home *** CD-ROM | disk | FTP | other *** search
- .NH 1
- The Town Level
- .LP
- The town level is where you will begin your adventure. The
- town consists of six buildings each with an entrance, some
- towns people, and a wall which surrounds the town. The first time
- you are in town it will be daytime, but you may return to find
- that darkness has fallen. (Note that some spells may act
- differently in the town level.)
-
- .NH 2
- Townspeople
- .LP
- The town contains many different kinds of people. There are
- the street urchins, young children who will mob an adventurer for
- money, and seem to come out of the woodwork when excited.
- Blubbering Idiots are a constant annoyance, but not harmful.
- Public drunks wander about the town singing, and are of no
- threat to anyone. Sneaky rogues hang about watching for a
- likely victim to mug. And finally, what town would be complete
- without a swarm of half drunk warriors, who take offense or
- become annoyed just for the fun of it.
- .LP
- Most of the towns people should be avoided by the largest
- possible distance when you wander from store to store. Fights
- will break out though, so be prepared. Since your character grew
- up in this world of intrigue, no experience is awarded for
- killing on the town level.
-
- .NH 2
- Supplies
- .LP
- Your character will begin his adventure with some supplies
- already on him. Use the Inventory `i' command to check what
- these supplies are. It will be necessary to buy other supplies
- before continuing into the dungeon, however, so be sure to enter
- each of the stores.
-
- .NH 2
- Town Buildings
- .LP
- You may enter any of the stores, if they are open, and
- barter with the owner for items you can afford.
- When bartering, you enter prices you will pay (or accept) for
- some object. You can either enter the absolute amount, or
- precede a number with a plus or minus sign to give a positive or negative
- increment on your previous offer. If you have previously given an
- increment or decrement amount, you can just type RETURN, and the program
- will use the last increment amount that you typed.
- But be warned
- that the owners can easily be insulted, and may even throw you
- out for a while if you insult them too often. To enter a store,
- simply move onto the entrance represented by the numbers 1
- through 6.
- .LP
- If you consistently bargain well in a store, that is, you reach
- the final offer much more often than not, then the store owner will
- eventually recognize that you are a superb haggler, and will go directly
- to the final offer instead of haggling with you. Items which cost
- less than 10 gold pieces do not count, as haggling well with these items
- is usually either very easy or almost impossible.
- Also, the store owner will always haggle for items costing more than
- 1000 gold pieces, because of the amount of money involved.
- .LP
- Once inside a store, the store inventory will appear on the screen
- along with a set of options for your character. You may browse
- the store's inventory if it takes more than one page to display,
- and you may sell to, or purchase items from, his inventory. You can
- execute your inventory and equipment commands to see what you are
- carrying. Not shown with the options are the wear, take off, and
- exchange commands which will also work, but were excluded to keep
- the options simple.
- .LP
- Stores do not always have everything in stock. As the game
- progresses, they may get new items so check from time to time.
- Also, if you sell them an item, it may get sold to a customer
- while you are adventuring, so don't always expect to be able to
- get back everything you have sold.
- .LP
- Store owners will not buy harmful or useless items. If an
- object is unidentified, they will pay you some base price for it.
- Once they have bought it they will immediately identify the
- object. If it is a good object, they will add it to their
- inventory. If it was a bad bargain, they simply throw the item
- away. In any case, you may receive some knowledge of the item if
- another is encountered.
- .IP "The General Store"
- The General Store sells foods, drinks, some clothing,
- torches, lamps, oil, shovels, picks, and spikes. All of these items,
- and some others,
- can be sold back to the General store for money. The entrance to
- the General Store is a `1'.
- .IP "The Armory"
- The Armory is where the town's armor is fashioned. All
- sorts of protective gear may be bought and sold here. The
- entrance to the Armory is a `2'.
- .IP "The Weaponsmith\'s Shop"
- The Weaponsmith's Shop is where the town's weapons are
- fashioned. Hand and missile weapons may be purchased and sold
- here, along with arrows, bolts, and shots. The entrance to the
- Weaponsmith's is a `3'.
- .IP "The Temple"
- The Temple deals in healing and restoration potions, as well
- as bless scrolls, word of recall scrolls, some approved priestly
- weapons, etc. The entrance to the Temple is a `4'.
- .IP "The Alchemy shop"
- The Alchemy Shop deals in all manner of potions and scrolls.
- The entrance to the Alchemy Shop is a `5'.
- .IP "The Magic User\'s Shop"
- The Magic User's Shop is the most expensive of all the
- stores. It deals in all sorts of rings, wands, amulets, and
- staves. The entrance to the Magic Shop is a `6'.
-
- .NH 1
- Within The Dungeon
- .LP
- Once your character is adequately supplied with food, light,
- armor, and weapons, he is ready to enter the dungeon. Move on
- top of the `>' symbol and use the down `>' command. Your
- character enters a maze of interconnecting staircases and finally
- passes through a one-way door. He is now on the first level of
- the dungeon (50 feet), and must survive many horrible and
- challenging encounters to find the treasure lying about.
- .LP
- There are two sources for light once inside the dungeon.
- Permanent light which has been magically placed within rooms, and
- a light source carried by the player. If neither is present, the
- character will be unable to map or see any attackers. Lack of
- light will also affect searching, picking locks, and disarming.
- .LP
- A character must wield a torch or lamp in order to supply
- his own light. Once a torch or lamp has only 50 or less turns
- left before burning out, the message \*QYour light is growing faint\*U
- will be displayed at random intervals. Once a torch is burnt
- out, it is useless and can be dropped. A lamp or lantern can be
- refilled with oil by using the Fill `F' command. You must of
- course be carrying extra oil to refill a lantern.
-
- .NH 1
- Attacking and Being Attacked
- .LP
- Attacking is simple in \fImoria\fP. If you move into a creature,
- you attack him. You can attack from a distance by firing a
- missile, or by magical means such as aiming a wand. Creatures
- attack in the same way, if they move into you, they attack you.
- Some creatures can also cast spells from a distance, and others
- can breathe fire or worse on you from a distance.
- .LP
- Creatures moving in walls can not be attacked by wands and other magic
- attacks normally stopped by walls. You can attack a creature in a wall
- normally though by trying to move into the wall space containing the
- creature. However, in order to attack an invisible creature in
- a wall, you must tunnel into the wall containing the creature. If you
- just try to move into the wall, you will bump your head and look quite
- silly.
- .LP
- If you are wielding a weapon, the damage for the weapon is
- used when you hit a creature. Otherwise
- you get two fist strikes. Very strong creatures can do
- a lot of damage with their fists... You may have a
- primary weapon, and a secondary weapon which is kept on your
- belt or shoulder for immediate use. You can switch
- between your primary and secondary weapons with the exchange
- command. Be sure to wield the proper weapon when
- fighting. Hitting a dragon over the head with a bow will simply
- make him mad, and get you killed.
- .LP
- Missile weapons, such as bows, can be wielded, and then the
- proper missile, in this case an arrow, can be fired across the
- room into a target. Missiles can be used without the proper
- missile weapon, but used together they have a greater range and
- do far more damage.
- .LP
- Hits and misses are determined by ability to hit versus armor
- class. A hit is a strike that does some damage;
- a miss may in fact reach a target, but fails to do any damage.
- Higher armor classes
- make it harder to do damage, and so lead to more misses.
-
- .NH 2
- Monster Memories.
- .LP
- There are hundreds of different creatures in the mines of \fImoria\fP,
- many of which look the same on the screen.
- The exact species of a creature can be discovered by looking at it.
- It is also very difficult to keep track of the capabilities of
- various creatures. Rather than forcing you to keep notes, \fImoria\fP
- automatically keeps track of your experiences with a particular
- creature. This is called the monster memory. Your monster memory
- recalls the particular attacks of each creature (whether or not
- technically a monster) which you have suffered, as well as recalling
- if you have observed them to multiply or move erratically, or drop
- treasure, or many other attributes.
- .LP
- If you have killed enough of a particular creature, or suffered
- enough attacks, recalling the monster memory may also provide you with
- information not otherwise available, such as a armor class or hit dice.
- These are not explained, but may be useful to give the relative danger
- of each creature. This memory can be passed on to a new character
- even after you die, by means of a reduced save file.
-
- .NH 2
- Your Weapon
- .LP
- Carrying a weapon in your backpack does you no good. You
- must wield a weapon before it can be used in a fight.
- A secondary weapon can be kept by wielding it and then using the
- exchange command. A secondary weapon is not in use, simply
- ready to be switched with the current weapon if needed.
- .LP
- Weapons have two main characteristics, their ability to hit
- and their ability to do damage, expressed as `(+#,+#)'. A normal
- weapon would be `(+0,+0)'. Many weapons in \fImoria\fP have magical
- bonuses to hit and/or do damage. Some weapons are cursed, and
- have penalties that hurt the player. Cursed weapons
- cannot be unwielded until the curse is lifted.
- .LP
- \fIMoria\fP assumes that your youth in the rough environment
- near the dungeons
- has taught you the relative merits of different
- weapons, and displays as part of their description the damage dice which
- define their capabilities.
- The ability to damage is added to the dice roll for that weapon.
- The dice used for a given weapon is displayed as `#d#'. The first
- number indicates how many dice to roll, and the second indicates how many
- sides they have. A \*Q2d6\*U weapon will give damage from 2 to 12, plus any
- damage bonus. The weight of a weapon is also a consideration. Heavy
- weapons may hit harder, but they are also harder to use.
- Depending on your strength and the weight of the weapon, you may get
- several hits in one turn.
- .LP
- Missile booster weapons, such as bows, have their characteristics added
- to those of the missile used, if the proper weapon/missile combination
- is used. Also, these weapons will multiply the base damage of the missile
- by a number from 2 to 4, depending on the strength of the weapon. This
- multiplier is displayed as `(*#)'.
- .LP
- Although you receive any magical bonuses an unidentified
- weapon may possess when you wield it, those bonuses will not be
- added in to the displayed values of to-hit and to-dam on your
- character sheet. You must identify the weapon before the
- displayed values reflect the real values used.
- .LP
- Finally, some rare weapons have special abilities. These are
- called ego weapons, and are feared by great and meek. An ego
- sword must be wielded to receive benefit of its abilities.
- .LP
- Special weapons are denoted by the following abbreviations:
- .IP "DF - Defender."
- A magical weapon that actually helps the wielder defend
- himself, thus increasing his/her armor class, and protecting him/her
- against damage from fire, frost, acid, lightning, and falls.
- This weapon also will increase your stealth, let you see invisible
- creatures, protect you from paralyzation attacks, and help you
- regenerate hit points and mana faster. As a result of the
- regerenation ability, you will use up food faster than normal
- while wielding such a weapon.
- .IP "FB - Frost Brand."
- A magical weapon of ice that delivers a cold critical to
- heat based creatures. It will inflict one and a half times
- the normal damage when used against a heat based creature.
- .IP "FT - Flame Tongue."
- A magical weapon of flame that delivers a heat critical
- to cold based creatures. It will inflict one and a half times
- the normal damage when used against cold based or
- inflammable creatures.
- .IP "HA - Holy Avenger."
- A Holy Avenger is one of the most powerful of weapons.
- A Holy Avenger will increase your strength and your armor class.
- This weapon will do extra damage when used against evil and undead
- creatures, and will also give you the ability to see invisible
- creatures.
- .IP "SD - Slay Dragon."
- A Slay Dragon weapon is a special purpose weapon whose
- sole intent is to destroy dragon-kind. Therefore, when used
- against a dragon, the amount of damage done is four
- times the normal amount.
- .IP "SE - Slay Evil."
- A Slay Evil weapon is a special purpose weapon whose
- sole intent is to destroy all forms of evil. When used
- against an evil creature, either alive or undead, the damage
- done twice the normal amount.
- .IP "SM - Slay Animal."
- A Slay Animal weapon is a special purpose weapon whose
- sole intent is to destroy all the dangerous animals in the world.
- An animal is any creature natural to the world.
- Therefore an orc would not be an animal, but a giant snake would
- be. This will inflict twice the normal amount of damage when
- used against an animal.
- .IP "SU - Slay Undead."
- A Slay Undead weapon is a special purpose weapon whose
- sole intent is to destroy all forms of undead. This weapon
- is hated and feared by the intelligent undead, for a single
- blow from this weapon will inflict three times the normal
- amount of damage.
- This weapon also gives you the ability to see invisible creatures,
- which is especially useful against undead, since many of them
- are normally invisible.
-
- .NH 2
- Body and Shield Bashes
- .LP
- Weight is the primary factor in being able to bash
- something, but strength plays a role too. After bashing, a
- character may be off balance for several rounds depending upon
- his dexterity.
- .LP
- Doors can be broken down by bashing them. Once a door is
- bashed open, it is forever useless and cannot be closed.
- .LP
- Chests too may be bashed open, but be warned that the
- careless smashing of a chest often ruins the contents. Bashing
- open a chest will not disarm any traps it may contain, but does
- allow the strong and ignorant to see what is inside.
- .LP
- Finally, a creature may be bashed. If a shield is currently
- being worn, the bash is a shield bash and will do more damage.
- In either case, a bash may throw an opponent off balance for a
- number of rounds, allowing a player to get in a free hit or more.
- If the player is thrown off balance, his opponent may get free
- hits on him. This is a risky attack.
-
- .NH 2
- Your Armor Class
- .LP
- Armor class is a number that describes the amount and the
- quality of armor being worn. Armor class will generally run from
- about 0 to 60, but could become negative or greater than 60 in
- rare cases.
- .LP
- The larger your armor class, the more protective it is. A
- negative armor class would actually help get you hit. Armor
- protects you in three manners. One, it makes you harder to be
- hit for damage. A hit for no damage is the same as a miss. Two,
- good armor will absorb some of the damage that your character
- would have taken. An armor class of 30 would absorb 15% of any
- damage meant for him. Three, acid damage is reduced by
- wearing body armor. It is obvious that a high armor class is a
- must for surviving the lower levels of \fImoria\fP.
- .LP
- Each piece of armor has an armor class adjustment, and a
- magical bonus. Armor bought in town will have these values
- displayed with their description. Armor that is found within the
- dungeon must be identified before these values will be displayed.
- All armor always has the base armor class displayed, to which the
- bonus is added. It is always possible to figure this out anyway,
- by watching the effect it has on your displayed armor class.
- .LP
- Armor class values are always displayed between a set of
- brackets as `[#]' or `[#,+#]'. The first value is the armor
- class of the item. The
- second number is the magical bonus of the item which is only
- displayed if known, and will always
- have a sign preceding the value. There are a few cases where the
- form `[+#]' is used, meaning the object has no armor class, only
- a magical armor bonus if worn.
- .LP
- Some pieces of armor will possess special abilities denoted
- by the following abbreviations:
- .IP "RA - Resist Acid."
- A character using such an object will take only one third normal
- damage from any acid thrown upon him. In addition, armor so
- enchanted will resist the acid's effects and not be damaged
- by it.
- .IP "RC - Resist Cold."
- A character using a resist cold object will take only
- one third damage from frost and cold.
- .IP "RF - Resist Fire."
- A character using a resist fire object will take only one
- third damage from heat and fire.
- .IP "RL - Resist Lightning."
- A character using a resist lightning object will take only
- one third damage from electrical attacks.
- .IP "R - Resistance."
- A character wearing armor with this ability will have
- resistance to Acid, Cold, Fire, and Lightning as explained in
- each part above.
-
- .NH 2
- Crowns
- .LP
- Some crowns also have special magical abilities that improve
- your chances in a battle.
- .IP "Crown of Might"
- This is the great crown of the warriors. The wearer will
- have an increased strength, dexterity, and constituion, and will also be
- immune to any foe's attempt to slow or paralyze him or her.
- .IP "Crown of the Magi"
- This is the great crown of the wizards. The wearer will have
- an increased intelligence, and will also be given resistance against
- fire, frost, acid, and lightning.
- .IP "Crown of Lordliness"
- This is the great crown of the priests. The wearer will have
- an increased wisdom and charisma.
- .IP "Crown of Seeing"
- This is the great crown of the rogues. The wearer will be able
- to see even invisible creatures, and will have an increased ability
- to locate traps and secret doors.
- .IP "Crown of Regeneration"
- This crown will help you regenerate hit points and mana more quickly
- than normal, allowing you to fight longer before needing to rest.
- You will use of food faster than normal while wearing this crown
- because of the regenerative effects.
- .IP "Crown of Beauty"
- This crown looks impressive, and will increase your charisma, but
- is otherwise not useful.
-
- .NH 1
- Objects Found In The Dungeon
- .LP
- The mines are full of objects just waiting to be picked up
- and used. How did they get there? Well, the main source for
- useful items are all the foolish adventurers that proceeded into
- the dungeon before you. They get killed, and the helpful
- creatures scatter the various treasure throughout the dungeon.
- Most cursed items are placed there by the joyful evil sorcerers,
- who enjoy a good joke when it gets you killed.
- .LP
- You pick up objects by moving on top of them. You can carry
- up to 22 different items in your backpack while wearing and
- wielding many others. Although you are limited to 22
- different items, you may be carrying several items of each kind
- restricted only by the amount of weight your character can carry.
- Your weight limit is determined by your strength.
- Only one object may occupy a given floor location, which
- may or may not also contain one creature. Doors, traps,
- and staircases are considered objects for this purpose.
- .LP
- If you try to carry more weight than your limit, you will move
- more slowly than normal until you drop the extra weight. If picking
- up an object would take you over your weight limit, then you will
- be asked whether you really want to pick it up. It is a good idea
- to leave the object alone if you are fleeing from a monster.
- .LP
- Many objects found within the dungeon have special commands
- for their use. Wands must be Aimed, staves must be Used, scrolls
- must be Read, and potions must be Quaffed. In any case, you must
- first be able to carry an object before you can use it. Some
- objects, such as chests, are very complex. Chests contain other
- objects and may be trapped, and/or locked. Read the list of
- player commands carefully for a further understanding of chests.
- .LP
- One item in particular will be discussed here. The scroll
- of \*QWord of Recall\*U can be found within the dungeon, or bought at
- the temple in town. It acts in two manners, depending upon your
- current location. If read within the dungeon, it will teleport
- you back to town. If read in town, it will teleport you back
- down to the deepest level of the dungeon one which your character
- has previously been. This makes the scroll very useful for
- getting back to the deeper levels of \fImoria\fP. Once the scroll has
- been read it takes a while for the spell to act, so don't expect
- it to save you in a crisis.
- .LP
- The game provides some automatic inscriptions to help you keep track
- of your possessions. Wands and staves which are known to be empty
- will be inscribed with \*Qempty\*U. Objects which have been tried
- at least once, but haven't been identified yet will be inscribed with
- \*Qtried\*U. Cursed objects are inscribed with \*Qdamned\*U. Also,
- occasionally you will notice that something in your inventory or
- equipment list seems to be magical. High level characters are much
- more likely to notice this than beginning characters. When you do
- notice this, the item in question will be inscribed with \*Qmagik\*U.
- .LP
- And lastly, a final warning: not all objects are what they
- seem. Skeletons lying peacefully about the dungeon have been
- known to get up...
-
- .NH 2
- Cursed Objects
- .LP
- Some objects, mainly armor and weapons, have had curses laid
- upon them. These horrible objects will look like any other
- normal item, but will detract from your character's stats or
- abilities if worn. They will also be impossible to remove until
- a remove curse is done.
- .LP
- If you wear or wield a cursed item, you will immediately feel
- something wrong. The item will also be inscribed \*Qdamned\*U.
-
- .NH 2
- Mining
- .LP
- Much of the treasure within the dungeon can be found only by
- mining it out of the walls. Many rich strikes exist within each
- level, but must be found and mined. Quartz veins are the
- richest, yielding the most metals and gems, but magma veins will
- have some hordes hidden within.
- .LP
- Mining is virtually impossible without a pick or shovel.
- Picks and shovels have an additional magical ability expressed as `(+#)'.
- The higher the number, the better the magical digging
- ability of the tool. A pick or shovel also has pluses
- to hit and damage, and can be used as a weapon.
- .LP
- When a vein of quartz or magma is located, the character
- should wield his pick or shovel and begin digging out a section.
- When that section is removed, he should locate another section of
- the vein, and begin the process again. Since granite rock is
- much harder to dig through, it is much faster to follow the vein
- exactly and dig around the granite.
- There is an option for highlighting magma and quartz.
- .LP
- If the character has a scroll or staff of treasure location,
- he can immediately locate all strikes of treasure within a vein
- shown on the screen. This makes mining much easier and more
- profitable.
- .LP
- It is sometimes possible to get a character trapped within
- the dungeon by using various magical spells and items. So it is
- a very good idea to always carry some kind of digging tool, even
- when you are not planning on tunneling for treasure.
-
- .NH 2
- Staircases, Secret Doors, Passages, and Rooms
- .LP
- Staircases are the manner in which you get deeper, or climb
- out of the dungeon. The symbols for the up and down staircases
- are the same as the commands to use them. A `<' represents an up
- staircase and a `>' represents a down staircase. You must move
- your character over the staircase before you can use them.
- .LP
- Each level has at least one up staircase, and at least two
- down staircases. There are no exceptions to this rule. You may
- have trouble finding some well hidden secret doors, but the
- stairs are there.
- .LP
- Many secret doors are used within the dungeon to confuse and
- demoralize adventurers foolish enough to enter. But with some
- luck, and lots of concentration, you can find these secret doors.
- Secret doors will sometimes hide rooms or corridors, or even
- entire sections of that level of the dungeon. Sometimes they
- simply hide small empty closets or even dead ends.
- .LP
- Creatures in the dungeon will generally know and use these
- secret doors. If they leave one open, you will be able to go
- right through it. If they close it behind them you will have to
- search for the catch first. Once a secret door has been
- discovered by you, it is drawn as a known door and no more
- searching will be required to use it.
-
- .NH 1
- Winning The Game
- .LP
- Once your character has progressed into killing dragons with
- but a mean glance and snap of his fingers, he may be ready to
- take on the Balrog. The Balrog will appear on most levels after
- level 49, so don't go down there until you are ready for him.
- .LP
- The Balrog cannot be killed in some of the easier methods
- used on normal creatures. Because of the Balrog's cunning, he
- will teleport away to another level if a spell such as destruction
- is used upon him, and the Balrog cannot be polymorphed, slept,
- charmed, or genocided.
- Magical spells like coldball are effective against him
- as are weapons, but he is difficult to kill and if allowed to
- escape for a time can heal himself.
- .LP
- If you should actually survive the attempt of killing the
- Balrog, you will receive the status of WINNER. Since you have
- defeated the toughest creature alive, your character is ready to
- retire and cannot be saved. When you quit the game, your
- character receives a surprise bonus score.
-
- .NH 1
- Upon Death and Dying
- .LP
- If your character falls below 0 hit points, he has died and
- cannot be restored. A tombstone showing information about your
- character will be displayed.
- You are also permitted to get a record of your character, and all
- your equipment (identified) either on the screen or in a file.
- .LP
- Your character will leave behind a reduced save file, which contains
- only the monster memory and your option choices. It may be restored,
- in which case the new character is generated exactly as if the file
- was not there, but the new player will find his monster memory
- containing all the experience of past incarnations.
-
- .NH 1
- Wizards
- .LP
- There are rumors of \fImoria\fP Wizards which, if asked nicely,
- can explain details of the \fImoria\fP game that seem complicated to
- beginners.
-