The Dungeons of Moria                                Page 18


              hard, therefore hard to dig through, and contains  no  valu-
              able  metals.   Magma  and Quartz veins are softer and some-
              times bear valuable metals and gems, shown as a `$' or a `*'
              character.   You  can tell if the metal or gems are embedded
              into the wall by trying to move onto  them.   If  you  can't
              move  over  them,  you'll have to dig them out.  There is an
              option which causes magma and quartz to  be  displayed  dif-
              ferently than other rock types.

              Tunneling can be VERY difficult by hand, so when you dig  be
              sure  to  wield  either a shovel or a pick.  Magical shovels
              and picks can be found which allow the wielder to  dig  much
              faster than normal, and a good strength also helps.

              Tunneling can have a count.

         V  - View scoreboard.
              This command will display the contents of the score board on
              the  screen.   On  a multiuser system, typing `V' again will
              show only those scores from the score board that are yours.

         a <Dir> - Aim a wand. {z - zap}
              Wands must be aimed in a direction to be  used.   Wands  are
              magical  devices and therefore use the Magical Devices abil-
              ity of the  player.   They  will  either  affect  the  first
              object/creature  encountered,  or affect anything in a given
              direction, depending upon the wand.  An obstruction such  as
              door  or wall will generally stop the effects of a wand from
              traveling further.

         b  - Browse a book. {P - peruse}
              You can only read a book if you are of its realm.  Therefore
              a  magic  user could read a magic book, but not a holy book.
              Warriors will not be able to read either kind of book.  When
              the  browse  command  is  used, all of the spells or prayers
              contained therein are displayed, along with information such
              as  their level, the amount of mana used up in casting them,
              and whether or not you know the spell or prayer.  There  are
              a total of 31 different magical spells in four books, and 31
              different prayers in four books.

         c <Dir> - Close a door.
              Nonintelligent and certain other creatures will not be  able
              to  open  a  door.   Therefore  shutting doors can be a life
              saver.  You must be adjacent to an open door, and you cannot
              close broken doors.  Bashing a door open will break it.

         d  - Drop an object from your inventory.
              You can drop an object onto the floor beneath  you  if  that
              floor  spot  does  not already contain an object.  Doors and
              traps are considered objects in this  sense.   If  you  have
              several  objects  of the same kind, you will be prompted for
              dropping one or all of them.  It  is  possible  to  directly
              drop things which you are wielding or wearing.









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         e  - Display a list of equipment being used.
              Use the Equipment command  to  display  a  list  of  objects
              currently  being  used by your character.  Each object has a
              specific place where it is placed, and that only one  object
              of each type may be used at any one time, excepting rings of
              which two can be worn, one on each hand.

         f <Dir> - Fire/Throw an object/use a missile weapon. {t - throw}
              You may throw any object carried by your character.  Depend-
              ing  upon  the  weight  of an object, it may travel across a
              room or drop down beside you.  If you throw an  object  such
              as an arrow, only one will be used at a time.

              If you throw at a  creature,  your  chance  of  hitting  the
              creature  is  determined by your pluses to hit, your ability
              at throwing, and the  object's  pluses  to  hit.   Once  the
              creature  is  hit,  the  object may or may not do any actual
              damage to it.  Certain objects in the dungeon can  do  great
              amounts  of  damage  when thrown, but it's for you to figure
              out the obscure ones.  Oil flasks are considered to  be  lit
              before  thrown,  therefore  they  will  do  fire damage to a
              creature if they hit it.

              To use a bow with arrows, simply wield the bow and throw the
              arrows.   Extra  pluses  to damage and hitting are gained by
              wielding the proper weapon and  throwing  the  corresponding
              ammo.   A  heavy  crossbow  with  bolts  for  example,  is a
              killer...

         i  - Display a list of objects being carried.
              This command displays a list of all objects  being  carried,
              but  not currently in use.  You may carry up to 22 different
              kinds of objects, not  including  those  in  your  equipment
              list.   Depending upon your strength, you will be able carry
              many identical objects before hitting your weight limit.

         j <Dir> - Jam a door with an iron spike. {S - spike}
              Most humanoid and many intelligent creatures can simply open
              a closed door, and can eventually get through a locked door.
              Therefore you may spike a door in order  to  jam  it.   Each
              spike  used  on  a door will increase its strength, although
              the more spikes you add, the  less  effect  each  additional
              spike has.  It is very easy to jam a door so much as to make
              it impossible for your character to bash it down,  so  spike
              doors  wisely.   The bigger a creature is, the easier it can
              bash a door down.  Therefore twenty or more spikes might  be
              necessary  to slow down a dragon, where one spike would slow
              down a kobold.  This command can be counted.

         l <Dir> - Look in a direction. {x - examine}
              The Look command is useful in identifying the exact type  of
              object or creature shown on the screen.  Also, if a creature
              is on top of an object, the look command will describe both.
              You  can  see  creatures and objects up to 200 feet away (20









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              spaces).  You may freely use the Look  command  without  the
              creatures getting a move on you.

              Looking in a particular direction sees everything  within  a
              cone  of  vision  which  just  overlaps the cones of the two
              adjacent directions.  Looking with the  null  direction  `5'
              (or `.') sees everything which there is to be seen.

              You are also able to access you monster memories  with  this
              command.   If you see a creature, you are prompted to ask if
              you wish to see a short paragraph of information about  your
              experiences  with  that  creature.   See also the section on
              being attacked.

         m  - Cast a magic spell.
              To cast a spell, a character must  have  previously  learned
              it,  and must also have in the inventory a magical book from
              which the spell may be read.  Each spell  has  a  chance  of
              failure  which  starts  out  fairly large but decreases as a
              character gains levels.  If a character does not have enough
              mana,  the  chance  of  failure is greatly increased, and he
              gambles on losing a point  of  constitution.   You  will  be
              prompted for confirmation before trying to cast a spell when
              you don't have enough mana.  Since a character must read the
              spell from a book, he cannot be blind or confused when cast-
              ing a spell, and there must be some light present.

         o <Dir> - Open a door, chest, or lock.
              To open an object such as a door or chest you must  use  the
              Open  command.   If  the  object is locked, the Open command
              will attempt to pick the lock,  based  on  your  ability  at
              disarming.   If  an  object  is trapped and you open it, the
              trap will be set off.  This command can be counted, you  may
              need several tries to get it open.

         p  - Read a prayer.
              To pay  effectively,  a  character  must  have  learned  the
              prayer, and must also have in the inventory a holy book from
              which the prayer may be read.  Each prayer has a  chance  of
              being ignored which starts out fairly large but decreases as
              a character gains levels.  If  a  character  does  not  have
              enough mana, the chance of failure is greatly increased, and
              he gambles on losing a point of constitution.  You  will  be
              prompted  for  confirmation  before  trying to pray when you
              don't have enough mana.  Since a  character  must  read  the
              prayer  from  a  book,  he  cannot be blind or confused when
              praying, and there must be some light present.

         q  - Quaff a potion.
              To drink a potion use the Quaff command.  A  potion  affects
              the player in some manner.  The effects of the potion may be
              immediately noticed, or they may be subtle and unnoticed.

         r  - Read a scroll.









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              To read a scroll use the Read command.  A scroll  spell  has
              an  area  affect,  except  in  a  few cases such as identify
              scrolls which act on other objects.  Two scrolls, the  iden-
              tify  scroll  and the recharge scroll, have titles which can
              be read without setting them off, and by pressing ESCAPE can
              be saved for future use.

         s  - Search general area one turn.
              The Search command can be used to locate  hidden  traps  and
              secret  doors  about the player.  More than a single turn of
              searching will be required in most cases.  You should always
              search  a  chest  before  trying to open it because they are
              generally trapped.  This command can be  counted,  which  is
              useful  if  you are really sure of finding something eventu-
              ally.  A counted search ends as soon as anything is found.

         t  - Take off a piece of equipment. {T}
              Use the Take Off command to remove an object from  use,  and
              return it to your inventory.  Occasionally you will run into
              a cursed item which cannot be  removed.   Cursed  items  are
              always  bad,  and  can  only be taken off after removing the
              curse.

         u  - Use a staff. {Z - Zap}
              The Use command will activate a staff.  Like  scrolls,  most
              staffs  have  an  area affect.  Because staffs are generally
              more powerful than most other items, they are also harder to
              use correctly.

         v  - Display current version of game.
              The Version command displays the  credits  for  the  current
              version of moria.

         w  - Wear or wield an item being carried.
              To wear or wield  an  object  in  your  inventory,  use  the
              Wear/Wield  command.  If an object is already in use for the
              same  function,  it  is  automatically  removed  first.   An
              object's  bonuses  cannot  be  gained  until  it  is worn or
              wielded.

         x  - Exchange primary and secondary weapons. {X}
              A secondary weapon is any weapon which may be needed  often.
              Instead of searching through your inventory, you may use the
              exchange command to keep the weapon ready.  For instance, if
              you  wanted  to  use your bow most of the time, but needed a
              sword for close combat, you could wield your sword, use  the
              exchange command to make it the secondary weapon, then wield
              your bow.  If the sword was suddenly needed, simply use  the
              exchange command to switch between the bow and the sword.

         /  - Identify a character shown on screen.
              Use the identify  command  to  find  out  what  a  character
              displayed on the screen stands for.  For instance, by press-
              ing `/.', you can find out that the `.' stands for  a  floor









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              spot.   When used with a creature, the identify command will
              tell you only what class of creature the symbol stands  for,
              not  the  specific  creature, therefore use the look command
              for this information.

              If you identify the character for a creature in your monster
              memory,  you  are  also prompted to ask if you wish to see a
              paragraph of information on those  creatures  identified  by
              the given character.  Several creatures may be identified in
              this  way.   Typing  ESCAPE  after  the  paragraph  for  any
              creature  will  abort  back  to command level.  See also the
              section on being attacked.

         ?  - Display a list of commands.
              The ? command displays a quick reference help  page  on  the
              screen.

         -  - Move without pickup.
              This is followed by a move command, and causes you  to  move
              over  any object without picking it up.  You can associate a
              count with this command.

         =  - Set options.
              This is a free move, to  set  various  moria  options.   The
              available options are:

          (1) Cut known corners when running.  This is on by default,  and
              the only reason for switching it off would be if you had the
              search flag on and wished to look for doors in the extremity
              of every corner.

          (2) Examine potential corners  when  running.   This  is  on  by
              default, and allows you to run along an unknown curving cor-
              ridor.  If, however, you are running from  a  creature,  and
              wish to stop at an unknown corner to make a considered deci-
              sion, then you may wish to switch this option off.

          (3) Print self during a run.  This  is  off  by  default,  which
              gives faster screen updating.

          (4) Stop when map sector changes.  This is off by  default,  but
              can  be  switched  on if you wish to stop running whenever a
              new part of the dungeon appears in view.

          (5) Treat open doors as empty space while running.  This is  off
              by  default,  in which case you stop when ever you run up to
              an open door.

          (6) Prompt to pick up objects.  This is off by default, in which
              case  stepping  over  an  object automatically causes you to
              pick it up.  With the option on, you  get  prompted  in  all
              such  cases  with  a description of the object to see if you
              really want to take it.










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          (7) Rogue like command set.  This option  controls  the  command
              set in use.  It is off by default.

          (8) Show weights in inventory.  This is off by default:  switch-
              ing  it  on  causes  the inventory and equipment listings to
              include the weight of all objects.  This may  be  useful  to
              know if your pack is getting too heavy.

          (9) Highlight mineral seams.  This is off by default.  Switching
              it on causes quartz and magma to be displayed as `%' instead
              of `#'.  This is handy when  mining.   Setting  this  option
              does  not immediately highlight all minerals, but only those
              which are subsequently displayed.  To display all  minerals,
              just  move  the  map  around  a  bit  with  the  `Where' (or
              `Locate') command.

          (10)Beep for invalid character.  This is on  by  default.   When
              on,  the program will beep for most invalid characters, such
              as trying to choose a spell that you  haven't  learned  yet.
              When off, there are no such beeps.

          (11)Display rest/repeat counts.  This is on  by  default.   When
              on,  the  program  will  progessively  display the remaining
              turns left while resting, and for  repeated  commands.   For
              those  trying to play over a 2400 bps or less connection, or
              for those playing on very slow microcomputers, turning  this
              off  will  make resting and repeated commands work much fas-
              ter.

              The setting of all these options persist in  your  savefile,
              even after you die.

         ^P  - Previous message.
              The  Control-P  command  will  redisplay  the  last  message
              printed  on  the  message line at the top of your screen.  A
              second such command will display all of the saved  messages.
              You may also give this command a count to specify the number
              of previous messages to display.  At present, only  22  mes-
              sages are saved.

         ^K  - Quit the game without saving. {Q}
              To exit the game without saving your  character  (i.e.  kill
              him/her)  use  the  Control-K  command.  Once exited in this
              manner, your character is nonrecoverable.

         ^X  - Save your character and exit the game.
              To save your game so that it can be restarted later, use the
              Control-X command.  Save files will also be generated if the
              game crashes due to a system error.  When you die, a reduced
              save  file  is produced containing only your monster memory,
              and your option settings.

         {  - Inscribe an object.
              This command can be used to inscribe any short string on  an









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              object.  Inscriptions are limited to twelve characters.  The
              inscription applies only to the particular object, it is not
              automatically  transferred  to  all  similar objects.  Under
              certain circumstances, moria will itself  inscribe  objects:
              if  they  have been discovered to be cursed or enchanted, or
              if they have been sampled without being identified.  In this
              last  case, moria does in fact carefully inscribe every such
              item.

         !  - Shell out of game.
              Use the Shell command `!' to temporarily exit  the  game  to
              execute UNIX or MSDOS commands.  You may reenter the game by
              typing exit to end the spawned process.  This is not  imple-
              mented in the Macintosh version.

         <  - Go up an up staircase.
              If you move onto an up staircase you may use the `<' command
              to  go up one level.  There is always one staircase going up
              on every level except for the town level (this does not mean
              it's  easy  to find).  Going up a staircase will always take
              you to a new dungeon area except for the town  level,  which
              remains the same for the duration of your character.

         >  - Go down a down staircase.
              If you are on top of a down staircase you may  use  the  `>'
              command to go down one level.  There are always two or three
              staircases going down on each level, except the  town  level
              which  has  only  one.  Going down will always take you to a
              new dungeon area.

         . <Dir> - Move in direction. {shift<Dir>}
              The Run command will move you  in  the  indicated  direction
              until either you have to make a choice as between two direc-
              tions, or something interesting happens.  There are  options
              which  determine  behaviour  at corners, and at screen boun-
              daries.  More precisely, the conditions which stop a run are
              as follows:

         (1)  A creature appears on the screen, one already on the  screen
              moves, or a creature attacks you or casts a spell at you.

         (2)  You move next to an object, or a feature such as a  door  or
              trap.

         (3)  You come to the end of open space, or the end of a  passage,
              or a junction of passages, or a hole in a wall.

         (4)  Corners are more complex.  A corner allows a choice  between
              adjacent  rectangular  and  diagonal directions.  If you can
              see walls which ensure that  the  diagonal  gives  a  faster
              traversal,  then  action  is determined by the "cut corners"
              options.  If it is set, then you move diagonally through the
              corner.  This gives you maximum speed (as is nice if you are
              fleeing a hidden creature).  On the other hand, this  option









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              should not be set if you want more careful coverage (as when
              you are searching) so that you take two  moves  through  the
              corner.

         (5)  At a potential corner, where walls are not yet visible ahead
              of  the  rectangular direction, the "examine corners" option
              is considered.  If set, you  will  move  straight  into  the
              corner,  which will light up all the corner and so determine
              where you can go from there.   This  allows  you  to  follow
              corners  in  new  passages.   If  the option is not set, you
              stop.  This allows highly cautious running where you want to
              stop at all potential choice points.

         (6)  If you move off the screen while running, then a new section
              of  the  dungeon is display and the run continues.  However,
              if the "stop when map changes" option is set, you will stop.
              Again,  this  is  an  option for nervous players, after all,
              there may be a dragon on the new screen.

         (7)  Anything typed during a run causes the  run  to  stop.   The
              character  causing  this to occur is ignored.  It is best to
              use a space, which is ignored as a command, just in case the
              run stops just before you type the character.

         (8)  Various changes of state, such as recovery from fear or loss
              of heroism, will stop a run.

         6.  The Town Level

         The town level is where you will begin your adventure.  The  town
         consists  of six buildings each with an entrance, some towns peo-
         ple, and a wall which surrounds the town.  The first time you are
         in town it will be daytime, but you may return to find that dark-
         ness has fallen.  (Note that some spells may act  differently  in
         the town level.)


         6.1.  Townspeople

         The town contains many different kinds of people.  There are  the
         street  urchins,  young  children  who will mob an adventurer for
         money, and seem  to  come  out  of  the  woodwork  when  excited.
         Blubbering  Idiots  are  a  constant  annoyance, but not harmful.
         Public drunks wander about the town singing, and are of no threat
         to anyone.  Sneaky rogues hang about watching for a likely victim
         to mug.  And finally, what town would be complete without a swarm
         of  half  drunk warriors, who take offense or become annoyed just
         for the fun of it.

         Most of the towns people should be avoided by the largest  possi-
         ble  distance  when  you wander from store to store.  Fights will
         break out though, so be prepared.  Since your character  grew  up
         in  this  world of intrigue, no experience is awarded for killing
         on the town level.









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         6.2.  Supplies

         Your character  will  begin  his  adventure  with  some  supplies
         already  on  him.   Use  the  Inventory `i' command to check what
         these supplies are.  It will be necessary to buy  other  supplies
         before  continuing into the dungeon, however, so be sure to enter
         each of the stores.


         6.3.  Town Buildings

         You may enter any of the stores, if they  are  open,  and  barter
         with  the  owner  for  items you can afford.  When bartering, you
         enter prices you will pay (or accept) for some object.   You  can
         either enter the absolute amount, or precede a number with a plus
         or minus sign to give a positive or negative  increment  on  your
         previous  offer.   If  you  have previously given an increment or
         decrement amount, you can just type RETURN, and the program  will
         use the last increment amount that you typed.  But be warned that
         the owners can easily be insulted, and may even throw you out for
         a  while  if you insult them too often.  To enter a store, simply
         move onto the entrance represented by the numbers 1 through 6.

         If you consistently bargain well in a store, that is,  you  reach
         the  final  offer  much more often than not, then the store owner
         will eventually recognize that you are a superb haggler, and will
         go  directly  to  the  final  offer instead of haggling with you.
         Items which cost less than 10 gold pieces do not count,  as  hag-
         gling well with these items is usually either very easy or almost
         impossible.  Also, the store owner will always haggle  for  items
         costing  more  than  1000  gold  pieces, because of the amount of
         money involved.

         Once inside a store, the  store  inventory  will  appear  on  the
         screen  along  with a set of options for your character.  You may
         browse the store's inventory if it takes more than  one  page  to
         display,  and you may sell to, or purchase items from, his inven-
         tory.  You can execute your inventory and equipment  commands  to
         see  what  you  are carrying.  Not shown with the options are the
         wear, take off, and exchange commands which will also  work,  but
         were excluded to keep the options simple.

         Stores do not always have  everything  in  stock.   As  the  game
         progresses,  they  may  get new items so check from time to time.
         Also, if you sell them an item, it may get  sold  to  a  customer
         while  you  are adventuring, so don't always expect to be able to
         get back everything you have sold.

         Store owners will not buy harmful or useless items.  If an object
         is  unidentified, they will pay you some base price for it.  Once
         they have bought it they will immediately  identify  the  object.
         If  it is a good object, they will add it to their inventory.  If
         it was a bad bargain, they simply throw the item  away.   In  any
         case,  you  may  receive some knowledge of the item if another is









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         encountered.

         The General Store
              The  General  Store  sells  foods,  drinks,  some  clothing,
              torches,  lamps,  oil,  shovels,  picks, and spikes.  All of
              these items, and some others, can be sold back to  the  Gen-
              eral  store for money.  The entrance to the General Store is
              a `1'.

         The Armory
              The Armory is where the  town's  armor  is  fashioned.   All
              sorts  of  protective gear may be bought and sold here.  The
              entrance to the Armory is a `2'.

         The Weaponsmith's Shop
              The Weaponsmith's Shop  is  where  the  town's  weapons  are
              fashioned.   Hand  and  missile weapons may be purchased and
              sold  here,  along  with  arrows,  bolts,  and  shots.   The
              entrance to the Weaponsmith's is a `3'.

         The Temple
              The Temple deals in healing and restoration potions, as well
              as bless scrolls, word of recall scrolls, some approved pri-
              estly weapons, etc.  The entrance to the Temple is a `4'.

         The Alchemy shop
              The Alchemy Shop deals in all manner of potions and scrolls.
              The entrance to the Alchemy Shop is a `5'.

         The Magic User's Shop
              The Magic User's Shop is  the  most  expensive  of  all  the
              stores.  It deals in all sorts of rings, wands, amulets, and
              staves.  The entrance to the Magic Shop is a `6'.


         7.  Within The Dungeon

         Once your character is  adequately  supplied  with  food,  light,
         armor,  and  weapons,  he is ready to enter the dungeon.  Move on
         top of the `>' symbol and use the down `>' command.  Your charac-
         ter  enters  a  maze  of  interconnecting  staircases and finally
         passes through a one-way door.  He is now on the first  level  of
         the  dungeon  (50 feet), and must survive many horrible and chal-
         lenging encounters to find the treasure lying about.

         There are two sources for light once inside  the  dungeon.   Per-
         manent  light which has been magically placed within rooms, and a
         light source carried by the player.  If neither is  present,  the
         character  will  be  unable to map or see any attackers.  Lack of
         light will also affect searching, picking locks, and disarming.

         A character must wield a torch or lamp in order to supply his own
         light.   Once  a  torch  or  lamp  has only 50 or less turns left
         before burning out, the message "Your  light  is  growing  faint"









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         will  be  displayed  at  random intervals.  Once a torch is burnt
         out, it is useless and can be dropped.  A lamp or lantern can  be
         refilled  with  oil  by  using the Fill `F' command.  You must of
         course be carrying extra oil to refill a lantern.


         8.  Attacking and Being Attacked

         Attacking is simple in moria.  If you move into a  creature,  you
         attack  him.  You can attack from a distance by firing a missile,
         or by magical means such as aiming a wand.  Creatures  attack  in
         the  same  way,  if  they  move  into you, they attack you.  Some
         creatures can also cast spells from a distance,  and  others  can
         breathe fire or worse on you from a distance.

         Creatures moving in walls can not be attacked by wands and  other
         magic  attacks  normally  stopped  by  walls.   You  can attack a
         creature in a wall normally though by trying  to  move  into  the
         wall  space containing the creature.  However, in order to attack
         an invisible creature in a wall, you must tunnel  into  the  wall
         containing  the creature.  If you just try to move into the wall,
         you will bump your head and look quite silly.

         If you are wielding a weapon, the damage for the weapon  is  used
         when  you  hit  a  creature.  Otherwise you get two fist strikes.
         Very strong creatures can do a lot of damage with their  fists...
         You  may  have  a primary weapon, and a secondary weapon which is
         kept on your belt or shoulder for immediate use.  You can  switch
         between your primary and secondary weapons with the exchange com-
         mand.  Be sure to wield the proper weapon when fighting.  Hitting
         a  dragon  over the head with a bow will simply make him mad, and
         get you killed.

         Missile weapons, such as bows,  can  be  wielded,  and  then  the
         proper  missile,  in  this case an arrow, can be fired across the
         room into a target.  Missiles can be used without the proper mis-
         sile  weapon,  but used together they have a greater range and do
         far more damage.

         Hits and misses are determined by ability  to  hit  versus  armor
         class.   A  hit  is a strike that does some damage; a miss may in
         fact reach a target, but fails to do any  damage.   Higher  armor
         classes make it harder to do damage, and so lead to more misses.


         8.1.  Monster Memories.

         There are hundreds of different creatures in the mines of  moria,
         many  of which look the same on the screen.  The exact species of
         a creature can be discovered by looking at it.  It is  also  very
         difficult to keep track of the capabilities of various creatures.
         Rather than forcing you to keep notes, moria automatically  keeps
         track  of  your  experiences with a particular creature.  This is
         called the  monster  memory.   You  monster  memory  recalls  the









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         particular attacks of each creature (whether or not technically a
         monster) which you have suffered, as well  as  recalling  if  you
         have  observed  them  to  multiply  or  move erratically, or drop
         treasure, or many other attributes.

         If you have killed enough of a particular creature,  or  suffered
         enough attacks, recalling the monster memory may also provide you
         with information not otherwise available, such as a  armor  class
         or  hit dice.  These are not explained, but may be useful to give
         the relative danger of each creature.  This memory can be  passed
         on  to  a new character even after you die, by means of a reduced
         save file.


         8.2.  Your Weapon

         Carrying a weapon in your backpack does you no  good.   You  must
         wield  a  weapon  before  it can be used in a fight.  A secondary
         weapon can be kept by wielding it and  then  using  the  exchange
         command.   A  secondary  weapon is not in use, simply ready to be
         switched with the current weapon if needed.

         Weapons have two main characteristics, their ability to  hit  and
         their  ability  to  do  damage, expressed as `(+#,+#)'.  A normal
         weapon would be `(+0,+0)'.  Many weapons in  moria  have  magical
         bonuses  to  hit  and/or do damage.  Some weapons are cursed, and
         have penalties that hurt the player.  Cursed  weapons  cannot  be
         unwielded until the curse is lifted.

         Moria assumes that your youth in the rough environment  near  the
         dungeons has taught you the relative merits of different weapons,
         and displays as part of their description the damage  dice  which
         define their capabilities.  The ability to damage is added to the
         dice roll for that weapon.  The dice used for a given  weapon  is
         displayed  as `#d#'.  The first number indicates how many dice to
         roll, and the second indicates how many sides they have.  A "2d6"
         weapon will give damage from 2 to 12, plus any damage bonus.  The
         weight of a weapon is also a consideration.   Heavy  weapons  may
         hit  harder,  but they are also harder to use.  Depending on your
         strength and the weight of the weapon, you may get  several  hits
         in one turn.

         Missile booster weapons, such as bows, have their characteristics
         added  to those of the missile used, if the proper weapon/missile
         combination is used.  Also, these weapons will multiply the  base
         damage  of  the missile by a number from 2 to 4, depending on the
         strength of the weapon.  This multiplier is displayed as `(*#)'.

         Although you receive any magical bonuses an  unidentified  weapon
         may possess when you wield it, those bonuses will not be added in
         to the displayed values of to-hit and to-dam  on  your  character
         sheet.   You must identify the weapon before the displayed values
         reflect the real values used.










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         Finally, some rare weapons have  special  abilities.   These  are
         called  ego  weapons,  and  are feared by great and meek.  An ego
         sword must be wielded to receive benefit of its abilities.

         Special weapons are denoted by the following abbreviations:

         DF - Defender.
              A magical weapon that actually helps the wielder defend him-
              self,  thus  increasing  his/her armor class, and protecting
              him/her against damage from fire,  frost,  acid,  lightning,
              and falls.  This weapon also will increase your stealth, let
              you see invisible creatures, protect you  from  paralyzation
              attacks, and help you regenerate hit points and mana faster.
              As a result of the regerenation ability,  you  will  use  up
              food faster than normal while wielding such a weapon.

         FB - Frost Brand.
              A magical weapon of ice that delivers  a  cold  critical  to
              heat  based creatures.  It will inflict one and a half times
              the normal damage when used against a heat based creature.

         FT - Flame Tongue.
              A magical weapon of flame that delivers a heat  critical  to
              cold  based creatures.  It will inflict one and a half times
              the normal damage when used against cold based  or  inflamm-
              able creatures.

         HA - Holy Avenger.
              A Holy Avenger is one of the most powerful  of  weapons.   A
              Holy  Avenger  will  increase  your  strength and your armor
              class.  This weapon will do extra damage when  used  against
              evil  and undead creatures, and will also give you the abil-
              ity to see invisible creatures.

         SD - Slay Dragon.
              A Slay Dragon weapon is a special purpose weapon whose  sole
              intent  is  to  destroy  dragon-kind.   Therefore, when used
              against a dragon, the amount of damage done  is  four  times
              the normal amount.

         SE - Slay Evil.
              A Slay Evil weapon is a special purpose  weapon  whose  sole
              intent  is  to destroy all forms of evil.  When used against
              an evil creature, either alive or undead,  the  damage  done
              twice the normal amount.

         SM - Slay Animal.
              A Slay Animal weapon is a special purpose weapon whose  sole
              intent is to destroy all the dangerous animals in the world.
              An animal is any creature natural to the  world.   Therefore
              an  orc  would not be an animal, but a giant snake would be.
              This will inflict twice the normal  amount  of  damage  when
              used against an animal.










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         SU - Slay Undead.
              A Slay Undead weapon is a special purpose weapon whose  sole
              intent  is  to  destroy all forms of undead.  This weapon is
              hated and feared by the intelligent  undead,  for  a  single
              blow  from  this  weapon will inflict three times the normal
              amount of damage.  This weapon also gives you the ability to
              see  invisible creatures, which is especially useful against
              undead, since many of them are normally invisible.


         8.3.  Body and Shield Bashes

         Weight is the primary factor in being able to bash something, but
         strength plays a role too.  After bashing, a character may be off
         balance for several rounds depending upon his dexterity.

         Doors can be broken down by bashing them.  Once a door is  bashed
         open, it is forever useless and cannot be closed.

         Chests too may be bashed open, but be warned  that  the  careless
         smashing  of  a  chest  often ruins the contents.  Bashing open a
         chest will not disarm any traps it may contain,  but  does  allow
         the strong and ignorant to see what is inside.

         Finally, a creature may be bashed.   If  a  shield  is  currently
         being  worn,  the  bash is a shield bash and will do more damage.
         In either case, a bash may throw an opponent off  balance  for  a
         number of rounds, allowing a player to get in a free hit or more.
         If the player is thrown off balance, his opponent  may  get  free
         hits on him.  This is a risky attack.


         8.4.  Your Armor Class

         Armor class is a number that describes the amount and the quality
         of armor being worn.  Armor class will generally run from about 0
         to 60, but could become negative  or  greater  than  60  in  rare
         cases.

         The larger your armor class, the more protective it is.  A  nega-
         tive armor class would actually help get you hit.  Armor protects
         you in three manners.  One, it makes you harder  to  be  hit  for
         damage.   A  hit  for no damage is the same as a miss.  Two, good
         armor will absorb some of the damage that  your  character  would
         have  taken.  An armor class of 30 would absorb 15% of any damage
         meant for him.  Three, acid damage is  reduced  by  wearing  body
         armor.   It is obvious that a high armor class is a must for sur-
         viving the lower levels of moria.

         Each piece of armor has an armor class adjustment, and a  magical
         bonus.   Armor  bought  in  town will have these values displayed
         with their description.  Armor that is found within  the  dungeon
         must  be  identified  before these values will be displayed.  All
         armor always has the base armor class  displayed,  to  which  the









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         bonus is added.  It is always possible to figure this out anyway,
         by watching the effect it has on your displayed armor class.

         Armor class values are always displayed between a set of brackets
         as  `[#]' or `[#,+#]'.  The first value is the armor class of the
         item.  The second number is the magical bonus of the  item  which
         is only displayed if known, and will always have a sign preceding
         the value.  There are a few cases where the form `[+#]' is  used,
         meaning the object has no armor class, only a magical armor bonus
         if worn.

         Some pieces of armor will possess special  abilities  denoted  by
         the following abbreviations:

         RA - Resist Acid.
              A character using such an object will take  only  one  third
              normal  damage  from any acid thrown upon him.  In addition,
              armor so enchanted will resist the acid's effects and not be
              damaged by it.

         RC - Resist Cold.
              A character using a resist cold object will  take  only  one
              third damage from frost and cold.

         RF - Resist Fire.
              A character using a resist fire object will  take  only  one
              third damage from heat and fire.

         RL - Resist Lightning.
              A character using a resist lightning object will  take  only
              one third damage from electrical attacks.

         R - Resistance.
              A character wearing armor with this ability will have resis-
              tance  to  Acid,  Cold,  Fire, and Lightning as explained in
              each part above.


         8.5.  Crowns

         Some crowns also have special magical abilities that improve your
         chances in a battle.

         Crown of Might
              This is the great crown of the warriors.   The  wearer  will
              have  an increased strength, dexterity, and constituion, and
              will also be immune to any foe's attempt to slow or paralyze
              him or her.

         Crown of the Magi
               This is the great crown of the wizards.   The  wearer  will
              have  an  increased  intelligence,  and  will  also be given
              resistance against fire, frost, acid, and lightning.










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         Crown of Lordliness
              This is the great crown of the  priests.   The  wearer  will
              have an increased wisdom and charisma.

         Crown of Seeing
              This is the great crown of the rogues.  The wearer  will  be
              able  to  see  even  invisible  creatures,  and will have an
              increased ability to locate traps and secret doors.

         Crown of Regeneration
              This crown will help you regenerate hit points and mana more
              quickly  than  normal,  allowing  you to fight longer before
              needing to rest.  You will use of food  faster  than  normal
              while   wearing  this  crown  because  of  the  regenerative
              effects.

         Crown of Beauty
              This  crown  looks  impressive,  and  will   increase   your
              charisma, but is otherwise not useful.


         9.  Objects Found In The Dungeon

         The mines are full of objects just waiting to be  picked  up  and
         used.   How did they get there?  Well, the main source for useful
         items are all the foolish adventurers  that  proceeded  into  the
         dungeon  before  you.  They get killed, and the helpful creatures
         scatter the various treasure throughout the dungeon.  Most cursed
         items  are placed there by the joyful evil sorcerers, who enjoy a
         good joke when it gets you killed.

         You pick up objects by moving on top of them.  You can  carry  up
         to 22 different items in your backpack while wearing and wielding
         many others.  Although you are limited to 22 different items, you
         may be carrying several items of each kind restricted only by the
         amount of weight your character can carry.  Your weight limit  is
         determined  by your strength.  Only one object may occupy a given
         floor location, which may or may not also contain  one  creature.
         Doors, traps, and staircases are considered objects for this pur-
         pose.

         If you try to carry more weight than your limit,  you  will  move
         more  slowly  than  normal  until  you drop the extra weight.  If
         picking up an object would take you over your weight limit,  then
         you will be asked whether you really want to pick it up.  It is a
         good idea to leave the object alone if you  are  fleeing  from  a
         monster.

         Many objects found within the dungeon have special  commands  for
         their  use.   Wands  must  be Aimed, staves must be Used, scrolls
         must be Read, and potions must be Quaffed.  In any case, you must
         first  be  able  to  carry an object before you can use it.  Some
         objects, such as chests, are very complex.  Chests contain  other
         objects  and  may  be  trapped,  and/or locked.  Read the list of









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         player commands carefully for a further understanding of chests.

         One item in particular will be discussed  here.   The  scroll  of
         "Word  of  Recall"  can be found within the dungeon, or bought at
         the temple in town.  It acts in two manners, depending upon  your
         current  location.   If read within the dungeon, it will teleport
         you back to town.  If read in town, it  will  teleport  you  back
         down to the deepest level of the dungeon one which your character
         has previously been.  This makes the scroll very useful for  get-
         ting  back  to  the  deeper levels of moria.  Once the scroll has
         been read it takes a while for the spell to act, so don't  expect
         it to save you in a crisis.

         The game provides some automatic inscriptions to  help  you  keep
         track  of  your possessions.  Wands and staves which are known to
         be empty will be inscribed with "empty".  Objects which have been
         tried  at  least  once,  but  haven't been identified yet will be
         inscribed  with  "tried".   Cursed  objects  are  inscribed  with
         "damned".   Also,  occasionally you will notice that something in
         your inventory or equipment list seems to be magical.  High level
         characters  are  much  more  likely to notice this than beginning
         characters.  When you do notice this, the item in  question  will
         be inscribed with "magik".

         And lastly, a final warning: not all objects are what they  seem.
         Skeletons  lying  peacefully about the dungeon have been known to
         get up...


         9.1.  Cursed Objects

         Some objects, mainly armor and weapons, have had curses laid upon
         them.   These  horrible  objects  will look like any other normal
         item, but will detract from your character's stats  or  abilities
         if  worn.   They will also be impossible to remove until a remove
         curse is done.

         If you wear or wield a cursed item,  you  will  immediately  feel
         something wrong.  The item will also be inscribed "damned".


         9.2.  Mining

         Much of the treasure within the dungeon can be found only by min-
         ing  it  out  of  the walls.  Many rich strikes exist within each
         level, but must  be  found  and  mined.   Quartz  veins  are  the
         richest,  yielding the most metals and gems, but magma veins will
         have some hordes hidden within.

         Mining is virtually impossible without a pick or  shovel.   Picks
         and  shovels  have  an  additional  magical  ability expressed as
         `(+#)'.  The higher the number, the better  the  magical  digging
         ability of the tool.  A pick or shovel also has pluses to hit and
         damage, and can be used as a weapon.









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         When a vein of quartz or magma is located, the  character  should
         wield  his  pick or shovel and begin digging out a section.  When
         that section is removed, he should locate another section of  the
         vein,  and  begin  the process again.  Since granite rock is much
         harder to dig through, it is  much  faster  to  follow  the  vein
         exactly  and  dig  around  the  granite.   There is an option for
         highlighting magma and quartz.

         If the character has a scroll or staff of treasure  location,  he
         can  immediately  locate  all  strikes  of treasure within a vein
         shown on the screen.  This makes mining much easier and more pro-
         fitable.

         It is sometimes possible to get a character  trapped  within  the
         dungeon  by  using  various magical spells and items.  So it is a
         very good idea to always carry some kind of  digging  tool,  even
         when you are not planning on tunneling for treasure.


         9.3.  Staircases, Secret Doors, Passages, and Rooms

         Staircases are the manner in which you get deeper, or  climb  out
         of  the  dungeon.  The symbols for the up and down staircases are
         the same as the commands to use them.  A  `<'  represents  an  up
         staircase  and  a `>' represents a down staircase.  You must move
         your character over the staircase before you can use them.

         Each level has at least one up staircase, and at least  two  down
         staircases.   There are no exceptions to this rule.  You may have
         trouble finding some well hidden secret doors, but the stairs are
         there.

         Many secret doors are used within  the  dungeon  to  confuse  and
         demoralize  adventurers  foolish  enough to enter.  But with some
         luck, and lots of concentration, you can find these secret doors.
         Secret  doors  will  sometimes  hide  rooms or corridors, or even
         entire sections of that level of  the  dungeon.   Sometimes  they
         simply hide small empty closets or even dead ends.

         Creatures in the dungeon will generally know and use these secret
         doors.   If  they  leave  one  open, you will be able to go right
         through it.  If they close it behind them you will have to search
         for  the  catch first.  Once a secret door has been discovered by
         you, it is drawn as a known door and no more  searching  will  be
         required to use it.


         10.  Winning The Game

         Once your character has progressed into killing dragons with  but
         a mean glance and snap of his fingers, he may be ready to take on
         the Balrog.  The Balrog will appear on most  levels  after  level
         49, so don't go down there until you are ready for him.










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         The Balrog cannot be killed in some of the easier methods used on
         normal  creatures.   Because  of  the  Balrog's  cunning, he will
         teleport away to another level if a spell such as destruction  is
         used  upon  him,  and  the  Balrog  cannot be polymorphed, slept,
         charmed, or genocided.  Magical spells like coldball  are  effec-
         tive  against him as are weapons, but he is difficult to kill and
         if allowed to escape for a time can heal himself.

         If you should actually survive the attempt of killing the Balrog,
         you  will  receive the status of WINNER.  Since you have defeated
         the toughest creature alive, your character is  ready  to  retire
         and  cannot  be  saved.   When  you quit the game, your character
         receives a surprise bonus score.


         11.  Upon Death and Dying

         If your character falls below 0 hit points, he has died and  can-
         not  be  restored.   A  tombstone  showing information about your
         character will be displayed.  You are also  permitted  to  get  a
         record  of  your  character,  and all your equipment (identified)
         either on the screen or in a file.

         Your character will leave behind a reduced save file, which  con-
         tains only the monster memory and your option choices.  It may be
         restored, in which case the new character is generated exactly as
         if  the file was not there, but the new player will find his mon-
         ster memory containing all the experience of past incarnations.


         12.  Wizards

         There are rumors of moria Wizards which,  if  asked  nicely,  can
         explain  details  of  the  moria  game  that  seem complicated to
         beginners.