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- Path: sparky!uunet!zephyr.ens.tek.com!master!saab!billr
- From: billr@saab.CNA.TEK.COM (Bill Randle)
- Newsgroups: comp.sources.games
- Subject: v14i051: umoria4 - single player dungeon simulation (ver. 5.5), Part19/39
- Message-ID: <3409@master.CNA.TEK.COM>
- Date: 20 Aug 92 18:06:04 GMT
- Sender: news@master.CNA.TEK.COM
- Lines: 1263
- Approved: billr@saab.CNA.TEK.COM
-
- Submitted-by: grabiner@math.harvard.edu (David Grabiner)
- Posting-number: Volume 14, Issue 51
- Archive-name: umoria4/Part19
- Supersedes: umoria3: Volume 9, Issue 55-97; Volume 10, Issue 15-17
- Environment: Curses, Unix, Mac, MS-DOS, Atari-ST, Amiga, VMS
-
-
-
- #! /bin/sh
- # This is a shell archive. Remove anything before this line, then unpack
- # it by saving it into a file and typing "sh file". To overwrite existing
- # files, type "sh file -c". You can also feed this as standard input via
- # unshar, or by typing "sh <file", e.g.. If this archive is complete, you
- # will see the following message at the end:
- # "End of archive 19 (of 39)."
- # Contents: doc/faq doc/moria2.txt.1
- # Wrapped by billr@saab on Thu Aug 20 09:11:31 1992
- PATH=/bin:/usr/bin:/usr/ucb ; export PATH
- if test -f 'doc/faq' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'doc/faq'\"
- else
- echo shar: Extracting \"'doc/faq'\" \(22694 characters\)
- sed "s/^X//" >'doc/faq' <<'END_OF_FILE'
- XFirst, a general guideline for posters; when you post any question
- Xrelated to playing or debugging the game, please give the version
- Xnumber, which you can get during the game by pressing "v".
- X
- XThese are the questions in the Moria Frequently Asked Questions list.
- XQuick answers to some questions are given in parentheses; more detailed
- Xanswers are in the list which follows.
- X
- XThe answers below are separated by form feeds, so that in most news
- Xreaders, you can get the answer you want without looking at the rest of
- Xthe spoilers. Each question is repeated before its answer, so you can
- Xsearch for the questions.
- X
- XMany of the answers are only correct for Umoria versions (4.87 and 5.x);
- XI don't know much about the other versions of Moria.
- X
- XPlease send any corrections or other suggested questions to me at
- Xgrabiner@math.harvard.edu.
- X
- XThe most common questions, asked by both beginners and others:
- X
- XHow do I get the Moria sources/executables/documentation?
- X(FTP from ftp.cis.ksu.edu, or from kukulcan.berkeley.edu.)
- X
- XWhat does this item do? (Answer is below with the spoilers.)
- X
- XWhy do most winning characters carry several copies of spell books?
- X(In case one gets stolen or burned.)
- X
- XWhat does the (-2) in Chain Mail (-2) [14,+2] mean? (It's a penalty to
- Xhit, caused by the heavy armor.)
- X
- XHow do I use wizard mode, and what can I do in it? (In 5.x, just type
- Xcontrol-W.)
- X
- XNon-spoiler questions:
- X
- XHow does resistance work? Are two items of resistance cumulative? (Not
- Xif both are worn items.)
- X
- XHow does speed work? Do you get faster if you are already Very Fast and
- Xget another speed item? (Yes.)
- X
- XI'm playing Moria version V; how does that compare to the current version?
- XIs it compatible?
- X
- XI think I've found a bug; what should I do? (Report it with the version
- Xnumber and system.)
- X
- XCommon spoiler requests:
- X
- XWhat are the special abilities of ego weapons? Crowns? Amulet of the
- XMagi? Cloak of Protection?
- X
- XHow much damage do spells and wands do?
- X
- XWhat does spell Y do?
- X
- XOn what level do you find X? (Level 25 is best for gain stat potions.)
- X
- XHow do you kill an ancient multi-hued dragon? (Usually, you don't.)
- X
- XHow do you kill an emperor lich? (With speed and spells.)
- X
- XWhat is the grape jelly trick? Does it work in Umoria 5.x? (No.)
- X
- XQuestions related to the source code:
- X
- XI don't like haggling; can I change the source code to turn it off?
- X
- XHow do you create objects in wizard mode?
- X
- XHow do I get the Moria sources/executables/documentation?
- X
- XThe following Umoria files are available by anonymous FTP from
- Xkukulcan.berkeley.edu (IP address 128.32.121.190), or from
- Xftp.cis.ksu.edu (IP address 129.130.10.80). The kukulcan archive is no
- Xlonger supported, but it is still listed here because it has some files
- Xwhich are not available on KSU.
- X
- XKukulcan: /pub/wilson/umoria_5/[machine name]
- XKSU: /pub/Games/Moria/[machine name]
- XExecutables for the Amiga, Atari ST, IBM PC, and Mac; look at the README
- Xfiles in these directories for more information. Some of these files
- Xmay need to be transferred in binary mode; type "binary" before
- Xtransferring the files. KSU has both color and monochrome executables
- Xfor the IBM PC.
- X
- XKukulcan: /pub/wilson/umoria_5/um5.5.tar.Z
- XKSU: /pub/Games/Moria/source/um5.5.tar.Z
- XA compressed tar file containing the entire source, for use on any
- Xsystem; if you have tar on your system, this is probably the file that
- Xyou want. (If you don't have compress, you can ftp it as well; it is
- X/pub/wilson/compress.tar.) This file must be transferred in binary
- Xmode; type "binary" before getting the file. Once you have the tar.Z
- Xfile, type "zcat um5.5.tar.Z | tar xf -" to extract the files, and
- Xread the README files for help in installing.
- X
- XKukulcan only: /pub/wilson/umoria_5/um5.5.shar
- XA shar file containing the source.
- X
- XKukulcan only: /pub/wilson/umoria_5/umoria
- XThe source distribution in plain text. If you need just the
- Xdocumentation, copy the files in the directory /pub/wilson/umoria_5/doc;
- Xif you need the auxilliary files (help files, high scores), copy the
- Xfiles in /pub/wilson/umoria_5/files.
- X
- XKSU only: /pub/Games/Moria/doc
- XThe documentation for Moria 5.4, including the official documentation,
- Xthe FAQ file, and a complete monster list.
- X
- XKSU only: /pub/Games/Moria/pc/color and /pc/mono
- XThe auxilliary files are in these directories; you may need them if you
- Xhave an executable without them.
- X
- XKukulcan: /pub/wilson/vms_moria (tar files and plain text)
- XKSU: /pub/wilson/vms (tar files only)
- XThe source distribution, in Pascal, for BOSS, and for VMS Moria 4.8 and
- X5.0. Umoria 5.x will also work on VMS machines.
- X
- XHow do I use wizard mode, and what can I do in it?
- X
- XIn Umoria 5.x, anyone can use wizard mode by typing ^W. However,
- Xcharacters who play in wizard mode are permanently barred from the
- Xscoreboard; wizard mode should be used only for debugging and
- Xexperimenting.
- X
- XIn 4.87 on Unix systems, only the person who installed the game can use
- Xwizard mode; if you are the installer, the passwords are in the source
- Xfile constant.h.
- X
- XIn PC-Moria 4.8x, you need to know the passwords to use wizard mode, and
- Xthe password will depend on who compiled your game.
- X
- X4.87 has both wizard and god modes; 5.x's wizard mode is equivalent to
- Xthe old god mode. The 4.87 wizard mode allows you to do only things
- Xrelated to the game (cure all problems, teleport, identify). The 5.x
- Xwizard mode and 4.87 god mode allow you to test the program by editing
- Xyour character, creating objects, deleting monsters, and similar things.
- X
- XIn wizard mode, ^H or DELETE will give you a list of the available
- Xcommands.
- X
- XHow does resistance work? Are two items of resistance cumulative?
- X
- XResist heat/cold potions and spells give temporary resistance to heat or
- Xcold. All other resistance items give permanent resistance. Two
- Xpermanent resistances are not cumulative, and two temporary resistances
- Xare cumulative only in duration.
- X
- XFire and cold do 1/3 damage if you have single resistance, 1/9 if you
- Xhave double.
- XAcid does 1/2 damage if you have any armor to corrode, 1/3 if you have
- Xresistance but no armor, and 1/4 if you have resistance and armor.
- XLightning does 1/3 damage if you have resistance.
- XThere is no resistance against poison gas.
- X
- XHow does speed work? Do you get faster if you are already Very Fast and
- Xget another speed item?
- X
- XVery Fast is the highest speed that can be displayed, but if you are
- Xfortunate enough to find several speed items, you can get still faster.
- XPermanent speed items (rings and boots) are cumulative, and temporary
- Xspeed (potions, spells, and staffs) can add one more point to your
- Xspeed. Multiple uses of temporary speed are cumulative only in
- Xduration.
- X
- XI'm playing Moria version V; how does that compare to the current version?
- XIs it compatible?
- X
- XMoria versions:
- X
- XUmoria 5.5.0: This is the current version of Umoria. It will accept
- Xcharacters from all Umoria 5.x versions.
- X
- XUmoria 5.3.1/5.4.0: These are essentially identical to 5.5.0, and
- Xcompatible with it, although 5.5.0 fixes a few bugs, and there have been
- Xa few minor changes.
- X
- XUmoria 5.2.2/5.3.0: These are in good condition, and compatible with the
- Xcurrent version. One bug: don't rest more than 10,000 turns in place,
- Xand leave the level if you start seeing lots of "Compacting monsters..."
- Xmessages, or the game may lock up.
- X
- XUmoria 5.2.1: This is playable, but has no high scores file; you
- Xprobably want to upgrade if possible.
- X
- XUmoria 5.1.0-5.2.0: These versions can be played, but are somewhat
- Xbuggy. If you run into an invisible, invincible monster which doesn't
- Xmove or attack, get off the level. If you can FTP the sources or
- Xexecutables, you should upgrade.
- X
- XThe U is often omitted from the names of the following Umoria versions.
- X
- XUmoria 4.87/PC-Moria 4.87x: This version is based on the old VMS Moria.
- XIt is relatively bug-free, but it doesn't have the features of the 5.x
- Xversions, such as monster memory. The save file format is incompatible
- Xwith 5.x, and several people have failed in attempts to write a
- Xconversion program.
- X
- XUmoria 4.85: A moderately buggy version, also based on VMS Moria.
- X
- XUmoria/PC-Moria 4.83: An extremely buggy version, based on VMS Moria.
- XThis version is essentially unplayable (see invisible doesn't work,
- Xstores all close after 32768 turns, etc.)
- X
- XThe following versions are not compatible with Umoria, and Umoria
- Xspoiler files may not apply to them. I don't know much about these
- Xversions.
- X
- XUB Moria 5.0: Also known as VMS Moria 5.0, this is the current version
- Xof VMS Moria. It has more monsters, a Black Market, and other features.
- X
- XImoria 4.9: This is apparently a very good game, with new character
- Xclasses and other features, but it hasn't been released outside of UW.
- X
- XAmiga Moria 3.0: Although this version was originally based on 4.85, it
- Xhas many added monsters, features, and bugs (including items which make
- Xyou virtually invincible).
- X
- XBOSS: This game changes the setting of Moria, but keeps many of the
- Xitems. It is based on VMS Moria 5.0.
- X
- XI think I've found a bug; what should I do?
- X
- XWhen you are reporting a suspected bug, make sure to give the version
- Xnumber and the system. The bug report can be posted here or sent to me.
- XIf you report a bug by Email, you may want to send a copy of the bug
- Xreport to the author of Moria, wilson@toad.com.
- X
- XI'm not the official maintainer of the source code, but I am reasonably
- Xfamiliar with it. If you report a bug which has been fixed in the
- Xcurrent version, I may be able to send you a patch, or at least tell you
- Xthat you can fix the bug by upgrading. If the bug hasn't been fixed, a
- Xgood bug report may make it easy to fix.
- X
- XWhat are the special abilities of ego weapons? Crowns? Amulet of the
- XMagi? Cloak of Protection?
- X
- XAll version-dependent changes are marked in brackets.
- X
- XAmulet of the Magi free action, see invisible, searching, +3 AC.
- X [no searching bonus in 4.87]
- XCloak of Protection no special ability, just a larger bonus than usual.
- X
- XEgo weapons:
- X
- X(HA) Holy Avenger +(1-4) str, +(1-4) AC, (SE), (SU), sustain stat,
- X see invisible.
- X(DF) Defender stealth, regeneration, free action, see invisible,
- X feather fall, RF, RC, RL, RA, +(6-10) to AC
- X(SM) Slay Monster Damage (x 2) vs. monsters, see invisible. [found in
- X 4.87 only]
- X(SA) Slay Animal Damage (x 2) vs. animals, [does not exist in 4.87;
- X has see invisible through 5.1.4]
- X(SD) Slay Dragon Damage (x 4) vs. dragons.
- X(SE) Slay Evil Damage (x 2) vs. evil monsters.
- X(SU) Slay Undead Damage (x 3) vs. undead, [see invisible in 5.1.5 and later]
- X(FT) Flame Tongue Damage (x 1.5) vs. monsters harmed by fire.
- X(FB) Frost Brand Damage (x 1.5) vs. monsters harmed by cold.
- X
- XA HA which is +1 to strength sustains strength; +2, intelligence; +3,
- Xwisdom; +4, constitution (not dexterity).
- X
- XCrown of the Magi +(1-3) int, (RF), (RC), (RA), (RL)
- X [In 4.87, it had see invisible instead of RL]
- XCrown of Lordliness +(1-3) wis, chr.
- XCrown of Might +(1-3) str, dex, con, free action.
- XCrown of Seeing see invisible, +(10-25) searching.
- X [+(2-5) to seach in 4.87]
- XCrown of Regeneration Regeneration.
- XCrown of Beauty +(1-3) charisma.
- X
- XRegeneration lets you recover mana and hit points at 1.5 times the
- Xnormal rate, but also makes you use up food much more quickly.
- X
- XFree action prevents you from being slowed or paralyzed by monsters.
- X
- XHow much damage do spells and wands do?
- X
- XSpell Name 4.87 damage 5.1.0 and later damage
- XMagic Missile 2d6 2d6
- XStinking Cloud 8 12
- XLightning Bolt 3d8 4d8
- XLightning Ball 24 32
- XFrost Bolt 4d8 6d8
- XFrost/Cold Ball 32 48
- XAcid Ball 40 60
- XFire Bolt 6d8 9d8
- XFire Ball 48 72
- XWand of Drain Life 50 75 [in 5.1.4 and later]
- X
- XIn 5.x only, a wand of wall building will do 4d8 damage to any creature
- Xburied in the wall (except one that moves through walls), and will kill
- Xany immobile creature. On the creature's next turn, it will attempt to
- Xmove out of the wall, and if it is unable to do so, it will take 10d8
- Xdamage and dig its way out.
- X
- XEverything below is the same in all versions.
- XWand of Light/Staff of 2d8 (if sensitive)
- XStarlight
- XStone to Mud 100 (if sensitive)
- XOrb of Draining 3d6 + caster's level, double to evil creatures
- XDispel Undead/Evil 1-60 from scroll or staff; 1 up to triple
- X caster's level from spell
- XHoly Word Dispel evil for 1 up to quadruple caster's level
- X
- XNotes:
- X
- XAll mage spells in 4.87 do the damage listed in the table above if cast
- Xfrom a wand, and 1 point more if cast by a mage.
- XAll ball spells do full damage for a direct hit, half damage one space
- Xaway, and 1/3 damage two spaces away.
- X
- XWhat does spell Y do?
- X
- XNon-obvious spell effects:
- X
- XMage spells:
- X
- XPhase Door: short-range teleport.
- XFind Hidden Traps/Doors: also detects stairs.
- XSleep I: sleep one monster in a given direction.
- XRecharge Item I: fewer charges than Recharge Item II, and more likely to
- X fail.
- XSleep II: sleep all monsters adjacent to player.
- XSleep III: sleep all monsters with a line of sight to player (including
- X invisible ones).
- XWord of Destruction: obliterates everything within 15 spaces of the
- X player; Balrog will teleport to another level.
- X
- XPriest spells:
- X
- XBless: +2 to AC, and +5 to chance to hit (equivalent to +1-2/3 bonus on
- X weapon) for a short time.
- XBlind Creature: blinded creatures wander around confused until they recover.
- XPortal: medium-range teleport.
- XChant: double duration Bless.
- XSanctuary: sleep creatures adjacent to player.
- XProtection from Evil: prevents any evil creature of the player's level
- X or lower from attacking the player.
- XEarthquake: causes random walls and ceilings in the area to collapse,
- X possibly injuring anything nearby.
- XTurn Undead: all undead of the player's level or lower, and some of
- X higher level, will be temporarily confused.
- XPrayer: quadruple duration Bless.
- XDispel Undead/Evil: affects all undead/evil within line of sight (even
- X invisble ones in 5.x versions), damage is from 1
- X up to 3x player's level, 1-60 from scroll or staff.
- XGlyph of Warding: creates a glyph which monsters cannot enter, but have
- X a small chance of breaking.
- XHoly Word: heals player completely, cures poison and fear, and dispels
- X evil for 1 to 4x player's level.
- X
- XOn what level do you find X?
- X
- XWhere important objects are found:
- X
- XIn 4.87, 1/20 of items are chosen as if you were on level 50. In 5.1
- Xand all later versions, 1/12 of items are chosen as if you were on a
- Xdeeper level, which has (current level/50) chance of being level 50, and
- Xis always level 1 in the town.
- X
- XItems become somewhat less common as you go deeper than the indicated
- Xlevels; however, if you can survive down there, this is compensated for
- Xby the fact that there are more treasures on deeper levels.
- X
- XItem type Level
- XEgo weapons, special armor, Progressively more common as you get
- Xboots, gloves, helmets deeper, all the way to level 55
- XHealing potion 12
- XGain stat potions 25
- XRestore mana potion 25
- XInvulnerability potion 40
- XGain experience potion 50
- XGenocide scroll 35
- XDestruction scroll 40
- XRune of Protection scroll 50
- XMass Genocide scroll 50
- XAmulets of wisdom, charisma 20
- XGain str/int/dex/con rings 30
- XAmulet of the magi 50
- XRing of speed 50
- XStaff of speed 40
- XStaff of mass polymorph 46
- XStaff of dispel evil 49
- XStaff of destruction 50
- XWand of clone monster 15 [2 in 4.87]
- XWand of drain life 50
- X
- XHow do you kill an ancient multi-hued dragon?
- X
- XUsually, you don't want to try; one gas breath from a full-strength AMHD
- Xdoes 693 damage, with no resistance.
- X
- XIf you can get to speed 3 (one permanent speed item, and either another
- Xpermanent speed item or a haste self spell or staff), you can try this
- Xtechnique. First, create (or find in a maze room) a wall with one open
- Xspace on all four sides.
- X
- X .
- X .#.
- X .
- X
- XStand on one side, with the dragon on the other side. When the dragon
- Xmoves adjacent to you, attack it once, and then hide behind the pillar.
- XThe dragon can't see you, so it won't breathe, and will instead chase
- Xyou to another side. Now attack once, and hide again, and so on until
- Xthe dragon is finished.
- X
- XHow do you kill an emperor lich?
- X
- XYou can kill an emperor lich if you can get to speed 2, which is its
- Xspeed. A mage or ranger can do this with the spell of haste self;
- Xanyone else needs a staff of speed, potion of haste self, or permanent
- Xspeed item. You will also need about 10 cure critical wounds or cure
- Xserious wounds potions, and some item giving you free action.
- X
- XYou also need some ranged spell attack. Liches take double damage from
- Xlightning in 5.x versions, so the spell of lightning bolt or wand of
- Xlightning balls is a good choice. Rogues and warriors will need several
- Xwands, with a total of about 30 charges to guarantee that they can kill
- Xthe lich with them. A priest or paladin has Orb of Draining, which is
- Xeven better.
- X
- XNow, try to line up with the lich while you are not adjacent to it,
- Xeither in a room or a corridor. This gives you a chance to cast your
- Xspell. The lich will get one action. If it cast a spell and you
- Xresisted, or the spell didn't do anything harmful, you have another
- Xchance. If you were confused or blinded, drink a cure wounds potion;
- Xthe lich isn't adjacent to you, so it can't hurt you. If the lich moved
- Xand is now adjacent to you, move back. Try to avoid getting cornered,
- Xand phase door or portal away if you are. A priest can make this easier
- Xby putting down a glyph of warding, but this must be done *before* the
- Xlich chases you across the glyph. (Don't stand on the glyph; it isn't
- Xfoolproof.)
- X
- XIf you run low on mana and don't have a wand, teleport out and come back
- Xlater to finish the job.
- X
- XA priest with glyph of warding can also set up the following
- Xconfiguration (the exact length doesn't matter as long as you are within
- Xspell range):
- X
- X#L#####
- X#^^...@
- X#######
- X
- XThe lich cannot cast spells from this position, because it cannot see
- Xyou. As long as it doesn't break the glyphs, you are safe, and can fire
- XOrb of Draining down the corridor; the lich will take some damage each
- Xtime. If the lich breaks either glyph, run or teleport out, and
- Xcontinue the battle elsewhere.
- X
- XI do not advise trying this technique against an AMHD; it will probably
- Xbreak a glyph before the battle is over, and if your teleport spell
- Xfails, or if you haven't hasted yourself, the AMHD gets a chance to
- Xbreathe.
- X
- XAn emperor lich has 1520 hit points, plus anything additional that it
- Xgains by draining mana (6 points per mana point drained) and charges (40
- Xpoints per charge). Never let it attack you in melee, because it can
- Xdestroy your wands, healing itself in the process, as well as draining
- Xyour experience and dexterity.
- X
- XIf you can get to speed 3, faster than the lich, it is easy to kill;
- Xjust fight, move back, fight, move back, and so on. You will still need
- Xa lot of cure wounds potions, unless you let it chase you around a
- Xpillar, as in the AMHD technique.
- X
- XWhat is the grape jelly trick? Does it work in Umoria 5.x?
- X
- XThe Grape Jelly trick is a spoiler/workaround/trick which is no longer
- Xnecessary in 5.1 and later versions.
- X
- XIn 4.87, when your intelligence and constitution changed, your mana and
- Xhit points did not change. Thus, in order to get the benefit of the
- Xincreased values, you have to let a grape jelly (or other creature, but
- Xgrape jellies are otherwise harmless) drain you to a low level, and then
- Xdrink restore life levels potions to go back up with the increased
- Xstats.
- X
- XI don't like haggling; can I change the source code to turn it off?
- X
- XIf you have the source code for any 5.x version, you can turn off
- Xhaggling with a simple change. Here is the change you would need to make.
- X(Note: This is *not* an official patch.)
- X
- XIn the source file store1.c, this is the routine for determining whether
- Xyou need to haggle. You can change the function, or simply change the
- Xreturn(flagnoneed) to return(TRUE) to eliminate all haggling.
- X
- Xint noneedtobargain(store_num, minprice)
- Xint store_num;
- Xint32 minprice;
- X{
- X register int flagnoneed;
- X register store_type *s_ptr;
- X
- X s_ptr = &store[store_num];
- X flagnoneed = ((s_ptr->good_buy == MAX_SHORT)
- X || ((s_ptr->good_buy > 3 * s_ptr->bad_buy + 20) &&
- X (minprice < 1000)));
- X
- X return (flagnoneed);
- X}
- X
- XHow do you create objects in wizard mode?
- X
- XYou will need the source; if you have only executables, get the source
- Xfiles constant.h and treasure.c from kukulcan.berkeley.edu, which
- Xcontain the necessary definitions. This is an explanation of some of
- Xthe parameters.
- X
- XTval: This is defined in constant.h; it is the value for the item type.
- XFor example, TV_WAND is 65.
- X
- XTchar: The character used to represent this object; it should usually be
- Xproper for the item type.
- X
- XSubval: This identifies the specific item. If you are duplicating an
- Xitem from the item list, use the same subval (and tval) as that item;
- Xotherwise, don't. Use subvals 0-63 for items that shouldn't stack,
- X64-127 for items that should always stack (potions and scrolls), 193 or
- Xmore for items that are generated in a group, and should stack as that
- Xgroup (arrows).
- X
- XWeight: In tenths of a pound.
- X
- XP1: Used for all special bonuses which don't appear elsewhere:
- Xbonus to stats/searching/stealth/speed, which stat to sustain (warning:
- Xconstitution is 4 and dexterity 5), tunneling value, food value, light
- Xvalue of a lamp, torch, or flask of oil. For missiles, different values
- Xof P1 distinguish different groups of missiles; use small negative
- Xnumbers if you create groups as a wizard.
- X
- XFlags: A hexadecimal number which contains:
- Xfor wearable items, all special effects (bits beginning with TR_ in
- Xconstant.h).
- Xfor chests, trap flags (CH_ bits in constant.h) and treasure flags (CM_
- Xbits in constant.h). The CM_WIN flag is cleared when you open a chest,
- Xso you can't create a chest with that bit set in order to get an instant
- Xwin.
- Xfor potions/scrolls/staffs/wands, the effects of using the item (see the
- Xitems in treasure.c). Many potions have multiple effects (cure light
- Xwounds also cures blindness).
- Xfor books, which spells are in the book (spell 1 is the units bit).
- X
- XLevel: Level on which the item would be found. This affects the
- Xdifficulty of using wands and staffs.
- X
- XThe object will have no name, except for the inscription {wizard item},
- Xand possibly a type name, such as "Potion of"; you can change the
- Xinscription.
- X
- END_OF_FILE
- if test 22694 -ne `wc -c <'doc/faq'`; then
- echo shar: \"'doc/faq'\" unpacked with wrong size!
- fi
- # end of 'doc/faq'
- fi
- if test -f 'doc/moria2.txt.1' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'doc/moria2.txt.1'\"
- else
- echo shar: Extracting \"'doc/moria2.txt.1'\" \(31490 characters\)
- sed "s/^X//" >'doc/moria2.txt.1' <<'END_OF_FILE'
- X
- X
- X
- X The Dungeons of Moria Page 18
- X
- X
- X hard, therefore hard to dig through, and contains no valu-
- X able metals. Magma and Quartz veins are softer and some-
- X times bear valuable metals and gems, shown as a `$' or a `*'
- X character. You can tell if the metal or gems are embedded
- X into the wall by trying to move onto them. If you can't
- X move over them, you'll have to dig them out. There is an
- X option which causes magma and quartz to be displayed dif-
- X ferently than other rock types.
- X
- X Tunneling can be VERY difficult by hand, so when you dig be
- X sure to wield either a shovel or a pick. Magical shovels
- X and picks can be found which allow the wielder to dig much
- X faster than normal, and a good strength also helps.
- X
- X Tunneling can have a count.
- X
- X V - View scoreboard.
- X This command will display the contents of the score board on
- X the screen. On a multiuser system, typing `V' again will
- X show only those scores from the score board that are yours.
- X
- X a <Dir> - Aim a wand. {z - zap}
- X Wands must be aimed in a direction to be used. Wands are
- X magical devices and therefore use the Magical Devices abil-
- X ity of the player. They will either affect the first
- X object/creature encountered, or affect anything in a given
- X direction, depending upon the wand. An obstruction such as
- X door or wall will generally stop the effects of a wand from
- X traveling further.
- X
- X b - Browse a book. {P - peruse}
- X You can only read a book if you are of its realm. Therefore
- X a magic user could read a magic book, but not a holy book.
- X Warriors will not be able to read either kind of book. When
- X the browse command is used, all of the spells or prayers
- X contained therein are displayed, along with information such
- X as their level, the amount of mana used up in casting them,
- X and whether or not you know the spell or prayer. There are
- X a total of 31 different magical spells in four books, and 31
- X different prayers in four books.
- X
- X c <Dir> - Close a door.
- X Nonintelligent and certain other creatures will not be able
- X to open a door. Therefore shutting doors can be a life
- X saver. You must be adjacent to an open door, and you cannot
- X close broken doors. Bashing a door open will break it.
- X
- X d - Drop an object from your inventory.
- X You can drop an object onto the floor beneath you if that
- X floor spot does not already contain an object. Doors and
- X traps are considered objects in this sense. If you have
- X several objects of the same kind, you will be prompted for
- X dropping one or all of them. It is possible to directly
- X drop things which you are wielding or wearing.
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 19
- X
- X
- X e - Display a list of equipment being used.
- X Use the Equipment command to display a list of objects
- X currently being used by your character. Each object has a
- X specific place where it is placed, and that only one object
- X of each type may be used at any one time, excepting rings of
- X which two can be worn, one on each hand.
- X
- X f <Dir> - Fire/Throw an object/use a missile weapon. {t - throw}
- X You may throw any object carried by your character. Depend-
- X ing upon the weight of an object, it may travel across a
- X room or drop down beside you. If you throw an object such
- X as an arrow, only one will be used at a time.
- X
- X If you throw at a creature, your chance of hitting the
- X creature is determined by your pluses to hit, your ability
- X at throwing, and the object's pluses to hit. Once the
- X creature is hit, the object may or may not do any actual
- X damage to it. Certain objects in the dungeon can do great
- X amounts of damage when thrown, but it's for you to figure
- X out the obscure ones. Oil flasks are considered to be lit
- X before thrown, therefore they will do fire damage to a
- X creature if they hit it.
- X
- X To use a bow with arrows, simply wield the bow and throw the
- X arrows. Extra pluses to damage and hitting are gained by
- X wielding the proper weapon and throwing the corresponding
- X ammo. A heavy crossbow with bolts for example, is a
- X killer...
- X
- X i - Display a list of objects being carried.
- X This command displays a list of all objects being carried,
- X but not currently in use. You may carry up to 22 different
- X kinds of objects, not including those in your equipment
- X list. Depending upon your strength, you will be able carry
- X many identical objects before hitting your weight limit.
- X
- X j <Dir> - Jam a door with an iron spike. {S - spike}
- X Most humanoid and many intelligent creatures can simply open
- X a closed door, and can eventually get through a locked door.
- X Therefore you may spike a door in order to jam it. Each
- X spike used on a door will increase its strength, although
- X the more spikes you add, the less effect each additional
- X spike has. It is very easy to jam a door so much as to make
- X it impossible for your character to bash it down, so spike
- X doors wisely. The bigger a creature is, the easier it can
- X bash a door down. Therefore twenty or more spikes might be
- X necessary to slow down a dragon, where one spike would slow
- X down a kobold. This command can be counted.
- X
- X l <Dir> - Look in a direction. {x - examine}
- X The Look command is useful in identifying the exact type of
- X object or creature shown on the screen. Also, if a creature
- X is on top of an object, the look command will describe both.
- X You can see creatures and objects up to 200 feet away (20
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 20
- X
- X
- X spaces). You may freely use the Look command without the
- X creatures getting a move on you.
- X
- X Looking in a particular direction sees everything within a
- X cone of vision which just overlaps the cones of the two
- X adjacent directions. Looking with the null direction `5'
- X (or `.') sees everything which there is to be seen.
- X
- X You are also able to access your monster memories with this
- X command. If you see a creature, you are prompted to ask if
- X you wish to see a short paragraph of information about your
- X experiences with that creature. See also the section on
- X being attacked.
- X
- X m - Cast a magic spell.
- X To cast a spell, a character must have previously learned
- X it, and must also have in the inventory a magical book from
- X which the spell may be read. Each spell has a chance of
- X failure which starts out fairly large but decreases as a
- X character gains levels. If a character does not have enough
- X mana, the chance of failure is greatly increased, and he
- X gambles on losing a point of constitution. You will be
- X prompted for confirmation before trying to cast a spell when
- X you don't have enough mana. Since a character must read the
- X spell from a book, he cannot be blind or confused when cast-
- X ing a spell, and there must be some light present.
- X
- X o <Dir> - Open a door, chest, or lock.
- X To open an object such as a door or chest you must use the
- X Open command. If the object is locked, the Open command
- X will attempt to pick the lock, based on your ability at
- X disarming. If an object is trapped and you open it, the
- X trap will be set off. This command can be counted, you may
- X need several tries to get it open.
- X
- X p - Read a prayer.
- X To pay effectively, a character must have learned the
- X prayer, and must also have in the inventory a holy book from
- X which the prayer may be read. Each prayer has a chance of
- X being ignored which starts out fairly large but decreases as
- X a character gains levels. If a character does not have
- X enough mana, the chance of failure is greatly increased, and
- X he gambles on losing a point of constitution. You will be
- X prompted for confirmation before trying to pray when you
- X don't have enough mana. Since a character must read the
- X prayer from a book, he cannot be blind or confused when
- X praying, and there must be some light present.
- X
- X q - Quaff a potion.
- X To drink a potion use the Quaff command. A potion affects
- X the player in some manner. The effects of the potion may be
- X immediately noticed, or they may be subtle and unnoticed.
- X
- X r - Read a scroll.
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 21
- X
- X
- X To read a scroll use the Read command. A scroll spell has
- X an area affect, except in a few cases such as identify
- X scrolls which act on other objects. Two scrolls, the iden-
- X tify scroll and the recharge scroll, have titles which can
- X be read without setting them off, and by pressing ESCAPE can
- X be saved for future use.
- X
- X s - Search general area one turn.
- X The Search command can be used to locate hidden traps and
- X secret doors about the player. More than a single turn of
- X searching will be required in most cases. You should always
- X search a chest before trying to open it because they are
- X generally trapped. This command can be counted, which is
- X useful if you are really sure of finding something eventu-
- X ally. A counted search ends as soon as anything is found.
- X
- X t - Take off a piece of equipment. {T}
- X Use the Take Off command to remove an object from use, and
- X return it to your inventory. Occasionally you will run into
- X a cursed item which cannot be removed. Cursed items are
- X always bad, and can only be taken off after removing the
- X curse.
- X
- X u - Use a staff. {Z - Zap}
- X The Use command will activate a staff. Like scrolls, most
- X staffs have an area affect. Because staffs are generally
- X more powerful than most other items, they are also harder to
- X use correctly.
- X
- X v - Display current version of game.
- X The Version command displays the credits for the current
- X version of moria.
- X
- X w - Wear or wield an item being carried.
- X To wear or wield an object in your inventory, use the
- X Wear/Wield command. If an object is already in use for the
- X same function, it is automatically removed first. An
- X object's bonuses cannot be gained until it is worn or
- X wielded.
- X
- X x - Exchange primary and secondary weapons. {X}
- X A secondary weapon is any weapon which may be needed often.
- X Instead of searching through your inventory, you may use the
- X exchange command to keep the weapon ready. For instance, if
- X you wanted to use your bow most of the time, but needed a
- X sword for close combat, you could wield your sword, use the
- X exchange command to make it the secondary weapon, then wield
- X your bow. If the sword was suddenly needed, simply use the
- X exchange command to switch between the bow and the sword.
- X
- X / - Identify a character shown on screen.
- X Use the identify command to find out what a character
- X displayed on the screen stands for. For instance, by press-
- X ing `/.', you can find out that the `.' stands for a floor
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 22
- X
- X
- X spot. When used with a creature, the identify command will
- X tell you only what class of creature the symbol stands for,
- X not the specific creature, therefore use the look command
- X for this information.
- X
- X If you identify the character for a creature in your monster
- X memory, you are also prompted to ask if you wish to see a
- X paragraph of information on those creatures identified by
- X the given character. Several creatures may be identified in
- X this way. Typing ESCAPE after the paragraph for any
- X creature will abort back to command level. See also the
- X section on being attacked.
- X
- X ? - Display a list of commands.
- X The ? command displays a quick reference help page on the
- X screen.
- X
- X - - Move without pickup.
- X This is followed by a move command, and causes you to move
- X over any object without picking it up. You can associate a
- X count with this command.
- X
- X = - Set options.
- X This is a free move, to set various moria options. The
- X available options are:
- X
- X (1) Cut known corners when running. This is on by default, and
- X the only reason for switching it off would be if you had the
- X search flag on and wished to look for doors in the extremity
- X of every corner.
- X
- X (2) Examine potential corners when running. This is on by
- X default, and allows you to run along an unknown curving cor-
- X ridor. If, however, you are running from a creature, and
- X wish to stop at an unknown corner to make a considered deci-
- X sion, then you may wish to switch this option off.
- X
- X (3) Print self during a run. This is off by default, which
- X gives faster screen updating.
- X
- X (4) Stop when map sector changes. This is off by default, but
- X can be switched on if you wish to stop running whenever a
- X new part of the dungeon appears in view.
- X
- X (5) Treat open doors as empty space while running. This is off
- X by default, in which case you stop when ever you run up to
- X an open door.
- X
- X (6) Prompt to pick up objects. This is off by default, in which
- X case stepping over an object automatically causes you to
- X pick it up. With the option on, you get prompted in all
- X such cases with a description of the object to see if you
- X really want to take it.
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 23
- X
- X
- X (7) Rogue like command set. This option controls the command
- X set in use. It is off by default.
- X
- X (8) Show weights in inventory. This is off by default: switch-
- X ing it on causes the inventory and equipment listings to
- X include the weight of all objects. This may be useful to
- X know if your pack is getting too heavy.
- X
- X (9) Highlight mineral seams. This is off by default. Switching
- X it on causes quartz and magma to be displayed as `%' instead
- X of `#'. This is handy when mining. Setting this option
- X does not immediately highlight all minerals, but only those
- X which are subsequently displayed. To display all minerals,
- X just move the map around a bit with the `Where' (or
- X `Locate') command.
- X
- X (10)Beep for invalid character. This is on by default. When
- X on, the program will beep for most invalid characters, such
- X as trying to choose a spell that you haven't learned yet.
- X When off, there are no such beeps.
- X
- X (11)Display rest/repeat counts. This is on by default. When
- X on, the program will progessively display the remaining
- X turns left while resting, and for repeated commands. For
- X those trying to play over a 2400 bps or less connection, or
- X for those playing on very slow microcomputers, turning this
- X off will make resting and repeated commands work much fas-
- X ter.
- X
- X The setting of all these options persist in your savefile,
- X even after you die.
- X
- X ^P - Previous message.
- X The Control-P command will redisplay the last message
- X printed on the message line at the top of your screen. A
- X second such command will display all of the saved messages.
- X You may also give this command a count to specify the number
- X of previous messages to display. At present, only 22 mes-
- X sages are saved.
- X
- X ^K - Quit the game without saving. {Q}
- X To exit the game without saving your character (i.e. kill
- X him/her) use the Control-K command. Once exited in this
- X manner, your character is nonrecoverable.
- X
- X ^X - Save your character and exit the game.
- X To save your game so that it can be restarted later, use the
- X Control-X command. Save files will also be generated if the
- X game crashes due to a system error. When you die, a reduced
- X save file is produced containing only your monster memory,
- X and your option settings.
- X
- X { - Inscribe an object.
- X This command can be used to inscribe any short string on an
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 24
- X
- X
- X object. Inscriptions are limited to twelve characters. The
- X inscription applies only to the particular object, it is not
- X automatically transferred to all similar objects. Under
- X certain circumstances, moria will itself inscribe objects:
- X if they have been discovered to be cursed or enchanted, or
- X if they have been sampled without being identified. In this
- X last case, moria does in fact carefully inscribe every such
- X item.
- X
- X ! - Shell out of game.
- X Use the Shell command `!' to temporarily exit the game to
- X execute UNIX or MSDOS commands. You may reenter the game by
- X typing exit to end the spawned process. This is not imple-
- X mented in the Macintosh version.
- X
- X < - Go up an up staircase.
- X If you move onto an up staircase you may use the `<' command
- X to go up one level. There is always one staircase going up
- X on every level except for the town level (this does not mean
- X it's easy to find). Going up a staircase will always take
- X you to a new dungeon area except for the town level, which
- X remains the same for the duration of your character.
- X
- X > - Go down a down staircase.
- X If you are on top of a down staircase you may use the `>'
- X command to go down one level. There are always two or three
- X staircases going down on each level, except the town level
- X which has only one. Going down will always take you to a
- X new dungeon area.
- X
- X . <Dir> - Move in direction. {shift<Dir>}
- X The Run command will move you in the indicated direction
- X until either you have to make a choice as between two direc-
- X tions, or something interesting happens. There are options
- X which determine behaviour at corners, and at screen boun-
- X daries. More precisely, the conditions which stop a run are
- X as follows:
- X
- X (1) A creature appears on the screen, one already on the screen
- X moves, or a creature attacks you or casts a spell at you.
- X
- X (2) You move next to an object, or a feature such as a door or
- X trap.
- X
- X (3) You come to the end of open space, or the end of a passage,
- X or a junction of passages, or a hole in a wall.
- X
- X (4) Corners are more complex. A corner allows a choice between
- X adjacent rectangular and diagonal directions. If you can
- X see walls which ensure that the diagonal gives a faster
- X traversal, then action is determined by the "cut corners"
- X options. If it is set, then you move diagonally through the
- X corner. This gives you maximum speed (as is nice if you are
- X fleeing a hidden creature). On the other hand, this option
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 25
- X
- X
- X should not be set if you want more careful coverage (as when
- X you are searching) so that you take two moves through the
- X corner.
- X
- X (5) At a potential corner, where walls are not yet visible ahead
- X of the rectangular direction, the "examine corners" option
- X is considered. If set, you will move straight into the
- X corner, which will light up all the corner and so determine
- X where you can go from there. This allows you to follow
- X corners in new passages. If the option is not set, you
- X stop. This allows highly cautious running where you want to
- X stop at all potential choice points.
- X
- X (6) If you move off the screen while running, then a new section
- X of the dungeon is display and the run continues. However,
- X if the "stop when map changes" option is set, you will stop.
- X Again, this is an option for nervous players, after all,
- X there may be a dragon on the new screen.
- X
- X (7) Anything typed during a run causes the run to stop. The
- X character causing this to occur is ignored. It is best to
- X use a space, which is ignored as a command, just in case the
- X run stops just before you type the character.
- X
- X (8) Various changes of state, such as recovery from fear or loss
- X of heroism, will stop a run.
- X
- X 6. The Town Level
- X
- X The town level is where you will begin your adventure. The town
- X consists of six buildings each with an entrance, some towns peo-
- X ple, and a wall which surrounds the town. The first time you are
- X in town it will be daytime, but you may return to find that dark-
- X ness has fallen. (Note that some spells may act differently in
- X the town level.)
- X
- X
- X 6.1. Townspeople
- X
- X The town contains many different kinds of people. There are the
- X street urchins, young children who will mob an adventurer for
- X money, and seem to come out of the woodwork when excited.
- X Blubbering Idiots are a constant annoyance, but not harmful.
- X Public drunks wander about the town singing, and are of no threat
- X to anyone. Sneaky rogues hang about watching for a likely victim
- X to mug. And finally, what town would be complete without a swarm
- X of half drunk warriors, who take offense or become annoyed just
- X for the fun of it.
- X
- X Most of the towns people should be avoided by the largest possi-
- X ble distance when you wander from store to store. Fights will
- X break out though, so be prepared. Since your character grew up
- X in this world of intrigue, no experience is awarded for killing
- X on the town level.
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 26
- X
- X
- X 6.2. Supplies
- X
- X Your character will begin his adventure with some supplies
- X already on him. Use the Inventory `i' command to check what
- X these supplies are. It will be necessary to buy other supplies
- X before continuing into the dungeon, however, so be sure to enter
- X each of the stores.
- X
- X
- X 6.3. Town Buildings
- X
- X You may enter any of the stores, if they are open, and barter
- X with the owner for items you can afford. When bartering, you
- X enter prices you will pay (or accept) for some object. You can
- X either enter the absolute amount, or precede a number with a plus
- X or minus sign to give a positive or negative increment on your
- X previous offer. If you have previously given an increment or
- X decrement amount, you can just type RETURN, and the program will
- X use the last increment amount that you typed. But be warned that
- X the owners can easily be insulted, and may even throw you out for
- X a while if you insult them too often. To enter a store, simply
- X move onto the entrance represented by the numbers 1 through 6.
- X
- X If you consistently bargain well in a store, that is, you reach
- X the final offer much more often than not, then the store owner
- X will eventually recognize that you are a superb haggler, and will
- X go directly to the final offer instead of haggling with you.
- X Items which cost less than 10 gold pieces do not count, as hag-
- X gling well with these items is usually either very easy or almost
- X impossible. Also, the store owner will always haggle for items
- X costing more than 1000 gold pieces, because of the amount of
- X money involved.
- X
- X Once inside a store, the store inventory will appear on the
- X screen along with a set of options for your character. You may
- X browse the store's inventory if it takes more than one page to
- X display, and you may sell to, or purchase items from, his inven-
- X tory. You can execute your inventory and equipment commands to
- X see what you are carrying. Not shown with the options are the
- X wear, take off, and exchange commands which will also work, but
- X were excluded to keep the options simple.
- X
- X Stores do not always have everything in stock. As the game
- X progresses, they may get new items so check from time to time.
- X Also, if you sell them an item, it may get sold to a customer
- X while you are adventuring, so don't always expect to be able to
- X get back everything you have sold.
- X
- X Store owners will not buy harmful or useless items. If an object
- X is unidentified, they will pay you some base price for it. Once
- X they have bought it they will immediately identify the object.
- X If it is a good object, they will add it to their inventory. If
- X it was a bad bargain, they simply throw the item away. In any
- X case, you may receive some knowledge of the item if another is
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 27
- X
- X
- X encountered.
- X
- X The General Store
- X The General Store sells foods, drinks, some clothing,
- X torches, lamps, oil, shovels, picks, and spikes. All of
- X these items, and some others, can be sold back to the Gen-
- X eral store for money. The entrance to the General Store is
- X a `1'.
- X
- X The Armory
- X The Armory is where the town's armor is fashioned. All
- X sorts of protective gear may be bought and sold here. The
- X entrance to the Armory is a `2'.
- X
- X The Weaponsmith's Shop
- X The Weaponsmith's Shop is where the town's weapons are
- X fashioned. Hand and missile weapons may be purchased and
- X sold here, along with arrows, bolts, and shots. The
- X entrance to the Weaponsmith's is a `3'.
- X
- X The Temple
- X The Temple deals in healing and restoration potions, as well
- X as bless scrolls, word of recall scrolls, some approved pri-
- X estly weapons, etc. The entrance to the Temple is a `4'.
- X
- X The Alchemy shop
- X The Alchemy Shop deals in all manner of potions and scrolls.
- X The entrance to the Alchemy Shop is a `5'.
- X
- X The Magic User's Shop
- X The Magic User's Shop is the most expensive of all the
- X stores. It deals in all sorts of rings, wands, amulets, and
- X staves. The entrance to the Magic Shop is a `6'.
- X
- X
- X 7. Within The Dungeon
- X
- X Once your character is adequately supplied with food, light,
- X armor, and weapons, he is ready to enter the dungeon. Move on
- X top of the `>' symbol and use the down `>' command. Your charac-
- X ter enters a maze of interconnecting staircases and finally
- X passes through a one-way door. He is now on the first level of
- X the dungeon (50 feet), and must survive many horrible and chal-
- X lenging encounters to find the treasure lying about.
- X
- X There are two sources for light once inside the dungeon. Per-
- X manent light which has been magically placed within rooms, and a
- X light source carried by the player. If neither is present, the
- X character will be unable to map or see any attackers. Lack of
- X light will also affect searching, picking locks, and disarming.
- END_OF_FILE
- if test 31490 -ne `wc -c <'doc/moria2.txt.1'`; then
- echo shar: \"'doc/moria2.txt.1'\" unpacked with wrong size!
- fi
- # end of 'doc/moria2.txt.1'
- fi
- echo shar: End of archive 19 \(of 39\).
- cp /dev/null ark19isdone
- MISSING=""
- for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 ; do
- if test ! -f ark${I}isdone ; then
- MISSING="${MISSING} ${I}"
- fi
- done
- if test "${MISSING}" = "" ; then
- echo You have unpacked all 39 archives.
- echo "Now run "bldfiles.sh" to build split files"
- rm -f ark[1-9]isdone ark[1-9][0-9]isdone
- else
- echo You still need to unpack the following archives:
- echo " " ${MISSING}
- fi
- ## End of shell archive.
- exit 0
-