Especially, a few things (from the rules) I'd like to have more opinions on:
#1 - The Charsi imbue must take place immediately
First imbue will definitely be wasted.
Second imbue maybe useful with a little luck finding a high quality item before Jail. Chance of that for solo IM is not good.
Third imbue should be usable, at least you have time to get some decent items thru NM. Of course, it still depends on imbue luck.
This rule works better for Multi-players than solo because everyone can use the imbue for a character who needs it more. Ie, a sorcy would imbue a sword for a barb. If imbues can be saved it can add up to be a lot of good imbues opps for one or two characters in a large game.
#2 - It is recommended to kill all nonrandom bosses.
While it remains optional, maybe I should strike this out altogether thus giving the same bragging rights to those who choose and those choose not to take on the extra work. AAA the Ancient for example would be a lot of work to locate, and also, it would gain you a level or 2 if you have to look thru all 6 false tombs.
#3 - ...but a TP escape should not be used to sit around and wait for regeneration.
I am definitely pro "Escape TP". This is needed even more than it is in CD with WP traps. As for regeneration purpose, it only matters if WP trapped; otherwise, one can regen just as safely in the dungeon.
The rules were edited from Charis' beta testing reports. I have added and taken out certain stuff so I'll take resposibility for any nits and flames ;p
Anything I should add/clarify in the rules?
Please look it over and give your feedbacks.
Lastly, it's time to start up some coop IM. I'd suggest we try small teams first because it's easier to get them together on a regular basis. Not sure how much I can play with my limited access atm, but 1 or 2 nites (one or two teams depends on regularity of team)a week should be no problem.
Posted on Mar 28, 2001, 5:57 AM from IP address 184.108.40.206