Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site wjvax.UUCP Path: utzoo!watmath!clyde!bonnie!akgua!sdcsvax!sdcrdcf!hplabs!oliveb!ios!wjvax!ron From: ron@wjvax.UUCP (Ron Christian) Newsgroups: net.games.rogue Subject: Re: Middle-Dungeon Strategies Message-ID: <220@wjvax.UUCP> Date: Mon, 15-Oct-84 13:07:59 EDT Article-I.D.: wjvax.220 Posted: Mon Oct 15 13:07:59 1984 Date-Received: Wed, 17-Oct-84 06:17:53 EDT References: <1345@pucc-h> Organization: Watkins Johnson, San Jose, Calif. Lines: 25 Some good strategies here. I feel I need to make some comments, though. 1. Ring of slow digestion: My experiance with this ring seems to indicate that although you use up food at a slower rate, you also heal slower. So you may not need food, but in busy dungeons you may never get the chance to regain your hit points. Can anyone else verify this? 2. Staves of cold, fire, and lightning: Next to useless. Sure, they do lots of damage when they hit, which is almost never. (At least on our system. Different random generator, perhaps?) I always drop these staffs when I identify them. Magic missle hits more often, but does next to no damage. Drop that one too. The big staffs to carry are: Slow Monster, Polymorph, Teleport Away and Light. As someone else said, the combination of Polymorph and Scare Monster makes for some big experience points. A good staff to carry if you have room is Cancellation. This will keep Medusas from confusing you if you hit them beforehand. I mostly use cancellation as insurance against the Nymph bug in party rooms! -- "Trivia is important." Ron Christian (syntax bug) Watkins-Johnson Co. San Jose, Calif. (...ios!wjvax!ron)