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
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X
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X
X
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X 34
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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