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- The Dungeons of MORIA
-
-
- R - Rest for a number of turns.
-
- You may rest one turn by pressing the '5' key. Resting for
- longer periods of time is accomplished by using the Rest command,
- followed by the number of turns you want to rest your character.
- Resting will continue until the specified duration has expired,
- or something to wake the character happens, such as a creature
- wandering by. It is sometimes a good idea to rest a beat-up
- character until he regains some of his hit points, but be sure to
- have plenty of food if you rest often.
-
- If you have accidently entered in a rest period too large,
- or change your mind about the resting period, you may wake your
- character up by pressing any key.
-
-
- S - Search mode toggle.
-
- The Searching toggle will take the character into and out of
- searching mode. When first pressed, the message "Searching" will
- appear at the bottom of the screen. The character is now taking
- two turns for each command, one for the command and one turn to
- search about him. Note that this means he is taking twice the
- time to move about the dungeon, and therefore twice the food. If
- a creature should happen by or attack you, search mode will
- automatically shut off. Otherwise you may turn off search mode
- by again pressing the 'S' key.
-
-
- T <Dir> - Tunnel through rock.
-
- Tunneling (Mining) is a very useful art. There are four
- kinds of rock present in the dungeons of *MORIA*; Permanent Rock,
- Granite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock
- is exactly that, permanent. Granite is very hard, therefore hard
- to dig through, and contains no valuable metals. Magma and
- Quartz veins are softer and sometimes bare valuable metals and
- gems, shown as a '$' or a '*' character. You can tell if the
- metal or gems are embedded into the wall by trying to move onto
- them. If you can't move over them, you'll have to dig them out.
-
- Tunneling can be VERY difficult by hand, so when you dig be
- sure to wield either a shovel or a pick. Magical shovels and
- picks can be found which allow the wielder to dig much faster
- than normal, and a good strength also helps.
-
- 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.
-
-
- a <Dir> - Aim a wand.
-
- Wands must be aimed in a direction to be used. Wands are a
- magical device and therefore use the Magical Devices ability of
- the player. They will either affect the first object/creature
- encountered, or affect anything in a given direction, depending
- upon the wand. An obstruction such as door or wall will general
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- stop the effects of a wand from traveling further.
-
-
- b - Browse a book.
-
- You can only read a book if you are of it's realm.
- Therefore a magic user could read a magic book, but not a holy
- book. Fighter's will not be able to read either kind of book.
- When the browse command is used, all of the spells or prayers
- contained in the book along with information about it, such as
- it's level, the amount of mana used up in casting it, and whether
- or not you know the spell or prayer, will be displayed. There
- are a total of 31 different magical spells in four books, and 31
- different prayers in four books.
-
-
- c <Dir> - Close a door.
-
- Non-intelligent and certain other creatures will not be able
- to open a door. Therefore shutting doors can be a life saver.
- You must be adjacent to an open door, and you cannot close broken
- doors. Note that bashing a door open will break it.
-
-
- d - Drop an object from you inventory.
-
- You can drop a single object onto the floor beneath you if
- that floor spot does not already contain an object. Note that
- doors and traps are considered objects in this sense. If you
- drop an object such as a potion or scroll, a single one is
- dropped onto the floor at a time. Group objects such as arrows
- are all dropped at once onto the floor.
-
-
- e - Display a list of equipment being used.
-
- Use the Equipment command to display a list of objects
- currently being used by your character. Note that each object
- has a specific place were it is placed, and that only one object
- of each type may be used at any one time; excepting rings of
- which two can be worn, one on each hand.
-
-
- f <Dir> - Throw an object/Use a missile weapon.
-
- You may throw any object carried by your character.
- Depending upon the weight of an object, it may travel across a
- room or drop down beside you. If you throw an object such as an
- arrow, only one will be used at a time.
-
- If you throw at a creature, your chance of hitting the
- creature is determined by your pluses to hit, your ability at
- throwing, and the objects pluses to hit. Once the creature is
- hit, the object may or may not do any actual damage to it.
- Certain objects in the dungeon can do great amounts of damage
- when thrown, but it's for you to figure out the obscure ones.
- Oil flasks are considered to be lit before thrown, therefore they
- will do fire damage to a creature if they hit it.
-
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- To use a bow with arrows, simply wield the bow and throw the
- arrows. Extra pluses to damage and hitting are gained by
- wielding the proper weapon and throwing the corresponding ammo.
- A heavy crossbow with bolts for example, is a killer...
-
-
- h - Enter the MORIA
-
- A subprocess is spawned and the HELP utility entered. Help
- on individual commands may be displayed without actually exiting
- your game. You may return to your game by entering a <CONTORL>-Z
- character.
-
-
- i - Display a list of objects being carried.
-
- The Inventory command displays a list of all objects being
- carried, but are not in current use. You may carry up to 22
- different kinds of objects, not including those in your equipment
- list. Depending upon your strength, you will be able carry many
- identical objects before hitting your weight limit.
-
-
- j <Dir> - Jam a door with an iron spike.
-
- Most humanoid and many intelligent creatures can simply open
- a closed door, and can eventually get through a locked door.
- Therefore you may spike a door in order to jam it. Each spike
- used on a door will increase it's strength. It is very easy to
- jam a door so much as to make it impossible for your character to
- bash it down, so spike doors wisely. Note that the bigger a
- creature is, the easier it can bash a door down. Therefore four
- or more spikes might be necessary to slow down a dragon, where
- one spike would slow down a kobold.
-
-
- m - Cast a magic spell.
-
- First, a character must have learned a spell before he can
- cast it. Next, when casting a spell, he must read the spell from
- a book, so a book containing the spell must be in his inventory.
- Each spell has a chance of failure which starts out fairly large
- but decreases as a character gains levels. If a character does
- not have the available mana, he increases his chance of failure,
- and gambles on losing a point of constitution. Note that since a
- character must read the spell from a book, he cannot be blind or
- confused when casting a spell, and there must be some light
- present.
-
-
- l <Dir> - Look in a direction.
-
- The Look command is useful in identifying the exact type of
- object or creature shown on the screen. Also, if a creature is
- on top of an object, the look command will describe both. You
- can see creatures and objects up to 200 feet away (20 units).
- Note that you may freely use the Look command without the
- creatures getting a move on you.
-
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- o <Dir> - Open a door, chest, or lock.
-
- To open an object such as a door or chest you must use the
- Open command. If the object is locked, the Open command will
- attempt to pick the lock, based on your ability at disarming.
- Note that if an object is trapped and you open it, the trap will
- be set off.
-
-
- p - Read a prayer.
-
- First, a character must have learned a prayer before he can
- read it. Next, when reading a prayer, he must have the book
- containing the prayer in his inventory. Each prayer has a chance
- of failure which starts out fairly large but decreases as a
- character gains levels. If a character does not have the
- available mana, he increases his chance of failure, and gambles
- on losing a point of constitution. Note that since a character
- must read the prayer from a book, he cannot be blind or confused
- and there must be some light present.
-
-
- q - Quaff a potion.
-
- To drink a potion use the Quaff command. A potion affects
- the player in some manner. The effects of the potion may be
- immediately noticed, or they may be subtle and unnoticed.
-
-
- r - Read a scroll.
-
- To read a scroll use the Read command. A scroll spell has
- an area affect, except in a few cases such as identify scrolls
- which act on other objects. Note that two scrolls, the identify
- scroll and the recharge scroll, have titles which can be read
- without setting them off, and by pressing <ESCAPE> can be saved
- for future use.
-
-
- s - Search general area one turn.
-
- The Search command can be used to locate hidden traps and
- secret doors about the player. Note that more than a single turn
- of searching will be required in most cases. You should always
- search a chest before trying to open it because they are
- generally trapped.
-
-
- t - Take off a piece of equipment.
-
- Use the Take-Off command to remove an object from use, and
- return it to your inventory. Occasionally you will run into a
- cursed item which cannot be removed. Cursed items are always
- bad, and can only be taken off after removing the curse.
-
-
- u - Use a staff.
-
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- The Use command will activate a staff. Like scrolls, most
- staffs have an area affect. Because staffs are generally more
- powerful than most other items, they are also harder to use
- correctly.
-
-
- v - Display current version of game.
-
- The Version command displays the credits for the current
- MORIA
-
-
- w - Wear or wield an item being carried.
-
- To wear or wield an object in your inventory, use the
- Wear/Wield command. If an object is already in use for the same
- function, it is automatically removed first. Note that an
- objects bonuses cannot be gained until it is worn or wielded.
-
-
- x - Exchange primary and secondary weapons.
-
- A secondary weapon is any weapon which may be needed often.
- Instead of searching through your inventory, you may use the
- exchange command to keep the weapon ready. For instance, if you
- wanted to use your bow most of the time, but needed a sword for
- close combat, you could wield your sword, use the exchange
- command to make it the secondary weapon, then wield your bow. If
- the sword was suddenly needed, simply use the exchange command to
- switch between the bow and the sword.
-
-
- / - Identify a character shown on screen.
-
- Use the identify command to find out what a character
- displayed on the screen stands for. For instance, by pressing
- '/.', you can find out that the '.' stands for a floor spot.
- When used with a creature, the identify command will tell you
- only what class of creature the symbol stands for, not the
- specific creature, therefore use the look command for this
- information.
-
-
- ? - Display a list of commands.
-
- The ? command displays a one page quick reference help page
- on the screen.
-
-
- M - Repeat last message.
-
- The <Control>-M (Carriage-Return or Enter key) command will
- re-display the last message printed on the message line at the
- top of your screen.
-
-
- R - Redraw the screen.
-
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- To redraw the entire screen, use the <Control>-R command.
-
-
- Y - Quit the game without saving.
-
- To exit the game without saving your character use the
- <Control>-Y command. Once exited in this manner, your character
- is non-recoverable.
-
-
- Z - Save your character and quit the game.
-
- To save your game so that it can be restarted later, use the
- <Control>-Z command. The save file can be moved about at will,
- but do not edit it. Note that a copy of a saved character will
- not work after that character has died.
-
-
- $ - Shell out of game.
-
- Use the Shell command '$' to temporarily exit the game to
- execute DCL commands. You may re-enter the game by entering
- "EOJ" to end the spawned process.
-
-
- < - Go up an up-staircase.
-
- If you move onto an up-staircase you may use the '<' command
- to go up one level. There is always one staircase going up on
- every level except for the town level (this does not mean it's
- easy to find). Going up a staircase will always take you to a
- new dungeon area except for the town level, which remains the
- same for the duration of your character.
-
-
- > - Go down a down-staircase.
-
- If you are on top of a down-staircase you may use the '>'
- command to go down one level. There are always two or three
- staircases going down on each level, except the town level which
- has only one. Going down will always take you to a new dungeon
- area.
-
-
- . <Dir> - Move in direction.
-
- The Move command '.' will move you in the indicated
- direction until one of several conditions happen. These
- conditions include, a creature appearing on the screen, a
- creature already on the screen moving, an object or feature such
- as a door, a staircase, or a trap is adjacent to the character,
- character comes into a junction of passages, or character comes
- to a wall with no choice or more than one choice of continuing
- directions.
-
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- 2.2.2.2 Quick Reference Page. -
-
- ^*MORIA\* Commands
-
- B <Dir> Bash (object/creature)| q Quaff a potion.
- C Display character. | r Read a scroll.
- D <Dir> Disarm a trap/chest. | s Search for hidden doors.
- E Eat some food. | t Take off an item.
- F Fill lamp with oil. | u Use a staff.
- L Current location. | v Version and credits.
- P Print map. | w Wear/Wield an item.
- R Rest for a period. | x Exchange weapon.
- S Search Mode. | / Identify an character.
- T <Dir> Tunnel. | ? Display this panel.
- a Aim and fire a wand. |
- b Browse a book. | ^M Repeat the last message.
- c <Dir> Close a door. | ^R Redraw the screen.
- d Drop an item. | ^Y Quit the game.
- e Equipment list. | ^Z Save character and quit.
- f Fire/Throw an item. | $ Shell out of game.
- h ^*MORIA\* Help. |
- i Inventory list. | < Go up an up-staircase.
- j <Dir> Jam a door with spike.| > Go down a down-staircase.
- l <Dir> Look given direction. | . <Dir> Move in direction.
- m Cast a magic spell. | Movement: 7 8 9
- o <Dir> Open a door/chest. | 4 6 5 = Rest.
- p Read a prayer. | 1 2 3
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- 2.2.3 The Town Level -
-
- 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.)
-
-
-
- 2.2.3.1 Town's People -
-
- 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 which are a constant annoyance, but not harmful.
- Public drunks which wander about the town singing, and are of no
- threat to anyone. Sneaky rogues, which 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.
-
- 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.
-
-
-
- 2.2.3.2 Supplies -
-
- 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.
-
-
-
- 2.2.3.3 Town Buildings -
-
- You may enter any of the stores, if they are open, and
- barter with the owner for items you can afford. 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.
-
- Once inside a store, his 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 or purchase items in 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.
-
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- 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 anything you have sold.
-
- 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 if
- another is encountered.
-
-
- The General Store
-
- The General Store sells foods, drinks, some clothing,
- torches, lamps, oil, and spikes. All of these items, and others,
- can be sold back to the General store for money. The entrance to
- the General Store is a '1'.
-
-
- 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'.
-
-
- 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
- Weaponsmiths is a '3'.
-
-
- 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'.
-
-
- The Alchemy shop
-
- The Alchemy Shop deals in all manner of potions and scrolls.
- The entrance to the Alchemy Shop is a '5'.
-
-
- 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'.
-
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- 2.2.4 Within The Dungeon -
-
- 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.
-
-
-
- 2.2.4.1 Light -
-
- 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.
-
- 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 "Your light is getting low"
- 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.
-
-
-
- 2.2.4.2 Attacking And Being Attacked -
-
- MORIA
- 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 cast spells from a distance, and dragon type
- creatures can breath from a distance, but these are the only
- exceptions.
-
- If you are wielding a weapon, the damage for the weapon is
- used when you hit the creature. If you are wielding no weapons,
- you get two fist strikes. Note that very strong creatures can do
- a lot of damage with their fists... A character may have a
- primary and secondary weapon. A secondary weapon is kept on the
- belt, or on the shoulder for immediate use. You can switch
- between your primary and secondary weapons by using the 'x'
- command. Be sure you are wielding the proper weapon when
- fighting. Hitting a dragon over the head with a bow will simply
- make him mad, and get you killed.
-
- 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.
-
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- Hits and misses are determined by ability to hit VS armor
- class. A miss doesn't necessarily mean you failed to hit the
- target, but only that you failed to do any damage. Therefore a
- 'hit' is a strike that does some damage. Higher armor classes
- make it harder to do damage, therefore more misses.
-
-
-
- 2.2.4.2.1 Your Weapon -
-
- Carrying a weapon in your backpack does you no good. You
- must wield a weapon before it can be used in a fight. Note that
- a secondary weapon can be kept by wielding it and then using the
- exchange command 'x'. A secondary weapon is not in use, simply
- ready to be switched with the current weapon if needed.
-
- Weapons have two main characteristics; their ability to hit
- and their ability to do damage, expressed as '(+ ,+ )'. A normal
- MORIA
- bonuses to hit and/or do damage. Some weapons are cursed, and
- have penalties that hurt the player. Note that cursed swords
- cannot be un-wielded until the curse is lifted.
-
- Missile weapons, such as bows, have only one major
- characteristic which is to hit, expressed '(+ )'. This plus to
- hit is added to that of the missile used, if the proper
- weapon/missiles combination are used.
-
- 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.
-
- Finally, some rare weapons have special abilities. This are
- called ego weapons, and are feared by great and meek. An ego
- sword must be wielded to receive benefit of it's abilities.
-
- Special weapons are denoted by the following abbreviations:
-
- 1. (DF) - Defender.
-
- A magical weapon that actually helps the wielder defend
- himself, thus increasing his armor class.
-
- 2. (FB) - Frost Brand.
-
- A magical weapon of ice that delivers a cold critical to
- heat based creatures.
-
- 3. (FT) - Flame Tongue.
-
- A magical weapon of flame that delivers a heat critical
- to cold based creatures.
-
- 4. (HA) - Holy Avenger.
-
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- A Holy Avenger is by far the most powerful of weapons.
- Holy Avengers have been known to increase several of the
- wielder's stats, to actually increase the wielder's armor
- class (because of the terror the weapon spawns in it's foes),
- and to actually help the wielder to fight more effectively.
-
- 5. (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 greatly
- increased.
-
- 6. (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 is greatly increased.
-
- 7. (SM) - Slay Monster.
-
- A Slay Monster weapon is a special purpose weapon whose
- sole intent is to destroy all the vile monsters of the world.
- A monster is any creature not natural to the world.
- Therefore an orc would be a monster, but a giant snake would
- not be.
-
- 8. (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 is capable of destroying them.
-
-
-
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- 2.2.4.2.2 Body And Shield Bashes -
-
- 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.
-
- Doors can be broken down by bashing them. Once a door is
- bashed open, it is forever useless and cannot be closed.
-
- 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 whats inside.
-
- 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.
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- 2.2.4.2.3 Your Armor Class -
-
- Armor class is a number that describes the amount and the
- quality of armor begin worn. Armor class will generally run from
- about 0 to 40, but could become negative or greater than 40 in
- rare cases.
-
- 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 30% of any
- damage meant for him. Three, fire and acid damage are reduced by
- wearing body armor. It is obvious that a high armor class is a
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-
- 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.
- Armor class values are always displayed between a set of brackets
- '[ ,+ ]'. The first value is the armor class of the item. The
- second number is the magical bonus of the item, 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.
-
- Some pieces of armor will possess special abilities denoted
- by the following abbreviations:
-
- 1. (RA) - Resist Acid.
-
- This magical ability is usually enchanted into armor,
- but may occasionally be found as an ability of a weapon. A
- character using such an object will take only a quarter
- damage from any acid thrown upon him. In addition, armor so
- enchanted will resist the acid's effects and not be damaged
- by it.
-
- 2. (RC) - Resist Cold.
-
- This magical ability is also found in both weapons and
- armor. A character using a resist cold object will take only
- half damage from frost and cold.
-
- 3. (RF) - Resist Fire.
-
- This magical ability is found in both weapons and armor.
- A character using a resist fire object will take only one
- quarter damage from heat and fire.
-
- 4. (RL) - Resist Lightning.
-
- This magical ability is found in both weapons and armor.
- A character using a resist lightning object will take only
- one quarter damage from electrical attacks.
-
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- The Dungeons of MORIA
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- 5. (R) - Resistance.
-
- This magical ability is found only in armor. A
- character wearing armor with this ability will have
- resistance to Acid, Cold, Fire, and Lightning as explained in
- each part above.
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- 2.2.4.3 Objects Found In The Dungeon -
-
- 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
- monsters 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.
-
- 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. Note that although you are limited to 22
- different items, you may be carrying several of each item
- restricted only by the amount of weight your character can carry.
- Your character's weight limit is determined by his Strength.
- Only one object may occupy any one given floor location, which
- may or may not also contain one monster. Note that doors, traps,
- and staircases are considered objects for this purpose.
-
- 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.
-
- One item in particular will be discussed here. The scroll
- of "Word of Recall" 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
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- been read it takes a while for the spell to act, so don't expect
- it to save you in a crisis.
-
- And lastly, a final warning. Not all objects are what they
- seem. Skeletons lying peacefully about the dungeon have been
- known to get up...
-
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- 2.2.4.4 Cursed Objects -
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- 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 characters stats or
- abilities if worn. They will also be impossible to remove until
- a remove curse is done.
-
- When a cursed item has been identified, an asterisk '*' will
- appear next to the inventory letter of the item. If you should
- wear a cursed item, you will immediately know it is cursed and
- again the asterisk will appear.
-
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- 2.2.4.5 Mining -
-
- 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.
-
- 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. Note that a pick or shovel also has plusses
- to hit and damage, and can be used as a weapon.
-
- 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.
-
- 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.
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- 2.2.4.6 Staircases -
-
- 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.
-
- 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.
-
-
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- 2.2.4.7 Secret Doors, Passages, And Rooms -
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- 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.
-
- Creatures in the dungeon will generally know and use this
- 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.
-
-
-
- 2.2.4.8 Winning The Game -
-
- 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 every level after
- level 49, so don't go down there until you are ready for him.
-
- 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 genocide
- is used upon him, and the Balrog cannot be polymorphed, slept, or
- charmed. 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.
-
- If you should actually survive the attempt of killing the
- Balrog, you will receive the status of WINNER. Since yo have
- defeated the toughest monster alive, your character is ready to
- retire and cannot be saved. When you quit the game, your
- character receives a surprise bonus score and is entered into the
- toptwenty file.
-
-
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- 2.2.4.9 Upon Death And Dying -
-
- 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 with the option to print the
- information to a file.
-
- After the tombstone, the toptwenty list of heroes is
- displayed. If your score beats any of the toptwenty, your
- character will join this elite rank of heroes. Otherwise, well,
- there is always next time...
-
-
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- 2.2.4.10 Wizards -
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- beginners. In addition, they have special spells which can
- restore characters lost by accident, such as power-outs and such.
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