Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site oddjob.UChicago.UUCP Path: utzoo!watmath!clyde!burl!ulysses!mhuxl!ihnp4!gargoyle!oddjob!london From: london@oddjob.UChicago.UUCP (David London) Newsgroups: net.games.rogue Subject: Re: Hints (SPOILERS) Message-ID: <131@oddjob.UChicago.UUCP> Date: Thu, 26-Apr-84 14:25:30 EST Article-I.D.: oddjob.131 Posted: Thu Apr 26 14:25:30 1984 Date-Received: Fri, 27-Apr-84 05:40:31 EST Organization: U. Chicago - Astro. Lines: 26 I would like to add my two cents to this discussion of strategy. I agree with Chuq about almost everything, but I think there are a few exceptions to his rules: 1. If I find good armour (Ac 6 or better) early, I tend to read scrolls fairly quickly to find Protect Armour. Even then I usually wait until I have something to identify in each of the categories (potions, scrolls, ring/staff/wand. However, if I find *VERY* good armour (Ac 8 or better), I tend to read scrolls as soon as I find them. The possibility of getting Protect Armour with very good armour is worth the risk of blowing a scroll. (I have had very good success with these tactics, having won 5.3 4 times). Also, this may be obvious, but one should always drag monsters over unknown scrolls to identify the SCARE MONSTER scroll. 2. I haven't found that a long sword is that much better than the mace. In 5.2, an unenchanted mace was worth 2d4 (damage), a long sword 3d4, and a two-hander 4d4. In 5.3, I haven't found this to be different. I have found that without good armour, a two-handed sword won't get you through the lower levels, but with good armour, even your mace will often do. The one other tactic that I use (also probably obvious) is to start dropping around level 17. David (Guitar) London