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Dunkel Unregistered user |
ok, i've tried this place a few times and can,t figure out hot to say if a level is real or not. Guidebook says : All you have to do when you find a down stairs is: 1. find a trap in the new level... not too hard ;) 2. calculate the level's top trap type, see 0.13.15, or the below table 3. see if it is +5 from the last level. If it isn't you're on a false level. Turn back. how the heck am i supose to do step 2? (i've read the other section as well...) thanks |
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Anonymouz Unregistered user |
Just explore every level and find out for yourself, the levels really aren't that bad. Oh, and beware the Minotaur Mages. Best way to deal with them is to engage them in melee right away. Easiest way to take them out is luring a few of them together and just start pounding with that great axe. |
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gut Registered user Painted this one too. Last page view: 4891 days, 21 hours, 2 minutes and 30 seconds ago. |
Um, I'm not so sure about the above fight strategy. The mages have an effective confusion attack, so make sure you have a high Wi stat, and an additional source of confusion resistance. If you can stun the mages from a distance, you will save yourself many stat drains. Webbing works wonders in there, it is a great way of disabling the mages and the big guy himself. As far as the top trap type stuff, I've never been interested in it myself. I think it would detract from the fun of the maze for me. The information you quote, is from the IMPROVED guidebook, and is probably the result of code diving. Put me in the 'fool filter', where I belong! |
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Soirana Registered user Chaos Freak Last page view: 4144 days, 2 minutes and 25 seconds ago. |
section 0.13.15 of normal guidebook contains ttt and danger levels. A root is a flower that disdains fame. Kahlil Gibran(1883-1931) |
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Darren Grey Registered user Last page view: 4233 days, 18 hours, 45 minutes and 34 seconds ago. |
The normal guidebook contains no guidance on the danger levels of individual fake levels, as far as I know. Nevertheless, with a bit of calculation I guess it is possible to navigate around using traps (simply count up to the top, see what the top trap would be from the trap patterns, figure out the danger level and equate it with the level of the dungeon). However a bit of exploration isn't too hard, and though it can be frustrating you can eventually find your way through. Still, I'd personally recommend just staying away from the place - it's not worth the rewards at all. Only twice in my years of playing have I bothered to complete that place, and I've always ended up regretting it (stat drains and equipment loss are the big reasons). Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse." |
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Silfir Registered user Writer of Overly Long Guides Last page view: 4062 days, 19 hours, 27 minutes and 44 seconds ago. |
The normal guidebook lists the top trap types of the true levels, but also states that you can't really use top trap types to navigate your way around. With a spellcaster and the Magic Map and Teleport spells, the place is pretty doable. With a non-spellcaster: Unless you really, really, REALLY (as in really-really really really) want that axe, don't even try. 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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gut Registered user Painted this one too. Last page view: 4891 days, 21 hours, 2 minutes and 30 seconds ago. |
Dunkel : > 1. find a trap in the new level... not too hard ;) > 2. calculate the level's top trap type, see 0.13.15, or the below table > 3. see if it is +5 from the last level. gut: > The information you quote, is from the IMPROVED > guidebook, and is probably the result of code > diving. Soirana: > section 0.13.15 of normal guidebook contains ttt and danger levels I was reffering to the exact wording of Dunkel's post. It is word for word from the improved guidebook. I remembered it because the sentence '1. find a trap in the new level... not too hard ;)' made me laugh, when I read it the first time. I thought about requesting spoiler tags, but info is about the MM. I don't think that really counts : ) Silfir: > With a non-spellcaster: Unless you really, really, REALLY (as > in really-really really really) want that axe, don't even try. I whole-heartedly second that! Back in ADOM 1.0.0, the BUGCAV had a wand of teleportation with 100 charges, and a load of SoMM to boot. That made the MM worth a visit, for a non-spellcaster. The BUGCAV rewards have been toned down so much for ADOM 1.1.1 that it's just not worth it anymore. Strange, that a spellcaster is the only type of PC that can really make use of the 1200 st axe. Wouldn't it make more sense for melee PC's to profit from it. A spellcaster wielding a two-hander is a bit of a stretch, but a 1200 st axe? Put me in the 'fool filter', where I belong! [Edited 1 time, last edit on 4/28/2008 at 06:23 (GMT -5) by gut] |
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Darren Grey Registered user Last page view: 4233 days, 18 hours, 45 minutes and 34 seconds ago. |
Strength of Atlas actually makes spellcasters ideal for it :) But then spellcasters are perfect for pretty much everything thanks to all their utility spells... Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse." |
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Jhonka Registered user Kickass player Last page view: 5350 days, 18 hours, 45 minutes and 18 seconds ago. |
The bug cave is a bit tough unless advanced stategies are used(eating bugs for speed increase), the maze should be scaled with atleast 10 magic mapping scrolls(you need 17 in the worst case scenario) and this is why bug cave should be cleaned before entering the maze. You need shitloads of magic mapping scrolls and they can be hard to come by before lvl 27, but the axe is actually worth it! It's especially neat for assassins(cow axe + rotm + 20%crit! + 100 find weakness= total annihilation!) |
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gut Registered user Painted this one too. Last page view: 4891 days, 21 hours, 2 minutes and 30 seconds ago. |
I have wondered if +crit sources do actually 'stack'. I am fairly certain that the find weakness skill does stack with, say, the RotMC, but what about the RotMC + AotME. My inclination is to think they don't stack. The reason I say this, is because I once had a gray elf wizard (in ADOM 1.1.1, wizards no longer start with the find weakness skill) that had the BoW and the RotMC, so I decided to get the cow axe, just to see. I was not impressed at my critical rate, which should have been amazing. I remember back in ADOM 1.0.0, having a GE wizard with no RotMC, no BoW, and still got an amazing rate of criticals, just wielding the AotME while having the find weakness skill at 100. It may just be a difference in the versions (or in my head more likely!), but I'm skeptical about +crit 'stacking'. Put me in the 'fool filter', where I belong! |