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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,
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.
The Dungeons of MORIA - 2 - COPYRIGHT (c) Robert Alan Koeneke
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.
The Dungeons of MORIA - 3 - COPYRIGHT (c) Robert Alan Koeneke
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.
The Dungeons of MORIA - 4 - COPYRIGHT (c) Robert Alan Koeneke
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.
Half-Elf
Half-elves tend to be smarter and faster than a human, but not as
strong. Half-elves are slightly better at searching, disarming,
perception, stealth, and magic, but they are not as good at hand
weapons. Half-elves may choose any class.
Elf
Elves are better magicians 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.
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.
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.
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.
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.
The Dungeons of MORIA - 6 - COPYRIGHT (c) Robert Alan Koeneke
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.
The Dungeons of MORIA - 7 - COPYRIGHT (c) Robert Alan Koeneke
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.
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.
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.
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.
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
2.1.5.2. Chart 3 : Class vs Skills
The Dungeons of MORIA - 9 - COPYRIGHT (c) Robert Alan Koeneke
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.
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.
The Dungeons of MORIA - 11 - COPYRIGHT (c) Robert Alan Koeneke
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.
The Dungeons of MORIA - 12 - COPYRIGHT (c) Robert Alan Koeneke
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
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
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...
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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.
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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.
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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.
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? - 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.
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> - 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.
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(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.
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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
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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
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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
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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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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...
The Dungeons of MORIA - 30 - COPYRIGHT (c) Robert Alan Koeneke
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.
The Dungeons of MORIA - 31 - COPYRIGHT (c) Robert Alan Koeneke