.no paging .rm 70 .lm 1 .lm 0 .blank 2 1 Abbreviations .lm 1 .p Sometimes abbreviations are used to indicate especially powerful items. These abbreviations are usually used with armor and weapons. For more detailed information on them, see the sections entitled Weapons and Armor. .blank 2 .lm 0 2 Weapons .lm 15 .blank 2 .list 0 ' ' .le; (DB) - Demon Bane. .le; (DF) - Defender. .le; (FB) - Frost Brand. .le; (FT) - Flame Tongue. .le; (HA) - Holy Avenger. .le; (SD) - Slay Dragon. .le; (SE) - Slay Evil. .le; (SM) - Slay Monster. .le; (SR) - Slay Regenerative. .le; (SS) - Soul Sword. .le; (SU) - Slay Undead. .le; (V) - Vorpal Weapon. .le; (WB) - Wizard Blade. .le; (BB) - Blessed Blade. .els .lm 0 .blank 2 2 Armor .lm 15 .blank 2 .list 0 ' ' .le; (RA) - Resist Acid. .le; (RC) - Resist Cold. .le; (RF) - Resist Fire. .le; (RL) - Resist Lightning. .le; (R) - Resistance, resists all of the above. .els .lm 0 .blank 2 1 Adventuring .lm 1 .p Once your character is adequately supplied with food, light, armor, and weapons, he is ready to enter the dungeon. Move on top of the '>' symbol and use the down '>' command. Your character enters a maze of interconnecting staircases and finally passes through a one-way door. He is now on in the dungeon somewhere between 50 and 200 feet depending on the steepness of the stairs. He must survive many horrible and challenging encounters to find the treasure lying about. .lm 0 .blank 2 .lt 2 Armor_Class .el .lm 1 .p Armor class is a number that describes the amount and the quality of armor begin worn. .p The larger your armor class, the more protective it is. A negative armor class would actually help get you hit. Armor protects you in three manners: .blank 2 .list 0 'o' .le; It makes you less likely to be hit by the monsters. .le; You take less damage when you DO get hit. .le; Fire and Acid damage are reduced when wearing body armor. .els .lm 1 .p Obviously a high armor class is a must for surviving the lower levels of Moria. .p Each piece of armor has an armor class adjustment, and a magical bonus. Armor bought in town will have these values displayed with its description. Armor that is found within the dungeon must be identified before these values will be displayed. Armor class values are always diplayed between a set of brackets '[#,+#]'. The first value is the armor class of the item. The second number is the magical bonus of the item, and will always have a sign preceding the value. For example, an item listed as [3,+2] would increase your armor class by 5 points (3+2) if worn. There are a few cases where the form '[+#]' is used, meaning the object itself gives no protection, but it does grant a magical bonus to your armor class if worn. .p Some pieces of armor will possess special abilites denoted by the following abbreviations: .lm 15 .blank 2 .list 0 ' ' .le; (RA) - Resist Acid. .els .lm 1 .p This magical ability is usually enchanted into armor, but may occasionally be found as an ability of a weapon. A character using such an object will take only one half damage from any acid thrown upon him. In addition, armor so enchanted will resist the acid's effects and not be damaged by it. .lm 15 .blank 2 .list 0 ' ' .le; (RC) - Resist Cold. .els .lm 1 .p This magical ability is also found in both weapons and armor. A character using a resist cold object will take only one third damage from frost and cold. .lm 15 .blank 2 .list 0 ' ' .le; (RF) - Resist Fire. .els .lm 1 .p This magical ability is found in both weapons and armor. A character using a resist fire object will take only one third damage from heat and fire. .lm 15 .blank 2 .list 0 ' ' .le; (RL) - Resist Lightning. .els .lm 1 .p This magical ability is found in both weapons and armor. A character using a resist lightning object will take only one third damage from electrical attacks. .lm 15 .blank 2 .list 0 ' ' .le; (R) - Resistance. .els .lm 1 .p A character wearing armor with this ability will have resistance to Acid, Cold, Fire, and Lightning as explained in each part above. .lm 0 .blank 2 .lt 3 Armor_List .el .lm 1 .literal Cost Weight +To AC Lvl ------------------------------------------------------------- Pair of Sandals 1 1 0 1 Pair of Soft Leather Shoes 4 5 1 1 Pair of Soft Leather Boots 7 20 2 4 Pair of Hard Leather Boots 12 40 3 6 Cloth Hat 5 5 0 1 Soft Leather Cap 4 10 1 2 Hard Leather Cap 12 15 2 4 Metal Cap 30 20 3 7 Iron Helm 75 75 5 20 Steel Helm 200 60 6 40 Silver Crown 250 20 0 44 Golden Crown 500 30 0 47 Jewel Encrusted Crown 1000 40 0 50 Robe 4 20 2 1 Soft Leather Armor 18 80 4 2 Soft Studded Leather 35 90 5 3 Hard Leather Armor 55 100 6 5 Woven Cord Armor 45 150 6 7 Hard Studded Leather 100 110 7 7 Soft Leather Ring Mail 160 130 6 10 Hard Leather Ring Mail 230 150 8 12 Leather Scale Mail 330 140 11 14 Metal Scale Mail 430 250 13 24 Rusty Chain Mail 0 200 14(-8) 26 Chain Mail 530 220 14 26 Double Chain Mail 630 260 15 28 Augmented Chain Mail 675 270 16 30 Bar Chain Mail 720 280 18 34 Metal Brigandine Armor 775 290 19 36 Laminated Armor 825 300 20 38 Partial Plate Armor 900 260 22 42 Lamellar Armor 950 340 23 44 Plate Armor 1050 380 25 48 Ribbed Plate Armor 1200 380 28 50 Cloak 3 10 1 1 Set of Cloth Gloves 1 1 0 1 Set of Leather Gloves 3 5 1 1 Set of Gauntlets 35 25 2 12 Small Leather Shield 30 50 2 3 Medium Leather Shield 60 75 3 8 Small Metal Shield 50 65 3 10 Large Leather Shield 120 100 4 15 Medium Metal Shield 125 90 4 20 Large Metal Shield 200 120 5 30 .el .lm 0 .blank 2 2 Bashing .lm 1 .p Weight is the primary factor in being able to bash something, but strength plays a role too. After bashing, a character may be off balance for several rounds depending upon his DEXTERITY. .p Doors can be broken down by bashing them. Once a door is bashed open, it is forever useless and cannot be closed. .p Chests too may be bashed open, but be warned that the careless smashing of a chest often ruins the contents. Bashing open a chest will not disarm any traps it may contain, but does allow the strong and ignorant to see what's inside. .p Finally, a creature may be bashed. If a shield is currently being worn, the bash is a shield bash and will do more damage. In either case, a bash may throw an opponent off balance for a number of rounds, allowing a player to get in a free hit or more. If the player is thrown off-balance, his opponent may get free hits on him. This is a risky attack. .p .lm 0 .blank 2 .lt 2 Cursed_Objects .el .lm 1 .p Some objects, mainly armor and weapons, have had curses laid upon them. These horrible objects will look like any other normal item, but will detract from your character's stats or abilities if worn. They will also be impossible to remove until a "Remove Curse" spell is used. .p When a cursed item has been identified, an asterisk '*' will appear next to the inventory letter of the item. If you should wear a cursed item, you will immediately know it is cursed and again the asterisk will appear. .lm 0 .blank 2 2 Death .lm 1 .p If your character falls below 0 hit points, he has died and cannot be restored. A tombstone showing information about your character will be displayed with the option to print the information to a file. You will also be asked if you would like to print his character sheet to a file. .p After the tombstone, a list of high scores will appear. The number listed can be specified in the command line, default is 20. .p .lm 0 .blank 2 2 Fighting .lm 1 .p Attacking is simple in Moria. If you move into a creature, you attack him. You can attack from a distance by firing a missile, or by magical means such as aiming a wand. Creatures attack in the same way - if they move into you, they attack you. Some creatures can cast spells from a distance, and dragon-type creatures can breathe from a distance, but these are the only exceptions. .p If you are wielding a weapon, the damage for the weapon is used when you hit the creature. If you are wielding no weapons, you get two fist strikes. A very strong creature (such as a half-troll) or a monk can do a lot of damage with its fists. A character may have both a primary and a secondary weapon. The secondary weapon is kept on the belt, or on the shoulder for immediate use. You can switch between your primary and secondary weapons by using the 'x' command. Be sure you are wielding the proper weapon when fighting. Beating a dragon over the head with a bow or shovel will simply make him mad, and get you killed. .p Missile weapons (such as bows) can be wielded, and then the proper missile (in this case an arrow) can be fired across the room into a target. Missiles can be used without the proper missile weapon, but used together they have a greater range and do far more damage. .p Hits and misses are determined by comparing your class, your level, and the armor class of the monster. (at a given level of experience, Fighters hit the most often, and Mages hit the least often). A miss doesn't necessarily mean that you didn't hit the monster, but that you failed to do any damage (perhaps due to the monster's armor). A 'hit' is any attempted swing that succeeds in doing damage. Higher armor classes make it harder to inflict damage, therefore you will miss more often when attacking creatures with higher armor classes. .lm 0 .blank 2 2 Light .lm 1 .p There are two sources for light once you enter the dungeon. Permanent light which has been magically placed within rooms, and light sources carried by the player. If neither is present, the character will be unable to map or see any attackers. Lack of light will also affect searching, picking locks, and disarming. .p A character must wield a torch or lamp in order to supply his own light. Once a torch or lamp has 50 or less turns (moves) left before burning out, you will be reminded that your source of light is about to run out. This message will continue to be displayed at random intervals. Once a torch is burnt out, it is useless and can be dropped. A lamp or lantern can be refilled with oil by using the Fill ('F') command. You must, of course, be carrying extra oil to do this. There are also rumors of magic lanterns that run on magical charges instead of oil, but these would be rare if you could find them at all. .lm 0 .blank 2 2 Creatures .lm 1 .p There are hundreds of horrible creatures in the depths of Moria and as you get deeper the weaker ones are replaced by more vicious foes. There are several categories of monsters, although some creatures belong in more than one of these. .lm 0 .blank 2 3 Dragons .lm 1 .p These magical reptiles live far down in the lower layers of the dungeon. There are several species, each of which have a different shade of scales. As they get older they may learn magic with which to defend themselves, or just get an easy meal. It is rumored that some of the dragons are born with bizzare changes that are due to the magical nature of dragons, such as multiple heads or a highly magical breed. One thing is for certain and that is that the best weapon to fight them with is a Slay Dragon weapon; one that was specially forged to be the death of these beasts. .lm 0 .blank 2 3 Undead .lm 1 .p Once living beings, these souls have become everliving. But in exchange for this "gift" most of them need to drain the life from the still living. Beware the touch of a Lich! Some of the more powerful undead were once mages or evil priests and still know their powerful spells. The best weapon with which to attack these foul beings with is a specially blessed to be a Slay Undead weapon. If you have lost some of your life essence to an undead you must obtain a restore life levels potion to regain it. .lm 0 .blank 2 3 Demons .lm 1 .p These abominations of demonic might are quite powerful. Most of them have magical abilities and they can appear in just about any form of animal or creature. At the lowest levels reside the Demon Lords which can summon any of their minions and the Demon, the Balrog, is the ruler of Moria and object of the quest that you have undertaken. Opposed to these creatures are the various Demon Bane weapons. With one of these you may do much more damage when striking. .lm 0 .blank 2 3 Evil .lm 1 .p Most of the intelligent creatures in the dungeon are evil. Of course the Undead and the Demons are evil by nature, as well most Dragons, but many of the humanoids and monsters are also of an evil nature. Even some of the townspeople are evil! The Slay Evil weapons and the Holy Avenger were made to defeat these foes, but due to the many variations of evil are not as effective as, say, a Slay Dragon, which is specially attuned. Priest characters have many prayers with which to combat Evil monsters because of their religeous vow to destroy evil. .lm 0 .blank 2 3 Monsters .lm 1 .p Many of the beasts in Moria are only able to survive in the dungeon due to their unnatural nature. These creatures are called Monsters and are the foes of the Druid class. Just about anything that is not an animal or person is a monster. To fight these foes you should get a Slay Monster weapon, but like Slay Evil, these weapons are not as attuned to the wide variety of creatures. .lm 0 .blank 2 3 Regenerative .lm 1 .p Some of the monsters, like Trolls and many of the Demons, heal rather rapidly. If you teleport away because the monster is too dangerous, you will find that most of the damage you did has healed by the time you meet him again. A Slay Regenerative weapon will do extra damage to these creatures every time that you hit. .lm 0 .blank 2 3 Mimics .lm 1 .p On occation an object that looks like treasure may actually be a creature that mimics that shape to fool you into approaching. Most can be identified by approaching cautiously, but be careful. .lm 0 .blank 2 2 Mining .lm 1 .p Much of the treasure within the dungeon can be found only by mining it out of the walls. Many rich strikes exist within each level, but they must be found and mined. Quartz veins are the richest, yielding the most metals and gems, but magma veins will also have some hordes hidden within. .p Mining is very difficult without a pick or shovel (although a strength of 18 or higher sometimes eliminates the need for a digging tool). Like many other items, picks and shovels may have an additional magical ability expressed as '(+#)'. The higher this number, the more quickly the tool will enable you to remove obstructing quartz, magma, or granite. A pick or shovel also has plusses to hit and damage, and can be used as a weapon, but most other weapons do a significantly larger amount of damage, so it is always important to be sure that you are *NOT* wielding your pick/shovel when you are in combat with a monster! Many people lose their characters because they don't realize that they are still wielding their pick - not their broadsword. .p When a vein of quartz or magma is located, the character should wield his pick or shovel and begin digging out a section. When that section is removed, he should locate another section of the vein, and begin the process again. Since granite rock is much harder to dig through, it is much faster to follow the vein exactly and dig around the granite. .p If the character has a scroll or staff of treasure location, he can immediately locate all strikes of treasure within a vein shown on the screen. This makes mining much easier and more profitable. .p Another way to make mining more convenient is to wield the pick or shovel as your secondary weapon, and then: use 'x' to switch from your attack weapon to your pick (before you dig), dig out the treasure, then use 'x' again to switch back to your attack weapon (don't want to get caught fighting with your pick, do you?). .lm 0 .blank 2 .lt 3 Mining_List .el .lm 1 .p .literal Cost Weight Damage Lvl ------------------------------------------------------------- Orcish Pick 500 180 1d3 20 Gnomish Shovel 100 50 1d2 20 Dwarven Shovel 250 120 1d3 40 Dwarven Pick 1200 200 1d4 50 .end literal .lm 0 .blank 2 2 Objects .lm 1 .p The dungeon is full of objects just waiting to be picked up and used. How did they get there? Well, most of the useful items are left over from all the foolish adventurers who have entered the dungeon before you. They get killed, and the helpful monsters scatter the various treasures throughout the dungeon. Most cursed items have been placed there by evil sorcerers, who enjoy a good joke when it gets you killed. .p You pick up objects by moving on top of them. You can carry as many different items in your backpack as you like, but you are restricted by the amount of weight your character can carry. Your character's weight limit is determined by his Strength. But there are magical items to increase your carrying capacity. Any items that you put into a Bag of Holding do not count against the weight limit. But be careful, poking a hole in the bag could make you lose all those items. And never put one Bag into another. .p Only one object may occupy any one given floor location, which may or may not also contain one monster. Note that doors, traps, and staircases are considered objects for this purpose, and that therefore, you cannot drop an object upon a stairwell. .p Many objects found within the dungeon have special commands for their use (see Magic Objects.) Wands must be Aimed, scrolls must be Read, potions must be Quaffed, and magic items may be Used. In any case, you must first be able to carry an object before you can use it. Some objects, such as chests, are very complex. Chests might contain other objects (including other chests) and may be trapped and locked. Read the list of player commands carefully for a further understanding of chests (pay special attention to the Search, Disarm and Open commands). .p There is one item in particular that needs to be explained. This is the scroll entitled "Word of Recall". This scroll can be found in the dungeon, and can also be bought in the Temple or Alchemists on the town level. It does one of two things, depending on your current location. If you are in the dungeon, it teleports you back to town level. If you are already on town level, it teleports you to the deepest level of the dungeon that you have already been to. This makes the scroll very useful for returning to deeper levels of Moria (who wants to try and find 30 down stairwells so you can get back to level 30 - 1500 feet - by FOOT?). Unlike all other scrolls, this one does NOT act immediately, so don't expect it to pull you out of a combat that you happen to be losing (it usually takes less than 40 turns to act, however). .p One final warning about objects: Not all objects are what they seem to be. Skeletons lying peacefully about the dungeons have been known to get up and attack.... .lm 0 .blank 2 3 Magic Objects .lm 1 .p There are several types of magical objects that exist to aid or harm your adventurer. Most of them are used in some fashion but a few must be wielded or worn to have an effect. Of course these effects will not always be beneficial to the character, so you may want to identify an item before you don it, but sometimes those identify scrolls are hard to come by... .p To use a Chime, Horn or Miscellaneous Item (like a statue or a cross) you must (U)se it. To use a Staff you (u)se it, but with the lowercase letter. Wands are (a)imed, Potions (q)uaffed, and Scrolls (r)ead. .p Any article of clothing, armor or jewelry should be worn. Any weapon or pick/shovel should be wielded. And magic torches and lanterns should be held on the equipment inventory. This will give you any of the benefits that the item bestows, such as extra strength or bonuses to hit and damage. .p Gems are a little more complicated. Most are enchanted with a number of uses of some spell. These are (U)sed. But a few are special gems that float like Ion Stones about your helm. These are worn just like armor or jewelry. The best method is to either try both methods with it, or identify it to determine if it casts spells of adds to your abilities. .lm 0 .blank 2 .lt 4 Race_Items .el .lm 1 .p Each of the non-human and non-halfbreed races was able to send their best champions into the depths of Moria with special items that augmented the best aspects of that race. Unfortunately no one has succeeded yet and many of these items are lost in the rooms and halls of the dungeon. There is one for each elder race, including Orcs, although they have since been corrupted by the Balrog's evil. They grant abilities as follows: .p Cloak of Elvenkind - See invisible, Increased stealth, Added Charisma, and Sustained Intelligence. .p Girdle of Dwarvenkind - Infravision, Tunnel ability, Magic resistance, and Sustained Wisdom. .p Hat of Hobbitkind - Infravision, See invisible, Free Action Searching. .p Gloves of the Hive - Added Dexterity, Added Speed. .p Sandels of Dryadkind - Added Charisma, Feather Falling, See invisible, Free Action, Magic resistance. .p Club of Trollkind - 3d4 base weapon damage, Lose Charisma, Poor Stealth, Poor Searching, Regeneration, Resist Acid, Resist Cold. .p Ring of Gnomekind - Added Intelligence, Sustain Intelligence Slow Digestion. .p Orc Pick (This is a normally unidentifiable enchantment on a normal Orcish Pick.) - Resist Acid, Slow digestion, Added Constitution. .p .lm 0 .blank 2 .lt 2 Secret_Doors .el .lm 1 .p Many secret doors are used within the dungeon to confuse and demoralize adventurers foolish enough to enter. But with some luck, and lots of patience, you can find these secret doors. .p Secret doors will sometimes hide rooms, corridors, stairs, or even entire sections of that level of the dungeon. Sometimes they simply hide small empty closets or even dead ends. .p Creatures in the dungeon will generally know of and use all secret doors. If they leave one open, you will be able to go right through it. If they close it behind them you will have to search for it first. Once you have discovered a secret door, it is drawn as a visible door, and no more searching will be required in order to use it. .lm 0 .blank 2 2 Staircases .lm 1 .p Staircases are your primary means to get to other levels of the dungeon. The symbols for the up and down staircases are the same as the commands to use them. A '<' represents an up staircase and a '>' represents a down staircase. You must put your character in the same square with a staircase before you can use it. .p Each level has at least one up staircase, and at least two down staircases. There are no exceptions to this rule. You may have trouble finding some well hidden secret doors, but the stairs are indeed there. .p In addition to stairwells that go up or down one level, some levels have steep stairwells that can move you up or down by as many four levels. .p The town level has three stairwells, two of which are normal down stairwells, and one of which is a steep down stairwell. You will likely want to remember which stairwell is which, or your beginning character may find himself in over his head. .lm 0 .blank 2 2 Weapons .lm 1 .p Carrying a weapon in your backpack does you no good. You must wield a weapon before it can be used in a fight. Note that a secondary weapon can be kept by wielding it and then using the exchange command 'x'. A secondary weapon is not in use, simply ready to be switched with the current weapon if needed. .p Weapons have two main characteristics; their ability to hit and their ability to do damage, expressed as '(+#,+#)'. A normal weapon would be '(+0,+0)'. Many weapons in Moria have magical bonuses to hit and/or do damage. Some weapons are cursed, and have penalties that hurt the player. Note that cursed swords cannot be un-wielded until the curse is lifted via the use of the "Remove Curse" spell. .p Missile weapons, such as bows, have only one major characteristic, which is "to hit", expressed '(+#)'. This plus "to hit" is added to that of the missile used, if the proper weapon/missiles combination are used. (Arrows with Bows, Bolts with Crossbows, and Rounded Pebbles or Iron Shots with Slings) .p Although you receive any magical bonuses an unidentified weapon may possess when you wield it, those bonuses will not be added to the displayed values of "to hit" and "to dam" on your character sheet. You must identify the weapon before the displayed values reflect the real values used. .p Finally, some rare weapons have special abilities. This are called ego weapons, and are feared by great and meek. An ego sword must be wielded to receive benefit of its abilities. .p Special weapons are denoted by the following abbreviations: .blank .lm 15 .list 0 ' ' .le; (DB) - Demon Bane. .els .lm 1 A Demon Bane weapon is a special purpose weapon whose sole intent is to destroy demon-kind. Therefore, when used against a demon, the amount of damage done is greatly increased. .blank .lm 15 .list 0 ' ' .le; (DF) - Defender. .els .lm 1 A magical weapon that actually helps the wielder defend himself, thus increasing his armor class. .blank .lm 15 .list 0 ' ' .le; (FB) - Frost Brand. .els .lm 1 A magical weapon of ice that delivers a cold critical to heat based creatures. .blank .lm 15 .list 0 ' ' .le; (FT) - Flame Tongue. .els .lm 1 A magical weapon of flame that delivers a heat critical to cold based creatures. .blank .lm 15 .list 0 ' ' .le; (HA) - Holy Avenger. .els .lm 1 A Holy Avenger is by far the most powerful of weapons. Holy Avengers have been known to increase several of the wielder's stats, to actually increase the wielder's armor class (because of the terror the weapon spawns in its foes), and to actually help the wielder to fight more effectively. .blank .lm 15 .list 0 ' ' .le; (SD) - Slay Dragon. .els .lm 1 A Slay Dragon weapon is a special purpose weapon whose sole intent is to destroy dragon-kind. Therefore, when used against a dragon, the amount of damage done is greatly increased. .blank .lm 15 .list 0 ' ' .le; (SE) - Slay Evil. .els .lm 1 .p A Slay Evil weapon is a special purpose weapon whose sole intent is to destroy all forms of evil. When used against an evil creature, either alive or undead, the damage done is greatly increased. .blank .lm 15 .list 0 ' ' .le; (SM) - Slay Monster. .els .lm 1 A Slay Monster weapon is a special purpose weapon whose sole intent is to destroy all the vile monsters of the world. A monster is any creature not natural to the world. Therefore an orc would be a monster, but a giant snake would not be. .blank .lm 15 .list 0 ' ' .le; (SR) - Slay Regenerative. .els .lm 1 .p A Slay Regenerative weapon is a special purpose weapon whose sole intent is to slay creatures that heal themselves through regeneration. When used against a regenerative creature, damage done is greatly increased. .blank .lm 15 .list 0 ' ' .le; (SS) - Soul Sword. .els .lm 1 .p Soul Sword weapons are rumored to be weapons of great magical powers, giving the wielder better healing and improved vision in addition to the great damage they do. It is also rumored that the swords take a toll from their user and can sense the wielder, but worse, few towns people like wielders of this soul drinking weapon. .blank .lm 15 .list 0 ' ' .le; (SU) - Slay Undead. .els .lm 1 .p sole intent is to destroy all forms of undead. This weapon is hated and feared by the intelligent undead, for a single blow from this weapon is capable of destroying them. .blank .lm 15 .list 0 ' ' .le; (V) - Vorpal Weapon. .els .lm 1 .p A Vorpal Weapon is a magically enhanced weapon that has the ability to deal a critical blow on occasion. .blank .lm 15 .list 0 ' ' .le; (WB) - Wizard Blade. .els .lm 1 .p A Wizard Blade helps the wielder to resist the spells cast by creatures and is a bit lighter than its non-magical counter-part. A Mage may use any Wizard Blade without their normal penalty to hit. .blank .lm 15 .list 0 ' ' .le; (BB) - Blessed Blade .els .lm 1 .p This weapon has been specially prepared so that Priests may use it without the normal penalty. Due to the religious power of the weapon it also will sustain the wielders Wisdom. .lm 0 .blank 2 .lt 3 Weapon_List .el .lm 1 .literal Cost Weight Damage Lvl Limit ----------------------------------------------------------------- Bare Hands 0 0 1d1 0 Broken dagger 0 15 1d1 0 M Broken sword 0 75 1d1 0 Wooden Club 1 100 1d3 0 C Dagger (Stiletto) 10 12 1d4 0 M Dagger (Misercorde) 10 15 1d4 0 M Dagger (Bodkin) 10 20 1d4 1 M Dagger (Main Gauche) 25 30 1d5 2 M Iron Shod Quarterstaff 25 100 1d5 2 C Foil 35 30 1d5 2 M Cat-O-Nine Tails 14 40 1d4 3 M Javelin 18 30 1d4 4 Rapier 42 40 1d6 4 M Thrusting Sword (Bilbo) 60 80 1d6 4 M Spear 36 50 1d6 5 Small Sword 48 75 1d6 5 M Sabre 50 50 1d7 5 Thrusting Sword (Baselard) 80 100 1d7 5 War Hammer 225 120 3d3 5 C Mace 130 120 2d4 6 C Cutlass 85 110 1d7 7 Backsword 60 95 1d9 7 Awl-Pike 340 160 1d8 8 Broadsword 255 150 2d5 9 Morningstar 396 150 2d6 10 C Lance 230 300 2d8 10 Lucerne Hammer 376 120 2d5 11 Longsword 300 130 1d10 12 Flail 353 150 2d6 12 C Battle Axe (European) 334 170 3d4 13 Bastard Sword 350 140 3d4 14 Pike 358 160 2d5 15 Beaked Axe 408 180 2d6 15 Mace (Lead filled) 502 180 3d4 15 C Fauchard 376 170 1d10 17 Broad Axe 304 160 2d6 17 Katana 400 120 3d4 18 Ball and Chain 200 150 2d4 20 C Glaive 363 190 2d6 20 Halberd 430 190 3d4 22 Battle Axe (Balestarius) 500 180 2d8 30 Two Handed Sword (Claymore) 775 200 3d6 30 Two Handed Sword (Espadon) 655 180 3d6 35 Executioner's Sword 850 260 4d5 40 Two Handed Sword (No-Dachi) 675 200 4d4 45 Two Handed Great Flail 590 280 3d6 45 C Two Handed Sword (Flamberge) 1000 240 4d5 45 Two Handed Sword (Zweihander) 1000 280 4d6 50 Short Bow 50 30 0d0 3 Long Bow 120 40 0d0 10 Light Crossbow 140 110 0d0 15 Heavy Crossbow 300 200 1d1 30 Composite Bow 240 40 0d0 40 Rounded Pebble 1 4 1d2 0 Sling 5 5 0d0 1 Iron Spike 1 10 1d1 1 Arrow 1 2 1d4 2 Bolt 2 3 1d5 2 Iron Shot 2 5 1d3 3 .end literal .lm 0 .blank 2 2 Winning .lm 1 .p Once your character has progressed to killing dragons with but a mean glance and snap of his fingers, he MAY be ready to take on the Balrog. The Balrog will appear on every level after level 99 (4950 feet), so don't go down there until you are ready for him. .p The Balrog cannot be killed in some of the easier methods used on normal creatures. The Balrog is immune to genocide, polymorph, sleep, and charm. Magical spells like coldball are effective against him, as are weapons, but he is difficult to kill and, if allowed to escape for a time, can heal himself. .p If you should actually survive the attempt of killing the Balrog, you will recieve the status of *WINNER*. Since you have defeated the toughest monster alive, your character is ready to retire and cannot be saved. When you quit the game, your character recieves a surprise bonus score and may entered into the high score list (depending on points accumulated). .lm 0 .blank 2 2 Wizards .lm 1 .p There are rumors of Moria Wizards who, if asked nicely, can explain details of the Moria game that may seem difficult to beginners. In addition, they have special spells which can restore characters lost by accident, such as power-outs, etc. Send a mail message to "VAX1::JAVERT" if you need to contact one of these wizards. .lm 0 .blank 2 1 Character .lm 1 .p All characters have six main attributes which modify their basic abilities. These six attributes, called stats, are STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, and CHARISMA. Stats may vary from a minimum of 3 to a maximum of 18/100. Because adventurers tend to be better than average characters, Moria stats will average about 12.5, and will be further adjusted by race and class. Some races are just naturally better at being certain classes, as will be shown later. .p In addition to the more visible stats, each character has certain abilities which are mainly determined by his race and class, but are also modified by his stats. The abilities are FIGHTING, THROWING/BOWS, SAVING THROW, STEALTH, DISARMING, MAGICAL DEVICES, PERCEPTION, SEARCHING, INFRA-VISION, SWIMMING, and REPUTATION. .p Characters will be assigned an early history, with money and a social class based on that history. Starting money is assigned based on social class, charisma, and somewhat upon the average of a character's stats. A character with below average stats will receive extra money to help him survive the first adventure. .p Each character will also have physical attributes such as a height, weight, sex, and a physical description. None of these, except weight, play any part in the game other than to give the player a "feeling" for his character. Weight is used for computing carrying capacity and also for BASHING. .p Finally each character is assigned HIT POINTS based on their race, class, and constitution. Spell casters will also receive MANA which is expended when casting spells. MANA is based on Wisdom for Priests, Intelligence for Mages, Charisma and Dexterity for Bards, and Charisma and Wisdom for Druids. .lm 0 .blank 2 2 Abilities .lm 1 .p Characters possess nine different abilities which can help them to survive. The starting abilities of a character are based upon its race and class. Abilities may be adjusted by high or low stats, and may increase with the level of the character. .lm 0 .blank 2 3 Fighting .lm 1 .p Fighting is the ability to hit and do damage with weapons or fists. Normally a character gets a single blow from any weapon, but if his dexterity and strength are high enough, he may receive more blows per round with lighter weapons. Strength and dexterity both modify the ability to hit an opponent. This skill increases with the level of the character. Monks get more attacks with their hands as they increase their levels and have the best chance to obtain a critical hit when attacking. Many of the characters have some restrictions on the weapons that they may use freely. Mages are very restricted in that they may only use small weapons like daggers. Clerics are also restricted since they must avoid shedding blood. Therefore they use blunt weapons like maces and hammers (um well, less blood). Druids may use both of the types that are allowed to Mages and Clerics and Bards may use any dagger or sword freely. Rogues may use anything except polearms and the other classes; Adventurer, Ranger, Paladin, Monk, and Warrior; may use any weapon without a penelty. If a character wields a weapon that is not commonly used by that class then he will suffer a penalty to hit due to his poor training. .lm 0 .blank 2 3 Throwing/Bows .lm 1 .p This skill includes the use of missile weapons, and the throwing of objects. Different stats apply for certain weapons, and may modify the distance an object is thrown/fired, the amount of damage done, and the ability to hit a creature. This skill also increases with the level of the character. Any character may use a bow, sling or crossbow freely. .lm 0 .blank 2 .lt 3 Saving_Throw .el .lm 1 .p A Saving Throw is the ability of a character to resist the effects of a spell cast on him by another person/creature. Note that this does not include spells cast on the player by his own stupidity, such as by quaffing a nasty potion. This ability increases with the level of the character, but most high level creatures are better at casting spells, so it tends to even out. .lm 0 .blank 2 3 Stealth .lm 1 .p The ability to move silently is very useful. Characters with good stealth can usually surprise their opponents, gaining the first blow. Also, creatures may fail to notice a stealthy character entirely, allowing a player to avoid certain fights. .lm 0 .blank 2 3 Disarming .lm 1 .p Disarming is the ability to remove traps (safely), and includes picking locks on traps and doors. Note that a successful disarming will gain the character some experience. The character must have found a trap (possibly by searching) before it can be disarmed. Dexterity and intelligence both modify the ability to disarm, and this ability increases with the level of the character. .lm 0 .blank 2 .lt 3 Using_Magical_Devices .el .lm 1 .p Using a magical device such as a wand or staff requires experience and knowledge. Spell users such as mages and priests are therefore much better at using a magical device than, say, a fighter. This skill is modified by intelligence, and increases with the level of the character. .lm 0 .blank 2 3 Perception .lm 1 .p Perception is the ability to notice something without actively seeking it out. More specifically, it is the ability to find secret doors and traps without searching for them. This skill is solely determined by race and class, and will never improve unless magically enhanced. .lm 0 .blank 2 3 Searching .lm 1 .p To search is to actively look for secret doors, floor traps, and traps on chests. Rogues are the best at searching, but monks, mages, rangers, and priests are good at it. Intelligence modifies your searching ability, and your ability will also increase with your level. .lm 0 .blank 2 3 Infra-Vision .lm 1 .p Infra-vision is the ability to see heat sources. Since most of the dungeon is cool or cold, infra-vision will not allow the player to see walls and objects. Infra-vision will allow a character to see any warm-blooded creature up to a certain distance. This ability works equally well with or with out a light source. Note that the majority of Moria's creatures are cold blooded, and will not be detected unless lit up by a light source. .lm 0 .blank 2 3 Swimming .lm 1 .p The ability to swim can greatly aid your character in running away from monsters that swim poorly. Also, it will help you to avoid those creatures that are native to the water. .lm 0 .blank 2 3 Reputation .lm 1 .p Your reputation is a measure of how well the townspeople react with you. For every innocent creature you kill, your reputation is lowered. Be warned that if you kill enough innocent creatures, the townspeople will consider you a menace to society, and takes steps to remove you from it. .lm 0 .blank 2 2 Classes .lm 1 .p Once a race has been chosen, you will need to pick a class. Some classes will not be available to certain races; for instance, a Half-Troll cannot become a Paladin. For the first few adventures it is suggested that you run a warrior, monk, or rogue. Spell casting classes tend to require much more experience with the game to keep them alive. .p The section entitled Experience gives the number of points needed to reach each experience level for a given class. .lm 0 .blank 2 3 Warrior .lm 1 .p A Warrior is a hack-and-slash character, who solves most of his problems by cutting them to pieces, but will occasionally fall back on the help of a magical device. His prime stats are Strength and Constitution, and a good Dexterity can really help at times. A Warrior will be good at Fighting and Throwing/Bows, but bad at most other skills. The main advantage for the Warrior is his high number of hit points and his great strength as well as the number of attacks he can do at higher levels. .lm 0 .blank 2 3 Mage .lm 1 .p A Mage must live by his wits. He cannot hope to simply hack his way through the dungeon, and so must therefore use his magic to defeat, deceive, confuse, and escape the monsters. A mage is not really complete without a backpack full of magical devices to use in addition to his spells. He can master the higher level magical devices far easier than anyone else, and has the best saving throw to resist effects of spells cast at him. His prime stats are Intelligence and Dexterity. There is no rule that says that a mage cannot become a good fighter, but spells are his true realm. .lm 0 .blank 2 3 Priest .lm 1 .p A Priest is a character of holy devotion. They explore the dungeon only to destroy the evil that lurks within, and if treasure just happens to fall into their packs, well, so much more to the glory of their church! Priests receive their spells from a deity, and therefore do not choose which spells they will learn. He is familiar with magical devices, preferring to call them instruments of god, but is not as good as a mage in their use. Priests have good saving throws, and make decent fighters, preferring blunt weapons over edged ones. Wisdom and Charisma are the priest's primary stats. .lm 0 .blank 2 3 Rogue .lm 1 .p A Rogue is a character that prefers to live by his cunning, but is capable of fighting his way out of a tight spot. He is the master of traps and locks, no device being impossible for him to overcome. A rogue has a high stealth, allowing him to sneak around many creatures without having to fight, or to sneak up and get the first blow. A rogue's perception is higher than any other class, and many times he will notice a trap or secret door before having to search. A rogue is better than warriors or paladins with magical devices, and can gain a significant number of bard spells, but cannot rely on their performance. A rogue's primary stats are Dexterity and Charisma. .lm 0 .blank 2 3 Ranger .lm 1 .p A Ranger is a druid/fighter. He is a good fighter, and the best of the classes with a missile weapon such as a bow. The ranger learns songs much more slowly than a druid, but is capable of learning all but the most powerful song. Because a ranger is really a dual class character, it requires more experience to advance him. A ranger has a good stealth, good perception, good searching, a good saving throw, and is good with magical devices. His primary stats are Charisma and Strength. .lm 0 .blank 2 3 Paladin .lm 1 .p A Paladin is a fighter/priest. He is a very good fighter, second only to the warrior class, but not very good at missile weapons. He receives prayers at a slower pace then a priest, and can receive all but the most powerful prayer. Because a paladin is really a dual class character, it requires more experience to advance him. A paladin lacks much in the way of abilities. He is poor at stealth, perception, searching, and magical devices. He has a decent saving throw due to his divine alliance. His primary stats are Strength and Wisdom. .lm 0 .blank 2 3 Bard .lm 1 .p A Bard is a charmer and master of lore. They have a wide selection of informational and monster affecting spells. They have good knowledge of magic items and have some of the stealth and fighting ablilities of the rogue class but depend more on their songs' ablilities to put monsters off guard or his refined skill with the bow. Charisma and Dexterity are the Bard's main characteristics. .lm 0 .blank 2 3 Druid .lm 1 .p Druids live in the woods and deal with nature, but their hatred of monsters draws them down into the vaults of Moria to destroy these horrible creatures. Druids are second in magical power only to Mages, but this class has more protective magic as well. Druid characters learn their nature based music at random but, unlike Mages, have some fighting ability. The primary stats for a Druid are Charisma and Wisdom. .lm 0 .blank 2 3 Adventurer .lm 1 .p This is a special character that combines the abilities of the mage with some fighting and thieving abilities. They can do almost anything better than a mage, but do not learn or cast the spells as well as the specialized magician and can not match most of the other classes at any one task. The primary stats for an Adventurer are Strength and Intelligence. .lm 0 .blank 2 3 Monk .lm 1 .p The Monk's studies in monestaries give him a broader range of skills than the fighter and Monks have the ability to strike with their hands for significant damage. But Monks do not have the same hardiness as the pure warrior and they have less skill in archery. Lastly, the Monk has a better chance of making a critical blow against his foes than others as he gains levels. Dexterity and Strength are the prime stats for a Monk. .lm 0 .blank 2 3 Experience .lm 1 .p Please type the number listed under the character-class/race combination that you wish to know the experience levels for. .blank 2 .lm 0 .literal Warrior Monk Priest Paladin Druid Ranger -------------+------+------+------+------+------+------+ | Human | 1.00 | 1.10 | 1.10 | 1.35 | 1.20 | 1.30 | | Half-Elf | 1.10 | 1.20 | 1.20 | 1.45 | 1.30 | 1.40 | | Elf | 1.20 | -- | 1.30 | -- | 1.40 | 1.50 | | Halfling | -- | 1.20 | -- | -- | 1.30 | -- | | Gnome | -- | -- | 1.35 | -- | 1.45 | -- | | Dwarf | 1.20 | -- | 1.30 | -- | 1.40 | -- | | Half-Orc | 1.10 | 1.20 | 1.20 | -- | -- | -- | | Half-Troll | 1.20 | -- | 1.30 | -- | -- | -- | | Phraint | 1.20 | 1.30 | -- | -- | -- | 1.50 | | Dryad | -- | 1.30 | 1.30 | -- | 1.40 | 1.50 | -------------+------+------+------+------+------+------+ Mage Adven. Bard Rogue -------------+------+------+------+------+ | Human | 1.30 | 1.40 | 1.30 | 1.10 | | Half-Elf | 1.40 | 1.50 | 1.40 | 1.20 | | Elf | 1.50 | 1.60 | 1.50 | 1.30 | | Halfling | -- | 1.40 | 1.40 | 1.20 | | Gnome | 1.55 | -- | -- | 1.35 | | Dwarf | -- | -- | -- | -- | | Half-Orc | -- | -- | -- | 1.20 | | Half-Troll | -- | -- | -- | -- | | Phraint | 1.50 | 1.50 | 1.50 | 1.30 | | Dryad | -- | -- | 1.50 | -- | -------------+------+------+------+------+ 4 1.00 1st : 0 16th : 1800 31st : 100000 2nd : 10 17th : 2300 32nd : 150000 3rd : 20 18th : 2900 33rd : 200000 4th : 45 19th : 3600 34th : 300000 5th : 70 20th : 4400 35th : 400000 6th : 100 21st : 5400 36th : 500000 7th : 140 22nd : 6800 37th : 750000 8th : 200 23rd : 8400 38th : 1500000 9th : 280 24th : 10200 39th : 2500000 10th : 380 25th : 12500 40th : 5000000 11th : 500 26th : 17500 12th : 650 27th : 25000 13th : 850 28th : 35000 14th : 1100 29th : 50000 15th : 1400 30th : 75000 4 1.10 1st : 0 16th : 1980 31st : 110000 2nd : 11 17th : 2530 32nd : 165000 3rd : 27 18th : 3190 33rd : 220000 4th : 49 19th : 3960 34th : 330000 5th : 77 20th : 4840 35th : 440000 6th : 110 21st : 5940 36th : 550000 7th : 154 22nd : 7480 37th : 825000 8th : 220 23rd : 9240 38th : 1650000 9th : 308 24th : 11220 39th : 2750000 10th : 418 25th : 13750 40th : 5500000 11th : 550 26th : 19250 12th : 715 27th : 27500 13th : 935 28th : 38500 14th : 1210 29th : 55000 15th : 1540 30th : 82500 4 1.20 1st : 0 16th : 2160 31st : 120000 2nd : 12 17th : 2760 32nd : 180000 3rd : 30 18th : 3480 33rd : 240000 4th : 54 19th : 4320 34th : 360000 5th : 84 20th : 5280 35th : 480000 6th : 120 21st : 6480 36th : 600000 7th : 168 22nd : 8160 37th : 900000 8th : 240 23rd : 10080 38th : 1800000 9th : 336 24th : 12240 39th : 3000000 10th : 456 25th : 15000 40th : 6000000 11th : 600 26th : 21000 12th : 780 27th : 30000 13th : 1020 28th : 42000 14th : 1320 29th : 60000 15th : 1680 30th : 90000 4 1.25 1st : 0 16th : 2250 31st : 125000 2nd : 12 17th : 2875 32nd : 187500 3rd : 31 18th : 3625 33rd : 250000 4th : 56 19th : 4500 34th : 375000 5th : 87 20th : 5500 35th : 500000 6th : 125 21st : 6750 36th : 625000 7th : 175 22nd : 8500 37th : 937500 8th : 250 23rd : 10500 38th : 1875000 9th : 350 24th : 12750 39th : 3125000 10th : 475 25th : 15625 40th : 6250000 11th : 625 26th : 21875 12th : 812 27th : 31250 13th : 1062 28th : 43750 14th : 1375 29th : 62500 15th : 1750 30th : 93750 4 1.30 1st : 0 16th : 2340 31st : 130000 2nd : 13 17th : 2990 32nd : 195000 3rd : 32 18th : 3770 33rd : 260000 4th : 58 19th : 4680 34th : 390000 5th : 91 20th : 5720 35th : 520000 6th : 130 21st : 7020 36th : 650000 7th : 182 22nd : 8840 37th : 975000 8th : 260 23rd : 10920 38th : 1950000 9th : 364 24th : 13260 39th : 3250000 10th : 494 25th : 16250 40th : 6500000 11th : 650 26th : 22750 12th : 845 27th : 32500 13th : 1105 28th : 45500 14th : 1430 29th : 65000 15th : 1820 30th : 97500 4 1.35 1st : 0 16th : 2430 31st : 135000 2nd : 13 17th : 3105 32nd : 202500 3rd : 33 18th : 3915 33rd : 270000 4th : 60 19th : 4860 34th : 405000 5th : 94 20th : 5940 35th : 540000 6th : 135 21st : 7290 36th : 675000 7th : 189 22nd : 9180 37th : 1012500 8th : 270 23rd : 11340 38th : 2025000 9th : 378 24th : 13770 39th : 3375000 10th : 513 25th : 16875 40th : 6750000 11th : 675 26th : 23625 12th : 877 27th : 33750 13th : 1147 28th : 47250 14th : 1485 29th : 67500 15th : 1890 30th : 101250 4 1.40 1st : 0 16th : 2520 31st : 140000 2nd : 14 17th : 3220 32nd : 210000 3rd : 35 18th : 4060 33rd : 280000 4th : 63 19th : 5040 34th : 420000 5th : 98 20th : 6160 35th : 560000 6th : 140 21st : 7560 36th : 700000 7th : 196 22nd : 9520 37th : 1050000 8th : 280 23rd : 11760 38th : 2100000 9th : 392 24th : 14280 39th : 3500000 10th : 532 25th : 17500 40th : 7000000 11th : 700 26th : 24500 12th : 910 27th : 35000 13th : 1190 28th : 49000 14th : 1540 29th : 70000 15th : 1960 30th : 105000 4 1.45 1st : 0 16th : 2610 31st : 145000 2nd : 14 17th : 3335 32nd : 217500 3rd : 36 18th : 4205 33rd : 290000 4th : 65 19th : 5220 34th : 435000 5th : 101 20th : 6380 35th : 580000 6th : 145 21st : 7830 36th : 725000 7th : 203 22nd : 9860 37th : 1087500 8th : 290 23rd : 12180 38th : 2175000 9th : 406 24th : 14790 39th : 3625000 10th : 551 25th : 18125 40th : 7250000 11th : 725 26th : 25375 12th : 942 27th : 36250 13th : 1232 28th : 50750 14th : 1595 29th : 72500 15th : 2030 30th : 108750 4 1.50 1st : 0 16th : 2700 31st : 150000 2nd : 15 17th : 3450 32nd : 225000 3rd : 37 18th : 4350 33rd : 300000 4th : 67 19th : 5400 34th : 450000 5th : 105 20th : 6600 35th : 600000 6th : 150 21st : 8100 36th : 750000 7th : 210 22nd : 10200 37th : 1125000 8th : 300 23rd : 12600 38th : 2250000 9th : 420 24th : 15300 39th : 3750000 10th : 570 25th : 18750 40th : 7500000 11th : 750 26th : 26250 12th : 975 27th : 37500 13th : 1275 28th : 52500 14th : 1650 29th : 75000 15th : 2100 30th : 112500 4 1.55 1st : 0 16th : 2790 31st : 155000 2nd : 15 17th : 3565 32nd : 232500 3rd : 38 18th : 4495 33rd : 310000 4th : 69 19th : 5580 34th : 465000 5th : 108 20th : 6820 35th : 620000 6th : 155 21st : 8370 36th : 775000 7th : 217 22nd : 10540 37th : 1162500 8th : 310 23rd : 13020 38th : 2325000 9th : 434 24th : 15810 39th : 3875000 10th : 589 25th : 19375 40th : 7750000 11th : 775 26th : 27125 12th : 1007 27th : 38750 13th : 1317 28th : 54250 14th : 1705 29th : 77500 15th : 2170 30th : 116250 4 1.60 1st : 0 16th : 2880 31st : 160000 2nd : 16 17th : 3680 32nd : 240000 3rd : 40 18th : 4640 33rd : 320000 4th : 72 19th : 5760 34th : 480000 5th : 112 20th : 7040 35th : 640000 6th : 160 21st : 8640 36th : 800000 7th : 224 22nd : 10880 37th : 1200000 8th : 320 23rd : 13440 38th : 2400000 9th : 448 24th : 16320 39th : 4000000 10th : 608 25th : 20000 40th : 8000000 11th : 800 26th : 28000 12th : 1040 27th : 40000 13th : 1360 28th : 56000 14th : 1760 29th : 80000 15th : 2240 30th : 120000 .el .lm 0 .blank 2 2 Races .lm 1 .p there are eight different races that you can choose from in Moria. Some races are restricted as to what profession they may be, and each race has its own adjustments to a character's abilities. .lm 0 .blank 2 3 Human .lm 1 .p The human is the base character, all other races are compared to him. Humans can choose any class, and are average at everything. Humans tend to go up levels faster than any other race, because of their shorter life-spans. No racial adjustments occur to characters choosing human. .lm 0 .blank 2 3 Half-Elf .lm 1 .p Half-elves tend to be smarter and faster than humans, but not as strong. Half-elves are slightly better at searching, disarming, perception, stealth, and magic, but they are not as good at hand weapons. Half-elves may choose any class. .lm 0 .blank 2 3 Elf .lm 1 .p Elves are better magicians then humans, but not as good at fighting. They tend to be smarter and faster than either humans or half-elves, and also have better wisdom. Elves are better at searching, disarming, perception, stealth, and magic, but they are not as good at hand weapons. Elves may choose any class except Paladin. .lm 0 .blank 2 3 Halfling .lm 1 .p Halflings, or Hobbits, are very good at bows, throwing, and have good saving throws. They also are very good at searching, disarming, perception, and stealth, so they make excellent thieves (but prefer to be called burglars...). They will be much weaker than humans, and not good at bashing. Halflings have fair infra-vision, so can detect warm creatures at a distance. Halflings can choose between being a monk, mage, druid, bard or rogue. .lm 0 .blank 2 3 Gnome .lm 1 .p Gnomes are smaller than dwarfs, but larger than halflings. They, like the halflings, live in the earth in burrow-like homes. Gnomes are practical jokers, so if they can kill something in a humorous way, so much the better. Gnomes make excellent mages, and have very good saving throws. They are good at searching, disarming, perception, and stealth. They have lower strength and constitution than humans, therefore do not make as good of fighters. Gnomes have fair infra-vision, so can detect warm creatures at a distance. A gnome may choose between being a druid, mage, priest, or rogue. .lm 0 .blank 2 3 Dwarf .lm 1 .p Dwarves are the headstrong miners and fighters of legend. Dwarves make excellent choices for a warrior or priest. Dwarves tend to be stronger and have higher constitutions, but are slower and less intelligent than humans. Because they are so headstrong and are somewhat wise, they resist spells which are cast upon them. Dwarves also have good infra-vision because they live underground. They do have one big drawback though. Dwarves are loud-mouthed and proud, singing in loud voices, arguing with themselves for no good reason, screaming out challenges at imagined foes. In other words, dwarves have a miserable stealth. .lm 0 .blank 2 3 Half-Orc .lm 1 .p Half-Orcs make excellent fighters, and decent priests, but are terrible at magic. They are as bad as dwarves at stealth, and horrible at searching, disarming, and perception. Half-Orcs are, let's face it, ugly. They tend to pay more for goods in town. Half-Orcs do make good priests and rogues, for the simple reason that Half-Orcs tend to have great constitutions and lots of hit points. .lm 0 .blank 2 3 Half-Troll .lm 1 .p Half-Trolls are incredibly strong, and have the highest hit points of any character race. They are also very stupid and slow. They will make great fighters and iffy priests. They are bad at searching, disarming, perception, and stealth. They are so ugly that a Half-Orc grimaces in their presence. They also happen to be fun to run.... .lm 0 .blank 2 3 Phraint .lm 1 .p Phraints are giant mantis-like insects, who live in hive-like societies. They have incredibly high dexterity, which gives them very good stealth, but their insect appearance gives them low charisma. They are average or below in most other statistics and skills. Due to their culture they make good monks and rogues, but can also become mages, bards, rangers and adventurers. .lm 0 .blank 2 3 Dryad .lm 1 .p This race is born of noble trees but for some reason is only female. Their beauty is unmatched and they are quite wise, due to their longevity. They are raised with Elves and have similar skills. Due to their nature they make the best druids but are not suited to be mages. They may also become priests, monks or bards, but do not have the temperment to become warriors. .lm 0 .blank 2 2 Sex .lm 1 .p You may choose to be either a male or a female character. Only height and weight are affected by a character's sex. Female characters tend to be somewhat smaller and lighter then their male counterparts. No adjustments to stats or abilities are made because of the sex of a character. .lm 0 .blank 2 2 Stats .lm 1 .p Characters have 6 primary stats that describe them. These stats are called Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma. .p The average stats for each legal character-class/race combination are given under Average Stats. .lm 0 .blank 2 3 Strength .lm 1 .p Strength is important in fighting with weapons, or hand to hand. A high strength can improve your chances of hitting, and the amount of damage done with each hit. Characters with low strengths may receive penalties. Strength is also useful in tunneling, body and shield bashing, etc. .lm 0 .blank 2 3 Intelligence .lm 1 .p Intelligence is the prime stat of a mage, or magician. A high intelligence increases a mages chances of learning spells, and in gaining mana. No spell may be learned by mages with intelligence below eight. Intelligence also modifies a character's chance of disarming traps and picking locks. .lm 0 .blank 2 3 Wisdom .lm 1 .p Wisdom is the prime stat of a priest. A high wisdom increases the chance of receiving new spells from a priest's deity, and in the gaining of mana. Wisdom also modifies a character's chance of resisting magical spells cast upon his person. .lm 0 .blank 2 3 Dexterity .lm 1 .p Dexterity is the combination of agility and quickness. A high dexterity may allow a character to get multiple blows with lighter weapons, thus greatly increasing his kill power, and may increase his chances of hitting with any weapon. Dexterity is also useful in picking locks and disarming traps. .lm 0 .blank 2 3 Constitution .lm 1 .p Constitution is a character's ability to resist damage to their body, and to recover from damage received. Therefore a character with a high constitution will receive more hit points, and be more resistant to poisons. .lm 0 .blank 2 3 Charisma .lm 1 .p Charisma represents a character's personality, as well as physical looks. A character with a high charisma will receive better prices from store owners, whereas a character with a very low charisma will be robbed blind. A high charisma will also mean more money when the character starts out. Bards and Druids may also learn more songs if they have high charisma (although, this chance is also modified by dexterity for Bards and wisdom for Druids.) .lm 0 .blank 2 3 Average_Stats .lm 1 .p Select the character class you wish the list of stats for. .lm 0 .blank 2 4 Warrior .lm 1 .literal STR INT WIS DEX CON CHA -------------+-----+-----+-----+-----+-----+-----+ | Human | 17 | 10 | 10 | 14 | 14 | 11 | | Half-Elf | 16 | 11 | 10 | 15 | 13 | 12 | | Elf | 16 | 12 | 11 | 15 | 12 | 12 | | Dwarf |18/10| 7 | 11 | 12 | 16 | 8 | | Half-Orc |18/10| 9 | 10 | 14 | 15 | 7 | | Half-Troll |18/30| 6 | 8 | 10 | 17 | 5 | | Phraint | 17 | 10 | 6 |18/20| 14 | 8 | -------------+-----+-----+-----+-----+-----+-----+ .end literal .lm 0 .blank 2 4 Mage .lm 1 .literal STR INT WIS DEX CON CHAp -------------+-----+-----+-----+-----+-----+-----+ | Human | 7 | 15 | 12 | 12 | 10 | 12 | | Half-Elf | 6 | 16 | 12 | 13 | 9 | 13 | | Elf | 6 | 17 | 13 | 13 | 8 | 13 | | Halfling | 5 | 17 | 13 | 15 | 11 | 13 | | Gnome | 6 | 17 | 12 | 14 | 11 | 10 | | Phraint | 7 | 15 | 8 | 18 | 10 | 9 | -------------+-----+-----+-----+-----+-----+-----+ .end literal .lm 0 .blank 2 4 Priest .lm 1 .literal STR INT WIS DEX CON CHA -------------+-----+-----+-----+-----+-----+-----+ | Human | 12 | 9 | 15 | 11 | 13 | 14 | | Half-Elf | 11 | 10 | 15 | 12 | 12 | 15 | | Elf | 11 | 11 | 16 | 12 | 11 | 15 | | Gnome | 11 | 11 | 15 | 13 | 12 | 12 | | Dwarf | 14 | 6 | 16 | 11 | 14 | 11 | | Half-Orc | 14 | 8 | 15 | 11 | 14 | 10 | | Half-Troll | 16 | 5 | 11 | 7 | 16 | 8 | | Dryad | 11 | 9 | 18 | 11 | 11 | 17 | -------------+-----+-----+-----+-----+-----+-----+ .end literal .lm 0 .blank 2 4 Rogue .lm 1 .literal STR INT WIS DEX CON CHA -------------+-----+-----+-----+-----+-----+-----+ | Human | 14 | 12 | 10 | 15 | 13 | 13 | | Half-Elf | 13 | 13 | 10 | 16 | 12 | 14 | | Elf | 13 | 14 | 11 | 16 | 11 | 14 | | Halfling | 12 | 14 | 11 | 18 | 14 | 14 | | Gnome | 13 | 14 | 10 | 17 | 14 | 11 | | Half-Orc | 16 | 11 | 10 | 15 | 14 | 9 | | Phraint | 14 | 13 | 6 |18/30| 13 | 10 | -------------+-----+-----+-----+-----+-----+-----+ .end literal .lm 0 .blank 2 4 Ranger .lm 1 .literal STR INT WIS DEX CON CHA -------------+-----+-----+-----+-----+-----+-----+ | Human | 14 | 12 | 13 | 13 | 13 | 14 | | Half-Elf | 13 | 13 | 13 | 14 | 12 | 15 | | Elf | 13 | 14 | 14 | 14 | 11 | 15 | | Dryad | 13 | 12 | -------------+-----+-----+-----+-----+-----+-----+ .end literal .lm 0 .blank 2 4 Paladin .lm 1 .literal STR INT WIS DEX CON CHA -------------+-----+-----+-----+-----+-----+-----+ | Human | 15 | 9 | 13 | 12 | 14 | 14 | | Half-Elf | 14 | 10 | 13 | 13 | 13 | 15 | -------------+-----+-----+-----+-----+-----+-----+ .end literal .lm 0 .blank 2 4 Druids .lm 1 .literal STR INT WIS DEX CON CHA -------------+-----+-----+-----+-----+-----+-----+ | Human | 11 | 11 | 14 | 12 | 12 | 15 | | Half-Elf | 10 | 12 | 14 | 13 | 11 | 16 | | Elf | 10 | 13 | 15 | 13 | 10 | 16 | | Halfling | 9 | 13 | 15 | 15 | 13 | 16 | | Gnome | 10 | 13 | 14 | 14 | 13 | 13 | | Dwarf | 13 | 8 | 15 | 10 | 14 | 12 | +------------+-----+-----+-----+-----+-----+-----+ .end literal .lm 0 .blank 2 4 Bard .lm 1 .literal STR INT WIS DEX CON CHA +------------+-----+-----+-----+-----+-----+-----+ | Human | 14 | 13 | 11 | 14 | 12 | 15 | | Half-Elf | 13 | 14 | 11 | 15 | 11 | 16 | | Elf | 13 | 15 | 12 | 15 | 10 | 16 | | Halfling | 12 | 15 | 12 | 17 | 13 | 16 | | Phraint | 14 | 13 | 7 |18/20| 12 | 12 | | Dryad | 13 | 13 | 14 | 14 | 10 | 18 | +------------+-----+-----+-----+-----+-----+-----+ .end literal .lm 0 .blank 2 4 Adventurer .lm 1 .literal STR INT WIS DEX CON CHA +------------+-----+-----+-----+-----+-----+-----+ | Human | 14 | 14 | 11 | 13 | 13 | 12 | | Half-Elf | 13 | 15 | 11 | 14 | 12 | 13 | | Elf | 13 | 16 | 12 | 14 | 11 | 13 | | Halfling | 12 | 16 | 12 | 18 | 14 | 13 | | Phraint | 14 | 14 | 7 |18/10| 13 | 9 | | Dryad | 13 | 14 | 14 | 13 | 11 | 15 | +------------+-----+-----+-----+-----+-----+-----+ .end literal .lm 0 .blank 2 1 Commands .lm 1 .p All commands are entered by pressing a single key, or control sequence (holding down the control key while pressing a key). If a particular command requires additional action, it will be prompted for, with one exception. When a direction is required, no prompt is given unless an illegal response is given. .lm 0 .blank 2 2 Directions .lm 1 .p In the following instructions, the symbol