AG: Finally! From: dag@chem.ucla.edu (Great Cthulhu) Date: Tue, 05 Oct 1993 23:30:47 +0000 Well, after three dismal turns in the Antar guild as a new player (total record: 5 out of 21), I finally turned things around and won 6 out of 7! My main problem was that I hadn't anticipated just how important it is not to be very encumbered.... On the turn I boosted my cunning to 12 and brought my fighting weight down to light encumbrance, I learned more skills than in all three previous turns. Way cool. This turn I'm devoting myself to Heirotanous; my long range plans are to be a paladin type; next KP expenditures will likely be Bandage Wounds, Deity Magic, and Cure Party (just bought Mind Wall). I'll probably be interested in adventuring starting around turn 98-100 or so; if you're looking for a moderately heavy hitter (at least for someone who only started Turn 91) who can cast some useful (mostly non-combat) magic, drop me a line. I'll want to start at low difficulties and work my way up slowly (I don't want to have to retreat much, since that's a no-no for followers of Heirotanous); I'm considering going out the first time with a difficulty of about 2 and a training amulet just to see what things are like. If you're interested in adventuring with me, or have any useful tips for a novice, email me at dag@wiffin.chem.ucla.edu or send a diplo. -Galen Ironfist, #607-- -Doug Gibson dag@wiffin.chem.ucla.edu "I didn't like the way he was bleeding, so I made him stop." -from Mutant League Football -- -Doug Gibson dag@wiffin.chem.ucla.edu "I didn't like the way he was bleeding, so I made him stop." -from Mutant League Football Up