Difference between revisions of "Ruins of Moria"

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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 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.
 
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 a peaceful [[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.
+
There will always be a peaceful [[iron golem]] that generates with an uncursed [[axe]], and also has a chance of generating with other iron items: a {{frac|2}} chance of a [[tin opener]], a {{frac|5}} chance of a [[can of grease]], and a {{frac|3|20}} 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 [[bat]]s and 1d2 {{mcsl|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 [[prisoner]]s 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.

Revision as of 17:31, 14 July 2023

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

Level 5: The Forest

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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 a peaceful iron golem that generates with an uncursed axe, and also has a chance of generating with other iron items: a 12 chance of a tin opener, a 15 chance of a can of grease, and a 320 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

The sixth and uppermost level of Moria has two variants: an "intact" version and a "ruined" version, each with different loot. Both variants have an equal chance of appearing. When the player enters this level, they are greeted with the message:

You hear the sound of restless waters.

Common traits

The downstair is always in the room at the southwest corner of the map, which is connected to a small graveyard; past this graveyard is a warehouse with 5+2d4 random objects. The warehouse is connected to the main hallway, with the main gate at its rightmost end; across from the warehouse is the "Twenty-First Hall". To the right of this Hall, there is an altar room, and to its left is a treasure room; past the treasure room is "The Chamber of Mazarbul" which contains various chests and a grave with the epitaph "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: "Speak, friend, and enter". ("Mellon" is elvish for "friend"). The path outside leads to a lake that contains the Watcher in the Water, a unique kraken-like sea monster that always carries an uncursed magic lamp).

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In the intact variant of the Doors of Durin, the Twenty-First Hall has 21 rocks, a flint stone, and a lembas wafer. The caches in the north and south walls of the treasure room are lined with four chests each, containing 1d3 random objects per chest. The altar room contains a cross-aligned altar; there is also an ice box, two iron safes, and three large boxes, whose contents are randomly generated as normal.

The Chamber of Mazarbul contains four dwarf statues and six chests, each containing a specific type of item: scroll, potion, wand, amulet, ring, or spellbook.

40% of monsters randomly generated after level creation will be orcs, and 80% of these will be Deep orcs.

Once cleared 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.

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The second, “ruined” version of the Doors of Durin is less bountiful than its counterpart. The Twenty-First Hall is filled with corpses instead of its normal contents, and the eight chests in the treasure room each only have a 50% chance of spawning. The altar room has a boulder place of the altar; the ice box, iron safes, and large boxes each only have a 75% to spawn. The statues in the Chamber of Mazarbul are smashed into piles of up to 25 rocks. * 10+2d5 boulders are scattered around the level; each boulder has a 10% chance of being replaced with a rock at level creation, and all non-secret doors have a chance of being replaced with boulders. The lake that the Watcher in the Water dwells in has 'flooded' enough for the waters to reach just outside the main gate.

60% of monsters randomly generated after level creation will be orcs, and 80% of those will be Deep orcs.

External Links