-+-+-+-+-+-+-+-+ START OF PART 9 -+-+-+-+-+-+-+-+ X The General Store`0D X The General Store`0D`0A X`0D`0A X The General Store sells foods, drinks, some clothing,` V0D`0A X torches, lamps, oil, and spikes. All of these items, and others,` V0D`0A X can be sold back to the General store for money. The entrance to` V0D`0A X the General Store is a '1'.`0D`0A X`0D`0A X`0D`0A X The Armory`0D X The Armory`0D`0A X`0D`0A X The Armory is where the town's armor is fashioned. All` V0D`0A X sorts of protective gear may be bought and sold here. The` V0D`0A X entrance to the Armory is a '2'.`0D`0A X`0D`0A X`0D`0A X The Weaponsmith's Shop`0D X The Weaponsmith's Shop`0D`0A X`0D`0A X The Weaponsmith's Shop is where the town's weapons are` V0D`0A X fashioned. Hand and missile weapons may be purchased and sold` V0D`0A X here, along with arrows, bolts, and shots. The entrance to the` V0D`0A X Weaponsmiths is a '3'.`0D`0A X`0D`0A X`0D`0A X The Temple`0D X The Temple`0D`0A X`0D`0A X`0D`0A X`0D`0A X 32`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 The Temple deals in healing and restoration potions, as well` V0D`0A X as bless scrolls, word-of-recall scrolls, some approved priestly` V0D`0A X weapons, etc. The entrance to the Temple is a '4'.`0D`0A X`0D`0A X`0D`0A X The Alchemy shop`0D X The Alchemy shop`0D`0A X`0D`0A X The Alchemy Shop deals in all manner of potions and scrolls.` V0D`0A X The entrance to the Alchemy Shop is a '5'.`0D`0A X`0D`0A X`0D`0A X The Magic User's Shop`0D X The Magic User's Shop`0D`0A X`0D`0A X The Magic User's Shop is the most expensive of all the` V0D`0A X stores. It deals in all sorts of rings, wands, amulets, and` V0D`0A X staves. The entrance to the Magic Shop is a '6'.`0D`0A X`0D`0A X`0D`0A X`0D`0A X 2.2.4 Within The Dungeon -`0D`0A X`0D`0A X Once your character is adequately supplied with food, light,` V0D`0A X armor, and weapons, he is ready to enter the dungeon. Move on` V0D`0A X top of the '>' symbol and use the down '>' command. Your` V0D`0A X character enters a maze of interconnecting staircases and finally` V0D`0A X passes through a one-way door. He is now on the first level of` V0D`0A X the dungeon (50 feet), and must survive many horrible and` V0D`0A X challenging encounters to find the treasure lying about.`0D`0A X`0D`0A X`0D`0A X`0D`0A X 2.2.4.1 Light -`0D`0A X`0D`0A X There are two sources for light once inside the dungeon.` V0D`0A X Permanent light which has been magically placed within rooms, and` V0D`0A X a light source carried by the player. If neither is present, the` V0D`0A X character will be unable to map or see any attackers. Lack of` V0D`0A X light will also affect searching, picking locks, and disarming.`0D V`0A X`0D`0A X A character must wield a torch or lamp in order to supply` V0D`0A X his own light. Once a torch or lamp has only 50 or less turns` V0D`0A X left before burning out, the message "Your light is getting low"` V0D`0A X will be displayed at random intervals. Once a torch is burnt` V0D`0A X out, it is useless and can be dropped. A lamp or lantern can be` V0D`0A X refilled with oil by using the Fill 'F' command. You must of` V0D`0A X course be carrying extra oil to refill a lantern.`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X 33`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 2.2.4.2 Attacking And Being Attacked -`0D`0A X`0D`0A X MORIA`0D X Attacking is simple in MORIA. If you move into a creature,` V0D`0A X you attack him. You can attack from a distance by firing a` V0D`0A X missile, or by magical means such as aiming a wand. Creatures` V0D`0A X attack in the same way, if they move into you, they attack you.` V0D`0A X Some creatures can cast spells from a distance, and dragon type` V0D`0A X creatures can breath from a distance, but these are the only` V0D`0A X exceptions.`0D`0A X`0D`0A X If you are wielding a weapon, the damage for the weapon is` V0D`0A X used when you hit the creature. If you are wielding no weapons,` V0D`0A X you get two fist strikes. Note that very strong creatures can do` V0D`0A X a lot of damage with their fists... A character may have a` V0D`0A X primary and secondary weapon. A secondary weapon is kept on the` V0D`0A X belt, or on the shoulder for immediate use. You can switch` V0D`0A X between your primary and secondary weapons by using the 'x'` V0D`0A X command. Be sure you are wielding the proper weapon when` V0D`0A X fighting. Hitting a dragon over the head with a bow will simply` V0D`0A X make him mad, and get you killed.`0D`0A X`0D`0A X Missile weapons, such as bows, can be wielded, and then the` V0D`0A X proper missile, in this case an arrow, can be fired across the` V0D`0A X room into a target. Missiles can be used without the proper` V0D`0A X missile weapon, but used together they have a greater range and` V0D`0A X do far more damage.`0D`0A X`0D`0A X Hits and misses are determined by ability to hit VS armor` V0D`0A X class. A miss doesn't necessarily mean you failed to hit the` V0D`0A X target, but only that you failed to do any damage. Therefore a` V0D`0A X 'hit' is a strike that does some damage. Higher armor classes` V0D`0A X make it harder to do damage, therefore more misses.`0D`0A X`0D`0A X`0D`0A X`0D`0A X 2.2.4.2.1 Your Weapon -`0D`0A X`0D`0A X Carrying a weapon in your backpack does you no good. You` V0D`0A X must wield a weapon before it can be used in a fight. Note that` V0D`0A X a secondary weapon can be kept by wielding it and then using the` V0D`0A X exchange command 'x'. A secondary weapon is not in use, simply` V0D`0A X ready to be switched with the current weapon if needed.`0D`0A X`0D`0A X Weapons have two main characteristics; their ability to hit` V0D`0A X and their ability to do damage, expressed as '(+ ,+ )'. A normal` V0D`0A X MORIA`0D X weapon would be '(+0,+0)'. Many weapons in MORIA have magical` V0D`0A X bonuses to hit and/or do damage. Some weapons are cursed, and` V0D`0A X have penalties that hurt the player. Note that cursed swords` V0D`0A X cannot be un-wielded until the curse is lifted.`0D`0A X`0D`0A X`0D`0A X 34`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 Missile weapons, such as bows, have only one major` V0D`0A X characteristic which is to hit, expressed '(+ )'. This plus to` V0D`0A X hit is added to that of the missile used, if the proper` V0D`0A X weapon/missiles combination are used.`0D`0A X`0D`0A X Although you recieve any magical bonuses an unidentified` V0D`0A X weapon may possess when you weild it, those bonuses will not be` V0D`0A X added in to the displayed values of to-hit and to-dam on your` V0D`0A X character sheet. You must identify the weapon before the` V0D`0A X displayed values reflect the real values used.`0D`0A X`0D`0A X Finally, some rare weapons have special abilities. This are` V0D`0A X called ego weapons, and are feared by great and meek. An ego` V0D`0A X sword must be wielded to receive benefit of it's abilities.`0D`0A X`0D`0A X Special weapons are denoted by the following abbreviations:`0 VD`0A X`0D`0A X 1. (DF) - Defender.`0D`0A X`0D`0A X A magical weapon that actually helps the wielder defend` V0D`0A X himself, thus increasing his armor class.`0D`0A X`0D`0A X 2. (FB) - Frost Brand.`0D`0A X`0D`0A X A magical weapon of ice that delivers a cold critical to` V0D`0A X heat based creatures.`0D`0A X`0D`0A X 3. (FT) - Flame Tongue.`0D`0A X`0D`0A X A magical weapon of flame that delivers a heat critical` V0D`0A X to cold based creatures.`0D`0A X`0D`0A X 4. (HA) - Holy Avenger.`0D`0A X`0D`0A X A Holy Avenger is by far the most powerful of weapons.` V0D`0A X Holy Avengers have been known to increase several of the` V0D`0A X wielder's stats, to actually increase the wielder's armor` V0D`0A X class (because of the terror the weapon spawns in it's foes),` V0D`0A X and to actually help the wielder to fight more effectively.`0D V`0A X`0D`0A X 5. (SD) - Slay Dragon.`0D`0A X`0D`0A X A Slay Dragon weapon is a special purpose weapon whose` V0D`0A X sole intent is to destroy dragon-kind. Therefore, when used` V0D`0A X against a dragon, the amount of damage done is greatly` V0D`0A X increased.`0D`0A X`0D`0A X 6. (SE) - Slay Evil.`0D`0A X`0D`0A X`0D`0A X`0D`0A X 35`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 A Slay Evil weapon is a special purpose weapon whose` V0D`0A X sole intent is to destroy all forms of evil. When used` V0D`0A X against an evil creature, either alive or undead, the damage` V0D`0A X done is greatly increased.`0D`0A X`0D`0A X 7. (SM) - Slay Monster.`0D`0A X`0D`0A X A Slay Monster weapon is a special purpose weapon whose` V0D`0A X sole intent is to destroy all the vile monsters of the world.` V0D`0A X A monster is any creature not natural to the world.` V0D`0A X Therefore an orc would be a monster, but a giant snake would` V0D`0A X not be.`0D`0A X`0D`0A X 8. (SU) - Slay Undead.`0D`0A X`0D`0A X A Slay Undead weapon is a special purpose weapon whose` V0D`0A X sole intent is to destroy all forms of undead. This weapon` V0D`0A X is hated and feared by the intelligent undead, for a single` V0D`0A X blow from this weapon is capable of destroying them.`0D`0A X`0D`0A X`0D`0A X`0D`0A X`0D`0A X 2.2.4.2.2 Body And Shield Bashes -`0D`0A X`0D`0A X Weight is the primary factor in being able to bash` V0D`0A X something, but strength plays a role too. After bashing, a` V0D`0A X character may be off balance for several rounds depending upon` V0D`0A X his DEXTERITY.`0D`0A X`0D`0A X Doors can be broken down by bashing them. Once a door is` V0D`0A X bashed open, it is forever useless and cannot be closed.`0D`0A X`0D`0A X Chests too may be bashed open, but be warned that the` V0D`0A X careless smashing of a chest often ruins the contents. Bashing` V0D`0A X open a chest will not disarm any traps it may contain, but does` V0D`0A X allow the strong and ignorant to see whats inside.`0D`0A X`0D`0A X Finally, a creature may be bashed. If a shield is currently` V0D`0A X being worn, the bash is a shield bash and will do more damage.` V0D`0A X In either case, a bash may throw an opponent off balance for a` V0D`0A X number of rounds, allowing a player to get in a free hit or more.` V0D`0A X If the player is thrown off-balance, his opponent may get free` V0D`0A X hits on him. This is a risky attack.`0D`0A X`0D`0A X`0D`0A X`0D`0A X 2.2.4.2.3 Your Armor Class -`0D`0A X`0D`0A X`0D`0A X`0D`0A X 36`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 Armor class is a number that describes the amount and the` V0D`0A X quality of armor begin worn. Armor class will generally run from` V0D`0A X about 0 to 40, but could become negative or greater than 40 in` V0D`0A X rare cases.`0D`0A X`0D`0A X The larger your armor class, the more protective it is. A` V0D`0A X negative armor class would actually help get you hit. Armor` V0D`0A X protects you in three manners. One, it makes you harder to be` V0D`0A X hit for damage. A hit for no damage is the same as a miss. Two,` V0D`0A X good armor will absorb some of the damage that your character` V0D`0A X would have taken. An armor class of 30 would absorb 30% of any` V0D`0A X damage meant for him. Three, fire and acid damage are reduced by` V0D`0A X wearing body armor. It is obvious that a high armor class is a` V0D`0A X MORIA`0D X must for surviving the lower levels of MORIA.`0D`0A X`0D`0A X Each piece of armor has an armor class adjustment, and a` V0D`0A +-+-+-+-+-+-+-+- END OF PART 9 +-+-+-+-+-+-+-+-