Difference between revisions of "Ruins of Moria"

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In contrast to the book, the player explores Moria from the bottom up, eventually reaching the West-gate of Moria (also known as [http://tolkiengateway.net/wiki/Doors_of_Durin the Doors of Durin]). During the journey, the player will find both masses of [[Orc (monster attribute)|orcs]] (often with enchanted gear) and vast riches.
 
In contrast to the book, the player explores Moria from the bottom up, eventually reaching the West-gate of Moria (also known as [http://tolkiengateway.net/wiki/Doors_of_Durin the Doors of Durin]). During the journey, the player will find both masses of [[Orc (monster attribute)|orcs]] (often with enchanted gear) and vast riches.
  
==Levels==
 
 
There are six levels in the Ruins of Moria, numbered from the bottom-most one up. Minus the third, every level contains one or two [[cursed]] [[scroll of teleportation|scrolls of teleportation]] named "Word of Recall"; this is an ''[[Angband]]'' reference.
 
There are six levels in the Ruins of Moria, numbered from the bottom-most one up. Minus the third, every level contains one or two [[cursed]] [[scroll of teleportation|scrolls of teleportation]] named "Word of Recall"; this is an ''[[Angband]]'' reference.
  
===General strategy===
+
==General strategy==
Raiding Moria is quite lucrative, especially when done early, but also dangerous for the unprepared and inexperienced. On the other hand, a Gehennom-ready post-quest character should have few problems.
+
Raiding Moria is quite lucrative, especially when done early, but is also dangerous for the unprepared and inexperienced. On the other hand, a Gehennom-ready post-quest character should have few problems.
  
===Level 1: Shrine to the Ruins of the Endless Stair===
+
==Level 1: Shrine to the Ruins of the Endless Stair==
 
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The downstairs is in a large enclosed area with [[iron bars]]; there is a [[secret door]] on the lowest tile of the left wall, with the burned [[engraving]] ''“Herein lie the lower remnants of the Endless Stair”'' in front of it. 2d8 [[small piece of unrefined mithril|small pieces of unrefined mithril]] are buried in the enclosed area; outside the enclosed area are many pools of [[lava]], littered with 30 piles of [[gems]]. Half of the randomly generated monsters at level creation will be of the orc monster class; 70% of those orcs will be [[Deep orc]]s.
+
The downstairs is in a large enclosed area with [[iron bars]]; there is a [[secret door]] on the lowest tile of the left wall, with the burned [[engraving]] ''“Herein lie the lower remnants of the Endless Stair”'' in front of it. 2d8 [[small piece of unrefined mithril|small pieces of unrefined mithril]] are buried in the enclosed area; outside the enclosed area are many pools of [[lava]], littered with 30 piles of [[gems]]. Half of the monsters randomly generated while in this level will be of the orc monster class; 70% of those orcs will be [[Deep orc]]s.
  
===Level 2: The Bridge of Khazad-dûm===
+
==Level 2: The Bridge of Khazad-dûm==
  
 
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This level is the place of the final desperate battle of [http://en.wikipedia.org/wiki/The_Fellowship_of_the_Ring the Fellowship of the Ring]. The player appears on the left side of the level, which consists of a narrow bridge flanked by huge lava lakes that leads to the right side. The player will soon notice that in the parallel universe of UnNetHack the Fellowship failed, because in the middle of the bridge you will find the remains of a wizard (along with his very burnt [[quarterstaff]] and burnt [[robe]]) and on the left side in the distance there is the victor: the towering fiery figure of [[Durin's Bane]], a unique [[balrog]]; he is equipped with: a [[fireproof]], uncursed [[bullwhip]]; a [[wand of speed monster]]; a cursed [[potion of paralysis]]; and, 33% of the time, a [[shield of reflection]]. Throughout the level there are 2d4 dwarf [[corpses]], 2d2 buried ‘’and cursed’’ [[dwarvish mithril-coat|dwarvish mithril-coats]], and 2d5 random objects. 60% of random monsters here will be ‘o’, of which 70% will be Deep Orcs.
+
This level recreates the location of the final battle from ''[[wikipedia:The Fellowship of the Ring|The Fellowship of the Ring]]''. The downstair and upstair are on the leftmost and rightmost ends of the level, respectively; between them is a narrow bridge flanked by huge lakes of lava. In the middle of the bridge is the [[corpse]] of a [[Wizard (player monster)|wizard]] along with a very burnt [[quarterstaff]] and burnt [[robe]]; there are also 2d4 [[Dwarf (monster)|dwarf corpses]] scattered around the level, as well as 2d2 cursed [[dwarvish mithril-coat|dwarvish mithril-coats]] that are buried underground, and 2d5 random objects. These corpses are intended to represent the fallen Fellowship.
  
===Level 3: Moria Tribute Level===
+
At the rightmost end of the bridge is [[Durin's Bane]], a unique [[balrog]]; he is equipped with: a [[fireproof]], uncursed [[bullwhip]]; a [[wand of speed monster]]; a cursed [[potion of paralysis]]; and, 33% of the time, a [[shield of reflection]]. 60% of monsters randomly generated after level creation will be orcs, and 70% of those will be Deep orcs.
When you arrive on this level, you will be greeted with a message that says: ''The dungeon here seems less persistent''. As the message hints, the level is regenerated every time you enter it. Anything that you leave on the ground here will be irretrievably lost (an engraving that has chance of appearing on this level saying "Why, oh why didn't I leave my items in the town?" alludes to this peculiar property). The only time the level will not change is if you leave a [[Unique_item|unique item]] in the level; the unique items are required to be indestructible. The level is otherwise a normal rooms and corridors level (though it used to employ a Moria-style fixed-layout in previous UnNetHack versions). While on the level, the flavor message ''You feel the dungeon suddenly center itself around you!'' occasionally appears, again referencing Moria, where the player is in the centre of the view and the dungeon scrolls around them. Because of the impermanence of the level, it contains no items whatsoever: even the cursed scrolls of teleport will not appear here. 70% of random monsters here will be ‘o’, of which 70% will be Deep Orcs.
 
  
===Level 4: The Halls of Moria===
+
==Level 3: Moria Tribute Level==
This level has four possible fixed layouts (with the exception of randomly placed stairs), most of them in the style of cavernous halls of stone pillars. The place is completely overrun by orcs; there will be 30+1d4 deep orcs, 20+1d4 [[hill orcs]], 10+1d4 [[orc captains]], and 1d3 [[T]]scattered throughout the level, and they will always be hostile, regardless of alignment and race. If you don’t have [[reflection]] by the time you reach here, you should seriously consider heading back, as the orc swarm will have a plenty of attack wands to use on you, with a non-negligible chance of one of them carrying a [[wand of death]]. In terms of loot, there are 2d4 blessed and enchanted (up to +5) [[dwarvish mithril-coat|dwarvish mithril-coats]] scattered about, which will very likely be picked up and worn by some of the orcs, along with 10+3d5 random objects and, 25% of the time, a lit [[oil lamp]]. 90% of random monsters here will be ‘o’, of which 70% will be Deep Orcs.
+
Unlike the other levels, the third floor is more of a "filler" rooms-and-corridors level. However, it is designed to resemble an actual level from the game ''[[Moria (roguelike)|Moria]]'' (even employing a similar style of fixed layout in previous versions), and as such is not a [[persistent level]] - you will get a hint regarding this upon arriving, where you are greeted with this message:
 +
 
 +
{{message|''"The dungeon here seems less persistent."''}}
 +
 
 +
This means that the level will be re-generated every time you enter it, with any items left on the ground being permanently lost; an engraving that has chance of appearing on this level reads ''"Why, oh why didn't I leave my items in the town?"'', alluding to this. As such, the level does not contain any randomly generated items, barring those included in [[monster starting inventory|the inventory]] of randomly generated monsters. If a [[unique item]] is left on the level, however, it will not change upon leaving and re-entering, since the unique items are required to be indestructible.
 +
 
 +
While on the level, the flavor message ''"You feel the dungeon suddenly center itself around you!"'' occasionally appears - in ''Moria'', the player is always in the center of the screen, with the dungeon "scrolling" around them.
 +
 
 +
70% of all monsters generated after level creation will be orcs, and 70% of those will be Deep orcs.
 +
 
 +
==Level 4: The Halls of Moria==
 +
The fourth level is the Halls of Moria, which has four possible fixed layouts; most of them are in the style of cavernous halls of stone pillars with randomly placed stairs.
 +
 
 +
The place is completely overrun by orcs, with 30+1d4 Deep orcs, 20+1d4 [[hill orcs]], and 10+1d4 [[orc captains]], in addition to 1d3 [[trolls]], generated in locations scattered throughout the level at its creation; these monsters will always be generated hostile. There are 2d4 blessed dwarvish mithril-coats scattered about (which have positive enchantments up to +5), along with 10+3d5 random objects; 25% of the time, a lit [[oil lamp]] will be present. 90% of monsters randomly generated after level creation will be orcs, and 70% of those will be Deep orcs.
 +
 
 +
If you don’t have [[reflection]] by the time you reach here, you should seriously consider heading back, as the orc swarm will have plenty of attack wands to use on you, with a non-negligible chance of one of them carrying a [[wand of death]].
  
 
====moria4-1====
 
====moria4-1====
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The center area of this level consists of a large, randomly-generated forest (each space has a 25% chance of having a [[tree]]). 75% of the time, the majority of these trees will be normal trees, and the remaining 25% of the time the majority will be [[Dead_tree|dead trees]]. An independent 25% of the time, the forest will become a swamp, with 20% of empty tiles becoming [[Muddy_swamp|muddy swamps]] - 1d4 [[Dungeon_fern#Swamp_fern|swamp ferns]] will be placed throughout the level. There will always be a peaceful [[iron golem]] that spawns with an uncursed [[axe]], and has a 50% of holding a [[tin opener]], a 20% chance of a [[can of grease]], and a 15% chance of a [[tinning kit]]. Additionally, 2d4 [[Beartrap|bear traps]], 2d8 [[%]], and 2d6 random objects are placed throughout the forest. If it’s nighttime, two [[bats]] and 1d2 {{mcsl|B}} will be added. 10% of random monsters will be {{mcsl|o}}, of which 70% will be Deep Orcs.
+
The fifth level consists of a large, randomly-generated forest in the center, with each space having a 25% chance of containing a [[tree]]. 75% of the time, the forest will be composed of a majority regular trees; the remaining 25% of the time, the forest will be mostly full of [[dead tree]]s. There is an independent 25% chance that the forest will also be a swamp, with 20% of the empty tiles converted to [[muddy swamp]], and 1d4 [[swamp ferns]] placed throughout the level.
 +
 
 +
There will always be an [[iron golem]] that generates with an uncursed [[axe]]; it also has a 50% of generating with a [[tin opener]], a 20% chance of a [[can of grease]], and a 15% chance of a [[tinning kit]]. 2d4 [[bear trap]]s, 2d8 [[comestible]]s, and 2d6 random objects are placed throughout the forest. If the level is created at [[night]], two [[bats]] and 1d2 {{mcsl|B}} are additionally generated. 10% of monsters randomly generated after level creation orcs, and 70% of those will be Deep Orcs.
  
One the opposite side of the level is the upstairs, as well as two orcish barracks behind secret doors. These barracks also have [[dwarf]] prisoners behind iron bars.
+
On the rightmost side of the level is the upstairs, as well as two orcish barracks behind secret doors. These barracks also have dwarf [[prisoner]]s behind iron bars.
  
 
===Level 6: Doors of Durin===
 
===Level 6: Doors of Durin===
 
{{todo|What is the chance of each appearing? 50/50? It is not stated in the <tt>.des</tt> file.}}
 
{{todo|What is the chance of each appearing? 50/50? It is not stated in the <tt>.des</tt> file.}}
The uppermost level of Moria, it can appear in two versions; an “intact” version that’s mostly well-kept, and a “ruined” version that’s been desecrated and ransacked. When the player enters the level, they’ll receive the message ''You hear the sound of restless waters''.
+
The sixth and uppermost level of Moria has two variants: an "intact" version and a "ruined" version. When the player enters this level, they are greeted with the message:
 +
 
 +
{{message|''You hear the sound of restless waters''.}}
  
 
Both versions have the player enter the level from the corner of the map, which is connected to a small [[graveyard]], which in turn leads to a warehouse with 5+2d4 random objects. The warehouse is connected to the main hallway, which also has the “Twenty-First Hall“ across from the warehouse and the main gate at the end of the hallway. The twenty-first hall is also connected to an altar room and a treasure room, with the treasure room also connecting to “The Chamber of Mazarbul“. This has various [[chests]] and a [[grave]] with the message “Balin, Son of Fundin, Lord of Moria“.
 
Both versions have the player enter the level from the corner of the map, which is connected to a small [[graveyard]], which in turn leads to a warehouse with 5+2d4 random objects. The warehouse is connected to the main hallway, which also has the “Twenty-First Hall“ across from the warehouse and the main gate at the end of the hallway. The twenty-first hall is also connected to an altar room and a treasure room, with the treasure room also connecting to “The Chamber of Mazarbul“. This has various [[chests]] and a [[grave]] with the message “Balin, Son of Fundin, Lord of Moria“.

Revision as of 19:36, 28 April 2021

The Ruins of Moria
Location Level 16–19 of the
Dungeons of Doom
Bones No
Mappable Yes
Teleportable only on levels 3-6
Diggable floor 2nd level only
Diggable walls No

The Ruins of Moria is a dungeon branch in UnNetHack, modeled after the Mines of Moria from J. R. R. Tolkien's The Lord of the Rings trilogy. It has six levels.

In contrast to the book, the player explores Moria from the bottom up, eventually reaching the West-gate of Moria (also known as the Doors of Durin). During the journey, the player will find both masses of orcs (often with enchanted gear) and vast riches.

There are six levels in the Ruins of Moria, numbered from the bottom-most one up. Minus the third, every level contains one or two cursed scrolls of teleportation named "Word of Recall"; this is an Angband reference.

General strategy

Raiding Moria is quite lucrative, especially when done early, but is also dangerous for the unprepared and inexperienced. On the other hand, a Gehennom-ready post-quest character should have few problems.

Level 1: Shrine to the Ruins of the Endless Stair

...........................................................................
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............|..............................>..............................|
............|.............................................................|
............|.............................................................|
............S.............................................................|
............---------------------------------------------------------------

The downstairs is in a large enclosed area with iron bars; there is a secret door on the lowest tile of the left wall, with the burned engraving “Herein lie the lower remnants of the Endless Stair” in front of it. 2d8 small pieces of unrefined mithril are buried in the enclosed area; outside the enclosed area are many pools of lava, littered with 30 piles of gems. Half of the monsters randomly generated while in this level will be of the orc monster class; 70% of those orcs will be Deep orcs.

Level 2: The Bridge of Khazad-dûm

This level recreates the location of the final battle from The Fellowship of the Ring. The downstair and upstair are on the leftmost and rightmost ends of the level, respectively; between them is a narrow bridge flanked by huge lakes of lava. In the middle of the bridge is the corpse of a wizard along with a very burnt quarterstaff and burnt robe; there are also 2d4 dwarf corpses scattered around the level, as well as 2d2 cursed dwarvish mithril-coats that are buried underground, and 2d5 random objects. These corpses are intended to represent the fallen Fellowship.

At the rightmost end of the bridge is Durin's Bane, a unique balrog; he is equipped with: a fireproof, uncursed bullwhip; a wand of speed monster; a cursed potion of paralysis; and, 33% of the time, a shield of reflection. 60% of monsters randomly generated after level creation will be orcs, and 70% of those will be Deep orcs.

Level 3: Moria Tribute Level

Unlike the other levels, the third floor is more of a "filler" rooms-and-corridors level. However, it is designed to resemble an actual level from the game Moria (even employing a similar style of fixed layout in previous versions), and as such is not a persistent level - you will get a hint regarding this upon arriving, where you are greeted with this message:

"The dungeon here seems less persistent."

This means that the level will be re-generated every time you enter it, with any items left on the ground being permanently lost; an engraving that has chance of appearing on this level reads "Why, oh why didn't I leave my items in the town?", alluding to this. As such, the level does not contain any randomly generated items, barring those included in the inventory of randomly generated monsters. If a unique item is left on the level, however, it will not change upon leaving and re-entering, since the unique items are required to be indestructible.

While on the level, the flavor message "You feel the dungeon suddenly center itself around you!" occasionally appears - in Moria, the player is always in the center of the screen, with the dungeon "scrolling" around them.

70% of all monsters generated after level creation will be orcs, and 70% of those will be Deep orcs.

Level 4: The Halls of Moria

The fourth level is the Halls of Moria, which has four possible fixed layouts; most of them are in the style of cavernous halls of stone pillars with randomly placed stairs.

The place is completely overrun by orcs, with 30+1d4 Deep orcs, 20+1d4 hill orcs, and 10+1d4 orc captains, in addition to 1d3 trolls, generated in locations scattered throughout the level at its creation; these monsters will always be generated hostile. There are 2d4 blessed dwarvish mithril-coats scattered about (which have positive enchantments up to +5), along with 10+3d5 random objects; 25% of the time, a lit oil lamp will be present. 90% of monsters randomly generated after level creation will be orcs, and 70% of those will be Deep orcs.

If you don’t have reflection by the time you reach here, you should seriously consider heading back, as the orc swarm will have plenty of attack wands to use on you, with a non-negligible chance of one of them carrying a wand of death.

moria4-1

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|........| |......| |......| |......| |......| |......| |......| |........|
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moria4-2

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|........| |...............| |...............| |...............| |........|
|........---...............---...............---...............---........|
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|.........................................................................|
---------------------------------------------------------------------------

moria4-3

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|....------------.......----.......-...-.......----.......------------....|
|...|            |.....|    |.....| |.| |.....|    |.....|            |...|
|....------------......|    |.....| |.| |.....|    |......------------....|
|......................|    |.....| |.| |.....|    |......................|
|.......................----......| |.| |......----.......................|
|....------------..................-...-..................------------....|
|...|            |.......................................|            |...|
|....------------..................-...-..................------------....|
|.......................----......| |.| |......----.......................|
|......................|    |.....| |.| |.....|    |......................|
|....------------......|    |.....| |.| |.....|    |......------------....|
|...|            |.....|    |.....| |.| |.....|    |.....|            |...|
|....------------.......----.......-...-.......----.......------------....|
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moria4-4

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|...|.|.....|.|.....|.|.....|.|.....|.|.....|.|.....|.|.....|.|.....|.|...|
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|...|                                                                 |...|
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|...|.|.....|.|.....|.|.....|.|.....|.|.....|.|.....|.|.....|.|.....|.|...|
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  • For this version, the stairs up and down are placed randomly in the many doored pillars.

Level 5: The Forest

    |....................................................................|..
    |................................................................{{..|..
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    |..................................................................---#-
   --..................................................................|....
   |...................................................................|....
   |...................................................................|....
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|.>.S..............................................................S....<...
|...|..............................................................|........
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   --..................................................................|....
    |..................................................................---#-
    |....................................................................|..
    |................................................................{{..|..
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The fifth level consists of a large, randomly-generated forest in the center, with each space having a 25% chance of containing a tree. 75% of the time, the forest will be composed of a majority regular trees; the remaining 25% of the time, the forest will be mostly full of dead trees. There is an independent 25% chance that the forest will also be a swamp, with 20% of the empty tiles converted to muddy swamp, and 1d4 swamp ferns placed throughout the level.

There will always be an iron golem that generates with an uncursed axe; it also has a 50% of generating with a tin opener, a 20% chance of a can of grease, and a 15% chance of a tinning kit. 2d4 bear traps, 2d8 comestibles, and 2d6 random objects are placed throughout the forest. If the level is created at night, two bats and 1d2 B are additionally generated. 10% of monsters randomly generated after level creation orcs, and 70% of those will be Deep Orcs.

On the rightmost side of the level is the upstairs, as well as two orcish barracks behind secret doors. These barracks also have dwarf prisoners behind iron bars.

Level 6: Doors of Durin

A user has suggested improving this page or section as follows:

"What is the chance of each appearing? 50/50? It is not stated in the .des file."

The sixth and uppermost level of Moria has two variants: an "intact" version and a "ruined" version. When the player enters this level, they are greeted with the message:

You hear the sound of restless waters.

Both versions have the player enter the level from the corner of the map, which is connected to a small graveyard, which in turn leads to a warehouse with 5+2d4 random objects. The warehouse is connected to the main hallway, which also has the “Twenty-First Hall“ across from the warehouse and the main gate at the end of the hallway. The twenty-first hall is also connected to an altar room and a treasure room, with the treasure room also connecting to “The Chamber of Mazarbul“. This has various chests and a grave with the message “Balin, Son of Fundin, Lord of Moria“.

On the other side of the main gate is a Melon and a engraving that can only be read at night which reads "Speak, friend, and enter (“Mellon” is elvish for “friend”), as well as a lake that contains the unique Kraken called the Watcher in the Water (which carries an uncursed magic lamp).

moria6-1


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----------------------------------------------.........}}}}}}}}}}}}}}}}}}

Each version of the Doors of Durin has different loot. The first, “intact” version, has the following:

Additionally, 40% of random monsters will be ‘o’, of which 80% will be Deep Orcs.

Once you've cleared it out, this version serves as an excellent temporary base because it has an altar. You can easily haul loot from lower levels to b/u/c test and sort. If you successfully convert the altar and have a means of flying or water walking, the lake is safe for diluting potions once the Watcher in the Water has been killed. If you have the patience, this is also a relatively secure environment for polypiling -- the corridor outside of the altar room is exactly 8 tiles in length and has a lockable door.

moria6-2

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The second, “ruined” version of the Doors of Durin is less bountiful than its counterpart. It has the following differences;

  • The Twenty-First Hall is filled with corpses instead of its normal contents.
  • The eight chests in the treasure room each have an independent 50% chances to not spawn.
  • The altar room contains a Boulder instead of an Altar, and the Ice Box, Iron Safes, and three large boxes each have independent 25% chances to not spawn.
  • The statues in the Chamber of Mazarbul are instead piles of 1d25 rocks. The chests and headstone, however, are unaffected.
  • There are pools of water right outside the door, which the Watcher in the Water can use to get right next to the door.
  • Non-hidden doors have a chance to be replaced with boulders.
  • 10+2d5 boulders are scattered around the level; each boulder has a 10% chance to be a rock instead.
  • 60% of random monsters will be ‘o’, of which 80% will be Deep Orcs.

External Links

Github Level File