-+-+-+-+-+-+-+-+ START OF PART 7 -+-+-+-+-+-+-+-+ Xand can receive all but the most powerful prayer. Because a Xpaladin is really a dual class character, it requires more Xexperience to advance him. A paladin lacks much in the way of Xabilities. He is poor at stealth, perception, searching, and Xmagical devices. He has a decent saving throw due to his divine Xalliance. His primary stats are Strength and Charisma. X X2 Races X There are eight different races that you can choose from in XMORIA. Some races are restricted as to what profession they may Xbe, and each race has it's own adjustments to a character's Xabilities. X X - Human X X The human is the base character, all other races are Xcompared to him. Human's can choose any class, and are average Xat everything. Humans tend to go up levels faster than any other Xrace, because of their shorter life-spans. No racial adjustments Xoccur to character's choosing human. X X - Half-Elf X X Half-elves tend to be smarter and faster than a human, but Xnot as strong. Half-elves are slightly better at searching, Xdisarming, perception, stealth, and magic, but they are not as Xgood at hand weapons. Half-elves may choose any class. X X - Elf X X Elves are better magicians then humans, but not as good at Xfighting. They tend to be smarter and faster than either humans Xor half-elves, and also have better wisdom. Elves are better at Xsearching, disarming, perception, stealth, and magic, but they Xare not as good at hand weapons. Elves may choose any class Xexcept Paladin. X X - Halfling X X Halflings, or Hobbits, are very good at bows, throwing, and Xhave good saving throws. They also are very good at searching, Xdisarming, perception, and stealth; so they make excellent Xthieves (but prefer to be called burglars...). They will be much Xweaker than humans, and no good at bashing. Halflings have fair Xinfra-vision, so can detect warm creatures at a distance. XHalflings can choose between being a fighter, mage, or rogue. X X - Gnome X X Gnomes are smaller than dwarfs, but larger than halflings. XThey, like the halflings, live in the earth in burrow-like homes. XGnomes are practical jokers, so if they can kill something in a Xhumorous way, so much the better. Gnomes make excellent mages, Xand have very good saving throws. They are good at searching, Xdisarming, perception, and stealth. They have lower strengths Xand constitutions then humans, so therefore do not make as good Xof fighters. Gnomes have fair infra-vision, so can detect warm Xcreatures at a distance. A gnome may choose between being a Xfighter, mage, priest, or rogue. X X - Dwarf X X Dwarves are the headstrong miners and fighters of legend. XSince dungeons are the natural home of a dwarf, they are Xexcellent choices for a warrior or priest. Dwarves tend to be Xstronger, have higher constitutions, but are slower and less Xintelligent than humans. Because they are so headstrong and are Xsomewhat wise, they resist spells which are cast on them. XDwarves also have good infra-vision because they live Xunderground. They do have one big draw-back though. Dwarves are Xloud-mouthed and proud, singing in loud voices, arguing with Xthemselves for no good reason, screaming out challenges at Ximagined foes. In other words, dwarves have a miserable stealth. X X - Half-Orc X X Half-Orcs make excellent fighters, and decent priests, but Xare terrible at magic. They are as bad as dwarves at stealth, Xand horrible at searching, disarming, and perception. Half-Orcs Xare; let's face it, ugly. They tend to pay more for goods in Xtown. Half-Orcs do make good priest's and rogues, for the simple Xreason that Half-Orcs tend to have great constitutions and lots Xof hit points. X X - Half-Troll X X Half-Trolls are incredibly strong, and have the highest hit Xpoints of any character race. They are also very stupid and Xslow. They will make great fighters and iffy priests. They are Xbad at searching, disarming, perception, and stealth. They are Xso ugly that a Half-Orc grimaces in their presence. They also Xhappen to be fun to run... X X2 Sex X You may choose to be either a male or a female character. XOnly height and weight are affected by a character's sex. Female Xcharacters tend to be somewhat smaller and lighter then their Xmale counterparts. No adjustments to stats or abilities are made Xbecause of the sex of a character. X X X2 Stats XSTR - Strength X X Strength is important in fighting with weapons, or hand to Xhand. A high strength can improve your chances of hitting, and Xthe amount of damage done with each hit. Characters with low Xstrengths may receive penalties. Strength is also useful in Xtunneling, body and shield bashing, etc. X XINT - Intelligence X X Intelligence is the prime stat of a mage, or magician. A Xhigh intelligence increases a mages chances of learning spells, Xand in gaining mana. No spell may be learned by mages with Xintelligences under 8. Intelligence also modifies a character's Xchance of disarming traps and picking locks. X XWIS - Wisdom X X Wisdom is the prime stat of a priest. A high wisdom Xincreases the chance of recieving new spells from a priest's Xdiety, and in the gaining of mana. Wisdom also modifies a Xcharacter's chance of resisting magical spells cast upon his Xperson. X XDEX - Dexterity X X Dexterity is the combination of agility and quickness. A Xhigh dexterity may allow a character to get multiple blows with Xlighter weapons, thus greatly increasing his kill power, and may Xincrease his chances of hitting with any weapon. Dexterity is Xalso useful in picking locks and disarming traps. X XCON - Constitution X X Constitution is a characters ability to resist damage to Xtheir body, and to recover from damage received. Therefore a Xcharacter with a high constitution will receive more hit points, Xand be more resistant to poisons. X XCHR - Charisma X X Charisma represents a character's personality, as well as Xphysical looks. A character with a high charisma will receive Xbetter prices from store owners, whereas a character with a very Xlow charisma will be robbed blind. A high charisma will also Xmean more money when the character starts out. X X1 COMMANDS X All commands are entered by pressing a single key, or Xcontrol sequence (holding down the control key while pressing a Xkey). If a particular command requires additional action, it Xwill be prompted for, with one exception. When a direction is Xrequired, no prompt is given unless and until an illegal response Xis given. X X2 Directions X In the following instructions, the symbol refers to a Xnumeric direction based on your keypad. It is not valid to use Xthe number '5' in this context. One exception to this is with Xmovement, in which case '5' will rest the character for one turn. X X Commands which require a direction will not prompt you for Xone, unless you input an illegal direction. Just enter a Xdirection after the entering the command. X X Directions \ `7C / X 7 8 9 X - 4 6 - X 1 2 3 X / `7C \ X X2 Movement X Movement is accomplished by using your numeric keypad. XSimply press a number and your character will move one step in Xthat direction. Pressing a '5' is equivalent to waiting for one Xround (More efficient resting over long periods of time is Xaccomplished by using the Rest command). You can only move onto Xand through floor spots, and only if they contain no creatures or Xobstructing objects such as a closed door. X X Moving your character one step at a time can be time Xconsuming and boring, so a faster method has been supplied. By Xusing the Move command '.', you may move in a direction until Xsomething interesting happens. For instance, by pressing the Xperiod key '.' followed by the direction 8, your character would Xcontinue to move up the screen, only coming to a stop after at Xleast one condition is satisfied. These conditions are: X X 1. A creature appears upon the screen, or a creature already on X the screen moves. X 2. You move next to an object, or feature such as a door, X staircase, or trap. X 3. You come to a wall, and have more than one choice of X directions from which to continue, or are in a dead in X passage. X 4. You come to a junction of several passages. X XMovement \ `7C / X 7 8 9 X - 4 6 - 5 rests the character for one turn. X 1 2 3 X / `7C \ X X2 BASH X B - Bash X X The Bash command includes breaking open doors and chests, or Xbashing an opponent. Two main factors determine the ability of a Xcharacter to bash; their weight and their strength. In Xaddition, when bashing an opponent, you will either perform a Xbody bash, or if wielding a shield, perform a shield bash which Xis more effective. X X Bashing a door can throw the character off-balance, but this Xwill not generally be a problem. Doors that have been jammed Xclosed with spikes can only be opened by bashing. Locked doors Xmay also be bashed open. Note that bashing a door open will Xpermanently break it. X X Bashing a creature has effects on both the player and his Xopponent. Depending on a character's dexterity, he may or may Xnot be thrown off-balance allowing free moves to his opponents. XIf the bash is successful, the opponent will be thrown Xoff-balance for 1 to 3 turns, thus allowing the character free Xhits or a chance to run. X X A player automatically performs a shield bash instead of a Xbody bash, if he is currently wearing a shield. A shield bash Xadds the damage of a shield to that of the bash, so is more Xeffective. Note that size and material both affect the damage Xthat a shield will do. X X2 CHARACTER X C - Print character (to screen or file) X X This command allows the player to either display his Xcharacter on the terminal screen, or to print an entire character Xinfo listing to a file. If printed to a file, history, equipment Xlist, and an inventory list are included. X X2 DISARM X D - Disarm a trap. X X You can attempt to disarm floor traps, or trapped chests. XIf you fail to disarm a trap, there is a chance that you blunder Xand set it off. You can only disarm a trap on a chest after Xfinding it with the search command. X X2 EAT X E - Eat some food. X X A character must eat occasionally to remain effective. As a Xcharacter grows hungry, a message will appear at the bottom of Xthe screen saying "Hungry". If a character remains hungry long Xenough, he will become weak and eventually start fainting. X X2 FILL X F - Fill a lamp or lantern with oil. X X If your character is currently using a lamp for light, and Xif he has a flask of oil in inventory, he may refill the lamp by Xusing this command. A lamp is capable of a maximum of 5500 turns Xof light, and each flask has 5000 turns of oil contained in it. X X2 LOCATION X L - Display map co-ordinates. X X The Location command will display your character's current Xco-ordinates as shown on a printed map (printed with the 'P' Xcommand). Sectors contain up to 44 rows by 99 columns each. The XLocation command will display the character's current row and Xcolumn map co-ordinates, as well as the sector number. X X2 PRINT X P - Print map to file. X X The Print command will write an entire map of the dungeon Xfloor explored to a file. Since the dungeon floor is large, the Xmap is broken up into sectors each containing up to 44 rows by 99 Xcolumns. X X2 REST X R - Rest for a number of turns. X X You may rest one turn by pressing the '5' key. Resting for Xlonger periods of time is accomplished by using the Rest command, Xfollowed by the number of turns you want to rest your character. XResting will continue until the specified duration has expired, Xor something to wake the character happens, such as a creature Xwandering by. It is sometimes a good idea to rest a beat-up Xcharacter until he regains some of his hit points, but be sure to Xhave plenty of food if you rest often. X X If you have accidently entered in a rest period too large, Xor change your mind about the resting period, you may wake your Xcharacter up by pressing any key. X X2 SEARCHMODE X S - Search mode toggle. X X The Searching toggle will take the character into and out of Xsearching mode. When first pressed, the message "Searching" will Xappear at the bottom of the screen. The character is now taking Xtwo turns for each command, one for the command and one turn to Xsearch about him. Note that this means he is taking twice the Xtime to move about the dungeon, and therefore twice the food. If Xa creature should happen by or attack you, search mode will Xautomatically shut off. Otherwise you may turn off search mode Xby again pressing the 'S' key. X X2 TUNNEL X T - Tunnel through rock. X X Tunneling (Mining) is a very useful art. There are four Xkinds of rock present in the dungeons of Moria; Permanent Rock, XGranite Rock, Magma Intrusion, and Quartz Veins. Permanent Rock Xis exactly that, permanent. Granite is very hard, therefore hard Xto dig through, and contains no valuable metals. Magma and XQuartz veins are softer and sometimes bare valuable metals and Xgems, shown as a '$' or a '*' character. You can tell if the Xmetal or gems are embedded into the wall by trying to move onto Xthem. If you can't move over them, you'll have to dig them out. X X Tunneling can be VERY difficult by hand, so when you dig be Xsure to wield either a shovel or a pick. Magical shovels and Xpicks can be found which allow the wielder to dig much faster Xthan normal, and a good strength also helps. X X2 AIM X a - Aim a wand. X X Wands must be aimed in a direction to be used. Wands are a +-+-+-+-+-+-+-+- END OF PART 7 +-+-+-+-+-+-+-+-