Quest Digest 26/2/97 From: Joshua Gallagher <Joshua@dial.pipex.com> Date: Wed, 26 Feb 1997 00:00:00 +0000 QUEST_DIGEST 26 February 1997 Quest Digest - 3rd of '97 UEST_DIGEST_ EST_DIGEST_Q Welcome again to the Digest; probably the shortest ST_DIGEST_QU interval between editions in quite a while. Hope T_DIGEST_QUE I can keep this up! Thanks to those of you that _DIGEST_QUES have written; any questions you have about the DIGEST_QUEST game whatsoever just email to me. The people on this list are probably the most qualified to answer them having played Quest for time immemorial. Anyway, enough rambling. Enjoy.... ---------------------------------------------------------------------- From: "Mike Shaw" Highflyers_Publishing@msn.com Date: Sat, 15 Feb 97 11:22:18 UT >LC> Take for example a group of 15 characters, each with a draft horse >for carrying capacity and an arabian mount for speed (I don't like >mules in real life so we'll forget them for now). OK this gives a >total of 45 creatures in the party (15 chars, 15 draft and 15 >arabian). Can this horde just tramp off down a dungeon? It's bad >enough having 15 characters in a confined passageway, never mind this >lot And if they can go into a dungeon will the arabian horses still >provide a speed bonus? As I remember it when you enter a dungeon you can either attempt to hide the horses at the dungeon entrace, but other groups might find them (what they eat I don't know) or you can take them to a Blacksmiths and they'll look after them for a fee. (I think thats right anyway) JPG> And you get handed a 'chit' for them, no? ---------------------------------------------------------------------- From: "Hooper, Allan" Allan.Hooper@ratec.raufossas.no Date: Mon, 17 Feb 1997 11:33:42 +0100 AH> Lets see if I can manage a partially readable message this time :) >There are a couple of things that should be added I think. Retreating >from a fight should be very risky, as your opponent could possibly >shoot >missiles or cast spells at you while you are retiring. AH> Considering that tough groups can kill 10+ out of 15 characters in a single fight are you sure your retreating ideas are wise? Although they would help against those who run with unnecessarily low flee%'s it would spell party wipeout for outclassed groups. >LC> If anyone could please enlighten me about the workings of Quest >horses I would be most grateful. AH> I cant find any info on how exactly horses work either. I was under the impression that you could not teleport with horses but Josh's comments seem to prove me wrong. If anyone could e-mail me the info it would be much appreciated! > >pjc > which death spell is the best to use (Black Void, Engulfing >Globe, >Total Death)? AH> The standard for party combat is Globe because of its low power drain and reasonable success ratio. Some groups rank Total Death for the occasional party trick (although it "only" kills characters rather than removing them totally like Globe) due to its high effectiveness, but its a bit too much of a power beast to be used as a regular spell. > >Author: INTERNET:shug@tattoo.ed.ac.uk at CSERVE >3. What does a priest need to progress past skill level 85 AH> I have eventually managed to get a priest to 90sk. I used 4 standing P0's and a B 99 tithe every other turn (due to TQ's) with over 100gps on each character. Is it worth the effort to get a 90sk priest? No, not unless KJC introduce powerful 100 point miracles. AH> One change (I think!) that I havent seen mentioned - one of my groups killed a normal group of computer controlled dwarves in additionto finding some gold on their bodies I also got some equipment. JPG> Allan asked me this question; interesting point, and I'd say that it would work but I'm not sure. Anybody willing and evil enough (and rich enough) to do it...? Q: Since you cannot by journeys while you have horses, does this mean if you hand a horse to another group you can ruin all their travel orders? ---------------------------------------------------------------------- From: msummerf@esoc.esa.de Date: Mon, 24 Feb 1997 14:35:31 +0200 MDS> In game 5, the Knights of Pendragon have just purchased 15 Arabian horses and are so far extremely pleased with them. The reduction in movement costs has meant they can travel a lot further in one turn and therefore attack many more monster groups. For example, last turn they attacked 11 Orcs (killed 7 of them), 14 Goblins (killed all 14), another 11 Orcs (killed all 11), 4 Drakes (killed all 4) and 2 Drakes (killed both). They travelled a total of 16 sectors! It now only costs 1 point to travel by road or into a city and 2 points to travel on open ground and farmland.They will try some other terrain types later on. One interesting point, the group also has one mule, but this doesn't seem to slow the Arabians down. It must be one bloody fit mule! MDS> Someone asked about death spells. Well, Total Death is very expensive and only works against living creatures (well, you can't kill something that is already dead can you!?) and Black Void and Engulfing Globe seem to work pretty much in the same way. MDS> Air Elementals (all elementals) can be killed using death spells or enchanted weapons. I've never been silly enough to take them on without some magical help, so I don't know how effective normal weapons are against them. MDS> Priest Levels. Multiple P0 orders must be issued in order to raisePriest skill levels beyond 80. Only the first P0 in a turn will increase the Priest skill levels, but subsequent P0 orders kind of increment an internal counter which is used to determine whether your Priests increase in skill. JPG> Actually, it's a bit more complex than that. I think it follows an exponential graph of some sort. Not worth it after about 80; let's face it, who uses up all those power points anyway? ---------------------------------------------------------------------- From: KVirgin@vines.etn.com Date: 25 FEB 97 03:54:03 EST KV> Does anyone know what's happening with the AG (alliance give gold) order? Myself as Alliance Head and my Treasurer have between us just wasted eight orders as suddenly we appear to only be able to transfer 15000 gold IN TOTAL on each Turn. The only response I got from KJC was "Yes Kevin, that part of the program has been changed. The AG problem was a bug that has now been fixed". Is there a definitive statement in the rulebook anywhere that says what the AG order should be capable of doing? I do recall some changes last year sometime, but I thought that was upgrading the order from only being able to transfer 1000 gold per order. Wouldn't it be nice if they told you about these things when they changed them? JPG> Apparently it's a 'bug fix'. Hmm. I guess if we complain about it enough we'll get them to change it back again. BTW, sorry for not changing your address last time! Don't know what happened to the email. ---------------------------------------------------------------------- JPG> Okay folks, that's your lot! Write more next time won't you? One point I'd like feedback on was raised in an email to me from Paul Noble today. Has the multiple engage method of combat been disabled recently? This is how the vicious rumour goes. Let me know what experience you have of this. I should know myself hopefully in the next turn. Until next time, keep well and happy Questing! >>-Josh-> Up