ix415@sdcc6.UUCP (Rick Frey{|ix) (02/27/85)
As there is no 'help' feature on our current version of srogue, We call upon the expertise of Late Nighters of the World: 1) What effect will enchanting have on the following items: a) scroll of genocide b) scroll of acquirement c) scroll of protection 2) Which monsters (~level 24) summon Wights? We've found them to be extremely useful.... 3) What is the significance of "there is a wrenching sensation in your gut" when you ascend a staircase? 4) We were VERY impressed by the article on thieves (ie. being able to steal massively from quartermasters). What other abilities do thieves have that might prove interesting? Will paralyze monster have the same (general) effect as the slow monster mentioned in this article? Will this strategy work for other character classes as well? To make this a mutual exchange, here are a few hints for you: Try phasing right up next to those rooms filled with monsters and magic items. See what happens... Rings of sustain health and illumination need not be worn constantly; merely putting them on and taking them off achieves the desired effect. Asmodeus the Prince (call Us "Asmo") o o """
herbie@watdcsu.UUCP (Herb Chong [DCS]) (03/01/85)
In article <1932@sdcc6.UUCP> ix415@sdcc6.UUCP (Rick Frey{|ix) writes: >As there is no 'help' feature on our current version of srogue, >We call upon the expertise of Late Nighters of the World: > >1) What effect will enchanting have on the following items: > > a) scroll of genocide > b) scroll of acquirement > c) scroll of protection on advanced rogue 2.0, none. there are versions that do checked for cursed, normal, and blessed scrolls of the above type and take appropriate actions. >2) Which monsters (~level 24) summon Wights? We've found them to be > extremely useful.... advanced rogue 2.0 has horned devils and hezrous that summon wights. others may have others. how do you find them useful? in the long run, you lose more levels than you gain unless your character can beat on them and kill them in only a few blows in which case they are only annoying, not useful. >3) What is the significance of "there is a wrenching sensation in your > gut" when you ascend a staircase? none in any version of rogue i have ever seen. >4) We were VERY impressed by the article on thieves (ie. being able > to steal massively from quartermasters). What other abilities do > thieves have that might prove interesting? Will paralyze monster > have the same (general) effect as the slow monster mentioned > in this article? Will this strategy work for other character classes > as well? first, in our advanced rogue 2.0, the level of the quartermaster is so high that they can't ever be hit by wands of any kind, so that's too useful for us. thieves can sense gold any time the want to. this is the same as the potion of gold detection (or is it scroll?). if the dexterity of the charaacter is high enough, you can steal from other monsters and set traps like a thief. BTW, you gain experience points for stealing successfully. >To make this a mutual exchange, here are a few hints for you: > >Try phasing right up next to those rooms filled with monsters and >magic items. See what happens... not too useful because all the monsters run away only until you are in the room. if the room contains a monster that can confuse, hold, or zap you with lightning, etc, you could be in very big trouble. also, xorns chase you all over anyway whether you're phased or not. i tend to avoid phasing because you're never sure when it'll wear off and when it does, you die. >Rings of sustain health and illumination need not be worn constantly; >merely putting them on and taking them off achieves the desired effect. can be considered a feature or a bug. i tend to think of it as a bug. > Asmodeus the Prince > (call Us "Asmo") Herb Chong... I'm user-friendly -- I don't byte, I nybble.... UUCP: {decvax|utzoo|ihnp4|allegra|clyde}!watmath!water!watdcsu!herbie CSNET: herbie%watdcsu@waterloo.csnet ARPA: herbie%watdcsu%waterloo.csnet@csnet-relay.arpa NETNORTH, BITNET, EARN: herbie@watdcs, herbie@watdcsu
fritzz@sdcc3.UUCP (fritzz) (03/04/85)
>>2) Which monsters (~level 24) summon Wights? We've found them to be >> extremely useful.... >advanced rogue 2.0 has horned devils and hezrous that summon wights. others >may have others. how do you find them useful? in the long run, you lose >more levels than you gain unless your character can beat on them and kill >them in only a few blows in which case they are only annoying, not useful. If you are playing a magic user and have managed to get the enchant spell (It's (u) for those that haven't gotten it yet), Wights and wraiths are the greatest things on earth. Since by the time you've gotten that spell it's very difficult to go up levels, it's easier to go up and down to renew your spells. It goes like this: You kill what ever summoned the monsters, then enchant your armor away like crazy until you run out of spells (try some others to like detect monster to keep track of problem causers, etc.) then take off your armor and let them wail on you until you lose a level, then put it back on, kill the beastie, which should put you up another level and let the others wail on you while you enchant the heck out of your armor. (Note: Enchant armor because that's what makes this whole thing work... once you get down to about AC -5 the little monsters won't hit any more, but it's still a good idea to keep going. Having AC -19 is pretty nice), then repeat the process. Another note: don't start enchanting after the last one... it's a nice idea to have a full compliment of spell points around when you continue. With several Wights, this can lead to about 9 or ten enchant spells. -- I'm from nowhere, so I don't care.
neveu@lll-crg.ARPA (Charles Neveu) (03/07/85)
> 4) We were VERY impressed by the article on thieves (ie. being able > to steal massively from quartermasters). What other abilities do > thieves have that might prove interesting? Will paralyze monster > have the same (general) effect as the slow monster mentioned > in this article? Will this strategy work for other character classes > as well? The 200,000 point monster. Clerics have the ability to turn undead. If the undead monster is considerably weaker than the cleric, it will be destroyed. Manes, for example, always seem to be destroyed. Other monsters will flee, then turn and fight if chased and cornered. However, if the monster is backed into a dead end, or for certain combinations of cleric level and monster, the monster will not fight *or* flee. The just sit there, and you can turn them until you are interrupted. The kicker is that you get points for turning them and you don't go up a level until you do something else. Last time this happened, I had a 7th level cleric on the 10 level and did it to a 'G' (Ghoul? can't remember). At 147 x.p. per turn, it didn't take too long to amass 200,000 more points (20 minutes of a<dir> ). Then I had to eat, it tasted awful, bumped me up one more point and only then did I move from 7th level to 11th or 12th. The same thing happened again on the 17th level, but I can't recall the details. Also, clerics gain the ability to steal at about 12th level or so. Check it out. Charles
herbie@watdcsu.UUCP (Herb Chong [DCS]) (03/10/85)
In article <438@lll-crg.ARPA> neveu@lll-crg.ARPA (Charles Neveu) writes: >Also, clerics gain the ability to steal at about 12th level or so. >Check it out. > > Charles actually, it is possible to steal at almost any level provided your dexterity is high enough. thieves get a bonus on the roll for success in stealing but nothing stops you from being able to steal just because your experience level is low. a thief should be ablt to steal from a bat easily except that bats never carry anything. you might try stealing a kobold's weapon from him as a level 1 thief though. Herb Chong... I'm user-friendly -- I don't byte, I nybble.... UUCP: {decvax|utzoo|ihnp4|allegra|clyde}!watmath!water!watdcsu!herbie CSNET: herbie%watdcsu@waterloo.csnet ARPA: herbie%watdcsu%waterloo.csnet@csnet-relay.arpa NETNORTH, BITNET, EARN: herbie@watdcs, herbie@watdcsu