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The Dungeons of MORIA
__________
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.
1
The Dungeons of MORIA
MORIA
MORIA
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
MORIA
where fantastic adventures await his coming!
Before beginning your first adventure, you should read this
MORIA
will require a dedicated player to win.
___ _________
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
MORIA
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 a
race, a height, weight, sex, and a physical description. None of
these, except weight, play any part in the game other than to
give the player a "feeling" for his character. Weight is used
for computing carrying capacity and also for BASHING.
Finally each character is assigned HIT POINTS based on their
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.
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The Dungeons of MORIA
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
intelligences 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
diety, 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.
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 a high charisma will receive
better prices from store owners, whereas a character with a very
low charisma will be robbed blind. A high charisma will also
mean more starting money for the character.
3
The Dungeons of MORIA
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.
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The Dungeons of MORIA
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.
- 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.
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The Dungeons of MORIA
- 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.
- 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
MORIA
cold blooded, and will not be detected unless lit up by a light
source.
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The Dungeons of MORIA
________ _ ____
There are eight different races that you can choose from in
MORIA
be, and each race has it's own adjustments to a character's stats
and abilities.
- Human
The human is the base character, all other races are
compared to him. Human's 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 character's 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 then humans, but not as good at
fighting. They tend to be smarter and faster than either humans
or half-elves, and also have better wisdom. Elves are better at
searching, disarming, perception, stealth, and magic, but they
are not as good at hand weapons. Elves may choose any class
except Paladin.
- 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 dwarfs, but larger than halflings.
They, like the halflings, live in the earth in burrow-like homes.
Gnomes are practical jokers, so if they can kill something in a
humorous way, so much the better. Gnomes make excellent mages,
and have very good saving throws. They are good at searching,
disarming, perception, and stealth. They have lower strengths
and constitutions then humans so they are not very good at
fighting with hand weapons. Gnomes have fair infra-vision, so
can detect warm creatures at a distance. A gnome may choose
between being a fighter, mage, priest, or rogue.
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The Dungeons of MORIA
- Dwarf
Dwarves are the headstrong miners and fighters of legend.
Since dungeons are the natural home of a dwarf, they are
excellent choices for a warrior or priest. Dwarves tend to be
stronger, have higher constitutions, but are slower and less
intelligent than humans. Because they are so headstrong and are
somewhat wise, they resist spells which are cast on them.
Dwarves also have good infra-vision because they live
underground. They do have one big draw-back 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 priest's and rogues, for the simple
reason that Half-Orcs tend to have great constitutions and lots
of hit points.
- 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...
8
The Dungeons of MORIA
2.1.4.1 Chart 1 : Race VS Skills And Stats -
Stat Modifications due to race: (This chart needs
updating)
Hit Required
Race Str Int Wis Dex Con Chr Dice EXP/level
Human
Half-Elf
Elf
Halfling
Gnome
Dwarf
Half-Orc
Half-Troll
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
Half-Elf
Elf
Halfling
Gnome
Dwarf
Half-Orc
Half-Troll
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The Dungeons of MORIA
________ _ _____
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.
- 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 to escape with. 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 easier than anyone else, and has the best saving
throw to resist effects of spells cast at him. Intelligence and
Dexterity are his primary stats. There is no rule that says a
mage cannot become a good fighter, but spells are his true realm.
- Priest
A Priest is a character of holy devotion. They explore the
dungeon only to destroy the evil that lurks within, and if
treasure just happens to fall into their packs; well, so much
more to the glory of their church! Priests receive their spells
from a diety, and therefore do not choose which spells they 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 priests primary stats.
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The Dungeons of MORIA
- 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 over-come. 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.
- Ranger
A Ranger is a fighter/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 fighter/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.
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The Dungeons of MORIA
2.1.5.1 Chart 2 : Race VS Class -
CLASS
Race Warrior Mage... Priest. Rogue.. Ranger. Paladin
Human
Half-Elf
Elf
Halfling
Gnome
Dwarf
Half-Orc
Half-Troll
2.1.5.2 Chart 3 : Class VS Skills -
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
Mage
Priest
Rogue
Ranger
Paladin
12
The Dungeons of MORIA
___________
After you have created your character, you will begin your
MORIA
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
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.
_______ __ ____ ___
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 imbedded 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; the '/'; will identify any
character appearing on your map. See the section on commands for
further help.
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The Dungeons of MORIA
Features :
. 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 imbedded). \ A hafted weapon.
& A chest. ] Misc. armor.
( Soft armor. _ A staff.
) A shield. { Missile (arrow, bolt, pebble).
* Gems (Can be imbedded). | Sword or dagger.
- A wand. } Missile arm (Bow, crossbow, sling).
/ A pole-arm. ~ Misc.
= A ring. , Food.
s A skeleton.
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(iod). P Giant Human(iod).
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.
14
The Dungeons of MORIA
________
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.
2.2.2.1 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.
Directions
\ | /
7 8 9
- 4 6 -
1 2 3
/ | \
15
The Dungeons of MORIA
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 dead in
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 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.
16
The Dungeons of MORIA
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.
L - Display map co-ordinates.
The Location command will display your character's current
co-ordinates 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 co-ordinates, 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.
17