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Ancient Domains Of Mystery, forum overview / Spoilers / class power rankings

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gut
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4891 days, 19 hours, 42 minutes and 48 seconds ago.
Posted on Saturday, February 02, 2008 at 04:12 (GMT -5)

I will comment on only the class powers that are particularly good,
bad or interesting. Early game powers will be evaluated based on
how likely they are, to help you survive early game dangers.
Example: Poison resistance would be considered very useful, better
carrying capacity handy, and a 7% increase to PV not-so-useful (as
most PC's don't have enough starting PV points to make it useful).

Mid game powers will be ranked by how much use you actually get out of
them. Example: A 25% increase to PV is (by the mid-game) something that
you can get a lot of use out of, 'increased chance of critical hits'
is something that you get occasional use from, and being immune to
weather effects/summoning animals are things you seldom get use from.

Late game powers will be ranked by how helpful they are, considering
where you are in the game, when you reach their respective levels.
By my thinking exp. level 40 should be reached around the time you
reach the Archmage for most players (I may be wrong on that though).
Exp. level 50 will probably be reached when mostly through clearing
D:50 (again, I may be wrong here).

No one person can be an expert on all classes. The ones I have played
least are probably: Thieves, Necromancers, and Assassins. So if I
underestimate their (or other) talents, let me know.
--------------------------------------------------------------------

Based on a 4 star system.

Archer: 4 stars. The only one they get that is not GREAT is 2x range,
and it's still good.

Assassin: 3 stars. Poison making is COOL, and at level 6, very useful.
The next really good power is the 2 x dodge bonus, and at level 32,
is actually useful. Immune to poison at level 40 is not useful, unless
you have killed 10000 chaos servants. The insta-kill power at 50 is
too late to be useful. Too many average or 'too late' powers, but
their good ones are really cool.

Barbarian: 3 1/2 stars. All the powers are great except for the
'when fighting as a true berserker stipulation'. That effectively
wastes the level 40 and 50 powers. If you are going to fight
Fistinarius while true berserking, you are asking for death. Even
with 2 'wasted' powers, the others are so good it makes up for it.

Bard: 4 stars. Increasing skills... NICE. HP regen x2 at level 32 is
only a bit useful though, by then you usually have other (better)
methods. Plus 6 to all stats at exp. level 50 is NICE, and it comes
in time to actually be useful for D:50.

Beastfighter: 4 stars. Early poison resistance is very useful.
Level 12 stun resistance is only somewhat useful, because by then you
should have a ring of stun resistance, well at least it frees up a
ring slot. Faster movement = great. Level 25 summoning cave bears, I
am really not able to comment on, as I have NEVER used (but maybe
that is a comment in a way). Level 32 change places with hostile
monsters is good, and comes early enough to be useful. Gaining stats
at level 50 is good and useful for D:50.

Druid: 1 1/2 stars. Evading wilderness encounters is convenient. 2x
PP regen in wilderness is worthless. Immune to weather effects is
only useful if you plan to carry your inventory through the
wilderness, without a waterproof blanket (at level 18, you really
should have found one of these by now). Summoning animals, again I
have NEVER used. HP regen x2 in wilderness, not useful. Lightning
immunity is nice, and usually comes in time for the blue dragon
caves. 10 %less corruption doesn't come in time to be useful, by the
time you reach exp. level 50, you have already dealt with most of
the corruption in the game. Too many useless powers!


Druid: 2 stars. Druids have an automatic class power, most animals
are non-hostile to them. This makes the early game safer. Evading
wilderness encounters is convenient. 2x PP regen in wilderness is
worthless. Immune to weather effects is only useful if you plan to
carry your inventory through the wilderness, without a waterproof
blanket (at level 18, you really should have found one of these by
now). Summoning animals, again I have NEVER used. HP regen x2 in
wilderness, not useful. Lightning immunity is nice, and usually
comes in time for the blue dragon caves. 10 %less corruption doesn't
come in time to be useful, by the time you reach exp. level 50, you
have already dealt with most of the corruption in the game. Too many
useless powers!

Elementalist: 1 1/2 stars. If fire resist actually worked it would be
nice, but as it is, no. Shock resist is nice at level 12. Immune to
weather is probably obsolete at level 18. Elemental storms and
summoning elementals, I have never used, and I think the storms might
actually be dangerous if you produce lightning bolts in a small room.
Burrowing through stone at level 50 is maybe one of the most pointless
abilities in the game. Unfairly crippled by the 'fire resist' bug.

Farmer: 2 1/2 stars. Better carrying capacity, less food needed, all rather useful. Level 40 = plus 3 to your physical
stats, quite nice. Resisting corruption is really only useful if you
hit exp. level 50 early, otherwise a waste. Their powers are handy,
but don't really help your PC *survive*. 'Better herbalism' comes too late.

Fighter: 3 stars. Increasing PV bonus by 7% = nothing unless you start
with an unreasonable amount of PV. The increases at higher levels can
be nice though. DV bonus is OK. The level 40 'bash attack' is nice,
because and additional 500 energy points doesn't hurt too much, after
your weapon skill is high. The all-around attack is pointless. If
you plan to get surrounded on D:50, and all-around bash a half dozen
balors, you have an all-around death wish. Their bad skills are bad,
but their good ones are GOOD, so they kind of balance a bit.

Healer: 3 1/2 stars. Probably the best level 6 power in the game, 2x
HP regen, VERY nice, 3x at level 12 is also great. Healing touch is
not very useful. Gaining spells and HP is useful, and the level 50
bonus 8 points to toughness comes at a good time. I just can't say
enough about the 2x HP regen early, it's great.

Merchant: 1 star. Lower shop prices means very little. More carrying
capacity is handy at level 12, but worthless at level 50. Maybe I
rank them a bit low, their skills can be a help, but they just don't
help you survive.

Merchant: 2 stars. Lower shop prices means very little. More carrying
capacity is handy at level 12, but worthless at level 50. Maybe I
rank them a bit low, their skills can be a help, but most just don't
help you survive. Maybe their best class power is one that is not
documented, the ability to throw gold pieces. That is a power that
actually can help you survive, and it means virtually unlimited ammo!

Mindcrafter: 2 stars. Recovering quickly from confusion is little help
in the early game. Sensing the number of nearby enemies is of little
help. More PP and extra willpower is nice. The later powers are very
weak, reducing damage from contacting undead will not be useful. Do
you really plan to mind blast the ghost lords on D:50 !?

Monk: 2 1/2 stars. Circular kicks are a waste of a power. Faster
movement is GREAT. The insta-kill powers never seem to kick in against
the monsters you would really want them to (at least for me they
don't). Resisting chaos by a tad just doesn't help, if you have already
cleared most of D:50 by the time it kicks in. The faster movement is
the only great power they have in my opinion, but it is a great one.


Monk: 3 1/2 stars. Circular kicks are a waste of a power. Faster
movement is GREAT. At level 13, you get an undocumented class
power, that may be one of the best in the game. Unlimited
digging, by means of kick/smashing walls. This means an endless
supply of ore for smithing (making this class power just about
the equivalant of the artifact pickaxe Hammerhead). Level 25
change places with hostile monsters is good, and comes early
enough to be useful. The insta-kill powers never seem to kick
in against the monsters you would really want them to (at least
for me they don't). Resisting chaos by a tad just doesn't help,
if you have already cleared most of D:50 by the time it kicks
in. The faster movement is the only great power they have in
my opinion, but it is a great one.

Necromancer: 3 stars. OK this is one class I actually haven't played
much, so I may be underestimating some of these a bit. Resisting undead
attacks can be a great help. Turning undead is pointless. Raising nearby
corpses as ghuls seems redundant to their necromancy skill. Shadow touch
seems inferior to other healing methods. Coming back from death rules!


Necromancer: 2 1/2 stars. Resisting undead attacks can be a great help.
Turning undead is pointless. Raising nearby corpses as ghuls seems
redundant to their necromancy skill. Shadow touch seems inferior to
other healing methods, AND moves alignment toward chaotic. Coming back
from death is maybe the COOLEST power in the game, but after reaching
exp. level 50, it's not too often you will need it.

Paladin: 2 stars. Cure disease is useful, about 1 in about one game out
of 20. Turn undead = pointless. Level 18, know alignment is a waste.
Level 25 increase to DV is nice. Healing touch is not-so-good. Level 40
resistance to strength drain and so on just comes to late to be useful.
30% reduction to chaos is nice if you can hit exp. level 50 BEFORE
D:50, otherwise kind of pointless. Too many of their powers just come
too late.

Priest: 4 stars. Does turning undead rule in some way I just don't know?
At least it comes at level 6. There might be an occasion where it could
help you run away from a ghul, in the early game... maybe. PP reduction
for spellcasting is FANTASTIC, and with a 50% reduction at level 25,
they even beat wizards here. 2x more prayers would be very helpful if a
player likes to use it, useful for recharging PP's and HP very quickly.
In some deep levels of the CoC, this could be a great help. Destroying
undead at exp. level 50 could be a help on D:50, due to all the ghost
lords (I don't play many priests, so I just don't know here). Despite a
weak level 6 power, the rest more than make up for it.

Ranger: 2 stars. Wilderness survival is not important or helpful in any
way I can think of. Faster travel through different terrain is pointless
99% of the time. Level 25 wilderness evasion ability is not really
helpful in the mid-game. Level 40 faster movement is great. The 2 weapon
combat bonus is in my eyes, not helpful unless roll playing. Only the
faster movement is good in my eyes, but it is good.

Thief: 2 1/2 stars. I don't think that automatic searching helps me to
survive the early game, how about you? Stealing from shops can be risky.
Better pick-pocketing is good if you don't mind spending the real life
time to use it. The speed increase is actually very handy if you don't
like using other methods (like quickling/killer bug corpses) to increase
your speed, and it comes early enough to be useful for the late game.
Level 50 invisibility is a waste, by level 50, you have other means of
invis. Weak level 6 and 50 skills, but the pick-pocketing skill bonus
can be quite powerful. Again, this is a class I haven't played in years,
so I could be out in left field on some of this.


Thief: 3 1/2 stars. Automatic searching won't save your life in the
early game, but with decently trained detect traps it can be extremely
helpful. Stealing from shops can be risky. The extra pickpocketing
items is huge - easily over double what a normal char will get, if you
don't mind spending the real life time to use it. The speed increase is
actually very handy if you don't like using other methods (like
quickling/killer bug corpses) to increase your speed, and it comes
early enough to be useful for the late game. Level 50 invisibility
is handy, since you can turn it on and off at will. Not that big a
deal at level 50, but sometimes more convenient than using a spell or
potion. Moderately useful level 6 and 50 skills, but the pick-pocketing
skill bonus can be quite powerful.

Weaponsmith: 2 1/2 stars. Melting metal items at level 6 is occasionally
useful for helping you survive the early game. If you find a early forge,
but not a pickaxe, it can help you get an extra couple of points on your
equipment. Faster forging is nice. The level 25 'auto recognize metal
types' is a waste to me. Fire immunity at level 32 comes too late for
the ToEF, and you may have already been crowned with it (which can be
very frustrating), otherwise it's OK. The level 40 bonus to toughness
comes at a good time. Level 50's 'auto recognize weapon damage is
useless', it doesn't help your PC in the slightest. Maybe should be
higher because of fire immunity, but the forging powers just strike me
as being convenient, not REALLY helpful. The useless powers are truly
useless.

Wizard: 3 1/2 stars. Reducing PP costs for spellcasting is GREAT (I'm a
bit surprised that priests outshine wizards in this respect). Recharging
wands is not so useful at level 32. Uncursing items at level 40 is a
joke. Basic knowledge in all known spells comes too late to be very
useful. If your wizard visited the library, it's completely pointless.
I wanted to give wizards 4 stars, because of the reduced PP cost, but
they just have too many useless powers.


I think the champion of class powers has to be the archer. Fast missile
attacks are devastating. The runner up would probably be priests.
Put me in the 'fool filter', where I belong!


[Edited 1 time, last edit on 2/4/2008 at 20:28 (GMT -5) by gut]
Silfir
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4062 days, 18 hours, 8 minutes and 2 seconds ago.
Posted on Saturday, February 02, 2008 at 04:56 (GMT -5)

I think the way you evaluated makes a lot of sense. But shouldn't you have mentioned the undocumented class powers as well, like the Monk's ability to kick down walls, the Druid's ability to not aggro animals, or the Bard's ability never to lose a companion?

The shock immunity the Druid gets at level 40 isn't that helpful for the Blue Dragon Caves either - that late in the game, you usually have enough sources of lightning resistance to carry you home, maybe even Nature's Companion, a blue dragon scale mail or a crown of lightning - or that blasted crowning. Give the Druid the one star treatment, he deserves it! (Unless you count the nonhostile animals; they are helpful in the early game.)

But come on - you gave the Priest four stars even though he has some useless class powers, can't you give my beastfighter the same? Also, you said the monk has only one great power, the movement increase - but just like the beastfighter, he can change positions with hostile monsters, seven levels earlier even! Of course, they don't have that early game poison resistance - the movement speed increse comes six levels earlier for the monk, on the other hand.
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
Jhonka
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Kickass player


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5350 days, 17 hours, 25 minutes and 36 seconds ago.
Posted on Saturday, February 02, 2008 at 05:34 (GMT -5)

I think that the mindcrafter has the weakest skill set. None of them are really useful despite the wi and mana increase and even they make very little difference. Though mindcrafters are the most powerful class in the game after they gain some levels.

Archers get the ultimate class skills. Change of bypassing pv, change of hitting multiple enemies, faster shooting, like tina said: "Simply the best".
Darren Grey
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4233 days, 17 hours, 25 minutes and 52 seconds ago.
Posted on Saturday, February 02, 2008 at 07:49 (GMT -5)

I generally agree with most assessments, though I think Healers, Farmers and Monks deserve an extra half point for just how good their good powers are (I especially like the stat bonuses for the first two - you can never have too much To, and in the late game it's hard to improve).

Thieves should probably be rated much more highly. The extra pickpocketing items is huge - easily over double what a normal char will get. Can make a gigantic difference. The searching isn't that handy early on, but with decently trained detect traps it can be extremely helpful. The extra speed is very nice, and the invisibility is handy since you can turn it on and off at will. Not that big a deal at level 50, but sometimes more convenient than using a spell or potion. And you fail to mention one of their best powers - stunning humanoids on criticals. Combine this with some items that increase criticals and D50 will become a laugh - watch the balors stumbling around stunned whilst you hack away at them with the emerald dagger. Also they get this power at level 25, meaning you'll have it for a huge portion of the game against lots of monsters that could otherwise prove tricky.

I'd probably rate Bard powers highest of all - a 4.5 or 5 in fact on your scale. All of their powers help them to become even more extrordinarily versatile. Extra skill increases is really great in the early game, especially for improving vital skills like Healing. The extra weapon skills can be hit and miss - if you're lucky it can take you from level 10 to level 13 in your main weapon, saving you a huge amount of time gaining marks. The spells and skills are a matter of luck too, but if you get something good then boy is it amazing. The HP regen I still find useful - it stacks with all the other regen and helps add to ridiculously fast recovery in the late game. Extra PP regen is really handy, since it normally regens so slowly and can't be improved by other means. And the level 50 class power... god damn. +6 to all stats is simply heavenly. For a stat-maxer like me there can be nothing more joyful. For someone who hasn't been obsessively raising stats it'll be an even bigger boost. It's a real perfect rounding off for the jack of all trades class.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."

[Edited 1 time, last edit on 2/2/2008 at 08:02 (GMT -5) by Darren Grey]
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Soirana
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4143 days, 22 hours, 42 minutes and 43 seconds ago.
Posted on Saturday, February 02, 2008 at 08:33 (GMT -5)

i'm surprised about necors 3 stars. the only good thing they have is lv50 cheating death, but c'mmon how many of your 50lv chars had died?

shadow touch: it does criple your allignment towards chaos and requires not using your shield and spear.
Still once i had necro based on unarmed, pile of pv+contant berserk and non combat magic. with high speed leeching hit points on every hit was incredbily good. unluckily necros do lot of better while going wizard style.
A root is a flower that disdains fame.
Kahlil Gibran(1883-1931)
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gut
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Painted this one too.


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4891 days, 19 hours, 42 minutes and 49 seconds ago.
Posted on Saturday, February 02, 2008 at 09:47 (GMT -5)

Bards, the scale only goes to 4, and they are surely a solid 4!
I don't think they are better than archers though, because of the
randomness involved with some of their powers. You could luck out,
and that's great, but it could also go the other way. Could really
leave a player feeling cheated.

Beastfighters should indeed be 4 stars! The edit has been made.

Druids are promoted 1/2 star for non-hostile animals. Another
oversight.

Monks are promoted a full star, due to my previous oversights.
Mainly the fact that I stupidly forgot to mention the undocumented
wall kick/smashing ability. The edits are in.

Necromancers get demoted by 1/2 star. My experience with assassins
is = to my experience with thieves. Zero. So, I gladly rely
on the opinions of others.

Thieves are promoted by a full star. Because my own experience with
thieves = 0, I gladly rely on the opinions of others.


I cut and pasted a bit, so if anyone wants me
to rephrase anything, just say so.
Put me in the 'fool filter', where I belong!
Molach
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Lord of DurisMud


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5135 days, 23 hours, 20 minutes and 16 seconds ago.
Posted on Saturday, February 02, 2008 at 19:09 (GMT -5)

Monks wall-kick will not generate stone giants, which makes it a wee bit weaker than hammerhand (or pickaxes + money to spare..."si" could do that...) since those giants are great for increasing strength. Still it is a great class power.

Healing touch has one potential use which is not mentioned: (I havent ever used it, so not sure if it works. But I should think it would) - use on hurt monsters (alarm trap or pet or neutral monster) to please jharod, the healer. An unlimited source of blessed ultra healing potions. Useful if you didn't find a healing spellbook before level 18. Probably only for healers, priests should find enough books.

Necromancer's level 50 power is, I agree, useless for normal play. However it gets plus in my book for coolness and the immortality it offers...

Farmers level 18 herb power I would call close to, if not just plain useless. At that level I have enough of the herbs I need. And again, what is the point here? Save a few turns of herb regrowth? Rather have pretty much anything else, thank you.

The Beastfighter stun class power is often something you do not want. You usually want monsters to behave in normal fashion, not irregular. Like when fighting greater molochs, you want to just time their movements and hit after, instead of risking a freak hit from a stunned monster. Yes, that is a YASD speaking.

Archers are still the best, agreed. I'd say that dodging enemy missiles is rarely used. And it slows down the game when fighting barbarians. You want their missiles to hit (and fail to hurt) you so they stack in your square. But there are titans, so I will not call it useless.

Otherwise I agree with a lot. The fighter PV bonus might look good, I mean 7%...but it is really bad. You need 15PV to gain a single point. A 50 PV moloch armor...is still only 3 PV. If it is rounded down. 25% is decent, but at level 32...lack of PV is not a killer. Usually. So a great paper-tiger of a class power.

I would personally increase the rating of any class power that increases walking speed. It effectively removes need for 7lbs. So wear heavily-smithed high-metal boots, or boots of speed (faster attacks) instead. And might save you a wish. Yeah. Movement just too good. So more love for the monk, beastfighter and barbarian/ranger (in that order)
Nightmare
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4593 days, 7 hours, 31 minutes and 7 seconds ago.
Posted on Saturday, February 02, 2008 at 23:54 (GMT -5)

So class power movement speed bonuses don't stack with Seven League Boots?
"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
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gut
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4891 days, 19 hours, 42 minutes and 49 seconds ago.
Posted on Sunday, February 03, 2008 at 01:58 (GMT -5)

> So class power movement speed bonuses don't
> stack with Seven League Boots?

Indeed they do stack. It's just that you don't
NEED the 7lb's for quick movement, if you have
the class power.

>Healing touch has one potential use which is not
> mentioned: (I havent ever

I actually did consider that use, and it's
potential use for companion-healing. I thought
that it still would be too seldom used, to be
considered a great class power. I have played
a good number of healers, and never used the
skill once.


>Farmers level 18 herb power I would call close
> to, if not just plain useless.

Correct in every way. Farmer shall be demoted
1/2 star.


The monk, necromancer, beastfighter, and archer
comments all make sense. But they don't seem
to be game changing enough, to promote or demote
the class a notch.


>I would personally increase the rating of any
> class power that increases walking speed

Agree completely about faster movement being
super powerful. Beastfighters already have
4 stars, barbarians have 3 1/2 (despite having
two talents that I consider 'wasted'), same
deal for monks.
Put me in the 'fool filter', where I belong!
Silfir
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4062 days, 18 hours, 8 minutes and 3 seconds ago.
Posted on Sunday, February 03, 2008 at 17:00 (GMT -5)

Barbarian level 50 + Needle & Sting + True Berserker mode = XTREME KILLAGE
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
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Maelstrom
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3111 days, 12 hours, 55 minutes and 5 seconds ago.
Posted on Sunday, February 03, 2008 at 18:07 (GMT -5)

Nightmare - 7lbs kinda stack, but not really. All you get from your class is 466* energy points, and that seems to be as low as you can get. IIRC Longstride doesn't make it lower, so it seems that is the limit.

*or something like that, I just remember it was 400-double-something.
A pessimist sees a dark tunnel.
An optimist sees a light at the end of that tunnel.
A realist sees a train.
And the train driver sees three idiots on the tracks.
Darren Grey
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4233 days, 17 hours, 25 minutes and 53 seconds ago.
Posted on Sunday, February 03, 2008 at 19:08 (GMT -5)

The druid class power of having all animals non-hostile can be a curse as well as a blessing. You won't be able to sac any animal, making precrowns harder. More importantly I find you're not able to harvest animals for corpses (not without a huge alignment hit anyway). This means lack of important resistances, lack of stat increases, and rather importantly a lack of food in the early game. It can also mean a lack of experience and item drops, meaning you're comparitively underpowered getting to certain areas. In the early game animals aren't usually a big threat, especially if you have lightning bolt, making the advantage fairly small in my opinion.

Ooh, and on the subject of other individual powers it might be worth noting that Merchants automatically identify all items of their speciality. This is most useful for potions I find (1 of 2 reasons why potions is the best speciality to get). Not sure if this is enough to merit it an extra half star, since it's only really a big benefit for potions in the early game.

The reason I rate bard powers higher than archers is because archers simply get more powerful at stuff they're already amazing at. Bards get the opportunity to become good at everything. Of course it is all a matter of luck, but bards seem to get a lot of that.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."

[Edited 1 time, last edit on 2/3/2008 at 19:27 (GMT -5) by Darren Grey]
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gut
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4891 days, 19 hours, 42 minutes and 49 seconds ago.
Posted on Sunday, February 03, 2008 at 20:05 (GMT -5)

I've played tons of druids, and I have not found
friendly animals to be too much of a curse. The
live-saccing hinderance isn't too bad. If you
had a neutral alter generated, you probably would
not want to sac animals anyway. For a chaotic
alter it wouldn't matter at all. If your alignment
drops to C-... well it only takes about 9 gold
pieces (sacced at a guaranteed N dwarftown alter)
to bring it back up to N. Friendly animals WOULD
irritate if your alter was L though.

Reduced exp. and item drops, due to friendly
animals, is not something I have experienced. If
you generate 3 friendlies in a dungeon level,
there will be plenty of unfriendlies to balance
that. After you kill those enemies, more will
always be generated. You will not suffer for lack
of enemies in ADOM. I find friendly animals to be
a HUGE help, in places like the SMC or the big
room of the CoC. It means fewer hostiles, and that
makes survival and (herb gathering) a lot easier.

Animal corpse harvesting isn't too bothersome for
your alignment. The hit is signifigantly reduced
if you use bolt spells, or shoot missiles past
your intended target, hitting the animal
'accidentally'.

In my experience, the biggest headache about the
druid's friendly animal relations, is related to
friendly breeders. If they get out of hand, it
can really ruin your day. After you ':s' your
way through a dungeon a few times, you gain a
healthy appreciation, for scrolls of monster
aggravation.
Put me in the 'fool filter', where I belong!
vogonpoet
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4951 days, 56 minutes and 37 seconds ago.
Posted on Monday, February 04, 2008 at 04:09 (GMT -5)

Non hostile animal thing, plus the fact they start with swimming and healing, means raven born Druids can go find Blups mum whenever they feel like it - not necessarily game breaking, but guaranteed rune covered trident at level 16 without any problems whatsoever is kinda nice.

I had my last Dark Elven druid talk to blups mom at level one just for the hell of it... had to pray once for healing, but otherwise, zoo exhibition was most interesting.
Molach
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Lord of DurisMud


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5135 days, 23 hours, 20 minutes and 16 seconds ago.
Posted on Monday, February 04, 2008 at 09:21 (GMT -5)

About merchants, isn't throwing gold pieces a class power? At least if auto-ID is a class power. That power comes at level 1, gives a +3 damage to thrown gold coins, +1 every other level. Cumulative with dexterity bonus, tactical settings and missile weapon talents. Potentially useful for a weak but high-dx merchant, to get those first few levels under the belt. But mabye that ability is more akin to monks martial arts, beastfighters unarmed damage and mindcrafter abilities than class-power.

About druids, also there is the PC:2 - ant digging level scum. Just go to that level and let ants dig it out for free ore. (If you have a gnome or troll you get free gems and gemology skill notching too). They can even be dragged up or down levels too.

"The all-around attack is pointless. If you plan to get surrounded on D:50, and all-around bash a half dozen balors, you have an all-arounddeath wish."
Now that was funny.
vogonpoet
Registered user

Last page view:

4951 days, 56 minutes and 37 seconds ago.
Posted on Monday, February 04, 2008 at 09:59 (GMT -5)

I reckon the weaponsmiths ability to melt down metallic items is underrated actually.. especially in the early game - you can easily convert a spear trap into an extra 10-15 points or more of amour bonus if you have say three items to smith...

Pretty handy if your new PC dived into the UD to start things off...
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Soirana
Registered user
Chaos Freak


Last page view:

4143 days, 22 hours, 42 minutes and 44 seconds ago.
Posted on Monday, February 04, 2008 at 10:30 (GMT -5)

is gold coins really affected by things like good shot or eagle eyed?

i have diferrent memories.
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:

4891 days, 19 hours, 42 minutes and 49 seconds ago.
Posted on Monday, February 04, 2008 at 20:21 (GMT -5)

> About merchants, isn't throwing gold pieces a
> class power?

Indeed it is. I wasn't thinking about undocumented
class powers when I wrote this thing. Just
originally planned to do the ones in the manual.
That left it too incomplete though. I will edit
the merchant ranking.

Coin throwing is great, and indeed it is affected
by the missile talents. Merchants with decent DX
usually start out with 1d2+8 or 1d2+9 with tactics
on berserk. Adding in 'good shot' and 'keen shot'
can take this up to 1d2+12 which is an awesome
attack for an exp. level 1 merchant. It also opens
up the possibility of a very quick way of gaining
exp. levels for them. Just go to the barbarians
glade, use the water for a shield, and start
flinging gold pieces at the old geizer. You'll
have to hold down the 't' key for a while, but
you really don't have to worry about running out
of ammo. It means no courage skill, but it's
good for 9 levels. Gold throwing damage should
now be 1d2+16, NICE.



> I reckon the weaponsmiths ability to melt down
> metallic items is underrated

I did take into consideration the spear trap
trick. I didn't recall it being that beneficial
though. Maybe my traps just run dry too quick.
About melting down items, I once tried to melt
down (I think) 20 pieces of ore at once, using
the class power, and wound up with about 18
ingots. I thought that was kinda lame. That was
back in one of the gammas though (15 maybe).




Put me in the 'fool filter', where I belong!
Nightmare
Registered user
Soul Calibur 2


Last page view:

4593 days, 7 hours, 31 minutes and 7 seconds ago.
Posted on Monday, February 04, 2008 at 20:59 (GMT -5)

Great review of the class powers. Who knows, maybe someday in the future they'll get a review and some will be upgraded. Certain ones desperately need it.

Next review, maybe do each birth sign?
"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
vogonpoet
Registered user

Last page view:

4951 days, 56 minutes and 37 seconds ago.
Posted on Tuesday, February 05, 2008 at 02:28 (GMT -5)

Certainly melting down items doesn't seem to be very efficient in terms of mass melted : mass obtained ratio... Might try doing some careful testing - never really checked how much game time passes with smelting ore the normal way relative to melting it using the class power...

I have a sadly dead dark elven weaponsmith backed up someplace I think... kinda insanely busy this week though, so don't hold your collective breaths ;)

Molach
Registered user
Lord of DurisMud


Last page view:

5135 days, 23 hours, 20 minutes and 16 seconds ago.
Posted on Tuesday, February 05, 2008 at 03:10 (GMT -5)

Melting down a moloch armor should yield some eternium...
Silfir
Registered user
Writer of Overly Long Guides


Last page view:

4062 days, 18 hours, 8 minutes and 3 seconds ago.
Posted on Tuesday, February 05, 2008 at 04:48 (GMT -5)

Birth signs is boring. Candle is overpowered, Raven is enormous, and the rest depends on the class you've taken. Except Wolf. Wolf sucks most either way.
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
vogonpoet
Registered user

Last page view:

4951 days, 56 minutes and 37 seconds ago.
Posted on Tuesday, February 05, 2008 at 06:18 (GMT -5)

Well that sounds like a pretty comprehensive review to me Silfir :-D
Doalag
Registered user

Last page view:

5844 days, 19 hours, 52 minutes and 40 seconds ago.
Posted on Tuesday, February 05, 2008 at 15:18 (GMT -5)

Silfir, what you mean by "the Bard's ability never to lose a companion"?

About Raven that should make your companions more powerful, I don't see at all any effect on many pets I'm using. Their stats seen through a stethoscope are standard. For the few random values like speed at birth, hits increase at each level up. I don't see any obvious improving.

[Edited 1 time, last edit on 2/5/2008 at 15:21 (GMT -5) by Doalag]
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Maelstrom
Registered user
The Knight of the Black Rose


Last page view:

3111 days, 12 hours, 55 minutes and 5 seconds ago.
Posted on Tuesday, February 05, 2008 at 15:23 (GMT -5)

All other classes have a chance of companions turning hostile on them, "just because". Only bards are safe with powerfull stuff like Greater Earth Elementals and Balors as familiars.
A pessimist sees a dark tunnel.
An optimist sees a light at the end of that tunnel.
A realist sees a train.
And the train driver sees three idiots on the tracks.
Doalag
Registered user

Last page view:

5844 days, 19 hours, 52 minutes and 40 seconds ago.
Posted on Tuesday, February 05, 2008 at 15:27 (GMT -5)

About bard class it's not fully class specific but it is in a way. I think it's the only class that get a chance to start with a very high Music skill. That means the beginning can be a lot more safe for the character by using often music not to tame pet but make animals help you during some dangerous situation.

Well all class that get a high Music skill at startup should deserve a bonus from this, it's extremely powerful in term of surviving.

EDIT : Thanks for your answer Maelstrom.

[Edited 1 time, last edit on 2/5/2008 at 15:28 (GMT -5) by Doalag]
Nightmare
Registered user
Soul Calibur 2


Last page view:

4593 days, 7 hours, 31 minutes and 7 seconds ago.
Posted on Thursday, February 07, 2008 at 00:33 (GMT -5)

Sometimes there's an amusing message when they turn hostile on you. If it's a speaking companion that is. I guess adventurers get to be annoying company after a while, like that friend who makes obscure references to pop culture and laughs like a hyena. You just want to whack him upside the head after a while.
"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
J.
Registered user
You'll never get rid of me


Last page view:

5658 days, 12 hours, 20 minutes and 13 seconds ago.
Posted on Thursday, February 07, 2008 at 11:06 (GMT -5)

"You feel a change of mind in a being close to you." - A pet has become hostile

This is from the guidebook. I think you get this if your pet is out of your line of sight for a long time and decides to turn hostile. Bards are safe, the friends they make will be loyal to them.
If you're feeling happy, don't worry, it'll go away.

Originally posted by noob: "I'm everytime amazed how you people know to exploit every single little bug (or not-bug) for elaborated scumming tatics even if the feature seems completely useless or bad."
Silfir
Registered user
Writer of Overly Long Guides


Last page view:

4062 days, 18 hours, 8 minutes and 3 seconds ago.
Posted on Thursday, February 07, 2008 at 21:13 (GMT -5)

Unless you intentionally or unintentionally blast them, that is.
You drop the golden ball.
You kick the golden ball. It slides to the west.
Suddenly Harry Potter, the apprentice wizard, appears! "That's not how you play Quidditch! are you even listening?"
Which direction? (123456789) 4
Harry Potter, the apprentice wizard, is hit by a bolt of acid! Harry Potter, the apprentice wizard, is annihilated.
You hear the ecstatic cries of a large crowd!
Doalag
Registered user

Last page view:

5844 days, 19 hours, 52 minutes and 40 seconds ago.
Posted on Friday, February 08, 2008 at 14:39 (GMT -5)

You can tame them again with music quite easily but there are traps:
- Your pet could kill you before, that happen to me once but I did a play error, forgot switch to coward and surprise its bite could be so hard.
- With more than one pet the task can be tough if you can't interpose and block them. The problem is they can kill them each other quite fast. But the way to go is probably attempt to do orders, but I'm not sure it can works.
- If you are faster than them you should try flee and come back.
- Or you could use invisibility and tame again those that become aggressive.

Anyway when this happen it's not end of pet, there's still stuff to attempt.
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