games-request@tekred.TEK.COM (12/01/87)
Submitted by: "James E. Wilson" <wilson@ji.berkeley.edu> Comp.sources.games: Volume 2, Issue 97 Archive-name: umoria/Patch1 [This is the updated umoria documentation in `ms' format. -br] #! /bin/sh # This is a shell archive. Remove anything before this line, then unpack # it by saving it into a file and typing "sh file". To overwrite existing # files, type "sh file -c". You can also feed this as standard input via # unshar, or by typing "sh <file", e.g.. If this archive is complete, you # will see the following message at the end: # "End of shell archive." # Contents: moria.ms # Wrapped by billr@tekred on Mon Nov 30 16:20:31 1987 PATH=/bin:/usr/bin:/usr/ucb ; export PATH if test -f moria.ms -a "${1}" != "-c" ; then echo shar: Will not over-write existing file \"moria.ms\" else echo shar: Extracting \"moria.ms\" \(62174 characters\) sed "s/^X//" >moria.ms <<'END_OF_moria.ms' X\"This is a slightly modified version of the documentation X\"for the original VMS game. Changes were made to reflect differences X\"found in the UNIX port by James E. Wilson. X\" "tbl moria.doc | nroff -ms" X\" You might wanna change these two values: X.RP X.nr PO 1i X.nr LL 6.5i X.ds LH "The Dungeons of Moria X.ds CH " X.ds RH "Page % X.ds LF "Copyright X.ds CF " X.ds RF "Robert Alan Koeneke X.TL XThe Dungeons of Moria X.AU XRobert Alan Koeneke X.AB no XMoria is intended for the Public Domain, and may not be sold or Xmarketed IN ANY FORM without the permission and written consent Xfrom the author Robert Alan Koeneke. I retain all copyrights to Xthis program, in either the original or modified forms, and no Xviolation, deletion, or change of the copyright notice is Xallowed. Furthermore, I will have no liability or responsibility Xto any user with respect to loss or damage caused directly or Xindirectly by this program. X.AE X.NH 1 XIntroduction X.LP XThe game of \fImoria\fP is a single player dungeon simulation. XA player may choose from a number of races and classes when Xcreating their character, and then `run' that character over a Xperiod of days, weeks, even months, attempting to win the game by Xdefeating the Balrog which lurks in the deeper levels. X.LP XThe player will begin his adventure on the town level where Xhe may acquire supplies, weapons, armor, and magical devices by Xbartering with various shop owners. XAfter preparing for his adventure, the player can descend into the Xdungeons of \fImoria\fP where fantastic adventures await his coming! X.LP XBefore beginning your first adventure, you should read this Xdocument carefully. XThe game of \fImoria\fP is a complicated game, and Xwill require a dedicated player to win. X X.NH 1 XThe Character X.LP XAll characters have six main attributes which modify their basic abilities. XThese six attributes, called \fIstats\fP, are X\fIstrength\fP, \fIintelligence\fP, \fIwisdom\fP, \fIdexterity\fP, X\fIconstitution\fP, and \fIcharisma\fP. XStats may vary from 3 as a minimum to 18/100 as a maximum. XBecause adventurers of interest tend to be better than Xaverage characters, \fImoria\fP stats will average about 12.5, and are Xfurther adjusted by race and class. XSome races are just naturally better at being certain classes, as will be Xshown Xlater. X.LP XIn addition to the more visible stats, each character has certain abilities Xwhich are mainly determined by his race and class, but are also modified Xby his stats. XThe abilities are \fIfighting\fP, \fIthrowing/bows\fP, \fIsaving throw\fP, X\fIstealth\fP, \fIdisarming\fP, \fImagical devices\fP, \fIperception\fP, X\fIsearching\fP, and \fIinfra-vision\fP. X.LP XCharacters will be assigned an early history, with money and a social class Xbased on that history. XStarting money is assigned based on history, charisma, and somewhat upon the Xaverage of a character's stats. XA character with below average stats will receive extra money to help Xhim survive the first adventure. X.LP XEach character will also have physical attributes such as a Xrace, a height, weight, sex, and a physical description. XNone of Xthese, except weight, play any part in the game other than to Xgive the player a \*Qfeeling\*U for his character. XWeight is used for computing carrying capacity and also for \fIbashing\fP. X.LP XFinally each character is assigned \fIhit points\fP based on their race, Xclass, and constitution. XSpell casters will also receive \fImana\fP which is expended when casting Xspells. XMana is based on Wisdom for Priests and Intelligence for Mages. X X.NH 2 XCharacter Stats X.IP "Strength" XStrength is important in fighting with weapons, or hand to hand. XA high strength can improve your chances of hitting, and the amount of Xdamage done with each hit. XCharacters with low strengths may receive penalties. XStrength is also useful in tunneling, body and shield bashing, and in Xcarrying heavy items. X.IP "Intelligence" XIntelligence is the prime stat of a mage, or magician. XA high intelligence increases a mages chances of learning spells, and in Xgaining mana. XNo spell may be learned by mages with intelligences under 8. XIntelligence also modifies a character's chance of disarming traps and Xpicking locks. X.IP "Wisdom " XWisdom is the prime stat of a priest. XA high wisdom increases the chance of receiving new spells from a priest's Xdiety, and in the gaining of mana. XWisdom also modifies a character's chance of resisting magical spells Xcast upon his person. X.IP "Dexterity" XDexterity is the combination of agility and quickness. XA high dexterity may allow a character to get multiple blows with lighter Xweapons, thus greatly increasing his kill power, and may increase his Xchances of hitting with any weapon. XDexterity is also useful in picking locks and disarming traps. X.IP "Constitution" XConstitution is a characters ability to resist damage to their body, and to Xrecover from damage received. XTherefore a character with a high constitution will receive more hit points, Xand be more resistant to poisons. X.IP "Charisma" XCharisma represents a character's personality, as well as physical looks. XA character with a high charisma will receive better prices from store Xowners, whereas a character with a very low charisma will be robbed blind. XA high charisma will also mean more starting money for the character. X X.NH 2 XCharacter Sex X.LP XYou may choose to be either a male or a female character. XOnly height and weight are affected by a character's sex. XFemale characters tend to be somewhat smaller and lighter then their Xmale counterparts. XNo adjustments to stats or abilities are made because of the sex of Xa character. X X.NH 2 XCharacter Abilities X.LP XCharacters possess nine different abilities which can help Xthem to survive. The starting abilities of a character are based Xupon race and class. Abilities may be adjusted by high or low Xstats, and may increase with the level of the character. X.IP "Fighting" XFighting is the ability to hit and do damage with weapons or Xfists. Normally a character gets a single blow from any weapon, Xbut if his dexterity and strength are high enough, he may receive Xmore blows per round with lighter weapons. Strength and Xdexterity both modify the ability to hit an opponent. In Xaddition this skill increases with the level of the character. X.IP "Throwing/Bows" XUsing stand-off missile weapons and throwing objects is Xincluded in this skill. Different stats apply to different Xweapons, but may modify the distance an object is thrown/fired, Xthe amount of damage done, and the ability to hit a creature. XThis skill increases with the level of the character. X.IP "Saving Throw" XA Saving Throw is the ability of a character to resist the Xeffects of a spell cast on him by another person/creature. Note Xthat this does not include spells cast on the player by his own Xstupidity, such as quaffing a nasty potion. This ability Xincreases with the level of the character, but then most high Xlevel creatures are better at casting spells, so it tends to even Xout. X.IP "Stealth" XThe ability to move silently about is very useful. XCharacters with good stealth can usually surprise their Xopponents, gaining the first blow. Also, creatures may fail to Xnotice a stealthy character entirely, allowing a player to avoid Xcertain fights. X.IP "Disarming" XDisarming is the ability to remove traps (safely), and Xincludes picking locks on traps and doors. Note that a Xsuccessful disarming will gain the character some experience. XThe character must have found a trap before it can be disarmed. XDexterity and intelligence both modify the ability to disarm, and Xthis ability increases with the level of the character. X.IP "Using Magical Devices" XUsing a magical device such as a wand or staff requires Xexperience and knowledge. Spell users such as mages and priests Xare therefore much better at using a magical device than say a Xfighter. This skill is modified by intelligence, and increases Xwith the level of the character. X.IP "Perception" XPerception is the ability to notice something without Xactively seeking it out. This skill is based entirely upon race Xand class, and will never improve unless magically enhanced. X.IP "Searching" XTo search is to actively look for secret doors, floor traps, Xand traps on chests. Rogues are the best at searching, but Xmages, rangers, and priests are also good at it. Intelligence Xmodifies your searching ability, and your ability will also Xincrease with your level. X.IP "Infra Vision" XInfra-vision is the ability to see heat sources. Since most Xof the dungeon is cool or cold, infra-vision will not allow the Xplayer to see walls and objects. Infra-vision will allow a Xcharacter to see any warm-blooded creatures up to a certain Xdistance. This ability works equally well with or with out a Xlight source. Note that the majority of \fImoria\fP's creatures are Xcold blooded, and will not be detected unless lit up by a light Xsource. X X.NH 2 XChoosing A Race X.LP XThere are eight different races that you can choose from in X\fImoria\fP. Some races are restricted as to what profession they may Xbe, and each race has it's own adjustments to a character's stats Xand abilities. X.IP "Human " XThe human is the base character, all other races are Xcompared to him. Human's can choose any class, and are average Xat everything. Humans tend to go up levels faster than any other Xrace, because of their shorter life-spans. No racial adjustments Xoccur to character's choosing human. X.IP "Half-Elf" XHalf-elves tend to be smarter and faster than a human, but Xnot as strong. Half-elves are slightly better at searching, Xdisarming, perception, stealth, and magic, but they are not as Xgood at hand weapons. Half-elves may choose any class. X.IP "Elf " XElves are better magicians then humans, but not as good at Xfighting. They tend to be smarter and faster than either humans Xor half-elves, and also have better wisdom. Elves are better at Xsearching, disarming, perception, stealth, and magic, but they Xare not as good at hand weapons. Elves may choose any class Xexcept Paladin. X.IP "Halfling" XHalflings, or Hobbits, are very good at bows, throwing, and Xhave good saving throws. They also are very good at searching, Xdisarming, perception, and stealth; so they make excellent Xthieves (but prefer to be called burglars...). They will be much Xweaker than humans, and no good at bashing. Halflings have fair Xinfra-vision, so can detect warm creatures at a distance. XHalflings can choose between being a fighter, mage, or rogue. X.IP "Gnome " XGnomes are smaller than dwarfs, but larger than halflings. XThey, like the halflings, live in the earth in burrow-like homes. XGnomes are practical jokers, so if they can kill something in a Xhumorous way, so much the better. Gnomes make excellent mages, Xand have very good saving throws. They are good at searching, Xdisarming, perception, and stealth. They have lower strengths Xand constitutions then humans so they are not very good at Xfighting with hand weapons. Gnomes have fair infra-vision, so Xcan detect warm creatures at a distance. A gnome may choose Xbetween being a fighter, mage, priest, or rogue. X.IP "Dwarf " XDwarves are the headstrong miners and fighters of legend. XSince dungeons are the natural home of a dwarf, they are Xexcellent choices for a warrior or priest. Dwarves tend to be Xstronger, have higher constitutions, but are slower and less Xintelligent than humans. Because they are so headstrong and are Xsomewhat wise, they resist spells which are cast on them. XDwarves also have good infra-vision because they live Xunderground. They do have one big draw-back though. Dwarves are Xloud-mouthed and proud, singing in loud voices, arguing with Xthemselves for no good reason, screaming out challenges at Ximagined foes. In other words, dwarves have a miserable stealth. X.IP "Half-Orc" XHalf-Orcs make excellent fighters, and decent priests, but Xare terrible at magic. They are as bad as dwarves at stealth, Xand horrible at searching, disarming, and perception. Half-Orcs Xare, let's face it, ugly. They tend to pay more for goods in Xtown. Half-Orcs do make good priest's and rogues, for the simple Xreason that Half-Orcs tend to have great constitutions and lots Xof hit points. X.IP "Half-Troll" XHalf-Trolls are incredibly strong, and have the highest hit Xpoints of any character race. They are also very stupid and Xslow. They will make great fighters and iffy priests. They are Xbad at searching, disarming, perception, and stealth. They are Xso ugly that a Half-Orc grimaces in their presence. They also Xhappen to be fun to run... X X.NH 3 XRace VS Skills And Stats X.LP XStat Modifications due to race. X.KS X.TS Xtab(^) center box; Xl n n n n n n n n. X^^^^^^^Hit^Required XRace^Str^Int^Wis^Dex^Con^Chr^Dice^EXP/level X.sp X_ XHuman^0^0^0^0^0^0^10^+0% XHalf-Elf^-1^+1^0^+1^-1^+1^9^+10% XElf^-1^+2^+1^+1^-2^+1^8^+20% XHalfling^-2^+2^+1^+3^+1^+1^6^+10% XGnome^-1^+2^0^+2^+1^-2^7^+25% XDwarf^+2^-3^+1^-2^+2^-3^8^+20% XHalf-Orc^+2^-1^0^0^+1^-4^10^+10% XHalf-Troll^+4^-4^-2^-4^+3^-6^12^+20% X.TE X.KE XAbilities as compared to each other: X1 is lowest, or worst; 10 is highest, or best. X.KS X.TS Xtab(^) center box; Xl n n n n n n n l. XRace^Disarm^Search^Stealt^Percep^Fight^Bows^Save^Infra X_ XHuman^5^5^5^5^5^5^5^None XHalf-Elf^6^6^7^6^5^6^6^None XElf^8^8^7^7^4^9^7^None XHalfling^10^10^10^10^1^10^10^40 feet XGnome^9^6^9^9^2^8^9^30 feet XDwarf^6^7^5^5^9^5^8^50 feet XHalf-Orc^2^5^3^2^8^2^2^30 feet XHalf-Troll^1^1^1^1^10^1^1^30 feet X.TE X.KE X X.NH 2 XChoosing A Class X.LP XOnce a race has been chosen, you will need to pick a class. XSome classes will not be available to certain races, for instance Xa Half-Troll cannot become a Paladin. For the first few Xadventures it is suggested that you run a warrior or rogue. XSpell casting generally requires a more experienced player that Xis familiar with survival techniques. X.IP "Warrior" XA Warrior is a hack-and-slash character, who solves most of Xhis problems by cutting them to pieces, but will occasionally Xfall back on the help of a magical device. His prime stats are XStrength and Constitution, and a good Dexterity can really help Xat times. A Warrior will be good at Fighting and Throwing/Bows, Xbut bad at most other skills. X.IP "Mage " XA Mage must live by his wits. He cannot hope to simply hack Xhis way through the dungeon, and so must therefore use his magic Xto defeat, deceive, confuse, and to escape with. A mage is not Xreally complete without a golf-cart of magical devices to use in Xaddition to his spells. He can master the higher level magical Xdevices far easier than anyone else, and has the best saving Xthrow to resist effects of spells cast at him. Intelligence and XDexterity are his primary stats. There is no rule that says a Xmage cannot become a good fighter, but spells are his true realm. X.IP "Priest " XA Priest is a character of holy devotion. They explore the Xdungeon only to destroy the evil that lurks within, and if Xtreasure just happens to fall into their packs, well, so much Xmore to the glory of their church! Priests receive their spells Xfrom a diety, and therefore do not choose which spells they will Xlearn. He is familiar with magical devices, preferring to call Xthem instruments of god, but is not as good as a mage in their Xuse. Priests have good saving throws, and make decent fighters, Xpreferring blunt weapons over edged ones. Wisdom and Charisma Xare the priests primary stats. X.IP "Rogue " XA Rogue is a character that prefers to live by his cunning, Xbut is capable of fighting his way out of a tight spot. He is Xthe master of traps and locks, no device being impossible for him Xto over-come. A rogue has a high stealth allowing him to sneak Xaround many creatures without having to fight, or sneak up and Xget the first blow. A rogue's perception is higher than any Xother class, and many times he will notice a trap or secret door Xbefore having to search. A rogue is better than warriors or Xpaladins with magical devices, but still can not rely on their Xperformance. A rogue's primary stats are Intelligence and XDexterity. X.IP "Ranger " XA Ranger is a fighter/mage. He is a good fighter, and the Xbest of the classes with a missile weapon such as a bow. The Xranger learns spells much more slowly than a mage, but is capable Xof learning all but the most powerful spell. Because a ranger is Xreally a dual class character, it requires more experience to Xadvance him. A ranger has a good stealth, good perception, good Xsearching, a good saving throw, and is good with magical devices. XHis primary stats are Intelligence and Dexterity. X.IP "Paladin" XA Paladin is a fighter/priest. He is a very good fighter, Xsecond only to the warrior class, but not very good at missile Xweapons. He receives prayers at a slower pace then the priest, Xand can receive all but the most powerful prayer. Because a Xpaladin is really a dual class character, it requires more Xexperience to advance him. A paladin lacks much in the way of Xabilities. He is poor at stealth, perception, searching, and Xmagical devices. He has a decent saving throw due to his divine Xalliance. His primary stats are Strength and Charisma. X X.NH 3 XRace VS Class X.LP X.KS X.TS Xtab(^) center box; Xce ce ce ce ce ce ce. XRace^Warrior^Mage^Priest^Rogue^Ranger^Paladin X_ XHuman^Yes^Yes^Yes^Yes^Yes^Yes XHalf-Elf^Yes^Yes^Yes^Yes^Yes^Yes XElf^Yes^Yes^Yes^Yes^Yes^No XHalfling^Yes^Yes^No^Yes^No^No XGnome^Yes^Yes^Yes^Yes^No^No XDwarf^Yes^No^Yes^No^No^No XHalf-Orc^Yes^No^Yes^Yes^No^No XHalf-Troll^Yes^No^Yes^No^No^No X.TE X.KE X X.NH 3 XClass VS Skills X.LP XAbilities as compared to each other: X1 is lowest, or worst; 10 is highest, or best. X.KS X.TS Xtab(^) center box; Xl c c c c c c c c c Xl c c c c c c c c c Xl n n n n n n n n r. X^^^Save^^^Magic^^^Required XRace^Fight^Bows^Throw^Stlth^Disarm^Device^Percep^Search^Exp. X_ XWarrior^10^6^3^2^3^3^2^2^+0% XMage^2^1^10^5^8^10^8^5^+30% XPriest^4^3^7^5^4^7^4^4^+10% XRogue^8^9^7^10^10^7^10^10^+0% XRanger^6^10^7^7^6^7^6^6^+40% XPaladin^10^5^4^2^2^4^4^2^+35% X.TE X.KE X X.NH 1 XAdventuring X.LP XAfter you have created your character, you will begin your X\fImoria\fP adventure. Symbols appearing on your screen will represent Xthe dungeon's walls and floor, objects and features, and Xcreatures lurking about. In order to direct your character Xthrough his adventure, you will enter single character commands. X.LP X\fIMoria\fP symbols and commands each have a help section devoted Xto them. You should review these sections before attempting an Xadventure. Finally, a description of the town level and some Xgeneral help on adventuring are included. X X.NH 2 XSymbols On Your Map X.LP XSymbols on your map can be broken down into three Xcategories: Features of the dungeon such as walls, floor, doors, Xand traps; Objects which can be picked up such as treasure, Xweapons, magical devices, etc; and Monsters which may or may not Xmove about the dungeon, but are mostly harmful to your Xcharacter's well being. X.LP XNote that some symbols can be in more than one category. XAlso note that treasure may be imbedded in a wall, and the wall Xmust be removed before the treasure can be picked up. X.LP XIt will not be necessary to remember all of the symbols and Xtheir meanings. A simple command, the '/', will identify any Xcharacter appearing on your map. See the section on commands for Xfurther help. X.LP X.nf X.KS X.TS Xbox tab(%) center; Xc s s s Xl l l l. XFeatures X_ X\&.%A floor space, or hidden trap%1%Entrance to General Store X#%A wall%2%Entrance to Armory X'%An open door%3%Entrance to Weapon Smith X+%A closed door%4%Entrance to Temple X^%A trap%5%Entrance to Alchemy Shop X<%A staircase up%6%Entrance to Magic Shop X>%A staircase down%:%Obstructing rubble X;%A loose floor stone%\ %An open pit (Blank) X.TE X.KE X.sp X.KS X.TS Xbox tab(^) center; Xc s s s Xl l l l. XObjects X_ X!^A flask or potion^?^A scroll X"^An amulet^[^Hard armor X$^Money (Can be imbedded)^\e^A hafted weapon X&^A chest^]^Misc. armor X(^Soft armor^\&_^A staff X)^A shield^{^Missile (arrow, bolt, pebble) X*^Gems (Can be imbedded)^|^Sword or dagger X\-^A wand^}^Missile arm (Bow, X-bow, sling) X/^A pole-arm^~^Misc X\&=^A ring^,^Food Xs^A skeleton^^ X.TE X.KE X.sp X.KS X.TS Xbox tab(^) center; Xc s s s Xl l l l. XMonsters X_ Xa^Giant Ant^A^Giant Ant Lion Xb^Giant Bat^B^The Balrog Xc^Giant Centipede^C^Gelatinous Cube Xd^Dragon^D^Ancient Dragon Xe^Floating Eye^E^Elemental Xf^Giant Frog^F^Fly Xg^Golem^G^Ghost Xh^Harpy^H^Hob-Goblin Xi^Icky-Thing^I^Invisible Stalker Xj^Jackal^J^Jelly Xk^Kobold^K^Killer Beetle Xl^Giant Lice^L^Lich Xm^Mold^M^Mummy Xn^Naga^N^ Xo^Orc or Ogre^O^Ooze Xp^Human(iod)^P^Giant Human(iod) Xq^Quasit^Q^Quythulg Xr^Rodent^R^Reptile Xs^Skeleton^S^Scorpion Xt^Giant Tick^T^Troll Xu^^U^Umber Hulk Xv^^V^Vampire Xw^Worm or Worm Mass^W^Wight or Wraith. Xx^^X^Xorn Xy^Yeek^Y^Yeti Xz^Zombie^Z^ X$^Creeping Coins^,^Mushroom Patch X.TE X.KE X X.NH 2 XCommands X.LP XAll commands are entered by pressing a single key, or Xcontrol sequence (holding down the control key while pressing a Xkey). If a particular command requires additional action, it Xwill be prompted for, with one exception. When a direction is Xrequired, no prompt is given unless and until an illegal response Xis given. X.LP XFor each command, the characters used by the original style option are Xlisted first, followed by the characters used by the rogue-like Xoption in braces, if different. X X.NH 3 XNote On <Dir> X.LP XFor the original style option, Xin the following instructions, the symbol <Dir> refers to a Xnumeric direction based on your keypad. XFor the rogue-like option, the symbol <Dir> refers to one of the Xfollowing letters 'hykulnjb', or to a numeric direction based on Xyour keypad. XIt is not valid to use Xthe number '5' in this context. One exception to this is with Xmovement, in which case '5' will rest the character for one turn. XFor the rogue-like option, '.' will also rest the character for one Xturn. X.LP XCommands which require a direction will not prompt you for Xone, unless you input an illegal direction. Just enter a Xdirection after the entering the command. X.LP X.RS X.TS Xtab(^); Xc s s Xn n n. XOriginal Directions X.sp X\0\\\\\&^\0|\&\0^\0\&/ X7^8^9 X.sp X\-\0 4^ ^6\&\0\- X.sp X1^2^3 X\0/\0\&^\0|\&\0^\0\&\\\\ X.TE X.TS Xtab(^); Xc s s Xn n n. XRogue-like Directions X.sp X\0\\\\\&^\0|\&\0^\0\&/ Xy^k^u X.sp X\-\0 h^ ^l\&\0\- X.sp Xb^j^n X\0/\0\&^\0|\&\0^\0\&\\\\ X.TE X.RE XFor the original style option, movement is accomplished Xby using your numeric keypad. XSimply press a number and your character will move one step in Xthat direction. XFor the rogue-like option, movement is accomplished by using the Xnumeric keypad, or one of the directional characters mentioned above. XPressing a '5' is equivalent to waiting for one Xround (More efficient resting over long periods of time is Xaccomplished by using the Rest command). You can only move onto Xand through floor spots, and only if they contain no creatures or Xobstructing objects such as a closed door. X.LP XMoving your character one step at a time can be time Xconsuming and boring, so a faster method has been supplied. XFor the original style option, by Xusing the Move command '.', you may move in a direction until Xsomething interesting happens. For instance, by pressing the Xperiod key '.' followed by the direction 8, your character would Xcontinue to move up the screen, only coming to a stop after at Xleast one condition is satisfied. XFor the rogue-like option, typing a shifted directional letter Xwill move you in that direction until something interesting happens. XThese stopping conditions are: X.IP "[1]" XA creature appears upon the screen, or a creature already on Xthe screen moves. X.IP "[2]" XYou move next to an object, or feature such as a door, Xstaircase, or trap. X.IP "[3]" XYou come to a wall, and have more than one choice of Xdirections from which to continue, or are in a dead in Xpassage. X.IP "[4]" XYou come to a junction of several passages. X X.IP "B <Dir> - Bash {f - force}" XThe Bash command includes breaking open doors and chests, or Xbashing an opponent. Two main factors determine the ability of a Xcharacter to bash, their weight and their strength. In addition, Xwhen bashing an opponent, you will either perform a body bash, or Xif wielding a shield, perform a shield bash which is more Xeffective. X.sp XBashing a door can throw the character off-balance, but this Xwill not generally be a problem. Doors that have been jammed Xclosed with spikes can only be opened by bashing. Locked doors Xmay also be bashed open. Note that bashing a door open will Xpermanently break it. X.sp XBashing a creature has effects on both the player and his Xopponent. Depending on a character's dexterity, he may or may Xnot be thrown off-balance allowing free moves to his opponents. X.sp XIf the bash is successful, the opponent will be thrown Xoff-balance for 1 to 3 turns, thus allowing the character free Xhits or a chance to run. X.sp XA player automatically performs a shield bash instead of a Xbody bash, if he is currently wearing a shield. A shield bash Xadds the damage of a shield to that of the bash, so is more Xeffective. Note that size and material both affect the damage Xthat a shield will do. X.IP "C - Print character (to screen or file)" XThis command allows the player to either display his Xcharacter on the terminal screen, or to print an entire character Xinfo listing to a file. If printed to a file, history, equipment Xlist, and an inventory list are included. X.IP "D <Dir> - Disarm a trap." XYou can attempt to disarm floor traps, or trapped chests. XIf you fail to disarm a trap, there is a chance that you blunder Xand set it off. You can only disarm a trap on a chest after Xfinding it with the search command. X.IP "E - Eat some food." XA character must eat occasionally to remain effective. As a Xcharacter grows hungry, a message will appear at the bottom of Xthe screen saying \*QHungry\*U. If a character remains hungry long Xenough, he will become weak and eventually start fainting. X.IP "F - Fill a lamp or lantern with oil." XIf your character is currently using a lamp for light, and Xif he has a flask of oil in inventory, he may refill the lamp by Xusing this command. A lamp is capable of a maximum of 5500 turns Xof light, and each flask has 5000 turns of oil contained in it. X.IP "L - Display map co-ordinates. {W - where}" XThe Location command will display your character's current Xco-ordinates as shown on a printed map (printed with the 'P' Xcommand). Sectors contain up to 44 rows by 99 columns each. The XLocation command will display the character's current row and Xcolumn map co-ordinates, as well as the sector number. X.IP "P - Print map to file. {M - map}" XThe Print command will write an entire map of the dungeon Xfloor explored to a file. Since the dungeon floor is large, the Xmap is broken up into sectors, each containing up to 44 rows by X99 columns. X.IP "R - Rest for a number of turns." XYou may rest one turn by pressing the '5' key. Resting for Xlonger periods of time is accomplished by using the Rest command, Xfollowed by the number of turns you want to rest your character. XResting will continue until the specified duration has expired, Xor something to wake the character happens, such as a creature Xwandering by. It is sometimes a good idea to rest a beat-up Xcharacter until he regains some of his hit points, but be sure to Xhave plenty of food if you rest often. X.sp XIf you have accidently entered in a rest period too large, Xor change your mind about the resting period, you may wake your Xcharacter up by typing control-C. X.IP "S - Search mode toggle. {#}" XThe Searching toggle will take the character into and out of Xsearching mode. When first pressed, the message \*QSearching\*U will Xappear at the bottom of the screen. The character is now taking Xtwo turns for each command, one for the command and one turn to Xsearch about him. Note that this means he is taking twice the Xtime to move about the dungeon, and therefore twice the food. If Xa creature should happen by or attack you, search mode will Xautomatically shut off. Otherwise you may turn off search mode Xby again pressing the 'S' key. X.IP "T <Dir> - Tunnel through rock. {control-<Dir>}" XTunneling (Mining) is a very useful art. There are four Xkinds of rock present in the dungeons of \fImoria\fP: Permanent Rock, XGranite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock Xis exactly that, permanent. Granite is very hard, therefore hard Xto dig through, and contains no valuable metals. Magma and XQuartz veins are softer and sometimes bare valuable metals and Xgems, shown as a '$' or a '*' character. You can tell if the Xmetal or gems are embedded into the wall by trying to move onto Xthem. If you can't move over them, you'll have to dig them out. X.sp XTunneling can be VERY difficult by hand, so when you dig be Xsure to wield either a shovel or a pick. Magical shovels and Xpicks can be found which allow the wielder to dig much faster Xthan normal, and a good strength also helps. X.sp XIt is sometimes possible to get a character trapped within Xthe dungeon by using various magical spells and items. So it is Xa very good idea to always carry some kind of digging tool, even Xwhen you are not planning on tunneling for treasure. X.IP "a <Dir> - Aim a wand. {z - zap}" XWands must be aimed in a direction to be used. Wands are a Xmagical device and therefore use the Magical Devices ability of Xthe player. They will either affect the first object/creature Xencountered, or affect anything in a given direction, depending Xupon the wand. An obstruction such as door or wall will general Xstop the effects of a wand from traveling further. X.IP "b - Browse a book. {P - peruse}" XYou can only read a book if you are of it's realm. XTherefore a magic user could read a magic book, but not a holy Xbook. Fighter's will not be able to read either kind of book. XWhen the browse command is used, all of the spells or prayers Xcontained in the book along with information about it, such as Xit's level, the amount of mana used up in casting it, and whether Xor not you know the spell or prayer, will be displayed. There Xare a total of 31 different magical spells in four books, and 31 Xdifferent prayers in four books. X.IP "c <Dir> - Close a door." XNon-intelligent and certain other creatures will not be able Xto open a door. Therefore shutting doors can be a life saver. XYou must be adjacent to an open door, and you cannot close broken Xdoors. Note that bashing a door open will break it. X.IP "d - Drop an object from you inventory." XYou can drop a single object onto the floor beneath you if Xthat floor spot does not already contain an object. Note that Xdoors and traps are considered objects in this sense. If you Xdrop an object such as a potion or scroll, a single one is Xdropped onto the floor at a time. Group objects such as arrows Xare all dropped at once onto the floor. X.IP "e - Display a list of equipment being used." XUse the Equipment command to display a list of objects Xcurrently being used by your character. Note that each object Xhas a specific place were it is placed, and that only one object Xof each type may be used at any one time, excepting rings of Xwhich two can be worn, one on each hand. X.IP "f <Dir> - Fire/Throw an object/Use a missile weapon. {t - throw}" XYou may throw any object carried by your character. XDepending upon the weight of an object, it may travel across a Xroom or drop down beside you. If you throw an object such as an Xarrow, only one will be used at a time. X.sp XIf you throw at a creature, your chance of hitting the Xcreature is determined by your pluses to hit, your ability at Xthrowing, and the object's pluses to hit. Once the creature is Xhit, the object may or may not do any actual damage to it. XCertain objects in the dungeon can do great amounts of damage Xwhen thrown, but it's for you to figure out the obscure ones. XOil flasks are considered to be lit before thrown, therefore they Xwill do fire damage to a creature if they hit it. X.sp XTo use a bow with arrows, simply wield the bow and throw the Xarrows. Extra pluses to damage and hitting are gained by Xwielding the proper weapon and throwing the corresponding ammo. XA heavy crossbow with bolts for example, is a killer... X.IP "h - Enter the \fImoria\fP help library" XA subprocess is spawned and the HELP utility entered. Help Xon individual commands may be displayed without actually exiting Xyour game. XThis is currently unimplemented. X.IP "i - Display a list of objects being carried." XThe Inventory command displays a list of all objects being Xcarried, but are not in current use. You may carry up to 22 Xdifferent kinds of objects, not including those in your equipment Xlist. Depending upon your strength, you will be able carry many Xidentical objects before hitting your weight limit. X.IP "j <Dir> - Jam a door with an iron spike. {S - spike}" XMost humanoid and many intelligent creatures can simply open Xa closed door, and can eventually get through a locked door. XTherefore you may spike a door in order to jam it. Each spike Xused on a door will increase it's strength. It is very easy to Xjam a door so much as to make it impossible for your character to Xbash it down, so spike doors wisely. Note that the bigger a Xcreature is, the easier it can bash a door down. Therefore four Xor more spikes might be necessary to slow down a dragon, where Xone spike would slow down a kobold. X.IP "m - Cast a magic spell." XFirst, a character must have learned a spell before he can Xcast it. Next, when casting a spell, he must read the spell from Xa book, so a book containing the spell must be in his inventory. XEach spell has a chance of failure which starts out fairly large Xbut decreases as a character gains levels. If a character does Xnot have the available mana, he increases his chance of failure, Xand gambles on losing a point of constitution. Note that since a Xcharacter must read the spell from a book, he cannot be blind or Xconfused when casting a spell, and there must be some light Xpresent. X.IP "l <Dir> - Look in a direction. {x - examine}" XThe Look command is useful in identifying the exact type of Xobject or creature shown on the screen. Also, if a creature is Xon top of an object, the look command will describe both. You Xcan see creatures and objects up to 200 feet away (20 units). XNote that you may freely use the Look command without the Xcreatures getting a move on you. X.IP "o <Dir> - Open a door, chest, or lock." XTo open an object such as a door or chest you must use the XOpen command. If the object is locked, the Open command will Xattempt to pick the lock, based on your ability at disarming. XNote that if an object is trapped and you open it, the trap will Xbe set off. X.IP "p - Read a prayer." XFirst, a character must have learned a prayer before he can Xread it. Next, when reading a prayer, he must have the book Xcontaining the prayer in his inventory. Each prayer has a chance Xof failure which starts out fairly large but decreases as a Xcharacter gains levels. If a character does not have the Xavailable mana, he increases his chance of failure, and gambles Xon losing a point of constitution. Note that since a character Xmust read the prayer from a book, he cannot be blind or confused Xand there must be some light present. X.IP "q - Quaff a potion." XTo drink a potion use the Quaff command. A potion affects Xthe player in some manner. The effects of the potion may be Ximmediately noticed, or they may be subtle and unnoticed. X.IP "r - Read a scroll." XTo read a scroll use the Read command. A scroll spell has Xan area affect, except in a few cases such as identify scrolls Xwhich act on other objects. Note that two scrolls, the identify Xscroll and the recharge scroll, have titles which can be read Xwithout setting them off, and by pressing <ESCAPE> can be saved Xfor future use. X.IP "s - Search general area one turn." XThe Search command can be used to locate hidden traps and Xsecret doors about the player. Note that more than a single turn Xof searching will be required in most cases. You should always Xsearch a chest before trying to open it because they are Xgenerally trapped. X.IP "t - Take off a piece of equipment. {T}" XUse the Take-Off command to remove an object from use, and Xreturn it to your inventory. Occasionally you will run into a Xcursed item which cannot be removed. Cursed items are always Xbad, and can only be taken off after removing the curse. X.IP "u - Use a staff. {Z - Zap}" XThe Use command will activate a staff. Like scrolls, most Xstaffs have an area affect. Because staffs are generally more Xpowerful than most other items, they are also harder to use Xcorrectly. X.IP "v - Display current version of game." XThe Version command displays the credits for the current Xversion of \fImoria\fP. X.IP "w - Wear or wield an item being carried." XTo wear or wield an object in your inventory, use the XWear/Wield command. If an object is already in use for the same Xfunction, it is automatically removed first. Note that an Xobjects bonuses cannot be gained until it is worn or wielded. X.IP "x - Exchange primary and secondary weapons. {X}" XA secondary weapon is any weapon which may be needed often. XInstead of searching through your inventory, you may use the Xexchange command to keep the weapon ready. For instance, if you Xwanted to use your bow most of the time, but needed a sword for Xclose combat, you could wield your sword, use the exchange Xcommand to make it the secondary weapon, then wield your bow. If Xthe sword was suddenly needed, simply use the exchange command to Xswitch between the bow and the sword. X.IP "/ - Identify a character shown on screen." XUse the identify command to find out what a character Xdisplayed on the screen stands for. For instance, by Xpressing '/.', you can find out that the '.' stands for a floor spot. XWhen used with a creature, the identify command will tell you Xonly what class of creature the symbol stands for, not the Xspecific creature, therefore use the look command for this Xinformation. X.IP "? - Display a list of commands." XThe ? command displays a one page quick reference help page Xon the screen. X.IP "^M - Repeat last message. {^P}" XThe <Control>-M (Carriage-Return or Enter key) command will Xre-display the last message printed on the message line at the Xtop of your screen. X.IP "^R - Redraw the screen." XTo redraw the entire screen, use the <Control>-R command. X.IP "^K - Quit the game without saving. {Q}" XTo exit the game without saving your character (i.e. kill him/her) Xuse the X<Control>-K command. Once exited in this manner, your character Xis non-recoverable. X.IP "^X - Save your character and exit the game." XTo save your game so that it can be restarted later, use the X<Control>-X command. The save file cannot be moved, or read. XDo not try to tamper with it. XNote that a copy of a saved character will Xnot work after that character has died. X.IP "$ - Shell out of game. {!}" XUse the Shell command '$' to temporarily exit the game to Xexecute UNIX commands. You may re-enter the game by typing exit Xto end the spawned process. X.IP "< - Go up an up-staircase." XIf you move onto an up-staircase you may use the '<' command Xto go up one level. There is always one staircase going up on Xevery level except for the town level (this does not mean it's Xeasy to find). Going up a staircase will always take you to a Xnew dungeon area except for the town level, which remains the Xsame for the duration of your character. X.IP "> - Go down a down-staircase." XIf you are on top of a down-staircase you may use the '>' Xcommand to go down one level. There are always two or three Xstaircases going down on each level, except the town level which Xhas only one. Going down will always take you to a new dungeon Xarea. X.IP ". <Dir> - Move in direction. {shift<Dir>}" XThe Move command '.' will move you in the indicated Xdirection until one of several conditions happen. These Xconditions include, a creature appearing on the screen, a Xcreature already on the screen moving, an object or feature such Xas a door, a staircase, or a trap is adjacent to the character, Xcharacter comes into a junction of passages, or character comes Xto a wall with no choice or more than one choice of continuing Xdirections. X X.NH 3 XQuick Reference Page. X.LP X.KS X.TS Xcenter tab(^) box; Xc s s s Xl l l l. XOriginal Commands X_ XB <Dir>^Bash (object/creature)^q^Quaff a potion XC^Display character^r^Read a scroll XD <Dir>^Disarm a trap/chest^s^Search for hidden doors XE^Eat some food^t^Take off an item XF^Fill lamp with oil^u^Use a staff XL^Current location^v^Version and credits XP^Print map^w^Wear/Wield an item XR^Rest for a period^x^Exchange weapon XS^Search Mode^/^Identify an character XT <Dir>^Tunnel^?^Display this panel Xa^Aim and fire a wand^^ Xb^Browse a book^CTRL/M^Repeat the last message Xc <Dir>^Close a door^CTRL/R^Redraw the screen Xd^Drop an item^CTRL/K^Quit the game Xe^Equipment list^CTRL/X^Save character and quit Xf^Fire/Throw an item^$^Shell out of game Xh^\fImoria\fP Help^^ Xi^Inventory list^<^Go up an up-staircase Xj <Dir>^Jam a door with spike^>^Go down a down-staircase Xl <Dir>^Look given direction^. <Dir>^Move in direction Xm^Cast a magic spell^Move:^7\08\09 Xo <Dir>^Open a door/chest^^4\0\0\06\0 (5 = Rest) Xp^Read a prayer^^1\02\03 X.TE X.KE X X.LP X.KS X.TS Xcenter tab(^) box; Xc s s s Xl l l l. XRogue-like Commands X_ Xf <Dir>^Bash (object/creature)^q^Quaff a potion XC^Display character^r^Read a scroll XD <Dir>^Disarm a trap/chest^s^Search for hidden doors XE^Eat some food^T^Take off an item XF^Fill lamp with oil^Z^Use a staff XW^Current location^v^Version and credits XM^Print map^w^Wear/Wield an item XR^Rest for a period^X^Exchange weapon X#^Search Mode^/^Identify an character XCTRL<Dir>^Tunnel^?^Display this panel Xz^Aim and fire a wand^^ XP^Browse a book^CTRL/P^Repeat the last message Xc <Dir>^Close a door^CTRL/R^Redraw the screen Xd^Drop an item^Q^Quit the game Xe^Equipment list^CTRL/X^Save character and quit Xt^Fire/Throw an item^!^Shell out of game Xh^\fImoria\fP Help^^ Xi^Inventory list^<^Go up an up-staircase XS <Dir>^Jam a door with spike^>^Go down a down-staircase Xx <Dir>^Look given direction^shift<Dir>^Move in direction Xm^Cast a magic spell^Move:^y\0k\0u Xo <Dir>^Open a door/chest^^h\0\0\0l\0 (. = Rest) Xp^Read a prayer^^b\0j\0n X.TE X.KE X X.NH 2 XThe Town Level X.LP XThe town level is where you will begin your adventure. The Xtown consists of six buildings each with an entrance, some Xtowns 'people', and a wall which surrounds the town. The first time Xyou are in town it will be daytime, but you may return to find Xthat darkness has fallen. (Note that some spells may act Xdifferently in the town level.) X X.NH 3 XTownspeople X.LP XThe town contains many different kinds of people. There are Xthe street urchins, young children who will mob an adventurer for Xmoney, and seem to come out of the woodwork when excited. XBlubbering Idiots are a constant annoyance, but not harmful. XPublic drunks wander about the town singing, and are of no Xthreat to anyone. Sneaky rogues hang about watching for a Xlikely victim to mug. And finally, what town would be complete Xwithout a swarm of half drunk warriors, who take offense or Xbecome annoyed just for the fun of it. X.LP XMost of the towns people should be avoided by the largest Xpossible distance when you wander from store to store. Fights Xwill break out though, so be prepared. Since your character grew Xup in this world of intrigue, no experience is awarded for Xkilling on the town level. X X.NH 3 XSupplies X.LP XYour character will begin his adventure with some supplies Xalready on him. Use the Inventory 'i' command to check what Xthese supplies are. It will be necessary to buy other supplies Xbefore continuing into the dungeon, however, so be sure to enter Xeach of the stores. X X.NH 3 XTown Buildings X.LP XYou may enter any of the stores, if they are open, and Xbarter with the owner for items you can afford. But be warned Xthat the owners can easily be insulted, and may even throw you Xout for a while if you insult them too often. To enter a store, Xsimply move onto the entrance represented by the numbers 1 Xthrough 6. X.LP XOnce inside a store, his inventory will appear on the screen Xalong with a set of options for your character. You may browse Xthe store's inventory if it takes more than one page to display, Xand you may sell or purchase items in his inventory. You can Xexecute your inventory and equipment commands to see what you are Xcarrying. Not shown with the options are the wear, take-off, and Xexchange commands which will also work, but were excluded to keep Xthe options simple. X.LP XStores do not always have everything in stock. As the game Xprogresses, they may get new items so check from time to time. XAlso, if you sell them an item, it may get sold to a customer Xwhile you are adventuring so don't always expect to be able to Xget back anything you have sold. X.LP XStore owners will not buy harmful or useless items. If an Xobject is unidentified, they will pay you some base price for it. XOnce they have bought it they will immediately identify the Xobject. If it is a good object, they will add it to their Xinventory. If it was a bad bargain, they simply throw the item Xaway. In any case, you may receive some knowledge of the item if Xanother is encountered. X.IP "The General Store" XThe General Store sells foods, drinks, some clothing, Xtorches, lamps, oil, and spikes. All of these items, and others, Xcan be sold back to the General store for money. The entrance to Xthe General Store is a '1'. X.IP "The Armory" XThe Armory is where the town's armor is fashioned. All Xsorts of protective gear may be bought and sold here. The Xentrance to the Armory is a '2'. X.IP "The Weaponsmith\'s Shop" XThe Weaponsmith's Shop is where the town's weapons are Xfashioned. Hand and missile weapons may be purchased and sold Xhere, along with arrows, bolts, and shots. The entrance to the XWeaponsmiths is a '3'. X.IP "The Temple" XThe Temple deals in healing and restoration potions, as well Xas bless scrolls, word-of-recall scrolls, some approved priestly Xweapons, etc. The entrance to the Temple is a '4'. X.IP "The Alchemy shop" XThe Alchemy Shop deals in all manner of potions and scrolls. XThe entrance to the Alchemy Shop is a '5'. X.IP "The Magic User\'s Shop" XThe Magic User's Shop is the most expensive of all the Xstores. It deals in all sorts of rings, wands, amulets, and Xstaves. The entrance to the Magic Shop is a '6'. X X.NH 2 XWithin The Dungeon X.LP XOnce your character is adequately supplied with food, light, Xarmor, and weapons, he is ready to enter the dungeon. Move on Xtop of the '>' symbol and use the down '>' command. Your Xcharacter enters a maze of interconnecting staircases and finally Xpasses through a one-way door. He is now on the first level of Xthe dungeon (50 feet), and must survive many horrible and Xchallenging encounters to find the treasure lying about. X X.NH 3 XLight X.LP XThere are two sources for light once inside the dungeon. XPermanent light which has been magically placed within rooms, and Xa light source carried by the player. If neither is present, the Xcharacter will be unable to map or see any attackers. Lack of Xlight will also affect searching, picking locks, and disarming. X.LP XA character must wield a torch or lamp in order to supply Xhis own light. Once a torch or lamp has only 50 or less turns Xleft before burning out, the message \*QYour light is getting low\*U Xwill be displayed at random intervals. Once a torch is burnt Xout, it is useless and can be dropped. A lamp or lantern can be Xrefilled with oil by using the Fill 'F' command. You must of Xcourse be carrying extra oil to refill a lantern. X X.NH 3 XAttacking And Being Attacked X.LP XAttacking is simple in \fImoria\fP. If you move into a creature, Xyou attack him. You can attack from a distance by firing a Xmissile, or by magical means such as aiming a wand. Creatures Xattack in the same way, if they move into you, they attack you. XSome creatures can cast spells from a distance, and dragon type Xcreatures can breath from a distance, but these are the only Xexceptions. X.LP XIf you are wielding a weapon, the damage for the weapon is Xused when you hit the creature. If you are wielding no weapons, Xyou get two fist strikes. Note that very strong creatures can do Xa lot of damage with their fists... A character may have a Xprimary and secondary weapon. A secondary weapon is kept on the Xbelt, or on the shoulder for immediate use. You can switch Xbetween your primary and secondary weapons by using the exchange Xcommand. Be sure you are wielding the proper weapon when Xfighting. Hitting a dragon over the head with a bow will simply Xmake him mad, and get you killed. X.LP XMissile weapons, such as bows, can be wielded, and then the Xproper missile, in this case an arrow, can be fired across the Xroom into a target. Missiles can be used without the proper Xmissile weapon, but used together they have a greater range and Xdo far more damage. X.LP XHits and misses are determined by ability to hit vs. armor Xclass. A miss doesn't necessarily mean you failed to hit the Xtarget, but only that you failed to do any damage. Therefore Xa 'hit' is a strike that does some damage. Higher armor classes Xmake it harder to do damage, therefore more misses. X X.NH 4 XYour Weapon X.LP XCarrying a weapon in your backpack does you no good. You Xmust wield a weapon before it can be used in a fight. Note that Xa secondary weapon can be kept by wielding it and then using the Xexchange command. A secondary weapon is not in use, simply Xready to be switched with the current weapon if needed. X.LP XWeapons have two main characteristics, their ability to hit Xand their ability to do damage, expressed as '(+ ,+ )'. A normal Xweapon would be '(+0,+0)'. Many weapons in \fImoria\fP have magical Xbonuses to hit and/or do damage. Some weapons are cursed, and Xhave penalties that hurt the player. Note that cursed swords Xcannot be un-wielded until the curse is lifted. X.LP XMissile weapons, such as bows, have only one major Xcharacteristic which is to hit, expressed '(+ )'. This plus to Xhit is added to that of the missile used, if the proper Xweapon/missiles combination are used. X.LP XAlthough you receive any magical bonuses an unidentified Xweapon may possess when you wield it, those bonuses will not be Xadded in to the displayed values of to-hit and to-dam on your Xcharacter sheet. You must identify the weapon before the Xdisplayed values reflect the real values used. X.LP XFinally, some rare weapons have special abilities. These are Xcalled ego weapons, and are feared by great and meek. An ego Xsword must be wielded to receive benefit of its abilities. X.LP XSpecial weapons are denoted by the following abbreviations: X.IP "DF - Defender." XA magical weapon that actually helps the wielder defend Xhimself, thus increasing his armor class. X.IP "FB - Frost Brand." XA magical weapon of ice that delivers a cold critical to Xheat based creatures. X.IP "FT - Flame Tongue." XA magical weapon of flame that delivers a heat critical Xto cold based creatures. X.IP "HA - Holy Avenger." XA Holy Avenger is by far the most powerful of weapons. XHoly Avengers have been known to increase several of the Xwielder's stats, to actually increase the wielder's armor Xclass (because of the terror the weapon spawns in it's foes), Xand to actually help the wielder to fight more effectively. X.IP "SD - Slay Dragon." XA Slay Dragon weapon is a special purpose weapon whose Xsole intent is to destroy dragon-kind. Therefore, when used Xagainst a dragon, the amount of damage done is greatly Xincreased. X.IP "SE - Slay Evil." XA Slay Evil weapon is a special purpose weapon whose Xsole intent is to destroy all forms of evil. When used Xagainst an evil creature, either alive or undead, the damage Xdone is greatly increased. X.IP "SM - Slay Monster." XA Slay Monster weapon is a special purpose weapon whose Xsole intent is to destroy all the vile monsters of the world. XA monster is any creature not natural to the world. XTherefore an orc would be a monster, but a giant snake would Xnot be. X.IP "SU - Slay Undead." XA Slay Undead weapon is a special purpose weapon whose Xsole intent is to destroy all forms of undead. This weapon Xis hated and feared by the intelligent undead, for a single Xblow from this weapon is capable of destroying them. X X.NH 4 XBody And Shield Bashes X.LP XWeight is the primary factor in being able to bash Xsomething, but strength plays a role too. After bashing, a Xcharacter may be off balance for several rounds depending upon Xhis Dexterity. X.LP XDoors can be broken down by bashing them. Once a door is Xbashed open, it is forever useless and cannot be closed. X.LP XChests too may be bashed open, but be warned that the Xcareless smashing of a chest often ruins the contents. Bashing Xopen a chest will not disarm any traps it may contain, but does Xallow the strong and ignorant to see what is inside. X.LP XFinally, a creature may be bashed. If a shield is currently Xbeing worn, the bash is a shield bash and will do more damage. XIn either case, a bash may throw an opponent off balance for a Xnumber of rounds, allowing a player to get in a free hit or more. XIf the player is thrown off-balance, his opponent may get free Xhits on him. This is a risky attack. X X.NH 4 XYour Armor Class X.LP XArmor class is a number that describes the amount and the Xquality of armor begin worn. Armor class will generally run from Xabout 0 to 40, but could become negative or greater than 40 in Xrare cases. X.LP XThe larger your armor class, the more protective it is. A Xnegative armor class would actually help get you hit. Armor Xprotects you in three manners. One, it makes you harder to be Xhit for damage. A hit for no damage is the same as a miss. Two, Xgood armor will absorb some of the damage that your character Xwould have taken. An armor class of 30 would absorb 30% of any Xdamage meant for him. Three, fire and acid damage are reduced by Xwearing body armor. It is obvious that a high armor class is a Xmust for surviving the lower levels of \fImoria\fP. X.LP XEach piece of armor has an armor class adjustment, and a Xmagical bonus. Armor bought in town will have these values Xdisplayed with their description. Armor that is found within the Xdungeon must be identified before these values will be displayed. XArmor class values are always displayed between a set of Xbrackets '[ ,+ ]'. The first value is the armor class of the item. The Xsecond number is the magical bonus of the item, and will always Xhave a sign preceding the value. There are a few cases where the Xform '[+ ]' is used, meaning the object has no armor class, only Xa magical armor bonus if worn. X.LP XSome pieces of armor will possess special abilities denoted Xby the following abbreviations: X.IP "RA - Resist Acid." XThis magical ability is usually enchanted into armor, Xbut may occasionally be found as an ability of a weapon. A Xcharacter using such an object will take only a quarter Xdamage from any acid thrown upon him. In addition, armor so Xenchanted will resist the acid's effects and not be damaged Xby it. X.IP "RC - Resist Cold." XThis magical ability is also found in both weapons and Xarmor. A character using a resist cold object will take only Xhalf damage from frost and cold. X.IP "RF - Resist Fire." XThis magical ability is found in both weapons and armor. XA character using a resist fire object will take only one Xquarter damage from heat and fire. X.IP "RL - Resist Lightning." XThis magical ability is found in both weapons and armor. XA character using a resist lightning object will take only Xone quarter damage from electrical attacks. X.IP "R - Resistance." XThis magical ability is found only in armor. A Xcharacter wearing armor with this ability will have Xresistance to Acid, Cold, Fire, and Lightning as explained in Xeach part above. X X.NH 3 XObjects Found In The Dungeon X.LP XThe mines are full of objects just waiting to be picked up Xand used. How did they get there? Well, the main source for Xuseful items are all the foolish adventurers that proceeded into Xthe dungeon before you. They get killed, and the helpful Xmonsters scatter the various treasure throughout the dungeon. XMost cursed items are placed there by the joyful evil sorcerers, Xwho enjoy a good joke when it gets you killed. X.LP XYou pick up objects by moving on top of them. You can carry Xup to 22 different items in your backpack while wearing and Xwielding many others. Note that although you are limited to 22 Xdifferent items, you may be carrying several of each item Xrestricted only by the amount of weight your character can carry. XYour character's weight limit is determined by his Strength. XOnly one object may occupy any one given floor location, which Xmay or may not also contain one monster. Note that doors, traps, Xand staircases are considered objects for this purpose. X.LP XMany objects found within the dungeon have special commands Xfor their use. Wands must be Aimed, staves must be Used, scrolls Xmust be Read, and potions must be Quaffed. In any case, you must Xfirst be able to carry an object before you can use it. Some Xobjects, such as chests, are very complex. Chests contain other Xobjects and may be trapped, and/or locked. Read the list of Xplayer commands carefully for a further understanding of chests. X.LP XOne item in particular will be discussed here. The scroll Xof \*QWord of Recall\*U can be found within the dungeon, or bought at Xthe temple in town. It acts in two manners, depending upon your Xcurrent location. If read within the dungeon, it will teleport Xyou back to town. If read in town, it will teleport you back Xdown to the deepest level of the dungeon one which your character Xhas previously been. This makes the scroll very useful for Xgetting back to the deeper levels of \fImoria\fP. Once the scroll has Xbeen read it takes a while for the spell to act, so don't expect Xit to save you in a crisis. X.LP XAnd lastly, a final warning. Not all objects are what they Xseem. Skeletons lying peacefully about the dungeon have been Xknown to get up... X X.NH 3 XCursed Objects X.LP XSome objects, mainly armor and weapons, have had curses laid Xupon them. These horrible objects will look like any other Xnormal item, but will detract from your characters stats or Xabilities if worn. They will also be impossible to remove until Xa remove curse is done. X.LP XWhen a cursed item has been identified, an asterisk '*' will Xappear next to the inventory letter of the item. If you should Xwear a cursed item, you will immediately know it is cursed and Xagain the asterisk will appear. X X.NH 3 XMining X.LP XMuch of the treasure within the dungeon can be found only by Xmining it out of the walls. Many rich strikes exist within each Xlevel, but must be found and mined. Quartz veins are the Xrichest, yielding the most metals and gems, but magma veins will Xhave some hordes hidden within. X.LP XMining is virtually impossible without a pick or shovel. XPicks and shovels have an additional magical ability expressed as '(+ )'. XThe higher the number, the better the magical digging Xability of the tool. Note that a pick or shovel also has plusses Xto hit and damage, and can be used as a weapon. X.LP XWhen a vein of quartz or magma is located, the character Xshould wield his pick or shovel and begin digging out a section. XWhen that section is removed, he should locate another section of Xthe vein, and begin the process again. Since granite rock is Xmuch harder to dig through, it is much faster to follow the vein Xexactly and dig around the granite. X.LP XIf the character has a scroll or staff of treasure location, Xhe can immediately locate all strikes of treasure within a vein Xshown on the screen. This makes mining much easier and more Xprofitable. X X.NH 3 XStaircases X.LP XStaircases are the manner in which you get deeper, or climb Xout of the dungeon. The symbols for the up and down staircases Xare the same as the commands to use them. A '<' represents an up Xstaircase and a '>' represents a down staircase. You must move Xyour character over the staircase before you can use them. X.LP XEach level has at least one up staircase, and at least two Xdown staircases. There are no exceptions to this rule. You may Xhave trouble finding some well hidden secret doors, but the Xstairs are there. X X.NH 3 XSecret Doors, Passages, And Rooms X.LP XMany secret doors are used within the dungeon to confuse and Xdemoralize adventurers foolish enough to enter. But with some Xluck, and lots of concentration, you can find these secret doors. X.LP XSecret doors will sometimes hide rooms or corridors, or even Xentire sections of that level of the dungeon. Sometimes they Xsimply hide small empty closets or even dead ends. X.LP XCreatures in the dungeon will generally know and use this Xsecret doors. If they leave one open, you will be able to go Xright through it. If they close it behind them you will have to Xsearch for the catch first. Once a secret door has been Xdiscovered by you, it is drawn as a known door and no more Xsearching will be required to use it. X X.NH 3 XWinning The Game X.LP XOnce your character has progressed into killing dragons with Xbut a mean glance and snap of his fingers, he may be ready to Xtake on the Balrog. The Balrog will appear on every level after Xlevel 49, so don't go down there until you are ready for him. X.LP XThe Balrog cannot be killed in some of the easier methods Xused on normal creatures. Because of the Balrog's cunning, he Xwill teleport away to another level if a spell such as genocide Xis used upon him, and the Balrog cannot be polymorphed, slept, or Xcharmed. Magical spells like coldball are effective against him Xas are weapons, but he is difficult to kill and if allowed to Xescape for a time can heal himself. X.LP XIf you should actually survive the attempt of killing the XBalrog, you will receive the status of WINNER. Since you have Xdefeated the toughest monster alive, your character is ready to Xretire and cannot be saved. When you quit the game, your Xcharacter receives a surprise bonus score and is entered into the Xtoptwenty file. X X.NH 3 XUpon Death And Dying X.LP XIf your character falls below 0 hit points, he has died and Xcannot be restored. A tombstone showing information about your Xcharacter will be displayed with the option to print the Xinformation to a file. X.LP XAfter the tombstone, the toptwenty list of heroes is Xdisplayed. If your score beats any of the toptwenty, your Xcharacter will join this elite rank of heroes. Otherwise, well, Xthere is always next time... X X.NH 3 XWizards X.LP XThere are rumors of \fImoria\fP Wizards which, if asked nicely, Xcan explain details of the \fImoria\fP game that seem complicated to Xbeginners. In addition, they have special spells which can Xrestore characters lost by accident, such as power-outs and such. END_OF_moria.ms if test 62174 -ne `wc -c <moria.ms`; then echo shar: \"moria.ms\" unpacked with wrong size! fi # end of overwriting check fi echo shar: End of shell archive. exit 0