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- The Dungeons of MORIA
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- Moria is intended for Public Domain, and may not be sold or
- marketed IN ANY FORM without the permission and written consent
- from the author Robert Alan Koeneke. I retain all copyrights to
- this program, in either the original or modified forms, and no
- violation, deletion, or change of the copyright notice is
- allowed. Furthermore, I will have no liability or responsibility
- to any user with respect to loss or damage caused directly or
- indirectly by this program.
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- The Dungeons of MORIA
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- player may choose from a number of races and classes when
- creating their character, and then 'run' that character over a
- period of days, weeks, even months; attempting to win the game by
- defeating the Balrog which lurks in the deeper levels.
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- The player will begin his adventure on the town level where
- he may acquire supplies, weapons, armor, and magical devices by
- bartering with various shop owners. After preparing for his
- MORIA
- where fantastic adventures await his coming!
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- Before beginning your first adventure, you should read this
- MORIA
- will require a dedicated player to win.
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- ___ _________
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- All characters have six main attributes which modify their
- basic abilities. These six attributes, called stats, are
- STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, and
- CHARISMA. Stats may vary from 3 as a minimum to 18/100 as a
- maximum. Because adventurers of interest tend to be better than
- MORIA
- further adjusted by race and class. Some races are just
- naturally better at being certain classes, as will be shown
- later.
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- In addition to the more visible stats, each character has
- certain abilities which are mainly determined by his race and
- class, but are also modified by his stats. The abilities are
- FIGHTING, THROWING/BOWS, SAVING THROW, STEALTH, DISARMING,
- MAGICAL DEVICES, PERCEPTION, SEARCHING, and INFRA-VISION.
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- Characters will be assigned an early history, with money and
- a social class based on that history. Starting money is assigned
- based on history, charisma, and somewhat upon the average of a
- character's stats. A character with below average stats will
- receive extra money to help him survive the first adventure.
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- Each character will also have physical attributes such as a
- race, a height, weight, sex, and a physical description. None of
- these, except weight, play any part in the game other than to
- give the player a "feeling" for his character. Weight is used
- for computing carrying capacity and also for BASHING.
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- Finally each character is assigned HIT POINTS based on their
- race, class, and constitution. Spell casters will also receive
- "MANA" which is expended when casting spells. MANA is based on
- Wisdom for Priests and Intelligence for Mages.
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- 2
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- The Dungeons of MORIA
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- 2.1.1 Character Stats -
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- STR - Strength
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- Strength is important in fighting with weapons, or hand to
- hand. A high strength can improve your chances of hitting, and
- the amount of damage done with each hit. Characters with low
- strengths may receive penalties. Strength is also useful in
- tunneling, body and shield bashing, and in the carrying of heavy
- items.
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- INT - Intelligence
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- Intelligence is the prime stat of a mage, or magician. A
- high intelligence increases a mages chances of learning spells,
- and in gaining mana. No spell may be learned by mages with
- intelligences under 8. Intelligence also modifies a character's
- chance of disarming traps and picking locks.
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- WIS - Wisdom
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- Wisdom is the prime stat of a priest. A high wisdom
- increases the chance of receiving new spells from a priest's
- diety, and in the gaining of mana. Wisdom also modifies a
- character's chance of resisting magical spells cast upon his
- person.
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- DEX - Dexterity
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- Dexterity is the combination of agility and quickness. A
- high dexterity may allow a character to get multiple blows with
- lighter weapons, thus greatly increasing his kill power, and may
- increase his chances of hitting with any weapon. Dexterity is
- also useful in picking locks and disarming traps.
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- CON - Constitution
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- Constitution is a characters ability to resist damage to
- their body, and to recover from damage received. Therefore a
- character with a high constitution will receive more hit points,
- and be more resistant to poisons.
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- CHR - Charisma
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- Charisma represents a character's personality, as well as
- physical looks. A character with a high charisma will receive
- better prices from store owners, whereas a character with a very
- low charisma will be robbed blind. A high charisma will also
- mean more starting money for the character.
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- The Dungeons of MORIA
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- 2.1.2 Character Sex -
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- You may choose to be either a male or a female character.
- Only height and weight are affected by a character's sex. Female
- characters tend to be somewhat smaller and lighter then their
- male counterparts. No adjustments to stats or abilities are made
- because of the sex of a character.
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- The Dungeons of MORIA
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- 2.1.3 Character Abilities -
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- Characters possess nine different abilities which can help
- them to survive. The starting abilities of a character are based
- upon race and class. Abilities may be adjusted by high or low
- stats, and may increase with the level of the character.
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- - Fighting
-
- Fighting is the ability to hit and do damage with weapons or
- fists. Normally a character gets a single blow from any weapon,
- but if his dexterity and strength are high enough, he may receive
- more blows per round with lighter weapons. Strength and
- dexterity both modify the ability to hit an opponent. In
- addition this skill increases with the level of the character.
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- - Throwing/Bows
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- Using stand-off missile weapons and throwing objects is
- included in this skill. Different stats apply to different
- weapons, but may modify the distance an object is thrown/fired,
- the amount of damage done, and the ability to hit a creature.
- This skill increases with the level of the character.
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- - Saving Throw
-
- A Saving Throw is the ability of a character to resist the
- effects of a spell cast on him by another person/creature. Note
- that this does not include spells cast on the player by his own
- stupidity, such as quaffing a nasty potion. This ability
- increases with the level of the character, but then most high
- level creatures are better at casting spells, so it tends to even
- out.
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- - Stealth
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- The ability to move silently about is very useful.
- Characters with good stealth can usually surprise their
- opponents, gaining the first blow. Also, creatures may fail to
- notice a stealthy character entirely, allowing a player to avoid
- certain fights.
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- - Disarming
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- Disarming is the ability to remove traps (safely), and
- includes picking locks on traps and doors. Note that a
- successful disarming will gain the character some experience.
- The character must have found a trap before it can be disarmed.
- Dexterity and intelligence both modify the ability to disarm, and
- this ability increases with the level of the character.
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- The Dungeons of MORIA
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- - Using Magical Devices
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- Using a magical device such as a wand or staff requires
- experience and knowledge. Spell users such as mages and priests
- are therefore much better at using a magical device than say a
- fighter. This skill is modified by intelligence, and increases
- with the level of the character.
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- - Perception
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- Perception is the ability to notice something without
- actively seeking it out. This skill is based entirely upon race
- and class, and will never improve unless magically enhanced.
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- - Searching
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- To search is to actively look for secret doors, floor traps,
- and traps on chests. Rogues are the best at searching, but
- mages, rangers, and priests are good at it. Intelligence
- modifies your ability at searching, and your ability will also
- increase with your level.
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- - Infra Vision
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- Infra-vision is the ability to see heat sources. Since most
- of the dungeon is cool or cold, infra-vision will not allow the
- player to see walls and objects. Infra-vision will allow a
- character to see any warm-blooded creatures up to a certain
- distance. This ability works equally well with or with out a
- MORIA
- cold blooded, and will not be detected unless lit up by a light
- source.
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- The Dungeons of MORIA
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- ________ _ ____
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- There are eight different races that you can choose from in
- MORIA
- be, and each race has it's own adjustments to a character's stats
- and abilities.
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- - Human
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- The human is the base character, all other races are
- compared to him. Human's can choose any class, and are average
- at everything. Humans tend to go up levels faster than any other
- race, because of their shorter life-spans. No racial adjustments
- occur to character's choosing human.
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- - Half-Elf
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- Half-elves tend to be smarter and faster than a human, but
- not as strong. Half-elves are slightly better at searching,
- disarming, perception, stealth, and magic, but they are not as
- good at hand weapons. Half-elves may choose any class.
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- - Elf
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- Elves are better magicians then humans, but not as good at
- fighting. They tend to be smarter and faster than either humans
- or half-elves, and also have better wisdom. Elves are better at
- searching, disarming, perception, stealth, and magic, but they
- are not as good at hand weapons. Elves may choose any class
- except Paladin.
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- - Halfling
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- Halflings, or Hobbits, are very good at bows, throwing, and
- have good saving throws. They also are very good at searching,
- disarming, perception, and stealth; so they make excellent
- thieves (but prefer to be called burglars...). They will be much
- weaker than humans, and no good at bashing. Halflings have fair
- infra-vision, so can detect warm creatures at a distance.
- Halflings can choose between being a fighter, mage, or rogue.
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- - Gnome
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- Gnomes are smaller than dwarfs, but larger than halflings.
- They, like the halflings, live in the earth in burrow-like homes.
- Gnomes are practical jokers, so if they can kill something in a
- humorous way, so much the better. Gnomes make excellent mages,
- and have very good saving throws. They are good at searching,
- disarming, perception, and stealth. They have lower strengths
- and constitutions then humans so they are not very good at
- fighting with hand weapons. Gnomes have fair infra-vision, so
- can detect warm creatures at a distance. A gnome may choose
- between being a fighter, mage, priest, or rogue.
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- The Dungeons of MORIA
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- - Dwarf
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- Dwarves are the headstrong miners and fighters of legend.
- Since dungeons are the natural home of a dwarf, they are
- excellent choices for a warrior or priest. Dwarves tend to be
- stronger, have higher constitutions, but are slower and less
- intelligent than humans. Because they are so headstrong and are
- somewhat wise, they resist spells which are cast on them.
- Dwarves also have good infra-vision because they live
- underground. They do have one big draw-back though. Dwarves are
- loud-mouthed and proud, singing in loud voices, arguing with
- themselves for no good reason, screaming out challenges at
- imagined foes. In other words, dwarves have a miserable stealth.
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- - Half-Orc
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- Half-Orcs make excellent fighters, and decent priests, but
- are terrible at magic. They are as bad as dwarves at stealth,
- and horrible at searching, disarming, and perception. Half-Orcs
- are; let's face it, ugly. They tend to pay more for goods in
- town. Half-Orcs do make good priest's and rogues, for the simple
- reason that Half-Orcs tend to have great constitutions and lots
- of hit points.
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- - Half-Troll
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- Half-Trolls are incredibly strong, and have the highest hit
- points of any character race. They are also very stupid and
- slow. They will make great fighters and iffy priests. They are
- bad at searching, disarming, perception, and stealth. They are
- so ugly that a Half-Orc grimaces in their presence. They also
- happen to be fun to run...
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- The Dungeons of MORIA
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- 2.1.4.1 Chart 1 : Race VS Skills And Stats -
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- Stat Modifications due to race: (This chart needs
- updating)
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- Hit Required
- Race Str Int Wis Dex Con Chr Dice EXP/level
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- Human
- Half-Elf
- Elf
- Halfling
- Gnome
- Dwarf
- Half-Orc
- Half-Troll
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- Abilities as compared to each other:
- 1 is lowest, or worst; 10 is highest, or best.
- | |
- Race Disarm Search Stealt Percep Fight Bows Save Infra
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- Human
- Half-Elf
- Elf
- Halfling
- Gnome
- Dwarf
- Half-Orc
- Half-Troll
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- The Dungeons of MORIA
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- ________ _ _____
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- Once a race has been chosen, you will need to pick a class.
- Some classes will not be available to certain races; for instance
- a Half-Troll cannot become a Paladin. For the first few
- adventures it is suggested that you run a warrior or rogue.
- Spell casting generally requires a more experienced player that
- is familiar with survival techniques.
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- - Warrior
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- A Warrior is a hack-and-slash character, who solves most of
- his problems by cutting them to pieces, but will occasionally
- fall back on the help of a magical device. His prime stats are
- Strength and Constitution, and a good Dexterity can really help
- at times. A Warrior will be good at Fighting and Throwing/Bows,
- but bad at most other skills.
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- - Mage
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- A Mage must live by his wits. He cannot hope to simply hack
- his way through the dungeon, and so must therefore use his magic
- to defeat, deceive, confuse, and to escape with. A mage is not
- really complete without a golf-cart of magical devices to use in
- addition to his spells. He can master the higher level magical
- devices far easier than anyone else, and has the best saving
- throw to resist effects of spells cast at him. Intelligence and
- Dexterity are his primary stats. There is no rule that says a
- mage cannot become a good fighter, but spells are his true realm.
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- - Priest
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- A Priest is a character of holy devotion. They explore the
- dungeon only to destroy the evil that lurks within, and if
- treasure just happens to fall into their packs; well, so much
- more to the glory of their church! Priests receive their spells
- from a diety, and therefore do not choose which spells they will
- learn. He is familiar with magical devices, preferring to call
- them instruments of god, but is not as good as a mage in their
- use. Priests have good saving throws, and make decent fighters,
- preferring blunt weapons over edged ones. Wisdom and Charisma
- are the priests primary stats.
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- The Dungeons of MORIA
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- - Rogue
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- A Rogue is a character that prefers to live by his cunning,
- but is capable of fighting his way out of a tight spot. He is
- the master of traps and locks, no device being impossible for him
- to over-come. A rogue has a high stealth allowing him to sneak
- around many creatures without having to fight, or sneak up and
- get the first blow. A rogue's perception is higher than any
- other class, and many times he will notice a trap or secret door
- before having to search. A rogue is better than warriors or
- paladins with magical devices, but still can not rely on their
- performance. A rogue's primary stats are Intelligence and
- Dexterity.
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- - Ranger
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- A Ranger is a fighter/mage. He is a good fighter, and the
- best of the classes with a missile weapon such as a bow. The
- ranger learns spells much more slowly than a mage, but is capable
- of learning all but the most powerful spell. Because a ranger is
- really a dual class character, it requires more experience to
- advance him. A ranger has a good stealth, good perception, good
- searching, a good saving throw, and is good with magical devices.
- His primary stats are Intelligence and Dexterity.
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- - Paladin
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- A Paladin is a fighter/priest. He is a very good fighter,
- second only to the warrior class, but not very good at missile
- weapons. He receives prayers at a slower pace then the priest,
- and can receive all but the most powerful prayer. Because a
- paladin is really a dual class character, it requires more
- experience to advance him. A paladin lacks much in the way of
- abilities. He is poor at stealth, perception, searching, and
- magical devices. He has a decent saving throw due to his divine
- alliance. His primary stats are Strength and Charisma.
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- 2.1.5.1 Chart 2 : Race VS Class -
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- CLASS
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- Race Warrior Mage... Priest. Rogue.. Ranger. Paladin
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- Human
- Half-Elf
- Elf
- Halfling
- Gnome
- Dwarf
- Half-Orc
- Half-Troll
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- 2.1.5.2 Chart 3 : Class VS Skills -
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- Abilities as compared to each other:
- 1 is lowest, or worst; 10 is highest, or best.
- | |
- Save Magic Required
- Race Fight Bows Throw Stlth Disarm Device Percep Search Exp.
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- Warrior
- Mage
- Priest
- Rogue
- Ranger
- Paladin
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- The Dungeons of MORIA
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- ___________
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- After you have created your character, you will begin your
- MORIA
- the dungeon's walls and floor, objects and features, and
- creatures lurking about. In order to direct your character
- through his adventure, you will enter single character commands.
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- MORIA
- to them. You should review these sections before attempting an
- adventure. Finally, a description of the town level and some
- general help on adventuring are included.
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- _______ __ ____ ___
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- Symbols on your map can be broken down into three
- categories; Features of the dungeon such as walls, floor, doors,
- and traps; Objects which can be picked up such as treasure,
- weapons, magical devices, etc; and Monsters which may or may not
- move about the dungeon, but are mostly harmful to your
- character's well being.
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- Note that some symbols can be in more than one category.
- Also note that treasure may be imbedded in a wall, and the wall
- must be removed before the treasure can be picked up.
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- It will not be necessary to remember all of the symbols and
- their meanings. A simple command; the '/'; will identify any
- character appearing on your map. See the section on commands for
- further help.
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- Features :
- . A floor space, or hidden trap. 1 Entrance to General Store.
- # A wall. 2 Entrance to Armory.
- ' An open door. 3 Entrance to Weapon Smith.
- + A closed door. 4 Entrance to Temple.
- ^ A trap. 5 Entrance to Alchemy Shop.
- < A staircase up. 6 Entrance to Magic Shop.
- > A staircase down. : Obstructing rubble.
- ; A loose floor stone. An open pit. (Blank)
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- Objects :
- ! A flask or potion. ? A scroll.
- " An amulet. [ Hard armor.
- $ Money (Can be imbedded). \ A hafted weapon.
- & A chest. ] Misc. armor.
- ( Soft armor. _ A staff.
- ) A shield. { Missile (arrow, bolt, pebble).
- * Gems (Can be imbedded). | Sword or dagger.
- - A wand. } Missile arm (Bow, crossbow, sling).
- / A pole-arm. ~ Misc.
- = A ring. , Food.
- s A skeleton.
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- Monsters :
- a Giant Ant. A Giant Ant Lion.
- b Giant Bat. B The Balrog.
- c Giant Centipede. C Gelatinous Cube.
- d Dragon D Ancient Dragon.
- e Floating Eye. E Elemental.
- f Giant Frog. F Fly.
- g Golem. G Ghost.
- h Harpy. H Hob-Goblin.
- i Icky-Thing. I Invisible Stalker.
- j Jackal. J Jelly.
- k Kobold. K Killer Beetle.
- l Giant Lice. L Lich.
- m Mold. M Mummy.
- n Naga. N
- o Orc or Ogre. O Ooze.
- p Human(iod). P Giant Human(iod).
- q Quasit. Q Quythulg.
- r Rodent. R Reptile.
- s Skeleton. S Scorpion.
- t Giant Tick. T Troll.
- u U Umber Hulk.
- v V Vampire.
- w Worm or Worm Mass. W Wight or Wraith.
- x X Xorn.
- y Yeek. Y Yeti.
- z Zombie. Z
- $ Creeping Coins. , Mushroom Patch.
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- ________
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- All commands are entered by pressing a single key, or
- control sequence (holding down the control key while pressing a
- key). If a particular command requires additional action, it
- will be prompted for, with one exception. When a direction is
- required, no prompt is given unless and until an illegal response
- is given.
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- 2.2.2.1 Note On <Dir> -
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- In the following instructions, the symbol <Dir> refers to a
- numeric direction based on your keypad. It is not valid to use
- the number '5' in this context. One exception to this is with
- movement, in which case '5' will rest the character for one turn.
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- Commands which require a direction will not prompt you for
- one, unless you input an illegal direction. Just enter a
- direction after the entering the command.
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- Directions
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- The Dungeons of MORIA
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- Movement
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- Movement is accomplished by using your numeric keypad.
- Simply press a number and your character will move one step in
- that direction. Pressing a '5' is equivalent to waiting for one
- round (More efficient resting over long periods of time is
- accomplished by using the Rest command). You can only move onto
- and through floor spots, and only if they contain no creatures or
- obstructing objects such as a closed door.
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- Moving your character one step at a time can be time
- consuming and boring, so a faster method has been supplied. By
- using the Move command '.', you may move in a direction until
- something interesting happens. For instance, by pressing the
- period key '.' followed by the direction 8, your character would
- continue to move up the screen, only coming to a stop after at
- least one condition is satisfied. These conditions are:
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- 1. A creature appears upon the screen, or a creature already on
- the screen moves.
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- 2. You move next to an object, or feature such as a door,
- staircase, or trap.
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- 3. You come to a wall, and have more than one choice of
- directions from which to continue, or are in a dead in
- passage.
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- 4. You come to a junction of several passages.
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- Movement
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- \ | /
- 7 8 9
- - 4 6 - 5 rests the character for one turn.
- 1 2 3
- / | \
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- B <Dir> - Bash
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- The Bash command includes breaking open doors and chests, or
- bashing an opponent. Two main factors determine the ability of a
- character to bash; their weight and their strength. In addition,
- when bashing an opponent, you will either perform a body bash, or
- if wielding a shield, perform a shield bash which is more
- effective.
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- Bashing a door can throw the character off-balance, but this
- will not generally be a problem. Doors that have been jammed
- closed with spikes can only be opened by bashing. Locked doors
- may also be bashed open. Note that bashing a door open will
- permanently break it.
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- Bashing a creature has effects on both the player and his
- opponent. Depending on a character's dexterity, he may or may
- not be thrown off-balance allowing free moves to his opponents.
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-
- If the bash is successful, the opponent will be thrown
- off-balance for 1 to 3 turns, thus allowing the character free
- hits or a chance to run.
-
- A player automatically performs a shield bash instead of a
- body bash, if he is currently wearing a shield. A shield bash
- adds the damage of a shield to that of the bash, so is more
- effective. Note that size and material both affect the damage
- that a shield will do.
-
-
- C - Print character (to screen or file)
-
- This command allows the player to either display his
- character on the terminal screen, or to print an entire character
- info listing to a file. If printed to a file, history, equipment
- list, and an inventory list are included.
-
-
- D <Dir> - Disarm a trap.
-
- You can attempt to disarm floor traps, or trapped chests.
- If you fail to disarm a trap, there is a chance that you blunder
- and set it off. You can only disarm a trap on a chest after
- finding it with the search command.
-
-
- E - Eat some food.
-
- A character must eat occasionally to remain effective. As a
- character grows hungry, a message will appear at the bottom of
- the screen saying "Hungry". If a character remains hungry long
- enough, he will become weak and eventually start fainting.
-
-
- F - Fill a lamp or lantern with oil.
-
- If your character is currently using a lamp for light, and
- if he has a flask of oil in inventory, he may refill the lamp by
- using this command. A lamp is capable of a maximum of 5500 turns
- of light, and each flask has 5000 turns of oil contained in it.
-
-
- L - Display map co-ordinates.
-
- The Location command will display your character's current
- co-ordinates as shown on a printed map (printed with the 'P'
- command). Sectors contain up to 44 rows by 99 columns each. The
- Location command will display the character's current row and
- column map co-ordinates, as well as the sector number.
-
-
- P - Print map to file.
-
- The Print command will write an entire map of the dungeon
- floor explored to a file. Since the dungeon floor is large, the
- map is broken up into sectors, each containing up to 44 rows by
- 99 columns.
-
-
- 17
-
-