Subject: Frequently Asked Questions about Moria From: grabiner@math.harvard.edu (David Grabiner) Date: 14 Oct 91 21:12:38 EDT Distribution: world Organization: Harvard University Dept. of Mathematics Nntp-Posting-Host: zariski.harvard.edu Lines: 355 These are the questions in the Moria Frequently Asked Questions list. Quick answers are given in parentheses; more detailed answers are in the list which follows. The answers below are separated by form feeds, so that in most news readers, you can get the answer you want without looking at the rest of the spoilers. Each question is repeated before its answer, so you can search for the questions. Many of the answers are only correct for Umoria versions (4.87 and 5.x); I don't know much about the other versions of Moria. Please send any corrections or other suggested questions to me at grabiner@zariski.harvard.edu. How do I get the Moria sources/executables/documentation? (FTP from kukulcan.berkeley.edu) I'm playing Moria version V; how does that compare to the current version? Is it compatible? How do you kill an ancient multi-hued dragon? (Usually, you don't.) On what level do you find X? (Level 25 is best for gain stat potions.) What is the grape jelly trick? Does it work in Umoria 5.x? (No.) What are the special abilities of ego weapons? Crowns? Amulet of the Magi? How does resistance work? Are two items of resistance cumulative? (Not if both are worn items.) How much damage do spells and wands do? What does spell Y do? How do you create objects in wizard mode? How do I get the Moria sources/executables/documentation? The following Umoria files are available by anonymous FTP from kukulcan.berkeley.edu (IP address 128.32.121.190): /pub/wilson/umoria_5/(machine name) Executables for the Amiga, Atari ST, IBM PC, and Mac; look at the README files in these directories for more information. Some of these files may need to be transferred in binary mode; type "binary" before transferring the files. /pub/wilson/umoria_5/um5.3.1.tar.Z A compressed tar file containing the entire source, for use on any system; if you have tar on your system, this is probably the file that you want. (If you don't have compress, you can ftp it as well; it is /pub/wilson/compress.tar.) This file must be transferred in binary mode; type "binary" before getting the file. Once you have the tar.Z file, type "zcat um5.3.1.tar.Z | tar xf -" to extract the files, and read the README files for help in installing. /pub/wilson/umoria_5/um5.3.1.shar A shar file containing the source. /pub/wilson/umoria_5/umoria The source distribution in plain text. If you need just the documentation, copy the files in the directory /pub/wilson/umoria_5/doc; if you need the auxilliary files (help files, high scores), copy the files in /pub/wilson/umoria_5/files. I'm playing Moria version V; how does that compare to the current version? Is it compatible? Umoria 5.3.1: This is the current version of Umoria. It will accept characters from all Umoria 5.x versions. Umoria 5.2.2/5.3.0: These are in good condition, and compatible with the current version. One bug: don't rest more than 10,000 turns in place, and leave the level if you start seeing lots of "Compacting monsters..." messages, or the game may lock up. Umoria 5.2.1: This is playable, but has no high scores file; you probably want to upgrade if possible. Umoria 5.1.0-5.2.0: These versions can be played, but are somewhat buggy. If you run into an invisible, invincible monster which doesn't move or attack, get off the level. If you can FTP the sources or executables, you should upgrade. The U is often omitted from the names of the following Umoria versions. Umoria 4.87/PC-Moria 4.87x: This version is based on the old VMS Moria. It is relatively bug-free, but it doesn't have the features of the 5.x versions, such as monster memory. The save file format is incompatible with 5.x, and several people have failed in attempts to write a conversion program. Umoria 4.85: A moderately buggy version, also based on VMS Moria. Umoria/PC-Moria 4.83: An extremely buggy version, based on VMS Moria. This version is essentially unplayable (see invisible doesn't work, stores all close after 32768 turns, etc.) The following versions are not compatible with Umoria, and Umoria spoiler files may not apply to them. I don't know much about these versions. UB Moria 5.0: Also known as VMS Moria 5.0, this is the current version of VMS Moria. It has more monsters, a Black Market, and other features. Imoria 4.9: This is apparently a very good game, with new character classes and other features, but it hasn't been released outside of UW. Amiga Moria 3.0: Although this version was originally based on 4.85, it has many added monsters, features, and bugs (including items which make you virtually invincible). BOSS: This game changes the setting of Moria, but keeps many of the items. It is based on VMS Moria 5.0. ow do you kill an ancient multi-hued dragon? Usually, you don't want to try; one gas breath from a full-strength AMHD does 693 damage, with no resistance. If you can get to speed 3 (one permanent speed item, and either another permanent speed item or a haste self spell or staff), you can try this technique. First, create (or find in a maze room) a wall with one open space on all four sides. . .#. . Stand on one side, with the dragon on the other side. When the dragon moves adjacent to you, attack it once, and then hide behind the pillar. The dragon can't see you, so it won't breathe, and will instead chase you to another side. Now attack once, and hide again, and so on until the dragon is finished. On what level do you find X? In 4.87, 1/20 of items are chosen as if you were on level 50. In 5.1 and all later versions, 1/12 of items are chosen as if you were on a deeper level, which has (current level/50) chance of being level 50, and is always level 1 in the town. Items become somewhat less common as you go deeper than the indicated levels; however, if you can survive down there, this is compensated for by the fact that there are more treasures on deeper levels. Item type Level Ego weapons, special armor, Progressively more common as you get boots, gloves, helmets deeper, all the way to level 55 Healing potion 12 Gain stat potions 25 Restore mana potion 25 Invulnerability potion 40 Gain experience potion 50 Genocide scroll 35 Destruction scroll 40 Rune of Protection scroll 50 Mass Genocide scroll 50 Amulets of wisdom, charisma 20 Gain str/int/dex/con rings 30 Amulet of the magi 50 Ring of speed 50 Staff of speed 40 Staff of mass polymorph 46 Staff of dispel evil 49 Staff of destruction 50 Wand of clone monster 15 [2 in 4.87] Wand of drain life 50 What is the grape jelly trick? Does it work in Umoria 5.x? The Grape Jelly trick is a spoiler/workaround/trick which is no longer necessary in 5.1 and later versions. In 4.87, when your intelligence and constitution changed, your mana and hit points did not change. Thus, in order to get the benefit of the increased values, you have to let a grape jelly (or other creature, but grape jellies are otherwise harmless) drain you to a low level, and then drink restore life levels potions to go back up with the increased stats. What are the special abilities of ego weapons? Crowns? Amulet of the Magi? All version-dependent changes are marked in brackets. (HA) Holy Avenger +(1-4) str, +(1-4) AC, (SE), (SU), sustain stat, see invisible. (DF) Defender stealth, regeneration, free action, see invisible, feather fall, RF, RC, RL, RA, +(6-10) to AC (SM) Slay Monster Damage (x 2) vs. monsters, see invisible. [found in 4.87 only] (SA) Slay Animal Damage (x 2) vs. animals, [does not exist in 4.87; has see invisible through 5.1.4] (SD) Slay Dragon Damage (x 4) vs. dragons. (SE) Slay Evil Damage (x 2) vs. evil monsters. (SU) Slay Undead Damage (x 3) vs. undead, [see invisible in 5.1.5 and later] (FT) Flame Tongue Damage (x 1.5) vs. monsters harmed by fire. (FB) Frost Brand Damage (x 1.5) vs. monsters harmed by cold. Crown of the Magi +(1-3) int, (RF), (RC), (RA), (RL) [In 4.87, it had see invisible instead of RL] Crown of Lordliness +(1-3) wis, chr. Crown of Might +(1-3) str, dex, con, free action. Crown of Seeing see invisible, +(10-25) searching. [+(2-5) to seach in 4.87] Crown of Regeneration Regeneration. Crown of Beauty +(1-3) charisma. Amulet of the Magi free action, see invisible, searching, +3 AC. [no searching bonus in 4.87] Regeneration lets you recover mana and hit points at 1.5 times the normal rate, but also makes you use up food much more quickly. How does resistance work? Are two items of resistance cumulative? Resist heat/cold potions and spells give temporary resistance to heat or cold. All other resistance items give permanent resistance. Two permanent resistances are not cumulative, and two temporary resistances are cumulative only in duration. Fire and cold do 1/3 damage if you have single resistance, 1/9 if you have double. Acid does 1/2 damage if you have any armor to corrode, 1/3 if you have resistance but no armor, and 1/4 if you have resistance and armor. Lightning does 1/3 damage if you have resistance. There is no resistance against poison gas. How much damage do spells and wands do? Spell Name 4.87 damage 5.1.0 and later damage Magic Missile 2d6 2d6 Stinking Cloud 8 12 Lightning Bolt 3d8 4d8 Lightning Ball 24 32 Frost Bolt 4d8 6d8 Frost Ball 32 48 Acid Ball 40 60 Fire Bolt 6d8 9d8 Fire Ball 48 72 Wand of Drain Life 50 75 [in 5.1.4 and later] Everything below is the same in all versions. Wand of Light/Staff of 2d8 (if sensitive) Starlight Orb of Draining 3d6 + caster's level, double to evil creatures Dispel Undead/Evil 1-60 from scroll or staff; 1 up to triple caster's level from spell Holy Word Dispel evil for 1 up to quadruple caster's level Notes: All mage spells in 4.87 do the damage listed in the table above if cast from a wand, and 1 point more if cast by a mage. All ball spells do full damage for a direct hit, half damage one space away, and 1/3 damage two spaces away. What does spell Y do? Non-obvious spell effects: Mage spells: Phase Door: short-range teleport. Find Hidden Traps/Doors: also detects stairs. Sleep I: sleep one monster in a given direction. Recharge Item I: fewer charges than Recharge Item II, and more likely to fail. Sleep II: sleep all monsters adjacent to player. Sleep III: sleep all monsters with a line of sight to player (including invisible ones). Word of Destruction: obliterates everything within 15 spaces of the player; Balrog will teleport to another level. Priest spells: Bless: +2 to AC, and +5 to chance to hit (equivalent to +1-2/3 bonus on weapon) for a short time. Blind Creature: blinded creatures wander around confused until they recover. Portal: medium-range teleport. Chant: double duration Bless. Sanctuary: sleep creatures adjacent to player. Protection from Evil: prevents any evil creature of the player's level or lower from attacking the player. Earthquake: causes random walls and ceilings in the area to collapse, possibly injuring anything nearby. Turn Undead: all undead of the player's level or lower, and some of higher level, will be temporarily confused. Prayer: quadruple duration Bless. Dispel Undead/Evil: affects all undead/evil within line of sight (even invisble ones in 5.x versions), damage is from 1 up to 3x player's level, 1-60 from scroll or staff. Glyph of Warding: creates a glyph which monsters cannot enter, but have a small chance of breaking. Holy Word: heals player completely, cures poison and fear, and dispels evil for 1 to 4x player's level. How do you create objects in wizard mode? You will need the source; if you have only executables, get the source files constant.h and treasure.c from kukulcan.berkeley.edu, which contain the necessary definitions. This is an explanation of some of the parameters. Tval: This is defined in constant.h; it is the value for the item type. For example, TV_WAND is 65. Tchar: The character used to represent this object; it should usually be proper for the item type. Subval: This identifies the specific item. If you are duplicating an item from the item list, use the same subval (and tval) as that item; otherwise, don't. Use subvals 0-63 for items that shouldn't stack, 64-127 for items that should always stack (potions and scrolls), 193 or more for items that are generated in a group, and should stack as that group (arrows). Weight: In tenths of a pound. P1: Used for all special bonuses which don't appear elsewhere: bonus to stats/searching/stealth/speed, which stat to sustain (warning: constitution is 4 and dexterity 5), tunneling value, food value, light value of a lamp, torch, or flask of oil. For missiles, different values of P1 distinguish different groups of missiles; use small negative numbers if you create groups as a wizard. Flags: A hexadecimal number which contains: for wearable items, all special effects (bits beginning with TR_ in constant.h). for chests, trap flags (CH_ bits in constant.h) and treasure flags (CM_ bits in constant.h). The CM_WIN flag is cleared when you open a chest, so you can't create a chest with that bit set in order to get an instant win. for potions/scrolls/staffs/wands, the effects of using the item (see the items in treasure.c). Many potions have multiple effects (cure light wounds also cures blindness). for books, which spells are in the book (spell 1 is the units bit). Level: Level on which the item would be found. This affects the difficulty of using wands and staffs. The object will have no name, except for the inscription {wizard item}, and possibly a type name, such as "Potion of"; you can change the inscription. -- David Grabiner, grabiner@zariski.harvard.edu "We are sorry, but the number you have dialed is imaginary." "Please rotate your phone 90 degrees and try again." Disclaimer: I speak for no one and no one speaks for me. End of article 3015 (of 3023)--what next? [npq]