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- ** Note: If Moria is crashing, ensure that your stack is at least 30000 **
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- 1. DISCLAIMER
-
- Moria is intended for Public Domain, and may not be sold or
- marketed in any form without the permission and written consent from the
- original author Robert Alan Koeneke. He retains 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,
- neither he nor we,as authors of this the Amiga version, have any liability
- or responsibility to any user with respect to loss or damage caused
- directly or indirectly by this program.
-
-
- 1.1 Moria... The Amiga Version
-
- Moria on the Amiga is BASICALLY the same great game as the one
- found on mini-computers across the country. The Amiga version is most
- recently descended from the outstanding UNIX C port by James E. Wilson.
- We have added pull down menus, a graphics mode, a pickup mode, a continuous
- move mode, a real time mode and a message wait time mode, as well as other
- modifications to improve overall playability and to take advantage of the
- features which make the Amiga unique among microcomputers.
-
- Graphics for Moria are found in a file called "MORIA.FNT". This
- file may be editted with with the Hack icon editting tool found on the Hack
- Disk. (Note: We employ 16 colors in Moria while the Hack icon editor only
- displays eight.) The Moria.fnt file must be in the users current directory
- or on a device (or disk) named "Moria". The game will abort if the
- Moria.fnt file is not found!
-
- Color messages have been added to further assist the adventurer.
- The following table list the colors added to messsages and their meaning:
-
- COLOR MEANING
-
- Bright Red Danger - You've been hurt
-
- Yellow Caution - A scroll has failed or
- something is wrong.
-
- Green Success - You've hit something
- or succeeded in an endeavor
-
- Blue Creature Death - You've killed a
- monster or denizen.
-
- Dark Red Stat Damage - One of your stats has
- been decremented
-
- Dark Green Stat Gain - One of your stats
- has been incremented
-
- White Normal - Standard information
-
-
- The color messages may be toggled ON or OFF by pressing "k". The
- default state is color messages ON.
-
- Color has also been added to the area of the screen where the
- character stats are located. The CHP (Current Hit Points) and Mana stats
- are: GREEN at maximum, WHITE between 50% and 90% of maximum, YELLOW
- between 25% and 49% of maximum, and RED if less than 25% of the maximum
- value. All other stats are WHITE if they are "ok" and YELLOW if they have
- been lowered. Currently pressing "k" does not affect stat color.
-
- The continuous move mode allows the player to move in any direction
- until an event such as a junction of paths, stairs, an item or a monster is
- encountered. Specifics of how the Continuous Move mode works may be found
- under the heading of Movement in secton 3. The Continuous Move mode may be
- toggled on and off from the the Mode Menu or by hitting the colon (:) key.
-
- The wait mode allows the player to interject an element of real
- time play into Moria. After enabling the Wait Mode from the Mode Menu or
- by hitting "shift w" a prompt appears asking for a number between 0 and 10.
- The number is the approximate number of seconds between turns. When the
- Wait Mode is enabled the denizens will move EVEN IF the player has not
- acted (DO OR DIE)!! The default wait mode is OFF.
-
- The message pause mode determines whether messages disappear
- automatically, or remain until the player hits a key. The message pause
- mode is toggled on and off by typing a "Control w" (^w) key or by using the
- message pause option in the mode menu. If the mode is being enabled, a
- prompt will appear asking for a number between 0 and 10. The number is the
- approximate number of seconds a message will be displayed before
- disappearing. The default message pause mode is 'ON' for 1 second.
-
-
-
- 2. MORIA Instructions
-
- The game of MORIA is a single player dungeon simulation. A 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 deepest levels (rumor has it that the Balrog never gets any closer to
- the surface than 5000 feet).
-
- The player will begin his/her 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/her adventure, the player can
- descend into the dungeons of MORIA where fantastic adventures await his/her
- coming!
-
- Before beginning your first adventure, you should read this
- document carefully. The game of MORIA is a complicated game, and will
- require a DEDICATED player to win.
-
-
- 2.1. The Character
-
- All characters have six main attributes which modify their basic
- cabilities. These six attributes, called stats, are strength,
- intelligence, wisdom, dexterity, constitution, and charisma. Stats may
- vary from 3 as a minimum to 20 as a maximum. (Stats may actually be higher
- than 20, but no additional bonuses will be awarded). Because adventurers
- of interest tend to be better than average characters, MORIA stats will
- average about 14.5, and are further adjusted by race and class. Some races
- are just naturally better at being certain classes, as will be shown later.
-
- In addition to the more visible stats, each character has certain
- abilities which are mainly determined by his/her race and class, but are
- also modified by his/her stats. The abilities are fighting, throwing/bows,
- saving throw, stealth, disarming, magical devices, perception, searching,
- and infra-vision.
-
- 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.
-
- Each character will also have physical attributes such as race,
- height, weight, sex, and physical description. Weight and sex play small
- parts in the game. The other stats are provided to give the player a
- 'feeling' for his/her character. Weight is used for computing carrying
- capacity and also for bashing. Sex affects strength and dexterity.
- (Females are more dexterous while males are stronger.) However, any class,
- race or sex can win the game.
-
- Finally each character is assigned hit points based on his/her
- 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. Classes which do not recieve mana have higher hit
- points and get hit points back at a faster rate but will never have the
- ability to cast spells.
-
-
- STR - Strength
-
- 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. Males have higher strength, in general, than
- females.
-
-
- INT - Intelligence
-
- 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 intelligence under 8.
- Intelligence also modifies a character's chance of disarming traps and
- picking locks.
-
-
- WIS - Wisdom
-
- Wisdom is the prime stat of a Priest. A high wisdom increases the
- chance of receiving new spells from a Priest's deity, and in the gaining of
- mana. Wisdom also modifies a character's chance of resisting magical
- spells cast upon his/her person.
-
-
- DEX - Dexterity
-
- 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/her kill power, and may increase his/her
- chances of hitting with any weapon. Dexterity is also useful in picking
- locks and disarming traps. In general, females have a higher dexterity
- than males.
-
-
- CON - Constitution
-
- 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.
-
-
- CHR - Charisma
-
- Charisma represents a character's personality, as well as physical
- looks. A character with high charisma will receive better prices from
- store owners, whereas a character with very low charisma will be robbed
- blind. High charisma will also mean more starting money for the character.
-
-
- 2.1.2. Character Sex
-
- You may choose to be either a male or a female character. Height,
- weight, dexterity and strength are affected by a character's sex. Female
- characters tend to be somewhat smaller and lighter then their male
- counterparts and as a consequence have greater dexterity but less strength.
-
-
- 2.1.3. Character Abilities
-
- 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.
-
-
- 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/her
- 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.
-
-
- Throwing/Bows
-
- 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. Just as in real life, weapons of this sort are
- lethal. This skill increases with the level of the character.
-
-
- 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/her own stupidity, such as
- quaffing a nasty potion. This ability increases with the level of the
- character, then again, most high level creatures are better at casting
- spells, so it tends to even out.
-
-
- Stealth
-
- The ability to move about silently 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.
-
-
- Disarming
-
- Disarming is the ability to remove traps (safely), and includes
- picking locks on chests and doors. Note, a successful disarming will gain
- the character some experience. The character must find a trap before it
- can be disarmed. Dexterity and intelligence both modify the ability to
- disarm an object. This ability increases with the level of the character.
-
-
- Using Magical Devices
-
- 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 Warrior. This skill is
- modified by intelligence, and increases with the level of the character.
-
-
- Perception
-
- 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.
-
-
- Searching
-
- 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 the character's searching
- ability. This ability will also increase with character level.
-
-
- Infra-Vision
-
- 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 light source. Note that the majority of
- MORIA's creatures are cold blooded, and will not be detected unless
- illuminated by a light source.
-
-
- 2.1.4. Choosing A Race
-
- In MORIA, there are eight different races from which the player may
- select. Some races are restricted as to the professions they may pursue.
- Each race has its own adjustments to the character's stats and abilities.
-
- Human
-
- The Human is the base character race, and upon which, all other
- races are compared. Humans 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 (they don't have time to frolic in the woods).
- No racial adjustments occur to characters choosing human.
-
-
- Half-Elf
-
- Half-Elves tend to be smarter and faster than a human, but not as
- strong. Half-Elves, when compared to humans, are slightly better at
- searching, disarming, perception, stealth, and magic, but they are not as
- good at fighting with hand weapons. Half-Elves may choose any class.
-
-
- Elf
-
- Elves are better magicians than 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
- fighting with hand weapons. Elves may choose any class except Paladin.
-
-
- Halfling
-
- 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 are much weaker than humans, and no good at
- bashing. Halflings have fair infra-vision, so they can detect warm blooded
- creatures at a distance. Halflings can choose among the Warrior, Mage or
- Rogue classes.
-
-
- Gnome
-
- Gnomes are smaller than Dwarves, 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 than 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 to be a Warrior, Mage,
- Priest, or Rogue.
-
-
- Dwarf
-
- Dwarves are the headstrong miners and fighters of legend. Since
- dungeons are the natural home of Dwarves, they are an excellent choice for
- a Warrior or Priest. Dwarves tend to be stronger, have higher
- constitutions, but be 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 drawback though. Dwarves are
- loud-mouthed and proud, often singing in loud voices, or arguing with
- themselves for no good reason, sometimes screaming out challenges at
- imagined foes. In other words, Dwarves have miserable stealth.
-
-
- Half-Orc
-
- Half-Orcs make excellent Warriors, 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 Priests
- and Rogues for the simple reason that Half-Orcs tend to have great
- constitutions and lots of hit points.
-
-
- Half-Troll
-
- 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 Warriors and iffy Priests. They are bad at searching, disarming,
- perception, and stealth. They are so ugly that even a Half-Orc grimaces in
- their presence. They also happen to be fun to run...
-
-
- 2.1.4.1. Chart 1: Race vs Skills And Stats
-
- Stat Modifications due to race:
-
- Race Str Int Wis Dex Con Chr Hit Die Required
- Exp/level
- Human 0 0 0 0 0 0 10 +0%
- Half-Elf -1 +1 0 +1 -1 +1 9 +10%
- Elf -1 +2 +1 +1 -2 +1 8 +20%
- Halfling -2 +2 +1 +3 +1 +1 6 +10%
- Gnome 1 +2 0 +2 +1 -2 7 +25%
- Dwarf +2 -3 +1 -2 +2 -3 9 +20%
- Half-Orc +2 -1 0 0 +1 -4 10 +10%
- Half-Troll +4 -4 -2 -4 +3 -6 12 +20%
-
-
- 2.1.5. Choosing A Class
-
- 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.
-
-
- Warrior
-
- 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/her prime stats are strength and
- constitution; also, a good dexterity can really help at times. A Warrior
- will be good at fighting and throwing/bows, but bad at most other skills.
-
-
- Mage
-
- A Mage must live by his/her wits. He cannot hope to simply hack
- his way through the dungeon, and so must therefore use his/her magic to
- defeat, deceive, confuse, and escape. A Mage is not really complete
- without a golf-cart of magical devices to use in addition to his/her
- spells. He can master the higher level magical devices far more easily
- than anyone else, and has the best saving throw to resist effects of spells
- cast at him. Intelligence and dexterity are his/her primary stats. There
- is no rule that says a mage cannot become a good Warrior, but spells are
- his/her true realm.
-
-
- Priest
-
- A Priest is a character of holy devotion. He explores the dungeon
- only to destroy the evil that lurks within, and if treasure just happens to
- fall into his/her pack, well, so much more to the glory of his/her church!
- A Priest receives spells from a deity, and therefore can not choose which
- spell he 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 Warriors, preferring blunt
- weapons over edged ones. Wisdom and charisma are the Priest's primary
- stats.
-
-
- Rogue
-
- A Rogue is Warrior/Mage. He prefers to live by his/her cunning,
- but is capable of fighting and/or casting his/her way out of a tight spot.
- He is the master of traps and locks, no device being impossible for him to
- overcome. A Rogue has a high stealth allowing him to sneak around many
- creatures, without having to fight, or to 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 a dual
- class character; it takes him much longer to advance than all other classes
- with the exception of Rangers.
-
- Rogues are better at hand to hand fighting than Rangers but not as
- good with missle weapons. A Rogue is better than a Warrior or a Paladin
- with magical devices , but still can not rely on their performance.
- Rogue's may learn some, but not all magic spells. A Rogue's primary stats
- are strength, intelligence and dexterity.
-
-
- Ranger
-
- A Ranger is also a Warrior/Mage. He is a good Warrior, and the
- best of the classes with a missile weapon such as a bow. Like the Rogue,
- the Ranger is also a multiple class character who learns spells much more
- slowly than a Mage. Rangers, however, can learn more spells than Rogues
- and are capable of learning all but the most powerful magic spells. The
- primary stats of a Ranger are intelligence and dexterity.
-
-
- Paladin
-
- A Paladin is a Warrior/Priest. He is a very good fighter, second
- only to the Warrior class, but not very good at missile weapons. "Holy
- weapons" were created specifically for Paladins and with one a Paladin
- becomes truly an awesome force. He receives prayers at a slower pace then
- the Priest, and can receive all but the most powerful prayers. 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/her divine alliance. His/her primary stats are
- strength and charisma.
-
-
- 2.1.5.1. Chart 2 : Race vs Class
-
- CLASS
-
- Race Warrior Mage Priest Rogue Ranger Paladin
-
- Human Yes Yes Yes Yes Yes Yes
- Half-Elf Yes Yes Yes Yes Yes No
- Elf Yes Yes Yes Yes Yes No
- Halfling Yes Yes No Yes No No
- Gnome Yes Yes Yes Yes No No
- Dwarf Yes No Yes No No No
- Half-Orc Yes No Yes Yes No No
- Half-Troll Yes No Yes No No No
-
-
- 2.1.5.2. Chart 3 : Class vs Skills
-
- Abilities as compared to each other: 1 is lowest, or worst; 10 is
- highest, or best.
-
- Save Magic Req.
- Race Fight Bows Throw Stlth Disarm Device Percep Search Exp.
-
- Warrior 10 6 3 2 3 3 2 2 +0%
- Mage 2 1 10 5 8 10 8 5 +20%
- Priest 4 3 7 5 4 7 4 4 +10%
- Rogue 8 9 7 10 10 7 10 10 +15%
- Ranger 6 10 7 7 6 7 6 6 +50%
- Paladin 10 5 4 2 2 4 4 2 +40%
-
-
- 3. Adventuring
-
- After you have created your character, you will begin your MORIA
- adventure. Symbols appearing on your screen will represent the dungeon's
- walls and floor, objects and features, and creatures lurking about. In
- order to direct your character through his/her adventure, you will enter
- single character commands.
-
- MORIA symbols and commands each have a help section devoted 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.
-
-
- 3.1. Symbols On Your Map
-
- 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, and are mostly
- harmful to your character's well being.
-
- Note that some symbols can be in more than one category. Also note
- that treasure may be embedded in a wall, and the wall must be removed
- before the treasure can be picked up.
-
- It will not be necessary to remember all of the symbols and their
- meanings. Utilizing the slash command ("/") and clicking on the object in
- question with the mouse, will identify that character appearing on your
- map. A list of commands and monsters is always available by hitting the
- "?" or the "h" keys. See the section on commands for further help.
-
-
- 3.1.1. Commands
-
- All commands are entered by pressing a single key, a control
- sequence (holding down the control key while pressing a key) or by
- selecting a command from the pull down menus. If a particular command
- requires additional action, a prompt will appear.
-
-
- 3.1.1.1. Note On <Dir>
-
- 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.
-
- 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.
-
-
- 3.1.1.2. Movement
-
- 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.
-
- 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
- "." (period), 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 of the following conditions is
- satisified. These conditions are:
-
- 1) A creature appears upon the screen, or a creature already on the
- screen moves.
-
- 2) You move next to an object, or feature such as a door,staircase, or
- trap.
-
- 3) You come to a wall, and have more than one choice of directions from
- which to continue, or are in a deadend passage.
-
- 4) You come to a junction of several passages.
-
- - Movement Directions -
-
- 7 8 9
- \ | /
- 4 - - 6 5 rests the character for one turn.
- / | \
- 1 2 3
-
-
- The Continuous Move Mode, activated from either the Mode Menu or by
- hitting a colon (:), is simply an extension of the move mode. Once the
- Continous Move Mode is activated the period (.) key does not have to be
- depressed each time the player decides to move more than one space in any
- direction.
-
-
- 3.1.1.2.1
-
- The following section describes each of the commands that are
- available to MORIA players. Also note that all these commands have a menu
- item equivalent and that they are case sensitive:
-
-
- B <Dir> - Bash
-
- 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.
-
- 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.
-
- Bashing a creature has effects on both the player and his/her
- opponent. Depending on a character's dexterity, he may or may not be
- thrown off-balance allowing free moves to his/her opponents. 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 weilding a shield. A shield bash adds damage
- caused by shield to that of the bash, so it is more effective than just a
- body bash. Note that size and material both affect the damage that a
- shield will do.
-
- A chest may also be bashed open. There is, however, a good chance
- that the chest along with its contents will be destroyed in the attempt.
-
-
- C - Print character (to the screen or to a file)
-
- This command allows the player to display his/her character on the
- 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 disarm a trap after finding it with the Search command. (If you
- are perseptive enough, traps may be found by simply looking at the object
- in question.)
-
-
- E - Eat some food.
-
- A character must eat occasionally to remain effective. As a
- character grows hungry, a message will appear in yellow at the bottom left
- hand corner of the screen saying `Hungry'. If a character remains hungry
- long enough, he will become weak and start fainting. Eventually a
- character can starve to death
-
-
- 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 7199 turns of light, and each
- flask has approximately 3600 turns of oil contained in it.
-
-
- G - Grovel
-
- When all else fails Grovel! Throw yourself at the mercy of the
- gods. Any character class or race may grovel in dire situations, but
- remember, it sometimes takes a while for the gods to hear your whimpering
- and when they do...well...let's just say the gods aren't overly fond of
- whining, cowards. However, it's better to be a live coward than a dead
- hero - right?
-
-
- L - Display map coordinates.
-
- The Location command will display your character's current
- coordinates 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 coordinates, 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.
-
-
- 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, until the character's mana, hit
- points, and "state" (confused, blind, afraid, etc.) are returned to normal
- or until something to wake the character occurs, such as a creature
- wandering by. It is sometimes a good idea to rest a beat-up character
- until he regains some of his/her hit points and/or mana, but be sure to
- have plenty of food if you rest often.
-
-
- S - Searching.
-
- There are two types of searches available to characters. The
- first, initiated by pressing "shift S" or the minus sign "-" from the
- keypad toggles the general searching mode on and off. This mode allows the
- character to do a general search as he moves for such things as secret
- doors and/or traps. When in this mode the message "Searching" will appear
- at the bottom of the screen in the middle. 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 "shift S" key or by pressing the
- minus sign "-" on the keypad.)
-
-
- 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 and
- it can not be tunneled through. Granite is very hard, therefore hard to
- dig through, and contains novaluable metals. Magma and quartz veins are
- softer and sometimes bear valuable metals and gems. You can tell if the
- metal or gems are embedded into the wall by trying to move into them. If
- you can't move over them, you'll have to dig them out. Quartz veins are
- indicated by white flecks in the wall while magma is composed of black
- flecks.
-
- Tunneling is very difficult with most weapons and is impossible 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 stop the effects of a wand from traveling
- further.
-
-
- b - Browse a book.
-
- You can only browse (read) a book if you are of its realm.
- Therefore a Magic User could read a magic book, but not a holy (Priest's)
- book. Warrior's are unable 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 them, such as the level required, the amount of mana
- required, and whether or not a given spell or prayer is known, will be
- displayed. Currently 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 are unable to open
- doors. Therefore shutting doors can be a life saver. You must be adjacent
- to an open door to close it, and you cannot close broken doors. Note that
- bashing a door enough times will break it down forever rendering it
- impossible to close.
-
-
- d - Drop an object from you inventory.
-
- You can drop a single object onto the floor beneath you provided
- that spot does not already contain another 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 <e>quipment command to display a list of objects currently
- being used by your character. Note that each object has a specific place
- where it is placed, and that only one object of each type may be used at
- anyone time, except rings of which two can be worn, one on each hand.
-
-
- f <Dir> - Fire an object/Use a missile weapon.
-
- You may throw any object carried by your character. Depending
- uponthe weight of an object, it may travel across a room or drop down
- beside you. If you fire an object such as an arrow, only one can be thrown
- at a time. If you throw at a creature, your chance of hitting the creature
- is determined by your bonus to hit, your ability at throwing, and the
- object's bonus to hit. Once the creature is hit, the object may or may not
- do any actual damage to it. (Sometimes a thrown object will only serve to
- irritate a creature.) 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. To use a bow with arrows, simply
- wield the bow and throw the arrows. Extra bonus to hit and damage are
- gained by wielding the proper weapon and throwing the correct ammunition.
- A heavy crossbow with bolts, for example, is a killer. Thrown objects may
- disappear, never to return, so be careful what you throw.
-
-
- h - help screens
-
- The "h" command displays a quick reference help page of all the
- commands used in the game as well as a listing of what each of the
- creatures looks like.
-
-
- i - Inventory of objects being carried.
-
- The Inventory command displays a list of all objects being carried,
- but 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 more easily it can bash a door
- down. Therefore four or more spikes might be necessary to slow down a
- small dragon, where one spike would slow down a kobold.
-
-
- k - Color messages ON/OFF toggle
-
- The "k" command toggles the color messages option ON and OFF. The
- default state for the color messages option is ON. If the "k" is pressed
- while the color messages are ON all succeeding messages will be in WHITE.
- If the "k" command is selected while the color messages are OFF all
- succeding messages will be in color.
-
-
- 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.
-
-
- 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 that spell must be in his/her 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/her 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.
-
-
- 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. 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/her 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/her 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. Each potion affects the
- player in some manner. The effects of the potion may be immediately
- noticed, or they may be subtle and go 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 specific area for one turn.
-
- This is the second type of Search mode. 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 almost always bad (Riddle: When is a
- cursed item good?), and can only be taken off after removing the curse with
- the remove curse spell or by reading the remove curse scroll.
-
-
- u - Use a staff.
-
- The Use command will attempt to activate the specified staff. Like
- scrolls, most staves have an area affect, and have a chance of failure.
- Because staves are generally more powerful than most other items, they are
- also harder to use correctly (Warriors have lots of problems).
-
-
- v - Display current version of game.
-
- This command displays the credits for the current version of 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.
-
-
- , - Pickup mode
-
- The "," (comma) command toggles the pickup mode ON and OFF. If the
- pickup mode is enabled when an adventurer steps on an object he will
- automatically pick it up (or at least attempt to). If the pickup mode is
- disabled then the adventurer will "step over" objects (not pick them up).
- However, if the pickup mode is disabled and the adventurer presses "5"
- (stay in the same place) while over an object he will pick it up.
-
-
- / - Identify a character shown on screen.
-
- Use the Identify command to find out what a character displayed on
- the screen is. The identify command may be used in conjunction with the
- mouse so that an object or creature may be identified by first presing the
- "/" (slash) and then clicking on it with the mouse.
-
-
- ? - Display the help screen.
-
- The "?" (question mark) command displays a quick reference help
- page of all the commands used in the game, as well as a listing of what
- each of the creatures look like.
-
-
- ^k - Quit the game without saving.
-
- If you have a character that you no longer wish to play (you want
- to get rid of the bum) you can simply type a <control>-k and confirm your
- request. Once you exit in this manner, your character can not be
- recovered. A prompt is provided to make sure that you really want to quit
- and did not enter this mode inadvertantly.
-
-
- ^m/^M - Repeat last message.
-
- The <control>-m (<Return> and <Enter>), command will sequentially
- retrieve up to last twenty-six commands, in the reverse order of which they
- were given.
-
-
- ^r/^R - Redraw the screen.
-
- To redraw the entire screen, use the <control>-R command.
-
-
- ^x/^X - Save your character and quit the game.
-
- To save your game so that it can be restarted later, use the
- <control>-X command. The save file can be moved about at will, but can not
- be edited.
-
- The save command allows to view all the files on the disk, so that
- you can verify that your character file will be saved to the appropriate
- location. Note that the name of the character is used as the default file
- name.
-
-
- $ - Shell out of game.
-
- (Not implimented - this is why God invented multitasking).
-
-
- < - Go up an up-staircase.
-
- If you move onto an up-staircase you may use the "<" (less-than)
- command to go up one, or more, levels. There is always at least one
- staircase going up on every level, except for the town level (this does not
- mean they're 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, with
- the exception of shop placement, for the duration of your character.
-
-
- > - Go down a down-staircase.
-
- If you are at the top of a down-staircase you may use the ">"
- (greater-than) command to go down one, or more, level. The dungeon is very
- dank and dark and sometimes characters, lacking adequate perceptual cues,
- unknowingly go down multiple levels. 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, and according
- to some rumors, there are over 1200 levels, so watch your step.
-
-
- . <Dir> - Move in direction.
-
- The Move command "." will move you in the indicated direction until
- any one of several conditions happen. These conditions include, a creature
- appearing on the screen, a creature moving, that is already on the screen,
- an object or feature such as a door, a staircase, or a visible trap is
- adjacent to the character, the character comes in a junction of passages,
- or the character comes to a wall with no choice or more than one choice of
- continuing directions.
-
-
- : - Movement mode
-
- The continuous move mode allows the player to move in any
- direction, without having to press the period key, until one of the
- conditions, described in the preceeding pargraph, occurs. The default on
- the continuous move mode is OFF. The continuous move mode is toggled ON
- and OFF by pressing the ":" (colon) key.
-
-
- MORIA Commands
-
- a Aim and fire a wand b Browse a book
-
- c<dir> Close a door d Drop an item.
-
- e Equipment list f Fire/Throw an item
-
- g grovel i Inventory list
-
- j<dir> Jam a door with spike k Color message toggle
-
- l<dir> Look a given direction m Cast a magic spell
-
- o<dir> Open a door/chest p Read a prayer.
-
- q Quaff a potion r Read a scroll
-
- s Search for hidden t Take off an item
- doors
-
- u Use a staff v Version and credits
-
- w Wear/Wield an item x Exchange weapon
-
-
- B<dir> Bash (object/creature) C Display character
-
- D<dir> Disarm a trap/chest E Eat some food
-
- F Fill lamp with oil L Current location
-
- P Print map R Rest for a period
-
- S Search Mode T<dir> Tunnel
-
- ^M Repeat the last message ^R Redraw the screen
-
- ^W Message delay time ^Y Quit the game
-
- ^X Save character and quit , Pickup mode
-
- / Identify an character ? Display help panel
-
- : Movement mode .<dir> Move in specified direction
-
- < Go up an up-staircase > Go down a down-staircase
-
-
- Movement: 7 8 9
- 4 6 5 = Rest.
- 1 2 3
-
-
- 3.1.2. The Town Level
-
- The town level is where you will begin your adventure. The town
- consists of six buildings, each with an entrance, some town's 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.
-
-
- 3.1.2.1. 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 likely victims 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 greatest 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.
-
-
- 3.1.2.2. Supplies
-
- Your character will begin his/her adventure already equiped with
- some supplies. Use the Inventory "i" command to check which supplies
- he/she has. It will be necessary to buy other supplies before continuing
- to the dungeon, so be sure to enter each of the stores.
-
-
- 3.1.2.3. 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, the owners can be
- easily 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.
-
- Once inside a store, its inventory will appear on the screen. You
- may browse the store's inventory, if it takes more than one page to
- display, and you may sell, or purchase, items in its inventory. You can
- execute your <I>nventory and <E>quipment commands to see what you are
- carrying. The <W>ear, <T>ake-off, and E<x>change commands will also work.
-
- In order to purchase an item, the player simply enters the
- <p>urchase command, selects the desired item (type the letter at the
- beginning of the line). The store owner will state the asking price, and
- query you for your offer (don't be to greedy, or you may get kicked out).
- The process is repeated until you and the owner agree on a final price. As
- the you purchase more and more items, you will notice that the owner will
- give you increasingly better deals on the items that you wish to purchase,
- up to a point. Once you have bartered with a store owner a sufficient
- number of times (it depends on how far you push the deals), the owner will
- reach a point were he will immediately give you his best price (this saves
- a LOT of time in the stores). Note that if you wish to terminate the
- bartering process, you simply enter the <Esc> key at any time.
-
- Not only can a player purchase items from a store, he/she may also
- sell an item to the store. This is accomplished in much the same way as
- purchasing an item; the player enters the <s>ell command, selects the item
- in their inventory that they wish to sell, then starts the bartering
- process. As in the case of player purchases, the store owner will
- progressively make the player better initial offers, up to the best offer
- point. As in the case of purchasing, the player may terminate bartering
- at any time, by using the <Esc> key.
-
- 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 another customer while you are
- adventuring, so don't always expect to be able to get back anything you
- have sold. (Hint: buy items when you see them.)
-
- 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 purchase,
- they simply throw the item away. In any case, you may receive some
- knowledge of the item if another is encountered.
-
- At sunrise, and sunset, the stores close for a time to renew their
- inventories. A store can be bought out of an item immediately before it
- closes and after it reopens it might again have the desired item. In
- addition, stores renew their inventories from time to time during the day
- and night to better serve adventurers.
-
-
- The General Store
-
- The General Store sells foods, drinks, some clothing, torches,
- lamps, oil, spikes, and occasionally books. All of these items, and
- others, with the exception of books, can be sold back to the General store
- for money.
-
-
- The Armory
-
- The Armory is where the town's armor is fashioned. All sorts of
- protective gear may be bought, and sold, here.
-
-
- 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 Temple
-
- The Temple deals in healing and restoration potions, as well as
- blessing scrolls, word-of-recall scrolls, some approved Priestly weapons,
- holy books, etc.
-
-
- The Alchemy shop
-
- The Alchemy Shop deals in all manner of potions and scrolls (this
- is your basic non-addictive drug dealer).
-
-
- 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 as well as books of
- magic spells, scrolls and potions (don't bother with this store unless your
- have gold just burning a hole in your pouch).
-
-
- 3.1.3. 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
- down-staircase and use the Down ">" command. Your character passes through
- a one-way door, and enters a maze of interconnecting staircases. He/she is
- now on the first level of the dungeon (50 feet), and must survive many
- horrible, and challenging, encounters to find the treasures that lie
- within.
-
-
- 3.1.3.1. 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/her
- 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 lantern can be refilled with oil by using the <F>ill command.
- You must of course be carrying extra oil to refill a lantern. Don't count
- on surviving long without light (try walking aroung in a basement with the
- lights out)!
-
-
- 3.1.3.2. Attacking And Being Attacked
-
- Attacking is simple in MORIA. 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 cast spells from a
- distance, and dragon type creatures can breath from a distance, but these
- are the only exceptions. Note that a creature does not have to be visible
- on the screen to attack you (I don't mean to spook you).
-
- 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
- e<x>change command. Be sure you are wielding the proper weapon when
- fighting, hitting a dragon over the head with a bow, or shovel, will simply
- make him mad, and you dead.
-
- 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.
-
- Hits and misses are determined by ability to hit vs the creatures
- 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 occur.
-
-
- 3.1.3.2.1. 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 e<x>change command. 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 weapon would
- be "(+0,+0)". Many weapons in MORIA have magical bonuses to hit and/or to
- damage. Some weapons are cursed, and have penalties that hurt the player.
- Note that cursed weapons can not be "unweilded" or exchanged until the
- curse is lifted.
-
- Missile weapons, such as bows, have only one major characteristic
- which is to hit, expressed "(+#)". This bonus 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-damage 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. The special weapons are
- shown below:
-
-
- 1. Frost Brand - A magical weapon of ice that delivers a cold critical to
- heat-based creatures.
-
- 2. Flame Tongue - A magical weapon of flame that delivers a heat critical
- to cold-based creatures.
-
- 3. 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.
-
- 4. 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.
-
- 5. 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.
-
- 6. 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.
-
- 7. Defender - A magical weapon that actually helps the wielder defend
- himself, thus increasing his/her armor class.
-
- 8. Holy Avenger - A Holy Avenger is a very powerful weapon, especially in
- the hands of a Paladin. 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 its foes), and to actually
- help the wielder to fight more effectively.
-
- 9. Holy Defender - A Holy Defender is weapon combining the attributes of
- a Defender, and a Holy Avenger. In the hands of any
- character, especially those of a Paladin, it provides
- near god like abilities.
-
- 10. Godly Might - Rumor has it that in a long ago time, far, far down in
- the dungeons beneath your little village, the gods
- created the most fearsome of all weapons to aid the
- hardest adventures in their noble quest. While these
- weapons were incredibly rare, perhaps found only once in
- every million weapons, they were capable of making the
- wielderinto a demi-god. A power so great, that even the
- Balrog feared them. But much time has passed since the
- gods saw fit to walk among men... and the Balrog shares
- his memories with no one... no one alive, at least.
-
-
- 3.1.3.2.2. 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/her 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 what is inside.
-
- Finally, a creature may be bashed. If a shield is being wielded,
- 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/her
- opponent may get free hits on him. This is a risky attack.
-
-
- 3.1.3.2.3. Your Armor Class
-
- Armor class is a number that describes the amount and the quality
- of armor being worn. Non-magical armor types will generally run from about
- 1 to 40, but could become negative. Magical armor may confer upon the
- weilder an armor class greater than 40.
-
- 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. Cold, fire and acid damage are
- reduced by wearing body armor. It is obvious that a high armor class is a
- must for surviving the lower levels of MORIA.
-
- 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
- "[x, +#]". The first value (x) 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.
- The armor shown below possess special abilities:
-
- 1. 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. 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. 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. 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.
-
- 5. Resist - 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.
-
-
- Armor has weight and encumberance. Armor heavier that soft leather
- affects the ability to hit other creatures because of its encumberance.
- The higher a player's armor class the less other items he can carry.
-
-
- 3.1.3.3. 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/her 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,
- as well as having hidden compartments. 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 and
- Alchemy shop. It acts in two manners, depending upon your current
- location. If read while within the dungeon, it will teleport you back to
- town. If read while in town, it will teleport you back down to the deepest
- level of the dungeon that your character has previously been. This makes
- the scroll very useful for getting back to the deeper levels of MORIA.
- 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 (try groveling in emergencies).
-
- And lastly, a final warning. Not all objects are what they seem.
- Skeletons lying peacefully about the dungeon have been known to get up...
-
-
- 3.1.3.4. Cursed Objects
-
- 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.
-
-
- 3.1.3.5. 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 bonus to hit and damage, and can be used as a
- weapon if need be.
-
- When a vein of quartz or magma is located, the character should
- wield his/her 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.
-
-
- 3.1.3.6. Staircases
-
- Staircases are the manner in which you get deeper, or climb out of
- the dungeon. An upstaircase is a stair with an arrow pointing up and a
- downstaircase is a stair with an arrow pointing down. You must move your
- character over the proper staircase before you can utilize it by pressing
- either the "<" or ">" key.
-
- Each level has at least one up staircase, and at least two
- downstaircases. There are no exceptions to this rule. You may have
- trouble finding some well hidden secret doors, but the stairs are there.
- (Warning: staircases may be destroyed by powerful weapons or magic!)
-
-
- 3.1.3.7. Secret Doors, Passages, And Rooms
-
- 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. Remember if worse comes to worse you can
- always Grovel (wimp).
-
- 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.
-
-
- 3.1.3.8. Winning The Game
-
- Once your character has progressed into killing ancient dragons
- with but a mean glance and snap of his/her fingers, he MAY be ready to take
- on the Balrog. The Balrog will appear on every level after level 100 (5000
- feet), so don't go down there until you are ready for him.
-
- The Balrog cannot be killed by 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. Don't forget
- the Balrog is invisible!
-
- IF you should actually survive the attempt of killing the Balrog,
- you will receive the status of winner. (Yes, miracles can happen) Since
- you 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 top-twenty file.
- Please let us know if you manage to defeat the Balrog.
-
-
- 3.1.3.9. 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 top-twenty list of heroes is displayed.
- If your score beats any of the top-twenty, your character will join this
- elite rank of heroes. Otherwise, well, there is always next time...
-