Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!wuarchive!usc!apple!agate!shelby!unix!hplabs!hpfcso!rrd From: rrd@hpfcso.HP.COM (Ray Depew) Newsgroups: comp.sys.atari.st Subject: Re: DM1: Some Spells... Message-ID: <7340066@hpfcso.HP.COM> Date: 24 Jan 91 16:24:15 GMT References: <4288@syma.sussex.ac.uk> Organization: Hewlett-Packard, Fort Collins, CO, USA Lines: 22 I haven't found a *good* use for the Darkness spell either, and I've found that the Invisibilty spell doesn't do anything for you -- at least it didn't confuse the monsters I tried it with. (Maybe they could smell Stamm, or hear Tiggy giggling?) For mapping out the dungeon, I've found the Magic Footprints and the See Through Walls spells to be especially useful. See Through Walls also works on doors, and can warn you of upcoming monsters. I'd like to know what the different types of armor do for you. Obviously, the mithril items offer good protection with much less weight than old iron armor, but what special protection does Flamebain afford you? And what's the difference between the armor of Lyte, the armor of Darq, and plain old iron armor? And what happens if you use cursed armor or weapons? (Could be that the best answer is the most obvious: they just make the game more fun, but they have no special effect on the outcome. There is SO MUCH crammed into DM that the designers have to have left something out.) Regards Ray DM class of '91