-+-+-+-+-+-+-+-+ START OF PART 58 -+-+-+-+-+-+-+-+ X the vein, and begin the process again. Since granite rock is X much harder to dig through, it is much faster to follow the vein X exactly and dig around the granite. X.p X If the character has a scroll or staff of treasure location, X he can immediately locate all strikes of treasure within a vein X shown on the screen. This makes mining much easier and more X profitable. X.p X Another way to make mining more convenient is to wield the X pick or shovel as your secondary weapon, and then: use 'x' to X switch from your attack weapon to your pick (before you dig), dig X out the treasure, then use 'x' again to switch back to your X attack weapon (don't want to get caught fighting with your pick, X do you?). X.lm 0 X.blank 2 X.lt X3 Mining_List X.el X.lm 1 .p X.literal X Cost Weight Damage Lvl X ------------------------------------------------------------- X Orcish Pick 500 180 1d3 20 X Gnomish Shovel 100 50 1d2 20 X Dwarven Shovel 250 120 1d3 40 X Dwarven Pick 1200 200 1d4 50 X.end literal X`20 X.lm 0 X.blank 2 X2 Objects X.lm 1 .p X The dungeon is full of objects just waiting to be picked up X and used. How did they get there? Well, most of the useful X items are left over from all the foolish adventurers who have X entered the dungeon before you. They get killed, and the helpful X monsters scatter the various treasures throughout the dungeon. X Most cursed items have been placed there by evil sorcerers, who X enjoy a good joke when it gets you killed. X.p X You pick up objects by moving on top of them. You can carry X as many different items in your backpack as you like, but you are X restricted by the amount of weight your character can carry. Your X character's weight limit is determined by his Strength. But X there are magical items to increase your carrying capacity. Any X items that you put into a Bag of Holding do not count against the X weight limit. But be careful, poking a hole in the bag could make X you lose all those items. And never put one Bag into another. X.p X Only one object may occupy any one given floor location, X which may or may not also contain one monster. Note that doors, X traps, and staircases are considered objects for this purpose, X and that therefore, you cannot drop an object upon a stairwell. X.p X Many objects found within the dungeon have special commands X for their use (see Magic Objects.) Wands must be Aimed, scrolls X must be Read, potions must be Quaffed, and magic items may be X Used. In any case, you must first be able to carry an object X before you can use it. Some objects, such as chests, are very X complex. Chests might contain other objects (including other X chests) and may be trapped and locked. Read the list of player X commands carefully for a further understanding of chests (pay X special attention to the Search, Disarm and Open commands). X.p X There is one item in particular that needs to be explained. X This is the scroll entitled "Word of Recall". This scroll can be X found in the dungeon, and can also be bought in the Temple or Alchemists X on the X town level. It does one of two things, depending on your current X location. If you are in the dungeon, it teleports you back to X town level. If you are already on town level, it teleports you X to the deepest level of the dungeon that you have already been X to. This makes the scroll very useful for returning to deeper X levels of Moria (who wants to try and find 30 down stairwells so X you can get back to level 30 - 1500 feet - by FOOT?). Unlike all X other scrolls, this one does NOT act immediately, so don't expect X it to pull you out of a combat that you happen to be losing (it X usually takes less than 40 turns to act, however). X.p X One final warning about objects: Not all objects are what X they seem to be. Skeletons lying peacefully about the dungeons X have been known to get up and attack.... X.lm 0 X.blank 2 X3 Magic Objects X.lm 1 .p X There are several types of magical objects that exist to aid X or harm your adventurer. Most of them are used in some fashion X but a few must be wielded or worn to have an effect. Of course X these effects will not always be beneficial to the character, so X you may want to identify an item before you don it, but sometimes X those identify scrolls are hard to come by... X.p X To use a Chime, Horn or Miscellaneous Item (like a statue or X a cross) you must (U)se it. To use a Staff you (u)se it, but with X the lowercase letter. Wands are (a)imed, Potions (q)uaffed, and X Scrolls (r)ead. X.p X`20 X Any article of clothing, armor or jewelry should be worn. X Any weapon or pick/shovel should be wielded. And magic torches X and lanterns should be held on the equipment inventory. This will X give you any of the benefits that the item bestows, such as extra X strength or bonuses to hit and damage. X.p X`20 X Gems are a little more complicated. Most are enchanted with X a number of uses of some spell. These are (U)sed. But a few are X special gems that float like Ion Stones about your helm. These X are worn just like armor or jewelry. The best method is to either X try both methods with it, or identify it to determine if it casts X spells of adds to your abilities. X.lm 0 X.blank 2 X.lt X4 Race_Items X.el X.lm 1 .p X Each of the non-human and non-halfbreed races was able to X send their best champions into the depths of Moria with special X items that augmented the best aspects of that race. Unfortunately X no one has succeeded yet and many of these items are lost in the X rooms and halls of the dungeon. There is one for each elder race, X including Orcs, although they have since been corrupted by the X Balrog's evil. They grant abilities as follows: X.p X Cloak of Elvenkind - See invisible, Increased stealth, Added X Charisma, and Sustained Intelligence. X.p X Girdle of Dwarvenkind - Infravision, Tunnel ability, Magic X resistance, and Sustained Wisdom. X.p X Hat of Hobbitkind - Infravision, See invisible, Free Action X Searching. X.p X Gloves of the Hive - Added Dexterity, Added Speed. X.p X Sandels of Dryadkind - Added Charisma, Feather Falling, See X invisible, Free Action, Magic resistance. X.p X Club of Trollkind - 3d4 base weapon damage, Lose Charisma, X Poor Stealth, Poor Searching, Regeneration, Resist Acid, Resist X Cold. X.p X Ring of Gnomekind - Added Intelligence, Sustain Intelligence X Slow Digestion. X.p X Orc Pick (This is a normally unidentifiable enchantment on a X normal Orcish Pick.) - Resist Acid, Slow digestion, Added X Constitution. X.p X.lm 0 X.blank 2 X.lt X2 Secret_Doors X.el X.lm 1 .p X Many secret doors are used within the dungeon to confuse and X demoralize adventurers foolish enough to enter. But with some X luck, and lots of patience, you can find these secret doors. X.p X Secret doors will sometimes hide rooms, corridors, stairs, X or even entire sections of that level of the dungeon. Sometimes X they simply hide small empty closets or even dead ends. X.p X Creatures in the dungeon will generally know of and use all X secret doors. If they leave one open, you will be able to go X right through it. If they close it behind them you will have to X search for it first. Once you have discovered a secret door, X it is drawn as a visible door, and no more searching will be X required in order to use it. X.lm 0 X.blank 2 X2 Staircases X.lm 1 .p X Staircases are your primary means to get to other levels of X the dungeon. The symbols for the up and down staircases are the X same as the commands to use them. A '<' represents an up X staircase and a '>' represents a down staircase. You must put X your character in the same square with a staircase before you can X use it. X.p X Each level has at least one up staircase, and at least two X down staircases. There are no exceptions to this rule. You may X have trouble finding some well hidden secret doors, but the X stairs are indeed there. X.p X In addition to stairwells that go up or down one level, some X levels have steep stairwells that can move you up or down by as many X four levels. X.p X The town level has three stairwells, two of which are normal X down stairwells, and one of which is a steep down stairwell. You X will likely want to remember which stairwell is which, or your X beginning character may find himself in over his head. X.lm 0 X.blank 2 X2 Weapons X.lm 1 .p X Carrying a weapon in your backpack does you no good. You X must wield a weapon before it can be used in a fight. Note that X a secondary weapon can be kept by wielding it and then using the X exchange command 'x'. A secondary weapon is not in use, simply X ready to be switched with the current weapon if needed. X.p X Weapons have two main characteristics; their ability to hit X and their ability to do damage, expressed as '(+#,+#)'. A normal X weapon would be '(+0,+0)'. Many weapons in Moria have magical X bonuses to hit and/or do damage. Some weapons are cursed, and X have penalties that hurt the player. Note that cursed swords X cannot be un-wielded until the curse is lifted via the use of the X "Remove Curse" spell. X.p X Missile weapons, such as bows, have only one major X characteristic, which is "to hit", expressed '(+#)'. This plus X "to hit" is added to that of the missile used, if the proper X weapon/missiles combination are used. (Arrows with Bows, Bolts X with Crossbows, and Rounded Pebbles or Iron Shots with Slings) X.p X Although you receive any magical bonuses an unidentified X weapon may possess when you wield it, those bonuses will not be X added to the displayed values of "to hit" and "to dam" on your X character sheet. You must identify the weapon before the X displayed values reflect the real values used. X.p X Finally, some rare weapons have special abilities. This are X called ego weapons, and are feared by great and meek. An ego X sword must be wielded to receive benefit of its abilities. X.p X Special weapons are denoted by the following abbreviations: X.blank X.lm 15 X.list 0 ' ' X.le; (DB) - Demon Bane. X.els X.lm 1 X`20 X A Demon Bane weapon is a special purpose weapon whose X sole intent is to destroy demon-kind. Therefore, when used X against a demon, the amount of damage done is greatly X increased. X.blank X.lm 15 X.list 0 ' ' X.le; (DF) - Defender. X.els X.lm 1 X`20 X`20 X`20 X A magical weapon that actually helps the wielder defend X himself, thus increasing his armor class. X.blank X.lm 15 X.list 0 ' ' X.le; (FB) - Frost Brand. X.els X.lm 1 X`20 X`20 X A magical weapon of ice that delivers a cold critical to X heat based creatures. X.blank X.lm 15 X.list 0 ' ' X.le; (FT) - Flame Tongue. X.els X.lm 1 X`20 X`20 X`20 X A magical weapon of flame that delivers a heat critical X to cold based creatures. X.blank X.lm 15 X.list 0 ' ' X.le; (HA) - Holy Avenger. X.els X.lm 1 X`20 X`20 X A Holy Avenger is by far the most powerful of weapons. X Holy Avengers have been known to increase several of the X wielder's stats, to actually increase the wielder's armor X class (because of the terror the weapon spawns in its foes), X and to actually help the wielder to fight more effectively. X.blank X.lm 15 X.list 0 ' ' X.le; (SD) - Slay Dragon. X.els X.lm 1 X`20 X`20 X A Slay Dragon weapon is a special purpose weapon whose X sole intent is to destroy dragon-kind. Therefore, when used X against a dragon, the amount of damage done is greatly X increased. X.blank X.lm 15 X.list 0 ' ' X.le; (SE) - Slay Evil. X.els X.lm 1 .p X`20 X`20 X A Slay Evil weapon is a special purpose weapon whose X sole intent is to destroy all forms of evil. When used X against an evil creature, either alive or undead, the damage X done is greatly increased. X.blank X.lm 15 X.list 0 ' ' X.le; (SM) - Slay Monster. X.els X.lm 1 X`20 X`20 X A Slay Monster weapon is a special purpose weapon whose X sole intent is to destroy all the vile monsters of the world. X A monster is any creature not natural to the world. X Therefore an orc would be a monster, but a giant snake would X not be. X.blank X.lm 15 X.list 0 ' ' X.le; (SR) - Slay Regenerative. X.els X.lm 1 .p X`20 X`20 X A Slay Regenerative weapon is a special purpose weapon X whose sole intent is to slay creatures that heal themselves X through regeneration. When used against a regenerative X creature, damage done is greatly increased. X.blank X.lm 15 X.list 0 ' ' X.le; (SS) - Soul Sword. X.els X.lm 1 .p X`20 X Soul Sword weapons are rumored to be weapons of great X magical powers, giving the wielder better healing and X improved vision in addition to the great damage they do. It X is also rumored that the swords take a toll from their user X and can sense the wielder, but worse, few towns people like X wielders of this soul drinking weapon. X.blank X.lm 15 X.list 0 ' ' X.le; (SU) - Slay Undead. X.els X.lm 1 .p X`20 X`20 X`20 X sole intent is to destroy all forms of undead. This weapon X is hated and feared by the intelligent undead, for a single X blow from this weapon is capable of destroying them. X.blank X.lm 15 X.list 0 ' ' X.le; (V) - Vorpal Weapon. X.els X.lm 1 .p X`20 X`20 X A Vorpal Weapon is a magically enhanced weapon that has X the ability to deal a critical blow on occasion. X.blank X.lm 15 X.list 0 ' ' X.le; (WB) - Wizard Blade. X.els X.lm 1 .p X`20 X`20 X A Wizard Blade helps the wielder to resist the spells X cast by creatures and is a bit lighter than its non-magical +-+-+-+-+-+-+-+- END OF PART 58 +-+-+-+-+-+-+-+-