Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 8/28/84; site lll-crg.ARPA Path: utzoo!linus!philabs!cmcl2!seismo!umcp-cs!gymble!lll-crg!neveu 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