saustin@bbn.com (Steve Austin) (06/16/91)
In an interseting posting iverson@xstor.com (Tim Iverson) writes: > ... (offensive magic isn't real important). Wow! We must have wildly different playing styles. On my first run through with this game, the mage was by far the most affective offensive player. On the second run through, I got the magic dagger on level 1. After the party got the dagger, the mage was the most dangerous player throughout. Since I didn't have a thief after the first run through, I gave the mage the dagger. When I was feeling nervous, I went around with with the spell book open at the most effective offensive spells (I never had anything other than "magic missile" for level 1 spells). At the first sign of trouble the mage would throw the dagger and get ready with the spells. On the first 4 levels, the dagger was usually enough to finish off solitary monsters. >5. & 6. Drop all NPCs! Adding one NPC reduces exp/player by 5%. Adding > two NPCs reduces exp/player by 8%. Experience is hard to come by (e.g. > my fighters never got beyond level 8 even w/o NPCs dragging 'em down). This does not matter *that* much when you have to double your experience to get to the next level. It's much better to have the NPCs along for cannon fodder and extra missile capability. Qusetions about spoilers: And in the spoilers: >9. Throw dart at 'other side' inscription -> 4 orbs of power. > 9. has several 'throwing' tricks, so I started a policy of throwing > darts at likely targets. Didn't expect a bonus quest here, though. Where is this inscription? The only throwing trick that I did was throwing the darts at the displacer beasts (they vanished). Also, what IS the purpose of the "COMBINATION LOCK -- BE QUICK" room? I've tried a load of things but the best I can do is to run into a few fireballs. Steve Austin