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Ancient Domains Of Mystery, forum overview / Spoilers / Top 5 lame skills

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Nightmare
Registered user
Soul Calibur 2


Last page view:

4599 days, 1 hour, 50 minutes and 4 seconds ago.
Posted on Sunday, December 16, 2007 at 17:55 (GMT -5)

My ranking

1. Haggling. If the penalty for failure were less it might be useful early on.

2. Disarm Traps. Wands and the knock spell, anvils and huge rocks, keys, all make this obsolete.

3. Bridge Building. Wand of Cold and frost bolt and teleportation make this obsolete.

4. Woodcraft. What does it even do? Help you chop trees faster? Archer and farmer with fletchery might save some gametime and satiation getting logs, but otherwise, pointless.

5. Four way tie between Law, Appraisal, Metallurgy, and Survival.
"As for me, I feel priveleged to be among the only species able to make scientific inquiries." -unknown

"Be sure to keep your distance if you don't have resistance." -DG
noob
Registered user

Last page view:

5928 days, 14 hours, 57 minutes and 6 seconds ago.
Posted on Sunday, December 16, 2007 at 19:00 (GMT -5)

Gardening and Cooking

Disarm Traps can be used in gremlin cave by non-casters - get it by any cost! ;)

Also training lame skills to 100 will prevent scrolls of education being wasted on them...
psy_wombats
Registered user
Untitled


Last page view:

5336 days, 9 hours, 41 minutes and 14 seconds ago.
Posted on Sunday, December 16, 2007 at 19:58 (GMT -5)

Cooking isn't so bad when you're trying to move corrupted being corpses around... But then again, that's until you can just Fire Bolt them and save the effort...

Law fails, yes. But the others at least have some marginal use. With Law, I think I know killng and eating pet dogs is against the law...
WHEN WOMBATS STRIKE!
Enjoy your last days...
Darren Grey
Registered user

Last page view:

4239 days, 11 hours, 44 minutes and 50 seconds ago.
Posted on Sunday, December 16, 2007 at 20:05 (GMT -5)

Woodcraft vastly reduces the time spent chopping down trees, and can reduce travel time across forest squares in the wilderness. Not amazing, but handy anyway. Survival can be useful early game if you have no money or carrying capacity for food. Disarm traps on corruption traps can be handy if you're staying on one level for a while - don't want WMoPC on your back or chaos rats filling the place up. Disarming traps is also very handy for doors you have no way through beyond kicking (though you need detect traps for this too).

My personal worst 5:

1. Law - Absolutely no use for anyone who already knows the different lawful and chaotic acts.

2. Gardening - Almost useless, since herb seeds are incredibly rare. Also means passing up two handy items for most characters.

3. Haggling - Produces tiny effects. If you're worried about money then you wouldn't risk losing it. And soon into the game money becomes very little to worry about.

4. Appraisal - Gives unreliable advice, and only randomly (not on command). You can get the same sense of an item's worth by visiting a shop and checking the offer price. Later in the game you have enough blessed ID scrolls not to worry about this at all.

5. Bridge Building - Has only one real use, since you wouldn't bother carting logs around for regular rivers. This one use can be overcome with spells instead, and only a few are unlucky enough not to find the requisite book/wand. Many characters would have to pass up on Herbalism or the requisite book/wand to get the skill, making it even more of a pointless addition.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
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Soirana
Registered user
Chaos Freak


Last page view:

4149 days, 17 hours, 1 minute and 41 seconds ago.
Posted on Sunday, December 16, 2007 at 22:55 (GMT -5)

1. Metalurgy - unless it affects amount of ore you mine out (I'm not sure on this). In other cases absolutely useless.

2. Law - even for new players it is crap. You get result after actions, that is the moment you usually can see drop in alignment already.

3.Hagling - hardly remember ever using this.

4.Bridge building - used a few times, but seriously not a skill you ever care about.

5.Gardening - unluckily there is no way to get reasonable amounts of seeds. Otherwise turning ogre cave into herb suporting area could be nice (okay you need on bush for this, possibly farmers should try this). Just other alternatives for reward are better.
A root is a flower that disdains fame.
Kahlil Gibran(1883-1931)
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gut
Registered user
Painted this one too.


Last page view:

4897 days, 14 hours, 1 minute and 46 seconds ago.
Posted on Monday, December 17, 2007 at 01:07 (GMT -5)

1> Haggling - I don't recall the last time I even
attempted using this skill. Even if the other skills
don't help, at least they don't hurt.

2> Law - It may be a bit useful for new players, but
I have bad (distant) memories, of getting excited when
getting this skill for the first time. I even put many
of my skill increases into it. I found myself saying
"Ok I've gotten it to 100, now what does it do?". I
still don't know.

3> Bridge Building - Actualy I have bad memories of
this one too, from my pre-spoiled days. My
grey elven monk banging his hatchet into trees,
and carrying the logs (one at a time) to try to cross
the red lake. Do to the high failure rate, it was terrible.

4> Metallurgy - For those who don't smith, this skill
gives 0 benefit. But at least it doesn't hinder.

5> Woodcraft - I simply care not for it. For archers
it's fine, but I seldom play them.

I actually have to defend Gardening.

I find Herb seeds to be akin to books, just much
less so. A wizard will find many books, but a
barbarian will not. Likewise a druid (and I
suppose a farmer) will find more herb seeds than,
say, an archer. It's not as drastic though.
Still if you find a single early seed, in maybe
munxip's shop, it can mean stablizing one more 2x2
square of herbs in the big room.

Also Cooking is conditionaly useful.
If you find a few kobold shaman corpses, before
you find curia mancox, the corpses won't be
wasted.

Put me in the 'fool filter', where I belong!


[Edited 1 time, last edit on 12/17/2007 at 01:11 (GMT -5) by gut]
Molach
Registered user
Lord of DurisMud


Last page view:

5141 days, 17 hours, 39 minutes and 13 seconds ago.
Posted on Monday, December 17, 2007 at 06:21 (GMT -5)

Disarm traps is useful enough that I rarely go a game without getting it. Anvils/huge rocks are HEAVY, and besides they do not work on traps on the floor, only doors. Spell is not accessible to all character, and wands - might be restricted in supply, and you might have a certain corruption.

Bridge building makes permanent bridges, unlike cold wand/spells. But since you either make a teleport trap on levels with rivers, or have a W-proff blanket and high swimming, I suppose it's use is getting across piranahs for a char unable to find a wand at all.

Cooking is very useful, as cooked corpses have double satiation value, and is used to preserve valuable corpses (orb guards, blink dogs)

Law is very useful for unspoilt gamers, as it is used to determine many actions that are lawful/chaotic, for future reference. Change in align is not always immediately noticable (actually it is rarely). This of course makes the skill totally useless for spoiled gamers. So this skill is potentially very useful to the gamer, but not the PC.

I'll add my worst 5 later, had to work a bit...
Worst 5 in no particular order:
1) Woodcraft. So useless it is not funny
2) Appraising. Unreliability assures I will never be able to rely on this.
3) Metallurgy. Ores and ingots are identifiable by weight alone. Or you could read a blessed ID scroll while having one of each ore and ingot in inventory. Information on which metal items are made of is useful only to the gamer, and therefore useless for a spoiled gamer's PC. Besides most items can be determined by attempting to smith, you need the right ingot but are not penalized by choosing the wrong ingot.
4) Gardening. It has uses, but rarity of seeds and high failure rates unless skill is high makes this only really useful to farmers who start with a bunch. They should work up the skill with plant seeds first
5) Haggling. I'd call it useless in the casino, because you there have unlimited cash, and usually before casino the skill will be too low because of limited training possibility. Potentially useful, if you find an expensive shop (say wrong shopkeeper race) in a random shop you wish to buy out repeatedly. Then you could spend many levelup skill increases, apply the skill in the 3 guaranteed shops to be able to train it higher, and then use it "for real" in the shop. Very very situational.

Runners up
Law: Useless for me, but it was once upon a time useful to determine +/- align acts.
Survival: Again nothing I would use, waste of time. Situational use, and probably nesessary for the Wilderness-Man challenge (forgot name)
Two weapon combat: Surprise surprise. It has one good use, but otherwise it merely encourages people to fight two-handed. Which they never should do. The ONE good use for this skill is the dagger "Needle" and "Sting" together. Any other use is sub-optimal. Really.

My favourite underrated skills:
Cooking. Take care of corpses for later (Giants, Ogres, Blink dogs, orb guards). Get more food from them. And sac them for high pietyy. Because you probably ARE a hurthling.

Gemology. Without this you never find gems when mining (or when ants mine, oddily enough). With it you will. And gems include CoK, CoF, along with a great cash boost.

Food preservation. Well it is not underrated, but I have spent a wish on it. The real power of the skill is not, implied in the name, preservation, but rather generation. Corpse generation. This skill combined with some mining will produce giant corpses, which again lead to 40+ strength. That will be enough to win the game. Also other monster have highly desirable corpses.

[Edited 1 time, last edit on 12/17/2007 at 08:35 (GMT -5) by Molach]
Darren Grey
Registered user

Last page view:

4239 days, 11 hours, 44 minutes and 50 seconds ago.
Posted on Monday, December 17, 2007 at 07:44 (GMT -5)

Another advantage to cooking is for hurthlings who want to sac corpses. Really handy if you're live saccing and end up with lots of jackal or wolf corpses from summons - hurthlings get double the piety value for cooked corpses! However it does mean lugging round that bloody 100s cooking set. And there's a chance of destroying a corpse, which makes fire spells actually preferable for the orb guardians...
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
BrasilianWeirdVideos
Registered user
pron knight


Last page view:

5167 days, 9 hours, 16 minutes and 54 seconds ago.
Posted on Monday, December 17, 2007 at 07:46 (GMT -5)

1- law
2- metallurgy
3- haggling
4- woodcraft
5- gardening
Portrait
gut
Registered user
Painted this one too.


Last page view:

4897 days, 14 hours, 1 minute and 46 seconds ago.
Posted on Monday, December 17, 2007 at 18:12 (GMT -5)

I just don't understand the knock on the
Appraising skill. I think it's very useful.

Appraising is all about reducing the pile
of useless junk you are compelled to pack
through the entire early game. The fear
of leaving behind that orcish spear of
devestation is too horrible to ignore.
With Appraising, you know that any
spear rated 'fair' or worse can be
DROPPED. No player has an interest in
carrying 5 non-stacking orcish spears
with no beneficial pre/suffixes.

Say you have gauntlets, or boots, or metal
helmets, or any other items that are
weighing you down. If you don't have
Appraising, your stuck with them until you
identify them, or make a tough choice to
drop some because of capacity reasons,
without knowing their quality.
With Appraising, some items will be rated
'poor', it is very unlikely that a nice
item will be rated 'poor' if it has decent
PV or DV. So if an item is rated 'poor'
that means you can now DROP these useless
things, save your carrying capacity for
items rated 'fair' or better.

Because of it's cappacity saving benefits,
Appraising can also help you avoid taking the
'porter' talent, thus giving you the option
of taking a talent in another area.

Appraising also reduces the risk involved
with 'equip identifying' items. It may be
risky, but we all do it. In the early game
you will 'equip identify' many items.
Getting stuck with a miserable item can
be annoying, but getting stuck with a
good one isn't really so bad. If you have
3 orcish spears that don't stack, and you
want to try one out, don't you think you
would try the one rated 'good' over the
one rated 'fair'. Yes, it's true that the
'good' one may be cursed, but without the
Appraising skill you wouldn't have even
had a hint. It would have been a pure shot
in the dark.

Put me in the 'fool filter', where I belong!
psy_wombats
Registered user
Untitled


Last page view:

5336 days, 9 hours, 41 minutes and 14 seconds ago.
Posted on Monday, December 17, 2007 at 21:34 (GMT -5)

And doesn't law if a chance to fail?
If so:
Wow, this skill sucks so much it's not funny.
If not:
Somehow, learning Herbalism from Guth'Alak is chaotic. This skill actually helped me for once.

(I got the transgression message for choosing knowledge...)
WHEN WOMBATS STRIKE!
Enjoy your last days...
dopefish7590
Unregistered user
Posted on Monday, December 17, 2007 at 23:48 (GMT -5)

-----originally from BrasilianWeirdVideos------
1- law
2- metallurgy
3- haggling
4- woodcraft
5- gardening
-----------------------------------------------

id say the same, except i think gardening is really nice if you stop the big room from being filled

id replace it with gemology (is that the right name?)
Molach
Registered user
Lord of DurisMud


Last page view:

5141 days, 17 hours, 39 minutes and 13 seconds ago.
Posted on Tuesday, December 18, 2007 at 02:08 (GMT -5)

Nono, gardening = same result with holy water, which is plentyful later on.

Gemology = Only way to get gems from mining (this means unlimited gems, you know). ID-ing gems is not important, agreed
Darren Grey
Registered user

Last page view:

4239 days, 11 hours, 44 minutes and 50 seconds ago.
Posted on Tuesday, December 18, 2007 at 03:22 (GMT -5)

psy_wombats: Guth'Alak's quest pulls you towards neutrality, so a lawful person completing it is a chaotic act.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."

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