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- Path: uunet!zephyr.ens.tek.com!tekred!saab!billr
- From: billr@saab.CNA.TEK.COM (Bill Randle)
- Newsgroups: comp.sources.games
- Subject: v09i061: umoria3 - single player dungeon simulation (ver. 5.2), Part06/31
- Message-ID: <5592@tekred.CNA.TEK.COM>
- Date: 16 May 90 19:13:22 GMT
- Sender: news@tekred.CNA.TEK.COM
- Lines: 1344
- Approved: billr@saab.CNA.TEK.COM
-
- Submitted-by: wilson@ernie.Berkeley.EDU (Jim Wilson)
- Posting-number: Volume 9, Issue 61
- Archive-name: umoria3/Part06
- Supersedes: umoria2: Volume 5, Issue 32-37,41-52,87
-
-
-
- #! /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 6 (of 31)."
- # Contents: doc/moria2.txt mac/scrnmgr/MakeFile.hqx
- # Wrapped by billr@saab on Wed May 16 11:54:17 1990
- PATH=/bin:/usr/bin:/usr/ucb ; export PATH
- if test -f 'doc/moria2.txt' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'doc/moria2.txt'\"
- else
- echo shar: Extracting \"'doc/moria2.txt'\" \(55998 characters\)
- sed "s/^X//" >'doc/moria2.txt' <<'END_OF_FILE'
- X
- X
- X
- X The Dungeons of Moria Page 18
- X
- X
- 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.
- 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 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
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 19
- X
- X
- 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 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
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 20
- X
- X
- 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 you 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 failed is greatly increased, and he gam-
- X bles 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 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
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 21
- X
- X
- 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 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
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 22
- X
- 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 (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
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 23
- X
- X
- 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 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 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
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 24
- X
- X
- 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 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
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 25
- X
- 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 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. But be warned that the owners can easily be
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 26
- X
- X
- X insulted, and may even throw you out for a while if you insult
- X them too often. To enter a store, simply move onto the entrance
- X 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 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
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 27
- X
- 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.
- X
- X A character must wield a torch or lamp in order to supply his own
- X light. Once a torch or lamp has only 50 or less turns left
- X before burning out, the message "Your light is growing faint"
- X will be displayed at random intervals. Once a torch is burnt
- X out, it is useless and can be dropped. A lamp or lantern can be
- X refilled with oil by using the Fill `F' command. You must of
- X course be carrying extra oil to refill a lantern.
- X
- X
- X 8. Attacking and Being Attacked
- X
- X Attacking is simple in moria. If you move into a creature, you
- X attack him. You can attack from a distance by firing a missile,
- X or by magical means such as aiming a wand. Creatures attack in
- X the same way, if they move into you, they attack you. Some
- X creatures can also cast spells from a distance, and others can
- X breathe fire or worse on you from a distance.
- X
- X Creatures moving in walls can not be attacked by wands and other
- X magic attacks normally stopped by walls. You can attack a
- X creature in a wall normally though by trying to move into the
- X wall space containing the creature. However, in order to attack
- X an invisible creature in a wall, you must tunnel into the wall
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 28
- X
- X
- X containing the creature. If you just try to move into the wall,
- X you will bump your head and look quite silly.
- X
- X If you are wielding a weapon, the damage for the weapon is used
- X when you hit a creature. Otherwise you get two fist strikes.
- X Very strong creatures can do a lot of damage with their fists...
- X You may have a primary weapon, and a secondary weapon which is
- X kept on your belt or shoulder for immediate use. You can switch
- X between your primary and secondary weapons with the exchange com-
- X mand. Be sure to wield the proper weapon when fighting. Hitting
- X a dragon over the head with a bow will simply make him mad, and
- X get you killed.
- X
- X Missile weapons, such as bows, can be wielded, and then the
- X proper missile, in this case an arrow, can be fired across the
- X room into a target. Missiles can be used without the proper mis-
- X sile weapon, but used together they have a greater range and do
- X far more damage.
- X
- X Hits and misses are determined by ability to hit versus armor
- X class. A hit is a strike that does some damage; a miss may in
- X fact reach a target, but fails to do any damage. Higher armor
- X classes make it harder to do damage, and so lead to more misses.
- X
- X
- X 8.1. Monster Memories.
- X
- X There are hundreds of different creatures in the mines of moria,
- X many of which look the same on the screen. The exact species of
- X a creature can be discovered by looking at it. It is also very
- X difficult to keep track of the capabilities of various creatures.
- X Rather than forcing you to keep notes, moria automatically keeps
- X track of your experiences with a particular creature. This is
- X called the monster memory. You monster memory recalls the par-
- X ticular attacks of each creature (whether or not technically a
- X monster) which you have suffered, as well as recalling if you
- X have observed them to multiply or move erratically, or drop
- X treasure, or many other attributes.
- X
- X If you have killed enough of a particular creature, or suffered
- X enough attacks, recalling the monster memory may also provide you
- X with information not otherwise available, such as a armor class
- X or hit dice. These are not explained, but may be useful to give
- X the relative danger of each creature. This memory can be passed
- X on to a new character even after you die, by means of a reduced
- X save file.
- X
- X
- X 8.2. Your Weapon
- X
- X Carrying a weapon in your backpack does you no good. You must
- X wield a weapon before it can be used in a fight. A secondary
- X weapon can be kept by wielding it and then using the exchange
- X command. A secondary weapon is not in use, simply ready to be
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 29
- X
- X
- X switched with the current weapon if needed.
- X
- X Weapons have two main characteristics, their ability to hit and
- X their ability to do damage, expressed as `(+#,+#)'. A normal
- X weapon would be `(+0,+0)'. Many weapons in moria have magical
- X bonuses to hit and/or do damage. Some weapons are cursed, and
- X have penalties that hurt the player. Cursed weapons cannot be
- X unwielded until the curse is lifted.
- X
- X Moria assumes that your youth in the rough environment near the
- X dungeons has taught you the relative merits of different weapons,
- X and displays as part of their description the damage dice which
- X define their capabilities. The ability to damage is added to the
- X dice roll for that weapon. The dice used for a given weapon is
- X displayed as `#d#'. The first number indicates how many dice to
- X roll, and the second indicates how many sides they have. A "2d6"
- X weapon will give damage from 2 to 12, plus any damage bonus. The
- X weight of a weapon is also a consideration. Heavy weapons may
- X hit harder, but they are also harder to use. Depending on your
- X strength and the weight of the weapon, you may get several hits
- X in one turn.
- X
- X Missile booster weapons, such as bows, have their characteristics
- X added to those of the missile used, if the proper weapon/missile
- X combination is used.
- X
- X Although you receive any magical bonuses an unidentified weapon
- X may possess when you wield it, those bonuses will not be added in
- X to the displayed values of to-hit and to-dam on your character
- X sheet. You must identify the weapon before the displayed values
- X reflect the real values used.
- X
- X Finally, some rare weapons have special abilities. These are
- X called ego weapons, and are feared by great and meek. An ego
- X sword must be wielded to receive benefit of its abilities.
- X
- X Special weapons are denoted by the following abbreviations:
- X
- X DF - Defender.
- X A magical weapon that actually helps the wielder defend him-
- X self, thus increasing his/her armor class, and protecting
- X him/her against damage from fire, frost, acid, lightning,
- X and falls. This weapon also will increase your stealth, let
- X you see invisible creatures, protect you from paralyzation
- X attacks, and help you regenerate hit points and mana faster.
- X As a result of the regerenation ability, you will use up
- X food faster than normal while wielding such a weapon.
- X
- X FB - Frost Brand.
- X A magical weapon of ice that delivers a cold critical to
- X heat based creatures. It will inflict one and a half times
- X the normal damage when used against a heat based creature.
- X
- X FT - Flame Tongue.
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 30
- X
- X
- X A magical weapon of flame that delivers a heat critical to
- X cold based creatures. It will inflict one and a half times
- X the normal damage when used against cold based or inflamm-
- X able creatures.
- X
- X HA - Holy Avenger.
- X A Holy Avenger is one of the most powerful of weapons. A
- X Holy Avenger will increase your strength and your armor
- X class. This weapon will do extra damage when used against
- X evil and undead creatures, and will also give you the abil-
- X ity to see invisible creatures.
- X
- X SD - Slay Dragon.
- X A Slay Dragon weapon is a special purpose weapon whose sole
- X intent is to destroy dragon-kind. Therefore, when used
- X against a dragon, the amount of damage done is four times
- X the normal amount.
- X
- X SE - Slay Evil.
- X A Slay Evil weapon is a special purpose weapon whose sole
- X intent is to destroy all forms of evil. When used against
- X an evil creature, either alive or undead, the damage done
- X twice the normal amount.
- X
- X SM - Slay Animal.
- X A Slay Animal weapon is a special purpose weapon whose sole
- X intent is to destroy all the dangerous animals in the world.
- X An animal is any creature natural to the world. Therefore
- X an orc would not be an animal, but a giant snake would be.
- X This will inflict twice the normal amount of damage when
- X used against an animal.
- X
- X SU - Slay Undead.
- X A Slay Undead weapon is a special purpose weapon whose sole
- X intent is to destroy all forms of undead. This weapon is
- X hated and feared by the intelligent undead, for a single
- X blow from this weapon will inflict three times the normal
- X amount of damage. This weapon also gives you the ability to
- X see invisible creatures, which is especially useful against
- X undead, since many of them are normally invisible.
- X
- X
- X 8.3. Body and Shield Bashes
- X
- X Weight is the primary factor in being able to bash something, but
- X strength plays a role too. After bashing, a character may be off
- X balance for several rounds depending upon his dexterity.
- X
- X Doors can be broken down by bashing them. Once a door is bashed
- X open, it is forever useless and cannot be closed.
- X
- X Chests too may be bashed open, but be warned that the careless
- X smashing of a chest often ruins the contents. Bashing open a
- X chest will not disarm any traps it may contain, but does allow
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 31
- X
- X
- X the strong and ignorant to see what is inside.
- X
- X Finally, a creature may be bashed. If a shield is currently
- X being worn, the bash is a shield bash and will do more damage.
- X In either case, a bash may throw an opponent off balance for a
- X number of rounds, allowing a player to get in a free hit or more.
- X If the player is thrown off balance, his opponent may get free
- X hits on him. This is a risky attack.
- X
- X
- X 8.4. Your Armor Class
- X
- X Armor class is a number that describes the amount and the quality
- X of armor being worn. Armor class will generally run from about 0
- X to 60, but could become negative or greater than 60 in rare
- X cases.
- X
- X The larger your armor class, the more protective it is. A nega-
- X tive armor class would actually help get you hit. Armor protects
- X you in three manners. One, it makes you harder to be hit for
- X damage. A hit for no damage is the same as a miss. Two, good
- X armor will absorb some of the damage that your character would
- X have taken. An armor class of 30 would absorb 15% of any damage
- X meant for him. Three, acid damage is reduced by wearing body
- X armor. It is obvious that a high armor class is a must for sur-
- X viving the lower levels of moria.
- X
- X Each piece of armor has an armor class adjustment, and a magical
- X bonus. Armor bought in town will have these values displayed
- X with their description. Armor that is found within the dungeon
- X must be identified before these values will be displayed. All
- X armor always has the base armor class displayed, to which the
- X bonus is added. It is always possible to figure this out anyway,
- X by watching the effect it has on your displayed armor class.
- X
- X Armor class values are always displayed between a set of brackets
- X as `[#]' or `[#,+#]'. The first value is the armor class of the
- X item. The second number is the magical bonus of the item which
- X is only displayed if known, and will always have a sign preceding
- X the value. There are a few cases where the form `[+#]' is used,
- X meaning the object has no armor class, only a magical armor bonus
- X if worn.
- X
- X Some pieces of armor will possess special abilities denoted by
- X the following abbreviations:
- X
- X RA - Resist Acid.
- X A character using such an object will take only one third
- X normal damage from any acid thrown upon him. In addition,
- X armor so enchanted will resist the acid's effects and not be
- X damaged by it.
- X
- X RC - Resist Cold.
- X A character using a resist cold object will take only one
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 32
- X
- X
- X third damage from frost and cold.
- X
- X RF - Resist Fire.
- X A character using a resist fire object will take only one
- X third damage from heat and fire.
- X
- X RL - Resist Lightning.
- X A character using a resist lightning object will take only
- X one third damage from electrical attacks.
- X
- X R - Resistance.
- X A character wearing armor with this ability will have resis-
- X tance to Acid, Cold, Fire, and Lightning as explained in
- X each part above.
- X
- X
- X 8.5. Crowns
- X
- X Some crowns also have special magical abilities that improve your
- X chances in a battle.
- X
- X Crown of Might
- X This is the great crown of the warriors. The wearer will
- X have an increased strength, dexterity, and constituion, and
- X will also be immune to any foe's attempt to slow or paralyze
- X him or her.
- X
- X Crown of the Magi
- X This is the great crown of the wizards. The wearer will
- X have an increased intelligence, and will also be given
- X resistance against fire, frost, acid, and lightning.
- X
- X Crown of Lordliness
- X This is the great crown of the priests. The wearer will
- X have an increased wisdom and charisma.
- X
- X Crown of Seeing
- X This is the great crown of the rogues. The wearer will be
- X able to see even invisible creatures, and will have an
- X increased ability to locate traps and secret doors.
- X
- X Crown of Regeneration
- X This crown will help you regenerate hit points and mana more
- X quickly than normal, allowing you to fight longer before
- X needing to rest. You will use of food faster than normal
- X while wearing this crown because of the regenerative
- X effects.
- X
- X Crown of Beauty
- X This crown looks impressive, and will increase your
- X charisma, but is otherwise not useful.
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 33
- X
- X
- X 9. Objects Found In The Dungeon
- X
- X The mines are full of objects just waiting to be picked up and
- X used. How did they get there? Well, the main source for useful
- X items are all the foolish adventurers that proceeded into the
- X dungeon before you. They get killed, and the helpful creatures
- X scatter the various treasure throughout the dungeon. Most cursed
- X items are placed there by the joyful evil sorcerers, who enjoy a
- X good joke when it gets you killed.
- X
- X You pick up objects by moving on top of them. You can carry up
- X to 22 different items in your backpack while wearing and wielding
- X many others. Although you are limited to 22 different items, you
- X may be carrying several items of each kind restricted only by the
- X amount of weight your character can carry. Your weight limit is
- X determined by your strength. Only one object may occupy a given
- X floor location, which may or may not also contain one creature.
- X Doors, traps, and staircases are considered objects for this pur-
- X pose.
- X
- X If you try to carry more weight than your limit, you will move
- X more slowly than normal until you drop the extra weight. If
- X picking up an object would take you over your weight limit, then
- X you will be asked whether you really want to pick it up. It is a
- X good idea to leave the object alone if you are fleeing from a
- X monster.
- X
- X Many objects found within the dungeon have special commands for
- X their use. Wands must be Aimed, staves must be Used, scrolls
- X must be Read, and potions must be Quaffed. In any case, you must
- X first be able to carry an object before you can use it. Some
- X objects, such as chests, are very complex. Chests contain other
- X objects and may be trapped, and/or locked. Read the list of
- X player commands carefully for a further understanding of chests.
- X
- X One item in particular will be discussed here. The scroll of
- X "Word of Recall" can be found within the dungeon, or bought at
- X the temple in town. It acts in two manners, depending upon your
- X current location. If read within the dungeon, it will teleport
- X you back to town. If read in town, it will teleport you back
- X down to the deepest level of the dungeon one which your character
- X has previously been. This makes the scroll very useful for get-
- X ting back to the deeper levels of moria. Once the scroll has
- X been read it takes a while for the spell to act, so don't expect
- X it to save you in a crisis.
- X
- X The game provides some automatic inscriptions to help you keep
- X track of your possessions. Wands and staves which are known to
- X be empty will be inscribed with "empty". Objects which have been
- X tried at least once, but haven't been identified yet will be
- X inscribed with "tried". Cursed objects are inscribed with
- X "damned". Also, occasionally you will notice that something in
- X your inventory or equipment list seems to be magical. High level
- X characters are much more likely to notice this than beginning
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 34
- X
- X
- X characters. When you do notice this, the item in question will
- X be inscribed with "magik".
- X
- X And lastly, a final warning: not all objects are what they seem.
- X Skeletons lying peacefully about the dungeon have been known to
- X get up...
- X
- X
- X 9.1. Cursed Objects
- X
- X Some objects, mainly armor and weapons, have had curses laid upon
- X them. These horrible objects will look like any other normal
- X item, but will detract from your character's stats or abilities
- X if worn. They will also be impossible to remove until a remove
- X curse is done.
- X
- X If you wear or wield a cursed item, you will immediately feel
- X something wrong. The item will also be inscribed "damned".
- X
- X
- X 9.2. Mining
- X
- X Much of the treasure within the dungeon can be found only by min-
- X ing it out of the walls. Many rich strikes exist within each
- X level, but must be found and mined. Quartz veins are the
- X richest, yielding the most metals and gems, but magma veins will
- X have some hordes hidden within.
- X
- X Mining is virtually impossible without a pick or shovel. Picks
- X and shovels have an additional magical ability expressed as
- X `(+#)'. The higher the number, the better the magical digging
- X ability of the tool. A pick or shovel also has pluses to hit and
- X damage, and can be used as a weapon.
- X
- X When a vein of quartz or magma is located, the character should
- X wield his pick or shovel and begin digging out a section. When
- X that section is removed, he should locate another section of the
- X vein, and begin the process again. Since granite rock is much
- X harder to dig through, it is much faster to follow the vein
- X exactly and dig around the granite. There is an option for
- X highlighting magma and quartz.
- X
- X If the character has a scroll or staff of treasure location, he
- X can immediately locate all strikes of treasure within a vein
- X shown on the screen. This makes mining much easier and more pro-
- X fitable.
- X
- X It is sometimes possible to get a character trapped within the
- X dungeon by using various magical spells and items. So it is a
- X very good idea to always carry some kind of digging tool, even
- X when you are not planning on tunneling for treasure.
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 35
- X
- X
- X 9.3. Staircases, Secret Doors, Passages, and Rooms
- X
- X Staircases are the manner in which you get deeper, or climb out
- X of the dungeon. The symbols for the up and down staircases are
- X the same as the commands to use them. A `<' represents an up
- X staircase and a `>' represents a down staircase. You must move
- X your character over the staircase before you can use them.
- X
- X Each level has at least one up staircase, and at least two down
- X staircases. There are no exceptions to this rule. You may have
- X trouble finding some well hidden secret doors, but the stairs are
- X there.
- X
- X Many secret doors are used within the dungeon to confuse and
- X demoralize adventurers foolish enough to enter. But with some
- X luck, and lots of concentration, you can find these secret doors.
- X Secret doors will sometimes hide rooms or corridors, or even
- X entire sections of that level of the dungeon. Sometimes they
- X simply hide small empty closets or even dead ends.
- X
- X Creatures in the dungeon will generally know and use these secret
- X doors. If they leave one open, you will be able to go right
- X through it. If they close it behind them you will have to search
- X for the catch first. Once a secret door has been discovered by
- X you, it is drawn as a known door and no more searching will be
- X required to use it.
- X
- X
- X 10. Winning The Game
- X
- X Once your character has progressed into killing dragons with but
- X a mean glance and snap of his fingers, he may be ready to take on
- X the Balrog. The Balrog will appear on most levels after level
- X 49, so don't go down there until you are ready for him.
- X
- X The Balrog cannot be killed in some of the easier methods used on
- X normal creatures. Because of the Balrog's cunning, he will
- X teleport away to another level if a spell such as destruction is
- X used upon him, and the Balrog cannot be polymorphed, slept,
- X charmed, or genocided. Magical spells like coldball are effec-
- X tive against him as are weapons, but he is difficult to kill and
- X if allowed to escape for a time can heal himself.
- X
- X If you should actually survive the attempt of killing the Balrog,
- X you will receive the status of WINNER. Since you have defeated
- X the toughest creature alive, your character is ready to retire
- X and cannot be saved. When you quit the game, your character
- X receives a surprise bonus score.
- X
- X
- X 11. Upon Death and Dying
- X
- X If your character falls below 0 hit points, he has died and can-
- X not be restored. A tombstone showing information about your
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X The Dungeons of Moria Page 36
- X
- X
- X character will be displayed. You are also permitted to get a
- X record of your character, and all your equipment (identified)
- X either on the screen or in a file.
- X
- X Your character will leave behind a reduced save file, which con-
- X tains only the monster memory and your option choices. It may be
- X restored, in which case the new character is generated exactly as
- X if the file was not there, but the new player will find his mon-
- X ster memory containing all the experience of past incarnations.
- X
- X
- X 12. Wizards
- X
- X There are rumors of moria Wizards which, if asked nicely, can
- X explain details of the moria game that seem complicated to
- X beginners.
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- X
- END_OF_FILE
- if test 55998 -ne `wc -c <'doc/moria2.txt'`; then
- echo shar: \"'doc/moria2.txt'\" unpacked with wrong size!
- fi
- # end of 'doc/moria2.txt'
- fi
- if test -f 'mac/scrnmgr/MakeFile.hqx' -a "${1}" != "-c" ; then
- echo shar: Will not clobber existing file \"'mac/scrnmgr/MakeFile.hqx'\"
- else
- echo shar: Extracting \"'mac/scrnmgr/MakeFile.hqx'\" \(2196 characters\)
- sed "s/^X//" >'mac/scrnmgr/MakeFile.hqx' <<'END_OF_FILE'
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- if test 2197 -ne `wc -c <'mac/scrnmgr/MakeFile.hqx'`; then
- echo shar: \"'mac/scrnmgr/MakeFile.hqx'\" unpacked with wrong size!
- fi
- # end of 'mac/scrnmgr/MakeFile.hqx'
- fi
- echo shar: End of archive 6 \(of 31\).
- cp /dev/null ark6isdone
- 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 ; do
- if test ! -f ark${I}isdone ; then
- MISSING="${MISSING} ${I}"
- fi
- done
- if test "${MISSING}" = "" ; then
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- else
- echo You still need to unpack the following archives:
- echo " " ${MISSING}
- fi
- ## End of shell archive.
- exit 0
-