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1992-07-18
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From rec.games.moria Tue Jun 9 12:08:28 1992
Path: cs18.cs.aukuni.ac.nz!aukuni.ac.nz!waikato.ac.nz!wupost!zaphod.mps.ohio-state.edu!cis.ohio-state.edu!ucbvax!WFUNET.WFU.EDU!samorosh
Newsgroups: rec.games.moria
Subject: Quick Reference Charts
Message-ID: <9206062148.AA02123@ucbvax.Berkeley.EDU>
From: samorosh@WFUNET.WFU.EDU (Steven Samorodin)
Date: 6 Jun 92 21:47:27 GMT
Sender: daemon@ucbvax.BERKELEY.EDU
Organization: Svensky Inc.
Lines: 287
Recently when I started to play Moria I found that there was no quick
reference guide out there for the basics of the game. Therefore I decided
to compile some of the useful charts together into a quick reference file.
I did not include most of the spoiler files which are out there because they
are, for the most part, already just a list of charts.
Enjoy!
-----cut here--------------------------------------------------------
CHART COMPENDIUM FOR MORIA
1.0 Character Creation Charts
1.1 Race Versus Skills and Stats
Str Int Wis Dex Con Chr Hit Dice Rqd Exp/level
Human 0 0 0 0 0 0 10 +0%
Half-Elf -1 +1 0 +1 -1 +1 9 +10%
Elf -1 +2 +1 +1 -2 +1 8 +20%
Halfling -2 +2 +1 +3 +1 +1 6 +10%
Gnome -1 +2 0 +2 +1 -2 7 +25%
Dwarf +2 -3 +1 -2 +2 -3 9 +20%
Half-Orc +2 -1 0 0 +1 -4 10 +10%
Half-Troll +4 -4 -2 -4 +3 -6 12 +20%
1.2 Racial Abilities Comparison Chart (1 lowest - 10 highest)
Disarm Search Stealth Percep Fight Bows Save Infra
Human 5 5 5 5 5 5 5 None
Half-Elf 6 7 7 6 4 6 6 20 feet
Elf 8 9 7 7 3 9 7 30 feet
Halfling 10 10 10 10 1 10 10 40 feet
Gnome 9 7 9 9 2 8 9 30 feet
Dwarf 6 8 3 5 9 5 8 50 feet
Half-Orc 3 5 3 2 8 3 3 30 feet
Half-Troll 1 1 1 1 10 1 1 30 feet
1.3 Class vs. Race
Warrior Mage Priest Rogue Ranger Paladin
Human Yes Yes Yes Yes Yes Yes
Half-Elf Yes Yes Yes Yes Yes Yes
Elf Yes Yes Yes Yes Yes No
Halfling Yes Yes No Yes No No
Gnome Yes Yes Yes Yes No No
Dwarf Yes No Yes No No No
Half-Orc Yes No Yes Yes No No
Half-Troll Yes No Yes No No No
1.4 Class Versus Skills (1 lowest - 10 highest)
Save Stea- Magic Extra
Fight Bows Throw lth Disarm Device Percep Search Exp/lev
Warrior 10 6 3 2 4 3 2 2 +0%
Mage 2 1 10 5 6 10 8 5 +30%
Priest 4 3 6 5 3 8 4 4 +20%
Rogue 8 9 7 10 10 6 10 10 +0%
Ranger 6 10 8 7 6 7 6 6 +40%
Paladin 9 5 4 2 2 4 2 2 +35%
2.0 Experience and Levels
2.1 Base Experience
Lv Exp to Adv Lv Exp to Adv Lv Exp to Adv
1 10 14 1,400 27 35,000
2 25 15 1,800 28 50,000
3 45 16 2,300 29 75,000
4 70 17 2,900 30 100,000
5 100 18 3,600 31 150,000
6 140 19 4,400 32 200,000
7 200 20 5,400 33 300,000
8 280 21 6,800 34 400,000
9 380 22 8,400 35 500,000
10 500 23 10,200 36 750,000
11 650 24 12,500 37 1,500,000
12 850 25 17,500 38 2,500,000
13 1,100 26 25,000 39 5,000,000
Maximum level is 40 and maximum experience is 9,999,999
2.2 Percent Penalties as per Race and Class
Human 0% Warrior 0%
Half-Elf 10% Mage 30%
Elf 20% Priest 20%
Halfling 10% Rogue 0%
Gnome 25% Ranger 40%
Dwarf 20% Paladin 35%
Half-Orc 10%
Half-Troll 20%
2.3 Level Titles
Warrior Mage Priest Rogue Ranger Paladin
1 Rookie Novice Believer Vagabond Runner(1st) Gallant
2 Private Apprentice Acolyte(1st) Footpad Runner(2nd) Keeper(1st)
3 Soldier Trickster-1 Acolyte(2nd) Cutpurse Runner(3rd) Keeper(2nd)
4 Mercenary Trickster-2 Acolyte(3rd) Robber Strider(1st) Keeper(3rd)
5 Veteran(1st) Trickster-3 Adept(1st) Burglar Strider(2nd) Keeper(4th)
6 Veteran(2nd) Cabalist-1 Adept(2nd) Filcher Strider(3rd) Keeper(5th)
7 Veteran(3rd) Cabalist-2 Adept(3rd) Sharper Scout(1st) Keeper(6th)
8 Warrior(1st) Cabalist-3 Priest(1st) Magsman Scout(2nd) Keeper(7th)
9 Warrior(2nd) Visionist Priest(2nd) Common Rogue Scout(3rd) Keeper(8th)
10 Warrior(3rd) Phantasmist Priest(3rd) Rogue(1st) Scout(4th) Keeper(9th)
11 Warrior(4th) Shadowist Priest(4th) Rogue(2nd) Scout(5th) Protector-1
12 Swordsman-1 Spellbinder Priest(5th) Rogue(3rd) Courser(1st) Protector-2
13 Swordsman-2 Illusionist Priest(6th) Rogue(4th) Courser(2nd) Protector-3
14 Swordsman-3 Evoker(1st) Priest(7th) Rogue(5th) Courser(3rd) Protector-4
15 Hero Evoker(2nd) Priest(8th) Rogue(6th) Courser(4th) Protector-5
16 Swashbuckler Evoker(3rd) Priest(9th) Rogue(7th) Courser(5th) Protector-6
17 Myrmidon Evoker(4th) Curate(1st) Rogue(8th) Tracker(1st) Protector-7
18 Champion-1 Conjurer Curate(2nd) Rogue(9th) Tracker(2nd) Protector-8
19 Champion-2 Theurgist Curate(3rd) Master Rogue Tracker(3rd) Defender-1
20 Champion-3 Thaumaturge Curate(4th) Expert Rogue Tracker(4th) Defender-2
21 Superhero Magician Curate(5th) Senior Rogue Tracker(5th) Defender-3
22 Knight Enchanter Curate(6th) Chief Rogue Tracker(6th) Defender-4
23 Superior Knt Warlock Curate(7th) Prime Rogue Tracker(7th) Defender-5
24 Gallant Knt Sorcerer Curate(8th) Low Thief Tracker(8th) Defender-6
25 Knt Errant Necromancer Curate(9th) Thief(1st) Tracker(9th) Defender-7
26 Guardian Knt Mage(1st) Canon(1st) Thief(2nd) Guide(1st) Defender-8
27 Baron Mage(2nd) Canon(2nd) Thief(3rd) Guide(2nd) Warder(1st)
28 Duke Mage(3rd) Canon(3rd) Thief(4th) Guide(3rd) Warder(2nd)
29 Lord(1st) Mage(4th) Canon(4th) Thief(5th) Guide(4th) Warder(3rd)
30 Lord(2nd) Mage(5th) Canon(5th) Thief(6th) Guide(5th) Warder(4th)
31 Lord(3rd) Wizard(1st) Low Lama Thief(7th) Guide(6th) Warder(5th)
32 Lord(4th) Wizard(2nd) Lama-1 Thief(8th) Guide(7th) Warder(6th)
33 Lord(5th) Wizard(3rd) Lama-2 Thief(9th) Guide(8th) Warder(7th)
34 Lord(6th) Wizard(4th) Lama-3 High Thief Guide(9th) Warder(8th)
35 Lord(7th) Wizard(5th) High Lama Master Thief Pathfinder-1 Warder(9th)
36 Lord(8th) Wizard(6th) Great Lama Executioner Pathfinder-2 Guardian
37 Lord(9th) Wizard(7th) Patriarch Low Assassin Pathfinder-3 Chevalier
38 Lord Gallant Wizard(8th) High Priest Assassin Ranger Justiciar
39 Lord Keeper Wizard(9th) Great Priest High AssassinHigh Ranger Paladin
40 Lord Noble Wizard Lord Noble Priest Guildmaster Ranger Lord High Lord
3.0 Magic and Spells
3.1 Manna Determination as per Prime Requisite:
Stat Level Factor
3-7 0
8-17 1
18-18/49 3/2
18/50-18/69 2
18/70-18/89 5/2
18/90-18/99 3
18/100 4
3.2 Priest Spell Descriptions
Bless - Improves armor class and fighting ability for a short period of time.
Blind Creature - Blinds a creature for a short period of time.
Call Light - Lights up an area.
Chant - Improves armor class and fighting ability for a medium period of time.
Create Food - Causes a food item to be dropped at your feet.
Cure Critical Wounds - Cures a very large number of hit points.
Cure Light Wounds - Cures a small number of hit points.
Cure Medium Wounds - Cures a medium number of hit points.
Cure Serious Wounds - Cures a large number of hit points.
Detect Doors/Stairs - Finds all the doors and stairs on the screen.
Detect Evil - Finds all the evil creatures on the screen.
Dispel Evil - Attempts to destroy the evil creature.
Dispel Undead - Attempts to destroy the undead creature.
Earthquake - Randomly toggles corridors into walls and vice versa.
Find Traps - Locates all the traps on the screen.
Glyph of Warding - Leaves a 'Glyph' that monsters won't pass over.
Heal - Restores 200 Hit Points.
Holy Word - Dispels evil, removes fear, cures poison, and restores 1000 HPs.
Neutralize Poison - Cures you of poison.
Orb of Draining - Offensive spell that drains levels from monsters.
Portal - Teleports you a short distance away.
Prayer - Improves armor class and fighting ability for a long period of time.
Protection from Evil - Causes evil creatures to do less damage to you.
Remove Curse - Removes {damned} objects that you are welding.
Remove Fear - Negates the fear placed on you by an enemy.
Resist Heat and Cold - Reduce damage you suffer from heat or cold attacks.
Sanctuary - Causes neighboring monsters to fall asleep for a while.
Sense Invisible - Finds all invisible creatures on the screen.
Sense Surroundings - Maps the dungeon appearing on the screen.
Slow Poison - Reduces the rate HP are lost due to poison.
Turn Undead - Attempts to cause undead creatures to flee.
3.3 Mage Spell Descriptions
Confusion - Confuses a monster for a short time.
Create Food - Causes a food item to be dropped at your feet.
Cure Light Wounds - Restores a small number of hit points.
Cure Poison - Neutralizes the poison running through your veins.
Detect Monsters - Displays all the monsters on the screen.
Find Hidden Traps/Doors - Locates all the secret traps and doors.
Fire Ball - Shoots a ball of flame toward a monster.
Fire Bolt - Shoots a bolt of flame toward a monster.
Frost Ball - Shoots a ball of frost toward a monster.
Frost Bolt - Shoots a bolt of frost toward a monster.
Genocide - Destroys a particular monster on the level.
Haste Self - Causes you to move faster temporarily.
Identify - Identifies an unknown object in your pack.
Light Area - Illuminates the area you are in with light.
Lightning Bolt - Shoots a bolt of lightning at your enemy.
Magic Missile - Traditional bolt of magic used to damage enemies.
Phase Door - Teleports you a short distance.
Polymorph Other - Polymorphs a monster into a different creature.
Recharge Item I and II - Recharges a staff, rod, or wand.
Remove Curse - Allows you to unwield {damned} items.
Sleep I - Causes a monster of your choosing to fall asleep.
Sleep II - Causes neighboring monsters to fall asleep.
Sleep III - Causes all monsters in range to fall asleep.
Slow Monster - Causes a monster to move slower.
Stinking Cloud - Shoots a ball of noxious vapors to do damage.
Teleport Self - Teleports you to a new place on the level.
Teleport Other - Teleports an enemy to a new place on the level.
Trap/Door Destruction - Destroys all neighboring doors and traps.
Turn Stone to Mud - Causes a wall (or other stone object) to melt.
Word of Destruction - Destroys the entire screen.
3.4 Spell Damage:
Spell Name 4.87 damage 5.1.0 and later damage
Magic Missile 2d6 2d6
Stinking Cloud 8 12
Lightning Bolt 3d8 4d8
Lightning Ball 24 32
Frost Bolt 4d8 6d8
Frost Ball 32 48
Acid Ball 40 60
Fire Bolt 6d8 9d8
Fire Ball 48 72
Wand of Drain Life 50 75
Everything below is the same in all versions.
Wand of Light/Staff of 2d8 (if sensitive)
Starlight
Orb of Draining 3d6 + caster's level, double to evil creatures
Dispel Undead/Evil 1-60 from scroll or staff; 1 up to triple
caster's level from spell
Holy Word Dispel evil for 1 up to quadruple caster's level
Notes:
All mage spells in 4.87 do the damage listed in the table above if cast
from a wand, and 1 point more if cast from a spellbook.
All ball spells do full damage for a direct hit, half damage one space
away, and 1/3 damage two spaces away.
4.0 Special Equipment Spoilers
4.1 Magic Weapons
(HA) Holy Avenger +(1-4) str, +(1-4) AC, (SE), (SU), sustain stat,
see invisible.
(DF) Defender stealth, regeneration, free action, see invisible,
feather fall, RF, RC, RL, RA, +(6-10) to AC
(SM) Slay Monster Damage (x 2) vs. monsters, see invisible. [found in
4.87 only]
(SA) Slay Animal Damage (x 2) vs. animals, [does not exist in 4.87;
has see invisible through 5.1.4]
(SD) Slay Dragon Damage (x 4) vs. dragons.
(SE) Slay Evil Damage (x 2) vs. evil monsters.
(SU) Slay Undead Damage (x 3) vs. undead, [see invisible in 5.1.5 and later]
(FT) Flame Tongue Damage (x 1.5) vs. monsters harmed by fire.
(FB) Frost Brand Damage (x 1.5) vs. monsters harmed by cold.
4.2 Magic Armor
Crown of the Magi +(1-3) int, (RF), (RC), (RA), (RL)
[In 4.87, it had see invisible instead of RL]
Amulet of the Magi free action, see invisible, searching, +3 AC.
[no searching bonus in 4.87]
Crown of Lordliness +(1-3) wis, chr.
Crown of Might +(1-3) str, dex, con, free action.
Crown of Seeing see invisible, +(10-25) searching.
[+(2-5) to seach in 4.87]
Crown of Regeneration (note: does *not* accumulate when worn with DF)
Crown of Beauty +(1-3) charisma.
Compiled by samorosh@ac.wfunet.wfu.edu from various different sources.
--
Steven Samorodin Internet: samorosh@ac.wfunet.wfu.edu