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:
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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 <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 9 (of 31)."
# Contents:  doc/moria1.ms mac/Install.hqx
# Wrapped by billr@saab on Wed May 16 11:54:20 1990
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'doc/moria1.ms' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'doc/moria1.ms'\"
else
echo shar: Extracting \"'doc/moria1.ms'\" \(53749 characters\)
sed "s/^X//" >'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 <Dir> - 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 <Dir> - 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 <Dir> - Tunnel through rock. {control-<Dir>}"
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 <Dir> - 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 <Dir> - 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 <Dir> - 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 <Dir> - 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 <Dir> - 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 <Dir> - 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 ". <Dir> - Move in direction. {shift<Dir>}"
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.
END_OF_FILE
if test 53749 -ne `wc -c <'doc/moria1.ms'`; then
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fi
# end of 'doc/moria1.ms'
fi
if test -f 'mac/Install.hqx' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'mac/Install.hqx'\"
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echo shar: Extracting \"'mac/Install.hqx'\" \(4446 characters\)
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if test 4446 -ne `wc -c <'mac/Install.hqx'`; then
    echo shar: \"'mac/Install.hqx'\" unpacked with wrong size!
fi
# end of 'mac/Install.hqx'
fi
echo shar: End of archive 9 \(of 31\).
cp /dev/null ark9isdone
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
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done
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else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0


