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- hard, therefore hard to dig through, and contains no valu-
- able metals. Magma and Quartz veins are softer and some-
- times 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 dif-
- ferently than other rock types.
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- 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.
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- Tunneling can have a count.
-
- 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.
-
- 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 abil-
- ity 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.
-
- 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.
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- 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.
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- 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.
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- 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.
-
- f <Dir> - Fire/Throw an object/use a missile weapon. {t - throw}
- You may throw any object carried by your character. Depend-
- ing upon the weight of an object, it may travel across a
- room or drop down beside you. If you throw an object such
- as an arrow, only one will be used at a time.
-
- If you throw at a creature, your chance of hitting the
- creature is determined by your pluses to hit, your ability
- at throwing, and the 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.
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- To use a bow with arrows, simply wield the bow and throw the
- arrows. Extra pluses to damage and hitting are gained by
- wielding the proper weapon and throwing the corresponding
- ammo. A heavy crossbow with bolts for example, is a
- killer...
-
- 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.
-
- 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.
-
- 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
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- spaces). You may freely use the Look command without the
- creatures getting a move on you.
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- 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.
-
- 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.
-
- 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 cast-
- ing a spell, and there must be some light present.
-
- o <Dir> - Open a door, chest, or lock.
- To open an object such as a door or chest you must use the
- Open command. If the object is locked, the Open command
- will attempt to pick the lock, based on your ability at
- disarming. If an object is trapped and you open it, the
- trap will be set off. This command can be counted, you may
- need several tries to get it open.
-
- 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.
-
- 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.
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- r - Read a scroll.
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- 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 iden-
- tify scroll and the recharge scroll, have titles which can
- be read without setting them off, and by pressing ESCAPE can
- be saved for future use.
-
- s - Search general area one turn.
- The Search command can be used to locate hidden traps and
- secret doors about the player. 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 eventu-
- ally. A counted search ends as soon as anything is found.
-
- 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.
-
- 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.
-
- v - Display current version of game.
- The Version command displays the credits for the current
- version of moria.
-
- w - Wear or wield an item being carried.
- To wear or wield an object in your inventory, use the
- Wear/Wield command. If an object is already in use for the
- same function, it is automatically removed first. An
- object's bonuses cannot be gained until it is worn or
- wielded.
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- 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.
-
- / - 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 press-
- ing `/.', you can find out that the `.' stands for a floor
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- 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.
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- 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.
-
- ? - Display a list of commands.
- The ? command displays a quick reference help page on the
- screen.
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- - - 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.
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- = - Set options.
- This is a free move, to set various moria options. The
- available options are:
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- (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.
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- (2) Examine potential corners when running. This is on by
- default, and allows you to run along an unknown curving cor-
- ridor. If, however, you are running from a creature, and
- wish to stop at an unknown corner to make a considered deci-
- sion, then you may wish to switch this option off.
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- (3) Print self during a run. This is off by default, which
- gives faster screen updating.
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- (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.
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- (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.
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- (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
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- (7) Rogue like command set. This option controls the command
- set in use. It is off by default.
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- (8) Show weights in inventory. This is off by default: switch-
- ing 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.
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- (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.
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- (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.
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- (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 fas-
- ter.
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- The setting of all these options persist in your savefile,
- even after you die.
-
- ^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 mes-
- sages are saved.
-
- ^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.
-
- ^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.
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- { - Inscribe an object.
- This command can be used to inscribe any short string on an
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- 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, moria 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, moria does in fact carefully inscribe every such
- item.
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- ! - 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 imple-
- mented in the Macintosh version.
-
- < - Go up an up staircase.
- If you move onto an up staircase you may use the `<' command
- to go up one level. There is always one staircase going up
- on every level except for the town level (this does not mean
- it's easy to find). Going up a staircase will always take
- you to a new dungeon area except for the town level, which
- remains the same for the duration of your character.
-
- > - Go down a down staircase.
- If you are on top of a down staircase you may use the `>'
- command to go down one level. There are always two or three
- staircases going down on each level, except the town level
- which has only one. Going down will always take you to a
- new dungeon area.
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- . <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 direc-
- tions, or something interesting happens. There are options
- which determine behaviour at corners, and at screen boun-
- daries. More precisely, the conditions which stop a run are
- as follows:
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- (1) A creature appears on the screen, one already on the screen
- moves, or a creature attacks you or casts a spell at you.
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- (2) You move next to an object, or a feature such as a door or
- trap.
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- (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.
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- (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 "cut corners"
- 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
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- should not be set if you want more careful coverage (as when
- you are searching) so that you take two moves through the
- corner.
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- (5) At a potential corner, where walls are not yet visible ahead
- of the rectangular direction, the "examine corners" 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.
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- (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 "stop when map changes" 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.
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- (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.
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- (8) Various changes of state, such as recovery from fear or loss
- of heroism, will stop a run.
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- 6. The Town Level
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- The town level is where you will begin your adventure. The town
- consists of six buildings each with an entrance, some towns peo-
- ple, and a wall which surrounds the town. The first time you are
- in town it will be daytime, but you may return to find that dark-
- ness has fallen. (Note that some spells may act differently in
- the town level.)
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- 6.1. Townspeople
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- The town contains many different kinds of people. There are the
- street urchins, young children who will mob an adventurer for
- money, and seem to come out of the woodwork when excited.
- Blubbering Idiots are a constant annoyance, but not harmful.
- Public drunks wander about the town singing, and are of no threat
- to anyone. Sneaky rogues hang about watching for a likely victim
- to mug. And finally, what town would be complete without a swarm
- of half drunk warriors, who take offense or become annoyed just
- for the fun of it.
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- Most of the towns people should be avoided by the largest possi-
- ble distance when you wander from store to store. Fights will
- break out though, so be prepared. Since your character grew up
- in this world of intrigue, no experience is awarded for killing
- on the town level.
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- 6.2. Supplies
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- Your character will begin his adventure with some supplies
- already on him. Use the Inventory `i' command to check what
- these supplies are. It will be necessary to buy other supplies
- before continuing into the dungeon, however, so be sure to enter
- each of the stores.
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- 6.3. Town Buildings
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- You may enter any of the stores, if they are open, and barter
- with the owner for items you can afford. When bartering, you
- enter prices you will pay (or accept) for some object. You can
- either enter the absolute amount, or precede a number with a plus
- or minus sign to give a positive or negative increment on your
- previous offer. If you have previously given an increment or
- decrement amount, you can just type RETURN, and the program will
- use the last increment amount that you typed. But be warned that
- the owners can easily be insulted, and may even throw you out for
- a while if you insult them too often. To enter a store, simply
- move onto the entrance represented by the numbers 1 through 6.
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- If you consistently bargain well in a store, that is, you reach
- the final offer much more often than not, then the store owner
- will eventually recognize that you are a superb haggler, and will
- go directly to the final offer instead of haggling with you.
- Items which cost less than 10 gold pieces do not count, as hag-
- gling well with these items is usually either very easy or almost
- impossible. Also, the store owner will always haggle for items
- costing more than 1000 gold pieces, because of the amount of
- money involved.
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- Once inside a store, the store inventory will appear on the
- screen along with a set of options for your character. You may
- browse the store's inventory if it takes more than one page to
- display, and you may sell to, or purchase items from, his inven-
- tory. You can execute your inventory and equipment commands to
- see what you are carrying. Not shown with the options are the
- wear, take off, and exchange commands which will also work, but
- were excluded to keep the options simple.
-
- Stores do not always have everything in stock. As the game
- progresses, they may get new items so check from time to time.
- Also, if you sell them an item, it may get sold to a customer
- while you are adventuring, so don't always expect to be able to
- get back everything you have sold.
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- Store owners will not buy harmful or useless items. If an object
- is unidentified, they will pay you some base price for it. Once
- they have bought it they will immediately identify the object.
- If it is a good object, they will add it to their inventory. If
- it was a bad bargain, they simply throw the item away. In any
- case, you may receive some knowledge of the item if another is
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- encountered.
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- The General Store
- The General Store sells foods, drinks, some clothing,
- torches, lamps, oil, shovels, picks, and spikes. All of
- these items, and some others, can be sold back to the Gen-
- eral store for money. The entrance to the General Store is
- a `1'.
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- The Armory
- The Armory is where the town's armor is fashioned. All
- sorts of protective gear may be bought and sold here. The
- entrance to the Armory is a `2'.
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- The Weaponsmith's Shop
- The Weaponsmith's Shop is where the town's weapons are
- fashioned. Hand and missile weapons may be purchased and
- sold here, along with arrows, bolts, and shots. The
- entrance to the Weaponsmith's is a `3'.
-
- The Temple
- The Temple deals in healing and restoration potions, as well
- as bless scrolls, word of recall scrolls, some approved pri-
- estly weapons, etc. The entrance to the Temple is a `4'.
-
- The Alchemy shop
- The Alchemy Shop deals in all manner of potions and scrolls.
- The entrance to the Alchemy Shop is a `5'.
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- The Magic User's Shop
- The Magic User's Shop is the most expensive of all the
- stores. It deals in all sorts of rings, wands, amulets, and
- staves. The entrance to the Magic Shop is a `6'.
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- 7. Within The Dungeon
-
- Once your character is adequately supplied with food, light,
- armor, and weapons, he is ready to enter the dungeon. Move on
- top of the `>' symbol and use the down `>' command. Your charac-
- ter enters a maze of interconnecting staircases and finally
- passes through a one-way door. He is now on the first level of
- the dungeon (50 feet), and must survive many horrible and chal-
- lenging encounters to find the treasure lying about.
-
- There are two sources for light once inside the dungeon. Per-
- manent light which has been magically placed within rooms, and a
- light source carried by the player. If neither is present, the
- character will be unable to map or see any attackers. Lack of
- light will also affect searching, picking locks, and disarming.
-
- A character must wield a torch or lamp in order to supply his own
- light. Once a torch or lamp has only 50 or less turns left
- before burning out, the message "Your light is growing faint"
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- will be displayed at random intervals. Once a torch is burnt
- out, it is useless and can be dropped. A lamp or lantern can be
- refilled with oil by using the Fill `F' command. You must of
- course be carrying extra oil to refill a lantern.
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- 8. Attacking and Being Attacked
-
- Attacking is simple in moria. If you move into a creature, you
- attack him. You can attack from a distance by firing a missile,
- or by magical means such as aiming a wand. Creatures attack in
- the same way, if they move into you, they attack you. Some
- creatures can also cast spells from a distance, and others can
- breathe fire or worse on you from a distance.
-
- Creatures moving in walls can not be attacked by wands and other
- magic attacks normally stopped by walls. You can attack a
- creature in a wall normally though by trying to move into the
- wall space containing the creature. However, in order to attack
- an invisible creature in a wall, you must tunnel into the wall
- containing the creature. If you just try to move into the wall,
- you will bump your head and look quite silly.
-
- If you are wielding a weapon, the damage for the weapon is used
- when you hit a creature. Otherwise you get two fist strikes.
- Very strong creatures can do a lot of damage with their fists...
- You may have a primary weapon, and a secondary weapon which is
- kept on your belt or shoulder for immediate use. You can switch
- between your primary and secondary weapons with the exchange com-
- mand. Be sure to wield the proper weapon when fighting. Hitting
- a dragon over the head with a bow will simply make him mad, and
- get you killed.
-
- Missile weapons, such as bows, can be wielded, and then the
- proper missile, in this case an arrow, can be fired across the
- room into a target. Missiles can be used without the proper mis-
- sile weapon, but used together they have a greater range and do
- far more damage.
-
- Hits and misses are determined by ability to hit versus armor
- class. A hit is a strike that does some damage; a miss may in
- fact reach a target, but fails to do any damage. Higher armor
- classes make it harder to do damage, and so lead to more misses.
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- 8.1. Monster Memories.
-
- There are hundreds of different creatures in the mines of moria,
- many of which look the same on the screen. The exact species of
- a creature can be discovered by looking at it. It is also very
- difficult to keep track of the capabilities of various creatures.
- Rather than forcing you to keep notes, moria automatically keeps
- track of your experiences with a particular creature. This is
- called the monster memory. Your monster memory recalls the
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- particular attacks of each creature (whether or not technically a
- monster) which you have suffered, as well as recalling if you
- have observed them to multiply or move erratically, or drop
- treasure, or many other attributes.
-
- If you have killed enough of a particular creature, or suffered
- enough attacks, recalling the monster memory may also provide you
- with information not otherwise available, such as a armor class
- or hit dice. These are not explained, but may be useful to give
- the relative danger of each creature. This memory can be passed
- on to a new character even after you die, by means of a reduced
- save file.
-
-
- 8.2. Your Weapon
-
- Carrying a weapon in your backpack does you no good. You must
- wield a weapon before it can be used in a fight. A secondary
- weapon can be kept by wielding it and then using the exchange
- command. A secondary weapon is not in use, simply ready to be
- switched with the current weapon if needed.
-
- Weapons have two main characteristics, their ability to hit and
- their ability to do damage, expressed as `(+#,+#)'. A normal
- weapon would be `(+0,+0)'. Many weapons in moria have magical
- bonuses to hit and/or do damage. Some weapons are cursed, and
- have penalties that hurt the player. Cursed weapons cannot be
- unwielded until the curse is lifted.
-
- Moria assumes that your youth in the rough environment near the
- dungeons has taught you the relative merits of different weapons,
- and displays as part of their description the damage dice which
- define their capabilities. The ability to damage is added to the
- dice roll for that weapon. The dice used for a given weapon is
- displayed as `#d#'. The first number indicates how many dice to
- roll, and the second indicates how many sides they have. A "2d6"
- weapon will give damage from 2 to 12, plus any damage bonus. The
- weight of a weapon is also a consideration. Heavy weapons may
- hit harder, but they are also harder to use. Depending on your
- strength and the weight of the weapon, you may get several hits
- in one turn.
-
- Missile booster weapons, such as bows, have their characteristics
- added to those of the missile used, if the proper weapon/missile
- combination is used. Also, these weapons will multiply the base
- damage of the missile by a number from 2 to 4, depending on the
- strength of the weapon. This multiplier is displayed as `(*#)'.
-
- Although you receive any magical bonuses an unidentified weapon
- may possess when you wield it, those bonuses will not be added in
- to the displayed values of to-hit and to-dam on your character
- sheet. You must identify the weapon before the displayed values
- reflect the real values used.
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- The Dungeons of Moria Page 30
-
-
- Finally, some rare weapons have special abilities. These are
- called ego weapons, and are feared by great and meek. An ego
- sword must be wielded to receive benefit of its abilities.
-
- Special weapons are denoted by the following abbreviations:
-
- DF - Defender.
- A magical weapon that actually helps the wielder defend him-
- self, thus increasing his/her armor class, and protecting
- him/her against damage from fire, frost, acid, lightning,
- and falls. This weapon also will increase your stealth, let
- you see invisible creatures, protect you from paralyzation
- attacks, and help you regenerate hit points and mana faster.
- As a result of the regerenation ability, you will use up
- food faster than normal while wielding such a weapon.
-
- FB - Frost Brand.
- A magical weapon of ice that delivers a cold critical to
- heat based creatures. It will inflict one and a half times
- the normal damage when used against a heat based creature.
-
- FT - Flame Tongue.
- A magical weapon of flame that delivers a heat critical to
- cold based creatures. It will inflict one and a half times
- the normal damage when used against cold based or inflamm-
- able creatures.
-
- HA - Holy Avenger.
- A Holy Avenger is one of the most powerful of weapons. A
- Holy Avenger will increase your strength and your armor
- class. This weapon will do extra damage when used against
- evil and undead creatures, and will also give you the abil-
- ity to see invisible creatures.
-
- SD - Slay Dragon.
- A Slay Dragon weapon is a special purpose weapon whose sole
- intent is to destroy dragon-kind. Therefore, when used
- against a dragon, the amount of damage done is four times
- the normal amount.
-
- SE - Slay Evil.
- A Slay Evil weapon is a special purpose weapon whose sole
- intent is to destroy all forms of evil. When used against
- an evil creature, either alive or undead, the damage done
- twice the normal amount.
-
- SM - Slay Animal.
- A Slay Animal weapon is a special purpose weapon whose sole
- intent is to destroy all the dangerous animals in the world.
- An animal is any creature natural to the world. Therefore
- an orc would not be an animal, but a giant snake would be.
- This will inflict twice the normal amount of damage when
- used against an animal.
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- The Dungeons of Moria Page 31
-
-
- SU - Slay Undead.
- A Slay Undead weapon is a special purpose weapon whose sole
- intent is to destroy all forms of undead. This weapon is
- hated and feared by the intelligent undead, for a single
- blow from this weapon will inflict three times the normal
- amount of damage. This weapon also gives you the ability to
- see invisible creatures, which is especially useful against
- undead, since many of them are normally invisible.
-
-
- 8.3. Body and Shield Bashes
-
- Weight is the primary factor in being able to bash something, but
- strength plays a role too. After bashing, a character may be off
- balance for several rounds depending upon his dexterity.
-
- Doors can be broken down by bashing them. Once a door is bashed
- open, it is forever useless and cannot be closed.
-
- Chests too may be bashed open, but be warned that the careless
- smashing of a chest often ruins the contents. Bashing open a
- chest will not disarm any traps it may contain, but does allow
- the strong and ignorant to see what is inside.
-
- Finally, a creature may be bashed. If a shield is currently
- being worn, the bash is a shield bash and will do more damage.
- In either case, a bash may throw an opponent off balance for a
- number of rounds, allowing a player to get in a free hit or more.
- If the player is thrown off balance, his opponent may get free
- hits on him. This is a risky attack.
-
-
- 8.4. Your Armor Class
-
- Armor class is a number that describes the amount and the quality
- of armor being worn. Armor class will generally run from about 0
- to 60, but could become negative or greater than 60 in rare
- cases.
-
- The larger your armor class, the more protective it is. A nega-
- tive armor class would actually help get you hit. Armor protects
- you in three manners. One, it makes you harder to be hit for
- damage. A hit for no damage is the same as a miss. Two, good
- armor will absorb some of the damage that your character would
- have taken. An armor class of 30 would absorb 15% of any damage
- meant for him. Three, acid damage is reduced by wearing body
- armor. It is obvious that a high armor class is a must for sur-
- viving the lower levels of moria.
-
- Each piece of armor has an armor class adjustment, and a magical
- bonus. Armor bought in town will have these values displayed
- with their description. Armor that is found within the dungeon
- must be identified before these values will be displayed. All
- armor always has the base armor class displayed, to which the
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- The Dungeons of Moria Page 32
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-
- bonus is added. It is always possible to figure this out anyway,
- by watching the effect it has on your displayed armor class.
-
- Armor class values are always displayed between a set of brackets
- as `[#]' or `[#,+#]'. The first value is the armor class of the
- item. The second number is the magical bonus of the item which
- is only displayed if known, and will always have a sign preceding
- the value. There are a few cases where the form `[+#]' is used,
- meaning the object has no armor class, only a magical armor bonus
- if worn.
-
- Some pieces of armor will possess special abilities denoted by
- the following abbreviations:
-
- RA - Resist Acid.
- A character using such an object will take only one third
- normal damage from any acid thrown upon him. In addition,
- armor so enchanted will resist the acid's effects and not be
- damaged by it.
-
- RC - Resist Cold.
- A character using a resist cold object will take only one
- third damage from frost and cold.
-
- RF - Resist Fire.
- A character using a resist fire object will take only one
- third damage from heat and fire.
-
- RL - Resist Lightning.
- A character using a resist lightning object will take only
- one third damage from electrical attacks.
-
- R - Resistance.
- A character wearing armor with this ability will have resis-
- tance to Acid, Cold, Fire, and Lightning as explained in
- each part above.
-
-
- 8.5. Crowns
-
- Some crowns also have special magical abilities that improve your
- chances in a battle.
-
- Crown of Might
- This is the great crown of the warriors. The wearer will
- have an increased strength, dexterity, and constituion, and
- will also be immune to any foe's attempt to slow or paralyze
- him or her.
-
- Crown of the Magi
- This is the great crown of the wizards. The wearer will
- have an increased intelligence, and will also be given
- resistance against fire, frost, acid, and lightning.
-
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- The Dungeons of Moria Page 33
-
-
- Crown of Lordliness
- This is the great crown of the priests. The wearer will
- have an increased wisdom and charisma.
-
- Crown of Seeing
- This is the great crown of the rogues. The wearer will be
- able to see even invisible creatures, and will have an
- increased ability to locate traps and secret doors.
-
- Crown of Regeneration
- This crown will help you regenerate hit points and mana more
- quickly than normal, allowing you to fight longer before
- needing to rest. You will use of food faster than normal
- while wearing this crown because of the regenerative
- effects.
-
- Crown of Beauty
- This crown looks impressive, and will increase your
- charisma, but is otherwise not useful.
-
-
- 9. Objects Found In The Dungeon
-
- The mines are full of objects just waiting to be picked up and
- used. How did they get there? Well, the main source for useful
- items are all the foolish adventurers that proceeded into the
- dungeon before you. They get killed, and the helpful creatures
- scatter the various treasure throughout the dungeon. Most cursed
- items are placed there by the joyful evil sorcerers, who enjoy a
- good joke when it gets you killed.
-
- You pick up objects by moving on top of them. You can carry up
- to 22 different items in your backpack while wearing and wielding
- many others. Although you are limited to 22 different items, you
- may be carrying several items of each kind restricted only by the
- amount of weight your character can carry. Your weight limit is
- determined by your strength. Only one object may occupy a given
- floor location, which may or may not also contain one creature.
- Doors, traps, and staircases are considered objects for this pur-
- pose.
-
- If you try to carry more weight than your limit, you will move
- more slowly than normal until you drop the extra weight. If
- picking up an object would take you over your weight limit, then
- you will be asked whether you really want to pick it up. It is a
- good idea to leave the object alone if you are fleeing from a
- monster.
-
- Many objects found within the dungeon have special commands for
- their use. Wands must be Aimed, staves must be Used, scrolls
- must be Read, and potions must be Quaffed. In any case, you must
- first be able to carry an object before you can use it. Some
- objects, such as chests, are very complex. Chests contain other
- objects and may be trapped, and/or locked. Read the list of
-
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- The Dungeons of Moria Page 34
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-
- player commands carefully for a further understanding of chests.
-
- One item in particular will be discussed here. The scroll of
- "Word of Recall" can be found within the dungeon, or bought at
- the temple in town. It acts in two manners, depending upon your
- current location. If read within the dungeon, it will teleport
- you back to town. If read in town, it will teleport you back
- down to the deepest level of the dungeon one which your character
- has previously been. This makes the scroll very useful for get-
- ting back to the deeper levels of moria. Once the scroll has
- been read it takes a while for the spell to act, so don't expect
- it to save you in a crisis.
-
- The game provides some automatic inscriptions to help you keep
- track of your possessions. Wands and staves which are known to
- be empty will be inscribed with "empty". Objects which have been
- tried at least once, but haven't been identified yet will be
- inscribed with "tried". Cursed objects are inscribed with
- "damned". Also, occasionally you will notice that something in
- your inventory or equipment list seems to be magical. High level
- characters are much more likely to notice this than beginning
- characters. When you do notice this, the item in question will
- be inscribed with "magik".
-
- And lastly, a final warning: not all objects are what they seem.
- Skeletons lying peacefully about the dungeon have been known to
- get up...
-
-
- 9.1. Cursed Objects
-
- Some objects, mainly armor and weapons, have had curses laid upon
- them. These horrible objects will look like any other normal
- item, but will detract from your character's stats or abilities
- if worn. They will also be impossible to remove until a remove
- curse is done.
-
- If you wear or wield a cursed item, you will immediately feel
- something wrong. The item will also be inscribed "damned".
-
-
- 9.2. Mining
-
- Much of the treasure within the dungeon can be found only by min-
- ing it out of the walls. Many rich strikes exist within each
- level, but must be found and mined. Quartz veins are the
- richest, yielding the most metals and gems, but magma veins will
- have some hordes hidden within.
-
- Mining is virtually impossible without a pick or shovel. Picks
- and shovels have an additional magical ability expressed as
- `(+#)'. The higher the number, the better the magical digging
- ability of the tool. A pick or shovel also has pluses to hit and
- damage, and can be used as a weapon.
-
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- The Dungeons of Moria Page 35
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-
- When a vein of quartz or magma is located, the character should
- wield his pick or shovel and begin digging out a section. When
- that section is removed, he should locate another section of the
- vein, and begin the process again. Since granite rock is much
- harder to dig through, it is much faster to follow the vein
- exactly and dig around the granite. There is an option for
- highlighting magma and quartz.
-
- If the character has a scroll or staff of treasure location, he
- can immediately locate all strikes of treasure within a vein
- shown on the screen. This makes mining much easier and more pro-
- fitable.
-
- It is sometimes possible to get a character trapped within the
- dungeon by using various magical spells and items. So it is a
- very good idea to always carry some kind of digging tool, even
- when you are not planning on tunneling for treasure.
-
-
- 9.3. Staircases, Secret Doors, Passages, and Rooms
-
- Staircases are the manner in which you get deeper, or climb out
- of the dungeon. The symbols for the up and down staircases are
- the same as the commands to use them. A `<' represents an up
- staircase and a `>' represents a down staircase. You must move
- your character over the staircase before you can use them.
-
- Each level has at least one up staircase, and at least two down
- staircases. There are no exceptions to this rule. You may have
- trouble finding some well hidden secret doors, but the stairs are
- there.
-
- Many secret doors are used within the dungeon to confuse and
- demoralize adventurers foolish enough to enter. But with some
- luck, and lots of concentration, you can find these secret doors.
- Secret doors will sometimes hide rooms or corridors, or even
- entire sections of that level of the dungeon. Sometimes they
- simply hide small empty closets or even dead ends.
-
- Creatures in the dungeon will generally know and use these secret
- doors. If they leave one open, you will be able to go right
- through it. If they close it behind them you will have to search
- for the catch first. Once a secret door has been discovered by
- you, it is drawn as a known door and no more searching will be
- required to use it.
-
-
- 10. Winning The Game
-
- Once your character has progressed into killing dragons with but
- a mean glance and snap of his fingers, he may be ready to take on
- the Balrog. The Balrog will appear on most levels after level
- 49, so don't go down there until you are ready for him.
-
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- The Dungeons of Moria Page 36
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-
- The Balrog cannot be killed in some of the easier methods used on
- normal creatures. Because of the Balrog's cunning, he will
- teleport away to another level if a spell such as destruction is
- used upon him, and the Balrog cannot be polymorphed, slept,
- charmed, or genocided. Magical spells like coldball are effec-
- tive against him as are weapons, but he is difficult to kill and
- if allowed to escape for a time can heal himself.
-
- If you should actually survive the attempt of killing the Balrog,
- you will receive the status of WINNER. Since you have defeated
- the toughest creature alive, your character is ready to retire
- and cannot be saved. When you quit the game, your character
- receives a surprise bonus score.
-
-
- 11. Upon Death and Dying
-
- If your character falls below 0 hit points, he has died and can-
- not be restored. A tombstone showing information about your
- character will be displayed. You are also permitted to get a
- record of your character, and all your equipment (identified)
- either on the screen or in a file.
-
- Your character will leave behind a reduced save file, which con-
- tains only the monster memory and your option choices. It may be
- restored, in which case the new character is generated exactly as
- if the file was not there, but the new player will find his mon-
- ster memory containing all the experience of past incarnations.
-
-
- 12. Wizards
-
- There are rumors of moria Wizards which, if asked nicely, can
- explain details of the moria game that seem complicated to
- beginners.
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