With undead
> slayers and long range... and that level 50 power... not to mention those
> high elven chicks are *hot*. Get a whip in her hand, and you'll be set.

LOL, I almost put this one down, but after a few characters early in
my ADOM-life, I never really got past the chore of picking up all
those arrows and quarrels, and stopped playing archers. Oh well, I
should try it sometime, I suppose.

> OK, so it's no coincidence that I picked my two victors. Sue me. Anyway,
> honourable mention can go to a grey elven elementalists and assassins,
> gnomish bards, and drakelings of all kinds (yes, after two years I still
> think they're cool).

I posted my best attempts too. I think we get attached :-)

Erik Piper

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Jul 12, 2004, 4:56:10 AM7/12/04
to
bork bork bork anxious triffid bork 1:44:35 AM bork 7/10/2004 bork bork:

> rajse...@gmail.com (Raj Seshadri) wrote in
> news:778a9a4d.04070...@posting.google.com:
>
> > Hi folks,
> >
> > I've been lurking for quite a while (and played ADOM for quite a
> > while), but I just wanted to ask everyone:
> >
> > What are your favorite race/class combos?
> >
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>

> They have lots of drawbacks, or as I like to term them 'challenges' - a
> hideously short lifespan

I really should fire up AdomBot and research how potions of longevity really
work someday. If they are a fixed number of years, then they are really
useful for Orcs (and worth going to extra trouble to preserve, bless, drink,
create, whatever). If they are a percentage, then Orcs get the least benefit
from them.

Erik

anxious triffid

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Jul 12, 2004, 9:24:11 AM7/12/04
to
"Erik Piper" <efrn...@sdky.cz> wrote in
news:2lf21aF...@uni-berlin.de:

Least mathematical benefit, if that is how they work, but more practical
benefit than the elves, for example.

Brian Eriksen

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Jul 12, 2004, 10:17:16 AM7/12/04
to

I don't really handle AdomBot that well, so it might be redundant
information, but if you wish for "death" it will always take you to the
last year before dying on your lifespan.
If you could investigate the impact of quickling queen/king/bard corpses
too it would be nice since they are speculated to have an adverse effect
on lifespan.

- Brian

Eva Myers

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Jul 12, 2004, 10:59:48 AM7/12/04
to
"Erik Piper" <efrn...@sdky.cz> writes:

It would also be nice to know exactly how unnatural aging really
works. What determines how many years you will be aged on a
successful attack? I once had an Orcish Assassin aged from 18 to 54
years by one hit from a ghost king - my friend said that he had had a
character aged over a century, and we speculated that I was "only"
aged by 36 years because ADOM very rarely instakills characters with
the Lucky and Fate Smiles intrinsics.

In this situation, the game labels you as "dead" and you have one turn
to act before Death appears. It's best to drink a potion of youth,
but if you have none, a potion of longevity will do - assuming that
I'm right about the tendency not to age you too far beyond your
lifespan.
Eva.

--
Eva Myers, Computer Officer, Statistical Laboratory, University of Cambridge
Email: erm...@cam.ac.uk WWW: http://www.statslab.cam.ac.uk/~eva/
Ignorance and deception can't save anybody. *Knowing* saves them.

anxious triffid

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Jul 12, 2004, 11:47:28 AM7/12/04
to
Brian Eriksen <mad...@dsr.kvl.dk> wrote in
news:Pine.LNX.4.53.04...@dsrsrv4.dsr.kvl.dk:

> On Mon, 12 Jul 2004, Erik Piper wrote:
>
>> bork bork bork anxious triffid bork 1:44:35 AM bork 7/10/2004 bork
>> bork:
>>
>> > rajse...@gmail.com (Raj Seshadri) wrote in
>> > news:778a9a4d.04070...@posting.google.com:
>> >
>> > > Hi folks,
>> > >
>> > > I've been lurking for quite a while (and played ADOM for quite a
>> > > while), but I just wanted to ask everyone:
>> > >
>> > > What are your favorite race/class combos?
>> > >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > They have lots of drawbacks, or as I like to term them 'challenges'
>> > - a hideously short lifespan
>>
>> I really should fire up AdomBot and research how potions of longevity
>> really work someday. If they are a fixed number of years, then they
>> are really useful for Orcs (and worth going to extra trouble to
>> preserve, bless, drink, create, whatever). If they are a percentage,
>> then Orcs get the least benefit from them.
>>
>> Erik
>>
> I don't really handle AdomBot that well, so it might be redundant
> information, but if you wish for "death" it will always take you to
> the last year before dying on your lifespan.

Hmm I ran some quick and hideously inconclusive tests here with an orc
fighter and a high elven fighter. ADOMBOT was used to change items into
blessed potions of longevity and blessed RoDS.

Death was wished for, age was recorded, then a potion was drunk, and the
process repeated.

Orc:
Starting age - 15
15/40 - wished for death to reach natural lifespan
15/52 +12 - drunk blessed potion of longevity, and wished for death
15/69 +17 - repeated process
15/84 +15
15/101 +17
15/119 +18
15/139 +20
15/161 +22
15/177 +16
15/198 +21

High elf:
Starting age - 191
191/1691 - wished for death to reach natural lifespan
191/1719 +29 - drunk blessed potion of longevity, and wished for death
191/1741 +22 - repeated process
191/1761 +19
191/1777 +16
191/1790 +13
191/1819 +29
191/1834 +15
191/1849 +15
191/1869 +25


So it would seem on the basis of this small and unscientific test that
potions of longevity increase lifespan by a fixed random range,
irrespective of the race of the quaffer. +12 was the lowest increase, +29
was the highest. 17.5 was the average for the orc, while 20.3 was the
average for the High Elf. Although the High Elf received better increases,
it in no way seems proportional to lifespan.

Lowest increase for both races: +12
Average increase for both races: +19
Highest increase for both races: +29

So, on the basis of this hideously unscientific test it looks like the
effect of a blessed potion of longevity may be something like 2d10+10
years, but obviously much more testing is required.

I note that it does seem that potions of longevity _are_ much more use to
orcs than elves in this case: one blessed potion of longevity will save
them should they drink it before getting aged by a Ghost Lord, while elves
still have an enormous safety zone, and fear little from aging attacks in
any case.

anxious triffid

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Jul 12, 2004, 11:58:29 AM7/12/04
to
anxious triffid <anxious...@INFEAROFSPAMfserve.co.uk> wrote in
news:Xns9524AB0BD6F56an...@217.32.252.50:

snip


>
> High elf:
> Starting age - 191
> 191/1691 - wished for death to reach natural lifespan
> 191/1719 +29 - drunk blessed potion of longevity, and wished for death

(should be +28 - but then I did say it was horribly unscientific, didn't
I?)

Erik Piper

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Jul 12, 2004, 12:46:38 PM7/12/04
to
bork bork bork Brian Eriksen bork 4:17:16 PM bork 7/12/2004 bork bork:

> On Mon, 12 Jul 2004, Erik Piper wrote:
>
> > bork bork bork anxious triffid bork 1:44:35 AM bork 7/10/2004 bork bork:
> >
> > > rajse...@gmail.com (Raj Seshadri) wrote in
> > > news:778a9a4d.04070...@posting.google.com:
> > >
> > > > Hi folks,
> > > >
> > > > I've been lurking for quite a while (and played ADOM for quite a
> > > > while), but I just wanted to ask everyone:
> > > >
> > > > What are your favorite race/class combos?
> > > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > They have lots of drawbacks, or as I like to term them 'challenges' - a
> > > hideously short lifespan
> >
> > I really should fire up AdomBot and research how potions of longevity
> > really work someday. If they are a fixed number of years, then they are
> > really useful for Orcs (and worth going to extra trouble to preserve,
> > bless, drink, create, whatever). If they are a percentage, then Orcs get
> > the least benefit from them.
> >
> > Erik
> >
> I don't really handle AdomBot that well, so it might be redundant
> information

Nope.

> , but if you wish for "death" it will always take you to the
> last year before dying on your lifespan.

Huh. Learn something new every day. Looks like you're right -- wishing for
death and then drinking various numbers of potions of youth and then wishing
for death again always returned me to the same age.

> If you could investigate the impact of quickling queen/king/bard corpses
> too it would be nice since they are speculated to have an adverse effect
> on lifespan.

It looks like this notion belongs on the dustbin of history to which "triple
intrinsic fire resistance" was banished not so long ago. I took a human down
the Terinyo road, entered the wilderness, wished for death, turned 81, ate a
corpse, lowered my age with !oY, wished for death, turned 81, lowered my age
again with !ofYouth, ate 20 quickling lord corpses, and wished for death
again, and turned 81 yet again. (Incidentally, it won't be 81 years for every
human, but I believe that is mentioned in the guidebook.)

As for the original issue:

It turns out that the effect of potions of longevity is NOT based on the
drinker's original age limit (I tested with orcs, humans, and gray elves, and
they all had basically 16-to-24-ish boosts per potion), so they are indeed
superb for Orcs. However, note that they ONLY alter the border between "very
old" and death, and the effects of being "very old" can be IIRC quite nasty.
I only saw debilitating effects for orcs (a 7-point drop in ST for an orc),
but I wasn't watching stats closely at all.

Note that this assumes that the year given by a "death wish" really is the
last year you can reach. (You don't instantly die when you reach the age in
question, so it's still on this side of the mortal coil.) I tried starting up
several witches, each one wishing for death and then letting a ghost bat hit
it -- 4, 3, and 2 years added respectively. Each time the character died
within the usual 2 turns. So it seems safe to assume "death" really does take
you to the limit.

FUN FACTS:

* if you wish for death when you are already at your maximum age, you get the
message "Your wish will be granted soon enough!" instead of the usual "Your
wish will be granted soon..."

* I didn't investigate in detail, but there seems to be something wrong with
the aging code for humans. My "very old" human witches (a favorite for
testing, ye olde "sfaf") had really high strengths and toughnesses, i.e. the
18-20 range, and weren't really crippled in anyway. Gives a new meaning to
the phrase "tough old bird"!

* If you drink a potion of youth and you are at your minimum age, you get the
message "you feel absolutely nothing."

Erik

PS

Here is a short list of outcomes, in case anyone is interested. That is,
after quaffs of potions of longevity, the age reached by wishing for death
was raised by the following amounts:

21
22
18
16
24
23
21
20
21
19
26
20
16
17
19
16
18
19

The Wanderer

unread,
Jul 12, 2004, 1:30:38 PM7/12/04
to
Erik Piper wrote:

> bork bork bork Brian Eriksen bork 4:17:16 PM bork 7/12/2004 bork
> bork:

>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>

>> If you could investigate the impact of quickling queen/king/bard


>> corpses too it would be nice since they are speculated to have an
>> adverse effect on lifespan.
>
> It looks like this notion belongs on the dustbin of history to which
> "triple intrinsic fire resistance" was banished not so long ago. I
> took a human down the Terinyo road, entered the wilderness, wished
> for death, turned 81, ate a corpse, lowered my age with !oY, wished
> for death, turned 81, lowered my age again with !ofYouth, ate 20
> quickling lord corpses, and wished for death again, and turned 81 yet
> again.

Um... I don't think that's a valid test. According to the Guidebook, at
least, quickling lord corpses are not reported to have an effect on
lifespan; that is limited to king, queen and bard corpses.

I'm in just the mood to go test this out for confirmation myself, but
I've never managed to get ADoMBot working on my system, so...

--
The Wanderer

Warning: Simply because I argue an issue does not mean I agree with any
side of it.

A government exists to serve its citizens, not to control them.

Erik Piper

unread,
Jul 12, 2004, 3:39:59 PM7/12/04
to
bork bork bork The Wanderer bork 7:30:38 PM bork 7/12/2004 bork bork:

> Erik Piper wrote:
>
> > bork bork bork Brian Eriksen bork 4:17:16 PM bork 7/12/2004 bork
> > bork:
>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
> >>
>
> >> If you could investigate the impact of quickling queen/king/bard
> >> corpses too it would be nice since they are speculated to have an
> >> adverse effect on lifespan.
> >
> > It looks like this notion belongs on the dustbin of history to which
> > "triple intrinsic fire resistance" was banished not so long ago. I
> > took a human down the Terinyo road, entered the wilderness, wished
> > for death, turned 81, ate a corpse, lowered my age with !oY, wished
> > for death, turned 81, lowered my age again with !ofYouth, ate 20
> > quickling lord corpses, and wished for death again, and turned 81 yet
> > again.
>
> Um... I don't think that's a valid test. According to the Guidebook, at
> least, quickling lord corpses are not reported to have an effect on
> lifespan; that is limited to king, queen and bard corpses.
>
> I'm in just the mood to go test this out for confirmation myself, but
> I've never managed to get ADoMBot working on my system, so...

Oh! That changes everything! I tested again using king corpses and they did
indeed reduce my lifespan. About 12-13 years of lifespan reduction per
corpse. Lifespan was never reduced to below my starting age (or at least,
when I was down to my starting age of 27 and my lifespan ended at 31, and ate
another corpse, then wished for death, I got the "soon enough!" message).
Eating a quickling king corpse when already at my current maximum age did not
kill me.

Maybe the 12-13 years of lifespan is wrong; I didn't keep very good track. I
drank a bunch of blessed longevity to get my lifespan to 128 years, then ate
a queen corpse (uncursed, just like the king corpses), which took it down to
103 -- a difference of 25 years. Ate two more (had meant to eat just one) and
it went down to 67, i.e. 18 years per corpse. Then to 54 (diff of 13). Then
to 43 (diff of 11). Less effect with each corpse... coincidence or not? Don't
ask me :-)

Did one last test: got my lifespan down to just above my starting age, then
ate one more quickling king so it would be at or below my starting age, then
drank an uncursed potion of longevity. My lifespan was back up 12 years past
my starting age. So it seems fairly certain that the life-shortening effect
really does stop when it hits your starting age.

I don't wanna bore myself with this any more; I'd rather try to push my grey
elven farmer forward :-) Suffice to say that the short-lived races should
indeed be careful with the highest-royalty corpses, and orcs with multiple
corpses to eat should eat the corpses *first*, then start drinking potions of
longevity.

Erik

Brian Eriksen

unread,
Jul 12, 2004, 4:49:38 PM7/12/04
to
Would be nice to know if it is relative or constant with regards to elves.
Regardless it is certainly prudent to be aware of the consequences for
orcs/trolls and to some degree humans/hurthlings.

> Did one last test: got my lifespan down to just above my starting age, then
> ate one more quickling king so it would be at or below my starting age, then
> drank an uncursed potion of longevity. My lifespan was back up 12 years past
> my starting age. So it seems fairly certain that the life-shortening effect
> really does stop when it hits your starting age.
>
> I don't wanna bore myself with this any more; I'd rather try to push my grey
> elven farmer forward :-) Suffice to say that the short-lived races should
> indeed be careful with the highest-royalty corpses, and orcs with multiple
> corpses to eat should eat the corpses *first*, then start drinking potions of
> longevity.
>

Oh yes. Your potential chaos god :D.

So stack 'm and pack 'm and eat them in bulk. They do give a tremendous
speed boost so it would be shameful to waste them.

Reflection:
This entire matter gives e.g. orcish assasins (and any other orc/troll
combo with alchemy) a new light. I must admit alchemy never really caught
my eye except of poison, booze and gain attributes. Reviewing it there are
36 combinations of longevity recipes including these:
first ingredient: healing, oil, stomafilia, mancox
second ingredient: balance
with redundant ingredients. Balance prolly limiting, still expected output
about 10 on a good day in the BDC.
second ingredient: invisibility
second ingredient: cure poison
now I have never ended a game with less than 20 potions of
invisibilty/cure poison so these combinations will surely give +300 to
life expectancy. An orc walking tall among the elves.
second ingredient: extra healing
if they can be spared there are plenty guaranteed around. It boils down to
spenseweed as replacement.
Meaning there are 22% super easy combinations and 22% easy combination.
Worthwhile to persue.
Everything else means sacrifice in one way or the other (insight, troll
blood, wonder, raw mana). However to muddy the picture further there is a
slim chance of an easy insight recipe.

As for youth there are also 36 combos however only these seems to be of
use
first ingredient: invisibilty, cure poison, balance, extra healing
second ingredient: ultra healing
now you may point a finger at me and claim ultra healing is pretty hard to
give up, but if Jharrod is still available he can be milked for a lot of
these. I'd claim that a combo such as cure poison + ultra healing should
make an orc think hard on where his efforts are best spend.
Also potions of boost speed can be second ingredient, however that puts
some limitation on ultra ending prospects.

For a full review of recipes I refer to:
http://www.stud.ntnu.no/~houeland/adom/texts/alchemical-recipes

Jeran Al'hast

unread,
Jul 12, 2004, 4:53:32 PM7/12/04
to
On 12 Jul 2004 19:39:59 GMT, Erik Piper wrote:

[snip wanderer's comment etc]

Ok so longevity and life altering corpses have been confirmed. If I per say
had a grey elven bard with alchemy then this would not really be a problem.
Neither would it be for any race that has a extra 200 years for ghosts to
eat at. So at a ranking for age quality we have Grey Elves, High Elves,
Dark Elves, then it goes down by 300 years Gnome,then it goes down by 300
years Dwarf, then it goes down to around 90,80, 40 and 45 year level with
hobbits, drakelings/humans, Trolls/Orcs.

Looking at this I see that if your going for a resistance to the undead
power of ageing or the affects of quickling corpses then you will need to
stay withing the top 5 of Elves(3 kinds), Gnomes, and Dwarfs. When I say
resistance it really does not mean they don't gain as many years as
everyone else when aging nor loss as many when eating, its more like they
just live longer. I guess this is all obvious to every other player, but
its just nice to state it.

So it seems Gnomes and Dwarfs have a great amount of "edge" in the game.
They get nice attributes depending on class and great age. I really am
starting to love dwarfs, btw is the racial dislike for orc corpses noted in
the GB?

I'm going to do some testing on longevity increases and corpse decreases.
Thanks for the tactic of using wishes to determine death age.

Cheers!,
Jeran

Overtaker

unread,
Jul 13, 2004, 5:06:04 AM7/13/04
to
Jeran Al'hast <xdr...@earthlink.net> wrote in message news:<rkdnlqcdxfv9.1t...@40tude.net>...

> So it seems Gnomes and Dwarfs have a great amount of "edge" in the game.
> They get nice attributes depending on class and great age. I really am
> starting to love dwarfs, btw is the racial dislike for orc corpses noted in
> the GB?
> Cheers!,
> Jeran
The dislikes in certain conditions for orc corpses and the permanent one for
dwarf corpses are noted.I'm almost certain of it.I love them too because
of their large number of starting skills(detect traps etc.).I love playing
dwarf rangers since they have an immense number of skills.

Erik Piper

unread,
Jul 13, 2004, 6:45:14 AM7/13/04
to
bork bork bork Jeran Al'hast bork 10:53:32 PM bork 7/12/2004 bork bork:

.


.

.


.


[snip thoughts on lifespans]

> Looking at this I see that if your going for a resistance to the undead
> power of ageing or the affects of quickling corpses then you will need to
> stay withing the top 5 of Elves(3 kinds), Gnomes, and Dwarfs.

Howver, I've never had many problems with lifespans for the lower-midrange
races (humans and hobbits). I've died to aging like once in the last year.
It's all about making sure you have access to teleportation and speed once
you reach the point where Ghost foo tension rooms can be generated, and using
them. The latter point is important, as my one such recent death was due to
being too macho to use them (Ghost king horde room in DH:2). In the end,
then, the extra lifespan boils down to free scrolls of teleport, etc., as
long as you're careful.

> I'm going to do some testing on longevity increases and corpse decreases.

Seems like the main thing left to do at this point is getting a large enough
data set to feed to RGRA's many statisticians, who can pump out some probable
formulae for how they are determined (xdx+x).

> Thanks for the tactic of using wishes to determine death age.

Thank Brian.

Erik

Erik Piper

unread,
Jul 13, 2004, 6:49:27 AM7/13/04
to
bork bork bork Brian Eriksen bork 10:49:38 PM bork 7/12/2004 bork bork:

> On Mon, 12 Jul 2004, Erik Piper wrote:
> > bork bork bork The Wanderer bork 7:30:38 PM bork 7/12/2004 bork bork:
> > > Erik Piper wrote:
> > > > bork bork bork Brian Eriksen bork 4:17:16 PM bork 7/12/2004 bork
> > > > bork:
> > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > > > >
> > >

[snip my research on the effects of ! of L and Quickling king/queen corpses
on longevity]

> Would be nice to know if it is relative or constant with regards to elves.

Okay, I fess up: I didn't mention the slightly higher average boost that I
noticed for elves. Anxious Triffid saw the same and was honest enough to note
it. Pending a larger data set, I would say a fairly safe hypothesis is:

* boosts range from something like 11 to 28 (considering AT's data), with a
fairly high number of dice that ensure a strong bell curve.
* there is no percentual bonus for a large starting lifespan
* there is a small fixed bonus for a large starting lifespan.


Erik

koctyxa

unread,
Jul 13, 2004, 2:24:25 PM7/13/04
to
Mon, 12 Jul 2004 15:47:28 +0000 (UTC) anxious triffid (anxious...@INFEAROFSPAMfserve.co.uk) szumi:

s


s


s

> Death was wished for, age was recorded, then a potion was drunk, and the
> process repeated.

What about b/u/c status of potion of longevity?

koctyxa

anxious triffid

unread,
Jul 13, 2004, 8:22:18 PM7/13/04
to
koctyxa <toNieJes...@venus.wmid.amu.edu.pl> wrote in
news:cd19cp$fau$1...@atlantis.news.tpi.pl:

I specified in my post that the potions of longevity were blessed.

I ran some more tests just now with cursed potions of longevity. Not
surprisingly, they reduce the lifespan of the character. I used an orc
fighter.

wished for death to get maximum age - 17/42
drank potions of youth to return to chronologicl age - 17
cursed potion of longevity, wish for death (total 1 c!PoL) - 17/38
drank potions of youth to return to chronologicl age - 17
cursed potion of longevity, wish for death (total 2 c!PoL) - 17/37
drank potions of youth to return to chronologicl age - 17
cursed potion of longevity, wish for death (total 3 c!PoL) - 17/33
drank potions of youth to return to chronologicl age - 17
3 cursed potion of longevity, wish for death (total 6 c!PoL) - 17/29
drank potions of youth to return to chronologicl age - 17
4 cursed potion of longevity, wish for death (total 10 c!PoL) - 17

jcd

unread,
Jul 20, 2004, 4:11:30 PM7/20/04
to
rajse...@gmail.com (Raj Seshadri) wrote in message news:<778a9a4d.04070...@posting.google.com>...

> Hi folks,
>
> I've been lurking for quite a while (and played ADOM for quite a
> while), but I just wanted to ask everyone:
>
> What are your favorite race/class combos?

Dwarven Merchant:

Starting off with chain mail makes the VD easy. Dwarves are naturally
tough, and picking all the talents that give bonuses to PV gives you a
shot later in the game. I've just always liked merchants. A lot.
It's kind of irrational, since they're really among the weakest
classes. But there we go.

Gnomish Wizard:

Like Elven wizards, only with more toughness. Perhaps my favourite
race/class combination. Wizards are walking death machines.

High-Elf Archer:

If you get Sun's Messenger (as my latest character has), you've got a
good chance at winning. Now if only I could replace my fletchery set
that was destroyed by a trap in the pyramid. I'm running low on
arrows...

Human Weaponsmith:

Because I had a roleplaying character who was a smith. Smiths are
nice, but I haven't played them in a while, and that ingot bug is
partly the reason for that. I've never had trouble doing well with
this combination. Being able to smith up one's armour and weapons is
excellent.

--
Julian Day <ac...@sfn.saskatoon.sk.ca>

jcd

unread,
Jul 20, 2004, 4:18:45 PM7/20/04
to
anxious triffid <anxious...@INFEAROFSPAMfserve.co.uk> wrote in message news:<Xns95227C8AEDB1an...@217.32.252.50>...

> Orcs.
>
> (Orcs orcs orcs orcs. Lovely orcs! Wonderful orcs! Orcs o-r-r-r-c-s orcs o-
> r-r-r-c-s orcs. Lovely orcs! Lovely orcs! Lovely orcs! Lovely orcs! Lovely
> orcs! Orcs orcs orcs orcs!)
>
> It is a sad compulsion I have, I think it is because nobody else on the
> newsgroup seems to play them with any regularity or frequency.

My problem with them is that there doesn't seem to be any compelling
reason to play an orc over, say, a dwarf. They have comparable
physical stats, the dwarf will almost undoubtedly have better mental
stats, and the dwarf starts off with my favourite skill, detect traps.
Now, orcs might, too. I just don't recall. I've played less than a
dozen orcs in my many years of ADOM, though one of them was a winner
(orc potion merchant).

--
Julian Day <ac...@sfn.saskatoon.sk.ca>

Eva Myers

unread,
Jul 21, 2004, 4:49:03 AM7/21/04
to
ac...@sfn.saskatoon.sk.ca (jcd) writes:

> My problem with them is that there doesn't seem to be any compelling
> reason to play an orc over, say, a dwarf. They have comparable
> physical stats, the dwarf will almost undoubtedly have better mental
> stats, and the dwarf starts off with my favourite skill, detect traps.
> Now, orcs might, too. I just don't recall. I've played less than a
> dozen orcs in my many years of ADOM, though one of them was a winner
> (orc potion merchant).

I've found that dwarves tend to have trouble getting enough to eat.
Not only do they lack Food Preservation (orcs do too) but they also
refuse to eat orcs or dwarves.

Also, orcs start with Find Weakness, one of my favourite skills, and
unlike Detect Traps, not guaranteed to be obtainable.

Having said that, I don't like orcs very much because of their short
lifespan. I had several promising Orcish Assassins die of old age
before finally winning with one.

gibbering poster

unread,
Jul 21, 2004, 7:02:36 PM7/21/04
to

"jcd" <ac...@sfn.saskatoon.sk.ca> wrote in message
news:3a81ad37.04072...@posting.google.com...

> My problem with them is that there doesn't seem to be any compelling
> reason to play an orc over, say, a dwarf.


I'll give you one: Dwarves start with Metallurgy, which causes your
machine to blow up in a bright orange mushroom cloud whenever you get
within a 2 mile radius of anything resembling an ingot...

anxious triffid

unread,
Jul 21, 2004, 8:53:39 PM7/21/04
to
"gibbering poster" <no...@nowhere.com> wrote in
news:fCCLc.94931$fu6....@newssvr29.news.prodigy.com:

This argument would be somewhat more convincing if orcs didn't also start
with the metallurgy skill.

Stephen White

unread,
Jul 22, 2004, 4:36:21 AM7/22/04
to
anxious triffid wrote:

Also, I thought this problem was well understood - it simply relates
to there being unidentified and indentified items that are in fact
exactly the same being present at once. Possibly in the PC's inventory
and on the floor is good enough, or maybe they have to try to stack,
I cannot recall.

In general though I haven't found the ingots thing to be a problem -
I simply make sure the ones I am carrying are always identified, using
scrolls of id if necessary.

Vladimir Panteleev

unread,
Jul 22, 2004, 4:55:07 AM7/22/04
to
In article <fCCLc.94931$fu6....@newssvr29.news.prodigy.com>, gibbering
poster <no...@nowhere.com> says...

HellO! I fixed that bug! How many times do I have to tell people that?
Sheesh!

You can get the patch from ToGu's web-site.

http://www.stud.ntnu.no/~houeland/adom/

--
Knowledge belongs to the World.
That's why I'm here for.

http://wercorporation.da.ru/

Stephen White

unread,
Jul 22, 2004, 6:38:46 AM7/22/04
to
Vladimir Panteleev wrote:
> In article <fCCLc.94931$fu6....@newssvr29.news.prodigy.com>, gibbering
> poster <no...@nowhere.com> says...
>
>>"jcd" <ac...@sfn.saskatoon.sk.ca> wrote in message
>>news:3a81ad37.04072...@posting.google.com...
>>
>>>My problem with them is that there doesn't seem to be any compelling
>>>reason to play an orc over, say, a dwarf.
>>
>>I'll give you one: Dwarves start with Metallurgy, which causes your
>>machine to blow up in a bright orange mushroom cloud whenever you get
>>within a 2 mile radius of anything resembling an ingot...
>
> HellO! I fixed that bug! How many times do I have to tell people that?
> Sheesh!
>
> You can get the patch from ToGu's web-site.
>
> http://www.stud.ntnu.no/~houeland/adom/

Can I use the patch in combination with ADOM Sage under Windows?

Vladimir Panteleev

unread,
Jul 22, 2004, 8:42:16 AM7/22/04
to
In article <40ff9936$0$63367$ed2e...@ptn-nntp-reader04.plus.net>,
Stephen White <fake_email_address@fake_domain.com> says...

Of course! The patcher works on all three ports: DOS, Windows and Linux.

Overtaker

unread,
Jul 22, 2004, 9:31:21 AM7/22/04
to
Eva Myers <erm...@cam.ac.uk> wrote in message news:<4tn01th...@chiark.greenend.org.uk>...

> ac...@sfn.saskatoon.sk.ca (jcd) writes:
>
> > My problem with them is that there doesn't seem to be any compelling
> > reason to play an orc over, say, a dwarf. They have comparable
> > physical stats, the dwarf will almost undoubtedly have better mental
> > stats, and the dwarf starts off with my favourite skill, detect traps.
> > Now, orcs might, too. I just don't recall. I've played less than a
> > dozen orcs in my many years of ADOM, though one of them was a winner
> > (orc potion merchant).
>
> I've found that dwarves tend to have trouble getting enough to eat.
> Not only do they lack Food Preservation (orcs do too) but they also
> refuse to eat orcs or dwarves.
They will eventually eat orcs but only when starving.Although they'll
never eat dwarves they'll also never find a hostile dwarf(maybe if C)

Stephen White

unread,
Jul 22, 2004, 9:54:16 AM7/22/04
to
Vladimir Panteleev wrote:

> Stephen White says...


>
>>Vladimir Panteleev wrote:
>>
>>>In article <fCCLc.94931$fu6....@newssvr29.news.prodigy.com>, gibbering
>>>poster <no...@nowhere.com> says...
>>>
>>>>"jcd" <ac...@sfn.saskatoon.sk.ca> wrote in message
>>>>news:3a81ad37.04072...@posting.google.com...
>>>>
>>>>>My problem with them is that there doesn't seem to be any compelling
>>>>>reason to play an orc over, say, a dwarf.
>>>>
>>>>I'll give you one: Dwarves start with Metallurgy, which causes your
>>>>machine to blow up in a bright orange mushroom cloud whenever you get
>>>>within a 2 mile radius of anything resembling an ingot...
>>>
>>>HellO! I fixed that bug! How many times do I have to tell people that?
>>>Sheesh!
>>>
>>>You can get the patch from ToGu's web-site.
>>>
>>>http://www.stud.ntnu.no/~houeland/adom/
>>
>>Can I use the patch in combination with ADOM Sage under Windows?
>
> Of course! The patcher works on all three ports: DOS, Windows and Linux.

Cool. I installed it now :)

gibbering poster

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Jul 22, 2004, 1:39:39 PM7/22/04
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"anxious triffid" <anxious...@INFEAROFSPAMfserve.co.uk> wrote in
message news:Xns952E1385EF7B0an...@217.32.252.50...

Hahaha... it's rare that someone says something that makes me laugh
aloud at my own ignorance!!


jcd

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Jul 22, 2004, 11:56:34 PM7/22/04
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Eva Myers <erm...@cam.ac.uk> wrote in message news:<4tn01th...@chiark.greenend.org.uk>...

> I've found that dwarves tend to have trouble getting enough to eat.


> Not only do they lack Food Preservation (orcs do too) but they also
> refuse to eat orcs or dwarves.

I rarely find this to be a big deal, due to ratling traders in the
CoC, and the guaranteed food shop in Terinyo.

> Also, orcs start with Find Weakness, one of my favourite skills, and
> unlike Detect Traps, not guaranteed to be obtainable.

I've never cared too much about Find Weakness. It's nice, but not
essential to me. Of course, I also believe that Food Preservation is
nice, but not essential, which is heresy among some folk here. ;)

Detect Traps is attainable, but I don't like going through the
song-and-dance of attaining it if I don't have to, which is why I
enjoy dwarves so much.

> Having said that, I don't like orcs very much because of their short
> lifespan. I had several promising Orcish Assassins die of old age
> before finally winning with one.

My feelings exactly. I've had too many really good orcs/trolls die
from old age to enjoy playing those classes anymore.

--
Julian Day <ac...@sfn.saskatoon.sk.ca>

Colin McCaughan

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Jul 28, 2004, 9:36:38 PM7/28/04
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ac...@sfn.saskatoon.sk.ca (jcd) wrote in
news:3a81ad37.04072...@posting.google.com:

Dragon Drakish Monk - Halved food consumption + doubly trained F.Pres. =
mucho acid spit ammo. Add on the enhanced strength and toughness *plus*
faster learning of all weapon skills (important for slaying ammo) and you
have one potent fighter.

Book Elven/Gnomish/Hurthling Mindcrafter - I only play these in the hopes
of being able to learn spells - any spell - *and* use mindcraft. Yes, I
know it's nearly impossible, but I can dream, can't I?

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