Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10 5/3/83; site t4test.UUCP Path: utzoo!watmath!clyde!akgua!mcnc!decvax!harpo!seismo!hao!hplabs!intelca!t4test!chip From: chip@t4test.UUCP (Chip Rosenthal) Newsgroups: net.games.rogue Subject: Re: automatic identification of armour Message-ID: <431@t4test.UUCP> Date: Sat, 31-Mar-84 18:14:32 EST Article-I.D.: t4test.431 Posted: Sat Mar 31 18:14:32 1984 Date-Received: Sat, 7-Apr-84 01:40:17 EST References: <620@hcr.UUCP> Organization: Intel, Santa Clara, Ca. Lines: 24 hcr!doug says: > On the other hand, weapons are not identified when you wield them. > This leads to an annoying situation: > I've got two long swords, and I've just enchanted one of them. > Unfortunately, my inventory listing will not show me which sword > is enchanted. I've got to waste an identify scroll on one of the > swords first. And I can't use the call command on a weapon. There is an analogous problem with rings. (Gee...was this the one which added strength or subtracted it...) It would be nice if there was a way to "call" individual items, not just catagories of items. The way I deal with this issue is that I just chock it up to realism. If I'm very careful, I won't get my enchanted two-handed sword mixed up with the one just picked up. If I'm not careful, I might. The way I see it, caution is a prime requisite for survivial in a dungeon adventure. The lack of it leads to stupid mistakes (and worse). Chip Rosenthal, Intel/Santa Clara {pur-ee,hplabs,ucbvax!amd70,ogcvax!omsvax}!intelca!t4test!chip