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- 1. DISCLAIMER
-
- Moria is intended for Public Domain, and may not be sold or
- marketed in any form without the permission and written consent from the
- author Robert Alan Koeneke. I 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, I will have no
- liability or responsibility to any user with respect to loss or damage
- caused directly or indirectly by this program.
-
- 2. MORIA Instructions
-
- The game of MORIA is a single player dungeon simulation. A player
- may choose from a number of races and classes when creating their
- character, and then 'run' that character over a period of days, weeks,
- even months; attempting to win the game by defeating the Balrog which
- lurks in the deeper levels.
-
- 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 MORIA where fantastic adventures await his
- coming!
-
- Before beginning your first adventure, you should read this
- document carefully. The game of MORIA is a complicated game, and will
- require a dedicated player to win.
-
- 2.1. The Character
-
- All characters have six main attributes which modify their basic
- abilities. These six attributes, called stats, are strength,
- intelligence, wisdom, dexterity, constitution, and charisma. Stats may
- vary from 3 as a minimum to 18/100 as a maximum. Because adventurers of
- interest tend to be better than average characters, MORIA stats will
- average about 12.5, and are further adjusted by race and class. Some
- races are just naturally better at being certain classes, as will be
- shown later.
-
- In addition to the more visible stats, each character has certain
- abilities which are mainly determined by his race and class, but are
- also modified by his stats. The abilities are fighting, throwing/bows,
- saving throw, stealth, disarming, magical devices, perception,
- searching, and infra-vision.
-
- Characters will be assigned an early history, with money and a
- social class based on that history. Starting money is assigned based on
- history, charisma, and somewhat upon the average of a character's stats.
- A character with below average stats will receive extra money to help
- him survive the first adventure.
-
- Each character will also have physical attributes such as race,
-
-
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- The Dungeons of MORIA - 1 - COPYRIGHT (c) Robert Alan Koeneke
-
- height, weight, sex, and physical description. None of these, except
- weight, play any part in the game other than to give the player a
- ``feeling'' for his character. Weight is used for computing carrying
- capacity and also for bashing.
-
- Finally each character is assigned hit points based on his race,
- class, and constitution. Spell casters will also receive mana which is
- expended when casting spells. Mana is based on wisdom for priests and
- intelligence for mages.
-
- 2.1.1. Character Stats
-
-
-
- STR - Strength
-
- Strength is important in fighting with weapons, or hand to hand. A
- high strength can improve your chances of hitting, and the amount of
- damage done with each hit. Characters with low strengths may receive
- penalties. Strength is also useful in tunneling, body and shield
- bashing, and in the carrying of heavy items.
-
-
-
- INT - Intelligence
-
- Intelligence is the prime stat of a mage, or magician. A high
- intelligence increases a mages chances of learning spells, and in
- gaining mana. No spell may be learned by mages with intelligence under
- 8. Intelligence also modifies a character's chance of disarming traps
- and picking locks.
-
-
-
- WIS - Wisdom
-
- Wisdom is the prime stat of a priest. A high wisdom increases the
- chance of receiving new spells from a priest's deity, and in the gaining
- of mana. Wisdom also modifies a character's chance of resisting magical
- spells cast upon his person.
-
-
-
- DEX - Dexterity
-
- Dexterity is the combination of agility and quickness. A high
- dexterity may allow a character to get multiple blows with lighter
- weapons, thus greatly increasing his kill power, and may increase his
- chances of hitting with any weapon. Dexterity is also useful in picking
- locks and disarming traps.
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- The Dungeons of MORIA - 2 - COPYRIGHT (c) Robert Alan Koeneke
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- CON - Constitution
-
- Constitution is a characters ability to resist damage to their
- body, and to recover from damage received. Therefore a character with a
- high constitution will receive more hit points, and be more resistant to
- poisons.
-
-
-
- CHR - Charisma
-
- Charisma represents a character's personality, as well as physical
- looks. A character with high charisma will receive better prices from
- store owners, whereas a character with very low charisma will be robbed
- blind. High charisma will also mean more starting money for the
- character.
-
- 2.1.2. Character Sex
-
- You may choose to be either a male or a female character. Only
- height and weight are affected by a character's sex. Female characters
- tend to be somewhat smaller and lighter then their male counterparts.
- No adjustments to stats or abilities are made because of the sex of a
- character.
-
- 2.1.3. Character Abilities
-
- Characters possess nine different abilities which can help them to
- survive. The starting abilities of a character are based upon race and
- class. Abilities may be adjusted by high or low stats, and may increase
- with the level of the character.
-
-
-
- Fighting
-
- Fighting is the ability to hit and do damage with weapons or fists.
- Normally a character gets a single blow from any weapon, but if his
- dexterity and strength are high enough, he may receive more blows per
- round with lighter weapons. Strength and dexterity both modify the
- ability to hit an opponent. In addition this skill increases with the
- level of the character.
-
-
-
- Throwing/Bows
-
- Using stand-off missile weapons and throwing objects is included in
- this skill. Different stats apply to different weapons, but may modify
- the distance an object is thrown/fired, the amount of damage done, and
- the ability to hit a creature. This skill increases with the level of
- the character.
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- The Dungeons of MORIA - 3 - COPYRIGHT (c) Robert Alan Koeneke
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- Saving Throw
-
- A Saving Throw is the ability of a character to resist the effects
- of a spell cast on him by another person/creature. Note that this does
- not include spells cast on the player by his 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.
-
-
-
- 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.
-
-
-
- Disarming
-
- Disarming is the ability to remove traps (safely), and includes
- picking locks on traps and doors. Note that a successful disarming will
- gain the character some experience. The character must have found a trap
- before it can be disarmed. Dexterity and intelligence both modify the
- ability to disarm, and this ability increases with the level of the
- character.
-
-
-
- Using Magical Devices
-
- Using a magical device such as a wand or staff requires experience
- and knowledge. Spell users such as mages and priests are therefore much
- better at using a magical device than, say, a fighter. This skill is
- modified by intelligence, and increases with the level of the character.
-
-
-
- Perception
-
- Perception is the ability to notice something without actively
- seeking it out. This skill is based entirely upon race and class, and
- will never improve unless magically enhanced.
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- The Dungeons of MORIA - 4 - COPYRIGHT (c) Robert Alan Koeneke
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- Searching
-
- To search is to actively look for secret doors, floor traps, and
- traps on chests. Rogues are the best at searching, but mages, rangers,
- and priests are good at it. Intelligence modifies your ability at
- searching, and your ability will also increase with your level.
-
-
-
- Infra-Vision
-
- Infra-vision is the ability to see heat sources. Since most of the
- dungeon is cool or cold, infra-vision will not allow the player to see
- walls and objects. Infra-vision will allow a character to see any
- warm-blooded creatures up to a certain distance. This ability works
- equally well with or with out a light source. Note that the majority of
- MORIA's creatures are cold blooded, and will not be detected unless lit
- up by a light source.
-
- 2.1.4. Choosing A Race
-
- There are eight different races that you can choose from in MORIA.
- Some races are restricted as to what profession they may be, and each
- race has its own adjustments to a character's stats and abilities.
-
-
-
- Human
-
- The human is the base character, and 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.
-
-
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- 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.
-
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- Elf
-
- Elves are better magicians than humans, but not as good at
- fighting. They tend to be smarter and faster than either humans or
- half-elves, and also have better wisdom. Elves are better at searching,
- disarming, perception, stealth, and magic, but they are not as good at
- hand weapons. Elves may choose any class except Paladin.
-
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- The Dungeons of MORIA - 5 - COPYRIGHT (c) Robert Alan Koeneke
-
- 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 infra-vision, so can detect warm
- creatures at a distance. Halflings can choose between being a fighter,
- mage, or rogue.
-
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- Gnome
-
- Gnomes are smaller than dwarves, but larger than halflings. They,
- like the halflings, live in the earth in burrow-like homes. Gnomes are
- practical jokers, so if they can kill something in a humorous way, so
- much the better. Gnomes make excellent mages, and have very good saving
- throws. They are good at searching, disarming, perception, and stealth.
- They have lower strengths and constitutions than humans so they are not
- very good at fighting with hand weapons. Gnomes have fair infra-vision,
- so can detect warm creatures at a distance. A gnome may choose between
- being a fighter, mage, priest, or rogue.
-
-
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- Dwarf
-
- Dwarves are the headstrong miners and fighters of legend. Since
- dungeons are the natural home of dwarves, they are an excellent choice
- for a warrior or priest. Dwarves tend to be stronger, have higher
- constitutions, but be slower and less intelligent than humans. Because
- they are so headstrong and are somewhat wise, they resist spells which
- are cast on them. Dwarves also have good infra-vision because they live
- underground. They do have one big drawback though. Dwarves are
- loud-mouthed and proud, 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.
-
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- Half-Orc
-
- Half-Orcs make excellent fighters, 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.
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- The Dungeons of MORIA - 6 - COPYRIGHT (c) Robert Alan Koeneke
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- 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 fighters and iffy priests. They are bad at searching,
- disarming, perception, and stealth. They are so ugly that a Half-Orc
- grimaces in their presence. They also happen to be fun to run...
-
-
- 2.1.4.1. Chart 1: Race vs Skills And Stats
-
- Stat Modifications due to race: (This chart needs updating)
-
- Race Str Int Wis Dex Con Chr Hit Dice Required
- Exp/level
- Human 0 0 0 0 0 0 10 +0%
- Half-Elf -1 +1 0 +1 -1 +1 9 +10%
- Elf -1 +2 +1 +1 -2 +1 8 +20%
- Halfling -2 +2 +1 +3 +1 +1 7 +10%
- Gnome 1 +2 0 +2 +1 -2 8 +15%
- Dwarf +2 -3 +1 -2 +2 -3 9 +25%
- Half-Orc +2 -1 0 0 +1 -4 10 +15%
- Half-Troll +4 -4 -2 -4 +3 -6 12 +30%
-
-
-
- Abilities as compared to each other:
- 1 is lowest, or worst; 10 is highest, or best.
-
- Race Disarm Search Stealt Percep Fight Bows Save Infra
- Human 5 5 5 5 5 5 5 None
- Half-Elf 6 6 7 6 5 6 6 None
- Elf 8 8 7 7 4 9 7 None
- Halfling 10 10 10 10 1 10 10 40 feet
- Gnome 9 6 9 9 2 8 9 40 feet
- Dwarf 6 7 3 5 9 5 8 50 feet
- Half-Orc 2 3 2 2 8 2 2 30 feet
- Half-Troll 1 1 1 1 10 1 1 30 feet
-
-
-
- 2.1.5. Choosing A Class
-
- Once a race has been chosen, you will need to pick a class. Some
- classes will not be available to certain races; for instance, a
- Half-Troll cannot become a Paladin. For the first few adventures it is
- suggested that you run a warrior or rogue. Spell casting generally
- requires a more experienced player that is familiar with survival
- techniques.
-
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- The Dungeons of MORIA - 7 - COPYRIGHT (c) Robert Alan Koeneke
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- 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.
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- 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 a
- golf-cart of magical devices to use in addition to his spells. He can
- master the higher level magical devices far more easily than anyone
- else, and has the best saving throw to resist effects of spells cast at
- him. Intelligence and dexterity are his primary stats. There is no rule
- that says a mage cannot become a good fighter, but spells are his true
- realm.
-
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- Priest
-
- A priest is a character of holy devotion. He explores the dungeon
- only to destroy the evil that lurks within, and if treasure just happens
- to fall into his pack, well, so much more to the glory of his church! A
- priest receive their spells from a deity, and therefore do not choose
- which spells he will learn. He is familiar with magical devices,
- preferring to call them instruments of God, but is not as good as a mage
- in their use. Priests have good saving throws, and make decent fighters,
- preferring blunt weapons over edged ones. Wisdom and charisma are the
- priest's primary stats.
-
-
-
- Rogue
-
- A rogue is a character that prefers to live by his cunning, but is
- capable of fighting his way out of a tight spot. He is the master of
- traps and locks, no device being impossible for him to overcome. A
- rogue has a high stealth allowing him to sneak around many creatures
- without having to fight, or sneak up and get the first blow. A rogue's
- perception is higher than any other class, and many times he will notice
- a trap or secret door before having to search. A rogue is better than
- warriors or paladins with magical devices, but still can not rely on
- their performance. A rogue's primary stats are intelligence and
- dexterity.
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- The Dungeons of MORIA - 8 - COPYRIGHT (c) Robert Alan Koeneke
-
- 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, it requires more experience to advance him. 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.
-
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- 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.
-
- 2.1.5.1. Chart 2 : Race vs Class
-
- CLASS
-
- Race Warrior Mage Priest Rogue Ranger Paladin
-
- Human Yes Yes Yes Yes Yes Yes
- Half-Elf Yes Yes Yes Yes Yes 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
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- 2.1.5.2. Chart 3 : Class vs Skills
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- The Dungeons of MORIA - 9 - COPYRIGHT (c) Robert Alan Koeneke
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- Abilities as compared to each other:
- 1 is lowest, or worst; 10 is highest, or best.
-
- Save Magic Required
- Race Fight Bows Throw Stlth Disarm Device Percep Search Exp.
-
- Warrior 10 6 3 2 3 3 2 2 +0%
- Mage 2 1 10 5 8 10 8 5 +20%
- Priest 4 3 7 5 4 7 4 4 +10%
- Rogue 8 9 7 10 10 7 10 10 +5%
- Ranger 6 10 7 7 6 7 6 6 +50%
- Paladin 10 5 4 2 2 4 4 2 +40%
-
-
-
- 3. Adventuring
-
- After you have created your character, you will begin your MORIA
- adventure. Symbols appearing on your screen will represent the
- dungeon's walls and floor, objects and features, and creatures lurking
- about. In order to direct your character through his adventure, you
- will enter single character commands.
-
- MORIA symbols and commands each have a help section devoted to
- them. You should review these sections before attempting an adventure.
- Finally, a description of the town level and some general help on
- adventuring are included.
-
- 3.1. Symbols On Your Map
-
- Symbols on your map can be broken down into three categories:
- Features of the dungeon such as walls, floor, doors, and traps; Objects
- which can be picked up such as treasure, weapons, magical devices, etc;
- and Monsters which may or may not move about the dungeon, but are mostly
- harmful to your character's well being.
-
- Note that some symbols can be in more than one category. Also note
- that treasure may be embedded in a wall, and the wall must be removed
- before the treasure can be picked up.
-
- It will not be necessary to remember all of the symbols and their
- meanings. A simple command, `/', will identify any character appearing
- on your map. See the section on commands for further help.
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- The Dungeons of MORIA - 10 - COPYRIGHT (c) Robert Alan Koeneke
-
- Features
-
- dot 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)
-
-
-
- Objects
-
- ! A flask or potion. ? A scroll.
- " An amulet. [ Hard armor.
- $ Money (Can be embedded). A hafted weapon.
- & A chest. ] Misc. armor.
- ( Soft armor. _ A staff.
- ) A shield. { Missile (arrow, bolt, pebble).
- * Gems (Can be embedded). | Sword or dagger.
- - A wand. } Missile arm (Bow, crossbow, sling).
- / A pole-arm. ~ Misc.
- = A ring. , Food.
- s A skeleton.
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- The Dungeons of MORIA - 11 - COPYRIGHT (c) Robert Alan Koeneke
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- Monsters
-
- 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 Hob-Goblin.
- i Icky-Thing. I Invisible Stalker.
- j Jackal. J Jelly.
- k Kobold. K Killer Beetle.
- l Giant Lice. 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 Quythulg.
- 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.
-
-
-
- 3.1.1. Commands
-
- All commands are entered by pressing a single key, or control
- sequence (holding down the control key while pressing a key). If a
- particular command requires additional action, it will be prompted for,
- with one exception. When a direction is required, no prompt is given
- unless and until an illegal response is given.
-
- 3.1.1.1. Note On <Dir>
-
- In the following instructions, the symbol <Dir> refers to a numeric
- direction based on your keypad. It is not valid to use the number `5'
- in this context. One exception to this is with movement, in which case
- `5' will rest the character for one turn.
-
- Commands which require a direction will not prompt you for one,
- unless you input an illegal direction. Just enter a direction after the
- entering the command.
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- The Dungeons of MORIA - 12 - COPYRIGHT (c) Robert Alan Koeneke
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- Directions
-
- 7 8 9
- 4 6
- 1 2 3
-
-
-
-
- Movement
-
- Movement is accomplished by using your numeric keypad. Simply press
- a number and your character will move one step in that direction.
- Pressing a `5' is equivalent to waiting for one round (more efficient
- resting over long periods of time is accomplished by using the Rest
- command). You can only move onto and through floor spots, and only if
- they contain no creatures or obstructing objects such as a closed door.
-
- Moving your character one step at a time can be time consuming and
- boring, so a faster method has been supplied. By using the Move command
- `.', 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. These conditions are:
-
- 1. A creature appears upon the screen, or a creature already on the
- screen moves.
-
- 2. You move next to an object, or feature such as a door, staircase,
- or trap.
-
- 3. You come to a wall, and have more than one choice of directions
- from which to continue, or are in a deadend passage.
-
- 4. You come to a junction of several passages.
-
- Movement
- 7 8 9
- 4 6 5 rests the character for one turn.
- 1 2 3
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-
-
- B <Dir> - Bash
-
- The Bash command includes breaking open doors and chests, or
- bashing an opponent. Two main factors determine the ability of a
- character to bash; their weight and their strength. In addition, when
- bashing an opponent, you will either perform a body bash, or if wielding
- a shield, perform a shield bash which is more effective.
-
- Bashing a door can throw the character off-balance, but this will
- not generally be a problem. Doors that have been jammed closed with
-
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- The Dungeons of MORIA - 13 - COPYRIGHT (c) Robert Alan Koeneke
-
- spikes can only be opened by bashing. Locked doors may also be bashed
- open. Note that bashing a door open will permanently break it.
-
- Bashing a creature has effects on both the player and his opponent.
- Depending on a character's dexterity, he may or may not be thrown
- off-balance allowing free moves to his opponents. If the bash is
- successful, the opponent will be thrown off-balance for 1 to 3 turns,
- thus allowing the character free hits or a chance to run.
-
- A player automatically performs a shield bash instead of a body
- bash if he is currently wearing a shield. A shield bash adds the damage
- of a shield to that of the bash, so is more effective. Note that size
- and material both affect the damage that a shield will do.
-
-
-
- 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. If printed to a file, history, equipment list, and an inventory
- list are included.
-
-
-
- D <Dir> - Disarm a trap.
-
- You can attempt to disarm floor traps, or trapped chests. If you
- fail to disarm a trap, there is a chance that you blunder and set it
- off. You can only disarm a trap on a chest after finding it with the
- Search command.
-
-
-
- E - Eat some food.
-
- A character must eat occasionally to remain effective. As a
- character grows hungry, a message will appear at the bottom of the
- screen saying ``Hungry''. If a character remains hungry long enough, he
- will become weak and eventually start fainting.
-
-
-
- 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 5500 turns of light, and
- each flask has 5000 turns of oil contained in it.
-
-
-
-
-
-
-
-
- The Dungeons of MORIA - 14 - COPYRIGHT (c) Robert Alan Koeneke
-
- L - Display map coordinates.
-
- The Location command will display your character's current
- coordinates as shown on a printed map (printed with the `P' command).
- Sectors contain up to 44 rows by 99 columns each. The Location command
- will display the character's current row and column map coordinates, as
- well as the sector number.
-
-
-
- P - Print map to file.
-
- The Print command will write an entire map of the dungeon floor
- explored to a file. Since the dungeon floor is large, the map is broken
- up into sectors, each containing up to 44 rows by 99 columns.
-
-
-
- R - Rest for a number of turns.
-
- You may rest one turn by pressing the `5' key. Resting for longer
- periods of time is accomplished by using the Rest command, followed by
- the number of turns you want to rest your character. Resting will
- continue until the specified duration has expired, or something to wake
- the character happens, such as a creature wandering by. It is sometimes
- a good idea to rest a beat-up character until he regains some of his hit
- points, but be sure to have plenty of food if you rest often.
-
- If you have accidently entered in a rest period too large, or
- change your mind about the resting period, you may wake your character
- up by pressing any key.
-
-
-
- S - Search mode toggle.
-
- The Searching toggle will take the character into and out of
- searching mode. When first pressed, the message ``Searching'' will
- appear at the bottom of the screen. The character is now taking two
- turns for each command, one for the command and one turn to search about
- him. Note that this means he is taking twice the time to move about the
- dungeon, and therefore twice the food. If a creature should happen by
- or attack you, search mode will automatically shut off. Otherwise you
- may turn off search mode by again pressing the `S' key.
-
-
-
-
-
-
-
-
-
-
-
-
-
- The Dungeons of MORIA - 15 - COPYRIGHT (c) Robert Alan Koeneke
-
- T <Dir> - Tunnel through rock.
-
- Tunneling (Mining) is a very useful art. There are four kinds of
- rock present in the dungeons of MORIA; Permanent Rock, Granite Rock,
- Magma Intrusion, and Quartz Veins. Permanent Rock is exactly that,
- permanent. 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.
-
- 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.
-
- It is sometimes possible to get a character trapped within the
- dungeon by using various magical spells and items. So it is a very good
- idea to always carry some kind of digging tool, even when you are not
- planning on tunneling for treasure.
-
-
-
- a <Dir> - Aim a wand.
-
- Wands must be aimed in a direction to be used. Wands are a magical
- device and therefore use the Magical Devices ability of the player.
- They will either affect the first object/creature encountered, or affect
- anything in a given direction, depending upon the wand. An obstruction
- such as door or wall will general stop the effects of a wand from
- traveling further.
-
-
-
- b - Browse a book.
-
- You can only read a book if you are of its realm. Therefore a magic
- user could read a magic book, but not a holy book. Fighter's will not
- be able to read either kind of book. When the Browse command is used,
- all of the spells or prayers contained in the book along with
- information about it, such as its level, the amount of mana used up in
- casting it, and whether or not you know the spell or prayer, will be
- displayed. There are a total of 31 different magical spells in four
- books, and 31 different prayers in four books.
-
-
-
-
-
-
-
-
-
-
-
-
- The Dungeons of MORIA - 16 - COPYRIGHT (c) Robert Alan Koeneke
-
- c <Dir> - Close a door.
-
- Non-intelligent 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. Note that
- bashing a door open will break it.
-
-
-
- d - Drop an object from you inventory.
-
- You can drop a single object onto the floor beneath you if that
- floor spot does not already contain an object. Note that doors and
- traps are considered objects in this sense. If you drop an object such
- as a potion or scroll, a single one is dropped onto the floor at a time.
- Group objects such as arrows are all dropped at once onto the floor.
-
-
-
- e - Display a list of equipment being used.
-
- Use the Equipment command to display a list of objects currently
- being used by your character. Note that each object has a specific
- place where it is placed, and that only one object of each type may be
- used at any one time, except rings of which two can be worn, one on each
- hand.
-
-
-
- f <Dir> - Throw an object/Use a missile weapon.
-
- 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.
-
- If you throw at a creature, your chance of hitting the creature is
- determined by your bonus to hit, your ability at throwing, and the
- object's bonus to hit. Once the creature is hit, the object may or may
- not do any actual damage to it. Certain objects in the dungeon can do
- great amounts of damage when thrown, but it's for you to figure out the
- obscure ones. Oil flasks are considered to be lit before thrown,
- therefore they will do fire damage to a creature if they hit it.
-
- To use a bow with arrows, simply wield the bow and throw the
- arrows. Extra bonus to 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...
-
-
-
-
-
-
-
-
-
- The Dungeons of MORIA - 17 - COPYRIGHT (c) Robert Alan Koeneke
-
- h - Enter the MORIA help library.
-
- A subprocess is spawned and the help utility entered. Help on
- individual commands may be displayed without actually exiting your game.
- You may return to your game by entering a <CONTROL>-Z character.
-
-
-
- i - Display a list of objects being carried.
-
- The Inventory command displays a list of all objects being carried,
- but are not in current use. You may carry up to 22 different kinds of
- objects, not including those in your equipment list. Depending upon
- your strength, you will be able carry many identical objects before
- hitting your weight limit.
-
-
-
- j <Dir> - Jam a door with an iron spike.
-
- Most humanoid and many intelligent creatures can simply open a
- closed door, and can eventually get through a locked door. Therefore you
- may spike a door in order to jam it. Each spike used on a door will
- increase it's strength. It is very easy to jam a door so much as to
- make it impossible for your character to bash it down, so spike doors
- wisely. Note that the bigger a creature is, the more easily it can bash
- a door down. Therefore four or more spikes might be necessary to slow
- down a dragon, where one spike would slow down a kobold.
-
-
-
- m - Cast a magic spell.
-
- First, a character must have learned a spell before he can cast it.
- Next, when casting a spell, he must read the spell from a book, so a
- book containing the spell must be in his inventory. Each spell has a
- chance of failure which starts out fairly large but decreases as a
- character gains levels. If a character does not have the available
- mana, he increases his chance of failure, and gambles on losing a point
- of constitution. Note that since a character must read the spell from a
- book, he cannot be blind or confused when casting a spell, and there
- must be some light present.
-
-
-
- l <Dir> - Look in a direction.
-
- The Look command is useful in identifying the exact type of object
- or creature shown on the screen. Also, if a creature is on top of an
- object, the Look command will describe both. You can see creatures and
- objects up to 200 feet away (20 units). Note that you may freely use the
- Look command without the creatures getting a move on you.
-
-
-
-
-
- The Dungeons of MORIA - 18 - COPYRIGHT (c) Robert Alan Koeneke
-
- 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. Note that if an object is
- trapped and you open it, the trap will be set off.
-
-
-
- p - Read a prayer.
-
- First, a character must have learned a prayer before he can read
- it. Next, when reading a prayer, he must have the book containing the
- prayer in his inventory. Each prayer has a chance of failure which
- starts out fairly large but decreases as a character gains levels. If a
- character does not have the available mana, he increases his chance of
- failure, and gambles on losing a point of constitution. Note that since
- a character must read the prayer from a book, he cannot be blind or
- confused and there must be some light present.
-
-
-
- q - Quaff a potion.
-
- To drink a potion use the Quaff command. A potion affects the
- player in some manner. The effects of the potion may be immediately
- noticed, or they may be subtle and unnoticed.
-
-
-
- r - Read a scroll.
-
- To read a scroll use the Read command. A scroll spell has an area
- affect, except in a few cases such as identify scrolls which act on
- other objects. Note that two scrolls, the identify scroll and the
- recharge scroll, have titles which can be read without setting them off,
- and by pressing <ESCAPE> can be saved for future use.
-
-
-
- s - Search general area one turn.
-
- The Search command can be used to locate hidden traps and secret
- doors about the player. Note that more than a single turn of searching
- will be required in most cases. You should always search a chest before
- trying to open it because they are generally trapped.
-
-
-
-
-
-
-
-
-
-
-
- The Dungeons of MORIA - 19 - COPYRIGHT (c) Robert Alan Koeneke
-
- t - Take off a piece of equipment.
-
- Use the Take-off command to remove an object from use, and return
- it to your inventory. Occasionally you will run into a cursed item
- which cannot be removed. Cursed items are always bad, and can only be
- taken off after removing the curse.
-
-
-
- u - Use a staff.
-
- The Use command will activate a staff. Like scrolls, most staves
- 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. Note that an objects bonuses cannot be
- gained until it is worn or wielded.
-
-
-
- x - Exchange primary and secondary weapons.
-
- A secondary weapon is any weapon which may be needed often. Instead
- of searching through your inventory, you may use the Exchange command to
- keep the weapon ready. For instance, if you wanted to use your bow most
- of the time, but needed a sword for close combat, you could wield your
- sword, use the Exchange command to make it the secondary weapon, then
- wield your bow. If the sword was suddenly needed, simply use the
- Exchange command to switch between the bow and the sword.
-
-
-
- / - 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.
-
-
-
-
- The Dungeons of MORIA - 20 - COPYRIGHT (c) Robert Alan Koeneke
-
- ? - Display a list of commands.
-
- The ? command displays a one page quick reference help page on the
- screen.
-
-
-
- ^M - Repeat last message.
-
- The <CONTROL>-M (Carriage-Return or Enter key) command will
- re-display the last message printed on the message line at the top of
- your screen.
-
-
-
- ^R - Redraw the screen.
-
- To redraw the entire screen, use the <CONTROL>-R command.
-
-
-
- ^Y - Quit the game without saving.
-
- To exit the game without saving your character use the <CONTROL>-Y
- command. Once exited in this manner, your character is non-recoverable.
-
-
-
- ^Z - Save your character and quit the game.
-
- To save your game so that it can be restarted later, use the
- <CONTROL>-Z command. The save file can be moved about at will, but do
- not edit it. Note that a copy of a saved character will not work after
- that character has died.
-
-
-
- $ - Shell out of game.
-
- Use the Shell command `$' to temporarily exit the game to execute
- DCL commands. You may re-enter the game by entering EOJ to end the
- spawned process.
-
-
-
- < - 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.
-
-
-
-
-
- The Dungeons of MORIA - 21 - COPYRIGHT (c) Robert Alan Koeneke
-
- > - 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.
-
-
-
- . <Dir> - Move in direction.
-
- The Move command `.' will move you in the indicated direction until
- one of several conditions happen. These conditions include, a creature
- appearing on the screen, a creature already on the screen moving, an
- object or feature such as a door, a staircase, or a trap is adjacent to
- the character, character comes into a junction of passages, or character
- comes to a wall with no choice or more than one choice of continuing
- directions.
-
- 3.1.1.2. Quick Reference Page.
-
- MORIA Commands
-
- B <Dir> Bash (object/creature) q Quaff a potion.
- C Display character. r Read a scroll.
- D <Dir> Disarm a trap/chest. s Search for hidden doors.
- E Eat some food. t Take off an item.
- F Fill lamp with oil. u Use a staff.
- L Current location. v Version and credits.
- P Print map. w Wear/Wield an item.
- R Rest for a period. x Exchange weapon.
- S Search Mode. / Identify an character.
- T <Dir> Tunnel. ? Display this panel.
- a Aim and fire a wand.
- b Browse a book. ^M Repeat the last message.
- c <Dir> Close a door. ^R Redraw the screen.
- d Drop an item. ^Y Quit the game.
- e Equipment list. ^Z Save character and quit.
- f Fire/Throw an item. $ Shell out of game.
- h MORIA Help.
- i Inventory list. < Go up an up-staircase.
- j <Dir> Jam a door with spike. > Go down a down-staircase.
- l <Dir> Look given direction. . <Dir> Move in direction.
- m Cast a magic spell. Movement: 7 8 9
- o <Dir> Open a door/chest. 4 6 5 = Rest.
- p Read a prayer. 1 2 3
-
-
- 3.1.2. The Town Level
-
- The town level is where you will begin your adventure. The town
- consists of six buildings, each with an entrance, some towns people, and
- a wall which surrounds the town. The first time you are in town, it
- will be daytime, but you may return to find that darkness has fallen.
-
-
-
- The Dungeons of MORIA - 22 - COPYRIGHT (c) Robert Alan Koeneke
-
- (Note that some spells may act differently in the town level.)
-
- 3.1.2.1. Town's People
-
- The town contains many different kinds of people. There are the
- street urchins, young children who will mob an adventurer for money, and
- seem to come out of the woodwork when excited. Blubbering Idiots which
- are a constant annoyance, but not harmful. Public drunks which wander
- about the town singing, and are of no threat to anyone. Sneaky rogues,
- which hang about watching for 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.
-
- Most of the towns people should be avoided by the largest possible
- distance when you wander from store to store. Fights will break out
- though, so be prepared. Since your character grew up in this world of
- intrigue, no experience is awarded for killing on the town level.
-
- 3.1.2.2. Supplies
-
- Your character will begin his 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.
-
- 3.1.2.3. Town Buildings
-
- You may enter any of the stores, if they are open, and barter with
- the owner for items you can afford. But be warned 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.
-
- Once inside a store, its 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 or
- purchase items in its inventory. 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 anything you
- have sold.
-
- 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 encountered.
-
-
-
-
- The Dungeons of MORIA - 23 - COPYRIGHT (c) Robert Alan Koeneke
-
- The General Store
-
- The General Store sells foods, drinks, some clothing, torches,
- lamps, oil, and spikes. All of these items, and others, can be sold
- back to the General store for money. The entrance to the General Store
- is a `1'.
-
-
-
- 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'.
-
-
-
- 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 Weaponsmiths is a `3'.
-
-
-
- The Temple
-
- The Temple deals in healing and restoration potions, as well as
- bless scrolls, word-of-recall scrolls, some approved priestly 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'.
-
-
-
- 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'.
-
- 3.1.3. Within The Dungeon
-
- Once your character is adequately supplied with food, light, armor,
- and weapons, he is ready to enter the dungeon. Move on top of the `>'
- symbol and use the Down `>' command. Your character 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 challenging encounters to find the treasures lying
-
-
-
- The Dungeons of MORIA - 24 - COPYRIGHT (c) Robert Alan Koeneke
-
- about.
-
- 3.1.3.1. Light
-
- There are two sources for light once inside the dungeon. Permanent
- light which has been magically placed within rooms, and a light source
- carried by the player. If neither is present, the character will be
- unable to map or see any attackers. Lack of light will also affect
- searching, picking locks, and disarming.
-
- A character must wield a torch or lamp in order to supply his own
- light. Once a torch or lamp has only 50 or less turns left before
- burning out, the message ``Your light is getting low'' will be displayed
- at random intervals. Once a torch is burnt out, it is useless and can
- be dropped. A 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.
-
- 3.1.3.2. Attacking And Being Attacked
-
- Attacking is simple in MORIA. If you move into a creature, you
- attack him. You can attack from a distance by firing a missile, or by
- magical means such as aiming a wand. Creatures attack in the same way,
- if they move into you, they attack you. Some creatures can cast spells
- from a distance, and dragon type creatures can breath from a distance,
- but these are the only exceptions.
-
- If you are wielding a weapon, the damage for the weapon is used
- when you hit the creature. If you are wielding no weapons, you get two
- fist strikes. Note that very strong creatures can do a lot of damage
- with their fists... A character may have a primary and secondary
- weapon. A secondary weapon is kept on the belt, or on the shoulder for
- immediate use. You can switch between your primary and secondary
- weapons by using the `x' command. Be sure you are wielding 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 missile weapon, but
- used together they have a greater range and do far more damage.
-
- Hits and misses are determined by ability to hit vs armor class. A
- miss doesn't necessarily mean you failed to hit the target, but only
- that you failed to do any damage. Therefore a `hit' is a strike that
- does some damage. Higher armor classes make it harder to do damage,
- therefore more misses.
-
- 3.1.3.2.1. Your Weapon
-
- Carrying a weapon in your backpack does you no good. You must
- wield a weapon before it can be used in a fight. Note that a secondary
- weapon can be kept by wielding it and then using the Exchange command
- `x'. A secondary weapon is not in use, simply ready to be switched with
-
-
-
- The Dungeons of MORIA - 25 - COPYRIGHT (c) Robert Alan Koeneke
-
- 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. Note that cursed swords cannot be un-wielded until the
- curse is lifted.
-
- Missile weapons, such as bows, have only one major characteristic
- which is to hit, expressed '(+ )'. This bonus to hit is added to that
- of the missile used, if the proper weapon-missiles combination are used.
-
- Although you receive any magical bonuses an unidentified weapon may
- possess when you wield it, those bonuses will not be added in to the
- displayed values of to-hit and to-dam on your character sheet. You must
- identify the weapon before the displayed values reflect the real values
- used.
-
- Finally, some rare weapons have special abilities. This are called
- ego weapons, and are feared by great and meek. An ego sword must be
- wielded to receive benefit of it's abilities.
-
- Special weapons are denoted by the following abbreviations:
-
- 1. (DF) - Defender. A magical weapon that actually helps the wielder
- defend himself, thus increasing his armor class.
-
- 2. (FB) - Frost Brand. A magical weapon of ice that delivers a
- cold critical to heat-based creatures.
-
- 3. (FT) - Flame Tongue. A magical weapon of flame that delivers a
- heat critical to cold-based creatures.
-
- 4. (HA) - Holy Avenger. A Holy Avenger is by far the most powerful
- of weapons. Holy Avengers have been known to increase several of
- the wielder's stats, to actually increase the wielder's armor class
- (because of the terror the weapon spawns in its foes), and to
- actually help the wielder to fight more effectively.
-
- 5. (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 greatly
- increased.
-
- 6. (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
- is greatly increased.
-
- 7. (SM) - Slay Monster. A Slay Monster weapon is a special purpose
- weapon whose sole intent is to destroy all the vile monsters of the
- world. A monster is any creature not natural to the world.
- Therefore an orc would be a monster, but a giant snake would not
-
-
-
- The Dungeons of MORIA - 26 - COPYRIGHT (c) Robert Alan Koeneke
-
- be.
-
- 8. (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 is capable of destroying them.
-
- 3.1.3.2.2. Body And Shield Bashes
-
- Weight is the primary factor in being able to bash something, but
- strength plays a role too. After bashing, a character may be off
- balance for several rounds depending upon his 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.
-
- 3.1.3.2.3. Your Armor Class
-
- Armor class is a number that describes the amount and the quality
- of armor begin worn. Armor class will generally run from about 0 to 40,
- but could become negative or greater than 40 in rare cases.
-
- The larger your armor class, the more protective it is. A negative
- armor class would actually help get you hit. Armor protects you in
- three manners. One, it makes you harder to be hit for damage. A hit
- for no damage is the same as a miss. Two, good armor will absorb some
- of the damage that your character would have taken. An armor class of
- 30 would absorb 30% of any damage meant for him. Cold, fire and acid
- damage are reduced by wearing body armor. It is obvious that a high
- armor class is a must for surviving the lower levels of MORIA.
-
- Each piece of armor has an armor class adjustment, and a magical
- bonus. Armor bought in town will have these values displayed with their
- description. Armor that is found within the dungeon must be identified
- before these values will be displayed. Armor class values are always
- displayed between a set of brackets '[+ ,+ ]'. The first value is the
- armor class of the item. The second number is the magical bonus of the
- item, and will always have a sign preceding the value. There are a few
- cases where the form '[+ ]' is used, meaning the object has no armor
- class, only a magical armor bonus if worn.
-
- Some pieces of armor will possess special abilities denoted by the
-
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- following abbreviations:
-
- 1. (RA) - Resist Acid. This magical ability is usually enchanted
- into armor, but may occasionally be found as an ability of a
- weapon. A character using such an object will take only a quarter
- damage from any acid thrown upon him. In addition, armor so
- enchanted will resist the acid's effects and not be damaged by it.
-
- 2. (RC) - Resist Cold. This magical ability is also found in both
- weapons and armor. A character using a resist cold object will
- take only half damage from frost and cold.
-
- 3. (RF) - Resist Fire. This magical ability is found in both
- weapons and armor. A character using a resist fire object will take
- only one quarter damage from heat and fire.
-
- 4. (RL) - Resist Lightning. This magical ability is found in both
- weapons and armor. A character using a resist lightning object will
- take only one quarter damage from electrical attacks.
-
- 5. (R) - Resistance. This magical ability is found only in armor. A
- character wearing armor with this ability will have resistance to
- Acid, Cold, Fire, and Lightning as explained in each part above.
-
- 3.1.3.3. Objects Found In The Dungeon
-
- The mines are full of objects just waiting to be picked up and
- used. How did they get there? Well, the main source for useful items
- are all the foolish adventurers that proceeded into the dungeon before
- you. They get killed, and the helpful monsters scatter the various
- treasure throughout the dungeon. Most cursed items are placed there by
- the joyful evil sorcerers, who enjoy a good joke when it gets you
- killed.
-
- You pick up objects by moving on top of them. You can carry up to
- 22 different items in your backpack while wearing and wielding many
- others. Note that although you are limited to 22 different items, you
- may be carrying several of each item restricted only by the amount of
- weight your character can carry. Your character's weight limit is
- determined by his strength. Only one object may occupy any one given
- floor location, which may or may not also contain one monster. Note
- that doors, traps, and staircases are considered objects for this
- purpose.
-
- Many objects found within the dungeon have special commands for
- their use. Wands must be Aimed, staves must be Used, scrolls must be
- Read, and potions must be Quaffed. In any case, you must first be able
- to carry an object before you can use it. Some objects, such as chests,
- are very complex. Chests contain other objects and may be trapped,
- and/or locked. Read the list of player commands carefully for a further
- understanding of chests.
-
- One item in particular will be discussed here. The scroll of
- ``Word of Recall'' can be found within the dungeon, or bought at the
-
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- The Dungeons of MORIA - 28 - COPYRIGHT (c) Robert Alan Koeneke
-
- 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 getting back to the deeper levels of
- MORIA. Once the scroll has been read it takes a while for the spell to
- act, so don't expect it to save you in a crisis.
-
- And lastly, a final warning. Not all objects are what they seem.
- Skeletons lying peacefully about the dungeon have been known to get
- up...
-
- 3.1.3.4. Cursed Objects
-
- Some objects, mainly armor and weapons, have had curses laid upon
- them. These horrible objects will look like any other normal item, but
- will detract from your characters stats or abilities if worn. They will
- also be impossible to remove until a remove curse is done.
-
- When a cursed item has been identified, an asterisk `*' will appear
- next to the inventory letter of the item. If you should wear a cursed
- item, you will immediately know it is cursed and again the asterisk will
- appear.
-
- 3.1.3.5. Mining
-
- Much of the treasure within the dungeon can be found only by mining
- it out of the walls. Many rich strikes exist within each level, but
- must be found and mined. Quartz veins are the richest, yielding the
- most metals and gems, but magma veins will have some hordes hidden
- within.
-
- Mining is virtually impossible without a pick or shovel. Picks and
- shovels have an additional magical ability expressed as '(+ )'. The
- higher the number, the better the magical digging ability of the tool.
- Note that a pick or shovel also has bonus to hit and damage, and can be
- used as a weapon.
-
- 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.
-
- If the character has a scroll or staff of treasure location, he can
- immediately locate all strikes of treasure within a vein shown on the
- screen. This makes mining much easier and more profitable.
-
- 3.1.3.6. Staircases
-
- Staircases are the manner in which you get deeper, or climb out of
- the dungeon. The symbols for the up and down staircases are the same as
- the commands to use them. A `<' represents an up staircase and a `>'
-
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- 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.
-
- 3.1.3.7. Secret Doors, Passages, And Rooms
-
- Many secret doors are used within the dungeon to confuse and
- demoralize adventurers foolish enough to enter. But with some luck, and
- lots of concentration, you can find these secret doors.
-
- Secret doors will sometimes hide rooms or corridors, or even entire
- sections of that level of the dungeon. Sometimes they simply hide small
- empty closets or even dead ends.
-
- Creatures in the dungeon will generally know and use these secret
- doors. If they leave one open, you will be able to go right through it.
- If they close it behind them you will have to search for the catch
- first. Once a secret door has been discovered by you, it is drawn as a
- known door and no more searching will be required to use it.
-
- 3.1.3.8. Winning The Game
-
- Once your character has progressed into killing 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 every level after level 49, so don't
- go down there until you are ready for him.
-
- 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 genocide is used upon him, and
- the Balrog cannot be polymorphed, slept, or charmed. Magical spells
- like coldball are effective against him as are weapons, but he is
- difficult to kill and if allowed to escape for a time can heal himself.
-
- If you should actually survive the attempt of killing the Balrog,
- you will receive the status of winner. Since you have defeated the
- toughest monster alive, your character is ready to retire and cannot be
- saved. When you quit the game, your character receives a surprise bonus
- score and is entered into the top-twenty file.
-
- 3.1.3.9. Upon Death And Dying
-
- If your character falls below 0 hit points, he has died and cannot
- be restored. A tombstone showing information about your character will
- be displayed with the option to print the information to a file.
-
- After the tombstone, the top-twenty list of heroes is displayed.
- If your score beats any of the top-twenty, your character will join this
- elite rank of heroes. Otherwise, well, there is always next time...
-
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- 3.1.3.10. Wizards
-
- There are rumors of MORIA Wizards which, if asked nicely, can
- explain details of the MORIA game that seem complicated to beginners.
- In addition, they have special spells which can restore characters lost
- by accident, such as power-outs and such.
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