games-request@tekred.TEK.COM (11/05/87)
Submitted by: "James E. Wilson" <wilson@ji.berkeley.edu> Comp.sources.games: Volume 2, Issue 69 Archive-name: umoria/Part04 #! /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 archive 4 (of 16)." # Contents: externs.h moria.doc.2 # Wrapped by billr@tekred on Wed Nov 4 09:59:43 1987 PATH=/bin:/usr/bin:/usr/ucb ; export PATH if test -f externs.h -a "${1}" != "-c" ; then echo shar: Will not over-write existing file \"externs.h\" else echo shar: Extracting \"externs.h\" \(4939 characters\) sed "s/^X//" >externs.h <<'END_OF_externs.h' Xextern int character_generated; /* don't save score until char gen finished */ Xextern int highscore_fd; /* High score file descriptor */ Xextern int player_max_exp; /* Max exp possible */ Xextern char norm_state[STATE_SIZE]; /* Contains seed # */ Xextern char randes_state[STATE_SIZE]; Xextern int randes_seed; /* For encoding colors */ Xextern char town_state[STATE_SIZE]; Xextern int town_seed; /* Seed for town genera*/ Xextern int cur_height, cur_width; /* Cur dungeon size */ Xextern int dun_level; /* Cur dungeon level */ Xextern int missile_ctr; /* Counter for missiles */ Xextern int msg_line; /* Contains message txt*/ Xextern int msg_flag; /* Set with first msg */ Xextern vtype old_msg; /* Last message */ Xextern int generate; /* Generate next level */ Xextern int death; /* True if died */ Xextern vtype died_from; /* What killed him */ Xextern int find_flag; /* Used in MORIA */ Xextern int reset_flag; /* Used in MORIA */ Xextern int stat_column; /* Column for stats */ Xextern unsigned int print_stat; /* Flag for stats */ Xextern int turn; /* Cur trun of game */ Xextern int wizard1; /* Wizard flag */ Xextern int wizard2; /* Wizard flag */ Xextern int used_line[23]; Xextern char password1[12]; Xextern char password2[12]; X Xextern int key_bindings; X Xextern char days[7][80]; Xextern int closing_flag; /* Used for closing */ X X/* Bit testing array */ Xextern unsigned int bit_array[32]; X X/* Following are calculated from max dungeon sizes */ Xextern int max_panel_rows, max_panel_cols; Xextern int quart_height, quart_width; Xextern int panel_row, panel_col; Xextern int panel_row_min, panel_row_max; Xextern int panel_col_min, panel_col_max; Xextern int panel_col_prt, panel_row_prt; X X/* Following are all floor definitions */ Xextern cave_type cave[MAX_HEIGHT][MAX_WIDTH]; Xextern cave_type blank_floor; Xextern floor_type dopen_floor; Xextern floor_type lopen_floor; Xextern floor_type corr_floor1; Xextern floor_type corr_floor2; Xextern floor_type corr_floor3; Xextern floor_type corr_floor4; Xextern floor_type rock_wall1; Xextern floor_type rock_wall2; Xextern floor_type rock_wall3; Xextern floor_type boundary_wall; X X/* Following are player variables */ Xextern player_type py; Xextern btype player_title[MAX_CLASS][MAX_PLAYER_LEVEL]; Xextern int player_exp[MAX_PLAYER_LEVEL]; Xextern double acc_exp; /* Accumulator for fractional exp*/ Xextern dtype bare_hands; Xextern int char_row; Xextern int char_col; Xextern int global_com_val; Xextern race_type race[MAX_RACES]; Xextern background_type background[MAX_BACKGROUND]; Xextern double rgold_adj[MAX_RACES][MAX_RACES]; X X/* SUN4 has a variable called class in the include file <math.h> X avoid a conflict by not defining my class in the file misc1.c */ X#ifndef DONT_DEFINE_CLASS Xextern class_type class[MAX_CLASS]; X#endif X Xextern spell_type magic_spell[MAX_CLASS][31]; Xextern treasure_type mush; Xextern byteint player_init[MAX_CLASS][5]; Xextern int total_winner; X X/* Following are store definitions */ Xextern owner_type owners[MAX_OWNERS]; Xextern store_type store[MAX_STORES]; Xextern treasure_type store_door[MAX_STORES]; Xextern int store_choice[MAX_STORES][STORE_CHOICES]; X Xint (*store_buy[MAX_STORES])(); X X/* Following are treasure arrays and variables */ Xextern treasure_type object_list[MAX_OBJECTS]; Xextern int object_ident[MAX_OBJECTS]; Xextern int t_level[MAX_OBJ_LEVEL]; Xextern treasure_type gold_list[MAX_GOLD]; Xextern treasure_type t_list[MAX_TALLOC]; Xextern treasure_type inventory[INVEN_ARRAY_SIZE]; Xextern treasure_type inventory_init[INVEN_INIT_MAX]; Xextern treasure_type blank_treasure; Xextern int inven_ctr; /* Total different obj's */ Xextern int inven_weight; /* Cur carried weight */ Xextern int equip_ctr; /* Cur equipment ctr */ Xextern int tcptr; /* Cur treasure heap ptr */ X X/* Following are feature objects defined for dungeon */ Xextern treasure_type trap_lista[MAX_TRAPA]; Xextern treasure_type trap_listb[MAX_TRAPB]; Xextern treasure_type scare_monster; /* Special trap */ Xextern treasure_type rubble; Xextern treasure_type door_list[3]; Xextern treasure_type up_stair; Xextern treasure_type down_stair; X X/* Following are creature arrays and variables */ Xextern creature_type c_list[MAX_CREATURES]; Xextern monster_type m_list[MAX_MALLOC]; Xextern int m_level[MAX_MONS_LEVEL]; Xextern monster_type blank_monster; /* Blank monster values */ Xextern int muptr; /* Cur used monster ptr */ Xextern int mfptr; /* Cur free monster ptr */ Xextern int mon_tot_mult; /* # of repro's of creature */ X X/* Following are arrays for descriptive pieces */ Xextern atype colors[MAX_COLORS]; Xextern atype mushrooms[MAX_MUSH]; Xextern atype woods[MAX_WOODS]; Xextern atype metals[MAX_METALS]; Xextern atype rocks[MAX_ROCKS]; Xextern atype amulets[MAX_AMULETS]; Xextern dtype syllables[MAX_SYLLABLES]; X X/* function return values */ Xchar *pad(); Xbyteint de_statp(); Xbyteint in_statp(); Xchar *likert(); END_OF_externs.h if test 4939 -ne `wc -c <externs.h`; then echo shar: \"externs.h\" unpacked with wrong size! fi # end of overwriting check fi if test -f moria.doc.2 -a "${1}" != "-c" ; then echo shar: Will not over-write existing file \"moria.doc.2\" else echo shar: Extracting \"moria.doc.2\" \(49427 characters\) sed "s/^X//" >moria.doc.2 <<'END_OF_moria.doc.2' X The Dungeons of MORIA X X X R - Rest for a number of turns. X X You may rest one turn by pressing the '5' key. Resting for X longer periods of time is accomplished by using the Rest command, X followed by the number of turns you want to rest your character. X Resting will continue until the specified duration has expired, X or something to wake the character happens, such as a creature X wandering by. It is sometimes a good idea to rest a beat-up X character until he regains some of his hit points, but be sure to X have plenty of food if you rest often. X X If you have accidently entered in a rest period too large, X or change your mind about the resting period, you may wake your X character up by pressing any key. X X X S - Search mode toggle. X X The Searching toggle will take the character into and out of X searching mode. When first pressed, the message "Searching" will X appear at the bottom of the screen. The character is now taking X two turns for each command, one for the command and one turn to X search about him. Note that this means he is taking twice the X time to move about the dungeon, and therefore twice the food. If X a creature should happen by or attack you, search mode will X automatically shut off. Otherwise you may turn off search mode X by again pressing the 'S' key. X X X T <Dir> - Tunnel through rock. X X Tunneling (Mining) is a very useful art. There are four X kinds of rock present in the dungeons of *MORIA*; Permanent Rock, X Granite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock X is exactly that, permanent. Granite is very hard, therefore hard X to dig through, and contains no valuable metals. Magma and X Quartz veins are softer and sometimes bare valuable metals and X gems, shown as a '$' or a '*' character. You can tell if the X metal or gems are embedded into the wall by trying to move onto X them. If you can't move over them, you'll have to dig them out. X X Tunneling can be VERY difficult by hand, so when you dig be X sure to wield either a shovel or a pick. Magical shovels and X picks can be found which allow the wielder to dig much faster X than normal, and a good strength also helps. X X It is sometimes possible to get a character trapped within X the dungeon by using various magical spells and items. So it is X a very good idea to always carry some kind of digging tool, even X when you are not planning on tunneling for treasure. X X X a <Dir> - Aim a wand. X X Wands must be aimed in a direction to be used. Wands are a X magical device and therefore use the Magical Devices ability of X the player. They will either affect the first object/creature X encountered, or affect anything in a given direction, depending X upon the wand. An obstruction such as door or wall will general X X 18 X X The Dungeons of MORIA X X X stop the effects of a wand from traveling further. X X X b - Browse a book. X X You can only read a book if you are of it's realm. X Therefore a magic user could read a magic book, but not a holy X book. Fighter's will not be able to read either kind of book. X When the browse command is used, all of the spells or prayers X contained in the book along with information about it, such as X it's level, the amount of mana used up in casting it, and whether X or not you know the spell or prayer, will be displayed. There X are a total of 31 different magical spells in four books, and 31 X different prayers in four books. X X X c <Dir> - Close a door. X X Non-intelligent and certain other creatures will not be able X to open a door. Therefore shutting doors can be a life saver. X You must be adjacent to an open door, and you cannot close broken X doors. Note that bashing a door open will break it. X X X d - Drop an object from you inventory. X X You can drop a single object onto the floor beneath you if X that floor spot does not already contain an object. Note that X doors and traps are considered objects in this sense. If you X drop an object such as a potion or scroll, a single one is X dropped onto the floor at a time. Group objects such as arrows X are all dropped at once onto the floor. X X X e - Display a list of equipment being used. X X Use the Equipment command to display a list of objects X currently being used by your character. Note that each object X has a specific place were it is placed, and that only one object X of each type may be used at any one time; excepting rings of X which two can be worn, one on each hand. X X X f <Dir> - Throw an object/Use a missile weapon. X X You may throw any object carried by your character. X Depending upon the weight of an object, it may travel across a X room or drop down beside you. If you throw an object such as an X arrow, only one will be used at a time. X X If you throw at a creature, your chance of hitting the X creature is determined by your pluses to hit, your ability at X throwing, and the objects pluses to hit. Once the creature is X hit, the object may or may not do any actual damage to it. X Certain objects in the dungeon can do great amounts of damage X when thrown, but it's for you to figure out the obscure ones. X Oil flasks are considered to be lit before thrown, therefore they X will do fire damage to a creature if they hit it. X X X 19 X X The Dungeons of MORIA X X X To use a bow with arrows, simply wield the bow and throw the X arrows. Extra pluses to damage and hitting are gained by X wielding the proper weapon and throwing the corresponding ammo. X A heavy crossbow with bolts for example, is a killer... X X X h - Enter the MORIA X X A subprocess is spawned and the HELP utility entered. Help X on individual commands may be displayed without actually exiting X your game. You may return to your game by entering a <CONTORL>-Z X character. X X X i - Display a list of objects being carried. X X The Inventory command displays a list of all objects being X carried, but are not in current use. You may carry up to 22 X different kinds of objects, not including those in your equipment X list. Depending upon your strength, you will be able carry many X identical objects before hitting your weight limit. X X X j <Dir> - Jam a door with an iron spike. X X Most humanoid and many intelligent creatures can simply open X a closed door, and can eventually get through a locked door. X Therefore you may spike a door in order to jam it. Each spike X used on a door will increase it's strength. It is very easy to X jam a door so much as to make it impossible for your character to X bash it down, so spike doors wisely. Note that the bigger a X creature is, the easier it can bash a door down. Therefore four X or more spikes might be necessary to slow down a dragon, where X one spike would slow down a kobold. X X X m - Cast a magic spell. X X First, a character must have learned a spell before he can X cast it. Next, when casting a spell, he must read the spell from X a book, so a book containing the spell must be in his inventory. X Each spell has a chance of failure which starts out fairly large X but decreases as a character gains levels. If a character does X not have the available mana, he increases his chance of failure, X and gambles on losing a point of constitution. Note that since a X character must read the spell from a book, he cannot be blind or X confused when casting a spell, and there must be some light X present. X X X l <Dir> - Look in a direction. X X The Look command is useful in identifying the exact type of X object or creature shown on the screen. Also, if a creature is X on top of an object, the look command will describe both. You X can see creatures and objects up to 200 feet away (20 units). X Note that you may freely use the Look command without the X creatures getting a move on you. X X X 20 X X The Dungeons of MORIA X X X o <Dir> - Open a door, chest, or lock. X X To open an object such as a door or chest you must use the X Open command. If the object is locked, the Open command will X attempt to pick the lock, based on your ability at disarming. X Note that if an object is trapped and you open it, the trap will X be set off. X X X p - Read a prayer. X X First, a character must have learned a prayer before he can X read it. Next, when reading a prayer, he must have the book X containing the prayer in his inventory. Each prayer has a chance X of failure which starts out fairly large but decreases as a X character gains levels. If a character does not have the X available mana, he increases his chance of failure, and gambles X on losing a point of constitution. Note that since a character X must read the prayer from a book, he cannot be blind or confused X and there must be some light present. X X X q - Quaff a potion. X X To drink a potion use the Quaff command. A potion affects X the player in some manner. The effects of the potion may be X immediately noticed, or they may be subtle and unnoticed. X X X r - Read a scroll. X X To read a scroll use the Read command. A scroll spell has X an area affect, except in a few cases such as identify scrolls X which act on other objects. Note that two scrolls, the identify X scroll and the recharge scroll, have titles which can be read X without setting them off, and by pressing <ESCAPE> can be saved X for future use. X X X s - Search general area one turn. X X The Search command can be used to locate hidden traps and X secret doors about the player. Note that more than a single turn X of searching will be required in most cases. You should always X search a chest before trying to open it because they are X generally trapped. X X X t - Take off a piece of equipment. X X Use the Take-Off command to remove an object from use, and X return it to your inventory. Occasionally you will run into a X cursed item which cannot be removed. Cursed items are always X bad, and can only be taken off after removing the curse. X X X u - Use a staff. X X X X 21 X X The Dungeons of MORIA X X X The Use command will activate a staff. Like scrolls, most X staffs have an area affect. Because staffs are generally more X powerful than most other items, they are also harder to use X correctly. X X X v - Display current version of game. X X The Version command displays the credits for the current X MORIA X X X w - Wear or wield an item being carried. X X To wear or wield an object in your inventory, use the X Wear/Wield command. If an object is already in use for the same X function, it is automatically removed first. Note that an X objects bonuses cannot be gained until it is worn or wielded. X X X x - Exchange primary and secondary weapons. X X A secondary weapon is any weapon which may be needed often. X Instead of searching through your inventory, you may use the X exchange command to keep the weapon ready. For instance, if you X wanted to use your bow most of the time, but needed a sword for X close combat, you could wield your sword, use the exchange X command to make it the secondary weapon, then wield your bow. If X the sword was suddenly needed, simply use the exchange command to X switch between the bow and the sword. X X X / - Identify a character shown on screen. X X Use the identify command to find out what a character X displayed on the screen stands for. For instance, by pressing X '/.', you can find out that the '.' stands for a floor spot. X When used with a creature, the identify command will tell you X only what class of creature the symbol stands for, not the X specific creature, therefore use the look command for this X information. X X X ? - Display a list of commands. X X The ? command displays a one page quick reference help page X on the screen. X X X M - Repeat last message. X X The <Control>-M (Carriage-Return or Enter key) command will X re-display the last message printed on the message line at the X top of your screen. X X X R - Redraw the screen. X X X X 22 X X The Dungeons of MORIA X X X To redraw the entire screen, use the <Control>-R command. X X X Y - Quit the game without saving. X X To exit the game without saving your character use the X <Control>-Y command. Once exited in this manner, your character X is non-recoverable. X X X Z - Save your character and quit the game. X X To save your game so that it can be restarted later, use the X <Control>-Z command. The save file can be moved about at will, X but do not edit it. Note that a copy of a saved character will X not work after that character has died. X X X $ - Shell out of game. X X Use the Shell command '$' to temporarily exit the game to X execute DCL commands. You may re-enter the game by entering X "EOJ" to end the spawned process. X X X < - Go up an up-staircase. X X If you move onto an up-staircase you may use the '<' command X to go up one level. There is always one staircase going up on X every level except for the town level (this does not mean it's X easy to find). Going up a staircase will always take you to a X new dungeon area except for the town level, which remains the X same for the duration of your character. X X X > - Go down a down-staircase. X X If you are on top of a down-staircase you may use the '>' X command to go down one level. There are always two or three X staircases going down on each level, except the town level which X has only one. Going down will always take you to a new dungeon X area. X X X . <Dir> - Move in direction. X X The Move command '.' will move you in the indicated X direction until one of several conditions happen. These X conditions include, a creature appearing on the screen, a X creature already on the screen moving, an object or feature such X as a door, a staircase, or a trap is adjacent to the character, X character comes into a junction of passages, or character comes X to a wall with no choice or more than one choice of continuing X directions. X X X X X X X 23 X X The Dungeons of MORIA X X X 2.2.2.2 Quick Reference Page. - X X ^*MORIA\* Commands X X B <Dir> Bash (object/creature)| q Quaff a potion. X C Display character. | r Read a scroll. X D <Dir> Disarm a trap/chest. | s Search for hidden doors. X E Eat some food. | t Take off an item. X F Fill lamp with oil. | u Use a staff. X L Current location. | v Version and credits. X P Print map. | w Wear/Wield an item. X R Rest for a period. | x Exchange weapon. X S Search Mode. | / Identify an character. X T <Dir> Tunnel. | ? Display this panel. X a Aim and fire a wand. | X b Browse a book. | ^M Repeat the last message. X c <Dir> Close a door. | ^R Redraw the screen. X d Drop an item. | ^Y Quit the game. X e Equipment list. | ^Z Save character and quit. X f Fire/Throw an item. | $ Shell out of game. X h ^*MORIA\* Help. | X i Inventory list. | < Go up an up-staircase. X j <Dir> Jam a door with spike.| > Go down a down-staircase. X l <Dir> Look given direction. | . <Dir> Move in direction. X m Cast a magic spell. | Movement: 7 8 9 X o <Dir> Open a door/chest. | 4 6 5 = Rest. X p Read a prayer. | 1 2 3 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X 24 X X The Dungeons of MORIA X X X 2.2.3 The Town Level - X X The town level is where you will begin your adventure. The X town consists of six buildings each with an entrance, some towns X 'people', and a wall which surrounds the town. The first time X you are in town it will be daytime, but you may return to find X that darkness has fallen. (Note that some spells may act X differently in the town level.) X X X X 2.2.3.1 Town's People - X X The town contains many different kinds of people. There are X the street urchins, young children who will mob an adventurer for X money, and seem to come out of the woodwork when excited. X Blubbering Idiots which are a constant annoyance, but not harmful. X Public drunks which wander about the town singing, and are of no X threat to anyone. Sneaky rogues, which hang about watching for a X likely victim to mug. And finally, what town would be complete X without a swarm of half drunk warriors, who take offense or X become annoyed just for the fun of it. X X Most of the towns people should be avoided by the largest X possible distance when you wander from store to store. Fights X will break out though, so be prepared. Since your character grew X up in this world of intrigue, no experience is awarded for X killing on the town level. X X X X 2.2.3.2 Supplies - X X Your character will begin his adventure with some supplies X already on him. Use the Inventory 'i' command to check what X these supplies are. It will be necessary to buy other supplies X before continuing into the dungeon, however, so be sure to enter X each of the stores. X X X X 2.2.3.3 Town Buildings - X X You may enter any of the stores, if they are open, and X barter with the owner for items you can afford. But be warned X that the owners can easily be insulted, and may even throw you X out for a while if you insult them too often. To enter a store, X simply move onto the entrance represented by the numbers 1 X through 6. X X Once inside a store, his inventory will appear on the screen X along with a set of options for your character. You may browse X the store's inventory if it takes more than one page to display, X and you may sell or purchase items in his inventory. You can X execute your inventory and equipment commands to see what you are X carrying. Not shown with the options are the wear, take-off, and X exchange commands which will also work, but were excluded to keep X the options simple. X X X 25 X X The Dungeons of MORIA X X X Stores do not always have everything in stock. As the game X progresses, they may get new items so check from time to time. X Also, if you sell them an item, it may get sold to a customer X while you are adventuring so don't always expect to be able to X get back anything you have sold. X X Store owners will not buy harmful or useless items. If an X object is unidentified, they will pay you some base price for it. X Once they have bought it they will immediately identify the X object. If it is a good object, they will add it to their X inventory. If it was a bad bargain, they simply throw the item X away. In any case, you may receive some knowledge of the if X another is encountered. X X X The General Store X X The General Store sells foods, drinks, some clothing, X torches, lamps, oil, and spikes. All of these items, and others, X can be sold back to the General store for money. The entrance to X the General Store is a '1'. X X X The Armory X X The Armory is where the town's armor is fashioned. All X sorts of protective gear may be bought and sold here. The X entrance to the Armory is a '2'. X X X The Weaponsmith's Shop X X The Weaponsmith's Shop is where the town's weapons are X fashioned. Hand and missile weapons may be purchased and sold X here, along with arrows, bolts, and shots. The entrance to the X Weaponsmiths is a '3'. X X X The Temple X X The Temple deals in healing and restoration potions, as well X as bless scrolls, word-of-recall scrolls, some approved priestly X weapons, etc. The entrance to the Temple is a '4'. X X X The Alchemy shop X X The Alchemy Shop deals in all manner of potions and scrolls. X The entrance to the Alchemy Shop is a '5'. X X X The Magic User's Shop X X The Magic User's Shop is the most expensive of all the X stores. It deals in all sorts of rings, wands, amulets, and X staves. The entrance to the Magic Shop is a '6'. X X X X X 26 X X The Dungeons of MORIA X X X 2.2.4 Within The Dungeon - X X Once your character is adequately supplied with food, light, X armor, and weapons, he is ready to enter the dungeon. Move on X top of the '>' symbol and use the down '>' command. Your X character enters a maze of interconnecting staircases and finally X passes through a one-way door. He is now on the first level of X the dungeon (50 feet), and must survive many horrible and X challenging encounters to find the treasure lying about. X X X X 2.2.4.1 Light - X X There are two sources for light once inside the dungeon. X Permanent light which has been magically placed within rooms, and X a light source carried by the player. If neither is present, the X character will be unable to map or see any attackers. Lack of X light will also affect searching, picking locks, and disarming. X X A character must wield a torch or lamp in order to supply X his own light. Once a torch or lamp has only 50 or less turns X left before burning out, the message "Your light is getting low" X will be displayed at random intervals. Once a torch is burnt X out, it is useless and can be dropped. A lamp or lantern can be X refilled with oil by using the Fill 'F' command. You must of X course be carrying extra oil to refill a lantern. X X X X 2.2.4.2 Attacking And Being Attacked - X X MORIA X you attack him. You can attack from a distance by firing a X missile, or by magical means such as aiming a wand. Creatures X attack in the same way, if they move into you, they attack you. X Some creatures can cast spells from a distance, and dragon type X creatures can breath from a distance, but these are the only X exceptions. X X If you are wielding a weapon, the damage for the weapon is X used when you hit the creature. If you are wielding no weapons, X you get two fist strikes. Note that very strong creatures can do X a lot of damage with their fists... A character may have a X primary and secondary weapon. A secondary weapon is kept on the X belt, or on the shoulder for immediate use. You can switch X between your primary and secondary weapons by using the 'x' X command. Be sure you are wielding the proper weapon when X fighting. Hitting a dragon over the head with a bow will simply X make him mad, and get you killed. X X Missile weapons, such as bows, can be wielded, and then the X proper missile, in this case an arrow, can be fired across the X room into a target. Missiles can be used without the proper X missile weapon, but used together they have a greater range and X do far more damage. X X X X X 27 X X The Dungeons of MORIA X X X Hits and misses are determined by ability to hit VS armor X class. A miss doesn't necessarily mean you failed to hit the X target, but only that you failed to do any damage. Therefore a X 'hit' is a strike that does some damage. Higher armor classes X make it harder to do damage, therefore more misses. X X X X 2.2.4.2.1 Your Weapon - X X Carrying a weapon in your backpack does you no good. You X must wield a weapon before it can be used in a fight. Note that X a secondary weapon can be kept by wielding it and then using the X exchange command 'x'. A secondary weapon is not in use, simply X ready to be switched with the current weapon if needed. X X Weapons have two main characteristics; their ability to hit X and their ability to do damage, expressed as '(+ ,+ )'. A normal X MORIA X bonuses to hit and/or do damage. Some weapons are cursed, and X have penalties that hurt the player. Note that cursed swords X cannot be un-wielded until the curse is lifted. X X Missile weapons, such as bows, have only one major X characteristic which is to hit, expressed '(+ )'. This plus to X hit is added to that of the missile used, if the proper X weapon/missiles combination are used. X X Although you receive any magical bonuses an unidentified X weapon may possess when you wield it, those bonuses will not be X added in to the displayed values of to-hit and to-dam on your X character sheet. You must identify the weapon before the X displayed values reflect the real values used. X X Finally, some rare weapons have special abilities. This are X called ego weapons, and are feared by great and meek. An ego X sword must be wielded to receive benefit of it's abilities. X X Special weapons are denoted by the following abbreviations: X X 1. (DF) - Defender. X X A magical weapon that actually helps the wielder defend X himself, thus increasing his armor class. X X 2. (FB) - Frost Brand. X X A magical weapon of ice that delivers a cold critical to X heat based creatures. X X 3. (FT) - Flame Tongue. X X A magical weapon of flame that delivers a heat critical X to cold based creatures. X X 4. (HA) - Holy Avenger. X X X X X 28 X X The Dungeons of MORIA X X X A Holy Avenger is by far the most powerful of weapons. X Holy Avengers have been known to increase several of the X wielder's stats, to actually increase the wielder's armor X class (because of the terror the weapon spawns in it's foes), X and to actually help the wielder to fight more effectively. X X 5. (SD) - Slay Dragon. X X A Slay Dragon weapon is a special purpose weapon whose X sole intent is to destroy dragon-kind. Therefore, when used X against a dragon, the amount of damage done is greatly X increased. X X 6. (SE) - Slay Evil. X X A Slay Evil weapon is a special purpose weapon whose X sole intent is to destroy all forms of evil. When used X against an evil creature, either alive or undead, the damage X done is greatly increased. X X 7. (SM) - Slay Monster. X X A Slay Monster weapon is a special purpose weapon whose X sole intent is to destroy all the vile monsters of the world. X A monster is any creature not natural to the world. X Therefore an orc would be a monster, but a giant snake would X not be. X X 8. (SU) - Slay Undead. X X A Slay Undead weapon is a special purpose weapon whose X sole intent is to destroy all forms of undead. This weapon X is hated and feared by the intelligent undead, for a single X blow from this weapon is capable of destroying them. X X X X X 2.2.4.2.2 Body And Shield Bashes - X X Weight is the primary factor in being able to bash X something, but strength plays a role too. After bashing, a X character may be off balance for several rounds depending upon X his DEXTERITY. X X Doors can be broken down by bashing them. Once a door is X bashed open, it is forever useless and cannot be closed. X X Chests too may be bashed open, but be warned that the X careless smashing of a chest often ruins the contents. Bashing X open a chest will not disarm any traps it may contain, but does X allow the strong and ignorant to see whats inside. X X Finally, a creature may be bashed. If a shield is currently X being worn, the bash is a shield bash and will do more damage. X In either case, a bash may throw an opponent off balance for a X number of rounds, allowing a player to get in a free hit or more. X If the player is thrown off-balance, his opponent may get free X hits on him. This is a risky attack. X X 29 X X The Dungeons of MORIA X X X 2.2.4.2.3 Your Armor Class - X X Armor class is a number that describes the amount and the X quality of armor begin worn. Armor class will generally run from X about 0 to 40, but could become negative or greater than 40 in X rare cases. X X The larger your armor class, the more protective it is. A X negative armor class would actually help get you hit. Armor X protects you in three manners. One, it makes you harder to be X hit for damage. A hit for no damage is the same as a miss. Two, X good armor will absorb some of the damage that your character X would have taken. An armor class of 30 would absorb 30% of any X damage meant for him. Three, fire and acid damage are reduced by X wearing body armor. It is obvious that a high armor class is a X MORIA X X Each piece of armor has an armor class adjustment, and a X magical bonus. Armor bought in town will have these values X displayed with their description. Armor that is found within the X dungeon must be identified before these values will be displayed. X Armor class values are always displayed between a set of brackets X '[ ,+ ]'. The first value is the armor class of the item. The X second number is the magical bonus of the item, and will always X have a sign preceding the value. There are a few cases where the X form '[+ ]' is used, meaning the object has no armor class, only X a magical armor bonus if worn. X X Some pieces of armor will possess special abilities denoted X by the following abbreviations: X X 1. (RA) - Resist Acid. X X This magical ability is usually enchanted into armor, X but may occasionally be found as an ability of a weapon. A X character using such an object will take only a quarter X damage from any acid thrown upon him. In addition, armor so X enchanted will resist the acid's effects and not be damaged X by it. X X 2. (RC) - Resist Cold. X X This magical ability is also found in both weapons and X armor. A character using a resist cold object will take only X half damage from frost and cold. X X 3. (RF) - Resist Fire. X X This magical ability is found in both weapons and armor. X A character using a resist fire object will take only one X quarter damage from heat and fire. X X 4. (RL) - Resist Lightning. X X This magical ability is found in both weapons and armor. X A character using a resist lightning object will take only X one quarter damage from electrical attacks. X X X X 30 X X The Dungeons of MORIA X X X 5. (R) - Resistance. X X This magical ability is found only in armor. A X character wearing armor with this ability will have X resistance to Acid, Cold, Fire, and Lightning as explained in X each part above. X X X X X 2.2.4.3 Objects Found In The Dungeon - X X The mines are full of objects just waiting to be picked up X and used. How did they get there? Well, the main source for X useful items are all the foolish adventurers that proceeded into X the dungeon before you. They get killed, and the helpful X monsters scatter the various treasure throughout the dungeon. X Most cursed items are placed there by the joyful evil sorcerers, X who enjoy a good joke when it gets you killed. X X You pick up objects by moving on top of them. You can carry X up to 22 different items in your backpack while wearing and X wielding many others. Note that although you are limited to 22 X different items, you may be carrying several of each item X restricted only by the amount of weight your character can carry. X Your character's weight limit is determined by his Strength. X Only one object may occupy any one given floor location, which X may or may not also contain one monster. Note that doors, traps, X and staircases are considered objects for this purpose. X X Many objects found within the dungeon have special commands X for their use. Wands must be Aimed, staves must be Used, scrolls X must be Read, and potions must be Quaffed. In any case, you must X first be able to carry an object before you can use it. Some X objects, such as chests, are very complex. Chests contain other X objects and may be trapped, and/or locked. Read the list of X player commands carefully for a further understanding of chests. X X One item in particular will be discussed here. The scroll X of "Word of Recall" can be found within the dungeon, or bought at X the temple in town. It acts in two manners, depending upon your X current location. If read within the dungeon, it will teleport X you back to town. If read in town, it will teleport you back X down to the deepest level of the dungeon one which your character X has previously been. This makes the scroll very useful for X MORIA X been read it takes a while for the spell to act, so don't expect X it to save you in a crisis. X X And lastly, a final warning. Not all objects are what they X seem. Skeletons lying peacefully about the dungeon have been X known to get up... X X X X 2.2.4.4 Cursed Objects - X X X X X 31 X X The Dungeons of MORIA X X X Some objects, mainly armor and weapons, have had curses laid X upon them. These horrible objects will look like any other X normal item, but will detract from your characters stats or X abilities if worn. They will also be impossible to remove until X a remove curse is done. X X When a cursed item has been identified, an asterisk '*' will X appear next to the inventory letter of the item. If you should X wear a cursed item, you will immediately know it is cursed and X again the asterisk will appear. X X X X 2.2.4.5 Mining - X X Much of the treasure within the dungeon can be found only by X mining it out of the walls. Many rich strikes exist within each X level, but must be found and mined. Quartz veins are the X richest, yielding the most metals and gems, but magma veins will X have some hordes hidden within. X X Mining is virtually impossible without a pick or shovel. X Picks and shovels have an additional magical ability expressed as X '(+ )'. The higher the number, the better the magical digging X ability of the tool. Note that a pick or shovel also has plusses X to hit and damage, and can be used as a weapon. X X When a vein of quartz or magma is located, the character X should wield his pick or shovel and begin digging out a section. X When that section is removed, he should locate another section of X the vein, and begin the process again. Since granite rock is X much harder to dig through, it is much faster to follow the vein X exactly and dig around the granite. X X If the character has a scroll or staff of treasure location, X he can immediately locate all strikes of treasure within a vein X shown on the screen. This makes mining much easier and more X profitable. X X X X 2.2.4.6 Staircases - X X Staircases are the manner in which you get deeper, or climb X out of the dungeon. The symbols for the up and down staircases X are the same as the commands to use them. A '<' represents an up X staircase and a '>' represents a down staircase. You must move X your character over the staircase before you can use them. X X Each level has at least one up staircase, and at least two X down staircases. There are no exceptions to this rule. You may X have trouble finding some well hidden secret doors, but the X stairs are there. X X X X 2.2.4.7 Secret Doors, Passages, And Rooms - X X X X 32 X X The Dungeons of MORIA X X X Many secret doors are used within the dungeon to confuse and X demoralize adventurers foolish enough to enter. But with some X luck, and lots of concentration, you can find these secret doors. X X Secret doors will sometimes hide rooms or corridors, or even X entire sections of that level of the dungeon. Sometimes they X simply hide small empty closets or even dead ends. X X Creatures in the dungeon will generally know and use this X secret doors. If they leave one open, you will be able to go X right through it. If they close it behind them you will have to X search for the catch first. Once a secret door has been X discovered by you, it is drawn as a known door and no more X searching will be required to use it. X X X X 2.2.4.8 Winning The Game - X X Once your character has progressed into killing dragons with X but a mean glance and snap of his fingers, he may be ready to X take on the Balrog. The Balrog will appear on every level after X level 49, so don't go down there until you are ready for him. X X The Balrog cannot be killed in some of the easier methods X used on normal creatures. Because of the Balrog's cunning, he X will teleport away to another level if a spell such as genocide X is used upon him, and the Balrog cannot be polymorphed, slept, or X charmed. Magical spells like coldball are effective against him X as are weapons, but he is difficult to kill and if allowed to X escape for a time can heal himself. X X If you should actually survive the attempt of killing the X Balrog, you will receive the status of WINNER. Since yo have X defeated the toughest monster alive, your character is ready to X retire and cannot be saved. When you quit the game, your X character receives a surprise bonus score and is entered into the X toptwenty file. X X X X 2.2.4.9 Upon Death And Dying - X X If your character falls below 0 hit points, he has died and X cannot be restored. A tombstone showing information about your X character will be displayed with the option to print the X information to a file. X X After the tombstone, the toptwenty list of heroes is X displayed. If your score beats any of the toptwenty, your X character will join this elite rank of heroes. Otherwise, well, X there is always next time... X X X X 2.2.4.10 Wizards - X X X X X 33 X X The Dungeons of MORIA X X X MORIA X MORIA X beginners. In addition, they have special spells which can X restore characters lost by accident, such as power-outs and such. X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X 34 X END_OF_moria.doc.2 if test 49427 -ne `wc -c <moria.doc.2`; then echo shar: \"moria.doc.2\" unpacked with wrong size! fi # end of overwriting check fi echo shar: End of archive 4 \(of 16\). cp /dev/null ark4isdone MISSING="" for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 ; do if test ! -f ark${I}isdone ; then MISSING="${MISSING} ${I}" fi done if test "${MISSING}" = "" ; then echo You have unpacked all 16 archives. rm -f ark[1-9]isdone ark[1-9][0-9]isdone else echo You still need to unpack the following archives: echo " " ${MISSING} fi ## End of shell archive. exit 0