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NWN MODULES

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Title  Moria Eternal
Author  Ray&Ben
Submitted / Updated  03-22-2004 / 04-12-2004
Category  Dungeon Adventure
Expansions  HOTU-1.61
Setting  Middle Earth
Gameplay Length  Highly replayable. As long as you want.
Language  English
Races  any
Tricks & Traps  Light
Roleplay  Light
Hack & Slash  Heavy
Classes  Some fighting skills will be needed
Scope  Large
DMNeeded  No DM Required
Single or Multiplayer  Single Player or Multiplayer
Max Character Level  40
Max # Players  06
Min # Players  01
Min Character Level  01
Content Rating  Teen
Alignments  any, some items for good characters only
Description
Moria Eternal features fifty areas which are rearranged each time the game is started. Up to 100 levels deep, the monsters get harder the deeper you go. The treasures get better too! Fight the Evil Iggy and the Balrog. Save Rivendell's Elves.

Files

NameTypeSizeDownloads
RayBen22moriaEte.txtRayBen22moriaEte.txt
Submitted: 03-22-2004 / Last Updated: 03-22-2004
txt1.64Kb1265
--
moria02.zipmoria02.zip
Submitted: 03-22-2004 / Last Updated: 04-12-2004
zip977.38Kb1348
--
SCORE OUT OF 10
9
2 votes
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Comments (14):

Posted by Malak Darkhunter at 2006-02-21 05:37:43    Voted 9.00 on 02/21/06
Kept going back to this one.Liked your idea behind it,just wish you had put more into it.

Posted by ignifer at 2005-10-27 15:02:41    Voted 9.00 on 10/27/05
view the stats for my comments

Posted by ignifer at 2005-10-27 14:59:44    Voted 9.00 on 10/27/05
wow! I figured out how the puzzle works, and finished the B A L R O G yesterday. I played as a Thief5Fighter6WeaponMaster7, was quite an impressive challenge then.

At 2150 I met almost impossible foes, the easier ones I could finish playing the same character (Level 18 only!!!). The harder ones I met again at a later depth and could finish them as Th10Fi10WM7. Hardest fights I ever had, believe me...

Now being Level 27 and diving down at 3350 live is pretty hard. Alas, no foe withstands my backstabbing blows of 105 damage with +45 attack bonus...

Though I really wonder how you improved the demilich, I could not even scratch this one and had to bypass it.

THIS IS A GREAT MODULE IF YOU WANT TO BUILD UP A CHARACTER VERY QUICKLY, AND IF YOU WANT TO TEST HIS BATTLE SKILLS AGAINST REAL ADVERSARIES, NOT MERE PREY.

Posted by ignifer ( 84.72.xxx.xxx ) at 2005-10-25 17:02:18    
Well, just stumbled upon the pressure plate riddle down at 2000 feet... I still have to work on it. So far, very great fights, straight forward XP flow!

Posted by Malak Darkhunter ( 141.152.xxx.xxx ) at 2005-10-11 12:35:05    
Dear Ray@Ben I think this mod was true to the old Dungeons of Moria roguelike.Wich I spent way too many hours playing.Those random levels and random items are addictive.I felt that this mod could use a bit more detail.I downloaded it several times to play it from time to time.But as a single player I thought it wasn't balanced out well.When I reached about 800 feet I started getting my *Arse* handed to me all the time,the monsters were way to tuff with too many buffs and immunities for a single-player.Also this is a Dwarven Dungeon so Dwarven Halls interior haks and elvin city tilsets hak would really spruce this mod up.It would be cool to see forges,axes,shields laying around the dungeon floor,maybe for a PC to use,A bigger variety in monsters perhaps.Those are just some of my ideas on what moria is all about,I am eagely awaiting the update that you are working on because,well I'd really like to play it!!

Posted by qwert44643 at 2004-05-14 08:12:00    
More great work from ray&ben just grabbed it....gonna give it a run will waiting for the temple of elemental evil to be updated.
qwert
thinking of adding the prc mod pack to it for the extra prestige classes (+ 20 new ones incase you didnt know)

Posted by Ray&Ben ( 207.179.xxx.xxx ) at 2004-05-13 12:30:00    
The crystals can also be used in the 'Transmogrifier' boxes to add attributes to your items. I especially like adding HASTE to my belt or amulet. There are many others, such as regereration and immunity to death magic. Enjoy!

Posted by GenghisRon at 2004-04-01 08:04:00    
I found those crystals after I had already gotten killed several times, levelled up a couple of times and had enough money to buy some more myself! Haha.

Posted by GenghisRon at 2004-04-01 08:03:00    
I found those crystals after I had already gotten killed several times, levelled up a couple of times and had enough money to buy some more myself! Haha.

Posted by Ray&Ben ( ..xxx.xxx ) at 2004-04-01 04:44:00    
I'll have to look into the level problem--I hadn't seen it before. Ben and I have been playing Moria together, and have seen similar spawning phenomenon. We were testing at the very high levels and weren't too afraid of 'extra' monsters. Guess I'll have to look more carefully at the beginning again.

The following could be considered a spoiler for some:




There are extra crystals in the bookcase at the Apothecarys shop.


Posted by GenghisRon at 2004-03-31 07:31:00    
It appears as though each time you exit and re-enter Moria, that the depth of your entry changes. The level doesn't necessarily change, though I would swear that happened as well a couple of times, but if I enter @ 50 feet and end up in Moria1, then exit via the door and re-enter Moria1, I get a message saying that I'm now at 100 feet.

That in itself is not a real big problem, except for the fact that as a first-level poorly equipped character, I went in, had to walk back to town to sell stuff since I couldn't afford any additional crystals, hadn't gained a level, returned to Moria only to find that all of the monsters respawned again on level entry, except this time they're more of them (higher level encounter). I can only assume that the encounter level is tied to "depth" below surface.

Also, there are some multiplayer issues. In addition to the above, much death awaits parties who do not stay on the same level of the dungeon since it only takes one player to leave the level and come back to respawn everything again.

Great concept. Even with the bugs, I'm having a great time with it. Look foward to playing it more. Thanks for your hard work and making this available to everyone. I certainly haven't seen anything like this yet here.

Posted by GenghisRon at 2004-03-31 07:31:00    
It appears as though each time you exit and re-enter Moria, that the depth of your entry changes. The level doesn't necessarily change, though I would swear that happened as well a couple of times, but if I enter @ 50 feet and end up in Moria1, then exit via the door and re-enter Moria1, I get a message saying that I'm now at 100 feet.

That in itself is not a real big problem, except for the fact that as a first-level poorly equipped character, I went in, had to walk back to town to sell stuff since I couldn't afford any additional crystals, hadn't gained a level, returned to Moria only to find that all of the monsters respawned again on level entry, except this time they're more of them (higher level encounter). I can only assume that the encounter level is tied to "depth" below surface.

Also, there are some multiplayer issues. In addition to the above, much death awaits parties who do not stay on the same level of the dungeon since it only takes one player to leave the level and come back to respawn everything again.

Great concept. Even with the bugs, I'm having a great time with it. Look foward to playing it more. Thanks for your hard work and making this available to everyone. I certainly haven't seen anything like this yet here.

Posted by Ray&Ben ( ..xxx.xxx ) at 2004-03-24 04:47:00    
Evil Iggy is like a little brother to the Balrog. A rotten, nasty, thieving little brother. You'll find him somewhere below 1250 feet.

Posted by jimbob 11 ( ..xxx.xxx ) at 2004-03-23 23:58:00    
"Evil Iggy"?

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