RE: QUEST: Preventing retreat? From: Rolfe Hodges <hodgesr@emu.insted.unimelb.edu.au> Date: Mon, 03 Oct 1994 01:27:16 +0000 beanish@netcom.com (Jeremy York) said: >chbrin5@nyx.uni-konstanz.de (Kai Hortmann) said: >>To complete the quest I have to find a monster group consisting of four >>kobolds and destroy them. Does that mean I have to kill all four? From ^^^^^^^^^^^^^^^^^^^ Yes you do. It should be fairly easy. >>[snip] >[Snip, about the speediness of kobolds and their ilk] >[snip] Personally, I think retreats should be less >likely to succeed immediately, and the non-retreating party should >get a chance to get a last round or two of hits in, at pluses >to hit and damage, as their foe is turning tail and fleeing. Hmm. Maybe another chance to use missile weapons would be better. Melee weapons in the above situation would tend to greatly reduce survivability of weaker player groups, or elven mages in general. > Is there any way to stop >them? Casting "Sleep" doesn't work, as the sleeping kobolds will not be >attacked by my group and retreat automatically at the end of the fight. Sundonak's miracle "Berserk" helps somewhat when used as an attack spell, cast on the enemy group. Mage spell battle lust has much the same effect. >Hmm, are you sure casting a sleep spell, and then doing an Engage >order, wouldn't chop them up pretty well? Doesn't seem to. Ambush and tracking orders haven't worked for me, even when I was eliminating a friends group and could influence both sides of movement. The good news is: A group that flees from combat IS STILL IN THE SAME SECTOR. Use the Engage order to hit it again, as many times as you need. You will kill a fleeing group eventually, either with missiles and spells or by getting lucky with melee and actually engaging them. It is also possible for those of extreme alignments to be prevented from fighting as the opponent is also a worshipper of the same god! Rolfe Hodges. Up