The Dungeon

Contents


The City:

The city is a special part of the game of moria. You start the game here. Unlike other levels of the dungeon, the town is only one screen big and it has stores that will buy and sell items you find in the store. There are monsters on this level, but since it is assumed that you grew up in an environment like this, you will get zero experience points for killing town creatures.


Stores:

There are six kinds of stores on the town level:
General stores:
sell food, water, cloaks, picks, light sources, and spikes
Weapon shop:
sells weapons
Armor shop:
sells armor
Temple:
Sells potion, scrolls, prayer books, and some bashing weapons
Alchemists shop:
Sells potions, scrolls
Magic shop:
Sells magic books, wands, staffs, rings, amulets
Each store can have a different shopkeeper that will determine base prices, haggling difficulty, and overall pleasantness.
+----------------------------------------------------------------------------+
| Shop Keeper             | Max$ | First | Final | Haggle % | Race | Insults |
+-----------General Store----------------------------------------------------+
| Erick the Honest        |  250 |  175  |  108  |    4     |  Hu  |    12   |
| Andy the Friendly       |  200 |  170  |  108  |    5     |  Hl  |    15   |
| Lyar-el the Comley      |  300 |  165  |  107  |    6     |  El  |    18   |
+------------------Armory----------------------------------------------------+
| Mauglin the Grumpy      |32000 |  200  |  112  |    4     |  Dw  |     5   |
| Darg-Low the Grim       |10000 |  190  |  111  |    4     |  Hu  |     9   |
| Mauglim the Horrible    | 3000 |  200  |  113  |    5     |  HO  |     9   |
+-------------Weaponsmith----------------------------------------------------+
| Arndal Best-Slayer      |10000 |  185  |  110  |    5     |  HE  |     8   |
| Oglign Dragon-Slayer    |32000 |  195  |  112  |    4     |  Dw  |     8   |
| Ithyl-Mak the Beastly   | 3000 |  210  |  115  |    6     |  HT  |     8   |
+------------------Temple----------------------------------------------------+
| Hardblow the Humble     | 3500 |  175  |  109  |    6     |  Hu  |    15   |
| Gunnar the Paladin      | 5000 |  185  |  110  |    5     |  Hu  |    23   |
| Delilah the Pure        |25000 |  180  |  107  |    6     |  HE  |    20   |
+---------------Alchemist----------------------------------------------------+
| Ga-nat the Greedy       |12000 |  220  |  115  |    4     |  Gn  |     9   |
| Muaser the Chemist      |10000 |  190  |  111  |    5     |  HE  |     8   |
| Wizzle the Chaotic      |10000 |  190  |  110  |    6     |  Hl  |     8   |
+--------------Magic Shop----------------------------------------------------+
| Valeria Starshine       |32000 |  175  |  110  |    5     |  El  |    11   |
| Gopher the Great!       |20000 |  215  |  113  |    6     |  Gn  |    10   |
| Inglorian the Mage      |32000 |  200  |  110  |    7     |  Hu  |    10   |
+----------------------------------------------------------------------------+
Max$:
Amount of gold they can buy items for. Hence, you can't sell a 3000 gp cloak to most general stores, because they can't afford it.
First:
Percent Markup of the base price used in the first offer.
Final:
Percent Markup of the base price used in their Final Offer.
Haggle%:
What percent you must increase your offer by and not insult keeper.
Race:
What race the shopkeeper is:
          Hu  Human    Hl  Halfling
          El  Elf      HE  Half-Elf
          Gn  Gnome    HO  Half-Orc
          Dw  Dwarf    HT  Half-Troll
Insult:
The number of times you can insult the shopkeeper before he kicks you out of his store.

Haggling:

Haggling is one of the most irritating skills in the game, according to most people. There are been methods of eliminating haggling, or making it an option in the game. Here is a detailed method of how to haggle and get the best price on an item.

Final offer price

             Base cost of item
           * Final offer markup
           * Race adjustment
           * CHA adjustment
          --- Final offer price
The initial offer price is the same, except substitute the First instead of Final in the second line.

If the item is unidentified, the price is determined by the table below. Using the real price would allow players to identify the relative value of items by offering to sell them.

+---------------------------+
| Unidentified Item | Price |
+---------------------------+
| Weapon or Armor   |  Base |
| Diggers           |  Base |
| Food              |     1 |
| Potion            |    20 |
| Scrolls           |    20 |
| Amulet            |    45 |
| Ring              |    45 |
| Wand              |    50 |
| Staff             |    70 |
+---------------------------+
If a wand or staff whose type is known, but not the number of charges, the base price for the wand/staff is used.

If a non-cursed type of ring or amulet is known, but not the bonus, then the price is still the base price of the ring/amulet

Ration type foods are always identified. Only molds and mushrooms are above.

Race adjustment is how well members of two races get along. The table below is the percent markup based on the race of the player and the shopkeeper.

+----------------Shopkeeper Race-------------------------------------------+
| Player  | Human | H-Elf | Elf | H-ling | Gnome | Dwarf | H-Orc | H-Troll |
+--------------------------------------------------------------------------+
| Human   |  100  |  105  | 105 |   110  |  113  |  115  |  120  |   125   |
| Half-Elf|  110  |  100  | 100 |   105  |  110  |  120  |  125  |   130   |
| Elf     |  110  |  105  | 100 |   105  |  110  |  120  |  125  |   130   |
| Halfling|  115  |  110  | 105 |    95  |  105  |  110  |  115  |   130   |
| Gnome   |  115  |  115  | 110 |   105  |   95  |  110  |  115  |   130   |
| Dwarf   |  115  |  120  | 120 |   110  |  110  |   95  |  125  |   135   |
| Half-Orc|  115  |  120  | 125 |   115  |  115  |  130  |  110  |   115   |
| Half-Trl|  110  |  115  | 115 |   110  |  110  |  130  |  110  |   110   |
+--------------------------------------------------------------------------+
When offering a price, if you didn't increase (decrease for selling) you offer by the Haggle% of the shopkeeper, he is insulted. If you have insulted him the number of times in the Insult column, he closes his store for 1000 turns. If you increase it by more than 3*Haggle%, then instead of the shopkeeper matching your change, he'll just use 3*Haggle%. Thus you have just given the shopkeeper some free money.

If the number of good haggles - 3* bad haggles - 5 is greater than zero and it's square is greater than the price/50, haggling is not necessary for that item.


The Underground:

Each level of the underground is filled with rooms, monsters, and treasure. These levels are much bigger than the town level, typically 66 high and 198 characters wide. When you pass through a stair, the old level is destroyed and a new one created. There will not be a staircase for you to return to the old level, after going through a staircase. You will have to find one on the level.


Traps:

There are many traps to be found in the dungeons. Some of these traps are just natural occurances, but others are set by monsters to try and kill the adventurer.
+-----------------------------------------------------------------------------+
| Trap Desc      | Exp | Description                                          |
+-----------------------------------------------------------------------------+
| open pit       |   1 | Fall for 2d6 damage.  Visible trap                   |
| arrow trap     |   3 | Arrow doing 1d8 damage                               |
| covered pit    |   2 | Fall for 2d6 damage.                                 |
| trap door      |   5 | Fall for 2d8 damage.  Go down one level              |
| gas trap       |   3 | Fall asleep for 1d10+4 turns.                        |
| loose rock     |   0 | Hidden object under a rock.  Not really a trap       |
| dart trap      |   5 | Lowers Strength by 1                                 |
| strange rune   |   5 | Teleport trap                                        |
| loose rock     |   5 | Falling rock hits for 2d6 damage.  Leaves rubble     |
| gas trap       |  10 | Corrodes a piece of armor                            |
| strange rune   |   5 | Summon 1d3+2 monsters                                |
| blackened spot |  10 | Fire trap doing 4d6 damage                           |
| corroded rock  |  10 | Acid trap doing 4d6 damage                           |
| gas trap       |   5 | Posion gas going 2d6 damage + poisoned               |
| gas trap       |   5 | Blinded for 1d50+50 turns                            |
| gas trap       |   5 | Confused for 1d15+15 turns                           |
| dart trap      |   5 | Slowed for 1d20+10 turns                             |
| dart trap      |   5 | Lowers Constitution by 1                             |
| a strange rune |   0 | Glyph of warding, rune of protection.  Harmless      |
+-----------------------------------------------------------------------------+