When entering remort, you're placed into a chamber separate from the rest
of the MUD. It is crucial that when you enter remort, you are prepared for
anything. The remorts that require equipment (see: help remorting) are the
remorts where you will also want to bring in pills and potions to supplement
yourself.
The following types of items are recommended for most players.:
1) Pills of Sanctuary or Defense (6n,w,n or 19w,3n)
2) Pills of Speed (19w,3n) -- These grant the 'haste' affect
3) Pills of Sight (19w,3n) -- These cast 'cure blindness'
4) Mindblock Potions (6n,6e,8n) -- These grant the 'mana shield' affect
5) Refresh Potions (The shop in Angel's Heaven)
6) Alchemy Potions
Alchemy potions in particular can be very powerful. Look for the potions that
grant "auras" (such as sparking potions, which grant electrocution), hollow
potions (for fade), arcane potions (for mantra), shimmering potions (for mirror
image), or miracle potions (for healing).
In addition to the above pills and potions, many players opt to bring in healing
pills (19w, 3n) or goodberries (created by your favorite cleric/ranger friend).
There are two suggested reasons for bringing pills and potions into remort, even
if it's for a spell that your class is able to cast:
1) Casting spells in combat is slow, and eating a pill is instant. Quaffing a
potion has a small amount of lag, but it's consistent and predictable.
2) Casting a spell in combat can fail, via loss of concentration. Pills and
potions don't have this problem.
Note : You should bring a burnproof container into remort (such as Capricorn's
Satchel of Plenty) to store your pills, otherwise you might find them getting
burned and disappearing!
In remort, you may encounter some fights where you cannot flee, and so you
should always be prepared to fight until the end. In cases where you can flee,
it is suggested that you start fleeing at a very high percentage of your health,
as you could fail many times before a successful flee attempt. A common strategy
in these cases is to attack a mob, and immediately start fleeing. If you flee
almost immediately, you can walk right back into the fight. If you don't flee
until you're low on health, you can safely heal and then return.
Keep an eye on your moves, as some mobs use energy drain or choke, which can
quickly drain your moves. If you don't have any moves, you can't flee.
Last, you may want to bring a few extra lights into remort as you never know
when yours will burn out, or if others are available.
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