-+-+-+-+-+-+-+-+ START OF PART 59 -+-+-+-+-+-+-+-+ X counter-part. A Mage may use any Wizard Blade without their X normal penalty to hit. X.blank X.lm 15 X.list 0 ' ' X.le; (BB) - Blessed Blade X.els X.lm 1 .p X`20 X`20 X This weapon has been specially prepared so that Priests X may use it without the normal penalty. Due to the religious X power of the weapon it also will sustain the wielders Wisdom. X`20 X.lm 0 X.blank 2 X.lt X3 Weapon_List X.el X.lm 1 X.literal X Cost Weight Damage Lvl Limit X ----------------------------------------------------------------- X Bare Hands 0 0 1d1 0 X Broken dagger 0 15 1d1 0 M X Broken sword 0 75 1d1 0 X Wooden Club 1 100 1d3 0 C X Dagger (Stiletto) 10 12 1d4 0 M X Dagger (Misercorde) 10 15 1d4 0 M X Dagger (Bodkin) 10 20 1d4 1 M X Dagger (Main Gauche) 25 30 1d5 2 M X Iron Shod Quarterstaff 25 100 1d5 2 C X Foil 35 30 1d5 2 M X Cat-O-Nine Tails 14 40 1d4 3 M X Javelin 18 30 1d4 4 X Rapier 42 40 1d6 4 M X Thrusting Sword (Bilbo) 60 80 1d6 4 M X Spear 36 50 1d6 5 X Small Sword 48 75 1d6 5 M X Sabre 50 50 1d7 5 X Thrusting Sword (Baselard) 80 100 1d7 5 X War Hammer 225 120 3d3 5 C X Mace 130 120 2d4 6 C X Cutlass 85 110 1d7 7 X Backsword 60 95 1d9 7 X Awl-Pike 340 160 1d8 8 X Broadsword 255 150 2d5 9 X Morningstar 396 150 2d6 10 C X Lance 230 300 2d8 10 X Lucerne Hammer 376 120 2d5 11 X Longsword 300 130 1d10 12 X Flail 353 150 2d6 12 C X Battle Axe (European) 334 170 3d4 13 X Bastard Sword 350 140 3d4 14 X Pike 358 160 2d5 15 X Beaked Axe 408 180 2d6 15 X Mace (Lead filled) 502 180 3d4 15 C X Fauchard 376 170 1d10 17 X Broad Axe 304 160 2d6 17 X Katana 400 120 3d4 18 X Ball and Chain 200 150 2d4 20 C X Glaive 363 190 2d6 20 X Halberd 430 190 3d4 22 X Battle Axe (Balestarius) 500 180 2d8 30 X Two Handed Sword (Claymore) 775 200 3d6 30 X Two Handed Sword (Espadon) 655 180 3d6 35 X Executioner's Sword 850 260 4d5 40 X Two Handed Sword (No-Dachi) 675 200 4d4 45 X Two Handed Great Flail 590 280 3d6 45 C X Two Handed Sword (Flamberge) 1000 240 4d5 45 X Two Handed Sword (Zweihander) 1000 280 4d6 50 X`20 X Short Bow 50 30 0d0 3 X Long Bow 120 40 0d0 10 X Light Crossbow 140 110 0d0 15 X Heavy Crossbow 300 200 1d1 30 X Composite Bow 240 40 0d0 40 X`20 X Rounded Pebble 1 4 1d2 0 X Sling 5 5 0d0 1 X Iron Spike 1 10 1d1 1 X Arrow 1 2 1d4 2 X Bolt 2 3 1d5 2 X Iron Shot 2 5 1d3 3 X.end literal X.lm 0 X.blank 2 X2 Winning X.lm 1 .p X Once your character has progressed to killing dragons with X but a mean glance and snap of his fingers, he MAY be ready to X take on the Balrog. The Balrog will appear on every level after X level 99 (4950 feet), so don't go down there until you are ready X for him. X.p X The Balrog cannot be killed in some of the easier methods X used on normal creatures. The Balrog is immune to genocide, X polymorph, sleep, and X charm. Magical spells like coldball are effective against him, X as are weapons, but he is difficult to kill and, if allowed to X escape for a time, can heal himself. X.p X If you should actually survive the attempt of killing the X Balrog, you will recieve the status of *WINNER*. Since you have X defeated the toughest monster alive, your character is ready to X retire and cannot be saved. When you quit the game, your X character recieves a surprise bonus score and may entered into the X high score list (depending on points accumulated). X.lm 0 X.blank 2 X2 Wizards X.lm 1 .p X There are rumors of Moria Wizards who, if asked nicely, can X explain details of the Moria game that may seem difficult to X beginners. In addition, they have special spells which can X restore characters lost by accident, such as power-outs, etc. X Send a mail message to "VAX1::JAVERT" if you need to contact one of X these wizards. X.lm 0 X.blank 2 X1 Character X.lm 1 .p X All characters have six main attributes which modify their X basic abilities. These six attributes, called stats, are X STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, and X CHARISMA. Stats may vary from a minimum of 3 to a maximum of X 18/100. Because adventurers tend to be better than average X characters, Moria stats will average about 12.5, and will be X further adjusted by race and class. Some races are just X naturally better at being certain classes, as will be shown X later. X.p X In addition to the more visible stats, each character has X certain abilities which are mainly determined by his race and X class, but are also modified by his stats. The abilities are X FIGHTING, THROWING/BOWS, SAVING THROW, STEALTH, DISARMING, X MAGICAL DEVICES, PERCEPTION, SEARCHING, INFRA-VISION, SWIMMING, X and REPUTATION. X.p X Characters will be assigned an early history, with money and X a social class based on that history. Starting money is assigned X based on social class, charisma, and somewhat upon the average of a X character's stats. A character with below average stats will X receive extra money to help him survive the first adventure. X.p X Each character will also have physical attributes such as a X height, weight, sex, and a physical description. None of these, X except weight, play any part in the game other than to give the X player a "feeling" for his character. Weight is used for X computing carrying capacity and also for BASHING. X.p X Finally each character is assigned HIT POINTS based on their X race, class, and constitution. Spell casters will also receive X MANA which is expended when casting spells. MANA is based on X Wisdom for Priests, Intelligence for Mages, Charisma and X Dexterity for Bards, and Charisma and Wisdom for Druids. X.lm 0 X.blank 2 X2 Abilities X.lm 1 .p X Characters possess nine different abilities which can help X them to survive. The starting abilities of a character are based X upon its race and class. Abilities may be adjusted by high or X low stats, and may increase with the level of the character. X.lm 0 X.blank 2 X3 Fighting X.lm 1 .p X Fighting is the ability to hit and do damage with weapons or X fists. Normally a character gets a single blow from any weapon, X but if his dexterity and strength are high enough, he may receive X more blows per round with lighter weapons. Strength and X dexterity both modify the ability to hit an opponent. This X skill increases with the level of the character. Monks get more X attacks with their hands as they increase their levels and have X the best chance to obtain a critical hit when attacking. Many of X the characters have some restrictions on the weapons that they X may use freely. Mages are very restricted in that they may only X use small weapons like daggers. Clerics are also restricted since X they must avoid shedding blood. Therefore they use blunt weapons X like maces and hammers (um well, less blood). X Druids may use both of the types that are X allowed to Mages and Clerics and Bards may use any dagger or X sword freely. Rogues may use anything except polearms and the other X classes; Adventurer, Ranger, Paladin, Monk, and Warrior; may use X any weapon without a penelty. If a character wields a weapon that X is not commonly used by that class then he will suffer a penalty X to hit due to his poor training. X.lm 0 X.blank 2 X3 Throwing/Bows X.lm 1 .p X This skill includes the use of missile weapons, and the X throwing of objects. Different stats apply for certain weapons, X and may modify the distance an object is thrown/fired, the amount X of damage done, and the ability to hit a creature. This skill X also increases with the level of the character. Any character may X use a bow, sling or crossbow freely. X.lm 0 X.blank 2 X.lt X3 Saving_Throw X.el X.lm 1 .p X A Saving Throw is the ability of a character to resist the X effects of a spell cast on him by another person/creature. Note X that this does not include spells cast on the player by his own X stupidity, such as by quaffing a nasty potion. This ability X increases with the level of the character, but most high level X creatures are better at casting spells, so it tends to even out. X.lm 0 X.blank 2 X3 Stealth X.lm 1 .p X The ability to move silently is very useful. Characters X with good stealth can usually surprise their opponents, gaining X the first blow. Also, creatures may fail to notice a stealthy X character entirely, allowing a player to avoid certain fights. X.lm 0 X.blank 2 X3 Disarming X.lm 1 .p X Disarming is the ability to remove traps (safely), and X includes picking locks on traps and doors. Note that a X successful disarming will gain the character some experience. X The character must have found a trap (possibly by searching) X before it can be disarmed. Dexterity and intelligence both X modify the ability to disarm, and this ability increases with the X level of the character. X.lm 0 X.blank 2 X.lt X3 Using_Magical_Devices X.el X.lm 1 .p X Using a magical device such as a wand or staff requires X experience and knowledge. Spell users such as mages and priests X are therefore much better at using a magical device than, say, a X fighter. This skill is modified by intelligence, and increases X with the level of the character. X.lm 0 X.blank 2 X3 Perception X.lm 1 .p X Perception is the ability to notice something without X actively seeking it out. More specifically, it is the ability X to find secret doors and traps without searching for them. This X skill is solely determined by race and class, and will never X improve unless magically enhanced. X.lm 0 X.blank 2 X3 Searching X.lm 1 .p X To search is to actively look for secret doors, floor traps, X and traps on chests. Rogues are the best at searching, but X monks, mages, rangers, and priests are good at it. Intelligence X modifies your searching ability, and your ability will also X increase with your level. X.lm 0 X.blank 2 X3 Infra-Vision X.lm 1 .p X Infra-vision is the ability to see heat sources. Since most X of the dungeon is cool or cold, infra-vision will not allow the X player to see walls and objects. Infra-vision will allow a X character to see any warm-blooded creature up to a certain X distance. This ability works equally well with or with out a X light source. Note that the majority of Moria's creatures are X cold blooded, and will not be detected unless lit up by a light X source. X.lm 0 X.blank 2 X3 Swimming X.lm 1 .p X The ability to swim can greatly aid your character in X running away from monsters that swim poorly. Also, it will help X you to avoid those creatures that are native to the water. X.lm 0 X.blank 2 X3 Reputation X.lm 1 .p X Your reputation is a measure of how well the townspeople X react with you. For every innocent creature you kill, your X reputation is lowered. Be warned that if you kill enough X innocent creatures, the townspeople will consider you a menace to X society, and takes steps to remove you from it. X.lm 0 X.blank 2 X2 Classes X.lm 1 .p X Once a race has been chosen, you will need to pick a class. X Some classes will not be available to certain races; for X instance, a Half-Troll cannot become a Paladin. For the first X few adventures it is suggested that you run a warrior, monk, or X rogue. Spell casting classes tend to require much more experience X with the game to keep them alive. X.p X The section entitled Experience gives the number of points X needed to reach each experience level for a given class. X.lm 0 X.blank 2 X3 Warrior X.lm 1 .p X A Warrior is a hack-and-slash character, who solves most of X his problems by cutting them to pieces, but will occasionally X fall back on the help of a magical device. His prime stats are X Strength and Constitution, and a good Dexterity can really help X at times. A Warrior will be good at Fighting and Throwing/Bows, X but bad at most other skills. The main advantage for the Warrior X is his high number of hit points and his great strength as well X as the number of attacks he can do at higher levels. X.lm 0 X.blank 2 X3 Mage X.lm 1 .p X A Mage must live by his wits. He cannot hope to simply hack X his way through the dungeon, and so must therefore use his magic +-+-+-+-+-+-+-+- END OF PART 59 +-+-+-+-+-+-+-+-