From decwrl!wyse!mips!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!aplcen!uunet!zephyr.ens.tek.com!tekred!saab!billr Sat May 19 10:39:05 PDT 1990 Article 883 of comp.sources.games: Path: decwrl!wyse!mips!zaphod.mps.ohio-state.edu!uakari.primate.wisc.edu!aplcen!uunet!zephyr.ens.tek.com!tekred!saab!billr From: billr@saab.CNA.TEK.COM (Bill Randle) Newsgroups: comp.sources.games Subject: v09i064: umoria3 - single player dungeon simulation (ver. 5.2), Part09/31 Message-ID: <5595@tekred.CNA.TEK.COM> Date: 16 May 90 19:14:50 GMT Sender: news@tekred.CNA.TEK.COM Lines: 1367 Approved: billr@saab.CNA.TEK.COM Submitted-by: wilson@ernie.Berkeley.EDU (Jim Wilson) Posting-number: Volume 9, Issue 64 Archive-name: umoria3/Part09 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 'doc/moria1.ms' <<'END_OF_FILE' X\"This is a very modified version of the documentation X\"for the original VMS game. Changes were made to reflect differences X\"found in the UNIX port by James E. Wilson. X\" X\" "tbl moria1.ms moria2.ms | nroff -ms" X\" X\" You might wanna change these two values: X.RP X.nr PO 1i X.nr LL 6.5i X.ds LH "The Dungeons of Moria X.ds CH " X.ds RH "Page % X.ds LF " X.ds CF " X.ds RF " X.TL XThe Dungeons of Moria X.AU XRobert Alan Koeneke XJames E. Wilson X.AB no XMoria may be copied and modified freely, but may not be sold or Xmarketed IN ANY FORM without the permission and written consent Xof the authors Robert Alan Koeneke and James E. Wilson. XWe retain all copyrights to Xthis program, in either the original or modified forms, and no Xviolation, deletion, or change of the copyright notice is Xallowed. Furthermore, we will have no liability or responsibility Xto any user with respect to loss or damage caused directly or Xindirectly by this program. X.AE X X.NH 1 XIntroduction X.LP XThe game of \fImoria\fP is a single player dungeon simulation. XA player may choose from a number of races and classes when Xcreating a character, and then `run' that character over a Xperiod of days, weeks, even months, attempting to win the game by Xdefeating the Balrog which lurks in the deeper levels. X.LP XThe player will begin his adventure on the town level where Xhe may acquire supplies, weapons, armor, and magical devices by Xbartering with various shop owners. XAfter preparing for his adventure, the player can descend into the Xdungeons of \fImoria\fP where fantastic adventures await his coming! X.LP XBefore beginning your first adventure, you should read this Xdocument carefully. XThe game of \fImoria\fP is a complicated game, and Xwill require a dedicated player to win. X X.NH 1 XThe Character X.LP XAll characters have six main attributes which modify their basic abilities. XThese six attributes, called \fIstats\fP, are X\fIstrength\fP, \fIintelligence\fP, \fIwisdom\fP, \fIdexterity\fP, X\fIconstitution\fP, and \fIcharisma\fP. XStats may vary from a minimum of 3 to a maximum of 18. At the highest level, Xstats are further qualified by a number from zero to one hundred, so that Xthe highest value is actually 18/100. A value of 18/100 can be thought Xof as equivalent to 19, and 18/00 (not actually used) is equivalent to 18. XBecause adventurers of interest tend to be better than Xaverage characters, \fImoria\fP stats will average about 13, and are Xfurther adjusted by race and class. XSome races are just naturally better at being certain classes, as will be Xshown later. X.LP XIn addition to the more visible stats, each character has certain abilities Xwhich are mainly determined by his race, class, and level, but are Xalso modified by his stats. XThe abilities are \fIfighting\fP, \fIthrowing/bows\fP, \fIsaving throw\fP, X\fIstealth\fP, \fIdisarming\fP, \fImagical devices\fP, \fIperception\fP, X\fIsearching\fP, and \fIinfravision\fP. X.LP XCharacters will be assigned an early history, with money and a social class Xbased on that history. XStarting money is assigned based on history, charisma, and somewhat upon the Xaverage of a character's stats. XA character with below average stats will receive extra money to help Xhim survive the first adventure. X.LP XEach character will also have physical attributes such as Xrace, height, weight, sex, and a physical description. XNone of Xthese, except weight, play any part in the game other than to Xgive the player a \*Qfeeling\*U for his character. XWeight is used for computing carrying capacity and also for bashing. X.LP XFinally, each character is assigned \fIhit points\fP based on their race, Xclass, and constitution. XSpell casters will also receive \fImana\fP which is expended when casting Xspells. XMana is based on Wisdom for Priests and Intelligence for Mages. X X.NH 2 XCharacter Stats X.IP "Strength" XStrength is important in fighting with weapons and hand to hand combat. XA high strength can improve your chances of hitting, and the amount of Xdamage done with each hit. XCharacters with low strengths may receive penalties. XStrength is also useful in tunneling, body and shield bashing, and in Xcarrying heavy items. X.IP "Intelligence" XIntelligence is the prime stat of a mage, or magician. XA high intelligence increases a mage's chances of learning spells, and Xit also increases the amount of mana a mage has. XNo spell may be learned by mages with intelligences under 8. XIntelligence also modifies a character's chance of disarming traps, Xpicking locks, and using magic devices. X.IP "Wisdom " XWisdom is the prime stat of a priest. XA high wisdom increases the chance of receiving new spells from a priest's Xdeity, and it also increases the amount of mana a priest has. XNo spell may be learned by priests with wisdom under 8. XWisdom also modifies a character's chance of resisting magical spells Xcast upon his person. X.IP "Dexterity" XDexterity is a combination of agility and quickness. XA high dexterity may allow a character to get multiple blows with lighter Xweapons, thus greatly increasing his kill power, and may increase his Xchances of hitting with any weapon and dodging blows from enemies. XDexterity is also useful in picking locks, disarming traps, and Xprotecting yourself from pick pockets. X.IP "Constitution" XConstitution is a character's ability to resist damage to his body, and to Xrecover from damage received. XTherefore a character with a high constitution will receive more hit points, Xand be more resistant to poisons. X.IP "Charisma" XCharisma represents a character's personality, as well as physical looks. XA character with a high charisma will receive better prices from store Xowners, whereas a character with a very low charisma will be robbed blind. XA high charisma will also mean more starting money for the character. X X.NH 2 XCharacter Sex X.LP XYou may choose to be either a male or a female character. XOnly height and weight are affected by a character's sex. XFemale characters tend to be somewhat smaller and lighter than their Xmale counterparts. XNo adjustments to stats or abilities are made because of the sex of Xa character. Female characters start out with slightly more money than Xmale characters to help offset the weight penalty. X X.NH 2 XCharacter Abilities X.LP XCharacters possess nine different abilities which can help Xthem to survive. The starting abilities of a character are based Xupon race and class. Abilities may be adjusted by high or low Xstats, and may increase with the level of the character. X.IP "Fighting" XFighting is the ability to hit and do damage with weapons or Xfists. Normally a character gets a single blow from any weapon, Xbut if his dexterity and strength are high enough, he may receive Xmore blows per round with lighter weapons. Strength and Xdexterity both modify the ability to hit an opponent. XThis skill increases with the level of the character. X.IP "Throwing/Bows" XUsing ranged missile weapons and throwing objects is Xincluded in this skill. Different stats apply to different Xweapons, but this ability may modify the distance an object is thrown/fired, Xthe amount of damage done, and the ability to hit a creature. XThis skill increases with the level of the character. X.IP "Saving Throw" XA Saving Throw is the ability of a character to resist the Xeffects of a spell cast on him by another person/creature. XThis does not include spells cast on the player by his own Xstupidity, such as quaffing a nasty potion. This ability Xincreases with the level of the character, but then most high Xlevel creatures are better at casting spells, so it tends to even Xout. A high wisdom also increases this ability. X.IP "Stealth " XThe ability to move silently about is very useful. XCharacters with good stealth can usually surprise their Xopponents, gaining the first blow. Also, creatures may fail to Xnotice a stealthy character entirely, allowing a player to avoid Xcertain fights. This skill is based entirely upon race Xand class, and will never improve unless magically enhanced. X.IP "Disarming" XDisarming is the ability to remove traps (safely), and Xincludes picking locks on traps and doors. XA successful disarming will gain the character some experience. XA trap must be found before it can be disarmed. XDexterity and intelligence both modify the ability to disarm, and Xthis ability increases with the level of the character. X.IP "Using Magical Devices" XUsing a magical device such as a wand or staff requires Xexperience and knowledge. Spell users such as mages and priests Xare therefore much better at using a magical device than say a Xwarrior. This skill is modified by intelligence, and increases Xwith the level of the character. X.IP "Perception" XPerception is the ability to notice something without Xactively seeking it out. This skill is based entirely upon race Xand class, and will never improve unless magically enhanced. X.IP "Searching" XTo search is to actively look for secret doors, floor traps, Xand traps on chests. Rogues are the best at searching, but Xmages, rangers, and priests are also good at it. XThis skill is based entirely upon race Xand class, and will never improve unless magically enhanced. X.IP "Infravision" XInfravision is the ability to see heat sources. Since most Xof the dungeon is cool or cold, infravision will not allow the Xplayer to see walls and objects. Infravision will allow a Xcharacter to see any warm-blooded creatures up to a certain Xdistance. This ability works equally well with or with out a Xlight source. The majority of \fImoria\fP's creatures are Xcold-blooded, and will not be detected unless lit up by a light Xsource. All non human races have innate infravision ability. XHuman can gain infravision only if it is magically enhanced. X X.NH 2 XChoosing A Race X.LP XThere are eight different races that you can choose from in X\fImoria\fP. Some races are restricted as to what profession they may Xbe, and each race has its own adjustments to a character's stats Xand abilities. X.IP "Human " XThe human is the base character, all other races are Xcompared to him. Humans can choose any class, and are average Xat everything. Humans tend to go up levels faster than any other Xrace, because of their shorter life spans. No racial adjustments Xoccur to characters choosing human. X.IP "Half-Elf" XHalf-elves tend to be smarter and faster than a human, but Xnot as strong. Half-elves are slightly better at searching, Xdisarming, perception, stealth, and magic, but they are not as Xgood at hand weapons. Half-elves may choose any class. X.IP "Elf " XElves are better magicians then humans, but not as good at Xfighting. They tend to be smarter and faster than either humans Xor half-elves, and also have better wisdom. Elves are better at Xsearching, disarming, perception, stealth, and magic, but they Xare not as good at hand weapons. Elves may choose any class Xexcept Paladin. X.IP "Halfling" XHalflings, or Hobbits, are very good at bows, throwing, and Xhave good saving throws. They also are very good at searching, Xdisarming, perception, and stealth; so they make excellent Xthieves (but prefer to be called burglars...). They will be much Xweaker than humans, and no good at bashing. Halflings have fair Xinfravision, so they can detect warm creatures at a distance. XHalflings can choose between being a warrior, mage, or rogue. X.IP "Gnome " XGnomes are smaller than dwarfs, but larger than halflings. XThey, like the halflings, live in the earth in burrow-like homes. XGnomes are practical jokers, so if they can kill something in a Xhumorous way, so much the better. Gnomes make excellent mages, Xand have very good saving throws. They are good at searching, Xdisarming, perception, and stealth. They have lower strength Xthan humans so they are not very good at Xfighting with hand weapons. Gnomes have fair infravision, so Xthey can detect warm creatures at a distance. A gnome may choose Xbetween being a warrior, mage, priest, or rogue. X.IP "Dwarf " XDwarves are the headstrong miners and fighters of legend. XSince dungeons are the natural home of a dwarf, they are Xexcellent choices for a warrior or priest. Dwarves tend to be Xstronger and have higher constitutions, but are slower and less Xintelligent than humans. Because they are so headstrong and are Xsomewhat wise, they resist spells which are cast on them. XDwarves also have good infravision because they live Xunderground. They do have one big drawback though. Dwarves are Xloudmouthed and proud, singing in loud voices, arguing with Xthemselves for no good reason, screaming out challenges at Ximagined foes. In other words, dwarves have a miserable stealth. X.IP "Half-Orc" XHalf-Orcs make excellent warriors, and decent priests, but Xare terrible at magic. They are as bad as dwarves at stealth, Xand horrible at searching, disarming, and perception. Half-Orcs Xare, let's face it, ugly. They tend to pay more for goods in Xtown. Half-Orcs do make good priests and rogues, for the simple Xreason that Half-Orcs tend to have great constitutions and lots Xof hit points. X.IP "Half-Troll" XHalf-Trolls are incredibly strong, and have the highest hit Xpoints of any character race. They are also very stupid and Xslow. They will make great warriors and iffy priests. They are Xbad at searching, disarming, perception, and stealth. They are Xso ugly that a Half-Orc grimaces in their presence. They also Xhappen to be fun to run... X X.NH 3 XRace Versus Skills and Stats X.LP XStat, hit dice, and experience points per level modifications due Xto race are listed in the following table. X.KS X.TS Xtab(^) center; Xl 2 n 2 n 2 n 2 n 2 n 2 n 2 n 2 n. X^Str^Int^Wis^Dex^Con^Chr^Hit Dice^Rqd Exp/level X.sp XHuman^0^0^0^0^0^0^10^+0% XHalf-Elf^\-1^+1^0^+1^\-1^+1^9^+10% XElf^\-1^+2^+1^+1^\-2^+1^8^+20% XHalfling^\-2^+2^+1^+3^+1^+1^6^+10% XGnome^\-1^+2^0^+2^+1^\-2^7^+25% XDwarf^+2^\-3^+1^\-2^+2^\-3^9^+20% XHalf-Orc^+2^\-1^0^0^+1^\-4^10^+10% XHalf-Troll^+4^\-4^\-2^\-4^+3^\-6^12^+20% X.TE X.KE XRacial abilities as compared to each other, with X1 the lowest, or worst, and 10 the highest, or best, Xare listed in the following table. X.KS X.TS Xtab(^) center; Xl 1 n 1 n 1 n 1 n 1 n 1 n 1 n 1 l. X^Disarm^Search^Stealth^Percep^Fight^Bows^Save^Infra X.sp XHuman^5^5^5^5^5^5^5^None XHalf-Elf^6^7^7^6^4^6^6^20 feet XElf^8^9^7^7^3^9^7^30 feet XHalfling^10^10^10^10^1^10^10^40 feet XGnome^9^7^9^9^2^8^9^30 feet XDwarf^6^8^3^5^9^5^8^50 feet XHalf-Orc^3^5^3^2^8^3^3^30 feet XHalf-Troll^1^1^1^1^10^1^1^30 feet X.TE X.KE X X.NH 2 XChoosing A Class X.LP XOnce a race has been chosen, you will need to pick a class. XSome classes will not be available to certain races, for instance, Xa Half-Troll cannot become a Paladin. For the first few Xadventures it is suggested that you run a warrior or rogue. XSpell casting generally requires a more experienced player that Xis familiar with survival techniques. X.IP "Warrior" XA Warrior is a hack-and-slash character, who solves most of Xhis problems by cutting them to pieces, but will occasionally Xfall back on the help of a magical device. His prime stats are XStrength and Constitution, and a good Dexterity can really help Xat times. A Warrior will be good at Fighting and Throwing/Bows, Xbut bad at most other skills. X.IP "Mage " XA Mage must live by his wits. He cannot hope to simply hack Xhis way through the dungeon, and so must therefore use his magic Xto defeat, deceive, confuse, and escape. A mage is not Xreally complete without an assortment of magical devices to use in Xaddition to his spells. He can master the higher level magical Xdevices far easier than anyone else, and has the best saving Xthrow to resist effects of spells cast at him. Intelligence and XDexterity are his primary stats. There is no rule that says a Xmage cannot become a good fighter, but spells are his true realm. X.IP "Priest " XA Priest is a character of holy devotion. They explore the Xdungeon only to destroy the evil that lurks within, and if Xtreasure just happens to fall into their packs, well, so much Xmore to the glory of their church! Priests receive their spells Xfrom a deity, and therefore do not choose which spells they will Xlearn. They are familiar with magical devices, preferring to call Xthem instruments of god, but are not as good as a mage in their Xuse. Priests have good saving throws, and make decent fighters, Xpreferring blunt weapons over edged ones. Wisdom and Charisma Xare the priest's primary stats. X.IP "Rogue " XA Rogue is a character that prefers to live by his cunning, Xbut is capable of fighting his way out of a tight spot. He is Xthe master of traps and locks, no device being impossible for him Xto overcome. A rogue has a high stealth allowing him to sneak Xaround many creatures without having to fight, or sneak up and Xget the first blow. A rogue's perception is higher than any Xother class, and many times he will notice a trap or secret door Xbefore having to search. A rogue is better than warriors or Xpaladins with magical devices, but still can not rely on their Xperformance. Rogues can also learn a few spells, but not the powerful Xoffensive spells mages can use. A rogue's primary stats are XIntelligence and Dexterity. X.IP "Ranger " XA Ranger is a warrior/mage. He is a good fighter, and the Xbest of the classes with a missile weapon such as a bow. The Xranger learns spells much more slowly than a mage, but is capable Xof learning all but the most powerful spell. Because a ranger is Xreally a dual class character, more experience is required for him Xto advance. A ranger has a good stealth, good perception, good Xsearching, a good saving throw, and is good with magical devices. XHis primary stats are Intelligence and Dexterity. X.IP "Paladin " XA Paladin is a warrior/priest. He is a very good fighter, Xsecond only to the warrior class, but not very good at missile Xweapons. He receives prayers at a slower pace then the priest, Xand can receive all but the most powerful prayer. Because a Xpaladin is really a dual class character, it requires more Xexperience to advance him. A paladin lacks much in the way of Xabilities. He is poor at stealth, perception, searching, and Xmagical devices. He has a decent saving throw due to his divine Xalliance. His primary stats are Strength and Charisma. X X.NH 3 XRace Versus Class X.LP X.KS X.TS Xtab(^) center; Xl 2 ce 2 ce 2 ce 2 ce 2 ce 2 ce. X^Warrior^Mage^Priest^Rogue^Ranger^Paladin X.sp XHuman^Yes^Yes^Yes^Yes^Yes^Yes XHalf-Elf^Yes^Yes^Yes^Yes^Yes^Yes XElf^Yes^Yes^Yes^Yes^Yes^No XHalfling^Yes^Yes^No^Yes^No^No XGnome^Yes^Yes^Yes^Yes^No^No XDwarf^Yes^No^Yes^No^No^No XHalf-Orc^Yes^No^Yes^Yes^No^No XHalf-Troll^Yes^No^Yes^No^No^No X.TE X.KE X X.NH 3 XClass Versus Skills X.LP XClass abilities as compared to each other, with X1 as the lowest, or worst, and 10 as the highest, or best Xare shown in the following table. X.KS X.TS Xtab(^) center; Xl 1 c 1 c 1 c 1 c 1 c 1 c 1 c 1 c 1 c Xl c c c c c c c c c Xl n n n n n n n n r. X^^^Save^Stea-^^Magic^^^Extra X^Fight^Bows^Throw^lth^Disarm^Device^Percep^Search^Exp/lev X.sp XWarrior^10^6^3^2^4^3^2^2^+0% XMage^2^1^10^5^6^10^8^5^+30% XPriest^4^3^6^5^3^8^4^4^+20% XRogue^8^9^7^10^10^6^10^10^+0% XRanger^6^10^8^7^6^7^6^6^+40% XPaladin^9^5^4^2^2^4^2^2^+35% X.TE X.KE X X.NH 1 XAdventuring X.LP XAfter you have created your character, you will begin your X\fImoria\fP adventure. Symbols appearing on your screen will represent Xthe dungeon's walls, floor, objects, features, and Xcreatures lurking about. In order to direct your character Xthrough his adventure, you will enter single character commands. X.LP X\fIMoria\fP symbols and commands each have a help section devoted Xto them. You should review these sections before attempting an Xadventure. Finally, a description of the town level and some Xgeneral help on adventuring are included. X X.NH 1 XSymbols On Your Map X.LP XSymbols on your map can be broken down into three Xcategories: Features of the dungeon such as walls, floor, doors, Xand traps; Objects which can be picked up such as treasure, Xweapons, magical devices, etc; and creatures which may or may not Xmove about the dungeon, but are mostly harmful to your Xcharacter's well being. X.LP XSome symbols can be in more than one category. XAlso note that treasure may be embedded in a wall, and the wall Xmust be removed before the treasure can be picked up. X.LP XIt will not be necessary to remember all of the symbols and Xtheir meanings. A simple command, the `/', will identify any Xcharacter appearing on your map. See the section on commands for Xfurther help. X.LP X.nf X.KS X.TS Xtab(*) center; Xc s s s Xl l l l. XFeatures X.sp X\&.*A floor space, or hidden trap*1*Entrance to General Store X#*A wall*2*Entrance to Armory X'*An open door*3*Entrance to Weapon Smith X+*A closed door*4*Entrance to Temple X^*A trap*5*Entrance to Alchemy Shop X<*A staircase up*6*Entrance to Magic Shop X>*A staircase down*:*Obstructing rubble X;*A loose floor stone*\ *An open pit (Blank) X%*A mineral vein*@*The character X.TE X.KE X.sp X.KS X.TS Xtab(^) center; Xc s s s Xl l l l. XObjects X.sp X!^A flask or potion^?^A scroll X"^An amulet^[^Hard armor X$^Money (Can be embedded)^\e^A hafted weapon X&^A chest^]^Misc. armor X(^Soft armor^\&_^A staff X)^A shield^{^Missile (arrow, bolt, pebble) X*^Gems (Can be embedded)^|^Sword or dagger X\-^A wand^}^Missile arm (Bow, X-bow, sling) X/^A pole-arm^~^Misc X\&=^A ring^,^Food Xs^A skeleton^^ X.TE X.KE X.sp X.KS X.TS Xtab(^) center; Xc s s s Xl l l l. XCreatures X.sp Xa^Giant Ant^A^Giant Ant Lion Xb^Giant Bat^B^The Balrog Xc^Giant Centipede^C^Gelatinous Cube Xd^Dragon^D^Ancient Dragon Xe^Floating Eye^E^Elemental Xf^Giant Frog^F^Fly Xg^Golem^G^Ghost Xh^Harpy^H^Hobgoblin Xi^Icky-Thing^I^ Xj^Jackal^J^Jelly Xk^Kobold^K^Killer Beetle Xl^Giant Louse^L^Lich Xm^Mold^M^Mummy Xn^Naga^N^ Xo^Orc or Ogre^O^Ooze Xp^Human(oid)^P^Giant Human(oid) Xq^Quasit^Q^Quylthulg Xr^Rodent^R^Reptile Xs^Skeleton^S^Scorpion Xt^Giant Tick^T^Troll Xu^^U^Umber Hulk Xv^^V^Vampire Xw^Worm or Worm Mass^W^Wight or Wraith. Xx^^X^Xorn Xy^Yeek^Y^Yeti Xz^Zombie^Z^ X$^Creeping Coins^,^Mushroom Patch X.TE X.KE X X.NH 1 XCommands X.LP XAll commands are entered by pressing a single key. XSome commands are capital or control characters, which require Xyou to hold down the shift or control key while pressing another key. XAs a special feature, control keys may be entered in a single stroke, Xor in two strokes, with a `^' character first. X.LP XThere are two command sets: the original command set which is Xthe default, and the rogue like command set. The rogue like command Xis generally more convenient, especially if you don't have a keypad. X.LP XThe following tables summarize the two command sets. XCertain commands may be preceded by an optional count, and certain Xcommands must be followed by a direction. These conditions Xare indicated in the tables by `@' for an optional count, Xand `~' for a direction. If a particular command requires additional Xkey strokes, then they will be prompted for. X.KS X.TS Xtab(^) center; Xc 1 s 1 s 1 s 1 s 1 s 1 s. XOriginal command summary. X.T& Xl l l l l l s. X^a^Aim and fire a wand^@^B ~^Bash (object/creature) X^b^Browse a book^^C^Change name X^c ~^Close a door^@^D ~^Disarm a trap/chest X^d^Drop an item^^E^Eat some food X^e^Equipment list^^F^Fill lamp with oil X^f^Fire/Throw an item^^G^Gain new magic spells X^i^Inventory list^^L^Locate with map X@^j ~^Jam a door with spike^^M^Map shown reduced size X^l ~^Look given direction^@^R^Rest for a period X^m^Magic spell casting^^S^Search Mode X@^o ~^Open a door/chest^@^T ~^Tunnel in a direction X^p^Pray^^V^View scoreboard X^q^Quaff a potion^^\&=^Set options X^r^Read a scroll^^?^Command quick reference X@^s^Search for trap or door^^{^Inscribe an object X^t^Take off an item^@^\- ~^Move without pickup X^u^Use a staff^^. ~^Run in direction X^v^Version, credits and manual^^/^Identify a character X^w^Wear/Wield an item^^CTRL-K^Quit the game X^x^Exchange weapon^@^CTRL-P^Repeat the last message X^<^Go up an up staircase^^CTRL-X^Save character and quit X^>^Go down a down staircase^@^~^for movement X.TE X.KE X.KS X.TS Xtab(^) center; Xc 1 s 1 s 1 s 1 s 1 s 1 s. XRogue like command summary. X.T& Xl l l l l l s. X^c ~^Close a door^^C^Character description X^d^Drop an item^@^D ~^Disarm a trap/chest X^e^Equipment list^^E^Eat some food X@^f ~^Force/bash item/monster^^F^Fill lamp with oil X^i^Inventory list^^G^Gain new magic spells X^m^magic spell casting^^M^Map shown reduced size X@^o ~^Open a door/chest^^P^Peruse a book X^p^Pray^^Q^Quit the game X^q^Quaff a potion^@^R^Rest for a period X^r^Read a scroll^@^S ~^Spike a door X@^s^Search for trap or door^^T^Take off an item X^t^Throw an item^^V^View scores X^v^Version, and manual^^W^Where: locate self X^w^Wear/Wield an item^^X^Exchange weapon X^x ~^Examine surroundings^^Z^Zap a staff X^z^Zap a wand^^#^Search Mode X^\&=^Set options^^<^Go up an up staircase X^/^Identify a character^^>^Go down a down stair X@^CTRL-P^Previous message review^^{^Inscribe an object X@^\- ~^Move without pickup^^?^Type this page X@^CTRL ~^Tunnel in a direction^^CTRL-X^Save game and exit X@^SHFT ~^Run in direction^@^~^for movement X.TE X.KE X X.NH 2 XSpecial keys. X.LP XCertain commands may be entered at any time input is accepted. XThe special character control-R, entered as a single key stroke, will Xalways refresh the screen. This may be used at any prompt for input, Xand is otherwise ignored. X.LP XIf you are playing on a UNIX or similar system, then there are some Xadditional special characters used by \fImoria\fP. XThe special character control-C will interrupt \fImoria\fP, and ask if you Xreally want to die and quit the game. XIf you choose not to die, \fImoria\fP merely continues as before, except that Xresting, running, repeated commands, etc will be terminated. XYou can suspend the game with control-Z, and return to the original Xcommand shell. In this case, \fImoria\fP is not terminated, and may be Xrestarted at any time from the shell. Alternatively, the special Xcommand `!' is available to run any normal shell command. When it is Xcomplete, \fImoria\fP will restart. X.LP XFor many input requests or queries, the special character ESCAPE Xwill abort the command. For the \*Q\-more\-\*U message prompts, any Xof SPACE, ESCAPE, RETURN (control-m), or LINEFEED (control-j) Xcan be used to continue after pausing to read the displayed message. X.LP XIt is possible to give control character commands in two key stroke, Xby typing a `^' followed by the appropriate letter of the alphabet. XThis is useful when running \fImoria\fP in circumstances where control Xcharacters are intercepted by some external process, or by the Xoperating system. X.NH 2 XDirection. X.LP XFor the original style command set, Xa direction is given by a digit which is in the appropriate Xorientation on your keypad. For the rogue like command set, Xa direction is given by one of the letters `hykulnjb'. Again, Xthe relative position of the keys on the keyboard gives a clue Xas to the direction. XThe digit `5' for the original commands, and the period `.' Xfor rogue like commands, is a null direction indicator. XThis is only allowed in a movement command (to stay in one place) Xor in a look command (to look in all directions). X.RS X.KS X.TS Xtab(^); Xc s s Xn n n. XOriginal Directions X.sp X\0\\\\\&^\0|\&\0^\0\&/ X7^8^9 X.sp X\-\0 4^ ^6\&\0\0\- X.sp X1^2^3 X\0/\0\&^\0|\&\0^\0\&\\\\ X.TE X.KE X.KS X.TS Xtab(^); Xc s s Xn n n. XRogue-like Directions X.sp X\0\\\\\&^\0|\&\0^\0\&/ Xy\&^k\&^u\& X.sp X\-\0 h\&^ ^l\&\0\0\- X.sp Xb\&^j\&^n\& X\0/\0\&^\0|\&\0^\0\&\\\\ X.TE X.KE X.RE X.LP XMovement is accomplished by specifying a direction immediately. XSimply press the appropriate key and you character will move Xone step in that direction. XYou can only move onto Xand through floor spots, and only if they contain no creatures or Xobstructing objects such as a closed door. X.LP XOther commands that require a direction will prompt for it. X.LP XMoving your character one step at a time can be time Xconsuming and boring, so a faster method has been supplied. XFor the original style command set, by Xusing the Run command `.', you may move in a direction until Xsomething interesting happens. For instance, by pressing the Xperiod key `.' followed by the direction 8, your character would Xcontinue to move up the screen, only coming to a stop after at Xleast one condition is satisfied. XFor the rogue like command set, typing a shifted directional letter Xwill move you in that direction until something interesting happens. XThe stopping conditions are described more completely in Xthe run command description below. X X.NH 2 XCommand counts. X.LP XSome commands can be executed a fixed number of times by preceding Xthem with a count. Counted commands will execute until the count Xexpires, or until you type any character, or until something significant Xhappens, such as being attacked. Thus, a counted command doesn't work Xto attack another creature. While the command is being repeated, Xthe number of times left to be repeated will flash by on the command Xline at the bottom of the screen. X.LP XTo give a count to a command in the rogue like mode, type the number Xin digits, then the command. A count of zero defaults to a count of X99. X.LP XTo give a count to a command in the original mode, type a `#', followed Xby the digits. To count a movement command (which is itself a digit), Xtype a space after the number, and you will then be prompted for the Xcommand. X.LP XCounted commands are very useful for searching or tunneling, as they Xautomatically terminate on success, or if you are attacked. XYou may also terminate a counted command, or a Run command, by typing Xany character. This character is ignored, but it is safest to use Xa SPACE or ESCAPE which are always ignored as commands. X X.NH 2 XSelection of objects. X.LP XMany commands will also prompt for a particular object to be used. XFor example, the command to read a scroll will ask you which of the scrolls Xthat you are carrying that you wish to read. XIn such cases, the selection is made by typing a letter of the alphabet. XThe prompt will indicate the possible letters, and will also allow you Xto type the key `*', which causes all of the available options to Xbe described. X.LP XThe particular object may be selected by an upper case or a lower case Xletter. If lower case is used, the selection takes place immediately. XIf upper case is used, then the particular option is described, and you Xare given the option of confirming or retracting that choice. XUpper case selection is thus safer, but requires an extra key stroke. X X.NH 2 XCommand descriptions X.LP XIn the following command descriptions, the original style key is Xgiven. If the rogue like key for that command is different, then it Xwill be shown inside the braces following the command name. X.IP "B - Bash. {f - force}" XThe bash command includes breaking open doors and chests, or Xbashing an opponent. Your bashing ability increases with Xweight and strength. In addition, Xwhen bashing an opponent, you will either perform a body bash, or, Xif wielding a shield, perform a shield bash which is more Xeffective. X.sp XBashing a door can throw you off balance, but this Xwill not generally be a problem. Doors that have been jammed Xclosed with spikes can only be opened by bashing. Locked doors Xmay also be bashed open. Bashing a door open will Xpermanently break it. X.sp XBashing a creature affects both you and the opponent. XDepending on your dexterity, you may or may Xnot be thrown off balance allowing free moves to your opponent. XIf the bash is successful, your opponent may be thrown Xoff balance, thus giving you some free Xhits or a chance to run. Huge creatures such as ancient dragons Xwill be difficult or impossible to bash successfully. X.sp XA player automatically performs a shield bash instead of a Xbody bash, if he is currently wearing a shield. A shield bash Xadds the damage of a shield to that of the bash, so it is more Xeffective. Size and material both affect the damage Xthat a shield will do. X.sp XYou can apply a count to this command, but if you are thrown off Xbalance, the count will be reset straight away. X.IP "C - Print character (to screen or file)." XThis command allows the player to either display his Xcharacter on the terminal screen, or to print an entire character Xinfo listing to a file. The character's history, equipment, Xand inventory list are also included if you chose to print it to a file. X.IP "D - Disarm a trap." XYou can attempt to disarm floor traps, or trapped chests. XIf you fail to disarm a trap, there is a chance that you blunder Xand set it off. You can only disarm a trap on a chest after Xfinding it with the search command. This command can have a count. X.IP "E - Eat some food." XA character must eat occasionally to remain effective. As a Xcharacter grows hungry, a message will appear at the bottom of Xthe screen saying \*QHungry\*U. If a character remains hungry long Xenough, he will become weak and eventually start fainting. XEventually, you will die of starvation if you do not eat. X.IP "F - Fill a lamp or lantern with oil." XIf your character is currently using a lamp for light, and Xif he has a flask of oil in inventory, he may refill the lamp by Xusing this command. A lamp is capable of a maximum of 15000 turns Xof light, and each flask has 7500 turns of oil contained in it. X.IP "G - Gain new spells." XTo actually learn new spells, you must use this command. XWhen you are able to learn some spells, the word \*QStudy\*U Xwill appear on the status line at the bottom of the screen. XMages, rogues, and rangers must have the magic books containing Xnew spells to be able to learn them. Priests and Paladins are Xgiven their prayers by their gods, and hence do not need a holy Xbook before learning the spells in it. X.IP "L - Location on map. {W - where}" XThe location command allows you to look at all parts of the Xcurrent dungeon level. The displayed view of the dungeon is Xshifted to bring your current position as close to the center Xas possible. You may then shift the displayed map in any of the eight Xpossible directions. Each shift moves your view point by one Xhalf screen. The top line displays a map section number, each map Xsection having a height and width one half that of the display, and Xindicates the direction of the display from your current position. XIf you exit this command while you are not on the display, then the Xdisplay is centered again. X.IP "M - Map shown reduced size." XThis command will show the entire map, reduced by a factor of nine, Xon the screen. Since nine places map into every character on the screen, Xonly the major dungeon features will be visible. This is especially Xuseful for finding where the stairs are in relation to your current Xposition. It is also useful for identifying unexplored areas. X.IP "R - Rest for a number of turns." XYou may rest one turn with the null movement command. Resting for Xlonger periods of time is accomplished by using the Rest command, Xfollowed by the number of turns you want to rest your character. XResting will continue until the specified duration has expired, Xor something to wake the character happens, such as a creature Xwandering by, or getting hungry, or some disability like Xblindness expiring. XIt is sometimes a good idea to rest a beat up Xcharacter until he regains some of his hit points, but be sure to Xhave plenty of food if you rest often. X.sp XIf you have accidentally entered in a rest period too large, Xor change your mind about the resting period, you may wake your Xcharacter up by typing any character. Space is best, since if the Xrest ends just before the character is typed, the space is ignored Xas a command. X.sp XIt is also possible to rest by typing the count first, and using Xeither the Rest or the null movement command. X.IP "S - Search mode toggle. {#}" XThe Searching toggle will take you into and out of Xsearch mode. When first pressed, the message \*QSearching\*U will Xappear at the bottom of the screen. You are now taking Xtwo turns for each command, one for the command and one turn to Xsearch. This means that you are taking twice the Xtime to move about the dungeon, and therefore twice the food. If Xa creature should happen by or attack you, search mode will Xautomatically shut off. You may also turn off search mode Xby again pressing the `S' {or #} key. X.IP "T - Tunnel through rock. {control-}" XTunneling (Mining) is a very useful art. There are four Xkinds of rock present in the dungeons of \fImoria\fP: Permanent Rock, XGranite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock Xis exactly that, permanent. Granite is very hard, therefore hard Xto dig through, and contains no valuable metals. Magma and XQuartz veins are softer and sometimes bear valuable metals and Xgems, shown as a `$' or a `*' character. You can tell if the Xmetal or gems are embedded into the wall by trying to move onto Xthem. If you can't move over them, you'll have to dig them out. XThere is an option which causes magma and quartz to be displayed Xdifferently than other rock types. X.sp XTunneling can be VERY difficult by hand, so when you dig be Xsure to wield either a shovel or a pick. Magical shovels and Xpicks can be found which allow the wielder to dig much faster Xthan normal, and a good strength also helps. X.sp XTunneling can have a count. X.IP "V - View scoreboard." XThis command will display the contents of the score board on the Xscreen. X.IP "a - Aim a wand. {z - zap}" XWands must be aimed in a direction to be used. Wands are Xmagical devices and therefore use the Magical Devices ability of Xthe player. They will either affect the first object/creature Xencountered, or affect anything in a given direction, depending Xupon the wand. An obstruction such as door or wall will generally Xstop the effects of a wand from traveling further. X.IP "b - Browse a book. {P - peruse}" XYou can only read a book if you are of its realm. XTherefore a magic user could read a magic book, but not a holy Xbook. Warriors will not be able to read either kind of book. XWhen the browse command is used, all of the spells or prayers Xcontained therein are displayed, along with information such as Xtheir level, the amount of mana used up in casting them, and whether Xor not you know the spell or prayer. There Xare a total of 31 different magical spells in four books, and 31 Xdifferent prayers in four books. X.IP "c - Close a door." XNonintelligent and certain other creatures will not be able Xto open a door. Therefore shutting doors can be a life saver. XYou must be adjacent to an open door, and you cannot close broken Xdoors. Bashing a door open will break it. X.IP "d - Drop an object from your inventory." XYou can drop an object onto the floor beneath you if Xthat floor spot does not already contain an object. XDoors and traps are considered objects in this sense. If you Xhave several objects of the same kind, you will be prompted Xfor dropping one or all of them. It is possible to directly drop things Xwhich you are wielding or wearing. X.IP "e - Display a list of equipment being used." XUse the Equipment command to display a list of objects Xcurrently being used by your character. Each object Xhas a specific place where it is placed, and that only one object Xof each type may be used at any one time, excepting rings of Xwhich two can be worn, one on each hand. X.IP "f - Fire/Throw an object/use a missile weapon. {t - throw}" XYou may throw any object carried by your character. XDepending upon the weight of an object, it may travel across a Xroom or drop down beside you. If you throw an object such as an Xarrow, only one will be used at a time. X.sp XIf you throw at a creature, your chance of hitting the Xcreature is determined by your pluses to hit, your ability at Xthrowing, and the object's pluses to hit. Once the creature is Xhit, the object may or may not do any actual damage to it. XCertain objects in the dungeon can do great amounts of damage Xwhen thrown, but it's for you to figure out the obscure ones. XOil flasks are considered to be lit before thrown, therefore they Xwill do fire damage to a creature if they hit it. X.sp XTo use a bow with arrows, simply wield the bow and throw the Xarrows. Extra pluses to damage and hitting are gained by Xwielding the proper weapon and throwing the corresponding ammo. XA heavy crossbow with bolts for example, is a killer... X.IP "i - Display a list of objects being carried." XThis command displays a list of all objects being Xcarried, but not currently in use. You may carry up to 22 Xdifferent kinds of objects, not including those in your equipment Xlist. Depending upon your strength, you will be able carry many Xidentical objects before hitting your weight limit. X.IP "j - Jam a door with an iron spike. {S - spike}" XMost humanoid and many intelligent creatures can simply open Xa closed door, and can eventually get through a locked door. XTherefore you may spike a door in order to jam it. Each spike Xused on a door will increase its strength, although the more Xspikes you add, the less effect each additional spike has. XIt is very easy to Xjam a door so much as to make it impossible for your character to Xbash it down, so spike doors wisely. The bigger a Xcreature is, the easier it can bash a door down. Therefore twenty Xor more spikes might be necessary to slow down a dragon, where Xone spike would slow down a kobold. This command can be counted. X.IP "l - Look in a direction. {x - examine}" XThe Look command is useful in identifying the exact type of Xobject or creature shown on the screen. Also, if a creature is Xon top of an object, the look command will describe both. You Xcan see creatures and objects up to 200 feet away (20 spaces). XYou may freely use the Look command without the Xcreatures getting a move on you. X.sp XLooking in a particular direction sees everything within a cone Xof vision which just overlaps the cones of the two adjacent directions. XLooking with the null direction `5' (or `.') sees everything which there Xis to be seen. X.sp XYou are also able to access you monster memories with this command. XIf you see a creature, you are prompted to ask if you wish to see Xa short paragraph of information about your experiences with that Xcreature. See also the section on being attacked. X.IP "m - Cast a magic spell." XTo cast a spell, a character must have previously learned it, Xand must also have in the inventory a magical book from which the Xspell may be read. XEach spell has a chance of failure which starts out fairly large Xbut decreases as a character gains levels. If a character does Xnot have enough mana, the chance of failed is greatly increased, Xand he gambles on losing a point of constitution. You will be Xprompted for confirmation before trying to cast a spell when you Xdon't have enough mana. Since a Xcharacter must read the spell from a book, he cannot be blind or Xconfused when casting a spell, and there must be some light Xpresent. X.IP "o - Open a door, chest, or lock." XTo open an object such as a door or chest you must use the XOpen command. If the object is locked, the Open command will Xattempt to pick the lock, based on your ability at disarming. XIf an object is trapped and you open it, the trap will Xbe set off. XThis command can be counted, you may need several tries to get it Xopen. X.IP "p - Read a prayer." XTo pay effectively, a character must have learned the prayer, Xand must also have in the inventory a holy book from which Xthe prayer may be read. XEach prayer has a chance of being ignored which starts out fairly large Xbut decreases as a Xcharacter gains levels. If a character does not have enough Xmana, the chance of failure is greatly increased, and he Xgambles on losing a point of constitution. You will be prompted Xfor confirmation before trying to pray when you don't have enough mana. XSince a character Xmust read the prayer from a book, he cannot be blind or confused Xwhen praying, and there must be some light present. X.IP "q - Quaff a potion." XTo drink a potion use the Quaff command. A potion affects Xthe player in some manner. The effects of the potion may be Ximmediately noticed, or they may be subtle and unnoticed. X.IP "r - Read a scroll." XTo read a scroll use the Read command. A scroll spell has Xan area affect, except in a few cases such as identify scrolls Xwhich act on other objects. Two scrolls, the identify Xscroll and the recharge scroll, have titles which can be read Xwithout setting them off, and by pressing ESCAPE can be saved Xfor future use. X.IP "s - Search general area one turn." XThe Search command can be used to locate hidden traps and Xsecret doors about the player. More than a single turn Xof searching will be required in most cases. You should always Xsearch a chest before trying to open it because they are Xgenerally trapped. XThis command can be counted, which is useful if you are really sure Xof finding something eventually. A counted search ends as soon as Xanything is found. X.IP "t - Take off a piece of equipment. {T}" XUse the Take Off command to remove an object from use, and Xreturn it to your inventory. Occasionally you will run into a Xcursed item which cannot be removed. Cursed items are always Xbad, and can only be taken off after removing the curse. X.IP "u - Use a staff. {Z - Zap}" XThe Use command will activate a staff. Like scrolls, most Xstaffs have an area affect. Because staffs are generally more Xpowerful than most other items, they are also harder to use Xcorrectly. X.IP "v - Display current version of game." XThe Version command displays the credits for the current Xversion of \fImoria\fP. X.IP "w - Wear or wield an item being carried." XTo wear or wield an object in your inventory, use the XWear/Wield command. If an object is already in use for the same Xfunction, it is automatically removed first. An Xobject's bonuses cannot be gained until it is worn or wielded. X.IP "x - Exchange primary and secondary weapons. {X}" XA secondary weapon is any weapon which may be needed often. XInstead of searching through your inventory, you may use the Xexchange command to keep the weapon ready. For instance, if you Xwanted to use your bow most of the time, but needed a sword for Xclose combat, you could wield your sword, use the exchange Xcommand to make it the secondary weapon, then wield your bow. If Xthe sword was suddenly needed, simply use the exchange command to Xswitch between the bow and the sword. X.IP "/ - Identify a character shown on screen." XUse the identify command to find out what a character Xdisplayed on the screen stands for. For instance, by Xpressing `/.', you can find out that the `.' stands for a floor spot. XWhen used with a creature, the identify command will tell you Xonly what class of creature the symbol stands for, not the Xspecific creature, therefore use the look command for this Xinformation. X.sp XIf you identify the character for a creature in your monster memory, Xyou are also prompted to ask if you wish to see a paragraph of Xinformation on those creatures identified by the given character. XSeveral creatures may be identified in this way. XTyping ESCAPE after the paragraph for any creature will abort back to Xcommand level. See also the section on being attacked. X.IP "? - Display a list of commands." XThe ? command displays a quick reference help page Xon the screen. X.IP "\- - Move without pickup." XThis is followed by a move command, and causes you to move over any Xobject without picking it up. XYou can associate a count with this command. X.IP "= - Set options." XThis is a free move, to set various \fImoria\fP options. XThe available options are: X.IP " (1)" XCut known corners when running. This is on by default, and the only reason Xfor switching it off would be if you had the search flag on and wished to Xlook for doors in the extremity of every corner. X.IP " (2)" XExamine potential corners when running. This is on by default, and allows Xyou to run along an unknown curving corridor. If, however, you are running Xfrom a creature, and wish to stop at an unknown corner to make a considered Xdecision, then you may wish to switch this option off. X.IP " (3)" XPrint self during a run. This is off by default, which gives faster screen Xupdating. X.IP " (4)" XStop when map sector changes. This is off by default, but can be switched Xon if you wish to stop running whenever a new part of the dungeon appears Xin view. X.IP " (5)" XTreat open doors as empty space while running. This is off by default, in Xwhich case you stop when ever you run up to an open door. X.IP " (6)" XPrompt to pick up objects. This is off by default, in which case stepping Xover an object automatically causes you to pick it up. With the option Xon, you get prompted in all such cases with a description of the object Xto see if you really want to take it. X.IP " (7)" XRogue like command set. This option controls the command set in use. It Xis off by default. X.IP " (8)" XShow weights in inventory. This is off by default: switching it on causes Xthe inventory and equipment listings to include the weight of all objects. XThis may be useful to know if your pack is getting too heavy. X.IP " (9)" XHighlight mineral seams. This is off by default. Switching it on causes Xquartz and magma to be displayed as `%' instead of `#'. XThis is handy when mining. XSetting this option does not immediately highlight all minerals, Xbut only those which are subsequently displayed. To display all minerals, Xjust move the map around a bit with the `Where' (or `Locate') command. X.IP XThe setting of all these options persist in your savefile, even after you Xdie. X.IP "^P - Previous message." XThe Control-P command will Xredisplay the last message printed on the message line at the Xtop of your screen. XA second such command will display all of the saved messages. XYou may also give this command a count to specify the number Xof previous messages to display. At present, only 22 messages are saved. X.IP "^K - Quit the game without saving. {Q}" XTo exit the game without saving your character (i.e. kill him/her) Xuse the XControl-K command. Once exited in this manner, your character Xis nonrecoverable. X.IP "^X - Save your character and exit the game." XTo save your game so that it can be restarted later, use the XControl-X command. Save files will also be generated if the game Xcrashes due to a system error. When you die, a reduced save file Xis produced containing only your monster memory, and your option Xsettings. X.IP "{ - Inscribe an object." XThis command can be used to inscribe any short string on an object. XInscriptions are limited to twelve characters. XThe inscription applies only to the particular object, it is not Xautomatically transferred to all similar objects. XUnder certain circumstances, \fImoria\fP will itself inscribe objects: if they Xhave been discovered to be cursed or enchanted, or if they have been Xsampled without being identified. XIn this last case, \fImoria\fP does in fact carefully inscribe every such Xitem. X.IP "! - Shell out of game." XUse the Shell command `!' to temporarily exit the game to Xexecute UNIX or MSDOS commands. You may reenter the game by typing exit Xto end the spawned process. This is not implemented in the XMacintosh version. X.IP "< - Go up an up staircase." XIf you move onto an up staircase you may use the `<' command Xto go up one level. There is always one staircase going up on Xevery level except for the town level (this does not mean it's Xeasy to find). Going up a staircase will always take you to a Xnew dungeon area except for the town level, which remains the Xsame for the duration of your character. X.IP "> - Go down a down staircase." XIf you are on top of a down staircase you may use the `>' Xcommand to go down one level. There are always two or three Xstaircases going down on each level, except the town level which Xhas only one. Going down will always take you to a new dungeon Xarea. X.IP ". - Move in direction. {shift}" XThe Run command will move you in the indicated Xdirection until either you have to make a choice as between two Xdirections, or something interesting happens. There are options Xwhich determine behaviour at corners, and at screen boundaries. XMore precisely, the conditions which stop a run are as follows: X.IP (1) XA creature appears on the screen, one already on the screen moves, Xor a creature attacks you or casts a spell at you. X.IP (2) XYou move next to an object, or a feature such as a door or trap. X.IP (3) XYou come to the end of open space, or the end of a passage, or Xa junction of passages, or a hole in a wall. X.IP (4) XCorners are more complex. A corner allows a choice between adjacent Xrectangular and diagonal directions. If you can see walls which ensure Xthat the diagonal gives a faster traversal, then action is determined Xby the \*Qcut corners\*U options. XIf it is set, then you move diagonally through the corner. This gives Xyou maximum speed (as is nice if you are fleeing a hidden creature). XOn the other hand, this option should not be set if you want Xmore careful coverage (as when you are searching) so that you Xtake two moves through the corner. X.IP (5) XAt a potential corner, where walls are not yet visible ahead of the Xrectangular direction, the \*Qexamine corners\*U option is considered. XIf set, you will move straight into the corner, which will light up Xall the corner and so determine where you can go from there. This Xallows you to follow corners in new passages. If the option is not set, Xyou stop. This allows highly cautious running where you want to stop Xat all potential choice points. X.IP (6) XIf you move off the screen while running, then a new section of the dungeon Xis display and the run continues. However, if the \*Qstop when Xmap changes\*U option Xis set, you will stop. Again, this is an option for nervous players, after Xall, there may be a dragon on the new screen. X.IP (7) XAnything typed during a run causes the run to stop. The character Xcausing this to occur is ignored. It is best to use a space, Xwhich is ignored as a command, just in case the run stops just before Xyou type the character. X.IP (8) XVarious changes of state, such as recovery from fear or loss of heroism, Xwill stop a run. 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