Re: Murkon's Refuge suggestion
cimmstlttm, on host 141.213.185.116
Saturday, July 20, 2002, at 09:52:19
Re: Murkon's Refuge suggestion posted by commie_bat on Saturday, July 20, 2002, at 07:13:13:
> > Another might be to provide some kind of safe deposit box at the towns for items that you would like to keep but won't use for some time, like keys. That way, they won't clog up your item lists. I don't think this will make the game too easy, since you need to exercise good judgement as to what to put in the safe deposit box. Just a speculation. > > I think the whole point of being limited to nine items is to limit how much stuff you can keep on hand. If you won't need keys for some time, you can always not go get them till you need them, or just hold them and lose a slot. > > Anyway, the extra spaces in the item lists are only useful for making money, unless you plan to carry around two Wands and seven Salves of Emanation per character. Poverty is one of the game's little challenges, both at the beginning and the first time some kindly adventurer drags your carcasses back to Teralt. > > Late in my games, I got in the habit of immediately tossing anything that wasn't an Item of Extra-Specialness. Nothing else was expensive enough. > > As an aside, if you intend to carry around a set of combat armour and a set of healing armour for each character, that's really pathetic. May as well spend your time training a Wizard instead. > > ^v^:)^v^ > FB
Also, there actually *is* a way that you can store items beyond the characters that you have. Create new characters and make them stay in the town, they can act like pseudo-safeboxes. I do that with my extra-special items. I have all the items of extra specialness, and I have 1 or 2 characters that do nothing but sit in Teralt and hold a backup of all the items of extra specialness (in case I want them in the future for some reason, like maybe retraining characters), and the keys from the earlier levels.
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