home *** CD-ROM | disk | FTP | other *** search
- Path: sparky!uunet!kithrup!stanford.edu!ames!haven.umd.edu!darwin.sura.net!Sirius.dfn.de!math.fu-berlin.de!news.netmbx.de!Germany.EU.net!mcsun!uknet!warwick!dcs.warwick.ac.uk!sunserver1.aston.ac.uk!uhura!wrighttj
- From: wrighttj@uhura.aston.ac.uk (Auntie Tim)
- Newsgroups: comp.sys.atari.st
- Subject: Re: Dungeon Master
- Message-ID: <1992Aug19.115713.11178@aston.ac.uk>
- Date: 19 Aug 92 11:57:13 GMT
- References: <64270@cup.portal.com>
- Sender: usenet@aston.ac.uk (Usenet administrator)
- Organization: Aston University
- Lines: 78
- Nntp-Posting-Host: uhura
-
- A few things I thought I could add to this...
-
- Bob_BobR_Retelle@cup.portal.com writes:
- : Tim Wright asked some questions about Dungeon Master...
- :
- : According to FTL, the person carrying the rabbit's foot will be
- : "luckier in some circumstances"... as far as I've observed, it's
- : real purpose in life is to take up a valuable slot in your backpack,
- : and to be used to hold floorswitches down.
- :
- : The jewelery is tough to pin down.. a few are obvious in their effects.
- : The Moonstone adds 3 mana to the Champion who wears it.
- : The Illumulet gives a low level of illumination in the Dungeon at all times.
- : The Pendant Feral adds one to a Champion's Wizard level.
- : The umm.. gak.. it's either the Ekhard Cross or the Jewel Symal..
- : makes the Champion regenerate health points quicker...
-
- Hadn't noticed this, but I'll try it- I know that either the Gem of Ages
- of the Jewel Symal gives you +15 anti-magic...
-
- :
- : Most of them don't have enough effect to make any real difference though.
- :
- : (Oh.. and the Choker maked the Champion use food more slowly)
- :
- : The only advantage to wearing the Armor of Darc and Lyte is better
- : protection, IF your Champions are strong enough to carry it. My ladies
- : were never that strong, and so left it behind, preferring to rely on
- : quick reflexes rather than thick armor.
-
- Two ArchMaster fighters, with 999/857 Health... should be enough :)
-
- :
- : In my experience, the only time a weapon really affected a particular
- : monster more was the Vorpal Sword, which was the only weapon which could
- : hit a "non-material" being.. the damage from all weapons seemed to be
- : based on a random roll, modified by the maximum damage of the weapon.
-
- Hmm. I'm pretty sure different monsters react in different way- Screamers
- get cut up by blades (Delta, Rapier etc..) as do rockpiles, but Skeletons
- seemed to be better served by blunt instruments (Axe, mace...) as did the
- blue meanies (Anyone out there have a definitive list of monsters
- 'official' names?)
-
- :
- : Here's a "fun FYI".. did you ever put a coin in your Champion's
- : "action hand" and click on it like it was a weapon..?
-
- Had you noticed that the Mace of Order makes you walk faster?
-
- :
- : Rasmus Petau asked about a locked door on Level 15 (actually, the way FTL
- : itself numbers the Levels, the Hall of Champions is Level 1, so there
- : are only 14 Levels.. so I'm assuming the question is about the
- : Dragon's lair..?)
- :
- : The only locked door I know about on the Dragon's level is the one
- : which leads to the Power Gem... which you HAVE to get in order to
- : complete the game. The other door on the level is opened by inserting
- : a coin in the slot next to it, and leads to an altar of resurrection
- : (just in case any of your Champions gets toasted by the Dragon).
-
- What about the door at the bottom of the Skull Staircase? Has to be opened
- by the Winged Key which is on the firestaff level. I think there's also
- another hidden area on the Dragon level- I'll pull the map from a.a and
- try it out.
-
- :
- : (The key to the door in front of the Power Gem is hidden under one
- : of the piles of ashes on the floor, by the way...)
- :
- : You're right, Tim.. DM *is* a classic...!
- :
- : BobR
-
- --
- Tim Wright.
- wrighttj@cs.aston.ac.uk
-