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** Note: If Moria is crashing, ensure that your stack is at least 50000. **
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1. DISCLAIMER
Moria is intended for Public Domain, and may not be sold or marketed
in any form without the permission and written consent from the original
author Robert Alan Koeneke. He retains all copyrights to this program,in
either the original or modified forms, and no violation, deletion, or
change of the copyright notice is allowed. Furthermore, neither he nor we,
as authors of this the Amiga version, have any liability or responsibility
to any user with respect to loss or damage caused directly or indirectly by
this program.
1.1 Moria...The Amiga Version
Moria on the Amiga is BASICALLY the same great game as the one
found on mini-computers across the country. The Amiga version is most
recently descended from the outstanding UNIX C port by James E. Wilson.
We have changed little from the UNIX version except to add pull down menus,
a continuous move mode (:) and a real time mode (W and ^w).
The continuous move mode allows the player to move in any direction
until an event such as a junction of paths, stairs, an item or a monster is
encountered. Specifics of how the Continuous Move mode works may be found
under the heading of movement in secton 3. The Continuous Move mode may be
toggled on and off from the the Mode Menu or by hitting the colon (:) key.
The Wait Mode allows the player to interject an element of real time
play into Moria. After enabling the Wait Mode from the Mode Menu or by
hitting shift W a prompt appears asking for a number between 0 and 10. The
number is the approximate number of seconds between turns. When the Wait
Mode is enabled the monster will move EVEN IF the player not acted (DO OR
DIE)!! The defualt wait mode is OFF.
The message pause mode determines if messages disappear automatically,
or remain until the player hits a key. The message pause mode is toggled
on and off by typing a control w (^w) key using the message pause option in
the mode menu. If the mode is being enabled, a prompt will appear asking
for a number between 0 and 10. The number is the aproximate number of
seconds a message will be displayed before disappearing. The default
message pause mode is 'ON' for 3 seconds.
2. MORIA Instructions
The game of MORIA is a single player dungeon simulation. A player
may choose from a number of races and classes when creating their
character, and then 'run' that character over a period of days, weeks, even
months; attempting to win the game by defeating the Balrog which lurks in
the deeper levels.
The player will begin his adventure on the town level where he may
acquire supplies, weapons, armor, and magical devices by bartering with
various shop owners. After preparing for his adventure, the player can
descend into the dungeons of MORIA where fantastic adventures await his
coming!
Before beginning your first adventure, you should read this document
carefully. The game of MORIA is a complicated game, and will require a
dedicated player to win.
2.1. The Character
All characters have six main attributes which modify their basic
abilities. These six attributes, called stats, are strength, intelligence,
wisdom, dexterity, constitution, and charisma. Stats may vary from 3 as a
minimum to 18/100 as a maximum. Because adventurers of interest tend to be
better than average characters, MORIA stats will average about 12.5, and
are further adjusted by race and class. Some races are just naturally
better at being certain classes, as will be shown later.
In addition to the more visible stats, each character has certain
abilities which are mainly determined by his race and class, but are also
modified by his stats. The abilities are fighting, throwing/bows, saving
throw, stealth, disarming, magical devices, perception, searching, and
infra-vision.
Characters will be assigned an early history, with money and a social
class based on that history. Starting money is assigned based on history,
charisma, and somewhat upon the average of a character's stats. A
character with below average stats will receive extra money to help him
survive the first adventure.
Each character will also have physical attributes such as race,
height, weight, sex, and physical description. None of these, except
weight, play any part in the game other than to give the player a
``feeling'' for his character. Weight is used for computing carrying
capacity and also for bashing.
Finally each character is assigned hit points based on his race,
class, and constitution. Spell casters will also receive mana which is
expended when casting spells. Mana is based on wisdom for priests and
intelligence for mages.
STR - Strength
Strength is important in fighting with weapons, or hand to hand. A
high strength can improve your chances of hitting, and the amount of damage
done with each hit. Characters with low strengths may receive penalties.
Strength is also useful in tunneling, body and shield bashing, and in the
carrying of heavy items.
INT - Intelligence
Intelligence is the prime stat of a mage, or magician. A high
intelligence increases a mages chances of learning spells, and in gaining
mana. No spell may be learned by mages with intelligence under 8.
Intelligence also modifies a character's chance of disarming traps and
picking locks.
WIS - Wisdom
Wisdom is the prime stat of a priest. A high wisdom increases the
chance of receiving new spells from a priest's deity, and in the gaining of
mana. Wisdom also modifies a character's chance of resisting magical
spells cast upon his person.
DEX - Dexterity
Dexterity is the combination of agility and quickness. A high
dexterity may allow a character to get multiple blows with lighter weapons,
thus greatly increasing his kill power, and may increase his chances of
hitting with any weapon. Dexterity is also useful in picking locks and
disarming traps.
CON - Constitution
Constitution is a characters ability to resist damage to their body,
and to recover from damage received. Therefore a character with a high
constitution will receive more hit points, and be more resistant to
poisons.
CHR - Charisma
Charisma represents a character's personality, as well as physical
looks. A character with high charisma will receive better prices from
store owners, whereas a character with very low charisma will be robbed
blind. High charisma will also mean more starting money for the character.
2.1.2. Character Sex
You may choose to be either a male or a female character. Only height
and weight are affected by a character's sex. Female characters tend to be
somewhat smaller and lighter then their male counterparts. No adjustments
to stats or abilities are made because of the sex of a character.
2.1.3. Character Abilities
Characters possess nine different abilities which can help them to
survive. The starting abilities of a character are based upon race and
class. Abilities may be adjusted by high or low stats, and may increase
with the level of the character.
Fighting
Fighting is the ability to hit and do damage with weapons or fists.
Normally a character gets a single blow from any weapon, but if his
dexterity and strength are high enough, he may receive more blows per round
with lighter weapons. Strength and dexterity both modify the ability to
hit an opponent. In addition this skill increases with the level of the
character.
Throwing/Bows
Using stand-off missile weapons and throwing objects is included in
this skill. Different stats apply to different weapons, but may modify the
distance an object is thrown/fired, the amount of damage done, and the
ability to hit a creature. This skill increases with the level of the
character.
Saving Throw
A Saving Throw is the ability of a character to resist the effects of
a spell cast on him by another person/creature. Note that this does not
include spells cast on the player by his own stupidity, such as quaffing a
nasty potion. This ability increases with the level of the character, but
then most high level creatures are better at casting spells, so it tends to
even out.
Stealth
The ability to move silently about is very useful. Characters with
good stealth can usually surprise their opponents, gaining the first blow.
Also, creatures may fail to notice a stealthy character entirely, allowing
a player to avoid certain fights.
Disarming
Disarming is the ability to remove traps (safely), and includes
picking locks on traps and doors. Note that a successful disarming will
gain the character some experience. The character must have found a trap
before it can be disarmed. Dexterity and intelligence both modify the
ability to disarm, and this ability increases with the level of the
character.
Using Magical Devices
Using a magical device such as a wand or staff requires experience and
knowledge. Spell users such as mages and priests are therefore much better
at using a magical device than, say, a fighter. This skill is modified by
intelligence, and increases with the level of the character.
Perception
Perception is the ability to notice something without actively seeking
it out. This skill is based entirely upon race and class, and will never
improve unless magically enhanced.
Searching
To search is to actively look for secret doors, floor traps, and traps
on chests. Rogues are the best at searching, but mages, rangers, and
priests are good at it. Intelligence modifies your ability at searching,
and your ability will also increase with your level.
Infra-Vision
Infra-vision is the ability to see heat sources. Since most of the
dungeon is cool or cold, infra-vision will not allow the player to see
walls and objects. Infra-vision will allow a character to see any
warm-blooded creatures up to a certain distance. This ability works
equally well with or with out a light source. Note that the majority of
MORIA's creatures are cold blooded, and will not be detected unless lit up
by a light source.
2.1.4. Choosing A Race
There are eight different races that you can choose from in MORIA.
Some races are restricted as to what profession they may be, and each race
has its own adjustments to a character's stats and abilities.
Human
The human is the base character, and all other races are compared to
him. Humans can choose any class, and are average at everything. Humans
tend to go up levels faster than any other race because of their shorter
life-spans. No racial adjustments occur to characters choosing human.
Half-Elf
Half-elves tend to be smarter and faster than a human, but not as
strong. Half-elves are slightly better at searching, disarming,
perception, stealth, and magic, but they are not as good at hand weapons.
Half-elves may choose any class.
Elf
Elves are better magicians than humans, but not as good at fighting.
They tend to be smarter and faster than either humans or half-elves, and
also have better wisdom. Elves are better at searching, disarming,
perception, stealth, and magic, but they are not as good at hand weapons.
Elves may choose any class except Paladin.
Halfling
Halflings, or Hobbits, are very good at bows, throwing, and have good
saving throws. They also are very good at searching, disarming, perception,
and stealth; so they make excellent thieves (but prefer to be called
burglars...). They will be much weaker than humans, and no good at bashing.
Halflings have fair infra-vision, so they can detect warm blooded creatures
at a distance. Halflings can choose between being a fighter, mage or rogue.
Gnome
Gnomes are smaller than dwarves, but larger than halflings. They, like
the halflings, live in the earth in burrow-like homes. Gnomes are practical
jokers, so if they can kill something in a humorous way, so much the better.
Gnomes make excellent mages, and have very good saving throws. They are
good at searching, disarming, perception, and stealth. They have lower
strengths and constitutions than humans so they are not very good at
fighting with hand weapons. Gnomes have fair infra-vision, so can detect
warm creatures at a distance. A gnome may choose between being a fighter,
mage, priest, or rogue.
Dwarf
Dwarves are the headstrong miners and fighters of legend. Since
dungeons are the natural home of dwarves, they are an excellent choice for a
warrior or priest. Dwarves tend to be stronger, have higher constitutions,
but be slower and less intelligent than humans. Because they are so
headstrong and are somewhat wise, they resist spells which are cast on them.
Dwarves also have good infra-vision because they live underground. They do
have one big drawback though. Dwarves are loud-mouthed and proud, singing
in loud voices, arguing with themselves for no good reason, screaming out
challenges at imagined foes. In other words, dwarves have a miserable
stealth.
Half-Orc
Half-Orcs make excellent fighters, and decent priests, but are terrible
at magic. They are as bad as dwarves at stealth, and horrible at searching,
disarming, and perception. Half-Orcs are, let's face it, ugly. They tend
to pay more for goods in town. Half-Orcs do make good priests and rogues
for the simple reason that Half-Orcs tend to have great constitutions and
lots of hit points.
Half-Troll
Half-Trolls are incredibly strong, and have the highest hit points of
any character race. They are also very stupid and slow. They will make
great fighters and iffy priests. They are bad at searching, disarming,
perception, and stealth. They are so ugly that a Half-Orc grimaces in their
presence. They also happen to be fun to run...
2.1.4.1. Chart 1: Race vs Skills And Stats
Stat Modifications due to race:
Race Str Int Wis Dex Con Chr Hit Die Required
Exp/level
Human 0 0 0 0 0 0 10 +0%
Half-Elf -1 +1 0 +1 -1 +1 9 +10%
Elf -1 +2 +1 +1 -2 +1 8 +20%
Halfling -2 +2 +1 +3 +1 +1 7 +10%
Gnome 1 +2 0 +2 +1 -2 8 +15%
Dwarf +2 -3 +1 -2 +2 -3 9 +25%
Half-Orc +2 -1 0 0 +1 -4 10 +15%
Half-Troll +4 -4 -2 -4 +3 -6 12 +30%
Abilities as compared to each other:
1 is lowest, or worst; 10 is highest, or best.
Race Disarm Search Stealt Percep Fight Bows Save Infra
Human 5 5 5 5 5 5 5 None
Half-Elf 6 6 7 6 5 6 6 None
Elf 8 8 7 7 4 9 7 None
Halfling 10 10 10 10 1 10 10 40'
Gnome 9 6 9 9 2 8 9 30'
Dwarf 6 7 3 5 9 5 8 50'
Half-Orc 2 3 2 2 8 2 2 30'
Half-Troll 1 1 1 1 10 1 1 30'
2.1.5. Choosing A Class
Once a race has been chosen, you will need to pick a class. Some
classes will not be available to certain races; for instance, a Half-Troll
cannot become a Paladin. For the first few adventures it is suggested that
you run a warrior or rogue. Spell casting generally requires a more
experienced player that is familiar with survival techniques.
Warrior
A warrior is a hack-and-slash character, who solves most of his
problems by cutting them to pieces, but will occasionally fall back on the
help of a magical device. His prime stats are strength and constitution,
and a good dexterity can really help at times. A warrior will be good at
fighting and throwing/bows, but bad at most other skills.
Mage
A mage must live by his wits. He cannot hope to simply hack his way
through the dungeon, and so must therefore use his magic to defeat, deceive,
confuse, and escape. A mage is not really complete without a golf-cart of
magical devices to use in addition to his spells. He can master the higher
level magical devices far more easily than anyone else, and has the best
saving throw to resist effects of spells cast at him. Intelligence and
dexterity are his primary stats. There is no rule that says a mage cannot
become a good fighter, but spells are his true realm.
Priest
A priest is a character of holy devotion. He explores the dungeon only
to destroy the evil that lurks within, and if treasure just happens to fall
into his pack, well, so much more to the glory of his church! A priest
receive their spells from a deity, and therefore do not choose which spells
he will learn. He is familiar with magical devices, preferring to call them
instruments of God, but is not as good as a mage in their use. Priests have
good saving throws, and make decent fighters, preferring blunt weapons over
edged ones. Wisdom and charisma are the priest's primary stats.
Rogue
A rogue is warrior/mage. He prefers to live by his cunning, but is
capable of fighting and/or casting his way out of a tight spot. He is the
master of traps and locks, no device being impossible for him to overcome. A
rogue has a high stealth allowing him to sneak around many creatures without
having to fight, or sneak up and get the first blow. A rogue's perception
is higher than any other class, and many times he will notice a trap or
secret door before having to search. A rogue is a dual class character; it
takes him much longer to advance than all other classes with the exception of
rangers.
Rogues's are better at hand to hand fighting than rangers but not as
good with missle weapons. A rogue is better than warriors or paladins with
magical devices , but still can not rely on their performance. Rogue's may
learn most, but no all, magic spells. A rogue's primary stats are strength,
intelligence and dexterity.
Ranger
A ranger is a warrior/mage. he is a good fighter, and the best of the
classes with a missile weapon such as a bow. Like the rogue, the ranger
learns spells much more slowly than a mage. A rangers is capable of
learning all but the most powerful spell. A ranger is also a dual class
character, and again he advances much more slowly than other classes. The
primary stats of a ranger are intelligence and dexterity.
Paladin
A paladin is a warrior/priest. He is a very good fighter, second only
to the warrior class, but not very good at missile weapons. He receives
prayers at a slower pace then the priest, and can receive all but the most
powerful prayer. Because a paladin is really a dual class character, it
requires more experience to advance him. A paladin lacks much in the way of
abilities. He is poor at stealth, perception, searching, and magical
devices. He has a decent saving throw due to his divine alliance. His
primary stats are strength and charisma.
2.1.5.1. Chart 2 : Race vs Class
CLASS
Race Warrior Mage Priest Rogue Ranger Paladin
Human Yes Yes Yes Yes Yes Yes
Half-Elf Yes Yes Yes Yes Yes Yes
Elf Yes Yes Yes Yes Yes No
Halfling Yes Yes No Yes No No
Gnome Yes Yes Yes Yes No No
Dwarf Yes No Yes No No No
Half-Orc Yes No Yes Yes No No
Half-Troll Yes No Yes No No No
2.1.5.2. Chart 3 : Class vs Skills
Abilities as compared to each other:
1 is lowest, or worst; 10 is highest, or best.
Save Magic Req.
Race Fight Bows Throw Stlth Disarm Device Percep Search Exp.
Warrior 10 6 3 2 3 3 2 2 +0%
Mage 2 1 10 5 8 10 8 5 +20%
Priest 4 3 7 5 4 7 4 4 +10%
Rogue 8 9 7 10 10 7 10 10 +15%
Ranger 6 10 7 7 6 7 6 6 +50%
Paladin 10 5 4 2 2 4 4 2 +40%
3. Adventuring
After you have created your character, you will begin your MORIA
adventure. Symbols appearing on your screen will represent the dungeon's
walls and floor, objects and features, and creatures lurking about. In
order to direct your character through his adventure, you will enter single
character commands.
MORIA symbols, and commands, each have a help section devoted to them.
You should review these sections before attempting an adventure. Finally, a
description of the town level and some general help on adventuring are
included.
3.1. Symbols On Your Map
Symbols on your map can be broken down into three categories: Features
of the dungeon such as walls, floor, doors, and traps; Objects which can be
picked up such as treasure, weapons, magical devices, etc; and Monsters
which may or may not move about the dungeon, but are mostly harmful to your
character's well being.
Note that some symbols can be in more than one category. Also note
that treasure may be embedded in a wall, and the wall must be removed before
the treasure can be picked up.
It will not be necessary to remember all of the symbols and their
meanings. A simple command, `/', will identify any character appearing on
your map. See the section on commands for further help.
Features
dot A floor space, or hidden trap. 1 Entrance to General Store.
# A wall. 2 Entrance to Armory.
' An open door. 3 Entrance to Weapon Smith.
+ A closed door. 4 Entrance to Temple.
^ A trap. 5 Entrance to Alchemy Shop.
< A staircase up. 6 Entrance to Magic Shop.
> A staircase down. : Obstructing rubble.
; A loose floor stone. An open pit. (Blank)
Objects
! A flask or potion. ? A scroll.
" An amulet. [ Hard armor.
$ Money (Can be embedded). \ A hafted weapon.
& A chest. ] Misc. armor.
( Soft armor. _ A staff.
) A shield. { Missile
* Gems (Can be embedded). | Sword or dagger.
- A wand. } Bow crossbow, sling).
/ A pole-arm. ~ Misc.
= A ring. , Food.
s A skeleton.
Monsters
a Giant Ant. A Giant Ant Lion.
b Giant Bat. B The Balrog.
c Giant Centipede. C Gelatinous Cube.
d Dragon D Ancient Dragon.
e Floating Eye. E Elemental.
f Giant Frog. F Fly.
g Golem. G Ghost.
h Harpy. H Hob-Goblin.
i Icky-Thing. I Invisible Stalker.
j Jackal. J Jelly.
k Kobold. K Killer Beetle.
l Giant Lice. L Lich.
m Mold. M Mummy.
n Naga. N
o Orc or Ogre. O Ooze.
p Human(oid). P Giant Human(oid).
q Quasit. Q Quythulg.
r Rodent. R Reptile.
s Skeleton. S Scorpion.
t Giant Tick. T Troll.
u U Umber Hulk.
v V Vampire.
w Worm or Worm Mass. W Wight or Wraith.
x X Xorn.
y Yeek. Y Yeti.
z Zombie. Z
$ Creeping Coins. , Mushroom Patch.
3.1.1. Commands
All commands are entered by pressing a single key, a control sequence
or by menu picks (holding down the control key while pressing a key). If a
particular command requires additional action, a prompt will appear.
3.1.1.1. Note On <Dir>
In the following instructions, the symbol <Dir> refers to a numeric
direction based on your keypad. It is not valid to use the number `5' in
this context. One exception to this is with movement, in which case `5'
will rest the character for one turn.
Commands which require a direction will not prompt you for one, unless
you input an illegal direction. Just enter a direction after the entering
the command.
3.1.1.2. Movement
Movement is accomplished by using your numeric keypad. Simply press a
number and your character will move one step in that direction. Pressing a
`5' is equivalent to waiting for one round (more efficient resting over long
periods of time is accomplished by using the Rest command). You can only
move onto and through floor spots, and only if they contain no creatures or
obstructing objects such as a closed door.
Moving your character one step at a time can be time consuming and
boring, so a faster method has been supplied. By using the Move command
`.', you may move in a direction until something interesting happens. For
instance, by pressing the period key `.' followed by the direction 8, your
character would continue to move up the screen, only coming to a stop after
at least one condition is satisfied. These conditions are:
1) A creature appears upon the screen, or a creature already on
the screen moves.
2) You move next to an object, or feature such as a door,staircase,
or trap.
3) You come to a wall, and have more than one choice of directions
from which to continue, or are in a deadend passage.
4) You come to a junction of several passages.
- Movement Directions -
7 8 9
\ | /
4 - - 6 5 rests the character for one turn.
/ | \
1 2 3
The Continuous Move Mode, activated from either the Mode Menu or by
hitting a colon (:), is simply an extension of the move mode. Once the
Continous Move Mode is activated the period (.) key does not have to be
depressed each time the player decides to move more than one space in any
direction
3.1.1.3 MORIA Commands
The following section describes each of the commands that are available
to MORIA players. Also note that all these commands have a menu item
equivalent:
B <Dir> - Bash
The Bash command includes breaking open doors and chests, or bashing an
opponent. Two main factors determine the ability of a character to bash;
their weight and their strength. In addition, when bashing an opponent, you
will either perform a body bash, or if wielding a shield, perform a shield
bash which is more effective.
Bashing a door can throw the character off-balance, but this will not
generally be a problem. Doors that have been jammed closed with spikes can
only be opened by bashing. Locked doors may also be bashed open. Note that
bashing a door open will permanently break it.
Bashing a creature has effects on both the player and his opponent.
Depending on a character's dexterity, he may or may not be thrown
off-balance allowing free moves to his opponents. If the bash is
successful, the opponent will be thrown off-balance for 1 to 3 turns, thus
allowing the character free hits or a chance to run.
A player automatically performs a shield bash instead of a body bash if
he is currently wearing a shield. A shield bash adds the damage of a shield
to that of the bash, so is more effective. Note that size and material both
affect the damage that a shield will do.
C - Print character (to screen or file)
This command allows the player to either display his character on the
terminal screen, or to print an entire character info listing to a file. If
printed to a file, history, equipment list, and an inventory list are
included.
D <Dir> - Disarm a trap.
You can attempt to disarm floor traps, or trapped chests. If you fail
to disarm a trap, there is a chance that you blunder and set it off. You
can only disarm a trap on a chest after finding it with the Search command.
E - Eat some food.
A character must eat occasionally to remain effective. As a character
grows hungry, a message will appear at the bottom of the screen saying
`Hungry'. If a character remains hungry long enough, he will become weak
and eventually start fainting.
F - Fill a lamp or lantern with oil.
If your character is currently using a lamp for light, and if he has a
flask of oil in inventory, he may refill the lamp by using this command. A
lamp is capable of a maximum of 5500 turns of light, and each flask has 5000
turns of oil contained in it.
L - Display map coordinates.
The Location command will display your character's current coordinates
as shown on a printed map (printed with the `P' command). Sectors contain
up to 44 rows by 99 columns each. The Location command will display the
character's current row and column map coordinates, as well as the sector
number.
P - Print map to file.
The Print command will write an entire map of the dungeon floor
explored to a file. Since the dungeon floor is large, the map is broken up
into sectors, each containing up to 44 rows by 99 columns.
R - Rest for a number of turns.
You may rest one turn by pressing the `5' key. Resting for longer
periods of time is accomplished by using the Rest command, followed by the
number of turns you want to rest your character. Resting will continue
until the specified duration has expired, or something to wake the character
happens, such as a creature wandering by. It is sometimes a good idea to
rest a beat-up character until he regains some of his hit points, but be
sure to have plenty of food if you rest often.
If you have accidently entered in a rest period too large, or change
your mind about the resting period, you may wake your character up by
pressing any key.
S - Search mode toggle.
The Searching toggle will take the character into and out of searching
mode. When first pressed, the message ``Searching'' will appear at the
bottom of the screen. The character is now taking two turns for each
command, one for the command and one turn to search about him. Note that
this means he is taking twice the time to move about the dungeon, and
therefore twice the food. If a creature should happen by or attack you,
search mode will automatically shut off. Otherwise you may turn off search
mode by again pressing the `S' key.
T <Dir> - Tunnel through rock.
Tunneling (Mining) is a very useful art. There are four kinds of rock
present in the dungeons of MORIA; Permanent Rock, Granite Rock, Magma
Intrusion, and Quartz Veins. Permanent Rock is exactly that, permanent.
Granite is very hard, therefore hard to dig through, and contains no
valuable metals. Magma and quarts veins are softer and sometimes 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 into them.
If you can't move over them, you'll have to dig them out.
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.
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.
a <Dir> - Aim a wand.
Wands must be aimed in a direction to be used. Wands are a magical
device and therefore use the Magical Devices ability 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 general stop the effects of a wand from traveling further.
b - Browse a book.
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. Fighter's will not be
able to read either kind of book. When the Browse command is used, all of
the spells or prayers contained in the book along with information about it,
such as its level, the amount of mana used up in casting it, and whether or
not you know the spell or prayer, will be displayed. There are a total of
31 different magical spells in four books, and 31 different prayers in four
books.
c <dir> - Close a door.
Non-intelligent 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. Note that bashing a
door open will break it.
d - Drop an object from you inventory.
You can drop a single object onto the floor beneath you if that floor
spot does not already contain an object. Note that doors and traps are
considered objects in this sense. If you drop an object such as a potion or
scroll, a single one is dropped onto the floor at a time. Group objects
such as arrows are all dropped at once onto the floor.
e - Display a list of equipment being used.
Use the Equipment command to display a list of objects currently being
used by your character. Note that 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, except rings of which two can be worn, one on each hand.
f <Dir> - Throw an object/Use a missile weapon.
You may throw any object carried by your character. Depending 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 bonus to hit, your ability at throwing, and the object's
bonus 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 bonus 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 - Inventory of objects being carried.
The Inventory command displays a list of all objects being carried, but
are not in current 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.
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 it's
strength. 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. Note that the
bigger a creature is, the more easily it can bash a door down. Therefore
four or more spikes might be necessary to slow down a dragon, where one
spike would slow down a kobold.
m - Cast a magic spell.
First, a character must have learned a spell before he can cast it.
Next, when casting a spell, he must read the spell from a book, so a book
containing the spell must be in his inventory. 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 the available mana, he increases his
chance of failure, and gambles on losing a point of constitution. Note that
since a character must read the spell from a book, he cannot be blind or
confused when casting a spell, and there must be some light present.
l <Dir> - Look in a direction.
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 units). Note that you may freely use the Look command
without the creatures getting a move on you
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. Note that if an object is trapped and
you open it, the trap will be set off.
p - Read a prayer.
First, a character must have learned a prayer before he can read it.
Next, when reading a prayer, he must have the book containing the prayer in
his inventory. Each prayer has a chance of failure which starts out fairly
large but decreases as a character gains levels. If a character does not
have the available mana, he increases his chance of vailure and gambles on
losing a point of constitution. Note that since a character must read the
prayer from a book he cannot be blind or confused 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.
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. Note that two scrolls, the identify 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. Note that 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.
t - Take off a piece of equipment.
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.
The Use command will activate a staff. Like scrolls, most staves 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. Note that an objects bonuses cannot be gained
until it is worn or wielded.
x - Exchange primary and secondary weapons.
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 pressing `/.', you can find out that
the `.' stands for a floor 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.
? - Display the help screen.
The ? command displays a one page quick reference help page on the
screen.
^M - Repeat last message.
The <CONTROL>-M (Carriage-Return or Enter key) command will re-display
the last message printed on the message line at the top of your screen.
^R - Redraw the screen.
To redraw the entire screen, use the <CONTROL>-R command.
^X - Save your character and quit the game.
To save your game so that it can be restarted later, use the <CONTROL>-X
command. The save file can be moved about at will, but do not edit it.
Note that a copy of a saved character will not work after that character has
died.
^Y - Quit the game without saving.
To exit the game without saving your character use the <CONTROL>-Y
command. Once exited in this manner, your character is non-recoverable.
$ - Shell out of game.
(Not implimented - this is why God invented multitasking).
< - 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.
The Move command `.' will move you in the indicated direction until one
of several conditions happen. These conditions include, a creature
appearing on the screen, a creature already on the screen moving, an object
or feature such as a door, a stair case, or a trap is adjacent to the
character, character comes into a junction of passages, or character comes
to a wall with no choice or more than one choice of continuing directions.
< < < MORIA Commands > > >
a Aim and fire a wand b Browse a book
c<dir> Close a door d Drop an item.
e Equipment list f Fire/Throw an item
i Inventory list j<dir> Jam a door with spike
l<dir> Look given direction m Cast a magic spell
o<dir> Open a door/chest p Read a prayer.
q Quaff a potion r Read a scroll
s Search for hidden doors t Take off an item
u Use a staff v Version and credits
w Wear/Wield an item x Exchange weapon
B<dir> Bash (object/creature) C Display character
D<dir> Disarm a trap/chest E Eat some food
F Fill lamp with oil L Current location
P Print map R Rest for a period
S Search Mode T<dir> Tunnel
^M Repeat the last message ^R Redraw the screen
^W Message delay time ^Y Quit the game
^Z Save character and quit
$ Shell out of game / Identify an character
? Display this panel : Move mode
< Go up an up-staircase > Go down a down-staircase
.<dir> Move in direction
Movement: 7 8 9
4 6 5 =Rest.
1 2 3
3.1.2. 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 people, 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 darkness has fallen. (Note that
some spells may act differently in the town level.)
3.1.2.1. Town's People
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 which are a
constant annoyance, but not harmful. Public drunks which wander about the
town singing, and are of no threat to anyone. Sneaky rogues, which 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 possible
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.
3.1.2.2. 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.
3.1.2.3. Town Buildings
You may enter any of the stores, if they are open, and barter with the
owner for items you can afford. 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.
Once inside a store, its 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 or purchase
items in its inventory. 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 anything 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 encountered.
The General Store
The General Store sells foods, drinks, some clothing, torches, lamps,
oil, spikes, and occasionally books. All of these items, and others, can be
sold back to the General 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 Weaponsmiths is a `3'.
The Temple
The Temple deals in healing and restoration potions, as well as bless
scrolls, word-of-recall scrolls, some approved priestly 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'.
3.1.3. 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 character 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 challenging encounters to find the treasures lying about.
3.1.3.1. Light
There are two sources for light once inside the dungeon. Permanent
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 getting low" 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.
3.1.3.2. 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 cast spells from a distance,
and dragon type creatures can breath from a distance, but these are the only
exceptions.
If you are wielding a weapon, the damage for the weapon is used when you
hit the creature. If you are wielding no weapons, you get two fist strikes.
Note that very strong creatures can do a lot of damage with their fists...
A character may have a primary and secondary weapon. A secondary weapon is
kept on the belt, or on the shoulder for immediate use. You can switch
between your primary and secondary weapons by using the `x' command. Be
sure you are wielding the proper weapon when fighting. Hitting a dragon
over the head with a bow, or shove, 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 missile weapon, but used together
they have a greater range and do far more damage.
Hits and misses are determined by ability to hit vs armor class. A miss
doesn't necessarily mean you failed to hit the target, but only that you
failed to do any damage. Therefore a `hit' is a strike that does some
damage. Higher armor classes make it harder to do damage, therefore more
misses occur.
3.1.3.2.1. 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. Note that a secondary weapon can
be kept by wielding it and then using the Exchange command `x'. 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.
Note that cursed swords can not be "unweilded" until the curse is lifted.
Missile weapons, such as bows, have only one major characteristic which
is to hit, expressed '(+ )'. This bonus to hit is added to that of the
missile used, if the proper weapon-missiles combination are used.
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.
Finally, some rare weapons have special abilities. This are called ego
weapons, and are feared by great and meek. An ego sword must be wielded to
receive benefit of it's abilities.
Special weapons are denoted by the following abbreviations:
1. (DF) - Defender. A magical weapon that actually helps the
wielder defend himself, thus increasing his armor class.
2. (FB) - Frost Brand. A magical weapon of ice that delivers a
cold critical to heat-based creatures.
3. (FT) - Flame Tongue. A magical weapon of flame that delivers
a heat critical to cold-based creatures.
4. (HA) - Holy Avenger. A Holy Avenger is by far the most
powerful of weapons. Holy Avengers have been known to
increase several of the wielder's stats, to actually increase
the wielder's armor class (because of the terror the weapon
spawns in its foes), and to actually help the wielder to fight
more effectively.
5. (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 greatly increased.
6. (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 is greatly increased.
7. (SM) - Slay Monster. A Slay Monster weapon is a special
purpose weapon whose sole intent is to destroy all the vile
monsters of the world. A monster is any creature not natural
to the world. Therefore an orc would be a monster, but a
giant snake would not be.
8. (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 is capable of destroying them.
3.1.3.2.2. 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.
3.1.3.2.3. 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 40, but
could become negative or greater than 40 in rare cases.
The larger your armor class, the more protective it is. A negative
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 30% of any damage meant for him. Cold, fire and acid damage are
reduced by wearing body armor. It is obvious that a high armor class is a
must for surviving 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. Armor class values are always
displayed between a set of brackets '[+ ,+ ]'. The first value is the armor
class of the item. The second number is the magical bonus of the item, 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 my the
following abbreviations:
1. (RA) - Resist Acid. This magical ability is usually
enchanted into armor, but may occasionally be found as an
ability of a weapon. A character using such an object will
take only a quarter damage from any acid thrown upon him. In
addition, armor so enchanted will resist the acid's effects
and not be damaged by it.
2. (RC) - Resist Cold. This magical ability is also found in
both weapons and armor. A character using a resist cold
object will take only half damage from frost and cold.
3. (RF) - Resist Fire. This magical ability is found in both
weapons and armor. A character using a resist fire object will
take only one quarter damage from heat and fire.
4. (RL) - Resist Lightning. This magical ability is found in
both weapons and armor. A character using a resist lightning
object will take only one quarter damage from electrical
attacks.
5. (R) - Resistance. This magical ability is found only in
armor. A character wearing armor with this ability will have
resistance to Acid, Cold, Fire, and Lightning as explained in
each part above.
3.1.3.3. 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 monsters 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.
Note that although you are limited to 22 different items, you may be
carrying several of each item restricted only by the amount of weight your
character can carry. Your character's weight limit is determined by his
strength. Only one object may occupy any one given floor location, which
may or may not also contain one monster. Note that doors, traps, and
staircases are considered objects for this purpose.
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 player commands carefully for a further understnading 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 that your
character has previously been. This makes the scroll very useful for
getting 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.
And lastly, a final warning. Not all objects are what they seem.
Skeletons lying peacefully about the dungeon have been known to get up...
3.1.3.4. 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 characters stats or abilities if worn. They will also be
impossible to remove until a remove curse is done. When a cursed item has
been identified, an asterisk `*' will appear next to the inventory letter of
the item. If you should wear a cursed item, you will immediately know it is
cursed and again the asterisk will appear.
3.1.3.5. Mining
Much of the treasure within the dungeon can be found only by mining 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. Note that a
pick or shovel also has bonus to hit and damage, and can be used as a
weapon.
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.
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 profitable.
3.1.3.6. Staircases
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.
3.1.3.7. Secret Doors, Passages, And Rooms
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.
3.1.3.8. 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 every level after level 49, so don't go down there
until you are ready for him.
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 genocide is used upon him, and the Balrog
cannot be polymorphed, slept, or charmed. Magical spells like coldball are
effective 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
monster alive, your character is ready to retire and cannot be saved. When
you quit the game, your character receives a surprise bonus score and is
entered into the top-twenty file.
3.1.3.9. Upon Death And Dying
If your character falls below 0 hit points, he has died and cannot be
restored. A tombstone showing information about your character will be
displayed with the option to print the information to a file.
After the tombstone, the top-twenty list of heroes is displayed. If
your score beats any of the top-twenty, your character will join this elite
rank of heroes. Otherwise, well, there is always next time...