Re: Murkon's Refuge: Situation update
commie_bat, on host 65.92.181.37
Saturday, April 13, 2002, at 15:15:20
Murkon's Refuge: Situation update posted by Joona I Palaste on Saturday, April 13, 2002, at 12:50:22:
> Now my Human Wizard has finally learned spell #34. It's very useful, but I think the later spells (#35 and #36) are even more useful. > > Now I have one Wizard who knows all 36 Wizard spells, one Sorceror and one Assassin who both know all Sorceror spells, and one Druid who knows about half of both spells. Is this enough? > > The inn at Teralt is rapidly depleting my gold supply. I had 1.1 million gold before I came there, now I have only 800 thousand. (I bet the players who are still struggling at level 1 despairing because they can't afford 2000 gold for some weapon or armour are jealous now...) > > Luckily 3 of my characters have Magic Cloth Gloves, which are worth a fortune.
More spellcasters with more spells is always better, especially RESTORE and HEALTH. These are spells that save you money at Teralt's Inn. If your front line is fast enough (Speed 10 plus Items of Specialness like those Magic Cloth Gloves) you won't have much need for attack spells. If you have high Agility as well, you should be able to take out three groups in the ambush and the other three before they can hit you.
You don't want to have to sell off those Magic Cloth Gloves, since they rock. Try making sure to kill stuff on level 9 or 10. If you're just trying to amass gold and not die, one round of QUAKE from someone with high IQ will nearly-kill everything you see near Teralt. You should find enough Items of Specialness to replenish your magic.
Also, make sure to magically heal any non-spellcaster who doesn't need to level up. That'll save you a trip to the Inn.
Remember, go back to town when you've found as much as you can carry, but don't visit the Inn till you run out of magic. Going back to Teralt will also reset the level and bring back all the monsters.
^v^:)^v^ FB
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