From: wrighttj@uhura.aston.ac.uk (Auntie Tim)
Newsgroups: comp.sys.atari.st
Subject: Re: Dungeon Master
Date: 19 Aug 92 11:57:13 GMT
Organization: Aston University

A few things I thought I could add to this...

Bob_BobR_Retelle@cup.portal.com writes:
: Tim Wright asked some questions about Dungeon Master...
: 
: According to FTL, the person carrying the rabbit's foot will be
: "luckier in some circumstances"...    as far as I've observed, it's
: real purpose in life is to take up a valuable slot in your backpack,
: and to be used to hold floorswitches down.
: 
: The jewelery is tough to pin down.. a few are obvious in their effects.
: The Moonstone adds 3 mana to the Champion who wears it.
: The Illumulet gives a low level of illumination in the Dungeon at all times.
: The Pendant Feral adds one to a Champion's Wizard level.
: The umm..  gak.. it's either the Ekhard Cross or the Jewel Symal..
: makes the Champion regenerate health points quicker...

Hadn't noticed this, but I'll try it- I know that either the Gem of Ages
of the Jewel Symal gives you +15 anti-magic...

:  
: Most of them don't have enough effect to make any real difference though.
: 
: (Oh.. and the Choker maked the Champion use food more slowly)
: 
: The only advantage to wearing the Armor of Darc and Lyte is better
: protection, IF your Champions are strong enough to carry it.  My ladies
: were never that strong, and so left it behind, preferring to rely on
: quick reflexes rather than thick armor.

Two ArchMaster fighters, with 999/857 Health... should be enough :)

: 
: In my experience, the only time a weapon really affected a particular
: monster more was the Vorpal Sword, which was the only weapon which could
: hit a "non-material" being..  the damage from all weapons seemed to be
: based on a random roll, modified by the maximum damage of the weapon.

Hmm. I'm pretty sure different monsters react in different way- Screamers
get cut up by blades (Delta, Rapier etc..) as do rockpiles, but Skeletons
seemed to be better served by blunt instruments (Axe, mace...) as did the
blue meanies (Anyone out there have a definitive list of monsters 
'official' names?)

:  
: Here's a "fun FYI".. did you ever put a coin in your Champion's
: "action hand" and click on it like it was a weapon..?

Had you noticed that the Mace of Order makes you walk faster?

:  
: Rasmus Petau asked about a locked door on Level 15 (actually, the way FTL
: itself numbers the Levels, the Hall of Champions is Level 1, so there
: are only 14 Levels..  so I'm assuming the question is about the
: Dragon's lair..?)
:  
: The only locked door I know about on the Dragon's level is the one
: which leads to the Power Gem... which you HAVE to get in order to
: complete the game.  The other door on the level is opened by inserting
: a coin in the slot next to it, and leads to an altar of resurrection
: (just in case any of your Champions gets toasted by the Dragon).

What about the door at the bottom of the Skull Staircase? Has to be opened
by the Winged Key which is on the firestaff level. I think there's also
another hidden area on the Dragon level- I'll pull the map from a.a and
try it out.

: 
: (The key to the door in front of the Power Gem is hidden under one
: of the piles of ashes on the floor, by the way...)
: 
: You're right, Tim.. DM *is* a classic...!
: 
: BobR

-- 
Tim Wright.
wrighttj@cs.aston.ac.uk
Newsgroups: comp.sys.atari.st