% Librarian T09-20.f:af 5 Abbreviations ~ AdventuringO  CharacterCommands DisclaimerHelp QualifiersSummarySymbolsTown.f1 AbbreviationsF Sometimes abbreviations are used to indicate especially powerfulF items. These abbreviations are usually used with armor and weapons.F For more detailed information on them, see the sections entitled Weapons and Armor. 2 Weapons% (DB) - Demon Bane.# (DF) - Defender.& (FB) - Frost Brand.' (FT) - Flame Tongue.' (HA) - Holy Avenger.&  (SD) - Slay Dragon.$ (SE) - Slay Evil.' (SM) - Slay Monster., (SR) - Slay Regenerative.% (SS) - Soul Sword.& (SU) - Slay Undead.' (V) - Vorpal Weapon.' (WB) - Wizard Blade.( (BB) - Blessed Blade.2 Armor& (RA) - Resist Acid.& (RC) - Resist Cold.& (RF) - Resist Fire.+ (RL) - Resist Lightning.> (R) - Resistance, resists all of the above.wwf0f 1 AdventuringF Once your character is adequately supplied with food, light,F armor, and weapons, he is ready to enter the dungeon. Move on top ofF the '>' symbol and use the down '>' command. Your character enters aF maze of interconnecting staircases and finally passes through aF one-way door. He is now on in the dungeon somewhere betwee n 50 andF 200 feet depending on the steepness of the stairs. He must surviveF many horrible and challenging encounters to find the treasure lying about. 2 Armor_ClassF Armor class is a number that describes the amount and the quality of armor begin worn.F The larger your armor class, the more protective it is. AF negative armor class would actually help get you hit. Armor protects you in three manners:8 o It makes you less likely to be hit by the monsters.. o You take less damage when you DO get hit.> o Fire and Acid damage are reduced when wearing body armor.F Obviously a high armor class is a must for surviving the lower levels of Moria.F Each piece of armor has an armor class adjustment, and a magicalF bonus. Armor bought in town will have these values displayed withF its description. Armor that is found within the dungeon must beF identified before these values will be displayed. Armor clas s valuesF are always diplayed between a set of brackets '[ ,+ ]'. The firstF value is the armor class of the item. The second number is theF magical bonus of the item, and will always have a sign preceding theF value. For example, an item listed as [3,+2] would increase yourF armor class by 5 points (3+2) if worn. There are a few cases whereF the form '[+ ]' is used, meaning the object itself gives noF protection, but it does grant a magical bonus to your armor class if worn.F Some pieces of armor will possess special abilites denoted by the following abbreviations:& (RA) - Resist Acid.F This magical ability is usually enchanted into armor, but mayF occasionally be found as an ability of a weapon. A character usingF such an object will take only one half damage from any acid thrownF upon him. In addition, armor so enchanted will resist the acid's" effects and not be damaged by it.&  (RC) - Resist Cold.F This magical ability is also found in both weapons and armor. AF character using a resist cold object will take only one third damage from frost and cold.& (RF) - Resist Fire.F This magical ability is found in both weapons and armor. AF character using a resist fire object will take only one third damage from heat and fire.+ (RL) - Resist Lightning.F This magical ability is found in both weapons and armor. AF character using a resist lightning object will take only one third damage from electrical attacks.$ (R) - Resistance.F A character wearing armor with this ability will have resistanceD to Acid, Cold, Fire, and Lightning as explained in each part above. 3 Armor_List? Cost Weight +To AC Lvl? -------------------------------------------------------------> Pair of Sandals  1 1 0 1> Pair of Soft Leather Shoes 4 5 1 1> Pair of Soft Leather Boots 7 20 2 4> Pair of Hard Leather Boots 12 40 3 6 > Cloth Hat 5 5 0 1> Soft Leather Cap 4 10 1 2> Hard Leather Cap 12 15 2 4> Metal Cap 30 20 3 7> Iron Helm  75 75 5 20> Steel Helm 200 60 6 40> Silver Crown 250 20 0 44> Golden Crown 500 30 0 47> Jewel Encrusted Crown 1000 40 0 50 > Robe 4 20 2 1> Soft Leather Armor 18 80 4 2> Soft Studded Leather 35 90 5 3> Hard Leather Armor 55 100 6 5> Woven Cord Armor 45 150 6 7> Hard Studded Leather 100 110 7 7> Soft Leather Ring Mail 160 130 6 10> Hard Leather Ring Mail 230 150 8 12> Leather Scale Mail 330 140 11 14> Metal Scale Mail 430 250 13 24> Rusty Chain Mail 0 200 14(-8) 26> Chain Mail 530 220 14 26> Double Chain Mail 630 260 15 28> Augmented Chain Mail 675 270 16 30> Bar Chain Mail 720 280 18 34> Metal Brigandine Armor 775 290 19 36> Laminated Armor 825 300 20 38> Partial Plate Armor 900 260 22 42> Lamellar Armor 950 340 23  44> Plate Armor 1050 380 25 48> Ribbed Plate Armor 1200 380 28 50 > Cloak 3 10 1 1 > Set of Cloth Gloves 1 1 0 1> Set of Leather Gloves 3 5 1 1> Set of Gauntlets 35 25 2 12 > Small Leather Shield 30 50 2 3> Medium Leather Shield 60 75 3 8> Small Metal Shield 50 65 3 10> Large Leather Shield 120 100 4 15> Medium Metal Shield 125 90 4 20> Large Metal Shield 200 120 5 30 2 BashingF Weight is the primary factor in being able to bash something,F but strength plays a role too. After bashing, a character may be off9 balance for several rounds depending upon his DEXTERITY.F  Doors can be broken down by bashing them. Once a door is bashed2 open, it is forever useless and cannot be closed.F Chests too may be bashed open, but be warned that the carelessF smashing of a chest often ruins the contents. Bashing open a chestF will not disarm any traps it may contain, but does allow the strong# and ignorant to see what's inside.F Finally, a creature may be bashed. If a shield is currentlyF being worn, the bash is a shield bash and will d o more damage. InF either case, a bash may throw an opponent off balance for a number ofF rounds, allowing a player to get in a free hit or more. If theF player is thrown off-balance, his opponent may get free hits on him. This is a risky attack.2 Cursed_ObjectsF Some objects, mainly armor and weapons, have had curses laidF upon them. These horrible objects will look like any other normalF item, but will detract from your character's stats or abilities ifF worn. They will also be impossible to remove until a "Remove Curse" spell is used.F When a cursed item has been identified, an asterisk '*' willF appear next to the inventory letter of the item. If you should wearF a cursed item, you will immediately know it is cursed and again the asterisk will appear.2 DeathF If your character falls below 0 hit points, he has died andF cannot be restored. A tombstone showing information about yourF character will be  displayed with the option to print the informationF to a file. You will also be asked if you would like to print his character sheet to a file.F After the tombstone, a list of high scores will appear. TheC number listed can be specified in the command line, default is 20. 2 FightingF Attacking is simple in Moria. If you move into a creature, youF attack him. You can attack from a distance by firing a missile, orF by magical means such as aiming a wand. Cr eatures attack in the sameF way - if they move into you, they attack you. Some creatures canF cast spells from a distance, and dragon-type creatures can breathe4 from a distance, but these are the only exceptions.F If you are wielding a weapon, the damage for the weapon is usedF when you hit the creature. If you are wielding no weapons, you getF two fist strikes. A very strong creature (such as a half-troll) or aF monk can do a lot of damage with its fists. A character may haveF both a primary and a secondary weapon. The secondary weapon is keptF on the belt, or on the shoulder for immediate use. You can switchF between your primary and secondary weapons by using the 'x' command.F Be sure you are wielding the proper weapon when fighting. Beating aF dragon over the head with a bow or shovel will simply make him mad, and get you killed.F Missile weapons (such as bows) can be wielded, and then theF proper missile (in this case an arrow ) can be fired across the roomF into a target. Missiles can be used without the proper missileF weapon, but used together they have a greater range and do far more damage.F Hits and misses are determined by comparing your class, yourF level, and the armor class of the monster. (at a given level ofF experience, Fighters hit the most often, and Mages hit the leastF often). A miss doesn't necessarily mean that you didn't hit theF monster, but that you failed to do any damage (perhaps due to theF monster's armor). A 'hit' is any attempted swing that succeeds inF doing damage. Higher armor classes make it harder to inflict damage,F therefore you will miss more often when attacking creatures with higher armor classes.2 LightF There are two sources for light once you enter the dungeon.F Permanent light which has been magically placed within rooms, andF light sources carried by the player. If neither is present , theF character will be unable to map or see any attackers. Lack of light: will also affect searching, picking locks, and disarming.F A character must wield a torch or lamp in order to supply hisF own light. Once a torch or lamp has 50 or less turns (moves) leftF before burning out, you will be reminded that your source of light isF about to run out. This message will continue to be displayed atF random intervals. Once a torch is burnt out, it is useless and canF be dropped. A lamp or lantern can be refilled with oil by using theF Fill ('F') command. You must, of course, be carrying extra oil to doF this. There are also rumors of magic lanterns that run on magicalF charges instead of oil, but these would be rare if you could find them at all. 2 CreaturesF There are hundreds of horrible creatures in the depths of MoriaF and as you get deeper the weaker ones are replaced by more viciousF foes. There are several categories o !f monsters, although some, creatures belong in more than one of these. 3 DragonsF These magical reptiles live far down in the lower layers of theF dungeon. There are several species, each of which have a differentF shade of scales. As they get older they may learn magic with whichF to defend themselves, or just get an easy meal. It is rumored thatF some of the dragons are born with bizzare changes that are due to theF magical nature of dragons, such as multiple heads o "r a highly magicalF breed. One thing is for certain and that is that the best weapon toF fight them with is a Slay Dragon weapon; one that was specially( forged to be the death of these beasts.3 UndeadF Once living beings, these souls have become everliving. But inF exchange for this "gift" most of them need to drain the life from theF still living. Beware the touch of a Lich! Some of the more powerfulF undead were once mages or evil priests and still know their powerf #ulF spells. The best weapon with which to attack these foul beings withF is a specially blessed to be a Slay Undead weapon. If you have lostF some of your life essence to an undead you must obtain a restore life levels potion to regain it.3 DemonsF These abominations of demonic might are quite powerful. Most ofF them have magical abilities and they can appear in just about anyF form of animal or creature. At the lowest levels reside the DemonF Lords which can summ $on any of their minions and the Demon, theF Balrog, is the ruler of Moria and object of the quest that you haveF undertaken. Opposed to these creatures are the various Demon BaneF weapons. With one of these you may do much more damage when striking.3 EvilF Most of the intelligent creatures in the dungeon are evil. OfF course the Undead and the Demons are evil by nature, as well mostF Dragons, but many of the humanoids and monsters are also of an evilF % nature. Even some of the townspeople are evil! The Slay EvilF weapons and the Holy Avenger were made to defeat these foes, but dueF to the many variations of evil are not as effective as, say, a SlayF Dragon, which is specially attuned. Priest characters have manyF prayers with which to combat Evil monsters because of their religeous vow to destroy evil. 3 MonstersF Many of the beasts in Moria are only able to survive in theF dungeon due to their unnatur &al nature. These creatures are calledF Monsters and are the foes of the Druid class. Just about anythingF that is not an animal or person is a monster. To fight these foesF you should get a Slay Monster weapon, but like Slay Evil, these= weapons are not as attuned to the wide variety of creatures.3 RegenerativeF Some of the monsters, like Trolls and many of the Demons, healF rather rapidly. If you teleport away because the monster is tooF dangerous, you will' find that most of the damage you did has healedF by the time you meet him again. A Slay Regenerative weapon will do9 extra damage to these creatures every time that you hit.3 MimicsF On occation an object that looks like treasure may actually be aF creature that mimics that shape to fool you into approaching. Most= can be identified by approaching cautiously, but be careful.2 MiningF Much of the treasure within the dungeon can be found only byF mining i (t out of the walls. Many rich strikes exist within eachF level, but they must be found and mined. Quartz veins are theF richest, yielding the most metals and gems, but magma veins will also have some hordes hidden within.F Mining is very difficult without a pick or shovel (although aF strength of 18 or higher sometimes eliminates the need for a diggingF tool). Like many other items, picks and shovels may have anF additional magical ability expressed as '()+ )'. The higher thisF number, the more quickly the tool will enable you to removeF obstructing quartz, magma, or granite. A pick or shovel also hasF plusses to hit and damage, and can be used as a weapon, but mostF other weapons do a significantly larger amount of damage, so it isF always important to be sure that you are *NOT* wielding yourF pick/shovel when you are in combat with a monster! Many people loseF their characters because they don't realize th *at they are still, wielding their pick - not their broadsword.F When a vein of quartz or magma is located, the character shouldF wield his pick or shovel and begin digging out a section. When thatF section is removed, he should locate another section of the vein, andF begin the process again. Since granite rock is much harder to digF through, it is much faster to follow the vein exactly and dig around the granite.F If the character has a scroll or staff of treasure l +ocation, heF can immediately locate all strikes of treasure within a vein shown on@ the screen. This makes mining much easier and more profitable.F Another way to make mining more convenient is to wield the pickF or shovel as your secondary weapon, and then: use 'x' to switch fromF your attack weapon to your pick (before you dig), dig out theF treasure, then use 'x' again to switch back to your attack weapon= (don't want to get caught fighting with your pick, do you?)., 3 Mining_List> Cost Weight Damage Lvl? -------------------------------------------------------------> Orcish Pick 500 180 1d3 20> Gnomish Shovel 100 50 1d2 20> Dwarven Shovel 250 120 1d3 40> Dwarven Pick 1200 200 1d4 50 2 ObjectsF The dungeon is full of objects just waiting to be picked up andF used. H -ow did they get there? Well, most of the useful items areF left over from all the foolish adventurers who have entered theF dungeon before you. They get killed, and the helpful monstersF scatter the various treasures throughout the dungeon. Most cursedF items have been placed there by evil sorcerers, who enjoy a good joke when it gets you killed.F You pick up objects by moving on top of them. You can carry asF many different items in your backpack as you l .ike, but you areF restricted by the amount of weight your character can carry. YourF character's weight limit is determined by his Strength. But thereF are magical items to increase your carrying capacity. Any items thatF you put into a Bag of Holding do not count against the weight limit.F But be careful, poking a hole in the bag could make you lose all2 those items. And never put one Bag into another.F Only one object may occupy any one given floor location, whichF m /ay or may not also contain one monster. Note that doors, traps, andF staircases are considered objects for this purpose, and that7 therefore, you cannot drop an object upon a stairwell.F Many objects found within the dungeon have special commands forF their use (see Magic Objects.) Wands must be Aimed, scrolls must beF Read, potions must be Quaffed, and magic items may be Used. In anyF case, you must first be able to carry an object before you can useF it. Some objec 0ts, such as chests, are very complex. Chests mightF contain other objects (including other chests) and may be trapped andF locked. Read the list of player commands carefully for a furtherF understanding of chests (pay special attention to the Search, Disarm and Open commands).F There is one item in particular that needs to be explained.F This is the scroll entitled "Word of Recall". This scroll can beF found in the dungeon, and can also be bought in the Temple1 orF Alchemists on the town level. It does one of two things, dependingF on your current location. If you are in the dungeon, it teleportsF you back to town level. If you are already on town level, itF teleports you to the deepest level of the dungeon that you haveF already been to. This makes the scroll very useful for returning toF deeper levels of Moria (who wants to try and find 30 down stairwellsF so you can get back to level 30 - 1500 feet - by FOOT?). Unlike a2llF other scrolls, this one does NOT act immediately, so don't expect itF to pull you out of a combat that you happen to be losing (it usually+ takes less than 40 turns to act, however).F One final warning about objects: Not all objects are what theyF seem to be. Skeletons lying peacefully about the dungeons have been known to get up and attack....3 Magic ObjectsF There are several types of magical objects that exist to aid orF harm your adventurer. Most of t 3hem are used in some fashion but aF few must be wielded or worn to have an effect. Of course theseF effects will not always be beneficial to the character, so you mayF want to identify an item before you don it, but sometimes those( identify scrolls are hard to come by...F To use a Chime, Horn or Miscellaneous Item (like a statue or aF cross) you must (U)se it. To use a Staff you (u)se it, but with theF lowercase letter. Wands are (a)imed, Potions (q)uaffed, and Scr 4olls (r)ead.F Any article of clothing, armor or jewelry should be worn. AnyF weapon or pick/shovel should be wielded. And magic torches andF lanterns should be held on the equipment inventory. This will giveF you any of the benefits that the item bestows, such as extra strength or bonuses to hit and damage.F Gems are a little more complicated. Most are enchanted with aF number of uses of some spell. These are (U)sed. But a few areF special gems that flo 5at like Ion Stones about your helm. These areF worn just like armor or jewelry. The best method is to either tryF both methods with it, or identify it to determine if it casts spells of adds to your abilities. 4 Race_ItemsF Each of the non-human and non-halfbreed races was able to sendF their best champions into the depths of Moria with special items thatF augmented the best aspects of that race. Unfortunately no one hasF succeeded yet and many of these items are los 6t in the rooms and hallsF of the dungeon. There is one for each elder race, including Orcs,F although they have since been corrupted by the Balrog's evil. They grant abilities as follows:F Cloak of Elvenkind - See invisible, Increased stealth, Added& Charisma, and Sustained Intelligence.F Girdle of Dwarvenkind - Infravision, Tunnel ability, Magic" resistance, and Sustained Wisdom.F Hat of Hobbitkind - Infravision, See invisible, Free Action Searchi7ng.8 Gloves of the Hive - Added Dexterity, Added Speed.F Sandels of Dryadkind - Added Charisma, Feather Falling, See* invisible, Free Action, Magic resistance.F Club of Trollkind - 3d4 base weapon damage, Lose Charisma, PoorA Stealth, Poor Searching, Regeneration, Resist Acid, Resist Cold.F Ring of Gnomekind - Added Intelligence, Sustain Intelligence Slow Digestion.F Orc Pick (This is a normally unidentifiable enchantment on aF normal Orci8sh Pick.) - Resist Acid, Slow digestion, Added Constitution.2 Secret_DoorsF Many secret doors are used within the dungeon to confuse andF demoralize adventurers foolish enough to enter. But with some luck,7 and lots of patience, you can find these secret doors.F Secret doors will sometimes hide rooms, corridors, stairs, orF even entire sections of that level of the dungeon. Sometimes they3 simply hide small empty closets or even dead ends.F 9Creatures in the dungeon will generally know of and use allF secret doors. If they leave one open, you will be able to go rightF through it. If they close it behind them you will have to search forF it first. Once you have discovered a secret door, it is drawn as aF visible door, and no more searching will be required in order to use it. 2 StaircasesF Staircases are your primary means to get to other levels of theF dungeon. The symbols for the up and down staircases : are the same asF the commands to use them. A '<' represents an up staircase and a '>'F represents a down staircase. You must put your character in the same/ square with a staircase before you can use it.F Each level has at least one up staircase, and at least two downF staircases. There are no exceptions to this rule. You may haveF trouble finding some well hidden secret doors, but the stairs are indeed there.F In addition to stairwells that go up or down one ;level, someF levels have steep stairwells that can move you up or down by as many four levels.F The town level has three stairwells, two of which are normalF down stairwells, and one of which is a steep down stairwell. YouF will likely want to remember which stairwell is which, or your7 beginning character may find himself in over his head. 2 WeaponsF Carrying a weapon in your backpack does you no good. You mustF wield a weapon before it can be < used in a fight. Note that aF secondary weapon can be kept by wielding it and then using theF exchange command 'x'. A secondary weapon is not in use, simply ready2 to be switched with the current weapon if needed.F Weapons have two main characteristics; their ability to hit andF their ability to do damage, expressed as '(+ ,+ )'. A normal weaponF would be '(+0,+0)'. Many weapons in Moria have magical bonuses toF hit and/or do damage. Some weapons are cursed, and ha =ve penaltiesF that hurt the player. Note that cursed swords cannot be un-wieldedC until the curse is lifted via the use of the "Remove Curse" spell.F Missile weapons, such as bows, have only one majorF characteristic, which is "to hit", expressed '(+ )'. This plus "toF hit" is added to that of the missile used, if the properF weapon/missiles combination are used. (Arrows with Bows, Bolts with: Crossbows, and Rounded Pebbles or Iron Shots with Slings) >F Although you receive any magical bonuses an unidentified weaponF may possess when you wield it, those bonuses will not be added to theF displayed values of "to hit" and "to dam" on your character sheet.F You must identify the weapon before the displayed values reflect the real values used.F Finally, some rare weapons have special abilities. This areF called ego weapons, and are feared by great and meek. An ego sword5 must be wielded to receive benefit of its abiliti?es.A Special weapons are denoted by the following abbreviations:% (DB) - Demon Bane.F A Demon Bane weapon is a special purpose weapon whose sole intent isF to destroy demon-kind. Therefore, when used against a demon, the, amount of damage done is greatly increased.# (DF) - Defender.F A magical weapon that actually helps the wielder defend himself, thus increasing his armor class.& (FB) - Frost Brand.F A magic@al weapon of ice that delivers a cold critical to heat based creatures.' (FT) - Flame Tongue.F A magical weapon of flame that delivers a heat critical to cold based creatures.' (HA) - Holy Avenger.F A Holy Avenger is by far the most powerful of weapons. Holy AvengersF have been known to increase several of the wielder's stats, toF actually increase the wielder's armor class (because of the terrorF the weapon spawns in its foes),A and to actually help the wielder to fight more effectively.& (SD) - Slay Dragon.F A Slay Dragon weapon is a special purpose weapon whose sole intent isF to destroy dragon-kind. Therefore, when used against a dragon, the, amount of damage done is greatly increased.$ (SE) - Slay Evil.F A Slay Evil weapon is a special purpose weapon whose sole intentF is to destroy all forms of evil. When used against an evil creature,> either alive or undBead, the damage done is greatly increased.' (SM) - Slay Monster.F A Slay Monster weapon is a special purpose weapon whose sole intentF is to destroy all the vile monsters of the world. A monster is anyF creature not natural to the world. Therefore an orc would be a) monster, but a giant snake would not be., (SR) - Slay Regenerative.F A Slay Regenerative weapon is a special purpose weapon whoseF sole intent is to slay cre Catures that heal themselves throughF regeneration. When used against a regenerative creature, damage done is greatly increased.% (SS) - Soul Sword.F Soul Sword weapons are rumored to be weapons of great magicalF powers, giving the wielder better healing and improved vision inF addition to the great damage they do. It is also rumored that theF swords take a toll from their user and can sense the wielder, butD worse, few towns people like wieldeDrs of this soul drinking weapon.& (SU) - Slay Undead.F sole intent is to destroy all forms of undead. This weapon isF hated and feared by the intelligent undead, for a single blow from+ this weapon is capable of destroying them.' (V) - Vorpal Weapon.F A Vorpal Weapon is a magically enhanced weapon that has the- ability to deal a critical blow on occasion.' (WB) - Wizard Blade.F A Wizard BladeE helps the wielder to resist the spells cast byF creatures and is a bit lighter than its non-magical counter-part. AC Mage may use any Wizard Blade without their normal penalty to hit.' (BB) - Blessed BladeF This weapon has been specially prepared so that Priests may useF it without the normal penalty. Due to the religious power of the1 weapon it also will sustain the wielders Wisdom. 3 Weapon_ListC Cost Weight F Damage Lvl LimitC -----------------------------------------------------------------< Bare Hands 0 0 1d1 0A Broken dagger 0 15 1d1 0 M< Broken sword 0 75 1d1 0A Wooden Club 1 100 1d3 0 CA Dagger (Stiletto) 10 12 1d4 0 MA Dagger (Misercorde) 10 15 1d4 0 MA Dagger (Bodkin) G 10 20 1d4 1 MA Dagger (Main Gauche) 25 30 1d5 2 MA Iron Shod Quarterstaff 25 100 1d5 2 CA Foil 35 30 1d5 2 MA Cat-O-Nine Tails 14 40 1d4 3 M< Javelin 18 30 1d4 4A Rapier 42 40 1d6 4 MA Thrusting Sword (Bilbo) 60 80 1d H6 4 M< Spear 36 50 1d6 5A Small Sword 48 75 1d6 5 M< Sabre 50 50 1d7 5< Thrusting Sword (Baselard) 80 100 1d7 5A War Hammer 225 120 3d3 5 CA Mace 130 120 2d4 6 C< Cutlass 85 110 1d7 7< Backsword 60 I 95 1d9 7< Awl-Pike 340 160 1d8 8< Broadsword 255 150 2d5 9A Morningstar 396 150 2d6 10 C< Lance 230 300 2d8 10< Lucerne Hammer 376 120 2d5 11< Longsword 300 130 1d10 12A Flail 353 150 2d6 12 C< Battle Axe (European) 334 J 170 3d4 13< Bastard Sword 350 140 3d4 14< Pike 358 160 2d5 15< Beaked Axe 408 180 2d6 15A Mace (Lead filled) 502 180 3d4 15 C< Fauchard 376 170 1d10 17< Broad Axe 304 160 2d6 17< Katana 400 120 3d4 18A Ball and Chain 200 K 150 2d4 20 C< Glaive 363 190 2d6 20< Halberd 430 190 3d4 22< Battle Axe (Balestarius) 500 180 2d8 30< Two Handed Sword (Claymore) 775 200 3d6 30< Two Handed Sword (Espadon) 655 180 3d6 35< Executioner's Sword 850 260 4d5 40< Two Handed Sword (No-Dachi) 675 200 4d4 45A Two Handed Great Flail 590 280 L 3d6 45 C< Two Handed Sword (Flamberge) 1000 240 4d5 45< Two Handed Sword (Zweihander) 1000 280 4d6 50 > Short Bow 50 30 0d0 3> Long Bow 120 40 0d0 10> Light Crossbow 140 110 0d0 15> Heavy Crossbow 300 200 1d1 30> Composite Bow 240 40 0d0 40 > Rounded Pebble M 1 4 1d2 0> Sling 5 5 0d0 1> Iron Spike 1 10 1d1 1> Arrow 1 2 1d4 2> Bolt 2 3 1d5 2> Iron Shot 2 5 1d3 3 2 WinningF Once your character has progressed to killing dragons with but aF mean glance and snap of his fingers, he MAY be ready to take Non theF Balrog. The Balrog will appear on every level after level 99 (4950; feet), so don't go down there until you are ready for him.F The Balrog cannot be killed in some of the easier methods usedF on normal creatures. The Balrog is immune to genocide, polymorph,F sleep, and charm. Magical spells like coldball are effective againstF him, as are weapons, but he is difficult to kill and, if allowed to% escape for a time, can heal himself.F If you should actually s Ourvive the attempt of killing theF Balrog, you will recieve the status of *WINNER*. Since you haveF defeated the toughest monster alive, your character is ready toF retire and cannot be saved. When you quit the game, your characterF recieves a surprise bonus score and may entered into the high score( list (depending on points accumulated). 2 WizardsF There are rumors of Moria Wizards who, if asked nicely, canF explain details of the Moria game that P may seem difficult toF beginners. In addition, they have special spells which can restoreF characters lost by accident, such as power-outs, etc. Send a mailF message to "VAX1::JAVERT" if you need to contact one of these wizards.ww ">f 1 CharacterF All characters have six main attributes which modify their basicF abilities. These six attributes, called stats, are STRENGTH,F INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, and CHARISMA. Q StatsF may vary from a minimum of 3 to a maximum of 18/100. BecauseF adventurers tend to be better than average characters, Moria statsF will average about 12.5, and will be further adjusted by race andF class. Some races are just naturally better at being certain! classes, as will be shown later.F In addition to the more visible stats, each character hasF certain abilities which are mainly determined by his race and class,F but are also modified by hi Rs stats. The abilities are FIGHTING,F THROWING/BOWS, SAVING THROW, STEALTH, DISARMING, MAGICAL DEVICES,? PERCEPTION, SEARCHING, INFRA-VISION, SWIMMING, and REPUTATION.F Characters will be assigned an early history, with money and aF social class based on that history. Starting money is assigned basedF on social class, charisma, and somewhat upon the average of aF character's stats. A character with below average stats will receive5 extra money to help him survive t She first adventure.F Each character will also have physical attributes such as aF height, weight, sex, and a physical description. None of these,F except weight, play any part in the game other than to give theF player a "feeling" for his character. Weight is used for computing( carrying capacity and also for BASHING.F Finally each character is assigned HIT POINTS based on theirF race, class, and constitution. Spell casters will also receive MANAF whichT is expended when casting spells. MANA is based on Wisdom forF Priests, Intelligence for Mages, Charisma and Dexterity for Bards,$ and Charisma and Wisdom for Druids. 2 AbilitiesF Characters possess nine different abilities which can help themF to survive. The starting abilities of a character are based upon itsF race and class. Abilities may be adjusted by high or low stats, and. may increase with the level of the character. 3 FightingF Fighting is the abilitUy to hit and do damage with weapons orF fists. Normally a character gets a single blow from any weapon, butF if his dexterity and strength are high enough, he may receive moreF blows per round with lighter weapons. Strength and dexterity bothF modify the ability to hit an opponent. This skill increases with theF level of the character. Monks get more attacks with their hands asF they increase their levels and have the best chance to obtain aF critical hit when attackinVg. Many of the characters have someF restrictions on the weapons that they may use freely. Mages are veryF restricted in that they may only use small weapons like daggers.F Clerics are also restricted since they must avoid shedding blood.F Therefore they use blunt weapons like maces and hammers (um well,F less blood). Druids may use both of the types that are allowed toF Mages and Clerics and Bards may use any dagger or sword freely.F Rogues may use anything excep Wt polearms and the other classes;F Adventurer, Ranger, Paladin, Monk, and Warrior; may use any weaponF without a penelty. If a character wields a weapon that is notF commonly used by that class then he will suffer a penalty to hit due to his poor training.3 Throwing/BowsF This skill includes the use of missile weapons, and the throwingF of objects. Different stats apply for certain weapons, and mayF modify the distance an object is thrown/fired, the amount X of damageF done, and the ability to hit a creature. This skill also increasesF with the level of the character. Any character may use a bow, sling or crossbow freely.3 Saving_ThrowF A Saving Throw is the ability of a character to resist theF effects of a spell cast on him by another person/creature. Note thatF this does not include spells cast on the player by his own stupidity,F such as by quaffing a nasty potion. This ability increases with theF level of the chYaracter, but most high level creatures are better at) casting spells, so it tends to even out. 3 StealthF The ability to move silently is very useful. Characters withF good stealth can usually surprise their opponents, gaining the firstF blow. Also, creatures may fail to notice a stealthy character5 entirely, allowing a player to avoid certain fights. 3 DisarmingF Disarming is the ability to remove traps (safely), and includesF picking locks on trap Zs and doors. Note that a successful disarmingF will gain the character some experience. The character must haveF found a trap (possibly by searching) before it can be disarmed.F Dexterity and intelligence both modify the ability to disarm, and8 this ability increases with the level of the character.3 Using_Magical_DevicesF Using a magical device such as a wand or staff requiresF experience and knowledge. Spell users such as mages and priests areF therefo[re much better at using a magical device than, say, a fighter.F This skill is modified by intelligence, and increases with the level of the character. 3 PerceptionF Perception is the ability to notice something without activelyF seeking it out. More specifically, it is the ability to find secretF doors and traps without searching for them. This skill is solelyF determined by race and class, and will never improve unless magically enhanced. 3 SearchingF To s \earch is to actively look for secret doors, floor traps, andF traps on chests. Rogues are the best at searching, but monks, mages,F rangers, and priests are good at it. Intelligence modifies yourF searching ability, and your ability will also increase with your level.3 Infra-VisionF Infra-vision is the ability to see heat sources. Since most ofF the dungeon is cool or cold, infra-vision will not allow the playerF to see walls and objects. Infra-vision will allow ]a character to seeF any warm-blooded creature up to a certain distance. This abilityF works equally well with or with out a light source. Note that theF majority of Moria's creatures are cold blooded, and will not be* detected unless lit up by a light source. 3 SwimmingF The ability to swim can greatly aid your character in runningF away from monsters that swim poorly. Also, it will help you to avoid. those creatures that are native to the water. 3 Reputation ^F Your reputation is a measure of how well the townspeople reactF with you. For every innocent creature you kill, your reputation isF lowered. Be warned that if you kill enough innocent creatures, theF townspeople will consider you a menace to society, and takes steps to remove you from it. 2 ClassesF Once a race has been chosen, you will need to pick a class.F Some classes will not be available to certain races; for instance, aF Half-Troll cannot become a Pa_ladin. For the first few adventures itF is suggested that you run a warrior, monk, or rogue. Spell castingF classes tend to require much more experience with the game to keep them alive.F The section entitled Experience gives the number of points9 needed to reach each experience level for a given class. 3 WarriorF A Warrior is a hack-and-slash character, who solves most of hisF problems by cutting them to pieces, but will occasionally fall backF on the he `lp of a magical device. His prime stats are Strength andF Constitution, and a good Dexterity can really help at times. AF Warrior will be good at Fighting and Throwing/Bows, but bad at mostF other skills. The main advantage for the Warrior is his high numberF of hit points and his great strength as well as the number of attacks he can do at higher levels.3 MageF A Mage must live by his wits. He cannot hope to simply hack hisF way through the dungeon, and so maust therefore use his magic toF defeat, deceive, confuse, and escape the monsters. A mage is notF really complete without a backpack full of magical devices to use inF addition to his spells. He can master the higher level magicalF devices far easier than anyone else, and has the best saving throw toF resist effects of spells cast at him. His prime stats areF Intelligence and Dexterity. There is no rule that says that a mage= cannot become a good fighter, but spells bare his true realm.3 PriestF A Priest is a character of holy devotion. They explore theF dungeon only to destroy the evil that lurks within, and if treasureF just happens to fall into their packs, well, so much more to theF glory of their church! Priests receive their spells from a deity,F and therefore do not choose which spells they will learn. He isF familiar with magical devices, preferring to call them instruments ofF god, but is not as good as a mage i cn their use. Priests have goodF saving throws, and make decent fighters, preferring blunt weaponsF over edged ones. Wisdom and Charisma are the priest's primary stats.3 RogueF A Rogue is a character that prefers to live by his cunning, butF is capable of fighting his way out of a tight spot. He is the masterF of traps and locks, no device being impossible for him to overcome.F A rogue has a high stealth, allowing him to sneak around manyF creatures without hav ding to fight, or to sneak up and get the firstF blow. A rogue's perception is higher than any other class, and manyF times he will notice a trap or secret door before having to search.F A rogue is better than warriors or paladins with magical devices, andF can gain a significant number of bard spells, but cannot rely onF their performance. A rogue's primary stats are Dexterity and Charisma.3 RangerF A Ranger is a druid/fighter. He is a good fighter, and the be estF of the classes with a missile weapon such as a bow. The rangerF learns songs much more slowly than a druid, but is capable ofF learning all but the most powerful song. Because a ranger is reallyF a dual class character, it requires more experience to advance him.F A ranger has a good stealth, good perception, good searching, a goodF saving throw, and is good with magical devices. His primary stats are Charisma and Strength. 3 PaladinF A Paladin is a ffighter/priest. He is a very good fighter,F second only to the warrior class, but not very good at missileF weapons. He receives prayers at a slower pace then a priest, and canF receive all but the most powerful prayer. Because a paladin isF really a dual class character, it requires more experience to advanceF him. A paladin lacks much in the way of abilities. He is poor atF stealth, perception, searching, and magical devices. He has a decentF saving throw due to g his divine alliance. His primary stats are Strength and Wisdom.3 BardF A Bard is a charmer and master of lore. They have a wideF selection of informational and monster affecting spells. They haveF good knowledge of magic items and have some of the stealth andF fighting ablilities of the rogue class but depend more on theirF songs' ablilities to put monsters off guard or his refined skill withF the bow. Charisma and Dexterity are the Bard's main charachteristics.3 DruidF Druids live in the woods and deal with nature, but their hatredF of monsters draws them down into the vaults of Moria to destroy theseF horrible creatures. Druids are second in magical power only toF Mages, but this class has more protective magic as well. DruidF characters learn their nature based music at random but, unlikeF Mages, have some fighting ability. The primary stats for a Druid are Charisma and Wisdom. 3 AdventurerF i This is a special character that combines the abilities of theF mage with some fighting and thieving abilities. They can do almostF anything better than a mage, but do not learn or cast the spells asF well as the specialized magician and can not match most of the otherF classes at any one task. The primary stats for an Adventurer are Strength and Intelligence.3 MonkF The Monk's studies in monestaries give him a broader range ofF skills than the fighter and j Monks have the ability to strike withF their hands for significant damage. But Monks do not have the sameF hardiness as the pure warrior and they have less skill in archery.F Lastly, the Monk has a better chance of making a critical blowF against his foes than others as he gains levels. Dexterity and) Strength are the prime stats for a Monk. 3 ExperienceF Please type the number listed under the character-class/race= combination that you wish to know the exp kerience levels for.8 Warrior Monk Priest Paladin Druid Ranger9 -------------+------+------+------+------+------+------+9 | Human | 1.00 | 1.10 | 1.10 | 1.35 | 1.20 | 1.30 |9 | Half-Elf | 1.10 | 1.20 | 1.20 | 1.45 | 1.30 | 1.40 |9 | Elf | 1.20 | -- | 1.30 | -- | 1.40 | 1.50 |9 | Halfling | -- | 1.20 | -- | -- | 1.30 | -- |9 | Gnome | -- | -- | 1.35 | -- | 1.45 | -- |9 | Dwarf | 1.20 | -- | 1.30 | -- | 1.40 | -- |9 | l Half-Orc | 1.10 | 1.20 | 1.20 | -- | -- | -- |9 | Half-Troll | 1.20 | -- | 1.30 | -- | -- | -- |9 | Phraint | 1.20 | 1.30 | -- | -- | -- | 1.50 |9 | Dryad | -- | 1.30 | 1.30 | -- | 1.40 | 1.50 |9 -------------+------+------+------+------+------+------+ 2 Mage Adven. Bard Rogue3 -------------+------+------+------+------+3 | Human | 1.30 | 1.40 | 1.30 | 1.10 |3 | Half-Elf | 1.40 | 1.50 | 1.40 | m 1.20 |3 | Elf | 1.50 | 1.60 | 1.50 | 1.30 |3 | Halfling | -- | 1.40 | 1.40 | 1.20 |3 | Gnome | 1.55 | -- | -- | 1.35 |3 | Dwarf | -- | -- | -- | -- |3 | Half-Orc | -- | -- | -- | 1.20 |3 | Half-Troll | -- | -- | -- | -- |3 | Phraint | 1.50 | 1.50 | 1.50 | 1.30 |3 | Dryad | -- | -- | 1.50 | -- |3 -------------+------+------+------+------+ 4 1.00 n ? 1st : 0 16th : 1800 31st : 100000? 2nd : 10 17th : 2300 32nd : 150000? 3rd : 20 18th : 2900 33rd : 200000? 4th : 45 19th : 3600 34th : 300000? 5th : 70 20th : 4400 35th : 400000? 6th : 100 21st : 5400 36th : 500000? 7th : 140 22nd : 6800 37th : 750000? 8th : 200 23rd : 8400 o 38th : 1500000? 9th : 280 24th : 10200 39th : 2500000? 10th : 380 25th : 12500 40th : 5000000& 11th : 500 26th : 17500& 12th : 650 27th : 25000& 13th : 850 28th : 35000& 14th : 1100 29th : 50000& 15th : 1400 30th : 75000 4 1.10 ? 1st : 0 16th : 1980 31st : 110000? 2nd : 11 17th : 2530 32nd : 165000p? 3rd : 27 18th : 3190 33rd : 220000? 4th : 49 19th : 3960 34th : 330000? 5th : 77 20th : 4840 35th : 440000? 6th : 110 21st : 5940 36th : 550000? 7th : 154 22nd : 7480 37th : 825000? 8th : 220 23rd : 9240 38th : 1650000? 9th : 308 24th : 11220 39th : 2750000? 10th : 418 25th : 13750 q 40th : 5500000& 11th : 550 26th : 19250& 12th : 715 27th : 27500& 13th : 935 28th : 38500& 14th : 1210 29th : 55000& 15th : 1540 30th : 82500 4 1.20 ? 1st : 0 16th : 2160 31st : 120000? 2nd : 12 17th : 2760 32nd : 180000? 3rd : 30 18th : 3480 33rd : 240000? 4th : 54 19th : 4320 34th : 360000? r5th : 84 20th : 5280 35th : 480000? 6th : 120 21st : 6480 36th : 600000? 7th : 168 22nd : 8160 37th : 900000? 8th : 240 23rd : 10080 38th : 1800000? 9th : 336 24th : 12240 39th : 3000000? 10th : 456 25th : 15000 40th : 6000000& 11th : 600 26th : 21000& 12th : 780 27th : 30000& 13th : 1020 28th : s 42000& 14th : 1320 29th : 60000& 15th : 1680 30th : 90000 4 1.25 ? 1st : 0 16th : 2250 31st : 125000? 2nd : 12 17th : 2875 32nd : 187500? 3rd : 31 18th : 3625 33rd : 250000? 4th : 56 19th : 4500 34th : 375000? 5th : 87 20th : 5500 35th : 500000? 6th : 125 21st : 6750 36th : 625000? 7th t: 175 22nd : 8500 37th : 937500? 8th : 250 23rd : 10500 38th : 1875000? 9th : 350 24th : 12750 39th : 3125000? 10th : 475 25th : 15625 40th : 6250000& 11th : 625 26th : 21875& 12th : 812 27th : 31250& 13th : 1062 28th : 43750& 14th : 1375 29th : 62500& 15th : 1750 30th : 93750 4 1.30 ? 1st : 0 16th : u 2340 31st : 130000? 2nd : 13 17th : 2990 32nd : 195000? 3rd : 32 18th : 3770 33rd : 260000? 4th : 58 19th : 4680 34th : 390000? 5th : 91 20th : 5720 35th : 520000? 6th : 130 21st : 7020 36th : 650000? 7th : 182 22nd : 8840 37th : 975000? 8th : 260 23rd : 10920 38th : 1950000? 9th : v364 24th : 13260 39th : 3250000? 10th : 494 25th : 16250 40th : 6500000& 11th : 650 26th : 22750& 12th : 845 27th : 32500& 13th : 1105 28th : 45500& 14th : 1430 29th : 65000& 15th : 1820 30th : 97500 4 1.35 ? 1st : 0 16th : 2430 31st : 135000? 2nd : 13 17th : 3105 32nd : 202500? 3rd : 33 18th : 39 w15 33rd : 270000? 4th : 60 19th : 4860 34th : 405000? 5th : 94 20th : 5940 35th : 540000? 6th : 135 21st : 7290 36th : 675000? 7th : 189 22nd : 9180 37th : 1012500? 8th : 270 23rd : 11340 38th : 2025000? 9th : 378 24th : 13770 39th : 3375000? 10th : 513 25th : 16875 40th : 6750000& 11th : 675 x 26th : 23625& 12th : 877 27th : 33750& 13th : 1147 28th : 47250& 14th : 1485 29th : 67500& 15th : 1890 30th : 101250 4 1.40 ? 1st : 0 16th : 2520 31st : 140000? 2nd : 14 17th : 3220 32nd : 210000? 3rd : 35 18th : 4060 33rd : 280000? 4th : 63 19th : 5040 34th : 420000? 5th : 98 20th : 6160 y 35th : 560000? 6th : 140 21st : 7560 36th : 700000? 7th : 196 22nd : 9520 37th : 1050000? 8th : 280 23rd : 11760 38th : 2100000? 9th : 392 24th : 14280 39th : 3500000? 10th : 532 25th : 17500 40th : 7000000& 11th : 700 26th : 24500& 12th : 910 27th : 35000& 13th : 1190 28th : 49000& 14th : 1540 29th : z 70000& 15th : 1960 30th : 105000 4 1.45 ? 1st : 0 16th : 2610 31st : 145000? 2nd : 14 17th : 3335 32nd : 217500? 3rd : 36 18th : 4205 33rd : 290000? 4th : 65 19th : 5220 34th : 435000? 5th : 101 20th : 6380 35th : 580000? 6th : 145 21st : 7830 36th : 725000? 7th : 203 22nd : 9860 { 37th : 1087500? 8th : 290 23rd : 12180 38th : 2175000? 9th : 406 24th : 14790 39th : 3625000? 10th : 551 25th : 18125 40th : 7250000& 11th : 725 26th : 25375& 12th : 942 27th : 36250& 13th : 1232 28th : 50750& 14th : 1595 29th : 72500& 15th : 2030 30th : 108750 4 1.50 ? 1st : 0 16th : 2700 31st : 150000? 2n|d : 15 17th : 3450 32nd : 225000? 3rd : 37 18th : 4350 33rd : 300000? 4th : 67 19th : 5400 34th : 450000? 5th : 105 20th : 6600 35th : 600000? 6th : 150 21st : 8100 36th : 750000? 7th : 210 22nd : 10200 37th : 1125000? 8th : 300 23rd : 12600 38th : 2250000? 9th : 420 24th : 15300 }39th : 3750000? 10th : 570 25th : 18750 40th : 7500000& 11th : 750 26th : 26250& 12th : 975 27th : 37500& 13th : 1275 28th : 52500& 14th : 1650 29th : 75000& 15th : 2100 30th : 112500 4 1.55 ? 1st : 0 16th : 2790 31st : 155000? 2nd : 15 17th : 3565 32nd : 232500? 3rd : 38 18th : 4495 33rd : 310000? 4th : ~ 69 19th : 5580 34th : 465000? 5th : 108 20th : 6820 35th : 620000? 6th : 155 21st : 8370 36th : 775000? 7th : 217 22nd : 10540 37th : 1162500? 8th : 310 23rd : 13020 38th : 2325000? 9th : 434 24th : 15810 39th : 3875000? 10th : 589 25th : 19375 40th : 7750000& 11th : 775 26th : 27125& 12th : 100 7 27th : 38750& 13th : 1317 28th : 54250& 14th : 1705 29th : 77500& 15th : 2170 30th : 116250 4 1.60 ? 1st : 0 16th : 2880 31st : 160000? 2nd : 16 17th : 3680 32nd : 240000? 3rd : 40 18th : 4640 33rd : 320000? 4th : 72 19th : 5760 34th : 480000? 5th : 112 20th : 7040 35th : 640000? 6th : 16 0 21st : 8640 36th : 800000? 7th : 224 22nd : 10880 37th : 1200000? 8th : 320 23rd : 13440 38th : 2400000? 9th : 448 24th : 16320 39th : 4000000? 10th : 608 25th : 20000 40th : 8000000& 11th : 800 26th : 28000& 12th : 1040 27th : 40000& 13th : 1360 28th : 56000& 14th : 1760 29th : 80000& 15th : 2240 30th : 1200002 RacesF there are eight different races that you can choose from inF Moria. Some races are restricted as to what profession they may be,B and each race has its own adjustments to a character's abilities.3 HumanF The human is the base character, all other races are compared toF him. Humans can choose any class, and are average at everything.F Humans tend to go up levels faster than any other race, because ofF their shorter life-spans. No racial adjustments occur to characters choosing human. 3 Half-ElfF Half-elves tend to be smarter and faster than humans, but not asF strong. Half-elves are slightly better at searching, disarming,F perception, stealth, and magic, but they are not as good at hand+ weapons. Half-elves may choose any class.3 ElfF Elves are better magicians then humans, but not as good atF fighting. They tend to be smarter and faster than either humans orF half-elves, and also have better wisdom. Elves are better atF searching, disarming, perception, stealth, and magic, but they areF not as good at hand weapons. Elves may choose any class except Paladin. 3 HalflingF Halflings, or Hobbits, are very good at bows, throwing, and haveF good saving throws. They also are very good at searching, disarming,F perception, and stealth, so they make excellent thieves (but preferF to be called burglars...). They will be much weaker th an humans, andF not good at bashing. Halflings have fair infra-vision, so can detectF warm creatures at a distance. Halflings can choose between being a" monk, mage, druid, bard or rogue.3 GnomeF Gnomes are smaller than dwarfs, but larger than halflings.F They, like the halflings, live in the earth in burrow-like homes.F Gnomes are practical jokers, so if they can kill something in aF humorous way, so much the better. Gnomes make excellent mages, andF have very good saving throws. They are good at searching, disarming,F perception, and stealth. They have lower strength and constitutionF than humans, therefore do not make as good of fighters. Gnomes haveF fair infra-vision, so can detect warm creatures at a distance. A@ gnome may choose between being a druid, mage, priest, or rogue.3 DwarfF Dwarves are the headstrong miners and fighters of legend.F Dwarves make excellent choices for a warrior or priest. Dwarves tendF to be stronger and have higher constitutions, but are slower and lessF intelligent than humans. Because they are so headstrong and areF somewhat wise, they resist spells which are cast upon them. DwarvesF also have good infra-vision because they live underground. They doF have one big drawback though. Dwarves are loud-mouthed and proud,F singing in loud voices, arguing with themselves for no good reason,F screaming out challenges at imagined foes. In other words, dwarves have a miserable stealth. 3 Half-OrcF Half-Orcs make excellent fighters, and decent priests, but areF terrible at magic. They are as bad as dwarves at stealth, andF horrible at searching, disarming, and perception. Half-Orcs are,F let's face it, ugly. They tend to pay more for goods in town.F Half-Orcs do make good priests and rogues, for the simple reason thatC Half-Orcs tend to have great constitutions and lots of hit points. 3 Half-TrollF Half -Trolls are incredibly strong, and have the highest hitF points of any character race. They are also very stupid and slow.F They will make great fighters and iffy priests. They are bad atF searching, disarming, perception, and stealth. They are so ugly thatF a Half-Orc grimaces in their presence. They also happen to be fun to run.... 3 PhraintF Phraints are giant mantis-like insects, who live in hive-likeF societies. They have incredibly high dexterity, wh ich gives themF very good stealth, but their insect appearance gives them lowF charisma. They are average or below in most other statistics andF skills. Due to their culture they make good monks and rogues, but7 can also become mages, bards, rangers and adventurers.3 DryadF This race is born of noble trees but for some reason is onlyF female. Their beauty is unmatched and they are quite wise, due toF their longevity. They are raised with Elves and have s imilar skills.F Due to their nature they make the best druids but are not suited toF be mages. They may also become priests, monks or bards, but do not( have the temperment to become warriors.2 SexF You may choose to be either a male or a female character. OnlyF height and weight are affected by a character's sex. FemaleF characters tend to be somewhat smaller and lighter then their maleF counterparts. No adjustments to stats or abilities are made because of the sex of a character.2 StatsF Characters have 6 primary stats that describe them. These statsF are called Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma.F The average stats for each legal character-class/race+ combination are given under Average Stats. 3 StrengthF Strength is important in fighting with weapons, or hand to hand.F A high strength can improve your chances of hitting, and the amountF of damage done with each hit. Characters with low strengths mayF receive penalties. Strength is also useful in tunneling, body and shield bashing, etc.3 IntelligenceF Intelligence is the prime stat of a mage, or magician. A highF intelligence increases a mages chances of learning spells, and inF gaining mana. No spell may be learned by mages with intelligenceF below eight. Intelligence also modifies a character's chance of# disarming traps and picking locks.3 Wisd omF Wisdom is the prime stat of a priest. A high wisdom increasesF the chance of receiving new spells from a priest's deity, and in theF gaining of mana. Wisdom also modifies a character's chance of/ resisting magical spells cast upon his person. 3 DexterityF Dexterity is the combination of agility and quickness. A highF dexterity may allow a character to get multiple blows with lighterF weapons, thus greatly increasing his kill power, and may increase hisF chances of hitting with any weapon. Dexterity is also useful in# picking locks and disarming traps.3 ConstitutionF Constitution is a character's ability to resist damage to theirF body, and to recover from damage received. Therefore a characterF with a high constitution will receive more hit points, and be more resistant to poisons. 3 CharismaF Charisma represents a character's personality, as well asF physical looks. A character with a high charisma will receive betterF prices from store owners, whereas a character with a very lowF charisma will be robbed blind. A high charisma will also mean moreF money when the character starts out. Bards and Druids may also learnF more songs if they have high charisma (although, this chance is also8 modified by dexterity for Bards and wisdom for Druids.)3 AverageStats@ Select the character class you wish the list of stats for. 4 Warrior2 STR INT WIS DEX CON CHA4 -------------+-----+-----+-----+-----+-----+-----+4 | Human | 17 | 10 | 10 | 14 | 14 | 11 |4 | Half-Elf | 16 | 11 | 10 | 15 | 13 | 12 |4 | Elf | 16 | 12 | 11 | 15 | 12 | 12 |4 | Dwarf |18/10| 7 | 11 | 12 | 16 | 8 |4 | Half-Orc |18/10| 9 | 10 | 14 | 15 | 7 |4 | Half-Troll |18/30| 6 | 8 | 10 | 17 | 5 |4 | Phraint | 17 | 10 | 6 |18/20| 14 | 8 |4 -------------+-----+-----+-----+-----+-----+-----+4 Mage3 STR INT WIS DEX CON CHAp4 -------------+-----+-----+-----+-----+-----+-----+4 | Human | 7 | 15 | 12 | 12 | 10 | 12 |4 | Half-Elf | 6 | 16 | 12 | 13 | 9 | 13 |4 | Elf | 6 | 17 | 13 | 13 | 8 | 13 |4 | Halfling | 5 | 17 | 13 | 15 | 11 | 13 |4 | Gnome | 6 | 17 | 12 | 14 | 11 | 10 |4 | Phraint | 7 | 15 | 8 | 18 | 10 | 9 |4 -------------+-----+-----+-----+-----+-----+-----+ 4 Priest 2 STR INT WIS DEX CON CHA4 -------------+-----+-----+-----+-----+-----+-----+4 | Human | 12 | 9 | 15 | 11 | 13 | 14 |4 | Half-Elf | 11 | 10 | 15 | 12 | 12 | 15 |4 | Elf | 11 | 11 | 16 | 12 | 11 | 15 |4 | Gnome | 11 | 11 | 15 | 13 | 12 | 12 |4 | Dwarf | 14 | 6 | 16 | 11 | 14 | 11 |4 | Half-Orc | 14 | 8 | 15 | 11 | 14 | 10 |4 | Half-Troll | 16 | 5 | 11 | 7 | 16 | 8 |4 | Dr yad | 11 | 9 | 18 | 11 | 11 | 17 |4 -------------+-----+-----+-----+-----+-----+-----+4 Rogue2 STR INT WIS DEX CON CHA4 -------------+-----+-----+-----+-----+-----+-----+4 | Human | 14 | 12 | 10 | 15 | 13 | 13 |4 | Half-Elf | 13 | 13 | 10 | 16 | 12 | 14 |4 | Elf | 13 | 14 | 11 | 16 | 11 | 14 |4 | Halfling | 12 | 14 | 11 | 18 | 14 | 14 |4 | Gnome | 13 | 14 | 10 | 17 | 14 | 11 |4 | Half-Orc | 16 | 11 | 10 | 15 | 14 | 9 |4 | Phraint | 14 | 13 | 6 |18/30| 13 | 10 |4 -------------+-----+-----+-----+-----+-----+-----+4 Ranger2 STR INT WIS DEX CON CHA4 -------------+-----+-----+-----+-----+-----+-----+4 | Human | 14 | 12 | 13 | 13 | 13 | 14 |4 | Half-Elf | 13 | 13 | 13 | 14 | 12 | 15 |4 | Elf | 13 | 14 | 14 | 14 | 11 | 15 | | Dryad | 13 | 12 |4 -------------+-----+-----+-----+-----+-----+-----+ 4 Paladin2 STR INT WIS DEX CON CHA4 -------------+-----+-----+-----+-----+-----+-----+4 | Human | 15 | 9 | 13 | 12 | 14 | 14 |4 | Half-Elf | 14 | 10 | 13 | 13 | 13 | 15 |4 -------------+-----+-----+-----+-----+-----+-----+4 Druids2 STR INT WIS DEX CON CHA4 -------------+-----+-----+-----+-----+-----+-----+4 | Human | 11 | 11 | 14 | 12 | 12 | 15 |4 | Half-Elf | 10 | 12 | 14 | 13 | 11 | 16 |4 | Elf | 10 | 13 | 15 | 13 | 10 | 16 |4 | Halfling | 9 | 13 | 15 | 15 | 13 | 16 |4 | Gnome | 10 | 13 | 14 | 14 | 13 | 13 |4 | Dwarf | 13 | 8 | 15 | 10 | 14 | 12 |4 +------------+-----+-----+-----+-----+-----+-----+4 Bard2 STR INT WIS DEX CON CHA4 +------------+-----+-----+-----+-----+-----+-----+4 | Human | 14 | 13 | 11 | 14 | 12 | 15 |4 | Half-Elf | 13 | 14 | 11 | 15 | 11 | 16 |4 | Elf | 13 | 15 | 12 | 15 | 10 | 16 |4 | Halfling | 12 | 15 | 12 | 17 | 13 | 16 |4 | Phraint | 14 | 13 | 7 |18/20| 12 | 12 |4 | Dryad | 13 | 13 | 14 | 14 | 10 | 18 |4 +------------+-----+-----+-----+-----+-----+-----+ 4 Adventurer2 STR INT WIS DEX CON CHA4 +------------+-----+-----+-----+-----+-----+-----+4 | Human | 14 | 14 | 11 | 13 | 13 | 12 |4 | Half-Elf | 13 | 15 | 11 | 14 | 12 | 13 |4 | Elf | 13 | 16 | 12 | 14 | 11 | 13 |4 | Halfling | 12 | 16 | 12 | 18 | 14 | 13 |4 | Phraint | 14 | 14 | 7 |18/10| 13 | 9 |4 | Dryad | 13 | 14 | 14 | 13 | 11 | 15 |4 +------------+-----+-----+-----+-----+-----+-----+wwNf 1 CommandsF All commands are entered by pressing a single key, or controlF sequence (holding down the control key while pressing a key). If aF particular command requires additional action, it will be promptedF for, with one exception. When a direction is required, no prompt is+ given unless an illegal response is given. 2 DirectionsF In the following instructions, the symbol refers to aF numeric direction based on your keypad. It is not valid to use theF number '5' in this context. One exception to this is with movement,8 in which case '5' will rest the character for one turn.F Commands which require a direction will not prompt you for one,F unless you input an illegal direction. Just enter a direction after the entering the command. Directions \ | / 7 8 9 - 4 6 - 1 2 3 / | \ 2 MovementF Movement is accomplished by using your numeric keypad (or theF number keys.) Simply press a number and your character will move oneF step in that direction. Pressing a '5' is equivalent to waiting forF one round (More efficient resting over long periods of time isF accomplished by using the Rest command). You can only move onto andF through floor spots, and only if they contain no creatures or+ obstructing objects such as a closed door.F Moving your character one step at a time can be time consumingF and boring, so a faster method has been supplied. By using the MoveF command '.', you may move in a direction until something interestingF happens. For instance, by pressing the period key '.' followed byF the direction 8, your character would continue to move up the screen,F only coming to a stop after at least one condition is satisfied. These conditions are:F o A creature appears upon the screen, or a creature* already on the screen moves.F o You move next to an object, or feature such as a door,! staircase, or trap.F o You come to a wall, and have more than one choice ofF directions from which to continue, or are in a dead end passage.9 o You come to a junction of several passages. $ Movement \ | /# 7 8 9L - 4 6 - 5 rests the character for one turn.# 1 2 3$ / | \2 Age1 A - Shows the current age of the character.F The A command will print the current age of the character in! years, days, hours, and minutes.2 Bash B - BashF The Bash command includes breaking open doors and chests, orF bashing an opponent. Two main factors determine the ability of aF character to bash - their weight and their strength. In addition,F when bashing an opponent, you will either perform a body bash, or ifB wielding a shield, perform a shield bash which is more effective.F Bashing a door can throw the character off-balance, but thisF will not generally be a problem. Doors that have been jammed closedF with spikes can only be opened by bashing. Locked doors may also beF bashed open. Note that bashing a door open will permanently break it.F Bashing a creature has effects on both the player and hisF opponent. Depending on a character's dexterity, he may or may not beF thrown off-balance allowing free moves to his opponents. If the bashF is successful, the opponent will be thrown off-balance for 1 to 3A turns, thus allowing the character free hits or a chance to run.F A player automatically performs a shield bash instead of a bodyF bash, *if* he is currently wearing a shield. A shield bash adds theF damage of a shield to that of the bash, so it is more effective.F Note that size and material both affect the damage that a shield will do. 2 Character( C - Print character (to screen or file)F This command allows the player to either display his characterF on the terminal screen, or to print an entire character info listingF to a file. If it is printed to a file, the history, equipment list,! and inventory list are included.2 Disarm D - Disarm a trap.F You can attempt to disarm floor traps or trapped chests. If youF fail to disarm a trap, there is a chance that you blunder and set itF off. You can only disarm a trap on a chest after finding it with the search command.2 Eat E - Eat some food.F A character must eat occasionally to remain effective. As aF character grows hungry, a message will appear at the bottom of theF screen saying "Hungry". If a character remains hungry long enough,F he will become "Weak" and lose weight (reducing his bashingF effectiveness). Continued starvation will result in the characterF "Fainting" (passing out for several rounds). The fainting willF become increasingly common until the character dies of starvation.9 Eating too much, however, can cause death from gluttony.F Some items increase or decrease the rate at which you digest food.2 Fill% F - Fill a lamp or lantern with oil.F If your character is currently using a lamp for light, and if heF has a flask of oil in his inventory, he may refill the lamp by usingF this command. A lamp is capable of a maximum of 15000 turns of= light, and each flask has 7500 turns of oil contained in it. 2 Game_time G - Shows current game time.F This command will show the current game time. Since the time onF the display is only updated every 15 minutes and does not have the6 year and month, this command will show the full time.2 Help" H - Enter the Moria help library.F If you're here, you already know how to get into the Moria helpF library. You may return to your game by entering a Z (-Z) character at any prompt.2 Inventory-Selective9 I - Select an d display an inventory of a class of items.F The I command allows you to choose what types of items you wouldF like displayed. Select the character that is used to display thatF type of item. | for swords, ! for potions , etc. From this listF you can use three commands that are specific to the inventory lists.4 See the entry title Inventory for more information. 2 Location L - Display map co-ordinates.F The Location command will display your character's currentF co-ordinates as shown on a printed map (printed with the 'P'F command). Sectors contain up to 44 rows by 99 columns each. TheF Location command will display the character's current row and column0 map co-ordinates, as well as the sector number.2 Money+ M - Display current inventory of currency.F The M command will display the inventory of your Mithril,* Platinum, Gold, Silver, Copper, and Iron.2 Print P - Print map to file.F The Prin t command will write an entire map of the dungeon floorF explored to a file. Since the dungeon floor is large, the map isE broken up into sectors, each containing up to 44 rows by 99 columns.2 Rest R - Rest for a number of turns.F You may rest one turn by pressing the '5' key. Resting forF longer periods of time is accomplished by using the Rest command,F followed by the number of turns you want to rest your character.F Resting will continue until the specified duration has expired, orF something to wake the character happens, such as a creature wanderingF by. It is sometimes a good idea to rest a beat-up character until heF regains some of his hit points, but be sure to have plenty of food if you rest often.F If you have accidently entered in a rest period too large, orF change your mind about the resting period, you may wake your" character up by pressing any key. 2 SearchMode S - Search mode toggle.F The Searching toggle will take the character into and out ofF searching mode. When first pressed, the message "Searching" willF appear at the bottom of the screen. The character is now taking twoF turns for each command, one for the command and one turn to searchF about him. Note that this means he is taking twice the time to moveF about the dungeon, and therefore twice the food. If a creatureF should happen by or attack you, search mode will automatically shutF off. Otherw ise you may turn off search mode by again pressing the 'S' key.2 Tunnel T - Tunnel through rock.F Tunneling (Mining) is a very useful art. There are four kindsF of rock present in the dungeons of Moria; Permanent Rock, GraniteF Rock, Magma Intrusions, and Quartz Veins. Permanent Rock is exactlyF that, permanent. Granite is very hard, therefore hard to digF through, and contains no valuable metals. Magma and Quartz veins areF softer and sometimes bare valuable metals and gems, shown as a '$' orF a '*' character. You can tell if the metal or gems are embedded inF the wall by trying to move onto them. If you can't move over them, you'll have to dig them out.F Tunneling can be VERY difficult by hand, so when you dig be sureF to wield either a shovel or a pick. Magical shovels and picks can beF found which allow the wielder to dig much faster than normal, and a good strength also helps.2 Using_Misc_Items U - Use a miscellaneous item.F Some miscellaneous items have special properties that can be invoked by trying to use them. 2 Show_time W - Displays the current time.F This is useful if you don't have a watch and don't want to spawn out just to show the time.2 Aim a - Aim a wand.F Wands must be aimed in a direction to be used. Wands are aF magical device and therefore use the Magical Devices ability of theF player. They will either affect t he first object/creatureF encountered, or affect anything in a given direction, depending uponF the wand. An obstruction such as door or wall will usually stop the* effects of a wand from traveling further.2 Browse b - Browse a book.F You can only read a book if you are of its realm. Therefore aF magic-user could read a magic book, but not a holy book. FightersF will not be able to read either kind of book. When the browseF command is used, all of the spe lls or prayers contained in the bookF along with information about it, such as its level, the amount ofF mana used up in casting it, and whether or not you know the spell or prayer will be displayed.2 Close c - Close a door.F Non-intelligent and certain other creatures will not be able toF open a door. Therefore shutting doors can be a life saver. You mustF be adjacent to an open door, and you cannot close broken doors. Note( that bashing a door open will break i t.2 Drop0 d - Drop an object or money from you inventory.F You can drop a single object or a pile of one coin type onto theF floor beneath you if that floor spot does not already contain anF object. Note that doors and traps are considered objects in thisF sense. If you drop an object such as a potion or scroll, a singleF one is dropped onto the floor at a time. Group objects such asF arrows are all dropped at once onto the floor. To drop money insteadF of an item, type $ when prompted for what item to drop, and you willF be prompted for what type of money and how many of that coin you wish to drop. 2 Equipment, e - Display a list of equipment being used.F Use the Equipment command to display a list of objects currentlyF being used by your character. Note that each object has a specificF place were it is placed, and that only one object of each type may beF used at any one time; excepting rings, of which two can be worn, oneF on each hand. There are three commands you can use from theF equipment list that are specific to the inventory and equipment< lists. See the entry titled Inventory for further details.2 Fire- f - Fire an arrow or bolt from bow/crossbow.F Use the Fire command to shoot an arrow or bolt from a bow orF crossbow respectively. Use of this command does far more damage than simply (h)urling an item.2 Hurl h - Hurl any item.F Use the hurl command to th row any item in any direction. SomeF items cause damage when they hit a monster, others simply annoyt them. 2 Inventory" i - Switch to the inventory list.F The Inventory command displays a list of all objects beingF carried, but are not in current use. You may carry an infiniteF amount of items, limited only by the maximum weight you can carry.F Initially you will be prompted for a 'B' to browse through yourF inventory until you find the correct page. O nce there you can use aF number of commands. Some commands are specific to the inventory andF equipment lists. These commands are (p)ut, (r)emove and (c)lean. 3 CleanA c - Switches to inventory and drops and destroys selected items.F The c command allows you to page through your inventory and dropF all of the unneccesary items you have accumulated. Beware, all the$ items you drop cannot be recovered.3 Put@ p - Switch to inventory list and then put an item into another.F The p command allows you to place items into any bags of holdingF that you have in your inventory. The items in bags of holding are not counted toward your weight.3 RemoveC r - Switch to inventory list and then remove an item from another.F The r command allows you to take items from any bags of holdingF that you have in your inventory. The items taken from the bags will% be counted toward your total weight.2 Jam) j - Jam a door with an iron spike.F Most humanoid and many intelligent creatures can simply open aF closed door, and can eventually get through a locked door. ThereforeF you may spike a door in order to jam it. Each spike used on a doorF will increase its strength. It is very easy to jam a door so much asF to make it impossible for your character to bash it down, so spikeF doors wisely. Note that the bigger a creature is, the easier it canF bash a door down. Therefore four or more spikes might be necessary A to slow down a dragon, where one spike would slow down a kobold.2 Look l - Look in a direction.F The Look command is useful in identifying the exact type ofF object or creature shown on the screen. Also, if a creature is onF top of an object, the look command will describe both. You can seeF creatures and objects up to 200 feet away (20 units). The commandF will give you information on ALL objects along the line that you tellF it to look in. This comm and is "Free" - in other words, it doesn't) let the monsters take a move afterwards.2 Magic m - Cast a magic spell.F First, a character must have learned the spell before he canF cast it. Next, when casting a spell, he must have the book thatF contains the spell, so a book containing the spell must be in hisF inventory. Each spell has a chance of failure which starts outF fairly large but decreases as a character gains levels. If aF character does not have the available mana, he increases his chanceF of failure, and gambles on losing a point of constitution. Note thatF since a character must read the spell from a book, he cannot be blindF or confused when casting a spell, and there must be some light present.2 Music m - Sing from a music book.F First, a character must have learned the song before he can castF it. Next, when singing a song, he must have the book that containsF the song, so a book containing the song must be in his inventory.F Each song has a chance of failure which starts out failry large butF decreases as a character gains levels. If a character does not haveF the available mana, he increases his chance of failure, and gamblesF on losing a point of charisma. Note that since a character must readF the song from a book, he cannot be blind or confused when singing a, song, and there must be some light present.2 Open' o - Open a door, chest, or lock.F To open an object such as a door or chest you must use the OpenF command. If the object is locked, the Open command will attempt toF pick the lock, based on your ability at disarming. Note that if an= object is trapped and you open it, the trap will be set off.2 Pray p - Read a prayer.F First, a character must have learned a prayer before he can readF it. Next, when reading a prayer, he must have the book containingF the prayer in his inventory. Each prayer has a  chance of failureF which starts out fairly large but decreases as a character gainsF levels. If a character does not have the available mana, heF increases his chance of failure, and gambles on losing a point ofF constitution. Note that since a character must read the prayer fromF a book, he cannot be blind or confused and there must be some light present.2 Play p - Play an instrument.F First, a character must have learned a song before he can playF it. Next, when playing a song, he must have the instrument that heF plays the song in his inventory. Each song has a chance of failureF which starts out fairly large but decreases as a character gainsF levels. If a character does not have the available mana, heF increases his chance of failure, and gambles on losing a point ofF charisma. Note that since a character does not need to see to beF able to play an instrument, he can play while blind or in a dark> area. Also note that the character cannot play while afraid.2 Quaff q - Quaff a potion.F To drink a potion use the Quaff command. A potion affects theF player in some manner. The effects of the potion may be immediately. noticed, or they may be subtle and unnoticed.2 Read r - Read a scroll.F To read a scroll use the Read command. A scroll spell has anF area affect, except in a few cases such as identify scrolls which actF on other objects. Note that two scrolls, the identify scroll and theF recharge scroll, have titles which can be read without setting them; off, and by pressing can be saved for future use.2 Search" s - Search general area one turn.F The Search command can be used to locate hidden traps and secretF doors about the player. Note that more than a single turn ofF searching will be required in most cases. You should always search aC chest before trying to open it because they are generally trapped. 2 Take-Off# t - Take off a piece of equipment.F Use the Take-Off command to remove an object from use, andF return it to your inventory. Occasionally you will run into a cursedF item which cannot be removed. Cursed items are always bad, and can, only be taken off after removing the curse.2 Use u - Use a staff.F The Use command will activate a staff. Like scrolls, mostF staffs have an area affect. Becasue staffs are generally moreF powerful than most other items, they are also harder to use correctly. 2 Version% v - Display current version of game.F The Version command displays the credits for the current version of Moria. 2 Exchange, x - Exchange primary and secondary weapons.F A secondary weapon is any weapon which may be needed often.F Instead of searching through your inventory, you may use the exchangeF command to keep the weapon ready. For instance, if you wanted to useF you r bow most of the time, but needed a sword for close combat, youF could wield your sword, use the exchange command to make it theF secondary weapon, then wield your bow. If the sword was suddenlyF needed, simply use the exchange command to switch between the bow andF the sword. This command is NOT a "Free" command - the monsters can= attack you while you are in the process of changing weapons! 2 Identify* / - Identify a character shown on screen.F Use this command t o find out what a character displayed on theF screen stands for. For instance, by pressing '/.', you can find outF that the '.' stands for a floor spot. When used with a creature, theF identify command will tell you only what class of creature the symbolF stands for, not the specific creature, therefore use the Look commandF for this information. This is not to be confused with the IdentifyF SPELL, which is used to determine magical plusses (and other things) of an item. 2 Commands! ? - Display a list of commands.F The ? command displays a quick reference help page on the screen. 2 Weapon_list/ | - Enter the help library at the weapon list.F This is a good short cut to see the list of weapon weights and prices. 2 Armor_list. ] - Enter the help library at the armor list.F This is a good short cut to see the list of armor weights and prices.2 Repeat M - Repeat last message.F The -M (Carriage-Return or Enter key) command willF re-display the last message printed on the message line at the top of your screen.2 Redraw R - Redraw the screen.? To redraw the entire screen, use the -R command.2 Quit" Y - Quit the game without saving.F To exit the game without saving your character use theF -Y command. The computer will prompt you to make sure thatF you really do want to quit, because once you exit the game in this+ manner, your character is not recoverable.2 Save+ Z - Save your character and quit the game.F To save your game so that it can be restarted later, use theF -Z command. The save file can be moved about at will, butF do not edit it. To restore your game, type GAME MORIAF name-of-save-file. Note that a copy of a saved character will not$ work after that character has died.2 Shell $ - Shell out of game.F Use the Shell command '$' to temporarily exit the game toF execute DCL commands. You may re-enter the game by typing in a LOGOUT or EOJ command.2 Up < - Climb an up-staircase.F If you move onto an up-staircase you may use the '<' command toF go up one level. There is always one staircase going up on everyF level except for the town level (this doesn't mean it will be easy toF find). Going up a staircase will always take you to a new dungeonF area except for the town level, which re mains the same for theF duration of your character. Note that some of the staircases are> steep staircases, and can take you up to four levels upwards.2 Down > - Descend a down-staircase.F If you are on top of a down-staircase you may use the '>'F command to go down one level. There are always two or threeF staircases going down on each level, except the town level which hasF only three, two of which are normal, and one of which is steep.F Going d own will always take you to a new dungeon area. Note thatF some of the staircases are steep staircases, and can take you up to four levels downwards.2 Go . - Move in direction.F The Move command '.' will move you in the indicated directionF until one of several conditions happen. These conditions include, aF creature appearing on the screen, a creature already on the screenF moving, an object or feature such as a door, a staircase, or a trapF is adjacent to the character, character comes into a junction ofF passages, or character comes to a wall with no choice or more than% one choice of continuing directions.ww [f 1 DisclaimerF Moria is intended for Public Domain, and may not be sold or marketedF IN ANY FORM without the permision and written consent from the authorF Robert Alan Koeneke. I retain all copyrights to this program, inF either the original or modified forms, and no violation, deletion, orF change of the copyright notice is allowed. Futhermore, I will haveF no liability or responsibilty to any user with respect to loss or6 damage caused directly or indirectly by this program.ww [f1 Help' You can get help on a topic by typing , HELP topic subtopic subsubtopic... . A topic can have one of the following forms: G 1. An alphanumeric string (e.g. a command name, option, etc.)1 2. The match-all or wildcard symbol (*) " Examples: HELP AIM, HELP TOWN BUILDING! HELP A* F If a topic is abbreviated, the text is displayed for each topic that matches the abbreviation.ww\f 1 QualifiersF There are several qualifiers that can be used with the GAME4 MORIA command. The can be used in any combination. 2 FilenameF A character saved with the SAVE (CTRL-Z) command can be restored* for further playing by using the command:  GAME MORIA filename 3 ExampleF If you saved a character, and called the save file FOO.BAR, then& you can continue your game by typing:  GAME MORIA FOO.BAR 2 /DIFFICULTYF If you want to play a game of Moria, but the normal game is tooF easy (or perhaps too hard) you can set the difficulty of the game by using:  GAME MORIA/DIFFICULTY=5 F which would set the difficulty to very hard. You can set theF difficulty from 1 to 5, with 1 being very easy, and 5 being veryF hard. You can only set the difficulty of the game when you areF creating a character, so if you do not set one when you create yourF character, the difficulty of the game will be 3. Also, the amountA and quality of the treasure is increased at higher difficulties.2 /HEARF If you want to be warned about monsters that are out of sight9 but making noise in the water within hearing range, use:  GAME MORIA/HEAR F and you will get a message every round that there are creatures outF of sight but within hearing. The default is to ignore things in theF water. When used this option can become rather annoying, however it is safer.2 /SCOREF If you'd like to see the high score list without having to kill0 off a character to do it, just use the command:  GAME MORIA/SCORE F which will give you the entire high score list. If you only want to0 see the first few scores, just use the command:  GAME MORIA/SCORE=10 ) which would give you the top ten scores.2 /TOPF When your character dies, normally the first 20 high scores areF printed, unless you made the high score list, in which case theF entire high score list is shown. If you want to see more or less0 than the default of 20 scores, use the command:  GAME MORIA/TOP=50 / which would give you the first 50 high scores.2 /TRAPF If you want messages that are sent to your terminal to beF trapped and displayed on the message line at the top of the screen, use:  GAME MORIA/TRAP F to tell moria to trap messages. The default is to let messages comeF through normally. Note that checking for new messages is only made once per move. 2 ExampleF If you are rolling up a new character, and want to play the mostF difficult game, and want to have any messages that are sent to you( put on the message line, you would use: # GAME MORIA/DIFFICULTY=5/TRAP F If you wanted to restore an old character that is saved in the fileF GRUNT.SAV and want to hear when there are monsters in the water, you would use: GAME MORIA/HEAR GRUNT.SAV F Note that the qualifiers can be abbreviated to anything that is4 unambigious, so the previous examples could become:  GAME MORIA/D=5/TR GAME MORIA/H GRUNT.SAV ww @-^f 1 SummaryF The game of Moria is a single player dungeon simulation. TheF object is to decend deep into the vaults of Moria to slay the evilF Balrog, ruler of Moria. This is a special improved version of theF original Moria and includes many new objects and monsters, as well asF an enlarged Town level and a few new classes and races to pit against the dungeon's inhabitants.F Before beginning your first adventure, you should read thisF document car efully. Moria is a complicated game, and will require a dedicated player to win.F If you have not played Moria before, you should try to play theF basic version first. Improved Moria is more complicated than normalF Moria and you should have some experience before you try this game.F Of course, if the other version is unavailable to you, all that youF need to know is in this Help Library, just remember to proceed through the dungeon cautiously.ww_f 1 SymbolsF Symbols on your map can be broken down into three categories:F Features of the dungeon such as walls, floor, doors, water and traps;F Objects which can be picked up such as treasure, weapons, magicalF devices, etc; and Monsters which may or may not move about the@ dungeon, but are mostly harmful to your character's well-being.F Note that some symbols can be in more than one category. AlsoF note that treasure may be embedded in a wall, and the wall must be. removed before the treasure can be picked up.F It will not be necessary to remember all of the symbols andF their meanings. A simple command - the '/' - will identify anyF character appearing on your map. See the section on commands for further help. 2 Features Features :% . A floor space, or hidden trap.! An open pit. (empty space) ` A pool of water. # A wall.  ' An open door. + A closed door. ^ A trap. < A staircase up. > A staircase down. ; A loose floor stone. : A pile of rubble. 2 Objects Objects :@ ! A flask or potion. ? A scroll or spell book.4 " An amulet. [ Hard armor.9 $ Money (Can be in wall). \ A hafted weapon.5 & A chest. ] Misc. armor.1 ( Soft armor. _ A staff.G ) A shield. { Missile (arrow, bolt, peb ble).9 * Gems (Can be in wall). | Sword or dagger.O - A wand. } Missile weapon (Bow, crossbow, sling).. / A pole-arm. ~ Misc.@ = A ring. , Food (not always safe).K s A skeleton. % A musical instrument or song book.2 Land-Monsters Land Monster Catagories:8 a Amphibian. A Giant Ant Lion.@ b Giant Bat. B Major Demon (Be ware!!!)9 c Small Insect. C Gelatinous Cube.A d Dragon (Young or Mature). D Ancient Dragon (Danger!)3 e Floating Eye. E Elemental.- f Fish. F Fly./ g Golem. G Ghost.2 h Harpy. H Hobgoblin; i Icky-Thing. I Invisible Stalker./ j Canine. J Jelly.7 k Kobold. K Killer Beet le.. l Giant Lice. L Lich./ m Mold. M Mummy./ n Naga. N Nymph.. o Orc or Ogre. O Ooze.: p Human(oid). P Giant Human(oid).2 q Quasit. Q Quythulg.1 r Rodent. R Reptile.2 s Skeleton. S Scorpion./ t Giant Tick. T Troll.4 u U Umber Hulk.1 v Vapor. V Vampire.9 w Worm or Worm Mass. W Wight or Wraith.. x Spider. X Xorn.. y Yeek. Y Yeti.6 z Zombie. Z Giant Zombie.> , Mushroom Patch ?? A Mimic of some sort.2 Water-Monsters Water Monsters:' a Amphibian A' b B@ c C Alligator or Crocodile.2 d D Dinosaur.' e E' f Fish. F' g G/ h H Hippo.' i I' j J' k K' l Leech. L' m Man-o-War M' n N' o O' p P' q Q/ r R Remora.. s S Shark.' t T' u U' v V' w Kelp. W' x X' y Y' z  Z2 Town-Inhabitants Town inhabitants and shops:8 a A Alchemist Shop.F b B First National Bank of Moria.5 B Bull or Cow.5 c Peasant's chicken. C KC's Casino.' d Villager's dog. D' e E' f Goldfish F7 g G General Store.' h H- i I Inn.6 j J Jewelry Shop.' k Stray kitten. K1 l L Library.9 m M Magic Item Shop.' n N' o O6 p Townsperson. P Trading Post.' q Q0 r  R Armory.' s S0 t T Temple.4 u U Music Shop.' v V5 w W Weaponsmith.' x X' y Y' z Z> + Variety of Buildings.ww:af1 TownF The town l evel is where you will begin your adventure. The townF consists of many buildings, each with an entrance, some townspeople,F several fountains, and a wall which surrounds the town. The firstF time you are in town it will be daytime, but you may return to findF that darkness has fallen. (Note that some spells may act differently in the town level.) 2 BuildingsF You may enter any of the buildings, if they are open, and if theF building contains a shop, you may barter with t he owner for items youF can afford. But be warned that the owners can easily be insulted,F and may even throw you out for a while if you insult them too often.F To enter a building, simply move onto the entrance represented by aF letter. Note that if you enter a building that is not a shop, theF inhabitant may not be happy to see you and all of the shops have set hours of business.F Once inside a store, his inventory will appear on the screenF along with a set of opt ions for your character. You may browse theF store's inventory if it takes more than one page to display, and youF may sell or purchase items in his inventory. You can execute yourF inventory and equipment commands to see what you are carrying. NotF shown with the options are the wear, take-off, and exchange commandsD which will also work, but were excluded to keep the options simple.F Stores do not always have everything in stock. As the gameF progresses, they may get ne w items so check from time to time. Also,F if you sell them an item, it may get sold to a customer while you areF adventuring so don't always expect to be able to get back anything you have sold.F Store owners will not buy harmful or useless items. If anF object is unidentified, they will pay you some base price for it.F Once they have bought it they will immediately identify the object.F If it is a good object, they will add it to their inventory. If itF was a bad bargain, they simply throw the item away. In any case, youB may receive some knowledge of the item if another is encountered.3 Alchemy_ShopB The Alchemy Shop deals in all manner of potions and scrolls.3 ArmoryF The Armory is where the town's armor is fashioned. All sorts of- protective gear may be bought and sold here.3 BankF The Bank is where you keep money that is too heavy to carryF around with you. Also in the bank is a handy money changer and an insurance shop.4 Insurance_ShopF The Insurance Shop is where you buy insurance for your items andF character, so that if the system should crash, or if your terminalF quits on you, you can cash in your insurance and get the characterF back. Note the insurance will only work when you save the character after buying it.4 Money_ChangerF The Money Changer is where you can go to change all that drabF useless iron into beautiful mithril. Of course it will take a *ton*F (literally) of iron to make a mitril piece, and the storekeeper keeps the change so be careful.3 General_StoreF The General Store sells food, drink, some clothing, torches,F lamps, oil, and spikes. All of these items, and others, can be sold% back to the General store for money. 3 LibraryF The library contains all spell and prayer books for the mage andF priest classes. It also contains a few scrolls that may be useful to the character.3 Magic_User's_ShopF The magic shop deals in all sorts of rings, wands, amulets, and staves. 3 Music_ShopF The Music Shop carries music books and instruments for the druidF and bard classes, and also has a few other musical items that any character class can use.3 TempleF The Temple deals in healing and restoration potions, as well asF bless scrolls, word-of-recall scrolls, some approved priestly weapons, etc.3 Weaponsmith's_ShopF The Weaponsmith's Shop is where the town's weapons areF fashioned. Hand and missile weapons may be purchased and sold here,% along with arrows, bolts, and shots.3 InnF The Inn is a place where you may rest for a time - regaining hitF points and mana - while you are waiting for an object to show up inF another store (or waiting for a store owner to forget that he doesn'tF like you). Lodging for one day doesn't include breakfast for that you need to buy room and board.3 Trading_PostF This is the most complicated store of them all. This store willF buy anything that isn't cursed (though you must identify it first, ifF you don't know what it is), and put it up for sale for other MoriaF players to bid on. After a day or so, the person who placed theF highest bid on the item can come and pick it up at the store, and theF person who sold it can come and collect 75% of the amount of moneyF that the other person paid for it (the owner of the shop has to makeF *some* profit). However, if the highest bid on the item is below theF "normal" price for the item, then the storekeeper will throw the itemF out, and pay the original owner a fraction of the bid. Therefore, itF would not be profitable to sell "trivial" items, because people willE not put significant bids on them, and you'll end up losing the item.F Occasionally when you try to enter this shop, you will beF informed that "The shopkeeper is helpi ng someone else". This is notF the same as being thrown out of the shop - you are just being toldF that the shopkeeper is busy helping another person, and cannot helpF both of you at the same time. Therefore, all you have to do toF remedy this is to come back a few minutes later and try to go in1 again. The other player should be done by then. 2 SuppliesF Your character will begin his adventure with some suppliesF already on him. Use the Inventory 'i' command to check what theseF supplies are. It will be necessary to buy other supplies beforeF continuing into the dungeon, however, so be sure to enter each of the stores. 2 TownsmenF The town contains many different kinds of people. In order toF keep your character alive long enough to enter the dungeons of MoriaA in the first place, you should know a little about these people.F Of course in any fantasy town there should be animals about.F And the town lev el is no exception. Almost all of the animals areF harmless, but if you see a Raging Bull you do best to avoid him.F Since you are a stranger to the town most of the animals will follow; you around, but no one wants their pet hurt, so watch out.F Blubbering Idiots are the least interesting of the people onF town level. All they ever do is walk up to you and drool on you. AF bit demoralizing, perhaps, but not dangerous. Mangy Looking LepersF just beg for money, so the y're about the same thing. Kids like toF follow strangers around but some of them might play jokes or kickA you. But all three of these are only annoying; they do no harm.F Filthy Street Urchins beg for money too, but they have theF ability to actually *take* some of it from you. Keep away from themF unless you want to lose some of your gold. They're easy to kill ifA you want to get rid of them, but really aren't worth the effort.F Singing, Happy Drunks aren't dangerous. They tend to moveF somewhat randomly around the town, carrying the money left over fromF their latest purchase of Fine Ale (general store), with no intentions of harming anyone.F Squint Eyed Rogues are a different story, however. They willF come right up to you and attack you from 20 squares away, and thenF steal items out of your backpack! Watch out for them - many a MageF has had to start over again due to having his spell book stolen by a Squint Eyed R ogue.F Mean Looking Mercenaries and Battle Scarred Veterans are niceF enough, if you stay far away from them. They tend to enjoy pickingF fights for no apparent reason, though, so watch out for them, sinceF they are the most dangerous people you will find in the town. SomeF of them are capable of killing low level characters in a single blow.F Most of the towns people should be avoided by the largestF possible distance when you wander from store to store. Fig hts willF break out though, so be prepared. Since your character grew up inF this world of intrigue, no experience is awarded for killing on theF town level and if you attack non-harmful villagers your reputation will go down.F Reputation is important on town level. It will effect yourF bartering if it drops and the townspeople will think you areF dangerous if it gets too low, so you should remember that you are one of the good guys.ww