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Ancient Domains Of Mystery, forum overview / Spoilers / Sell your skills

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gut
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4869 days, 19 hours, 9 minutes and 31 seconds ago.
Posted on Thursday, May 15, 2008 at 09:22 (GMT -5)

I didn't realize it, but I was also taking into
account the 50% BM advnatage for killing Yergius.
I don't think most players would do that at all,
so all my numbers are screwed up to a certain
extent.

Thanks for all the comments. I will probably
update the original later today.


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Kingsdragon
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You smelt it you dealt it!


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5742 days, 23 hours, 32 minutes and 56 seconds ago.
Posted on Thursday, May 15, 2008 at 09:30 (GMT -5)

I've never played paladin so I never got any law messages, I actually have decided recently to make a paladin, thinking a Dwarf Paladin could be nice... Hehehehe.... I like playing dwarfs for some reason, them and grey elves
Behind every successful man is a woman, behind her is his wife XD
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gut
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4869 days, 19 hours, 9 minutes and 31 seconds ago.
Posted on Thursday, May 15, 2008 at 20:26 (GMT -5)

I have updated the values for many skills.
Any skill that got even one lonely word of
support, got some value added. The skills
that got the most lovin', got the most
value.

I did not add any value for just having a
skill, to keep one from getting it later.
If a skill's only value, is to keep you from
getting it, that is a proof that it's not
worthy of any more value.

For some of the skills, I changed the haggling
session it's self, for others, I just changed
the prices.

Alertness - 5,000 gold increase, and no dialog added

Cooking: 3,000 gold increase, and no dialog added.

Courage: 2,450 gold increase, and no dialog added.

Detect Traps - 4,500 gold increase, and dialog added.

Disarm Traps - 4,450 gold increase, and dialog added.

Dodge - 5,000 gold increase, and dialog added.

First aid - 2,950 gold increase, and dialog added.

Fletchery - 6,000 gold increase, and dialog added.

Gardening - 2,400 gold increase, and dialog added.

Gemology - 5,000 gold increase, and a bit of dialog added.

Haggling - 195 gold increase, no dialog added.

Healing and herbalism - No change, due to easy aquirement.

Listening - No increase, because selling it was just a joke.

Literacy: 10,000 gold increase to each, and no dialog added

Necromancy: 5,000 gold increase, and no dialog added

Pick locks: 3,495 gold increase, and dialog added.

Smithing: 1,999 gold increase, and dialog added.

Swimming. 2,000 gold increase, and dialog added.


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Darren Grey
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4211 days, 16 hours, 52 minutes and 35 seconds ago.
Posted on Thursday, May 15, 2008 at 21:08 (GMT -5)

Heh, I think you should have stuck with your original valuations - democracy be damned :P I don't think some of those increases are deserved, but oh well. It least adds extra dialogue to make your guy look even more like a psycho ;)

One thing though, under pick locks you now say "A good way to disarm traps". Fairly sure it didn't say that before, since I'd have objected to it - I think pick locks *always* sets off the door trap (not 100% sure of this, but at the very least it sets them off a hell of a lot). My advice is to always, always check for and disarm traps before using pick locks. The only advantage it has over kicking is to preserve the door, and with the skill well-trained it could be more successful - both handy when running from a vortex (though by that stage you might be likely to have a decent key set or wand of knocking). I suppose the main reason I like it with thieves is that it role-plays the class better than just bashing down doors and marching through.

Hmm, for Fletchery it should probably say "64 arrows of merchant slaying" - at least, that's the sort of size bundles I tend to get from using the skill (and I hear archers get even more with their class power).

Oh, and I thought of something that devalues the Tactics skill a little - with potions of boost learning it's possible to get the skill starting at 100 with training from Garth. Not guaranteed, but a pretty decent chance as far as I know, and boost learning potions have no use otherwise. Still, having and training the skill from the very beginning would be jolly nice.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
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gut
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4869 days, 19 hours, 9 minutes and 31 seconds ago.
Posted on Thursday, May 15, 2008 at 22:30 (GMT -5)

> One thing though, under pick locks you now say
> "A good way to disarm traps".

Here is the original version:

gut: A good way to disarm traps. 2,000 gold.

Merchant: Just kick the door. 2 gold pieces.

gut: Item destruction. 1,000 gold.

Merchant: Drop your items, then kick the door. 4 gold pieces.

gut: There is still your worn equipment to worry about. Nobody wants to
un-equip all their items, at every locked door in the game. 500 gold.

Merchant: You have to buy thieves picks before you can even use the
skill, so it actually COSTS you money. 5 gold pieces.

gut: Youch! Sold, for 5 gold pieces.


> Hmm, for Fletchery it should probably say "64 arrows of
> merchant slaying"

I was using a stick, not a log : )
Actually, I played a few archers, to see if I really was that mistaken
about the fletchery skill. The results I got were pretty miserable.
One log consistantly produced about 14 - 18 quarrels. I didn't try
producing arrows. I never produced any special ammo, even with archery
at 100. That is, unless 'broken' counts as special.

> boost learning potions have no use otherwise

Oh, I wouldn't say that : )









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FantomFang
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5771 days, 3 hours, 22 minutes and 50 seconds ago.
Posted on Thursday, May 15, 2008 at 23:26 (GMT -5)

Well, I'm working more on my guide...trying to win with my current ranger to get a little more knowledgeable for it.
Speaking of, I just did a stoma crowning (didn't wanna bother with precrowns). I got Fire Immunity and Nature's Companion (yay double fire immunity?). I think that's a pretty good crowning, don't you agree?

EDIT: I guess Sun's Messenger or Boots of the Divine Messenger would've been good too...i'm just glad i didn't receive True Aim, lol

EDIT 2: 5 minutes later I found a pair of 7LB's just sitting on the ground, not even a monster drop...wow

EDIT 3: gosh, i do this a lot...just a random thing i thought i'd say, but i managed to get my toughness to 27 with morgia roots, w/out starvation/sickness training. I thought 25 was the upper limit?

EDIT FINAL: I just had to say, screw you ADOM! I had ADOM Sage up and running, minimized it to check something in the guidebook, looked back down at my start bar, and it had disappeared. Apparently it crashed or something. I was doing so well...
Going for 2nd win

[Edited 1 time, last edit on 5/15/2008 at 23:55 (GMT -5) by FantomFang]
The Real J.
Registered user
The faceless swordsman


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5585 days, 23 hours, 49 minutes and 11 seconds ago.
Posted on Friday, May 16, 2008 at 04:01 (GMT -5)

gut: actually with a blessed log and a blessed fletchery set (and high skill) it is possible to create lots of ammo (if one has patience). IME the buc-state of the items actually has effect. My second archmage spent "some" time creating arrows and in the end he had something like over 10000 plain arrows (yes, ten thousand), some unerring arrows, some slaying arrows and even some unerring arrows of slaying.
Sytytä toiselle tuli ja hän pysyy lämpimänä jonkin aikaa.
Sytytä hänet palamaan ja hän pysyy lämpimänä loppuelämänsä.
Darren Grey
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4211 days, 16 hours, 52 minutes and 35 seconds ago.
Posted on Friday, May 16, 2008 at 04:29 (GMT -5)

FantomFang: Getting above 25 is sometimes possible, especially if you eat loads of herbs whilst the stat is on 24 with a potential of 25. It's a kind of training overflow that carries on.

Nature's Companion and Sun's Messenger are the only 2 really good crowning gifts for Rangers in my books. The Boots are okay, but SLBs are generally preferred where item destruction is not a worry. The speed boost from NC is especially welome for dual-wielders.

As for ADOM Sage disappearing on you... I've had that trouble before. The minimise button is right next to the close button, and the Linux console doesn't give a "are you sure you want to quit?" message before closing. A hasty click can lead to the complete loss of a promising character.
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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4040 days, 17 hours, 34 minutes and 45 seconds ago.
Posted on Friday, May 16, 2008 at 09:08 (GMT -5)

Okay, to the nonexisting farmer guide writer, I confirmed that Gardening is a [+] skill. So getting it to 80 makes a large difference.

And I wouldn't say that it takes a lot of work. Farmers may suck hard, but they do know their Gardening, which gives them decent modifiers. Level 6 should be more than sufficient. A drakeling farmer can get there easily.
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!
Darren Grey
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4211 days, 16 hours, 52 minutes and 35 seconds ago.
Posted on Friday, May 16, 2008 at 12:16 (GMT -5)

I know a drakeling farmer can get there easily :P But it does mean ignoring some other skills somewhat. Still, shoud I, at some point, devote some time to writing a farmer guide I'll do some more testing on it and see. Certainly it's worth mentioning in a farmer guide, but there are still caveats.
Waldenbrook, the dwarven shopkeeper, mumbles: "I'd offer 9 gold pieces for yer dwarven child corpse."
Sulangatori
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Tourist


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1413 days, 22 hours, 17 minutes and 23 seconds ago.
Posted on Saturday, May 17, 2008 at 15:38 (GMT -5)

Haha, I like your conversation with the merchant. Great medium for rating skills.
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