-+-+-+-+-+-+-+-+ START OF PART 12 -+-+-+-+-+-+-+-+ Xlevel 49, so don't go down there until you are ready for him. X X The Balrog cannot be killed in some of the easier methods Xused on normal creatures. Because of the Balrog's cunning, he Xwill teleport away to another level if a spell such as genocide Xis used upon him, and the Balrog cannot be polymorphed, slept, or Xcharmed. Magical spells like coldball are effective against him Xas are weapons, but he is difficult to kill and if allowed to Xescape for a time can heal himself. X X If you should actually survive the attempt of killing the XBalrog, you will recieve the status of WINNER. Since yo have Xdefeated the toughest monster alive, your character is ready to Xretire and cannot be saved. When you quit the game, your Xcharacter recieves a surprise bonus score and is entered into the Xtoptwenty file. X X2 Wizards X There are rumors of MORIA Wizards which, if asked nicely, Xcan explain details of the MORIA game that seem complicated to Xbeginners. In addition, they have special spells which can Xrestore characters lost by accident, such as power-outs and such. X X1 CHARACTER X All characters have six main attributes which modify their Xbasic abilities. These six attributes, called stats, are XSTRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, and XCHARISMA. Stats may vary from 3 as a minimum to 18/100 as a Xmaximum. Because adventurers of interest tend to be better than Xaverage characters, MORIA stats will average about 12.5, and are Xfurther adjusted by race and class. Some races are just Xnaturally better at being certain classes, as will be shown Xlater. X X In addition to the more visible stats, each character has Xcertain abilities which are mainly determined by his race and Xclass, but are also modified by his stats. The abilities are XFIGHTING, THROWING/BOWS, SAVING THROW, STEALTH, DISARMING, XMAGICAL DEVICES, PERCEPTION, SEARCHING, and INFRA-VISION. X X Characters will be assigned an early history, with money and Xa social class based on that history. Starting money is assigned Xbased on history, charisma, and somewhat upon the average of a Xcharacter's stats. A character with below average stats will Xreceive extra money to help him survive the first adventure. X X Each character will also have physical attributes such as a Xrace, a height, weight, sex, and a physical description. None of Xthese, except weight, play any part in the game other than to Xgive the player a "feeling" for his character. Weight is used Xfor computing carrying capacity and also for BASHING. X X Finally each character is assigned HIT POINTS based on their Xrace, class, and constitution. Spell casters will also recieve X"MANA" which is expended when casting spells. MANA is based on XWisdom for Priests and Intelligence for Mages. X X2 Abilities X Characters possess nine different abilities which can help Xthem to survive. The starting abilities of characters are based Xupon the race and class of characters. Abilities may be adjusted Xby high or low stats, or may increase with the level of the Xcharacter. X X - Fighting X X Fighting is the ability to hit and do damage with weapons or Xfists. Normally a character gets a single blow from any weapon, Xbut if his dexterity and strength are high enough, he may receive Xmore blows per round with lighter weapons. Strength and Xdexterity both modify the ability to hit an opponent. In Xaddition this skill increases with the level of the character. X X - Throwing/Bows X X Using stand-off missile weapons and throwing objects is Xincluded in the skill. Different stats apply to different Xweapons, but may modify the distance an object is thrown/fired, Xthe amount of damage done, and the ability to hit a creature. XThis skill increases with the level of the character. X X - Saving Throw X X A Saving Throw is the ability of a character to resist the Xeffects of a spell cast on him by another person/creature. Note Xthat this does not include spells cast on the player by his own Xstupidity, such as quaffing a nasty potion. This ability Xincreases with the level of the character, but then most high Xlevel creatures are better at casting spells, so it tends to even Xout. X X - Stealth X X The ability to move silently about is very useful. XCharacters with good stealth can usually surprise their Xopponents, gaining the first blow. Also, creatures may fail to Xnotice a stealthy character entirely, allowing a player to avoid Xcertain fights. X X - Disarming X X Disarming is the ability to remove traps (safely), and Xincludes picking locks on traps and doors. Note that a Xsuccessful disarming will gain the character some experience. XThe character must have found a trap before it can be disarmed. XDexterity and intelligence both modify the ability to disarm, and Xthis ability increases with the level of the character. X X - Using Magical Devices X X Using a magical device such as a wand or staff requires Xexperience and knowledge. Spell users such as mages and priests Xare therefore much better at using a magical device than say a Xfighter. This skill is modified by intelligence, and increases Xwith the level of the character. X X - Perception X X Perception is the ability to notice something without Xactively seeking it out. This skill is based entirely upon race Xand class, and will never improve unless magically enhanced. X X - Searching X X To search is to actively look for secret doors, floor traps, Xand traps on chests. Rogues are the best at searching, but Xmages, rangers, and priests are good at it. Intelligence Xmodifies your ability of searching, and your ability will also Xincrease with your level. X X - Infra Vision X X Infra-vision is the ability to see heat sources. Since most Xof the dungeon is cool or cold, infra-vision will not allow the Xplayer to see walls and objects. Infra-vision will allow a Xcharacter to see any warm-blooded creatures up to a certain Xdistance. This ability works equally well with or with out a Xlight source. Note that the majority of Moria's creatures are Xcold blooded, and will not be detected unless lit up by a light Xsource. X X2 Classes X Once a race has been chosen, you will need to pick a class. XSome classes will not be available to certain races; for Xinstance a Half-Troll cannot become a Paladin. For the first few Xadventures it is suggested that you run a warrior or rogue. XSpell casting classes tend to take much more experience with the Xgame to keep them alive. X X - Warrior X X A Warrior is a hack-and-slash character, who solves most of Xhis problems by cutting them to pieces, but will occasionally Xfall back on the help of a magical device. His prime stats are XStrength and Constitution, and a good Dexterity can really help Xat times. A Warrior will be good at Fighting and Throwing/Bows, Xbut bad at most other skills. X X - Mage X X A Mage must live by his wits. He cannot hope to simply hack Xhis way through the dungeon, and so must therefore use his magic Xto defeat, deceive, confuse, and to escape with. A mage is not Xreally complete without a golf-cart of magical devices to use in Xaddition to his spells. He can master the higher level magical Xdevices far easier than anyone else, and has the best saving Xthrow to resist effects of spells cast at him. Intelligence and XDexterity are his primary stats. There is no rule that says a Xmage cannot become a good fighter, but spells are his true realm. X X - Priest X X A Priest is a character of holy devotion. They explore the Xdungeon only to destroy the evil that lurks within, and if Xtreasure just happens to fall into their packs; well, so much Xmore to the glory of their church! Priests receive their spells Xfrom a diety, and therefore do not choose which spells they will Xlearn. He is familiar with magical devices, preferring to call Xthem instruments of god, but is not as good as a mage in their Xuse. Priests have good saving throws, and make decent fighters, Xpreferring blunt weapons over edged ones. Wisdom and Charisma Xare the priests primary stats. X X - Rogue X X A Rogue is a character that prefers to live by his cunning, Xbut is capable of fighting his way out of a tight spot. He is Xthe master of traps and locks, no device being impossible for him Xto over-come. A rogue has a high stealth allowing him to sneak Xaround many creatures without having to fight, or sneak up and Xget the first blow. A rogue's perception is higher than any Xother class, and many times he will notice a trap or secret door Xbefore having to search. A rogue is better than warriors or Xpaladins with magical devices, but still can not rely on their Xperformance. A rogue's primary stats are Intelligence and XDexterity. X X - Ranger X X A Ranger is a fighter/mage. He is a good fighter, and the Xbest of the classes with a missile weapon such as a bow. The Xranger learns spells much more slowly than a mage, but is capable Xof learning all but the most powerful spell. Because a ranger is Xreally a dual class character, it requires more experience to Xadvance him. A ranger has a good stealth, good perception, good Xsearching, a good saving throw, and is good with magical devices. XHis primary stats are Intelligence and Dexterity. X X - Paladin X X A Paladin is a fighter/priest. He is a very good fighter, Xsecond only to the warrior class, but not very good at missile Xweapons. He receives prayers at a slower pace then the priest, Xand can receive all but the most powerful prayer. Because a Xpaladin is really a dual class character, it requires more Xexperience to advance him. A paladin lacks much in the way of Xabilities. He is poor at stealth, perception, searching, and Xmagical devices. He has a decent saving throw due to his divine Xalliance. His primary stats are Strength and Charisma. X X2 Races X There are eight different races that you can choose from in XMORIA. Some races are restricted as to what profession they may Xbe, and each race has it's own adjustments to a character's Xabilities. X X - Human X X The human is the base character, all other races are Xcompared to him. Human's can choose any class, and are average Xat everything. Humans tend to go up levels faster than any other Xrace, because of their shorter life-spans. No racial adjustments Xoccur to character's choosing human. X X - Half-Elf X X Half-elves tend to be smarter and faster than a human, but Xnot as strong. Half-elves are slightly better at searching, Xdisarming, perception, stealth, and magic, but they are not as Xgood at hand weapons. Half-elves may choose any class. X X - Elf X X Elves are better magicians then humans, but not as good at Xfighting. They tend to be smarter and faster than either humans Xor half-elves, and also have better wisdom. Elves are better at Xsearching, disarming, perception, stealth, and magic, but they Xare not as good at hand weapons. Elves may choose any class Xexcept Paladin. X X - Halfling X X Halflings, or Hobbits, are very good at bows, throwing, and Xhave good saving throws. They also are very good at searching, Xdisarming, perception, and stealth; so they make excellent Xthieves (but prefer to be called burglars...). They will be much Xweaker than humans, and no good at bashing. Halflings have fair Xinfra-vision, so can detect warm creatures at a distance. XHalflings can choose between being a fighter, mage, or rogue. X X - Gnome X X Gnomes are smaller than dwarfs, but larger than halflings. XThey, like the halflings, live in the earth in burrow-like homes. XGnomes are practical jokers, so if they can kill something in a Xhumorous way, so much the better. Gnomes make excellent mages, Xand have very good saving throws. They are good at searching, Xdisarming, perception, and stealth. They have lower strengths Xand constitutions then humans, so therefore do not make as good Xof fighters. Gnomes have fair infra-vision, so can detect warm Xcreatures at a distance. A gnome may choose between being a Xfighter, mage, priest, or rogue. X X - Dwarf X X Dwarves are the headstrong miners and fighters of legend. XSince dungeons are the natural home of a dwarf, they are Xexcellent choices for a warrior or priest. Dwarves tend to be Xstronger, have higher constitutions, but are slower and less Xintelligent than humans. Because they are so headstrong and are Xsomewhat wise, they resist spells which are cast on them. XDwarves also have good infra-vision because they live Xunderground. They do have one big draw-back though. Dwarves are Xloud-mouthed and proud, singing in loud voices, arguing with Xthemselves for no good reason, screaming out challenges at Ximagined foes. In other words, dwarves have a miserable stealth. X X - Half-Orc X X Half-Orcs make excellent fighters, and decent priests, but Xare terrible at magic. They are as bad as dwarves at stealth, Xand horrible at searching, disarming, and perception. Half-Orcs Xare; let's face it, ugly. They tend to pay more for goods in Xtown. Half-Orcs do make good priest's and rogues, for the simple Xreason that Half-Orcs tend to have great constitutions and lots Xof hit points. X X - Half-Troll X X Half-Trolls are incredibly strong, and have the highest hit Xpoints of any character race. They are also very stupid and Xslow. They will make great fighters and iffy priests. They are Xbad at searching, disarming, perception, and stealth. They are Xso ugly that a Half-Orc grimaces in their presence. They also Xhappen to be fun to run... X X2 Sex X You may choose to be either a male or a female character. XOnly height and weight are affected by a character's sex. Female Xcharacters tend to be somewhat smaller and lighter then their Xmale counterparts. No adjustments to stats or abilities are made Xbecause of the sex of a character. +-+-+-+-+-+-+-+- END OF PART 12 +-+-+-+-+-+-+-+-