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Ancient Domains Of Mystery, forum overview / Spoilers / minotaur maze

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Dunkel
Unregistered user
Posted on Sunday, April 27, 2008 at 18:53 (GMT -5)

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
Anonymouz
Unregistered user
Posted on Sunday, April 27, 2008 at 20:55 (GMT -5)

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.


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4891 days, 21 hours, 2 minutes and 30 seconds ago.
Posted on Sunday, April 27, 2008 at 21:03 (GMT -5)

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


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4144 days, 2 minutes and 25 seconds ago.
Posted on Sunday, April 27, 2008 at 22:48 (GMT -5)

section 0.13.15 of normal guidebook contains ttt and danger levels.
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Darren Grey
Registered user

Last page view:

4233 days, 18 hours, 45 minutes and 34 seconds ago.
Posted on Sunday, April 27, 2008 at 23:32 (GMT -5)

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."
Silfir
Registered user
Writer of Overly Long Guides


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4062 days, 19 hours, 27 minutes and 44 seconds ago.
Posted on Monday, April 28, 2008 at 04:44 (GMT -5)

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.


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4891 days, 21 hours, 2 minutes and 30 seconds ago.
Posted on Monday, April 28, 2008 at 06:21 (GMT -5)

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]
Darren Grey
Registered user

Last page view:

4233 days, 18 hours, 45 minutes and 34 seconds ago.
Posted on Monday, April 28, 2008 at 11:47 (GMT -5)

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."
Jhonka
Registered user
Kickass player


Last page view:

5350 days, 18 hours, 45 minutes and 18 seconds ago.
Posted on Monday, April 28, 2008 at 12:12 (GMT -5)

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
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4891 days, 21 hours, 2 minutes and 30 seconds ago.
Posted on Monday, April 28, 2008 at 19:39 (GMT -5)

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'.


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