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From: neveu@lll-crg.ARPA (Charles Neveu)
Newsgroups: net.games.rogue
Subject: Re: Rogue questions of Extra-ordinary Magnitude
Message-ID: <438@lll-crg.ARPA>
Date: Wed, 6-Mar-85 16:39:45 EST
Article-I.D.: lll-crg.438
Posted: Wed Mar  6 16:39:45 1985
Date-Received: Sat, 9-Mar-85 19:58:07 EST
References: <1932@sdcc6.UUCP>
Organization: Lawrence Livermore Labs, CRG group
Lines: 29

> 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 ). 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