Path: utzoo!utgpu!news-server.csri.toronto.edu!mailrus!tut.cis.ohio-state.edu!ucbvax!mtxinu!unisoft!fai!sequent!cseaman From: cseaman@sequent.UUCP (Chris "I'm Outta Here, Man!" Seaman) Newsgroups: comp.sys.amiga.games Subject: Re: DUNGEON MASTER WEAPONS- part II (III?) Message-ID: <41139@sequent.UUCP> Date: 23 Aug 90 00:18:26 GMT References: <3305@gara.une.oz.au> <47939@brunix.UUCP> Organization: Sequent Computer Systems, Beaverton, OR Lines: 27 mjv@brownvm.brown.edu (Marshall Vale) writes: < All weapons work well in certain conditions. A sabre is able to do lots < of attacks in a short amount of time. I found it works best against slow < creatures. The main reason there are different weapons is due to the lack of strength of the characters during the early stages of the game. The time required to 'recover' after swinging a weapon is based on the combination of the weapon used and the strength of the character. For example, a neophyte Fighter could do very little damage with a Delta, and would require a LONG time before he/she could swing it again. However, a character approaching master status would be able to handle it much more easily, and do a considerable amount of damage. The best approach I've found is to find a weapon that is just beyond your capabilities, and use it until it becomes 'easy'. Then pass it on, and find a more challenging weapon. Of course, many weapons have magical capabilites, and may be required to defeat certain creatures (the use of the Vorpal Blade to 'dispell' green specters and fire elementals is an example). -- Chris (Insert phrase here) Seaman | ___-/^\-___ qatul batlh. cseaman@sequent | //__--\O/--__\\ qatul Huch. ...!uunet!sequent!cseaman | // \\ qatul roj. The Home of the Killer Smiley | `\ /'