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- \"This is a very modified version of the documentation
- \"for the original VMS game. Changes were made to reflect differences
- \"found in the UNIX port by James E. Wilson.
- \"
- \" "tbl moria1.ms moria2.ms | nroff -ms"
- \"
- \" You might wanna change these two values:
- .RP
- .nr PO 1i
- .nr LL 6.5i
- .ds LH "The Dungeons of Moria
- .ds CH "
- .ds RH "Page %
- .ds LF "
- .ds CF "
- .ds RF "
- .TL
- The Dungeons of Moria
- .AU
- Robert Alan Koeneke
- James E. Wilson
- .AB no
- Moria may be copied and modified freely, but may not be sold or
- marketed IN ANY FORM without the permission 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.
- .AE
-
- .NH 1
- Introduction
- .LP
- The game of \fImoria\fP is a single player dungeon simulation.
- A player may choose from a number of races and classes when
- creating 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.
- .LP
- The player will begin his adventure on the town level where
- he may acquire supplies, weapons, armor, and magical devices by
- bartering with various shop owners.
- After preparing for his adventure, the player can descend into the
- dungeons of \fImoria\fP where fantastic adventures await his coming!
- .LP
- Before beginning your first adventure, you should read this
- document carefully.
- The game of \fImoria\fP is a complicated game, and
- will require a dedicated player to win.
-
- .NH 1
- The Character
- .LP
- All characters have six main attributes which modify their basic abilities.
- These six attributes, called \fIstats\fP, are
- \fIstrength\fP, \fIintelligence\fP, \fIwisdom\fP, \fIdexterity\fP,
- \fIconstitution\fP, and \fIcharisma\fP.
- 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, \fImoria\fP 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.
- .LP
- 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 \fIfighting\fP, \fIthrowing/bows\fP, \fIsaving throw\fP,
- \fIstealth\fP, \fIdisarming\fP, \fImagical devices\fP, \fIperception\fP,
- \fIsearching\fP, and \fIinfravision\fP.
- .LP
- Characters will be assigned an early history, with money and a social class
- based on that history.
- Starting money is assigned based on history, charisma, and somewhat upon the
- average of a character's stats.
- A character with below average stats will receive extra money to help
- him survive the first adventure.
- .LP
- 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 \*Qfeeling\*U for his character.
- Weight is used for computing carrying capacity and also for bashing.
- .LP
- Finally, each character is assigned \fIhit points\fP based on their race,
- class, and constitution.
- Spell casters will also receive \fImana\fP which is expended when casting
- spells.
- Mana is based on Wisdom for Priests and Intelligence for Mages.
-
- .NH 2
- Character Stats
- .IP "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.
- Characters with low strengths may receive penalties.
- Strength is also useful in tunneling, body and shield bashing, and in
- carrying heavy items.
- .IP "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.
- .IP "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.
- .IP "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.
- .IP "Constitution"
- Constitution is a character's ability to resist damage to his body, and to
- recover from damage received.
- Therefore a character with a high constitution will receive more hit points,
- and be more resistant to poisons.
- .IP "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 character.
-
- .NH 2
- Character Sex
- .LP
- 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.
-
- .NH 2
- Character Abilities
- .LP
- 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.
- .IP "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 character.
- .IP "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.
- .IP "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 tends to even
- out. A high wisdom also increases this ability.
- .IP "Stealth "
- The ability to move silently about is very useful.
- Characters with good stealth can usually surprise their
- opponents, gaining the first blow. Also, creatures may fail to
- notice a stealthy character entirely, allowing a player to avoid
- certain fights. This skill is based entirely upon race
- and class, and will never improve unless magically enhanced.
- .IP "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.
- .IP "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.
- .IP "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.
- .IP "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.
- .IP "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 certain
- distance. This ability works equally well with or with out a
- light source. The majority of \fImoria\fP'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.
-
- .NH 2
- Choosing A Race
- .LP
- There are eight different races that you can choose from in
- \fImoria\fP. 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.
- .IP "Human "
- The human is the base character, all other races are
- compared 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.
- .IP "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.
- .IP "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.
- .IP "Halfling"
- Halflings, or Hobbits, are very good at bows, throwing, and
- have good saving throws. They also are very good at searching,
- disarming, perception, and stealth; so they make excellent
- thieves (but prefer to be called burglars...). They 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.
- .IP "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.
- .IP "Dwarf "
- Dwarves are the headstrong miners and fighters of legend.
- Since dungeons are the natural home of a dwarf, they are
- excellent choices for a warrior or priest. Dwarves tend to be
- stronger and have higher constitutions, but are slower and less
- intelligent than humans. Because they are so headstrong and are
- somewhat wise, they resist spells which are cast on them.
- Dwarves also have good 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, screaming out challenges at
- imagined foes. In other words, dwarves have a miserable stealth.
- .IP "Half-Orc"
- Half-Orcs make excellent warriors, and decent priests, but
- are terrible at magic. They are as bad as dwarves at stealth,
- and horrible at searching, disarming, and perception. Half-Orcs
- are, let's face it, ugly. They tend to pay more for goods in
- town. Half-Orcs do make good priests and rogues, for the simple
- reason that Half-Orcs tend to have great constitutions and lots
- of hit points.
- .IP "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...
-
- .NH 3
- Race Versus Skills and Stats
- .LP
- Stat, hit dice, and experience points per level modifications due
- to race are listed in the following table.
- .KS
- .TS
- tab(^) center;
- l 2 n 2 n 2 n 2 n 2 n 2 n 2 n 2 n.
- ^Str^Int^Wis^Dex^Con^Chr^Hit Dice^Rqd Exp/level
- .sp
- 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%
- .TE
- .KE
- 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.
- .KS
- .TS
- tab(^) center;
- l 1 n 1 n 1 n 1 n 1 n 1 n 1 n 1 l.
- ^Disarm^Search^Stealth^Percep^Fight^Bows^Save^Infra
- .sp
- 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
- .TE
- .KE
-
- .NH 2
- Choosing A Class
- .LP
- 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.
- .IP "Warrior"
- A Warrior is a hack-and-slash character, who solves most of
- his problems by cutting them to pieces, but will occasionally
- fall back on the help of a magical device. His prime stats are
- Strength and Constitution, and a good Dexterity can really help
- at times. A Warrior will be good at Fighting and Throwing/Bows,
- but bad at most other skills.
- .IP "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.
- .IP "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 devices, preferring to call
- them instruments of god, but are not as good as a mage in their
- use. Priests have good saving throws, and make decent fighters,
- preferring blunt weapons over edged ones. Wisdom and Charisma
- are the priest's primary stats.
- .IP "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.
- .IP "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.
- .IP "Paladin "
- A Paladin is a warrior/priest. He is a very good fighter,
- second only to the warrior class, but not very good at missile
- weapons. He receives prayers at a slower pace then the priest,
- and can receive all but the most powerful prayer. Because a
- paladin is really a dual class character, it requires more
- experience to advance him. A paladin lacks much in the way of
- abilities. He is poor at stealth, perception, searching, and
- magical devices. He has a decent saving throw due to his divine
- alliance. His primary stats are Strength and Charisma.
-
- .NH 3
- Race Versus Class
- .LP
- .KS
- .TS
- tab(^) center;
- l 2 ce 2 ce 2 ce 2 ce 2 ce 2 ce.
- ^Warrior^Mage^Priest^Rogue^Ranger^Paladin
- .sp
- 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
- .TE
- .KE
-
- .NH 3
- Class Versus Skills
- .LP
- 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 following table.
- .KS
- .TS
- tab(^) center;
- l 1 c 1 c 1 c 1 c 1 c 1 c 1 c 1 c 1 c
- l c c c c c c c c c
- l n n n n n n n n r.
- ^^^Save^Stea-^^Magic^^^Extra
- ^Fight^Bows^Throw^lth^Disarm^Device^Percep^Search^Exp/lev
- .sp
- 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%
- .TE
- .KE
-
- .NH 1
- Adventuring
- .LP
- After you have created your character, you will begin your
- \fImoria\fP 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.
- .LP
- \fIMoria\fP 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.
-
- .NH 1
- Symbols On Your Map
- .LP
- 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.
- .LP
- 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.
- .LP
- 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.
- .LP
- .nf
- .KS
- .TS
- tab(*) center;
- c s s s
- l l l l.
- Features
- .sp
- \&.*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
- .TE
- .KE
- .sp
- .KS
- .TS
- tab(^) center;
- c s s s
- l l l l.
- Objects
- .sp
- !^A flask or potion^?^A scroll
- "^An amulet^[^Hard armor
- $^Money (Can be embedded)^\e^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^^
- .TE
- .KE
- .sp
- .KS
- .TS
- tab(^) center;
- c s s s
- l l l l.
- Creatures
- .sp
- 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
- .TE
- .KE
-
- .NH 1
- Commands
- .LP
- 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 special feature, control keys may be entered in a single stroke,
- or in two strokes, with a `^' character first.
- .LP
- 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.
- .LP
- The following tables summarize the two command sets.
- Certain commands may be preceded by an optional count, and certain
- commands 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.
- .KS
- .TS
- tab(^) center;
- c 1 s 1 s 1 s 1 s 1 s 1 s.
- Original command summary.
- .T&
- l l l l l l s.
- ^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
- .TE
- .KE
- .KS
- .TS
- tab(^) center;
- c 1 s 1 s 1 s 1 s 1 s 1 s.
- Rogue like command summary.
- .T&
- l l l l l l s.
- ^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
- .TE
- .KE
-
- .NH 2
- Special keys.
- .LP
- 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.
- .LP
- If you are playing on a UNIX or similar system, then there are some
- additional special characters used by \fImoria\fP.
- The special character control-C will interrupt \fImoria\fP, and ask if you
- really want to die and quit the game.
- If you choose not to die, \fImoria\fP 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, \fImoria\fP 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
- complete, \fImoria\fP will restart.
- .LP
- For many input requests or queries, the special character ESCAPE
- will abort the command. For the \*Q\-more\-\*U 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.
- .LP
- 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 \fImoria\fP in circumstances where control
- characters are intercepted by some external process, or by the
- operating system.
- .NH 2
- Direction.
- .LP
- 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 commands, 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).
- .RS
- .KS
- .TS
- tab(^);
- c s s
- n n n.
- Original Directions
- .sp
- \0\\\\\&^\0|\&\0^\0\&/
- 7^8^9
- .sp
- \-\0 4^ ^6\&\0\0\-
- .sp
- 1^2^3
- \0/\0\&^\0|\&\0^\0\&\\\\
- .TE
- .KE
- .KS
- .TS
- tab(^);
- c s s
- n n n.
- Rogue-like Directions
- .sp
- \0\\\\\&^\0|\&\0^\0\&/
- y\&^k\&^u\&
- .sp
- \-\0 h\&^ ^l\&\0\0\-
- .sp
- b\&^j\&^n\&
- \0/\0\&^\0|\&\0^\0\&\\\\
- .TE
- .KE
- .RE
- .LP
- 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.
- .LP
- Other commands that require a direction will prompt for it.
- .LP
- Moving your character one step at a time can be time
- consuming and boring, so a faster method has been supplied.
- For the original 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 direction 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 happens.
- The stopping conditions are described more completely in
- the run command description below.
-
- .NH 2
- Command counts.
- .LP
- Some commands can be executed a fixed number of times by preceding
- them with a count. Counted commands will execute until the count
- expires, or until you type any character, or until something 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.
- .LP
- 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.
- .LP
- 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.
- .LP
- Counted commands are very useful for searching or tunneling, as 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 commands.
-
- .NH 2
- Selection of objects.
- .LP
- 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.
- .LP
- 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.
-
- .NH 2
- Command descriptions
- .LP
- 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.
- .IP "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.
- .sp
- 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.
- .sp
- 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.
- .sp
- A player automatically performs a shield bash instead of a
- body bash, if he is currently wearing a shield. A shield bash
- adds the damage of a shield to that of the bash, so it is more
- effective. Size and material both affect the damage
- that a shield will do.
- .sp
- You can apply a count to this command, but if you are thrown off
- balance, the count will be reset straight away.
- .IP "C - Print character (to screen or file)."
- This command allows the player to either display his
- character on the terminal screen, or to print an entire character
- info listing to a file. The character's history, equipment,
- and inventory list are also included if you chose to print it to a file.
- .IP "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 command can have a count.
- .IP "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 \*QHungry\*U. 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.
- .IP "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.
- .IP "G - Gain new spells."
- To actually learn new spells, you must use this command.
- When you are able to learn some spells, the word \*QStudy\*U
- will appear on the status line at the bottom of the screen.
- Mages, rogues, and rangers must have the magic books containing
- 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.
- .IP "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 display from your current position.
- If you exit this command while you are not on the display, then the
- display is centered again.
- .IP "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.
- .IP "R - Rest for a number of turns."
- You may rest one turn with the null movement command. Resting for
- longer periods of time is accomplished by using the Rest command,
- followed by the number of turns you want to rest your character.
- Resting will continue until the specified duration has expired,
- or something to wake the character happens, such as a creature
- wandering by, 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.
- .sp
- 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.
- .sp
- It is also possible to rest by typing the count first, and using
- either the Rest or the null movement command.
- .sp
- 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.
- .IP "S - Search mode toggle. {#}"
- The Searching toggle will take you into and out of
- search mode. When first pressed, the message \*QSearching\*U 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.
- .IP "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 \fImoria\fP: Permanent Rock,
- Granite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock
- is exactly that, permanent. Granite is very hard, therefore hard
- to dig through, and contains no valuable metals. Magma and
- Quartz veins are softer and sometimes bear valuable metals and
- gems, shown as a `$' or a `*' character. You can tell if the
- metal or gems are embedded into the wall by trying to move onto
- them. If you can't move over them, you'll have to dig them out.
- There is an option which causes magma and quartz to be displayed
- differently than other rock types.
- .sp
- Tunneling can be VERY difficult by hand, so when you dig be
- sure to wield either a shovel or a pick. Magical shovels and
- picks can be found which allow the wielder to dig much faster
- than normal, and a good strength also helps.
- .sp
- Tunneling can have a count.
- .IP "V - View scoreboard."
- This command will display the contents of the score board on the
- screen. On a multiuser system, typing `V' again will show only those
- scores from the score board that are yours.
- .IP "a <Dir> - Aim a wand. {z - zap}"
- Wands must be aimed in a direction to be used. Wands are
- magical devices and therefore use the Magical Devices ability of
- the player. They will either affect the first object/creature
- encountered, or affect anything in a given direction, depending
- upon the wand. An obstruction such as door or wall will generally
- stop the effects of a wand from traveling further.
- .IP "b - Browse a book. {P - peruse}"
- You can only read a book if you are of its realm.
- Therefore a magic user could read a magic book, but not a holy
- book. Warriors will not be able to read either kind of book.
- When the browse command is used, all of the spells or prayers
- contained therein are displayed, along with information such as
- their level, the amount of mana used up in casting them, and whether
- or not you know the spell or prayer. There
- are a total of 31 different magical spells in four books, and 31
- different prayers in four books.
- .IP "c <Dir> - Close a door."
- Nonintelligent and certain other creatures will not be able
- to open a door. Therefore shutting doors can be a life saver.
- You must be adjacent to an open door, and you cannot close broken
- doors. Bashing a door open will break it.
- .IP "d - Drop an object from your inventory."
- You can drop an object onto the floor beneath you if
- that floor spot does not already contain an object.
- Doors and traps are considered objects in this sense. If you
- have several objects of the same kind, you will be prompted
- for dropping one or all of them. It is possible to directly drop things
- which you are wielding or wearing.
- .IP "e - Display a list of equipment being used."
- Use the Equipment command to display a list of objects
- currently being used by your character. Each object
- has a specific place where it is placed, and that only one object
- of each type may be used at any one time, excepting rings of
- which two can be worn, one on each hand.
- .IP "f <Dir> - Fire/Throw an object/use a missile weapon. {t - throw}"
- You may throw any object carried by your character.
- Depending upon the weight of an object, it may travel across a
- room or drop down beside you. If you throw an object such as an
- arrow, only one will be used at a time.
- .sp
- If you throw at a creature, your chance of hitting the
- creature is determined by your pluses to hit, your ability at
- throwing, and the object's pluses to hit. Once the creature is
- hit, the object may or may not do any actual damage to it.
- Certain objects in the dungeon can do great amounts of damage
- when thrown, but it's for you to figure out the obscure ones.
- Oil flasks are considered to be lit before thrown, therefore they
- will do fire damage to a creature if they hit it.
- .sp
- To use a bow with arrows, simply wield the bow and throw the
- arrows. Extra pluses to damage and hitting are gained by
- wielding the proper weapon and throwing the corresponding ammo.
- A heavy crossbow with bolts for example, is a killer...
- .IP "i - Display a list of objects being carried."
- This command displays a list of all objects being
- carried, but not currently in use. You may carry up to 22
- different kinds of objects, not including those in your equipment
- list. Depending upon your strength, you will be able carry many
- identical objects before hitting your weight limit.
- .IP "j <Dir> - Jam a door with an iron spike. {S - spike}"
- Most humanoid and many intelligent creatures can simply open
- a closed door, and can eventually get through a locked door.
- Therefore you may spike a door in order to jam it. Each spike
- used on a door will increase its strength, although the more
- spikes you add, the less effect each additional spike has.
- It is very easy to
- jam a door so much as to make it impossible for your character to
- bash it down, so spike doors wisely. The bigger a
- creature is, the easier it can bash a door down. Therefore twenty
- or more spikes might be necessary to slow down a dragon, where
- one spike would slow down a kobold. This command can be counted.
- .IP "l <Dir> - Look in a direction. {x - examine}"
- The Look command is useful in identifying the exact type of
- object or creature shown on the screen. Also, if a creature is
- on top of an object, the look command will describe both. You
- can see creatures and objects up to 200 feet away (20 spaces).
- You may freely use the Look command without the
- creatures getting a move on you.
- .sp
- Looking in a particular direction sees everything within a cone
- of vision which just overlaps the cones of the two adjacent directions.
- Looking with the null direction `5' (or `.') sees everything which there
- is to be seen.
- .sp
- You are also able to access your monster memories with this command.
- If you see a creature, you are prompted to ask if you wish to see
- a short paragraph of information about your experiences with that
- creature. See also the section on being attacked.
- .IP "m - Cast a magic spell."
- To cast a spell, a character must have previously learned it,
- and must also have in the inventory a magical book from which the
- spell may be read.
- Each spell has a chance of failure which starts out fairly large
- but decreases as a character gains levels. If a character does
- not have enough mana, the chance of failure is greatly increased,
- and he gambles on losing a point of constitution. You will be
- prompted for confirmation before trying to cast a spell when you
- don't have enough mana. Since a
- character must read the spell from a book, he cannot be blind or
- confused when casting a spell, and there must be some light
- present.
- .IP "o <Dir> - Open a door, chest, or lock."
- To open an object such as a door or chest you must use the
- Open command. If the object is locked, the Open command will
- attempt to pick the lock, based on your ability at disarming.
- If an object is trapped and you open it, the trap will
- be set off.
- This command can be counted, you may need several tries to get it
- open.
- .IP "p - Read a prayer."
- To pay effectively, a character must have learned the prayer,
- and must also have in the inventory a holy book from which
- the prayer may be read.
- Each prayer has a chance of being ignored which starts out fairly large
- but decreases as a
- character gains levels. If a character does not have enough
- mana, the chance of failure is greatly increased, and he
- gambles on losing a point of constitution. You will be prompted
- for confirmation before trying to pray when you don't have enough mana.
- Since a character
- must read the prayer from a book, he cannot be blind or confused
- when praying, and there must be some light present.
- .IP "q - Quaff a potion."
- To drink a potion use the Quaff command. A potion affects
- the player in some manner. The effects of the potion may be
- immediately noticed, or they may be subtle and unnoticed.
- .IP "r - Read a scroll."
- To read a scroll use the Read command. A scroll spell has
- an area affect, except in a few cases such as identify scrolls
- which act on other objects. Two scrolls, the identify
- scroll and the recharge scroll, have titles which can be read
- without setting them off, and by pressing ESCAPE can be saved
- for future use.
- .IP "s - Search general area one turn."
- The Search command can be used to locate hidden traps and
- secret doors about the player. More than a single turn
- of searching will be required in most cases. You should always
- search a chest before trying to open it because they are
- generally trapped.
- This command can be counted, which is useful if you are really sure
- of finding something eventually. A counted search ends as soon as
- anything is found.
- .IP "t - Take off a piece of equipment. {T}"
- Use the Take Off command to remove an object from use, and
- return it to your inventory. Occasionally you will run into a
- cursed item which cannot be removed. Cursed items are always
- bad, and can only be taken off after removing the curse.
- .IP "u - Use a staff. {Z - Zap}"
- The Use command will activate a staff. Like scrolls, most
- staffs have an area affect. Because staffs are generally more
- powerful than most other items, they are also harder to use
- correctly.
- .IP "v - Display current version of game."
- The Version command displays the credits for the current
- version of \fImoria\fP.
- .IP "w - Wear or wield an item being carried."
- To wear or wield an object in your inventory, use the
- Wear/Wield command. If an object is already in use for the same
- function, it is automatically removed first. An
- object's bonuses cannot be gained until it is worn or wielded.
- .IP "x - Exchange primary and secondary weapons. {X}"
- A secondary weapon is any weapon which may be needed often.
- Instead of searching through your inventory, you may use the
- exchange command to keep the weapon ready. For instance, if you
- wanted to use your bow most of the time, but needed a sword for
- close combat, you could wield your sword, use the exchange
- command to make it the secondary weapon, then wield your bow. If
- the sword was suddenly needed, simply use the exchange command to
- switch between the bow and the sword.
- .IP "/ - Identify a character shown on screen."
- Use the identify command to find out what a character
- displayed on the screen stands for. For instance, by
- pressing `/.', you can find out that the `.' stands for a floor spot.
- When used with a creature, the identify command will tell you
- only what class of creature the symbol stands for, not the
- specific creature, therefore use the look command for this
- information.
- .sp
- If you identify the character for a creature in your monster memory,
- you are also prompted to ask if you wish to see a paragraph of
- information on those creatures identified by the given character.
- Several creatures may be identified in this way.
- Typing ESCAPE after the paragraph for any creature will abort back to
- command level. See also the section on being attacked.
- .IP "? - Display a list of commands."
- The ? command displays a quick reference help page
- on the screen.
- .IP "\- - Move without pickup."
- This is followed by a move command, and causes you to move over any
- object without picking it up.
- You can associate a count with this command.
- .IP "= - Set options."
- This is a free move, to set various \fImoria\fP options.
- The available options are:
- .IP " (1)"
- Cut known corners when running. This is on by default, and the only reason
- for switching it off would be if you had the search flag on and wished to
- look for doors in the extremity of every corner.
- .IP " (2)"
- Examine potential corners when running. This is on by default, and allows
- you to run along an unknown curving corridor. If, however, you are running
- from a creature, and wish to stop at an unknown corner to make a considered
- decision, then you may wish to switch this option off.
- .IP " (3)"
- Print self during a run. This is off by default, which gives faster screen
- updating.
- .IP " (4)"
- Stop when map sector changes. This is off by default, but can be switched
- on if you wish to stop running whenever a new part of the dungeon appears
- in view.
- .IP " (5)"
- Treat open doors as empty space while running. This is off by default, in
- which case you stop when ever you run up to an open door.
- .IP " (6)"
- Prompt to pick up objects. This is off by default, in which case stepping
- over an object automatically causes you to pick it up. With the option
- on, you get prompted in all such cases with a description of the object
- to see if you really want to take it.
- .IP " (7)"
- Rogue like command set. This option controls the command set in use. It
- is off by default.
- .IP " (8)"
- Show weights in inventory. This is off by default: switching it on causes
- the inventory and equipment listings to include the weight of all objects.
- This may be useful to know if your pack is getting too heavy.
- .IP " (9)"
- Highlight mineral seams. This is off by default. Switching it on causes
- quartz and magma to be displayed as `%' instead of `#'.
- This is handy when mining.
- Setting this option does not immediately highlight all minerals,
- but only those which are subsequently displayed. To display all minerals,
- just move the map around a bit with the `Where' (or `Locate') command.
- .IP " (10)"
- Beep for invalid character. This is on by default. When on, the program
- will beep for most invalid characters, such as trying to choose a spell
- that you haven't learned yet. When off, there are no such beeps.
- .IP " (11)"
- Display rest/repeat counts. This is on by default. When on, the program
- will progessively display the remaining turns left while resting, and
- for repeated commands. For those trying to play over a 2400 bps or less
- connection, or for those playing on very slow microcomputers, turning this
- off will make resting and repeated commands work much faster.
- .IP
- The setting of all these options persist in your savefile, even after you
- die.
- .IP "^P - Previous message."
- The Control-P command will
- redisplay the last message printed on the message line at the
- top of your screen.
- A second such command will display all of the saved messages.
- You may also give this command a count to specify the number
- of previous messages to display. At present, only 22 messages are saved.
- .IP "^K - Quit the game without saving. {Q}"
- To exit the game without saving your character (i.e. kill him/her)
- use the
- Control-K command. Once exited in this manner, your character
- is nonrecoverable.
- .IP "^X - Save your character and exit the game."
- To save your game so that it can be restarted later, use the
- Control-X command. Save files will also be generated if the game
- crashes due to a system error. When you die, a reduced save file
- is produced containing only your monster memory, and your option
- settings.
- .IP "{ - Inscribe an object."
- This command can be used to inscribe any short string on an object.
- Inscriptions are limited to twelve characters.
- The inscription applies only to the particular object, it is not
- automatically transferred to all similar objects.
- Under certain circumstances, \fImoria\fP will itself inscribe objects: if they
- have been discovered to be cursed or enchanted, or if they have been
- sampled without being identified.
- In this last case, \fImoria\fP does in fact carefully inscribe every such
- item.
- .IP "! - Shell out of game."
- Use the Shell command `!' to temporarily exit the game to
- execute UNIX or MSDOS commands. You may reenter the game by typing exit
- to end the spawned process. This is not implemented in the
- Macintosh version.
- .IP "< - Go up an up staircase."
- If you move onto an up staircase you may use the `<' command
- to go up one level. There is always one staircase going up on
- every level except for the town level (this does not mean it's
- easy to find). Going up a staircase will always take you to a
- new dungeon area except for the town level, which remains the
- same for the duration of your character.
- .IP "> - Go down a down staircase."
- If you are on top of a down staircase you may use the `>'
- command to go down one level. There are always two or three
- staircases going down on each level, except the town level which
- has only one. Going down will always take you to a new dungeon
- area.
- .IP ". <Dir> - Move in direction. {shift<Dir>}"
- The Run command will move you in the indicated
- direction until either you have to make a choice as between two
- directions, or something interesting happens. There are options
- which determine behaviour at corners, and at screen boundaries.
- More precisely, the conditions which stop a run are as follows:
- .IP (1)
- A creature appears on the screen, one already on the screen moves,
- or a creature attacks you or casts a spell at you.
- .IP (2)
- You move next to an object, or a feature such as a door or trap.
- .IP (3)
- You come to the end of open space, or the end of a passage, or
- a junction of passages, or a hole in a wall.
- .IP (4)
- Corners are more complex. A corner allows a choice between adjacent
- rectangular and diagonal directions. If you can see walls which ensure
- that the diagonal gives a faster traversal, then action is determined
- by the \*Qcut corners\*U options.
- If it is set, then you move diagonally through the corner. This gives
- you maximum speed (as is nice if you are fleeing a hidden creature).
- On the other hand, this option should not be set if you want
- more careful coverage (as when you are searching) so that you
- take two moves through the corner.
- .IP (5)
- At a potential corner, where walls are not yet visible ahead of the
- rectangular direction, the \*Qexamine corners\*U option is considered.
- If set, you will move straight into the corner, which will light up
- all the corner and so determine where you can go from there. This
- allows you to follow corners in new passages. If the option is not set,
- you stop. This allows highly cautious running where you want to stop
- at all potential choice points.
- .IP (6)
- If you move off the screen while running, then a new section of the dungeon
- is display and the run continues. However, if the \*Qstop when
- map changes\*U option
- is set, you will stop. Again, this is an option for nervous players, after
- all, there may be a dragon on the new screen.
- .IP (7)
- Anything typed during a run causes the run to stop. The character
- causing this to occur is ignored. It is best to use a space,
- which is ignored as a command, just in case the run stops just before
- you type the character.
- .IP (8)
- Various changes of state, such as recovery from fear or loss of heroism,
- will stop a run.
-