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Ancient Domains Of Mystery, forum overview / Spoilers / Learned Talent

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Maelstrom
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The Knight of the Black Rose


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3115 days, 20 hours, 15 minutes and 6 seconds ago.
Posted on Sunday, February 10, 2008 at 08:20 (GMT -5)

I've known this for some time, but today's character reminded me.

The +1 Le from Learned Talent does not count for starting with literacy.
Today's case - Dark Elven farmer, Le:10 with Learned starting talent. Illiterate.

Posting just in case somebody tries that and wastes a talent.
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
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5849 days, 3 hours, 12 minutes and 41 seconds ago.
Posted on Sunday, February 10, 2008 at 08:50 (GMT -5)

What? You are choosing a class with a pet? I suppose it's for torture it? Or just one free food bonus? Eating puppy isn't enough for you? :-D
Darren Grey
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4238 days, 45 minutes and 54 seconds ago.
Posted on Sunday, February 10, 2008 at 11:52 (GMT -5)

Yeah, that feature of the talent is quite annoying.

Another little "feature" of talents though - the Good Learner talent, which is supposed to give an extra 2% exp, actually gives around +50% for most monsters. Try it out and see for yourself... The Great Learner talent unfortunately seems to just give its advetised 3%.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
Ashandarei
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Spearmaster


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4937 days, 6 hours, 25 minutes and 52 seconds ago.
Posted on Sunday, February 10, 2008 at 13:37 (GMT -5)

My my, are we getting personal here...

No cross-posting between threads Doalag, if you please =)
The rust monster touches your blessed Trident of the Red Rooster. Nothing happens. You laugh at the monster's pitiful attempt.
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Maelstrom
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The Knight of the Black Rose


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3115 days, 20 hours, 15 minutes and 6 seconds ago.
Posted on Sunday, February 10, 2008 at 17:10 (GMT -5)

What pet? Oh, the dog? It dies the second I enter the bandit town, helps me get pick pockets by protecting me from bandits.
Or it dies somewhere along the way, not like I need it, it never listens to what I say.

The farmer is for spear marks, herbalism and food preservation. And a challange.
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.
Silfir
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Writer of Overly Long Guides


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4067 days, 1 hour, 28 minutes and 5 seconds ago.
Posted on Sunday, February 10, 2008 at 18:35 (GMT -5)

Don't forget Gardening!
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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The Knight of the Black Rose


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3115 days, 20 hours, 15 minutes and 7 seconds ago.
Posted on Sunday, February 10, 2008 at 19:44 (GMT -5)

Yes, that one is acctually pretty useful, since they start with ~5 herb seeds, which means a 2x2 herb patch of whatever 2 herbs you want.
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.
Nightmare
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Soul Calibur 2


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4597 days, 14 hours, 51 minutes and 9 seconds ago.
Posted on Monday, February 11, 2008 at 05:52 (GMT -5)

The 20% less weapon marks bonus from month of the sword, does it stack with the farmers 20% less marks class bonus?
"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
Darren Grey
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4238 days, 45 minutes and 55 seconds ago.
Posted on Monday, February 11, 2008 at 06:03 (GMT -5)

Yes it does. Sword-born farmers are known as the easiest class to get Grand Mastery in polearms.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
Nightmare
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Soul Calibur 2


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4597 days, 14 hours, 51 minutes and 9 seconds ago.
Posted on Monday, February 11, 2008 at 06:06 (GMT -5)

I wonder how many marks total you need for GM. Around 12,000?
"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.
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You'll never get rid of me


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5662 days, 19 hours, 40 minutes and 15 seconds ago.
Posted on Monday, February 11, 2008 at 08:59 (GMT -5)

The info is in the manual :)
The following table shows the number of required successful weapon
checks to advance to the level in question (after achieving a new
level you start collecting marks from scratch).  Note that missile
weapons require but one-half as many marks.

Level  1 2  3  4  5   6   7   8   9   10   11   12   13   14   15
Melee 15 25 40 65 105 170 275 445 720 1165 1885 3050 4935 7985 12920
Missl  7 12 20 32  52  85 137 222 360  582  942 1525 2467 3992  6460

So that's 33800 marks, if I didn't make any mistakes. For farmer+sword combo, it's either 33800*0.8*0.8=21632 or 33800*0.6=20820, I don't know which way it's calculated. So farmer&sword fellas reach GM at about the time normal chars would reach lvl 14 with their polearms.
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."


[Edited 1 time, last edit on 2/11/2008 at 09:00 (GMT -5) by J.]
THC842
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4485 days, 21 minutes and 55 seconds ago.
Posted on Monday, February 11, 2008 at 20:16 (GMT -5)

Can anyone break down the starting talents for each race and class? Im trying to learn who is able to get heir items. For some reason i like trolls and it seems I can't get the three talents with any class trolls, so who gets what?
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gut
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Painted this one too.


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4896 days, 3 hours, 2 minutes and 51 seconds ago.
Posted on Tuesday, February 12, 2008 at 01:17 (GMT -5)

I just generated a few trolls. It took three
tries, to get one born in the month of the
candle. I created bards, and got two talents on
each of my first two attempts, and three on my
last.
Put me in the 'fool filter', where I belong!
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Maelstrom
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The Knight of the Black Rose


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3115 days, 20 hours, 15 minutes and 7 seconds ago.
Posted on Tuesday, February 12, 2008 at 06:28 (GMT -5)

THC842 - Everyone is able to get heir items. The only classes that get an extra talent are farmer and bard; it's in the manual.
THe list of heir items is somewhere on the forums, at least twice IIRC.
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.
J.
Registered user
You'll never get rid of me


Last page view:

5662 days, 19 hours, 40 minutes and 15 seconds ago.
Posted on Tuesday, February 12, 2008 at 10:36 (GMT -5)

Initial Talents
---------------

The initial number of talents is determined according to the following
rules:

- Every character receives one base talent.
- Characters born under the sign of Falcon or Candle receive one
free talent.
- Characters with a Mana score of 18 or more receive one free
talent.
- Gnomes and hurthlings receive one free talent.
- Bards, merchants and farmers receive one free talent.
- Characters whose sum of attributes is divisable by 7 receive one
free talent (this represents some inborn magical luck or talent).

Heir gifts are as follows:
Archer	        40 winged quarrels of hunting
Assassin	Poisonous adamantium dagger
Barbarian	Brutal mithril two handed sword
Bard	        Seven league boots
Beastfighter	Vigilant light furs of protection
Druid	        Yellow leather armor of balance
Elementalist	Ring of minor elemental mastery
Farmer	        Vigilant clothes of resilience
Fighter	        Eternium girdle
Healer	        Elven chain mail of health
Merchant	Beautiful leather armor of carrying
Mindcrafter	Empowered robe of protection
Monk	        Padded clean robe of defense
Necromancer	Chaotic skull staff of slaughtering
Paladin	        Lawful mithril long sword (even chaotics get this - probably a bug)
Priest	        Heavy mace of the sun
Ranger	        Masterwork mithril battle axe
Thief	        Adamantium dagger of penetration
Weaponsmith	Brutal mithril warhammer
Wizard	        Wand of fire (30 charges)


7lbs are awesome, not so sure I'd want to waste 3 talents for the others... The thief dagger is pretty good too, but I just looooooooove treasure hunter too much. Maybe I'd also take the assassin dagger for roleplaying reasons with a gnome/hurthling who got lucky enough to get 4 so I'd also get treasure hunter.
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."
THC842
Registered user

Last page view:

4485 days, 21 minutes and 55 seconds ago.
Posted on Wednesday, February 13, 2008 at 16:22 (GMT -5)

thats the breakdown i was looking for, thnx J.
Molach
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Lord of DurisMud


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5140 days, 6 hours, 40 minutes and 18 seconds ago.
Posted on Thursday, February 14, 2008 at 10:35 (GMT -5)

Now we just need the discussion about worst heir item.

(Take into consideration both usability at level 1, and lasting effects.)

(When discussing armors, Ill assume they have no "lucky" added DV or PV, which will of course increase the value of the item.

Archer:
Mostly useless at level 1. For later they will help getting useful corpses, should be saved for that

Assassin:
Somewhat useful at level 1, but not great. Will get retired pretty soon. Resistant to damage

Barbarian "Brutal mirthil two-handed sword"
Sword is typically (+6,4d5+6) [-1,0]. Awesome at level 1, and with two-weapon skill building up this will see much use. Will be used a good while, but retired at darkforge. Resistant to damage is good.

Bard "Blessed seven league boots" 100%
+Can run from everything
+Spend less time in wilderness
+Can do hit-and-run attacks
+Can do fire missile - retreat - fire attacks

-You will leave your pets behind
-They are destructable
-They do not make you fight any better one-on-one.


Beastfighter:
Furs are [0,+5]. Vigilant means +4 Pe. Very useful at level 1, useless later on. Better armors are easy to find, and it will be destroyed anyway.

Druid
Lightning resistance, and move alignment towards neutrality. Useless at level 1. Alignment is useless later on, lightning resist might be situationally useful, but armor can be destroyed.

Elementalist
Ring with resist fire, cold, lightning. Perishable, but can be covered with gauntlets. Mostly useless at level 1, but becomes useful around levels 5-15. Can prevent an early unlucky death by vortex or fireball trap. Made redundant by the guaranteed RotHK.

Farmer
+4Pe is pretty useless, +4-6 To can be good early on if the char has decent base To, because the +To from the armor will then give you bonus PV (example: To 18 -> To 22 gives +2 PV). However the clothes themselves are without PV. And the HP bonus is very small on low levels. Not very useful low levels, and too fragile and low-level to much use later on.

Fighter
Eternium girdle is [0,+4]. Extremely useful early on, and will last the entire game. Smithable and imperishable. However around level 20 I will assume characters will have found as good or better mithril/adamantium/eternium girdles anyway. And smithing becomes available around this level

Healer "Elven chain mail of health"
[0,+5] armor, made of mithril. Health only "helps recovering from disease", and does not prevent it, which makes it a pretty useless trait. The armor is tremendously useful at level 1 for most races (troll, dwarf, orc excepted) as healers typically start with 0 PV. The armor is usually found later on, so the gift is redundant later on. But it could be smithed up and last the game.

Merchant "Beautiful leather armor of carrying" 0%
Gives +4 Ap and +50% carrying capacity. Useless at level 1. Merchants already get double carrying at level 12, so pretty much useless later on too. Most likely the worst heir item, and given to the ...one of the more challenging classes. Not to mention that orc, troll and dwarven merchant will have to lose +PV armor to wear this.

Monk "Padded clean robe of defense"
[+4,+1] (Ap+2) Robe. Not too great at low levels, but will increase survivability some. Not too bad as monks need light armor to get +DV bonus, but made obsolete whenever you find some Elven chain mail.

Necromancer "Chaotic skull staff of slaughtering"
(+0, 2d12+1) on the staff, and +1d8 against lawful enemies. Good damage, but too easy to lose in a trap. Also you are unable to wear shields. Good for the very beginning, but not a keeper for long.

Paladin "Lawful mithril long sword"
Sword is (+0, 1d8+3) and +1d8 damage to Chaotic creatures. Guidebook seems to think chaotic paladins should get a chaotic one, but as just about the only lawful enemy is the blink dog, we should be thankful they do not. Not very thankful, this is a good weapon only up to level 10, and very much redundant later on.

Priest "Heavy mace of the sun"
Being a 200 stone mace, (+3, 2d5+3) [-2, +0] and double damage to undead. Very early game undead are pretty weak. If you get ambushed in a swamp by wraiths and spectres you will be glad for this gift, but it is only iron and you will soon find a better all-round weapon.

Ranger "Masterwork mithril battle axe"
(+3, 1d6+5) axe. Nothing more to say, decent in the start but very quickly obsolete

Thief "Adamantium dagger of penetration"
Dagger will be (+0, 1d4+5), and no damage will ever be stopped by PV. I would rate this weapon "Very good" for the whole game. Early on it is decent damage, 6-9 points. Mid-game you will have added damage from ST bonus and weapon skill and perhaps rings of damage, and you are encountering certain foes with PV which might otherwise be tough to crack. Late game this will still be carried, possibly as main weapon but otherwise as backup against heavily-armored enemy walking tanks. Somewhat made redundant by the fact that most characters will find one phase dagger by the casino, but then again they are made of iron.

Weaponsmith "Brutal mithril warhammer"
Sounds nasty, but is only (+0, 3d3+3). A standard-issue weaponsmith warhammer is 2d3. Decent for low levels, very quickly useless.

Wizard "Wand of fire (30 charges)"
This will give a level 1 character tremendous damage-output potential. This should be handy for exeptional type of playing, like in challenge games, but for normal play should hardly be needed.

---

The list. What about ratings? Go from 0% -100%.
I gave merchant 0% and bard 100%, everything should be between. If those really are the best and worst

[Edited 1 time, last edit on 2/14/2008 at 13:43 (GMT -5) by Molach]
Nightmare
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Soul Calibur 2


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4597 days, 14 hours, 51 minutes and 9 seconds ago.
Posted on Thursday, February 14, 2008 at 21:01 (GMT -5)

Farmer, weaponsmith, and druid heir gifts are pretty lousy as well, I'd say around 10-20% rating for them. I personally would never waste 3 talents on those particular ones, because there are so many other useful talents to choose that will last the whole game.

The only heir gifts I would definitely want are the bard, thief, and barbarian ones. A+ to those 3.

Fighter, healer and beastfighter ones will definitely help you survive the early game. All that extra PV could make it a cakewalk. B+

Borderline gifts, like for the priest, paladin, and necromancer also help a lot early game when melee damage and weapons are crap, a little boost can go a long way. Might even be the difference in a UD run or a dive to Dwarftown. By the time you reach HMV or Dwarftown though, better weapons will be available and you might be wishing you spent those talents on other things.


"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
Silfir
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Writer of Overly Long Guides


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4067 days, 1 hour, 28 minutes and 5 seconds ago.
Posted on Friday, February 15, 2008 at 05:39 (GMT -5)

The Barbarian one is not A+. You can do without, and it gets obsolete anyway. Would rather have Treasure Hunter.
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!
Molach
Registered user
Lord of DurisMud


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5140 days, 6 hours, 40 minutes and 18 seconds ago.
Posted on Friday, February 15, 2008 at 06:33 (GMT -5)

I guess you often have to choose between treasure hunter and heir. Both require 3 picks total. Unless you start with 4 you cannot get both. So often heir will mean no treasure hunter.

I think the main point of the gifts is tide you over the difficult beginning. The fighters gift does that, and is never really obsolete (just redundant, which is a little different) I would rate it pretty high anyway. Most of the other armor gifts are body armor which is very easy to find anyway. It is not hard to pick up a 3PV studded armor. Having the girdle will work in addition to this bonus. Fighters often have pretty good armor at start, the girdle pushes them up to the untouchable level. Just started a gnome fighter with the girdle, and now he has 9 PV. Noone can touch that while he learns the ropes...

Barbarian is discussed, and one other thing good about the gift is that it lets you start collecting two-handed weapon skill marks from the very beginning, because not all barbs start with such a weapon.

Thief gift is better in the mid-game that very early game. It is still easy to die young, particularily since you did not get, say, long stride, hardy and tough skin instead.

Ranger, Weaponsmith, Assassin, Priest and Paladin are so bad gifts because I would rather have one orcish spear instead, for the marks. Find a 1d8+4 spear and it will be better than many of the heir gifts.

Idea for upgrade: Give the merchant "Whip of the snake" as heir. You know, they talk with forked tongue and stuff.

[Edited 1 time, last edit on 2/15/2008 at 06:36 (GMT -5) by Molach]
vogonpoet
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4955 days, 8 hours, 16 minutes and 39 seconds ago.
Posted on Tuesday, February 19, 2008 at 10:37 (GMT -5)

If my Barb has 4 talents, obviously worth it. I love Hurthling barbs, but they really start with a crappy weapon, so I might even take Heir with a three talent hurthling barb. 80%

The thief gift is awesome, could very well be used from start to finish, could well be best weapon your thief sees. I love penetration. 100%

Bard gift also useful. 100%

All the rest of the classes, 0% by default, they all suck, and I might want alert, long stride, quick, healthy, etc.

I like the whip idea for merchants by the way, that would be cool. given dex based coin attack, might be a bit over powered though.

[Edited 1 time, last edit on 2/19/2008 at 10:38 (GMT -5) by vogonpoet]
Silfir
Registered user
Writer of Overly Long Guides


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4067 days, 1 hour, 28 minutes and 5 seconds ago.
Posted on Tuesday, February 19, 2008 at 16:12 (GMT -5)

vogonpoet - that's not a very objective view of things, isn't it? ;)

I would never choose the Barbarian heir gift. A Barbarian doesn't need that sword to survive the early game and will find better weapons later. Just my personal opinion about that; I understand very well why someone would choose them.
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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