Path: utzoo!attcan!uunet!ogicse!cs.uoregon.edu!cie!ring From: ring@cie.uoregon.edu (Randy Ingram) Newsgroups: comp.sys.amiga.games Subject: Re: Post Dungeon Master Questions Keywords: Dungeon Master Message-ID: <1990Aug2.154021.24818@cs.uoregon.edu> Date: 2 Aug 90 15:40:21 GMT References: <139873@sun.Eng.Sun.COM> Sender: usenet@cs.uoregon.edu (Netnews Owner) Reply-To: ring@cie.UUCP (Randy Ingram) Organization: University of Oregon Campus Information Exchange Lines: 38 Wow those were some great hints. I've been through Dungeon Master three times now, and I just decided to dust it off to build my characters up for "Chaos". I have a few more questions for anyone who has the answers. They don't just concern items in the original Dungeon Master and won't help for Chaos as you start that game starkers (no equipment comes with you). From various hintbooks and postings I've heard mention of a few items that I never found in the Amiga version. I suppose they may have been eliminated in our version, like the lockpicks. These items are: Dexhelm Powertowers Spirit Eye (an amulet) The Conduit (a wand) Now I do remember one wand that didn't have a name. Perhaps that's the conduit. The other one was called the Teowand. Here's a list of other items I was curious about. Does anyone know the specific powers of each of these: Calisto (crown) Gem of Ages (amulet) Ekkhard Cross (amulet) Moonstone (amulet) adds mana, anything else? Jewel of Symal (amulet) Hellion (amulet) Pendant Feral (amulet... well, I guess it's REALLY a pendant but let's not split hairs... or HARES for that matter!) Rabbit's Foot (rabbit's foot) :) Just wondering. Thanks for any answers. Any tips on "Pumping Up" my party would also be appreciated. I went back to an old save before I forged the firestaff. After throwing the staff through the doorway (so the level would not close) I'm just wandering around getting food and building up.