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- Path: uunet!tektronix!tekgen!tekred!games-request
- From: games-request@tekred.TEK.COM
- Newsgroups: comp.sources.games
- Subject: v02i097: umoria - single player dungeon simulation, Patch1
- Message-ID: <1879@tekred.TEK.COM>
- Date: 1 Dec 87 00:36:33 GMT
- Sender: billr@tekred.TEK.COM
- Lines: 1514
- Approved: billr@tekred.TEK.COM
-
- Submitted by: "James E. Wilson" <wilson@ji.berkeley.edu>
- Comp.sources.games: Volume 2, Issue 97
- Archive-name: umoria/Patch1
-
- [This is the updated umoria documentation in `ms' format. -br]
-
- #! /bin/sh
- # This is a shell archive. Remove anything before this line, then unpack
- # it by saving it into a file and typing "sh file". To overwrite existing
- # files, type "sh file -c". You can also feed this as standard input via
- # unshar, or by typing "sh <file", e.g.. If this archive is complete, you
- # will see the following message at the end:
- # "End of shell archive."
- # Contents: moria.ms
- # Wrapped by billr@tekred on Mon Nov 30 16:20:31 1987
- PATH=/bin:/usr/bin:/usr/ucb ; export PATH
- if test -f moria.ms -a "${1}" != "-c" ; then
- echo shar: Will not over-write existing file \"moria.ms\"
- else
- echo shar: Extracting \"moria.ms\" \(62174 characters\)
- sed "s/^X//" >moria.ms <<'END_OF_moria.ms'
- X\"This is a slightly modified version of the documentation
- X\"for the original VMS game. Changes were made to reflect differences
- X\"found in the UNIX port by James E. Wilson.
- X\" "tbl moria.doc | nroff -ms"
- X\" You might wanna change these two values:
- X.RP
- X.nr PO 1i
- X.nr LL 6.5i
- X.ds LH "The Dungeons of Moria
- X.ds CH "
- X.ds RH "Page %
- X.ds LF "Copyright
- X.ds CF "
- X.ds RF "Robert Alan Koeneke
- X.TL
- XThe Dungeons of Moria
- X.AU
- XRobert Alan Koeneke
- X.AB no
- XMoria is intended for the Public Domain, and may not be sold or
- Xmarketed IN ANY FORM without the permission and written consent
- Xfrom the author Robert Alan Koeneke. I retain all copyrights to
- Xthis program, in either the original or modified forms, and no
- Xviolation, deletion, or change of the copyright notice is
- Xallowed. Furthermore, I will have no liability or responsibility
- Xto any user with respect to loss or damage caused directly or
- Xindirectly by this program.
- X.AE
- X.NH 1
- XIntroduction
- X.LP
- XThe game of \fImoria\fP is a single player dungeon simulation.
- XA player may choose from a number of races and classes when
- Xcreating their character, and then `run' that character over a
- Xperiod of days, weeks, even months, attempting to win the game by
- Xdefeating the Balrog which lurks in the deeper levels.
- X.LP
- XThe player will begin his adventure on the town level where
- Xhe may acquire supplies, weapons, armor, and magical devices by
- Xbartering with various shop owners.
- XAfter preparing for his adventure, the player can descend into the
- Xdungeons of \fImoria\fP where fantastic adventures await his coming!
- X.LP
- XBefore beginning your first adventure, you should read this
- Xdocument carefully.
- XThe game of \fImoria\fP is a complicated game, and
- Xwill require a dedicated player to win.
- X
- X.NH 1
- XThe Character
- X.LP
- XAll characters have six main attributes which modify their basic abilities.
- XThese six attributes, called \fIstats\fP, are
- X\fIstrength\fP, \fIintelligence\fP, \fIwisdom\fP, \fIdexterity\fP,
- X\fIconstitution\fP, and \fIcharisma\fP.
- XStats may vary from 3 as a minimum to 18/100 as a maximum.
- XBecause adventurers of interest tend to be better than
- Xaverage characters, \fImoria\fP stats will average about 12.5, and are
- Xfurther adjusted by race and class.
- XSome races are just naturally better at being certain classes, as will be
- Xshown
- Xlater.
- X.LP
- XIn addition to the more visible stats, each character has certain abilities
- Xwhich are mainly determined by his race and class, but are also modified
- Xby his stats.
- XThe abilities are \fIfighting\fP, \fIthrowing/bows\fP, \fIsaving throw\fP,
- X\fIstealth\fP, \fIdisarming\fP, \fImagical devices\fP, \fIperception\fP,
- X\fIsearching\fP, and \fIinfra-vision\fP.
- X.LP
- XCharacters will be assigned an early history, with money and a social class
- Xbased on that history.
- XStarting money is assigned based on history, charisma, and somewhat upon the
- Xaverage of a character's stats.
- XA character with below average stats will receive extra money to help
- Xhim survive the first adventure.
- X.LP
- XEach character will also have physical attributes such as a
- Xrace, a height, weight, sex, and a physical description.
- XNone of
- Xthese, except weight, play any part in the game other than to
- Xgive the player a \*Qfeeling\*U for his character.
- XWeight is used for computing carrying capacity and also for \fIbashing\fP.
- X.LP
- XFinally each character is assigned \fIhit points\fP based on their race,
- Xclass, and constitution.
- XSpell casters will also receive \fImana\fP which is expended when casting
- Xspells.
- XMana is based on Wisdom for Priests and Intelligence for Mages.
- X
- X.NH 2
- XCharacter Stats
- X.IP "Strength"
- XStrength is important in fighting with weapons, or hand to hand.
- XA high strength can improve your chances of hitting, and the amount of
- Xdamage done with each hit.
- XCharacters with low strengths may receive penalties.
- XStrength is also useful in tunneling, body and shield bashing, and in
- Xcarrying heavy items.
- X.IP "Intelligence"
- XIntelligence is the prime stat of a mage, or magician.
- XA high intelligence increases a mages chances of learning spells, and in
- Xgaining mana.
- XNo spell may be learned by mages with intelligences under 8.
- XIntelligence also modifies a character's chance of disarming traps and
- Xpicking locks.
- X.IP "Wisdom "
- XWisdom is the prime stat of a priest.
- XA high wisdom increases the chance of receiving new spells from a priest's
- Xdiety, and in the gaining of mana.
- XWisdom also modifies a character's chance of resisting magical spells
- Xcast upon his person.
- X.IP "Dexterity"
- XDexterity is the combination of agility and quickness.
- XA high dexterity may allow a character to get multiple blows with lighter
- Xweapons, thus greatly increasing his kill power, and may increase his
- Xchances of hitting with any weapon.
- XDexterity is also useful in picking locks and disarming traps.
- X.IP "Constitution"
- XConstitution is a characters ability to resist damage to their body, and to
- Xrecover from damage received.
- XTherefore a character with a high constitution will receive more hit points,
- Xand be more resistant to poisons.
- X.IP "Charisma"
- XCharisma represents a character's personality, as well as physical looks.
- XA character with a high charisma will receive better prices from store
- Xowners, whereas a character with a very low charisma will be robbed blind.
- XA high charisma will also mean more starting money for the character.
- X
- X.NH 2
- XCharacter Sex
- X.LP
- XYou may choose to be either a male or a female character.
- XOnly height and weight are affected by a character's sex.
- XFemale characters tend to be somewhat smaller and lighter then their
- Xmale counterparts.
- XNo adjustments to stats or abilities are made because of the sex of
- Xa character.
- X
- X.NH 2
- XCharacter Abilities
- X.LP
- XCharacters possess nine different abilities which can help
- Xthem to survive. The starting abilities of a character are based
- Xupon race and class. Abilities may be adjusted by high or low
- Xstats, and may increase with the level of the character.
- X.IP "Fighting"
- XFighting is the ability to hit and do damage with weapons or
- Xfists. Normally a character gets a single blow from any weapon,
- Xbut if his dexterity and strength are high enough, he may receive
- Xmore blows per round with lighter weapons. Strength and
- Xdexterity both modify the ability to hit an opponent. In
- Xaddition this skill increases with the level of the character.
- X.IP "Throwing/Bows"
- XUsing stand-off missile weapons and throwing objects is
- Xincluded in this skill. Different stats apply to different
- Xweapons, but may modify the distance an object is thrown/fired,
- Xthe amount of damage done, and the ability to hit a creature.
- XThis skill increases with the level of the character.
- X.IP "Saving Throw"
- XA Saving Throw is the ability of a character to resist the
- Xeffects of a spell cast on him by another person/creature. Note
- Xthat this does not include spells cast on the player by his own
- Xstupidity, such as quaffing a nasty potion. This ability
- Xincreases with the level of the character, but then most high
- Xlevel creatures are better at casting spells, so it tends to even
- Xout.
- X.IP "Stealth"
- XThe ability to move silently about is very useful.
- XCharacters with good stealth can usually surprise their
- Xopponents, gaining the first blow. Also, creatures may fail to
- Xnotice a stealthy character entirely, allowing a player to avoid
- Xcertain fights.
- X.IP "Disarming"
- XDisarming is the ability to remove traps (safely), and
- Xincludes picking locks on traps and doors. Note that a
- Xsuccessful disarming will gain the character some experience.
- XThe character must have found a trap before it can be disarmed.
- XDexterity and intelligence both modify the ability to disarm, and
- Xthis ability increases with the level of the character.
- X.IP "Using Magical Devices"
- XUsing a magical device such as a wand or staff requires
- Xexperience and knowledge. Spell users such as mages and priests
- Xare therefore much better at using a magical device than say a
- Xfighter. This skill is modified by intelligence, and increases
- Xwith the level of the character.
- X.IP "Perception"
- XPerception is the ability to notice something without
- Xactively seeking it out. This skill is based entirely upon race
- Xand class, and will never improve unless magically enhanced.
- X.IP "Searching"
- XTo search is to actively look for secret doors, floor traps,
- Xand traps on chests. Rogues are the best at searching, but
- Xmages, rangers, and priests are also good at it. Intelligence
- Xmodifies your searching ability, and your ability will also
- Xincrease with your level.
- X.IP "Infra Vision"
- XInfra-vision is the ability to see heat sources. Since most
- Xof the dungeon is cool or cold, infra-vision will not allow the
- Xplayer to see walls and objects. Infra-vision will allow a
- Xcharacter to see any warm-blooded creatures up to a certain
- Xdistance. This ability works equally well with or with out a
- Xlight source. Note that the majority of \fImoria\fP's creatures are
- Xcold blooded, and will not be detected unless lit up by a light
- Xsource.
- X
- X.NH 2
- XChoosing A Race
- X.LP
- XThere are eight different races that you can choose from in
- X\fImoria\fP. Some races are restricted as to what profession they may
- Xbe, and each race has it's own adjustments to a character's stats
- Xand abilities.
- X.IP "Human "
- XThe human is the base character, all other races are
- Xcompared to him. Human's can choose any class, and are average
- Xat everything. Humans tend to go up levels faster than any other
- Xrace, because of their shorter life-spans. No racial adjustments
- Xoccur to character's choosing human.
- X.IP "Half-Elf"
- XHalf-elves tend to be smarter and faster than a human, but
- Xnot as strong. Half-elves are slightly better at searching,
- Xdisarming, perception, stealth, and magic, but they are not as
- Xgood at hand weapons. Half-elves may choose any class.
- X.IP "Elf "
- XElves are better magicians then humans, but not as good at
- Xfighting. They tend to be smarter and faster than either humans
- Xor half-elves, and also have better wisdom. Elves are better at
- Xsearching, disarming, perception, stealth, and magic, but they
- Xare not as good at hand weapons. Elves may choose any class
- Xexcept Paladin.
- X.IP "Halfling"
- XHalflings, or Hobbits, are very good at bows, throwing, and
- Xhave good saving throws. They also are very good at searching,
- Xdisarming, perception, and stealth; so they make excellent
- Xthieves (but prefer to be called burglars...). They will be much
- Xweaker than humans, and no good at bashing. Halflings have fair
- Xinfra-vision, so can detect warm creatures at a distance.
- XHalflings can choose between being a fighter, mage, or rogue.
- X.IP "Gnome "
- XGnomes are smaller than dwarfs, but larger than halflings.
- XThey, like the halflings, live in the earth in burrow-like homes.
- XGnomes are practical jokers, so if they can kill something in a
- Xhumorous way, so much the better. Gnomes make excellent mages,
- Xand have very good saving throws. They are good at searching,
- Xdisarming, perception, and stealth. They have lower strengths
- Xand constitutions then humans so they are not very good at
- Xfighting with hand weapons. Gnomes have fair infra-vision, so
- Xcan detect warm creatures at a distance. A gnome may choose
- Xbetween being a fighter, mage, priest, or rogue.
- X.IP "Dwarf "
- XDwarves are the headstrong miners and fighters of legend.
- XSince dungeons are the natural home of a dwarf, they are
- Xexcellent choices for a warrior or priest. Dwarves tend to be
- Xstronger, have higher constitutions, but are slower and less
- Xintelligent than humans. Because they are so headstrong and are
- Xsomewhat wise, they resist spells which are cast on them.
- XDwarves also have good infra-vision because they live
- Xunderground. They do have one big draw-back though. Dwarves are
- Xloud-mouthed and proud, singing in loud voices, arguing with
- Xthemselves for no good reason, screaming out challenges at
- Ximagined foes. In other words, dwarves have a miserable stealth.
- X.IP "Half-Orc"
- XHalf-Orcs make excellent fighters, and decent priests, but
- Xare terrible at magic. They are as bad as dwarves at stealth,
- Xand horrible at searching, disarming, and perception. Half-Orcs
- Xare, let's face it, ugly. They tend to pay more for goods in
- Xtown. Half-Orcs do make good priest's and rogues, for the simple
- Xreason that Half-Orcs tend to have great constitutions and lots
- Xof hit points.
- X.IP "Half-Troll"
- XHalf-Trolls are incredibly strong, and have the highest hit
- Xpoints of any character race. They are also very stupid and
- Xslow. They will make great fighters and iffy priests. They are
- Xbad at searching, disarming, perception, and stealth. They are
- Xso ugly that a Half-Orc grimaces in their presence. They also
- Xhappen to be fun to run...
- X
- X.NH 3
- XRace VS Skills And Stats
- X.LP
- XStat Modifications due to race.
- X.KS
- X.TS
- Xtab(^) center box;
- Xl n n n n n n n n.
- X^^^^^^^Hit^Required
- XRace^Str^Int^Wis^Dex^Con^Chr^Dice^EXP/level
- X.sp
- X_
- XHuman^0^0^0^0^0^0^10^+0%
- XHalf-Elf^-1^+1^0^+1^-1^+1^9^+10%
- XElf^-1^+2^+1^+1^-2^+1^8^+20%
- XHalfling^-2^+2^+1^+3^+1^+1^6^+10%
- XGnome^-1^+2^0^+2^+1^-2^7^+25%
- XDwarf^+2^-3^+1^-2^+2^-3^8^+20%
- XHalf-Orc^+2^-1^0^0^+1^-4^10^+10%
- XHalf-Troll^+4^-4^-2^-4^+3^-6^12^+20%
- X.TE
- X.KE
- XAbilities as compared to each other:
- X1 is lowest, or worst; 10 is highest, or best.
- X.KS
- X.TS
- Xtab(^) center box;
- Xl n n n n n n n l.
- XRace^Disarm^Search^Stealt^Percep^Fight^Bows^Save^Infra
- X_
- XHuman^5^5^5^5^5^5^5^None
- XHalf-Elf^6^6^7^6^5^6^6^None
- XElf^8^8^7^7^4^9^7^None
- XHalfling^10^10^10^10^1^10^10^40 feet
- XGnome^9^6^9^9^2^8^9^30 feet
- XDwarf^6^7^5^5^9^5^8^50 feet
- XHalf-Orc^2^5^3^2^8^2^2^30 feet
- XHalf-Troll^1^1^1^1^10^1^1^30 feet
- X.TE
- X.KE
- X
- X.NH 2
- XChoosing A Class
- X.LP
- XOnce a race has been chosen, you will need to pick a class.
- XSome classes will not be available to certain races, for instance
- Xa Half-Troll cannot become a Paladin. For the first few
- Xadventures it is suggested that you run a warrior or rogue.
- XSpell casting generally requires a more experienced player that
- Xis familiar with survival techniques.
- X.IP "Warrior"
- XA Warrior is a hack-and-slash character, who solves most of
- Xhis problems by cutting them to pieces, but will occasionally
- Xfall back on the help of a magical device. His prime stats are
- XStrength and Constitution, and a good Dexterity can really help
- Xat times. A Warrior will be good at Fighting and Throwing/Bows,
- Xbut bad at most other skills.
- X.IP "Mage "
- XA Mage must live by his wits. He cannot hope to simply hack
- Xhis way through the dungeon, and so must therefore use his magic
- Xto defeat, deceive, confuse, and to escape with. A mage is not
- Xreally complete without a golf-cart of magical devices to use in
- Xaddition to his spells. He can master the higher level magical
- Xdevices far easier than anyone else, and has the best saving
- Xthrow to resist effects of spells cast at him. Intelligence and
- XDexterity are his primary stats. There is no rule that says a
- Xmage cannot become a good fighter, but spells are his true realm.
- X.IP "Priest "
- XA Priest is a character of holy devotion. They explore the
- Xdungeon only to destroy the evil that lurks within, and if
- Xtreasure just happens to fall into their packs, well, so much
- Xmore to the glory of their church! Priests receive their spells
- Xfrom a diety, and therefore do not choose which spells they will
- Xlearn. He is familiar with magical devices, preferring to call
- Xthem instruments of god, but is not as good as a mage in their
- Xuse. Priests have good saving throws, and make decent fighters,
- Xpreferring blunt weapons over edged ones. Wisdom and Charisma
- Xare the priests primary stats.
- X.IP "Rogue "
- XA Rogue is a character that prefers to live by his cunning,
- Xbut is capable of fighting his way out of a tight spot. He is
- Xthe master of traps and locks, no device being impossible for him
- Xto over-come. A rogue has a high stealth allowing him to sneak
- Xaround many creatures without having to fight, or sneak up and
- Xget the first blow. A rogue's perception is higher than any
- Xother class, and many times he will notice a trap or secret door
- Xbefore having to search. A rogue is better than warriors or
- Xpaladins with magical devices, but still can not rely on their
- Xperformance. A rogue's primary stats are Intelligence and
- XDexterity.
- X.IP "Ranger "
- XA Ranger is a fighter/mage. He is a good fighter, and the
- Xbest of the classes with a missile weapon such as a bow. The
- Xranger learns spells much more slowly than a mage, but is capable
- Xof learning all but the most powerful spell. Because a ranger is
- Xreally a dual class character, it requires more experience to
- Xadvance him. A ranger has a good stealth, good perception, good
- Xsearching, a good saving throw, and is good with magical devices.
- XHis primary stats are Intelligence and Dexterity.
- X.IP "Paladin"
- XA Paladin is a fighter/priest. He is a very good fighter,
- Xsecond only to the warrior class, but not very good at missile
- Xweapons. He receives prayers at a slower pace then the priest,
- Xand can receive all but the most powerful prayer. Because a
- Xpaladin is really a dual class character, it requires more
- Xexperience to advance him. A paladin lacks much in the way of
- Xabilities. He is poor at stealth, perception, searching, and
- Xmagical devices. He has a decent saving throw due to his divine
- Xalliance. His primary stats are Strength and Charisma.
- X
- X.NH 3
- XRace VS Class
- X.LP
- X.KS
- X.TS
- Xtab(^) center box;
- Xce ce ce ce ce ce ce.
- XRace^Warrior^Mage^Priest^Rogue^Ranger^Paladin
- X_
- XHuman^Yes^Yes^Yes^Yes^Yes^Yes
- XHalf-Elf^Yes^Yes^Yes^Yes^Yes^Yes
- XElf^Yes^Yes^Yes^Yes^Yes^No
- XHalfling^Yes^Yes^No^Yes^No^No
- XGnome^Yes^Yes^Yes^Yes^No^No
- XDwarf^Yes^No^Yes^No^No^No
- XHalf-Orc^Yes^No^Yes^Yes^No^No
- XHalf-Troll^Yes^No^Yes^No^No^No
- X.TE
- X.KE
- X
- X.NH 3
- XClass VS Skills
- X.LP
- XAbilities as compared to each other:
- X1 is lowest, or worst; 10 is highest, or best.
- X.KS
- X.TS
- Xtab(^) center box;
- Xl c c c c c c c c c
- Xl c c c c c c c c c
- Xl n n n n n n n n r.
- X^^^Save^^^Magic^^^Required
- XRace^Fight^Bows^Throw^Stlth^Disarm^Device^Percep^Search^Exp.
- X_
- XWarrior^10^6^3^2^3^3^2^2^+0%
- XMage^2^1^10^5^8^10^8^5^+30%
- XPriest^4^3^7^5^4^7^4^4^+10%
- XRogue^8^9^7^10^10^7^10^10^+0%
- XRanger^6^10^7^7^6^7^6^6^+40%
- XPaladin^10^5^4^2^2^4^4^2^+35%
- X.TE
- X.KE
- X
- X.NH 1
- XAdventuring
- X.LP
- XAfter you have created your character, you will begin your
- X\fImoria\fP adventure. Symbols appearing on your screen will represent
- Xthe dungeon's walls and floor, objects and features, and
- Xcreatures lurking about. In order to direct your character
- Xthrough his adventure, you will enter single character commands.
- X.LP
- X\fIMoria\fP symbols and commands each have a help section devoted
- Xto them. You should review these sections before attempting an
- Xadventure. Finally, a description of the town level and some
- Xgeneral help on adventuring are included.
- X
- X.NH 2
- XSymbols On Your Map
- X.LP
- XSymbols on your map can be broken down into three
- Xcategories: Features of the dungeon such as walls, floor, doors,
- Xand traps; Objects which can be picked up such as treasure,
- Xweapons, magical devices, etc; and Monsters which may or may not
- Xmove about the dungeon, but are mostly harmful to your
- Xcharacter's well being.
- X.LP
- XNote that some symbols can be in more than one category.
- XAlso note that treasure may be imbedded in a wall, and the wall
- Xmust be removed before the treasure can be picked up.
- X.LP
- XIt will not be necessary to remember all of the symbols and
- Xtheir meanings. A simple command, the '/', will identify any
- Xcharacter appearing on your map. See the section on commands for
- Xfurther help.
- X.LP
- X.nf
- X.KS
- X.TS
- Xbox tab(%) center;
- Xc s s s
- Xl l l l.
- XFeatures
- X_
- X\&.%A floor space, or hidden trap%1%Entrance to General Store
- X#%A wall%2%Entrance to Armory
- X'%An open door%3%Entrance to Weapon Smith
- X+%A closed door%4%Entrance to Temple
- X^%A trap%5%Entrance to Alchemy Shop
- X<%A staircase up%6%Entrance to Magic Shop
- X>%A staircase down%:%Obstructing rubble
- X;%A loose floor stone%\ %An open pit (Blank)
- X.TE
- X.KE
- X.sp
- X.KS
- X.TS
- Xbox tab(^) center;
- Xc s s s
- Xl l l l.
- XObjects
- X_
- X!^A flask or potion^?^A scroll
- X"^An amulet^[^Hard armor
- X$^Money (Can be imbedded)^\e^A hafted weapon
- X&^A chest^]^Misc. armor
- X(^Soft armor^\&_^A staff
- X)^A shield^{^Missile (arrow, bolt, pebble)
- X*^Gems (Can be imbedded)^|^Sword or dagger
- X\-^A wand^}^Missile arm (Bow, X-bow, sling)
- X/^A pole-arm^~^Misc
- X\&=^A ring^,^Food
- Xs^A skeleton^^
- X.TE
- X.KE
- X.sp
- X.KS
- X.TS
- Xbox tab(^) center;
- Xc s s s
- Xl l l l.
- XMonsters
- X_
- Xa^Giant Ant^A^Giant Ant Lion
- Xb^Giant Bat^B^The Balrog
- Xc^Giant Centipede^C^Gelatinous Cube
- Xd^Dragon^D^Ancient Dragon
- Xe^Floating Eye^E^Elemental
- Xf^Giant Frog^F^Fly
- Xg^Golem^G^Ghost
- Xh^Harpy^H^Hob-Goblin
- Xi^Icky-Thing^I^Invisible Stalker
- Xj^Jackal^J^Jelly
- Xk^Kobold^K^Killer Beetle
- Xl^Giant Lice^L^Lich
- Xm^Mold^M^Mummy
- Xn^Naga^N^
- Xo^Orc or Ogre^O^Ooze
- Xp^Human(iod)^P^Giant Human(iod)
- Xq^Quasit^Q^Quythulg
- Xr^Rodent^R^Reptile
- Xs^Skeleton^S^Scorpion
- Xt^Giant Tick^T^Troll
- Xu^^U^Umber Hulk
- Xv^^V^Vampire
- Xw^Worm or Worm Mass^W^Wight or Wraith.
- Xx^^X^Xorn
- Xy^Yeek^Y^Yeti
- Xz^Zombie^Z^
- X$^Creeping Coins^,^Mushroom Patch
- X.TE
- X.KE
- X
- X.NH 2
- XCommands
- X.LP
- XAll commands are entered by pressing a single key, or
- Xcontrol sequence (holding down the control key while pressing a
- Xkey). If a particular command requires additional action, it
- Xwill be prompted for, with one exception. When a direction is
- Xrequired, no prompt is given unless and until an illegal response
- Xis given.
- X.LP
- XFor each command, the characters used by the original style option are
- Xlisted first, followed by the characters used by the rogue-like
- Xoption in braces, if different.
- X
- X.NH 3
- XNote On <Dir>
- X.LP
- XFor the original style option,
- Xin the following instructions, the symbol <Dir> refers to a
- Xnumeric direction based on your keypad.
- XFor the rogue-like option, the symbol <Dir> refers to one of the
- Xfollowing letters 'hykulnjb', or to a numeric direction based on
- Xyour keypad.
- XIt is not valid to use
- Xthe number '5' in this context. One exception to this is with
- Xmovement, in which case '5' will rest the character for one turn.
- XFor the rogue-like option, '.' will also rest the character for one
- Xturn.
- X.LP
- XCommands which require a direction will not prompt you for
- Xone, unless you input an illegal direction. Just enter a
- Xdirection after the entering the command.
- X.LP
- X.RS
- X.TS
- Xtab(^);
- Xc s s
- Xn n n.
- XOriginal Directions
- X.sp
- X\0\\\\\&^\0|\&\0^\0\&/
- X7^8^9
- X.sp
- X\-\0 4^ ^6\&\0\-
- X.sp
- X1^2^3
- X\0/\0\&^\0|\&\0^\0\&\\\\
- X.TE
- X.TS
- Xtab(^);
- Xc s s
- Xn n n.
- XRogue-like Directions
- X.sp
- X\0\\\\\&^\0|\&\0^\0\&/
- Xy^k^u
- X.sp
- X\-\0 h^ ^l\&\0\-
- X.sp
- Xb^j^n
- X\0/\0\&^\0|\&\0^\0\&\\\\
- X.TE
- X.RE
- XFor the original style option, movement is accomplished
- Xby using your numeric keypad.
- XSimply press a number and your character will move one step in
- Xthat direction.
- XFor the rogue-like option, movement is accomplished by using the
- Xnumeric keypad, or one of the directional characters mentioned above.
- XPressing a '5' is equivalent to waiting for one
- Xround (More efficient resting over long periods of time is
- Xaccomplished by using the Rest command). You can only move onto
- Xand through floor spots, and only if they contain no creatures or
- Xobstructing objects such as a closed door.
- X.LP
- XMoving your character one step at a time can be time
- Xconsuming and boring, so a faster method has been supplied.
- XFor the original style option, by
- Xusing the Move command '.', you may move in a direction until
- Xsomething interesting happens. For instance, by pressing the
- Xperiod key '.' followed by the direction 8, your character would
- Xcontinue to move up the screen, only coming to a stop after at
- Xleast one condition is satisfied.
- XFor the rogue-like option, typing a shifted directional letter
- Xwill move you in that direction until something interesting happens.
- XThese stopping conditions are:
- X.IP "[1]"
- XA creature appears upon the screen, or a creature already on
- Xthe screen moves.
- X.IP "[2]"
- XYou move next to an object, or feature such as a door,
- Xstaircase, or trap.
- X.IP "[3]"
- XYou come to a wall, and have more than one choice of
- Xdirections from which to continue, or are in a dead in
- Xpassage.
- X.IP "[4]"
- XYou come to a junction of several passages.
- X
- X.IP "B <Dir> - Bash {f - force}"
- XThe Bash command includes breaking open doors and chests, or
- Xbashing an opponent. Two main factors determine the ability of a
- Xcharacter to bash, their weight and their strength. In addition,
- Xwhen bashing an opponent, you will either perform a body bash, or
- Xif wielding a shield, perform a shield bash which is more
- Xeffective.
- X.sp
- XBashing a door can throw the character off-balance, but this
- Xwill not generally be a problem. Doors that have been jammed
- Xclosed with spikes can only be opened by bashing. Locked doors
- Xmay also be bashed open. Note that bashing a door open will
- Xpermanently break it.
- X.sp
- XBashing a creature has effects on both the player and his
- Xopponent. Depending on a character's dexterity, he may or may
- Xnot be thrown off-balance allowing free moves to his opponents.
- X.sp
- XIf the bash is successful, the opponent will be thrown
- Xoff-balance for 1 to 3 turns, thus allowing the character free
- Xhits or a chance to run.
- X.sp
- XA player automatically performs a shield bash instead of a
- Xbody bash, if he is currently wearing a shield. A shield bash
- Xadds the damage of a shield to that of the bash, so is more
- Xeffective. Note that size and material both affect the damage
- Xthat a shield will do.
- X.IP "C - Print character (to screen or file)"
- XThis command allows the player to either display his
- Xcharacter on the terminal screen, or to print an entire character
- Xinfo listing to a file. If printed to a file, history, equipment
- Xlist, and an inventory list are included.
- X.IP "D <Dir> - Disarm a trap."
- XYou can attempt to disarm floor traps, or trapped chests.
- XIf you fail to disarm a trap, there is a chance that you blunder
- Xand set it off. You can only disarm a trap on a chest after
- Xfinding it with the search command.
- X.IP "E - Eat some food."
- XA character must eat occasionally to remain effective. As a
- Xcharacter grows hungry, a message will appear at the bottom of
- Xthe screen saying \*QHungry\*U. If a character remains hungry long
- Xenough, he will become weak and eventually start fainting.
- X.IP "F - Fill a lamp or lantern with oil."
- XIf your character is currently using a lamp for light, and
- Xif he has a flask of oil in inventory, he may refill the lamp by
- Xusing this command. A lamp is capable of a maximum of 5500 turns
- Xof light, and each flask has 5000 turns of oil contained in it.
- X.IP "L - Display map co-ordinates. {W - where}"
- XThe Location command will display your character's current
- Xco-ordinates as shown on a printed map (printed with the 'P'
- Xcommand). Sectors contain up to 44 rows by 99 columns each. The
- XLocation command will display the character's current row and
- Xcolumn map co-ordinates, as well as the sector number.
- X.IP "P - Print map to file. {M - map}"
- XThe Print command will write an entire map of the dungeon
- Xfloor explored to a file. Since the dungeon floor is large, the
- Xmap is broken up into sectors, each containing up to 44 rows by
- X99 columns.
- X.IP "R - Rest for a number of turns."
- XYou may rest one turn by pressing the '5' key. Resting for
- Xlonger periods of time is accomplished by using the Rest command,
- Xfollowed by the number of turns you want to rest your character.
- XResting will continue until the specified duration has expired,
- Xor something to wake the character happens, such as a creature
- Xwandering by. It is sometimes a good idea to rest a beat-up
- Xcharacter until he regains some of his hit points, but be sure to
- Xhave plenty of food if you rest often.
- X.sp
- XIf you have accidently entered in a rest period too large,
- Xor change your mind about the resting period, you may wake your
- Xcharacter up by typing control-C.
- X.IP "S - Search mode toggle. {#}"
- XThe Searching toggle will take the character into and out of
- Xsearching mode. When first pressed, the message \*QSearching\*U will
- Xappear at the bottom of the screen. The character is now taking
- Xtwo turns for each command, one for the command and one turn to
- Xsearch about him. Note that this means he is taking twice the
- Xtime to move about the dungeon, and therefore twice the food. If
- Xa creature should happen by or attack you, search mode will
- Xautomatically shut off. Otherwise you may turn off search mode
- Xby again pressing the 'S' key.
- X.IP "T <Dir> - Tunnel through rock. {control-<Dir>}"
- XTunneling (Mining) is a very useful art. There are four
- Xkinds of rock present in the dungeons of \fImoria\fP: Permanent Rock,
- XGranite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock
- Xis exactly that, permanent. Granite is very hard, therefore hard
- Xto dig through, and contains no valuable metals. Magma and
- XQuartz veins are softer and sometimes bare valuable metals and
- Xgems, shown as a '$' or a '*' character. You can tell if the
- Xmetal or gems are embedded into the wall by trying to move onto
- Xthem. If you can't move over them, you'll have to dig them out.
- X.sp
- XTunneling can be VERY difficult by hand, so when you dig be
- Xsure to wield either a shovel or a pick. Magical shovels and
- Xpicks can be found which allow the wielder to dig much faster
- Xthan normal, and a good strength also helps.
- X.sp
- XIt is sometimes possible to get a character trapped within
- Xthe dungeon by using various magical spells and items. So it is
- Xa very good idea to always carry some kind of digging tool, even
- Xwhen you are not planning on tunneling for treasure.
- X.IP "a <Dir> - Aim a wand. {z - zap}"
- XWands must be aimed in a direction to be used. Wands are a
- Xmagical device and therefore use the Magical Devices ability of
- Xthe player. They will either affect the first object/creature
- Xencountered, or affect anything in a given direction, depending
- Xupon the wand. An obstruction such as door or wall will general
- Xstop the effects of a wand from traveling further.
- X.IP "b - Browse a book. {P - peruse}"
- XYou can only read a book if you are of it's realm.
- XTherefore a magic user could read a magic book, but not a holy
- Xbook. Fighter's will not be able to read either kind of book.
- XWhen the browse command is used, all of the spells or prayers
- Xcontained in the book along with information about it, such as
- Xit's level, the amount of mana used up in casting it, and whether
- Xor not you know the spell or prayer, will be displayed. There
- Xare a total of 31 different magical spells in four books, and 31
- Xdifferent prayers in four books.
- X.IP "c <Dir> - Close a door."
- XNon-intelligent and certain other creatures will not be able
- Xto open a door. Therefore shutting doors can be a life saver.
- XYou must be adjacent to an open door, and you cannot close broken
- Xdoors. Note that bashing a door open will break it.
- X.IP "d - Drop an object from you inventory."
- XYou can drop a single object onto the floor beneath you if
- Xthat floor spot does not already contain an object. Note that
- Xdoors and traps are considered objects in this sense. If you
- Xdrop an object such as a potion or scroll, a single one is
- Xdropped onto the floor at a time. Group objects such as arrows
- Xare all dropped at once onto the floor.
- X.IP "e - Display a list of equipment being used."
- XUse the Equipment command to display a list of objects
- Xcurrently being used by your character. Note that each object
- Xhas a specific place were it is placed, and that only one object
- Xof each type may be used at any one time, excepting rings of
- Xwhich two can be worn, one on each hand.
- X.IP "f <Dir> - Fire/Throw an object/Use a missile weapon. {t - throw}"
- XYou may throw any object carried by your character.
- XDepending upon the weight of an object, it may travel across a
- Xroom or drop down beside you. If you throw an object such as an
- Xarrow, only one will be used at a time.
- X.sp
- XIf you throw at a creature, your chance of hitting the
- Xcreature is determined by your pluses to hit, your ability at
- Xthrowing, and the object's pluses to hit. Once the creature is
- Xhit, the object may or may not do any actual damage to it.
- XCertain objects in the dungeon can do great amounts of damage
- Xwhen thrown, but it's for you to figure out the obscure ones.
- XOil flasks are considered to be lit before thrown, therefore they
- Xwill do fire damage to a creature if they hit it.
- X.sp
- XTo use a bow with arrows, simply wield the bow and throw the
- Xarrows. Extra pluses to damage and hitting are gained by
- Xwielding the proper weapon and throwing the corresponding ammo.
- XA heavy crossbow with bolts for example, is a killer...
- X.IP "h - Enter the \fImoria\fP help library"
- XA subprocess is spawned and the HELP utility entered. Help
- Xon individual commands may be displayed without actually exiting
- Xyour game.
- XThis is currently unimplemented.
- X.IP "i - Display a list of objects being carried."
- XThe Inventory command displays a list of all objects being
- Xcarried, but are not in current use. You may carry up to 22
- Xdifferent kinds of objects, not including those in your equipment
- Xlist. Depending upon your strength, you will be able carry many
- Xidentical objects before hitting your weight limit.
- X.IP "j <Dir> - Jam a door with an iron spike. {S - spike}"
- XMost humanoid and many intelligent creatures can simply open
- Xa closed door, and can eventually get through a locked door.
- XTherefore you may spike a door in order to jam it. Each spike
- Xused on a door will increase it's strength. It is very easy to
- Xjam a door so much as to make it impossible for your character to
- Xbash it down, so spike doors wisely. Note that the bigger a
- Xcreature is, the easier it can bash a door down. Therefore four
- Xor more spikes might be necessary to slow down a dragon, where
- Xone spike would slow down a kobold.
- X.IP "m - Cast a magic spell."
- XFirst, a character must have learned a spell before he can
- Xcast it. Next, when casting a spell, he must read the spell from
- Xa book, so a book containing the spell must be in his inventory.
- XEach spell has a chance of failure which starts out fairly large
- Xbut decreases as a character gains levels. If a character does
- Xnot have the available mana, he increases his chance of failure,
- Xand gambles on losing a point of constitution. Note that since a
- Xcharacter must read the spell from a book, he cannot be blind or
- Xconfused when casting a spell, and there must be some light
- Xpresent.
- X.IP "l <Dir> - Look in a direction. {x - examine}"
- XThe Look command is useful in identifying the exact type of
- Xobject or creature shown on the screen. Also, if a creature is
- Xon top of an object, the look command will describe both. You
- Xcan see creatures and objects up to 200 feet away (20 units).
- XNote that you may freely use the Look command without the
- Xcreatures getting a move on you.
- X.IP "o <Dir> - Open a door, chest, or lock."
- XTo open an object such as a door or chest you must use the
- XOpen command. If the object is locked, the Open command will
- Xattempt to pick the lock, based on your ability at disarming.
- XNote that if an object is trapped and you open it, the trap will
- Xbe set off.
- X.IP "p - Read a prayer."
- XFirst, a character must have learned a prayer before he can
- Xread it. Next, when reading a prayer, he must have the book
- Xcontaining the prayer in his inventory. Each prayer has a chance
- Xof failure which starts out fairly large but decreases as a
- Xcharacter gains levels. If a character does not have the
- Xavailable mana, he increases his chance of failure, and gambles
- Xon losing a point of constitution. Note that since a character
- Xmust read the prayer from a book, he cannot be blind or confused
- Xand there must be some light present.
- X.IP "q - Quaff a potion."
- XTo drink a potion use the Quaff command. A potion affects
- Xthe player in some manner. The effects of the potion may be
- Ximmediately noticed, or they may be subtle and unnoticed.
- X.IP "r - Read a scroll."
- XTo read a scroll use the Read command. A scroll spell has
- Xan area affect, except in a few cases such as identify scrolls
- Xwhich act on other objects. Note that two scrolls, the identify
- Xscroll and the recharge scroll, have titles which can be read
- Xwithout setting them off, and by pressing <ESCAPE> can be saved
- Xfor future use.
- X.IP "s - Search general area one turn."
- XThe Search command can be used to locate hidden traps and
- Xsecret doors about the player. Note that more than a single turn
- Xof searching will be required in most cases. You should always
- Xsearch a chest before trying to open it because they are
- Xgenerally trapped.
- X.IP "t - Take off a piece of equipment. {T}"
- XUse the Take-Off command to remove an object from use, and
- Xreturn it to your inventory. Occasionally you will run into a
- Xcursed item which cannot be removed. Cursed items are always
- Xbad, and can only be taken off after removing the curse.
- X.IP "u - Use a staff. {Z - Zap}"
- XThe Use command will activate a staff. Like scrolls, most
- Xstaffs have an area affect. Because staffs are generally more
- Xpowerful than most other items, they are also harder to use
- Xcorrectly.
- X.IP "v - Display current version of game."
- XThe Version command displays the credits for the current
- Xversion of \fImoria\fP.
- X.IP "w - Wear or wield an item being carried."
- XTo wear or wield an object in your inventory, use the
- XWear/Wield command. If an object is already in use for the same
- Xfunction, it is automatically removed first. Note that an
- Xobjects bonuses cannot be gained until it is worn or wielded.
- X.IP "x - Exchange primary and secondary weapons. {X}"
- XA secondary weapon is any weapon which may be needed often.
- XInstead of searching through your inventory, you may use the
- Xexchange command to keep the weapon ready. For instance, if you
- Xwanted to use your bow most of the time, but needed a sword for
- Xclose combat, you could wield your sword, use the exchange
- Xcommand to make it the secondary weapon, then wield your bow. If
- Xthe sword was suddenly needed, simply use the exchange command to
- Xswitch between the bow and the sword.
- X.IP "/ - Identify a character shown on screen."
- XUse the identify command to find out what a character
- Xdisplayed on the screen stands for. For instance, by
- Xpressing '/.', you can find out that the '.' stands for a floor spot.
- XWhen used with a creature, the identify command will tell you
- Xonly what class of creature the symbol stands for, not the
- Xspecific creature, therefore use the look command for this
- Xinformation.
- X.IP "? - Display a list of commands."
- XThe ? command displays a one page quick reference help page
- Xon the screen.
- X.IP "^M - Repeat last message. {^P}"
- XThe <Control>-M (Carriage-Return or Enter key) command will
- Xre-display the last message printed on the message line at the
- Xtop of your screen.
- X.IP "^R - Redraw the screen."
- XTo redraw the entire screen, use the <Control>-R command.
- X.IP "^K - Quit the game without saving. {Q}"
- XTo exit the game without saving your character (i.e. kill him/her)
- Xuse the
- X<Control>-K command. Once exited in this manner, your character
- Xis non-recoverable.
- X.IP "^X - Save your character and exit the game."
- XTo save your game so that it can be restarted later, use the
- X<Control>-X command. The save file cannot be moved, or read.
- XDo not try to tamper with it.
- XNote that a copy of a saved character will
- Xnot work after that character has died.
- X.IP "$ - Shell out of game. {!}"
- XUse the Shell command '$' to temporarily exit the game to
- Xexecute UNIX commands. You may re-enter the game by typing exit
- Xto end the spawned process.
- X.IP "< - Go up an up-staircase."
- XIf you move onto an up-staircase you may use the '<' command
- Xto go up one level. There is always one staircase going up on
- Xevery level except for the town level (this does not mean it's
- Xeasy to find). Going up a staircase will always take you to a
- Xnew dungeon area except for the town level, which remains the
- Xsame for the duration of your character.
- X.IP "> - Go down a down-staircase."
- XIf you are on top of a down-staircase you may use the '>'
- Xcommand to go down one level. There are always two or three
- Xstaircases going down on each level, except the town level which
- Xhas only one. Going down will always take you to a new dungeon
- Xarea.
- X.IP ". <Dir> - Move in direction. {shift<Dir>}"
- XThe Move command '.' will move you in the indicated
- Xdirection until one of several conditions happen. These
- Xconditions include, a creature appearing on the screen, a
- Xcreature already on the screen moving, an object or feature such
- Xas a door, a staircase, or a trap is adjacent to the character,
- Xcharacter comes into a junction of passages, or character comes
- Xto a wall with no choice or more than one choice of continuing
- Xdirections.
- X
- X.NH 3
- XQuick Reference Page.
- X.LP
- X.KS
- X.TS
- Xcenter tab(^) box;
- Xc s s s
- Xl l l l.
- XOriginal Commands
- X_
- XB <Dir>^Bash (object/creature)^q^Quaff a potion
- XC^Display character^r^Read a scroll
- XD <Dir>^Disarm a trap/chest^s^Search for hidden doors
- XE^Eat some food^t^Take off an item
- XF^Fill lamp with oil^u^Use a staff
- XL^Current location^v^Version and credits
- XP^Print map^w^Wear/Wield an item
- XR^Rest for a period^x^Exchange weapon
- XS^Search Mode^/^Identify an character
- XT <Dir>^Tunnel^?^Display this panel
- Xa^Aim and fire a wand^^
- Xb^Browse a book^CTRL/M^Repeat the last message
- Xc <Dir>^Close a door^CTRL/R^Redraw the screen
- Xd^Drop an item^CTRL/K^Quit the game
- Xe^Equipment list^CTRL/X^Save character and quit
- Xf^Fire/Throw an item^$^Shell out of game
- Xh^\fImoria\fP Help^^
- Xi^Inventory list^<^Go up an up-staircase
- Xj <Dir>^Jam a door with spike^>^Go down a down-staircase
- Xl <Dir>^Look given direction^. <Dir>^Move in direction
- Xm^Cast a magic spell^Move:^7\08\09
- Xo <Dir>^Open a door/chest^^4\0\0\06\0 (5 = Rest)
- Xp^Read a prayer^^1\02\03
- X.TE
- X.KE
- X
- X.LP
- X.KS
- X.TS
- Xcenter tab(^) box;
- Xc s s s
- Xl l l l.
- XRogue-like Commands
- X_
- Xf <Dir>^Bash (object/creature)^q^Quaff a potion
- XC^Display character^r^Read a scroll
- XD <Dir>^Disarm a trap/chest^s^Search for hidden doors
- XE^Eat some food^T^Take off an item
- XF^Fill lamp with oil^Z^Use a staff
- XW^Current location^v^Version and credits
- XM^Print map^w^Wear/Wield an item
- XR^Rest for a period^X^Exchange weapon
- X#^Search Mode^/^Identify an character
- XCTRL<Dir>^Tunnel^?^Display this panel
- Xz^Aim and fire a wand^^
- XP^Browse a book^CTRL/P^Repeat the last message
- Xc <Dir>^Close a door^CTRL/R^Redraw the screen
- Xd^Drop an item^Q^Quit the game
- Xe^Equipment list^CTRL/X^Save character and quit
- Xt^Fire/Throw an item^!^Shell out of game
- Xh^\fImoria\fP Help^^
- Xi^Inventory list^<^Go up an up-staircase
- XS <Dir>^Jam a door with spike^>^Go down a down-staircase
- Xx <Dir>^Look given direction^shift<Dir>^Move in direction
- Xm^Cast a magic spell^Move:^y\0k\0u
- Xo <Dir>^Open a door/chest^^h\0\0\0l\0 (. = Rest)
- Xp^Read a prayer^^b\0j\0n
- X.TE
- X.KE
- X
- X.NH 2
- XThe Town Level
- X.LP
- XThe town level is where you will begin your adventure. The
- Xtown consists of six buildings each with an entrance, some
- Xtowns 'people', and a wall which surrounds the town. The first time
- Xyou are in town it will be daytime, but you may return to find
- Xthat darkness has fallen. (Note that some spells may act
- Xdifferently in the town level.)
- X
- X.NH 3
- XTownspeople
- X.LP
- XThe town contains many different kinds of people. There are
- Xthe street urchins, young children who will mob an adventurer for
- Xmoney, and seem to come out of the woodwork when excited.
- XBlubbering Idiots are a constant annoyance, but not harmful.
- XPublic drunks wander about the town singing, and are of no
- Xthreat to anyone. Sneaky rogues hang about watching for a
- Xlikely victim to mug. And finally, what town would be complete
- Xwithout a swarm of half drunk warriors, who take offense or
- Xbecome annoyed just for the fun of it.
- X.LP
- XMost of the towns people should be avoided by the largest
- Xpossible distance when you wander from store to store. Fights
- Xwill break out though, so be prepared. Since your character grew
- Xup in this world of intrigue, no experience is awarded for
- Xkilling on the town level.
- X
- X.NH 3
- XSupplies
- X.LP
- XYour character will begin his adventure with some supplies
- Xalready on him. Use the Inventory 'i' command to check what
- Xthese supplies are. It will be necessary to buy other supplies
- Xbefore continuing into the dungeon, however, so be sure to enter
- Xeach of the stores.
- X
- X.NH 3
- XTown Buildings
- X.LP
- XYou may enter any of the stores, if they are open, and
- Xbarter with the owner for items you can afford. But be warned
- Xthat the owners can easily be insulted, and may even throw you
- Xout for a while if you insult them too often. To enter a store,
- Xsimply move onto the entrance represented by the numbers 1
- Xthrough 6.
- X.LP
- XOnce inside a store, his inventory will appear on the screen
- Xalong with a set of options for your character. You may browse
- Xthe store's inventory if it takes more than one page to display,
- Xand you may sell or purchase items in his inventory. You can
- Xexecute your inventory and equipment commands to see what you are
- Xcarrying. Not shown with the options are the wear, take-off, and
- Xexchange commands which will also work, but were excluded to keep
- Xthe options simple.
- X.LP
- XStores do not always have everything in stock. As the game
- Xprogresses, they may get new items so check from time to time.
- XAlso, if you sell them an item, it may get sold to a customer
- Xwhile you are adventuring so don't always expect to be able to
- Xget back anything you have sold.
- X.LP
- XStore owners will not buy harmful or useless items. If an
- Xobject is unidentified, they will pay you some base price for it.
- XOnce they have bought it they will immediately identify the
- Xobject. If it is a good object, they will add it to their
- Xinventory. If it was a bad bargain, they simply throw the item
- Xaway. In any case, you may receive some knowledge of the item if
- Xanother is encountered.
- X.IP "The General Store"
- XThe General Store sells foods, drinks, some clothing,
- Xtorches, lamps, oil, and spikes. All of these items, and others,
- Xcan be sold back to the General store for money. The entrance to
- Xthe General Store is a '1'.
- X.IP "The Armory"
- XThe Armory is where the town's armor is fashioned. All
- Xsorts of protective gear may be bought and sold here. The
- Xentrance to the Armory is a '2'.
- X.IP "The Weaponsmith\'s Shop"
- XThe Weaponsmith's Shop is where the town's weapons are
- Xfashioned. Hand and missile weapons may be purchased and sold
- Xhere, along with arrows, bolts, and shots. The entrance to the
- XWeaponsmiths is a '3'.
- X.IP "The Temple"
- XThe Temple deals in healing and restoration potions, as well
- Xas bless scrolls, word-of-recall scrolls, some approved priestly
- Xweapons, etc. The entrance to the Temple is a '4'.
- X.IP "The Alchemy shop"
- XThe Alchemy Shop deals in all manner of potions and scrolls.
- XThe entrance to the Alchemy Shop is a '5'.
- X.IP "The Magic User\'s Shop"
- XThe Magic User's Shop is the most expensive of all the
- Xstores. It deals in all sorts of rings, wands, amulets, and
- Xstaves. The entrance to the Magic Shop is a '6'.
- X
- X.NH 2
- XWithin The Dungeon
- X.LP
- XOnce your character is adequately supplied with food, light,
- Xarmor, and weapons, he is ready to enter the dungeon. Move on
- Xtop of the '>' symbol and use the down '>' command. Your
- Xcharacter enters a maze of interconnecting staircases and finally
- Xpasses through a one-way door. He is now on the first level of
- Xthe dungeon (50 feet), and must survive many horrible and
- Xchallenging encounters to find the treasure lying about.
- X
- X.NH 3
- XLight
- X.LP
- XThere are two sources for light once inside the dungeon.
- XPermanent light which has been magically placed within rooms, and
- Xa light source carried by the player. If neither is present, the
- Xcharacter will be unable to map or see any attackers. Lack of
- Xlight will also affect searching, picking locks, and disarming.
- X.LP
- XA character must wield a torch or lamp in order to supply
- Xhis own light. Once a torch or lamp has only 50 or less turns
- Xleft before burning out, the message \*QYour light is getting low\*U
- Xwill be displayed at random intervals. Once a torch is burnt
- Xout, it is useless and can be dropped. A lamp or lantern can be
- Xrefilled with oil by using the Fill 'F' command. You must of
- Xcourse be carrying extra oil to refill a lantern.
- X
- X.NH 3
- XAttacking And Being Attacked
- X.LP
- XAttacking is simple in \fImoria\fP. If you move into a creature,
- Xyou attack him. You can attack from a distance by firing a
- Xmissile, or by magical means such as aiming a wand. Creatures
- Xattack in the same way, if they move into you, they attack you.
- XSome creatures can cast spells from a distance, and dragon type
- Xcreatures can breath from a distance, but these are the only
- Xexceptions.
- X.LP
- XIf you are wielding a weapon, the damage for the weapon is
- Xused when you hit the creature. If you are wielding no weapons,
- Xyou get two fist strikes. Note that very strong creatures can do
- Xa lot of damage with their fists... A character may have a
- Xprimary and secondary weapon. A secondary weapon is kept on the
- Xbelt, or on the shoulder for immediate use. You can switch
- Xbetween your primary and secondary weapons by using the exchange
- Xcommand. Be sure you are wielding the proper weapon when
- Xfighting. Hitting a dragon over the head with a bow will simply
- Xmake him mad, and get you killed.
- X.LP
- XMissile weapons, such as bows, can be wielded, and then the
- Xproper missile, in this case an arrow, can be fired across the
- Xroom into a target. Missiles can be used without the proper
- Xmissile weapon, but used together they have a greater range and
- Xdo far more damage.
- X.LP
- XHits and misses are determined by ability to hit vs. armor
- Xclass. A miss doesn't necessarily mean you failed to hit the
- Xtarget, but only that you failed to do any damage. Therefore
- Xa 'hit' is a strike that does some damage. Higher armor classes
- Xmake it harder to do damage, therefore more misses.
- X
- X.NH 4
- XYour Weapon
- X.LP
- XCarrying a weapon in your backpack does you no good. You
- Xmust wield a weapon before it can be used in a fight. Note that
- Xa secondary weapon can be kept by wielding it and then using the
- Xexchange command. A secondary weapon is not in use, simply
- Xready to be switched with the current weapon if needed.
- X.LP
- XWeapons have two main characteristics, their ability to hit
- Xand their ability to do damage, expressed as '(+ ,+ )'. A normal
- Xweapon would be '(+0,+0)'. Many weapons in \fImoria\fP have magical
- Xbonuses to hit and/or do damage. Some weapons are cursed, and
- Xhave penalties that hurt the player. Note that cursed swords
- Xcannot be un-wielded until the curse is lifted.
- X.LP
- XMissile weapons, such as bows, have only one major
- Xcharacteristic which is to hit, expressed '(+ )'. This plus to
- Xhit is added to that of the missile used, if the proper
- Xweapon/missiles combination are used.
- X.LP
- XAlthough you receive any magical bonuses an unidentified
- Xweapon may possess when you wield it, those bonuses will not be
- Xadded in to the displayed values of to-hit and to-dam on your
- Xcharacter sheet. You must identify the weapon before the
- Xdisplayed values reflect the real values used.
- X.LP
- XFinally, some rare weapons have special abilities. These are
- Xcalled ego weapons, and are feared by great and meek. An ego
- Xsword must be wielded to receive benefit of its abilities.
- X.LP
- XSpecial weapons are denoted by the following abbreviations:
- X.IP "DF - Defender."
- XA magical weapon that actually helps the wielder defend
- Xhimself, thus increasing his armor class.
- X.IP "FB - Frost Brand."
- XA magical weapon of ice that delivers a cold critical to
- Xheat based creatures.
- X.IP "FT - Flame Tongue."
- XA magical weapon of flame that delivers a heat critical
- Xto cold based creatures.
- X.IP "HA - Holy Avenger."
- XA Holy Avenger is by far the most powerful of weapons.
- XHoly Avengers have been known to increase several of the
- Xwielder's stats, to actually increase the wielder's armor
- Xclass (because of the terror the weapon spawns in it's foes),
- Xand to actually help the wielder to fight more effectively.
- X.IP "SD - Slay Dragon."
- XA Slay Dragon weapon is a special purpose weapon whose
- Xsole intent is to destroy dragon-kind. Therefore, when used
- Xagainst a dragon, the amount of damage done is greatly
- Xincreased.
- X.IP "SE - Slay Evil."
- XA Slay Evil weapon is a special purpose weapon whose
- Xsole intent is to destroy all forms of evil. When used
- Xagainst an evil creature, either alive or undead, the damage
- Xdone is greatly increased.
- X.IP "SM - Slay Monster."
- XA Slay Monster weapon is a special purpose weapon whose
- Xsole intent is to destroy all the vile monsters of the world.
- XA monster is any creature not natural to the world.
- XTherefore an orc would be a monster, but a giant snake would
- Xnot be.
- X.IP "SU - Slay Undead."
- XA Slay Undead weapon is a special purpose weapon whose
- Xsole intent is to destroy all forms of undead. This weapon
- Xis hated and feared by the intelligent undead, for a single
- Xblow from this weapon is capable of destroying them.
- X
- X.NH 4
- XBody And Shield Bashes
- X.LP
- XWeight is the primary factor in being able to bash
- Xsomething, but strength plays a role too. After bashing, a
- Xcharacter may be off balance for several rounds depending upon
- Xhis Dexterity.
- X.LP
- XDoors can be broken down by bashing them. Once a door is
- Xbashed open, it is forever useless and cannot be closed.
- X.LP
- XChests too may be bashed open, but be warned that the
- Xcareless smashing of a chest often ruins the contents. Bashing
- Xopen a chest will not disarm any traps it may contain, but does
- Xallow the strong and ignorant to see what is inside.
- X.LP
- XFinally, a creature may be bashed. If a shield is currently
- Xbeing worn, the bash is a shield bash and will do more damage.
- XIn either case, a bash may throw an opponent off balance for a
- Xnumber of rounds, allowing a player to get in a free hit or more.
- XIf the player is thrown off-balance, his opponent may get free
- Xhits on him. This is a risky attack.
- X
- X.NH 4
- XYour Armor Class
- X.LP
- XArmor class is a number that describes the amount and the
- Xquality of armor begin worn. Armor class will generally run from
- Xabout 0 to 40, but could become negative or greater than 40 in
- Xrare cases.
- X.LP
- XThe larger your armor class, the more protective it is. A
- Xnegative armor class would actually help get you hit. Armor
- Xprotects you in three manners. One, it makes you harder to be
- Xhit for damage. A hit for no damage is the same as a miss. Two,
- Xgood armor will absorb some of the damage that your character
- Xwould have taken. An armor class of 30 would absorb 30% of any
- Xdamage meant for him. Three, fire and acid damage are reduced by
- Xwearing body armor. It is obvious that a high armor class is a
- Xmust for surviving the lower levels of \fImoria\fP.
- X.LP
- XEach piece of armor has an armor class adjustment, and a
- Xmagical bonus. Armor bought in town will have these values
- Xdisplayed with their description. Armor that is found within the
- Xdungeon must be identified before these values will be displayed.
- XArmor class values are always displayed between a set of
- Xbrackets '[ ,+ ]'. The first value is the armor class of the item. The
- Xsecond number is the magical bonus of the item, and will always
- Xhave a sign preceding the value. There are a few cases where the
- Xform '[+ ]' is used, meaning the object has no armor class, only
- Xa magical armor bonus if worn.
- X.LP
- XSome pieces of armor will possess special abilities denoted
- Xby the following abbreviations:
- X.IP "RA - Resist Acid."
- XThis magical ability is usually enchanted into armor,
- Xbut may occasionally be found as an ability of a weapon. A
- Xcharacter using such an object will take only a quarter
- Xdamage from any acid thrown upon him. In addition, armor so
- Xenchanted will resist the acid's effects and not be damaged
- Xby it.
- X.IP "RC - Resist Cold."
- XThis magical ability is also found in both weapons and
- Xarmor. A character using a resist cold object will take only
- Xhalf damage from frost and cold.
- X.IP "RF - Resist Fire."
- XThis magical ability is found in both weapons and armor.
- XA character using a resist fire object will take only one
- Xquarter damage from heat and fire.
- X.IP "RL - Resist Lightning."
- XThis magical ability is found in both weapons and armor.
- XA character using a resist lightning object will take only
- Xone quarter damage from electrical attacks.
- X.IP "R - Resistance."
- XThis magical ability is found only in armor. A
- Xcharacter wearing armor with this ability will have
- Xresistance to Acid, Cold, Fire, and Lightning as explained in
- Xeach part above.
- X
- X.NH 3
- XObjects Found In The Dungeon
- X.LP
- XThe mines are full of objects just waiting to be picked up
- Xand used. How did they get there? Well, the main source for
- Xuseful items are all the foolish adventurers that proceeded into
- Xthe dungeon before you. They get killed, and the helpful
- Xmonsters scatter the various treasure throughout the dungeon.
- XMost cursed items are placed there by the joyful evil sorcerers,
- Xwho enjoy a good joke when it gets you killed.
- X.LP
- XYou pick up objects by moving on top of them. You can carry
- Xup to 22 different items in your backpack while wearing and
- Xwielding many others. Note that although you are limited to 22
- Xdifferent items, you may be carrying several of each item
- Xrestricted only by the amount of weight your character can carry.
- XYour character's weight limit is determined by his Strength.
- XOnly one object may occupy any one given floor location, which
- Xmay or may not also contain one monster. Note that doors, traps,
- Xand staircases are considered objects for this purpose.
- X.LP
- XMany objects found within the dungeon have special commands
- Xfor their use. Wands must be Aimed, staves must be Used, scrolls
- Xmust be Read, and potions must be Quaffed. In any case, you must
- Xfirst be able to carry an object before you can use it. Some
- Xobjects, such as chests, are very complex. Chests contain other
- Xobjects and may be trapped, and/or locked. Read the list of
- Xplayer commands carefully for a further understanding of chests.
- X.LP
- XOne item in particular will be discussed here. The scroll
- Xof \*QWord of Recall\*U can be found within the dungeon, or bought at
- Xthe temple in town. It acts in two manners, depending upon your
- Xcurrent location. If read within the dungeon, it will teleport
- Xyou back to town. If read in town, it will teleport you back
- Xdown to the deepest level of the dungeon one which your character
- Xhas previously been. This makes the scroll very useful for
- Xgetting back to the deeper levels of \fImoria\fP. Once the scroll has
- Xbeen read it takes a while for the spell to act, so don't expect
- Xit to save you in a crisis.
- X.LP
- XAnd lastly, a final warning. Not all objects are what they
- Xseem. Skeletons lying peacefully about the dungeon have been
- Xknown to get up...
- X
- X.NH 3
- XCursed Objects
- X.LP
- XSome objects, mainly armor and weapons, have had curses laid
- Xupon them. These horrible objects will look like any other
- Xnormal item, but will detract from your characters stats or
- Xabilities if worn. They will also be impossible to remove until
- Xa remove curse is done.
- X.LP
- XWhen a cursed item has been identified, an asterisk '*' will
- Xappear next to the inventory letter of the item. If you should
- Xwear a cursed item, you will immediately know it is cursed and
- Xagain the asterisk will appear.
- X
- X.NH 3
- XMining
- X.LP
- XMuch of the treasure within the dungeon can be found only by
- Xmining it out of the walls. Many rich strikes exist within each
- Xlevel, but must be found and mined. Quartz veins are the
- Xrichest, yielding the most metals and gems, but magma veins will
- Xhave some hordes hidden within.
- X.LP
- XMining is virtually impossible without a pick or shovel.
- XPicks and shovels have an additional magical ability expressed as '(+ )'.
- XThe higher the number, the better the magical digging
- Xability of the tool. Note that a pick or shovel also has plusses
- Xto hit and damage, and can be used as a weapon.
- X.LP
- XWhen a vein of quartz or magma is located, the character
- Xshould wield his pick or shovel and begin digging out a section.
- XWhen that section is removed, he should locate another section of
- Xthe vein, and begin the process again. Since granite rock is
- Xmuch harder to dig through, it is much faster to follow the vein
- Xexactly and dig around the granite.
- X.LP
- XIf the character has a scroll or staff of treasure location,
- Xhe can immediately locate all strikes of treasure within a vein
- Xshown on the screen. This makes mining much easier and more
- Xprofitable.
- X
- X.NH 3
- XStaircases
- X.LP
- XStaircases are the manner in which you get deeper, or climb
- Xout of the dungeon. The symbols for the up and down staircases
- Xare the same as the commands to use them. A '<' represents an up
- Xstaircase and a '>' represents a down staircase. You must move
- Xyour character over the staircase before you can use them.
- X.LP
- XEach level has at least one up staircase, and at least two
- Xdown staircases. There are no exceptions to this rule. You may
- Xhave trouble finding some well hidden secret doors, but the
- Xstairs are there.
- X
- X.NH 3
- XSecret Doors, Passages, And Rooms
- X.LP
- XMany secret doors are used within the dungeon to confuse and
- Xdemoralize adventurers foolish enough to enter. But with some
- Xluck, and lots of concentration, you can find these secret doors.
- X.LP
- XSecret doors will sometimes hide rooms or corridors, or even
- Xentire sections of that level of the dungeon. Sometimes they
- Xsimply hide small empty closets or even dead ends.
- X.LP
- XCreatures in the dungeon will generally know and use this
- Xsecret doors. If they leave one open, you will be able to go
- Xright through it. If they close it behind them you will have to
- Xsearch for the catch first. Once a secret door has been
- Xdiscovered by you, it is drawn as a known door and no more
- Xsearching will be required to use it.
- X
- X.NH 3
- XWinning The Game
- X.LP
- XOnce your character has progressed into killing dragons with
- Xbut a mean glance and snap of his fingers, he may be ready to
- Xtake on the Balrog. The Balrog will appear on every level after
- Xlevel 49, so don't go down there until you are ready for him.
- X.LP
- XThe Balrog cannot be killed in some of the easier methods
- Xused on normal creatures. Because of the Balrog's cunning, he
- Xwill teleport away to another level if a spell such as genocide
- Xis used upon him, and the Balrog cannot be polymorphed, slept, or
- Xcharmed. Magical spells like coldball are effective against him
- Xas are weapons, but he is difficult to kill and if allowed to
- Xescape for a time can heal himself.
- X.LP
- XIf you should actually survive the attempt of killing the
- XBalrog, you will receive the status of WINNER. Since you have
- Xdefeated the toughest monster alive, your character is ready to
- Xretire and cannot be saved. When you quit the game, your
- Xcharacter receives a surprise bonus score and is entered into the
- Xtoptwenty file.
- X
- X.NH 3
- XUpon Death And Dying
- X.LP
- XIf your character falls below 0 hit points, he has died and
- Xcannot be restored. A tombstone showing information about your
- Xcharacter will be displayed with the option to print the
- Xinformation to a file.
- X.LP
- XAfter the tombstone, the toptwenty list of heroes is
- Xdisplayed. If your score beats any of the toptwenty, your
- Xcharacter will join this elite rank of heroes. Otherwise, well,
- Xthere is always next time...
- X
- X.NH 3
- XWizards
- X.LP
- XThere are rumors of \fImoria\fP Wizards which, if asked nicely,
- Xcan explain details of the \fImoria\fP game that seem complicated to
- Xbeginners. In addition, they have special spells which can
- Xrestore characters lost by accident, such as power-outs and such.
- END_OF_moria.ms
- if test 62174 -ne `wc -c <moria.ms`; then
- echo shar: \"moria.ms\" unpacked with wrong size!
- fi
- # end of overwriting check
- fi
- echo shar: End of shell archive.
- exit 0
-