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The Dungeons of Moria
Robert Alan Koeneke
James E. Wilson
Moria may be copied and modified freely, but may
not be sold or marketed IN ANY FORM without the permis-
sion and written consent of the authors Robert Alan
Koeneke and James E. Wilson. We retain all copyrights
to this program, in either the original or modified
forms, and no violation, deletion, or change of the
copyright notice is allowed. Furthermore, we will have
no liability or responsibility to any user with respect
to loss or damage caused directly or indirectly by this
program.
September 26, 1990
The Dungeons of Moria
Robert Alan Koeneke
James E. Wilson
1. Introduction
The game of moria is a single player dungeon simulation. A
player may choose from a number of races and classes when creat-
ing a character, and then `run' that character over a period of
days, weeks, even months, attempting to win the game by defeating
the Balrog which lurks in the deeper levels.
The player will begin his adventure on the town level where he
may acquire supplies, weapons, armor, and magical devices by bar-
tering with various shop owners. After preparing for his adven-
ture, the player can descend into the dungeons of moria where
fantastic adventures await his coming!
Before beginning your first adventure, you should read this docu-
ment carefully. The game of moria is a complicated game, and
will require a dedicated player to win.
2. The Character
All characters have six main attributes which modify their basic
abilities. These six attributes, called stats, are strength,
intelligence, wisdom, dexterity, constitution, and charisma.
Stats may vary from a minimum of 3 to a maximum of 18. At the
highest level, stats are further qualified by a number from zero
to one hundred, so that the highest value is actually 18/100. A
value of 18/100 can be thought of as equivalent to 19, and 18/00
(not actually used) is equivalent to 18. Because adventurers of
interest tend to be better than average characters, moria stats
will average about 13, 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 race, class, and
level, but are also modified by his stats. The abilities are
fighting, throwing/bows, saving throw, stealth, disarming, magi-
cal devices, perception, searching, and infravision.
Characters will be assigned an early history, with money and a
social class based on that history. Starting money is assigned
The Dungeons of Moria Page 2
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 a physical description. None of these,
except weight, play any part in the game other than to give the
player a "feeling" for his character. Weight is used for comput-
ing carrying capacity and also for bashing.
Finally, each character is assigned hit points based on their
race, class, and constitution. Spell casters will also receive
mana which is expended when casting spells. Mana is based on
Wisdom for Priests and Intelligence for Mages.
2.1. Character Stats
Strength
Strength is important in fighting with weapons and hand to
hand combat. A high strength can improve your chances of
hitting, and the amount of damage done with each hit. Char-
acters with low strengths may receive penalties. Strength
is also useful in tunneling, body and shield bashing, and in
carrying heavy items.
Intelligence
Intelligence is the prime stat of a mage, or magician. A
high intelligence increases a mage's chances of learning
spells, and it also increases the amount of mana a mage has.
No spell may be learned by mages with intelligences under 8.
Intelligence also modifies a character's chance of disarming
traps, picking locks, and using magic devices.
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 it also increases the amount of mana a priest
has. No spell may be learned by priests with wisdom under
8. Wisdom also modifies a character's chance of resisting
magical spells cast upon his person.
Dexterity
Dexterity is a combination of agility and quickness. A high
dexterity may allow a character to get multiple blows with
lighter weapons, thus greatly increasing his kill power, and
may increase his chances of hitting with any weapon and
dodging blows from enemies. Dexterity is also useful in
picking locks, disarming traps, and protecting yourself from
pick pockets.
Constitution
Constitution is a character's ability to resist damage to
his body, and to recover from damage received. Therefore a
The Dungeons of Moria Page 3
character with a high constitution will receive more hit
points, and be more resistant to poisons.
Charisma
Charisma represents a character's personality, as well as
physical looks. A character with a high charisma will
receive better prices from store owners, whereas a character
with a very low charisma will be robbed blind. A high
charisma will also mean more starting money for the charac-
ter.
2.2. Character Sex
You may choose to be either a male or a female character. Only
height and weight are affected by a character's sex. Female
characters tend to be somewhat smaller and lighter than their
male counterparts. No adjustments to stats or abilities are made
because of the sex of a character. Female characters start out
with slightly more money than male characters to help offset the
weight penalty.
2.3. 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 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. This skill increases with the level of the char-
acter.
Throwing/Bows
Using ranged missile weapons and throwing objects is
included in this skill. Different stats apply to different
weapons, but this ability may modify the distance an object
is thrown/fired, the amount of damage done, and the ability
to hit a creature. This skill increases with the level of
the character.
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.
This does not include spells cast on the player by his own
stupidity, such as quaffing a nasty potion. This ability
increases with the level of the character, but then most
high level creatures are better at casting spells, so it
The Dungeons of Moria Page 4
tends to even out. A high wisdom also increases this abil-
ity.
Stealth
The ability to move silently about is very useful. Charac-
ters 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. This skill is based entirely upon race and
class, and will never improve unless magically enhanced.
Disarming
Disarming is the ability to remove traps (safely), and
includes picking locks on traps and doors. A successful
disarming will gain the character some experience. A trap
must be found before it can be disarmed. Dexterity and
intelligence both modify the ability to disarm, and 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 also good at it. This skill
is based entirely upon race and class, and will never
improve unless magically enhanced.
Infravision
Infravision is the ability to see heat sources. Since most
of the dungeon is cool or cold, infravision will not allow
the player to see walls and objects. Infravision will allow
a character to see any warm-blooded creatures up to a cer-
tain distance. This ability works equally well with or with
out a light source. The majority of moria's creatures are
cold-blooded, and will not be detected unless lit up by a
light source. All non human races have innate infravision
ability. Human can gain infravision only if it is magically
enhanced.
The Dungeons of Moria Page 5
2.4. Choosing A Race
There are eight different races that you can choose from in
moria. Some races are restricted as to what profession they may
be, and each race has its own adjustments to a character's stats
and abilities.
Human
The human is the base character, all other races are com-
pared to him. 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. 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 are slightly better at searching,
disarming, perception, stealth, and magic, but they are not
as good at hand weapons. Half-elves may choose any class.
Elf
Elves are better magicians then humans, but not as good at
fighting. They tend to be smarter and faster than either
humans or half-elves, and also have better wisdom. Elves
are better at searching, disarming, perception, stealth, and
magic, but they are not as good at hand weapons. Elves may
choose any class except Paladin.
Halfling
Halflings, or Hobbits, are very good at bows, throwing, and
have good saving throws. They also are very good at search-
ing, disarming, perception, and stealth; so they make excel-
lent thieves (but prefer to be called burglars...). They
will be much weaker than humans, and no good at bashing.
Halflings have fair infravision, so they can detect warm
creatures at a distance. Halflings can choose between being
a warrior, mage, or rogue.
Gnome
Gnomes are smaller than dwarfs, but larger than halflings.
They, like the halflings, live in the earth in burrow-like
homes. Gnomes are practical jokers, so if they can kill
something in a humorous way, so much the better. Gnomes
make excellent mages, and have very good saving throws.
They are good at searching, disarming, perception, and
stealth. They have lower strength than humans so they are
not very good at fighting with hand weapons. Gnomes have
fair infravision, so they can detect warm creatures at a
distance. A gnome may choose between being a warrior, mage,
priest, or rogue.
Dwarf
Dwarves are the headstrong miners and fighters of legend.
Since dungeons are the natural home of a dwarf, they are
The Dungeons of Moria Page 6
excellent choices for a warrior or priest. Dwarves tend to
be stronger and have higher constitutions, but are slower
and less intelligent than humans. Because they are so head-
strong and are somewhat wise, they resist spells which are
cast on them. Dwarves also have good infravision because
they live underground. They do have one big drawback
though. Dwarves are loudmouthed and proud, singing in loud
voices, arguing with themselves for no good reason, scream-
ing out challenges at imagined foes. In other words,
dwarves have a 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 percep-
tion. 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 a Half-Orc grimaces in their presence.
They also happen to be fun to run...
2.4.1. Race Versus Skills and Stats
Stat, hit dice, and experience points per level modifications due
to race are listed in the following table.
Str Int Wis Dex Con Chr Hit Dice Rqd 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%
Racial abilities as compared to each other, with 1 the lowest, or
worst, and 10 the highest, or best, are listed in the following
table.
The Dungeons of Moria Page 7
Disarm Search Stealth Percep Fight Bows Save Infra
Human 5 5 5 5 5 5 5 None
Half-Elf 6 7 7 6 4 6 6 20 feet
Elf 8 9 7 7 3 9 7 30 feet
Halfling 10 10 10 10 1 10 10 40 feet
Gnome 9 7 9 9 2 8 9 30 feet
Dwarf 6 8 3 5 9 5 8 50 feet
Half-Orc 3 5 3 2 8 3 3 30 feet
Half-Troll 1 1 1 1 10 1 1 30 feet
2.5. 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 occasion-
ally fall back on the help of a magical device. His prime
stats are Strength and Constitution, and a good Dexterity
can really help at times. A Warrior will be good at Fight-
ing and Throwing/Bows, but bad at most other skills.
Mage
A Mage must live by his wits. He cannot hope to simply hack
his way through the dungeon, and so must therefore use his
magic to defeat, deceive, confuse, and escape. A mage is
not really complete without an assortment of magical devices
to use in addition to his spells. He can master the higher
level magical devices far easier than anyone else, and has
the best saving throw to resist effects of spells cast at
him. Intelligence and Dexterity are his primary stats.
There is no rule that says a mage cannot become a good
fighter, but spells are his true realm.
Priest
A Priest is a character of holy devotion. They explore the
dungeon only to destroy the evil that lurks within, and if
treasure just happens to fall into their packs, well, so
much more to the glory of their church! Priests receive
their spells from a deity, and therefore do not choose which
spells they will learn. They are familiar with magical dev-
ices, preferring to call them instruments of god, but are
not as good as a mage in their use. Priests have good sav-
ing throws, and make decent fighters, preferring blunt
weapons over edged ones. Wisdom and Charisma are the
The Dungeons of Moria Page 8
priest's primary stats.
Rogue
A Rogue is a character that prefers to live by his cunning,
but is capable of fighting his way out of a tight spot. He
is the master of traps and locks, no device being impossible
for him to overcome. A rogue has a high stealth allowing
him to sneak around many creatures without having to fight,
or sneak up and get the first blow. A rogue's perception is
higher than any other class, and many times he will notice a
trap or secret door before having to search. A rogue is
better than warriors or paladins with magical devices, but
still can not rely on their performance. Rogues can also
learn a few spells, but not the powerful offensive spells
mages can use. A rogue's primary stats are Intelligence and
Dexterity.
Ranger
A Ranger is a warrior/mage. He is a good fighter, and the
best of the classes with a missile weapon such as a bow.
The ranger learns spells much more slowly than a mage, but
is capable of learning all but the most powerful spell.
Because a ranger is really a dual class character, more
experience is required for him to advance. A ranger has a
good stealth, good perception, good searching, a good saving
throw, and is good with magical devices. His primary stats
are Intelligence and Dexterity.
Paladin
A Paladin is a warrior/priest. He is a very good fighter,
second only to the warrior class, but not very good at mis-
sile weapons. He receives prayers at a slower pace then the
priest, and can receive all but the most powerful prayer.
Because a paladin is really a dual class character, it
requires more experience to advance him. A paladin lacks
much in the way of abilities. He is poor at stealth, per-
ception, searching, and magical devices. He has a decent
saving throw due to his divine alliance. His primary stats
are Strength and Charisma.
2.5.1. Race Versus Class
The Dungeons of Moria Page 9
Warrior Mage Priest Rogue Ranger Paladin
Human Yes Yes Yes Yes Yes Yes
Half-Elf Yes Yes Yes Yes Yes Yes
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
2.5.2. Class Versus Skills
Class abilities as compared to each other, with 1 as the lowest,
or worst, and 10 as the highest, or best are shown in the follow-
ing table.
Save Stea- Magic Extra
Fight Bows Throw lth Disarm Device Percep Search Exp/lev
Warrior 10 6 3 2 4 3 2 2 +0%
Mage 2 1 10 5 6 10 8 5 +30%
Priest 4 3 6 5 3 8 4 4 +20%
Rogue 8 9 7 10 10 6 10 10 +0%
Ranger 6 10 8 7 6 7 6 6 +40%
Paladin 9 5 4 2 2 4 2 2 +35%
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, floor, objects, features, and creatures lurking
about. In order to direct your character through his 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.
4. 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 creatures which may or may not move about the
dungeon, but are mostly harmful to your character's well being.
The Dungeons of Moria Page 10
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. A simple command, the `/', will identify any character
appearing on your map. See the section on commands for further
help.
Features
. A floor space, or hidden trap 1 Entrance to General Store
# A wall 2 Entrance to Armory
' An open door 3 Entrance to Weapon Smith
+ A closed door 4 Entrance to Temple
^ A trap 5 Entrance to Alchemy Shop
< A staircase up 6 Entrance to Magic Shop
> A staircase down : Obstructing rubble
; A loose floor stone An open pit (Blank)
% A mineral vein @ The character
Objects
! A flask or potion ? A scroll
" An amulet [ Hard armor
$ Money (Can be embedded) \ A hafted weapon
& A chest ] Misc. armor
( Soft armor _ A staff
) A shield { Missile (arrow, bolt, pebble)
* Gems (Can be embedded) | Sword or dagger
- A wand } Missile arm (Bow, X-bow, sling)
/ A pole-arm ~ Misc
= A ring , Food
s A skeleton
The Dungeons of Moria Page 11
Creatures
a Giant Ant A Giant Ant Lion
b Giant Bat B The Balrog
c Giant Centipede C Gelatinous Cube
d Dragon D Ancient Dragon
e Floating Eye E Elemental
f Giant Frog F Fly
g Golem G Ghost
h Harpy H Hobgoblin
i Icky-Thing I
j Jackal J Jelly
k Kobold K Killer Beetle
l Giant Louse L Lich
m Mold M Mummy
n Naga N
o Orc or Ogre O Ooze
p Human(oid) P Giant Human(oid)
q Quasit Q Quylthulg
r Rodent R Reptile
s Skeleton S Scorpion
t Giant Tick T Troll
u U Umber Hulk
v V Vampire
w Worm or Worm Mass W Wight or Wraith.
x X Xorn
y Yeek Y Yeti
z Zombie Z
$ Creeping Coins , Mushroom Patch
5. Commands
All commands are entered by pressing a single key. Some commands
are capital or control characters, which require you to hold down
the shift or control key while pressing another key. As a spe-
cial feature, control keys may be entered in a single stroke, or
in two strokes, with a `^' character first.
There are two command sets: the original command set which is the
default, and the rogue like command set. The rogue like command
is generally more convenient, especially if you don't have a
keypad.
The following tables summarize the two command sets. Certain
commands may be preceded by an optional count, and certain com-
mands must be followed by a direction. These conditions are
indicated in the tables by `@' for an optional count, and `~' for
a direction. If a particular command requires additional key
strokes, then they will be prompted for.
The Dungeons of Moria Page 12
Original command summary.
a Aim and fire a wand @ B ~ Bash (object/creature)
b Browse a book C Change name
c ~ Close a door @ D ~ Disarm a trap/chest
d Drop an item E Eat some food
e Equipment list F Fill lamp with oil
f Fire/Throw an item G Gain new magic spells
i Inventory list L Locate with map
@ j ~ Jam a door with spike M Map shown reduced size
l ~ Look given direction @ R Rest for a period
m Magic spell casting S Search Mode
@ o ~ Open a door/chest @ T ~ Tunnel in a direction
p Pray V View scoreboard
q Quaff a potion = Set options
r Read a scroll ? Command quick reference
@ s Search for trap or door { Inscribe an object
t Take off an item @ - ~ Move without pickup
u Use a staff . ~ Run in direction
v Version, credits and manual / Identify a character
w Wear/Wield an item CTRL-K Quit the game
x Exchange weapon @ CTRL-P Repeat the last message
< Go up an up staircase CTRL-X Save character and quit
> Go down a down staircase @ ~ for movement
Rogue like command summary.
c ~ Close a door C Character description
d Drop an item @ D ~ Disarm a trap/chest
e Equipment list E Eat some food
@ f ~ Force/bash item/monster F Fill lamp with oil
i Inventory list G Gain new magic spells
m magic spell casting M Map shown reduced size
@ o ~ Open a door/chest P Peruse a book
p Pray Q Quit the game
q Quaff a potion @ R Rest for a period
r Read a scroll @ S ~ Spike a door
@ s Search for trap or door T Take off an item
t Throw an item V View scores
v Version, and manual W Where: locate self
w Wear/Wield an item X Exchange weapon
x ~ Examine surroundings Z Zap a staff
z Zap a wand # Search Mode
= Set options < Go up an up staircase
/ Identify a character > Go down a down stair
@ CTRL-P Previous message review { Inscribe an object
@ - ~ Move without pickup ? Type this page
@ CTRL ~ Tunnel in a direction CTRL-X Save game and exit
@ SHFT ~ Run in direction @ ~ for movement
The Dungeons of Moria Page 13
5.1. Special keys.
Certain commands may be entered at any time input is accepted.
The special character control-R, entered as a single key stroke,
will always refresh the screen. This may be used at any prompt
for input, and is otherwise ignored.
If you are playing on a UNIX or similar system, then there are
some additional special characters used by moria. The special
character control-C will interrupt moria, and ask if you really
want to die and quit the game. If you choose not to die, moria
merely continues as before, except that resting, running,
repeated commands, etc will be terminated. You can suspend the
game with control-Z, and return to the original command shell.
In this case, moria is not terminated, and may be restarted at
any time from the shell. Alternatively, the special command `!'
is available to run any normal shell command. When it is com-
plete, moria will restart.
For many input requests or queries, the special character ESCAPE
will abort the command. For the "-more-" message prompts, any of
SPACE, ESCAPE, RETURN (control-m), or LINEFEED (control-j) can be
used to continue after pausing to read the displayed message.
It is possible to give control character commands in two key
stroke, by typing a `^' followed by the appropriate letter of the
alphabet. This is useful when running moria in circumstances
where control characters are intercepted by some external pro-
cess, or by the operating system.
5.2. Direction.
For the original style command set, a direction is given by a
digit which is in the appropriate orientation on your keypad.
For the rogue like command set, a direction is given by one of
the letters `hykulnjb'. Again, the relative position of the keys
on the keyboard gives a clue as to the direction. The digit `5'
for the original commands, and the period `.' for rogue like com-
mands, is a null direction indicator. This is only allowed in a
movement command (to stay in one place) or in a look command (to
look in all directions).
Original Directions
\ | /
7 8 9
- 4 6 -
1 2 3
/ | \
The Dungeons of Moria Page 14
Rogue-like Directions
\ | /
y k u
- h l -
b j n
/ | \
Movement is accomplished by specifying a direction immediately.
Simply press the appropriate key and you character will move one
step in that direction. You can only move onto and through floor
spots, and only if they contain no creatures or obstructing
objects such as a closed door.
Other commands that require a direction will prompt for it.
Moving your character one step at a time can be time consuming
and boring, so a faster method has been supplied. For the origi-
nal style command set, by using the Run command `.', you may move
in a direction until something interesting happens. For
instance, by pressing the period key `.' followed by the direc-
tion 8, your character would continue to move up the screen, only
coming to a stop after at least one condition is satisfied. For
the rogue like command set, typing a shifted directional letter
will move you in that direction until something interesting hap-
pens. The stopping conditions are described more completely in
the run command description below.
5.3. Command counts.
Some commands can be executed a fixed number of times by preced-
ing them with a count. Counted commands will execute until the
count expires, or until you type any character, or until some-
thing significant happens, such as being attacked. Thus, a
counted command doesn't work to attack another creature. While
the command is being repeated, the number of times left to be
repeated will flash by on the command line at the bottom of the
screen.
To give a count to a command in the rogue like mode, type the
number in digits, then the command. A count of zero defaults to
a count of 99.
To give a count to a command in the original mode, type a `#',
followed by the digits. To count a movement command (which is
itself a digit), type a space after the number, and you will then
be prompted for the command.
Counted commands are very useful for searching or tunneling, as
The Dungeons of Moria Page 15
they automatically terminate on success, or if you are attacked.
You may also terminate a counted command, or a Run command, by
typing any character. This character is ignored, but it is
safest to use a SPACE or ESCAPE which are always ignored as com-
mands.
5.4. Selection of objects.
Many commands will also prompt for a particular object to be
used. For example, the command to read a scroll will ask you
which of the scrolls that you are carrying that you wish to read.
In such cases, the selection is made by typing a letter of the
alphabet. The prompt will indicate the possible letters, and
will also allow you to type the key `*', which causes all of the
available options to be described.
The particular object may be selected by an upper case or a lower
case letter. If lower case is used, the selection takes place
immediately. If upper case is used, then the particular option
is described, and you are given the option of confirming or
retracting that choice. Upper case selection is thus safer, but
requires an extra key stroke.
5.5. Command descriptions
In the following command descriptions, the original style key is
given. If the rogue like key for that command is different, then
it will be shown inside the braces following the command name.
B <Dir> - Bash. {f - force}
The bash command includes breaking open doors and chests, or
bashing an opponent. Your bashing ability increases with
weight and 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 you 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. Bashing a door open will permanently
break it.
Bashing a creature affects both you and the opponent.
Depending on your dexterity, you may or may not be thrown
off balance allowing free moves to your opponent. If the
bash is successful, your opponent may be thrown off balance,
thus giving you some free hits or a chance to run. Huge
creatures such as ancient dragons will be difficult or
impossible to bash successfully.
A player automatically performs a shield bash instead of a
body bash, if he is currently wearing a shield. A shield
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bash adds the damage of a shield to that of the bash, so it
is more effective. Size and material both affect the damage
that a shield will do.
You can apply a count to this command, but if you are thrown
off balance, the count will be reset straight away.
C - Print character (to screen or file).
This command allows the player to either display his charac-
ter on the terminal screen, or to print an entire character
info listing to a file. The character's history, equipment,
and inventory list are also included if you chose to print
it to a file.
D <Dir> - Disarm a trap.
You can attempt to disarm floor traps, or trapped chests.
If you fail to disarm a trap, there is a chance that you
blunder and set it off. You can only disarm a trap on a
chest after finding it with the search command. This com-
mand can have a count.
E - Eat some food.
A character must eat occasionally to remain effective. As a
character grows hungry, a message will appear at the bottom
of the screen saying "Hungry". If a character remains
hungry long enough, he will become weak and eventually start
fainting. Eventually, you will die of starvation if you do
not eat.
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 15000 turns of light, and each flask has 7500 turns of
oil contained in it.
G - Gain new spells.
To actually learn new spells, you must use this command.
When you are able to learn some spells, the word "Study"
will appear on the status line at the bottom of the screen.
Mages, rogues, and rangers must have the magic books con-
taining new spells to be able to learn them. Priests and
Paladins are given their prayers by their gods, and hence do
not need a holy book before learning the spells in it.
L - Location on map. {W - where}
The location command allows you to look at all parts of the
current dungeon level. The displayed view of the dungeon is
shifted to bring your current position as close to the
center as possible. You may then shift the displayed map in
any of the eight possible directions. Each shift moves your
view point by one half screen. The top line displays a map
section number, each map section having a height and width
one half that of the display, and indicates the direction of
The Dungeons of Moria Page 17
the display from your current position. If you exit this
command while you are not on the display, then the display
is centered again.
M - Map shown reduced size.
This command will show the entire map, reduced by a factor
of nine, on the screen. Since nine places map into every
character on the screen, only the major dungeon features
will be visible. This is especially useful for finding
where the stairs are in relation to your current position.
It is also useful for identifying unexplored areas.
R - Rest for a number of turns.
You may rest one turn with the null movement command. Rest-
ing 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 speci-
fied duration has expired, or something to wake the charac-
ter happens, such as a creature wandering by, or getting
hungry, or some disability like blindness expiring. It is
sometimes a good idea to rest a beat up character until he
regains some of his hit points, but be sure to have plenty
of food if you rest often.
If you have accidentally entered in a rest period too large,
or change your mind about the resting period, you may wake
your character up by typing any character. Space is best,
since if the rest ends just before the character is typed,
the space is ignored as a command.
It is also possible to rest by typing the count first, and
using either the Rest or the null movement command.
If you type `*' for the rest count, your character will rest
until both hp and mana reach their maximum values. As
above, you will immediately stop resting if anything
interesting happens.
S - Search mode toggle. {#}
The Searching toggle will take you into and out of search
mode. When first pressed, the message "Searching" will
appear at the bottom of the screen. You are now taking two
turns for each command, one for the command and one turn to
search. This means that you are 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. You may also turn off search mode
by again pressing the `S' {or #} key.
T <Dir> - Tunnel through rock. {control-<Dir>}
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. Per-
manent Rock is exactly that, permanent. Granite is very