                x182ways' Mordor Faq v.1.0
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   |_________________|              |________________|
                                    :The Depths of Dejenol


Contents
 -Contacting Me
 -History
 -Comments
 -General Tips
 -Race Info
 -Guild Info
 -Spell Info
 -Items
 -Credits

=====================================================================


||
| How To contact Me |
|___________________|

 You can email me at swirlyflamer@yahoo.com, if you have something
 to either contribute or if your requesting to put my faq up on
 your site.
  Some E-Mail rules
   -Include Mordor in you subject
   -Make information understandable
   -No attachments
   -General Courtesy
   -If you're contributing something, please give me what you would
    like to be acknowledged as, otherwise I'll use your email.

 This Faq is in its early stages.
 So any contributions would be greatly appreciated.

=====================================================================


||
| History |
|_________|

 Version 1.0
  -The foundation for my Mordor faq. Some of the beginning stuff.
   I'll try to get screen shots for the levels I have fully
   explored posted. For your reference, I'm using the full version
   of Mordor 1.1. Maybe it's cause I'm lazy, but I have the info
   for some of the later stuff, but don't feel like adding it atm.

=====================================================================


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| Comments |
|__________|

 Mordor:the depths of dejenol is a 15 level FpRPG (first person role
 playing game). You might remember playing games like these, but
 what sets Mordor apart is the actual gameplay, you don't have do
 manually attack if you don't want to. You don't camp, you go to the
 city. You have an automap, so throw away that graph paper,
 (although on occasion when you hit a teleporter you can get lost
 and the automap remains useless untill you "find" yourself). You
 can open fallen monster's chests and take the goods to the General
 store to sell, hell, charm the monsters and sell THEM as well!
 Mordor is an ADDICTING FpRPG that I am proud to say I am addicted
 to. It gives endless hours of fun, as well as endless possiblities.
 
 If you need a shareware version of Mordor, I can very well post it
 (which I hope doesn't violate any shareware laws). I will NOT post
 or send the full version to anyone, so don't email me about it.
 Although I will possibly post my characters (remember to back up
 YOUR files, hopefully this to is legal for me to do).

=====================================================================


||
| General Tips |
|______________|

 General
  -I'm pretty sure there is a maximum of 9 characters, which means
   you cant make more than 9 characters at a time.
  -You can have 4 characters in your party, or less.
  -When you start gaining spells, put them in your buffer
   you can use shift+buffer# to quick cast you frequently used
   spells.

 Starting Off
  -Buy all the cheap equipment (Bronze Dagger, Leather Armor, Leather
   cap, Leather boots, etc).
  -Everything, save the cheap stuff, will be exceedingly expensive,
   don't worry, eventually you'll be gaining a fortune (esp. when
   you encounter dragons.)
  -Start Exploring the Dungeon, try to stay near the stairs.
  -Level Up at the guild immediatly when you can, the guild A/D and
   abilities you get will help you while your still weak.
  -The automap is the best tool you could have possibly been given.
   Use it!!!
  -Try to hold off from joining other guilds untill your lv 30, I'll
   explain this later in the faq.

 Intermediate
  -You'll probably find all the equipment you need in the dungeon,
   seeing as the dungeon is the only source of any items/gold.
  -Yes, the General Store is a source of Items, but not a self
   renewing source. It'll just take the items you sell to them and
   resell them.
  -Tomes are good, potions are better. The latter don't age you
   4 weeks. Both give you 1 stat increment per use in their
   respective attribute.
  -Things that raise your constitution (Tome of Endurance, Potion
   of Fitness) come rarer than the other stat raising items.
  -Aard of Being raise all stats by 1
  -All stat raising items requre 10 Wisdom and 10 Intelligence
  -You can't raise stats more than 5 above the natural maximum
   for that race.
  -Unless you find a better amulet, use an amulet of ultravision,
   they'll allow you to see the "invisible" monsters.

 Advanced
  -I can't think of any yet

 The "Character" tab
  -Stats
    -[Sex] [Race] (Alignment)
    -Title Given By Guild (Guild Level)
    -Spells (points)
    -Spell Level (~1 per 2 Guild levels gained)
    -Hits (points)
    -Gold (currently on the character)

  -Resists
    -Pretty much self explanitory

  -Char
    -Comp = Companions With this Character
    -Stats Nat(Mod) Your natural stats, and the amount Modified by
     Items
    -Total Exp (From all your guilds)
    -Total Gold (Including the amount in the bank)
    -Guild A/D
    -Stats A/D
    -Item A/D (as your stats A/D increases, this decreases, that's
     why guild A/D is so important!)

  -Guilds
    -Shows what guilds you've Joined, and your abilities gained.
     Note: Guild abilites dont "combine" the strongest one is used.

  -Look
    -Basically shows what characters are in the current room or in
     the city.

  -Buffers
    -A way of adding quick keys to your spells. Drag your spell to
     the desired buffer# and then shift+buffer# to use it in the
     dungeon.

  -Misc
    -Shows the info, when you want it on items/monsters.

 The City
  -General Store
    -Here you can buy items, identify/sell items, realign (n-g etc),
     combine, and uncurse cursed items.
    -When you buy items, make sure that it's of an alignment
     you can use.
    -When you identify/sell items, if the identify price is
     higher than the sell price, just sell it, you make more money
     that way, trust me.

  -Confinement
    -Pretty much the same as the general store, except you're
     dealing in the slavery of monsters.

  -Morgue
    -Place to revive your characters.
    -Hire rescuers (you need general coodinates ex:(15,3,2)).

  -Seer
    -Generally useless, he never worked (find anything correctly)
     for me.

  -Bank
    -Place to store your money/items
    -Pool/Deposit pools your money on hand to that character and
     he/she deposits it.
    -Party Pool/Deposit pools all money, including in the bank, and
     then he/she deposits it.  

  -Guild
    -Place to level up
    -Join other guilds
    -Visiting the library (very useful, contains all known items
     and monsters with all the information known about them.)

  -Dungeon
    -Another self-explanitory thing.

  -Exit
    -Yet another self-explanitory thing.
=====================================================================


||
| Race Info |
|___________|
______________________________________
Legend:                               | Large Characters are Harder
 # / #     -       X          ##%     | To kill, Small Characters
min/max   none   Aligns   resistance% | are harder to hit.


 Human
  Humans are something you, as a player, can relate to. They have
  no natural resistances, but are the most versatile of all races
  and are allowed in every guild. They have the shortest life span,
  but are the quickest learners.

Age   Exp   Str    Int    Wis    Con    Cha    Dex    G N E
100    3    4\17   4\18   4\18   6\17   5\18   6\18   X X X

Size   Fire Cold Elec Mind Dises Psn Magc Stne Parlys Drain Acid
Normal  -    -    -    -     -    -   -    -     -     -     -


 Elf
  Elves are the magic users of the game.  Tall and slender, most
  Elves become either Mages, Sorcerers, Healers or Wizards.  They
  are excellent spell casters and can live longer than any other
  race. They are not, however, very good at fighting with weapons
  and have a low constitution.  Elves also have a natural resistance
  to Magical and Mind attacks.  Because of their lack of physical
  strength, there are some items (which require great strength)
  that Elves can never use.

Age   Exp   Str    Int    Wis    Con    Cha    Dex    G N E
400    7    3\15   7\20   7\20   3\16   3\18   3\18   X X X

Size   Fire Cold Elec Mind Dises Psn Magc Stne Parlys Drain Acid
Small   -    -    -    50%   -    -   80%  -     -     -     -


 Giant
  Giants live for one thing - slicing a monster in two with one
  blow. Known for their brutal ways and having the advantage of
  being over eight feet tall, they make the best Warriors one can
  find. The only guilds to accept them are the Nomad, Seeker and
  Warrior guilds.  Because of their size and bulk, Giants are
  resistant to most forms of attack, including Fire, Cold and
  Electrical.  Poison and Disease dont seriously affect them
  either.

Age   Exp   Str     Int    Wis    Con    Cha    Dex    G N E
225    7    12\25   4\17   3\17   9\19   2\16   3\18     X  

Size   Fire Cold Elec Mind Dises Psn Magc Stne Parlys Drain Acid
XLarge  50%  50%  50%  -    50%  50%  -    25%   50%   50%   -


 Gnome
  Being very charismatic and possessing a slight resistance to Mind
  attacks, Gnomes make excellent Mages. Mostly good by nature,
  Gnomes are usually found in the Mage, Healer and Paladin guilds.

Age   Exp   Str    Int    Wis    Con    Cha    Dex    G N E
300    7    4\17   7\19   5\19   3\17   9\22   6\18   X X X

Size   Fire Cold Elec Mind Dises Psn Magc Stne Parlys Drain Acid
Normal  -    -    -    40%   -    -   -    -     -     -     -


 Dwarf
  Dwarves are very curious, always poking at chests, injured
  characters, and carcasses. Neutral in nature and stockier than
  most races, Dwarves are found in quite a number of guilds,
  ranging from Warriors to Wizards. They are also fairly resistant
  to the elements (fire, cold, etc.).

Age   Exp   Str    Int    Wis    Con    Cha    Dex    G N E
275    5    3\18   3\18   7\19   3\19   3\17   5\18     X  

Size   Fire Cold Elec Mind Dises Psn Magc Stne Parlys Drain Acid
Small   45%  80%  -    -    50%  50%  -    40%   50%   90%   -


 Ogre
  Somewhat dim-witted, Ogres are bulky and hairy, and make good
  Warriors and Scavengers. Since their constitution and resistances
  to such elements as Fire and Cold are so high, they are very hard
  to kill, but their low intelligence is quite often their downfall.

Age   Exp   Str    Int    Wis    Con    Cha    Dex    G N E
265    6    9\20   3\16   3\16   9\21   3\18   5\17   X X X

Size   Fire Cold Elec Mind Dises Psn Magc Stne Parlys Drain Acid
Large   75%  75%  -    -    50%   -   -    50%   75%    75%  15%


 Morloch
  Morlochs are huge masses of walking fur and muscle. Possessing a
  great deal of natural magic, they make excellent magic-users.
  However, because they are so ugly, they cannot easily charm some
  monsters, and their life span is almost as short as a humans. They
  also have a pretty good resistance to certain forms of monster
  attacks ( e.g. poison, disease).

Age   Exp   Str    Int    Wis    Con    Cha    Dex    G N E
175    4    6\20   3\17   5\19   3\15   2\14   5\20   X   X

Size   Fire Cold Elec Mind Dises Psn Magc Stne Parlys Drain Acid
Normal  35%  53%  35%  50%   -    -   40%  -     95%   65%   50%


 Osiri
  Osiris, which are distant relatives of the elves that have shifted
  to a more human-like race, are extremely dexterous and are mostly
  found in the Thief and Scavenger guilds. They also make marginal
  spell casters and are almost completely resistant to Electrical
  and Mind attacks.

Age   Exp   Str    Int    Wis    Con    Cha    Dex    G N E
325    8    5\17   3\18   3\17   7\19   3\18   10\22    X  

Size   Fire Cold Elec Mind Dises Psn Magc Stne Parlys Drain Acid
Normal  -    -    90%  90%   -    -   -    90%   -     -     90%


 Troll
  A cross between an Ogre and an Elf, Trolls are strong and swift
  creatures that possess a few natural resistances. Making excellent
  Ninjas and Scavengers, they are quick to take up sides (either
  Good or Evil), but can sometimes be found as Neutral. Due to the
  aggressiveness in relation to their alignment, many guilds will
  not allow them.

Age   Exp   Str    Int    Wis    Con    Cha    Dex    G N E
285    9    6\20   3\18   3\18   6\19   3\17   6\20   X X X

Size   Fire Cold Elec Mind Dises Psn Magc Stne Parlys Drain Acid
Normal  -    -    -    -    45%   45%  -   -     45%   65%   25%

=====================================================================


||
| Guild Info |
|____________|

| One a lv
Legend: Avg   Average     | Max  Max Lv at which        | has been
        Hits  Hits Per Lv | Lv   Avg Hits are gained    | reached in
- - - - - - - - - - - - - - - - - - - - - - - - - - - - | one guild
Avg   Avg Hits gained | Exp  % of Exp | Qst  % of a     | it will
Hit2  After Max Lv    |  %   per lev  |  %  quest at lv | affect all
- - - - - - - - - - - - - - - - - - - - - - - - - - - - | guild's
X Allowed | * less than one or none at all              | avg hits.
________________________________________________________|

 Nomad
  Nomads are very quick learners, even though they do not try to
  learn many different abilities. Being good fighters and moderate
  thieves, Nomads are often found roaming the upper levels of the
  dungeon.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 5    30    1     8   20    1    1    1    1    1    1   X X X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   5         *         *            *            7          5


 Warrior
  Warriors could care less about spells, but are unmatched in brute
  fighting ability. Being the quickest to learn how to Critically
  hit their opponent, they are very good fighters and alone can use
  the best weapons found in the dungeon.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 6    28    2    16   20   14    7    5   10    3    8   X X X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   2         *         9            5            12         2


 Ninja
  Ninjas are weapons masters and can use almost all weapons
  including their hands. Since a Ninja desires quickness, they are
  very specific about the items they use. Ninjas are not allowed to
  wear most types of armor and other items. However, having access
  to special weapons that only they can use, Ninjas posses the
  skills of Critically hitting and Backstabbing their opponents,
  along with moderate thieving skills.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 4    25    2    21   35   13   11    7    9    3   15   X   X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   7         2         5            8            10          6


 Thief
  Thieves are the best at collecting treasure, although the guild
  makes sure to get a fair share. Very devoted to stealing, Thieves
  often lack fighting skill, but make up for it with their
  treacherous backstabbing. Thieves also have the best magical
  ability to open any type of sealed or locked container.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 3    21    2    15   15    8   12    8    6    5   17     X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   9         9         *            *            6          3


 Mage
  Though they lack the destructive powers of a Sorcerer, Mages makes
  up for it by having the ability to control powerful monsters to
  act as companions. They are also fairly adept at killing monsters
  with a small blade and curing players, though putting a corpse
  back together is beyond their abilities.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 3    27    2    27   15    6   11   13    8   10   14   X   X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   2         *         *            *            5          3


 Sorcerer
  A Sorcerer lacks the fine mental control and deep concentration
  of a Mage while in combat, and therefore, their spells tend to
  blast monsters against the walls instead of charming them.
  Outside of combat, a Sorcerer can muster up some useful player
  protection spells, but lacks access to any types of healing spells.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 2    28    2    27    10   6   14   13   11    5    8   X X X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   2         *         *            *            5          2


 Healer
  Healers are very good at putting characters and companions back
  together again after a rough day in the dungeon. The best at
  curing, they are also fairly good at killing monsters with a wide
  variety of damage spells. Healers are valued members of any party
  since they can fix almost any physical problem, including death.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 2    28    2    32   15    8   14   14    8    7   14     X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   2         *         *            *            5          2


 Wizard
  Wizards are very good at teleporting parties around the dungeon,
  although they cannot always tell where they are going to land.
  They also have damage spells equivalent to a Healer and protection
  spells on par with a Sorcerer.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 2    41    2    30   15    8   18   18   13    6   14   X X X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   2         *         *            *            5          2


 Scavenger
  A Scavenger is a cross between a Warrior and a Thief, fighting a
  little worse than the former and stealing a little worse than the
  latter. A Scavenger can backstab like a Thief, can be other than
  neutrally aligned, and can use a few more items than a Thief.
  They are also fairly good at collecting treasure and have access
  to some of the Thiefs magical spells for opening containers.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 4    24    2    18   20   11    8    8    9    4   14   X X X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
  7.5        5         *            1            7          3


 Seeker
  Seekers are very good at moving through the dungeon, being able
  to levitate, locate other characters, and teleport. They cant
  directly kill monsters with their magical abilities, but a Seeker
  does well with a weapon in hand. They are also the best at mapping
  the dungeon and detecting any types of anomalies they may
  encounter in the depths.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 4    27    2    18   20   10   13   13   11    5   13   X X X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
  3.5        *        3*            *            9          9


 Paladin
  Paladins think of themselves as the heroes of the dungeon,
  blundering about killing monsters and somewhat successfully
  healing themselves. Possessing good fighting skills and the
  ability to critically hit their enemies (though not nearly at the
  level of a Warrior), one doesnt have to be too smart to be a
  Paladin, they just have to look good doing it.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 5    29    2    19   25   14    9    9   10   16   15   X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   2         *         5            2            10          3


 Villain
  Villains are fallen Thieves, having strayed from the magical and
  equipment restrictions of the Thiefs guild and gone their own
  way. While working on various poisons, the Villains learned or
  stole some of the secrets of healing. They also have the ability
  to Critically hit and Backstab their opponents and arent bad
  at collecting treasure.

Avg   Max  Avg   Exp  Qst  Str  Int  Wis  Con  Cha  Dex  Allows
Hits  Lv   Hit2   %    %   Req  Req  Req  Req  Req  Req  G N E
 4    26    2    21   25   15   14   14   11    6   16       X

Theiving  Backstab  Critical  Multiple-Swing  Fighting  Perception
   6         4         1            3            8          4

=====================================================================


||
| Spell Info |
|____________|

=====================================================================


||
| Items |
|_______|

=====================================================================


||
| Credits |
|_________|

 Some of the Charts were modified from the mordor help file
 VB Designs for making Mordor (I think they changed their name)


              This Faq is Copyright 2001 by x182ways