-+-+-+-+-+-+-+-+ START OF PART 4 -+-+-+-+-+-+-+-+ X Dexterity is the combination of agility and quickness. A` V0D`0A X high dexterity may allow a character to get multiple blows with` V0D`0A X lighter weapons, thus greatly increasing his kill power, and may` V0D`0A X increase his chances of hitting with any weapon. Dexterity is` V0D`0A X also useful in picking locks and disarming traps.`0D`0A X`0D`0A X`0D`0A X CON - Constitution`0D`0A X`0D`0A X Constitution is a characters ability to resist damage to` V0D`0A X their body, and to recover from damage received. Therefore a` V0D`0A X character with a high constitution will receive more hit points,` V0D`0A X and be more resistant to poisons.`0D`0A X`0D`0A X`0D`0A X CHR - Charisma`0D`0A X`0D`0A X`0D`0A X 4`0D`0A X`0C X The Dungeons of MORIA`0D X The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke`0D`0A X`0D`0A X`0D`0A X Charisma represents a character's personality, as well as` V0D`0A X physical looks. A character with a high charisma will receive` V0D`0A X better prices from store owners, whereas a character with a very` V0D`0A X low charisma will be robbed blind. A high charisma will also` V0D`0A X mean more starting money for the character.`0D`0A X`0D`0A X`0D`0A X`0D`0A X 2.1.2 Character Sex -`0D`0A X`0D`0A X You may choose to be either a male or a female character.` V0D`0A X Only height and weight are affected by a character's sex. Female` V0D`0A X characters tend to be somewhat smaller and lighter then their` V0D`0A X male counterparts. No adjustments to stats or abilities are made` V0D`0A X because of the sex of a character.`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X 5`0D`0A X`0C X The Dungeons of MORIA`0D X The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke`0D`0A X`0D`0A X`0D`0A X 2.1.3 Character Abilities -`0D`0A X`0D`0A X Characters possess nine different abilities which can help` V0D`0A X them to survive. The starting abilities of a character are based` V0D`0A X upon race and class. Abilities may be adjusted by high or low` V0D`0A X stats, and may increase with the level of the character.`0D`0A X`0D`0A X`0D`0A X - Fighting`0D`0A X`0D`0A X Fighting is the ability to hit and do damage with weapons or` V0D`0A X fists. Normally a character gets a single blow from any weapon,` V0D`0A X but if his dexterity and strength are high enough, he may receive` V0D`0A X more blows per round with lighter weapons. Strength and` V0D`0A X dexterity both modify the ability to hit an opponent. In` V0D`0A X addition this skill increases with the level of the character.`0D` V0A X`0D`0A X`0D`0A X - Throwing/Bows`0D`0A X`0D`0A X Using stand-off missile weapons and throwing objects is` V0D`0A X included in this skill. Different stats apply to different` V0D`0A X weapons, but may modify the distance an object is thrown/fired,` V0D`0A X the amount of damage done, and the ability to hit a creature.` V0D`0A X This skill increases with the level of the character.`0D`0A X`0D`0A X`0D`0A X - Saving Throw`0D`0A X`0D`0A X A Saving Throw is the ability of a character to resist the` V0D`0A X effects of a spell cast on him by another person/creature. Note` V0D`0A X that this does not include spells cast on the player by his own` V0D`0A X stupidity, such as quaffing a nasty potion. This ability` V0D`0A X increases with the level of the character, but then most high` V0D`0A X level creatures are better at casting spells, so it tends to even` V0D`0A X out.`0D`0A X`0D`0A X`0D`0A X - Stealth`0D`0A X`0D`0A X The ability to move silently about is very useful.` V0D`0A X Characters with good stealth can usually surprise their` V0D`0A X opponents, gaining the first blow. Also, creatures may fail to` V0D`0A X notice a stealthy character entirely, allowing a player to avoid` V0D`0A X certain fights.`0D`0A X`0D`0A X`0D`0A X - Disarming`0D`0A X`0D`0A X`0D`0A X`0D`0A X 6`0D`0A X`0C X The Dungeons of MORIA`0D X The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke`0D`0A X`0D`0A X`0D`0A X Disarming is the ability to remove traps (safely), and` V0D`0A X includes picking locks on traps and doors. Note that a` V0D`0A X successful disarming will gain the character some experience.` V0D`0A X The character must have found a trap before it can be disarmed.` V0D`0A X Dexterity and intelligence both modify the ability to disarm, and` V0D`0A X this ability increases with the level of the character.`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X 7`0D`0A X`0C X The Dungeons of MORIA`0D X The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke`0D`0A X`0D`0A X`0D`0A X - Using Magical Devices`0D`0A X`0D`0A X Using a magical device such as a wand or staff requires` V0D`0A X experience and knowledge. Spell users such as mages and priests` V0D`0A X are therefore much better at using a magical device than say a` V0D`0A X fighter. This skill is modified by intelligence, and increases` V0D`0A X with the level of the character.`0D`0A X`0D`0A X`0D`0A X - Perception`0D`0A X`0D`0A X Perception is the ability to notice something without` V0D`0A X actively seeking it out. This skill is based entirely upon race` V0D`0A X and class, and will never improve unless magically enhanced.`0D`0A X`0D`0A X`0D`0A X - Searching`0D`0A X`0D`0A X To search is to actively look for secret doors, floor traps,` V0D`0A X and traps on chests. Rogues are the best at searching, but` V0D`0A X mages, rangers, and priests are good at it. Intelligence` V0D`0A X modifies your ability at searching, and your ability will also` V0D`0A X increase with your level.`0D`0A X`0D`0A X`0D`0A X - Infra Vision`0D`0A X`0D`0A X Infra-vision is the ability to see heat sources. Since most` V0D`0A X of the dungeon is cool or cold, infra-vision will not allow the` V0D`0A X player to see walls and objects. Infra-vision will allow a` V0D`0A X character to see any warm-blooded creatures up to a certain` V0D`0A X distance. This ability works equally well with or with out a` V0D`0A X MORIA`0D X light source. Note that the majority of MORIA's creatures are` V0D`0A X cold blooded, and will not be detected unless lit up by a light` V0D`0A X source.`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X 8`0D`0A X`0C X The Dungeons of MORIA`0D X The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke`0D`0A X`0D`0A X`0D`0A X ________ _ ____`0D X 2.1.4 Choosing A Race -`0D`0A X`0D`0A X There are eight different races that you can choose from in` V0D`0A X MORIA`0D X MORIA. Some races are restricted as to what profession they may` V0D`0A X be, and each race has it's own adjustments to a character's stats` V0D`0A X and abilities.`0D`0A X`0D`0A X`0D`0A X - Human`0D`0A X`0D`0A X The human is the base character, all other races are` V0D`0A X compared to him. Human's can choose any class, and are average` V0D`0A X at everything. Humans tend to go up levels faster than any other` V0D`0A X race, because of their shorter life-spans. No racial adjustments` V0D`0A X occur to character's choosing human.`0D`0A X`0D`0A X`0D`0A X - Half-Elf`0D`0A X`0D`0A X Half-elves tend to be smarter and faster than a human, but` V0D`0A X not as strong. Half-elves are slightly better at searching,` V0D`0A X disarming, perception, stealth, and magic, but they are not as` V0D`0A X good at hand weapons. Half-elves may choose any class.`0D`0A X`0D`0A X`0D`0A X - Elf`0D`0A X`0D`0A X Elves are better magicians then humans, but not as good at` V0D`0A X fighting. They tend to be smarter and faster than either humans` V0D`0A X or half-elves, and also have better wisdom. Elves are better at` V0D`0A X searching, disarming, perception, stealth, and magic, but they` V0D`0A X are not as good at hand weapons. Elves may choose any class` V0D`0A X except Paladin.`0D`0A X`0D`0A X`0D`0A X - Halfling`0D`0A X`0D`0A X Halflings, or Hobbits, are very good at bows, throwing, and` V0D`0A X have good saving throws. They also are very good at searching,` V0D`0A X disarming, perception, and stealth; so they make excellent` V0D`0A X thieves (but prefer to be called burglars...). They will be much` V0D`0A X weaker than humans, and no good at bashing. Halflings have fair` V0D`0A X infra-vision, so can detect warm creatures at a distance.` V0D`0A X Halflings can choose between being a fighter, mage, or rogue.`0D`0 VA X`0D`0A X`0D`0A X - Gnome`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X 9`0D`0A X`0C X The Dungeons of MORIA`0D X The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke`0D`0A X`0D`0A X`0D`0A X Gnomes are smaller than dwarfs, but larger than halflings.` V0D`0A X They, like the halflings, live in the earth in burrow-like homes.` V0D`0A X Gnomes are practical jokers, so if they can kill something in a` V0D`0A X humorous way, so much the better. Gnomes make excellent mages,` V0D`0A X and have very good saving throws. They are good at searching,` V0D`0A X disarming, perception, and stealth. They have lower strengths` V0D`0A X and constitutions then humans so they are not very good at` V0D`0A X fighting with hand weapons. Gnomes have fair infra-vision, so` V0D`0A X can detect warm creatures at a distance. A gnome may choose` V0D`0A X between being a fighter, mage, priest, or rogue.`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X 10`0D`0A X`0C X The Dungeons of MORIA`0D X The Dungeons of MORIA - COPYRIGHT (c) Robert Alan Koeneke`0D`0A X`0D`0A X`0D`0A X - Dwarf`0D`0A X`0D`0A X Dwarves are the headstrong miners and fighters of legend.` V0D`0A X Since dungeons are the natural home of a dwarf, they are` V0D`0A X excellent choices for a warrior or priest. Dwarves tend to be` V0D`0A X stronger, have higher constitutions, but are slower and less` V0D`0A X intelligent than humans. Because they are so headstrong and are` V0D`0A X somewhat wise, they resist spells which are cast on them.` V0D`0A X Dwarves also have good infra-vision because they live` V0D`0A X underground. They do have one big draw-back though. Dwarves are` V0D`0A X loud-mouthed and proud, singing in loud voices, arguing with` V0D`0A X themselves for no good reason, screaming out challenges at` V0D`0A X imagined foes. In other words, dwarves have a miserable stealth.` V0D`0A X`0D`0A X`0D`0A X - Half-Orc`0D`0A X`0D`0A X Half-Orcs make excellent fighters, and decent priests, but` V0D`0A X are terrible at magic. They are as bad as dwarves at stealth,` V0D`0A X and horrible at searching, disarming, and perception. Half-Orcs` V0D`0A X are; let's face it, ugly. They tend to pay more for goods in` V0D`0A X town. Half-Orcs do make good priest's and rogues, for the simple` V0D`0A X reason that Half-Orcs tend to have great constitutions and lots` V0D`0A X of hit points.`0D`0A X`0D`0A X`0D`0A X - Half-Troll`0D`0A X`0D`0A X Half-Trolls are incredibly strong, and have the highest hit` V0D`0A X points of any character race. They are also very stupid and` V0D`0A X slow. They will make great fighters and iffy priests. They are` V0D`0A +-+-+-+-+-+-+-+- END OF PART 4 +-+-+-+-+-+-+-+-