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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)