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Umoria: Frequently Asked Questions

The most common questions, asked by both beginners and others...

This FAQ relates to Umoria 5.7 and is split into three sections:

  1. General Information
  2. Game Play - Non-Spoiler Questions
  3. Game Play - Spoilers!

1. General Information

How do I get the Umoria?

The best place to start is the Umoria.org website.

The Game: Umoria is available for Windows, macOS and Linux, and can be downloaded from the Umoria download page.

Source Code: The main source code repository is currently hosted on Github at github.com/dungeons-of-moria/umoria

If you're interested in Robert A. Koeneke's original VMS Pascal Moria, developed 1982-86, then please visit the Dungeons of Moria Github page, which also includes a few other Pascal ports of Moria, including Imoria and Moria UB.

How do I run the game?

Umoria 5.7 is a terminal/console game. Here is a very brief explanation on running the game, however, for more detailed information please visit the Umoria.org download and installation page.

macOS / Linux

To run the game you must first open the Terminal application on your system, navigate to the umoria directory, and then enter the ./umoria command.

Windows

Like with macOS, you can open the Windows console application (cmd.exe or PowerShell) and launch the game from there. However, you can also navigate to the folder in Windows Explorer and double click on the umoria.exe file name to start the game.

I think I've found a bug, what should I do?

When you are reporting a suspected bug, make sure to give the version number and the system you are playing on, and provide as much information as possible.

Here are the preferred methods for reporting the bug:

If you have a patch for the bug, please submit a Pull Request to the source code repository on Github.

More information can be found in our CONTRIBUTING guide.

2. Game Play - Non-Spoiler Questions

How does resistance work, and 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 does speed work?

Do you get faster if you are already Very Fast and get another speed item?

Very Fast is the highest speed that can be displayed, but if you are fortunate enough to find several speed items, you can get still faster. Permanent speed items (rings and boots) are cumulative, and temporary speed (potions, spells, and staffs) can add one more point to your speed. Multiple uses of temporary speed are cumulative only in duration.

How does experience work in Umoria?

Contribution by Mike Marcelais, North Carolina School of Science And Math.

All characters receive experience during the game. Experience determines your level, which determines hit points, mana points, spells, abilities, etc. The amount of experience required to advance a level is a base value (shown below) plus a penalty for race and class.

Calculating Experience Levels

                  Base Experience

Lv   Exp to Adv     Lv   Exp to Adv     Lv   Exp to Adv
 1      10          14    1,400         27      35,000
 2      25          15    1,800         28      50,000
 3      45          16    2,300         29      75,000
 4      70          17    2,900         30     100,000
 5     100          18    3,600         31     150,000
 6     140          19    4,400         32     200,000
 7     200          20    5,400         33     300,000
 8     280          21    6,800         34     400,000
 9     380          22    8,400         35     500,000
10     500          23   10,200         36     750,000
11     650          24   12,500         37   1,500,000
12     850          25   17,500         38   2,500,000
13   1,100          26   25,000         39   5,000,000

Maximum level is 40 and maximum experience is 9,999,999.

There are percent penalties for various races and classes to help even them out. The table below lists all the penalties.

Human       0%
Half-Elf   10%
Elf        20%
Halfling   10%
Gnome      25%
Dwarf      20%
Half-Orc   10%
Half-Troll 20%
Warrior     0%
Mage       30%
Priest     20%
Rogue       0%
Ranger     40%
Paladin    35%

As an example, for a 10th level Gnomish Mage to achieve the 11th level, they need:

base    gnome    mage
500  *  1.25  *  1.30  =  812.5

Note: Even for the worst case (Gnomish Ranger) it is still possible to achieve the 40th level: 5,000,000 * 1.25 * 1.40 = 8,750,000 experience.

Gaining Experience

There are many ways to gain experience. This list shows a few.

  1. Defeating monsters
  2. Disarming traps
  3. Picking locks
  4. Using a scroll, potion, staff, wand, or rod for the first time and discovering what it did.
  5. Casting a spell successfully for the first time.
  6. Drinking a potion of gain experience or gain level

Experience Titles

Each experience level has a title which is displayed under your name and class. Below is a listing of all the titles for each level and class.

       Warrior   |      Mage     |     Priest    |     Rogue     |     Ranger    |   Paladin
    -------------+---------------+---------------+---------------+---------------+------------
 1. Rookie         Novice          Believer        Vagabond        Runner(1st)     Gallant
 2. Private        Apprentice      Acolyte(1st)    Footpad         Runner(2nd)     Keeper(1st)
 3. Soldier        Trickster-1     Acolyte(2nd)    Cutpurse        Runner(3rd)     Keeper(2nd)
 4. Mercenary      Trickster-2     Acolyte(3rd)    Robber          Strider(1st)    Keeper(3rd)
 5. Veteran(1st)   Trickster-3     Adept(1st)      Burglar         Strider(2nd)    Keeper(4th)
 6. Veteran(2nd)   Cabalist-1      Adept(2nd)      Filcher         Strider(3rd)    Keeper(5th)
 7. Veteran(3rd)   Cabalist-2      Adept(3rd)      Sharper         Scout(1st)      Keeper(6th)
 8. Warrior(1st)   Cabalist-3      Priest(1st)     Magsman         Scout(2nd)      Keeper(7th)
 9. Warrior(2nd)   Visionist       Priest(2nd)     Common Rogue    Scout(3rd)      Keeper(8th)
10. Warrior(3rd)   Phantasmist     Priest(3rd)     Rogue(1st)      Scout(4th)      Keeper(9th)
11. Warrior(4th)   Shadowist       Priest(4th)     Rogue(2nd)      Scout(5th)      Protector-1
12. Swordsman-1    Spellbinder     Priest(5th)     Rogue(3rd)      Courser(1st)    Protector-2
13. Swordsman-2    Illusionist     Priest(6th)     Rogue(4th)      Courser(2nd)    Protector-3
14. Swordsman-3    Evoker(1st)     Priest(7th)     Rogue(5th)      Courser(3rd)    Protector-4
15. Hero           Evoker(2nd)     Priest(8th)     Rogue(6th)      Courser(4th)    Protector-5
16. Swashbuckler   Evoker(3rd)     Priest(9th)     Rogue(7th)      Courser(5th)    Protector-6
17. Myrmidon       Evoker(4th)     Curate(1st)     Rogue(8th)      Tracker(1st)    Protector-7
18. Champion-1     Conjurer        Curate(2nd)     Rogue(9th)      Tracker(2nd)    Protector-8
19. Champion-2     Theurgist       Curate(3rd)     Master Rogue    Tracker(3rd)    Defender-1
20. Champion-3     Thaumaturge     Curate(4th)     Expert Rogue    Tracker(4th)    Defender-2
21. Superhero      Magician        Curate(5th)     Senior Rogue    Tracker(5th)    Defender-3
22. Knight         Enchanter       Curate(6th)     Chief Rogue     Tracker(6th)    Defender-4
23. Superior Knt   Warlock         Curate(7th)     Prime Rogue     Tracker(7th)    Defender-5
24. Gallant Knt    Sorcerer        Curate(8th)     Low Thief       Tracker(8th)    Defender-6
25. Knt Errant     Necromancer     Curate(9th)     Thief(1st)      Tracker(9th)    Defender-7
26. Guardian Knt   Mage(1st)       Canon(1st)      Thief(2nd)      Guide(1st)      Defender-8
27. Baron          Mage(2nd)       Canon(2nd)      Thief(3rd)      Guide(2nd)      Warder(1st)
28. Duke           Mage(3rd)       Canon(3rd)      Thief(4th)      Guide(3rd)      Warder(2nd)
29. Lord(1st)      Mage(4th)       Canon(4th)      Thief(5th)      Guide(4th)      Warder(3rd)
30. Lord(2nd)      Mage(5th)       Canon(5th)      Thief(6th)      Guide(5th)      Warder(4th)
31. Lord(3rd)      Wizard(1st)     Low Lama        Thief(7th)      Guide(6th)      Warder(5th)
32. Lord(4th)      Wizard(2nd)     Lama-1          Thief(8th)      Guide(7th)      Warder(6th)
33. Lord(5th)      Wizard(3rd)     Lama-2          Thief(9th)      Guide(8th)      Warder(7th)
34. Lord(6th)      Wizard(4th)     Lama-3          High Thief      Guide(9th)      Warder(8th)
35. Lord(7th)      Wizard(5th)     High Lama       Master Thief    Pathfinder-1    Warder(9th)
36. Lord(8th)      Wizard(6th)     Great Lama      Executioner     Pathfinder-2    Guardian
37. Lord(9th)      Wizard(7th)     Patriarch       Low Assassin    Pathfinder-3    Chevalier
38. Lord Gallant   Wizard(8th)     High Priest     Assassin        Ranger          Justiciar
39. Lord Keeper    Wizard(9th)     Great Priest    High Assassin   High Ranger     Paladin
40. Lord Noble     Wizard Lord     Noble Priest    Guildmaster     Ranger Lord     High Lord

3. Game Play - Spoilers!

WARNING: the information given below contains many spoilers, read at your own peril.

What are the special abilities of ego weapons?

Crowns? Amulet of the Magi? Cloak of Protection?

Amulet of the Magi      free action, see invisible, searching, +3 AC.

Cloak of Protection     no special ability, just a larger bonus than usual.

Ego weapons:

(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.
(SA) Slay Animal        Damage (x 2) vs. animals, see invisible.
(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.
(FT) Flame Tongue       Damage (x 1.5) vs. monsters harmed by fire.
(FB) Frost Brand        Damage (x 1.5) vs. monsters harmed by cold.

A (HA) is:
    +1 to strength, sustains strength
    +2 intelligence
    +3 wisdom
    +4 constitution (not dexterity).

Crown of the Magi       +(1-3) int, (RF), (RC), (RA), (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 search.
Crown of Regeneration   Regeneration.
Crown of Beauty         +(1-3) charisma.

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.

Free action prevents you from being slowed or paralyzed by monsters.

How much damage do spells and wands do?

      Spell Name      | Damage
----------------------+-------
Magic Missile            2d6
Stinking Cloud           12
Lightning Bolt           4d8
Lightning Ball           32
Frost Bolt               6d8
Frost/Cold Ball          48
Acid Ball                60
Fire Bolt                9d8
Fire Ball                72
Wand of Drain Life       75

A wand of wall building will do 4d8 damage to any creature buried in the wall (except one that moves through walls), and will kill any immobile creature. On the creatures' next turn, it will attempt to move out of the wall, and if it is unable to do so, it will take 10d8 damage and dig its way out.

Wand of Light / Staff of Starlight  2d8 (if sensitive)
Stone to Mud                        100 (if sensitive)
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

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 attempt to flee.
  • Prayer: quadruple duration Bless.
  • Dispel Undead/Evil: affects all undead/evil within line of sight, 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. Also restores all stats, and makes player invulnerable for 3 turns.

On what level do you find X?

Where important objects are found.

Just 1/12 of items are chosen as if you were on a deeper level, which has (current level/50) chance of being level 50; this check is not made in the town. This affects only the type of item, not its enchantment.

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
Wand of drain life            50

How many attacks can I get with this weapon?

Here is the table for the number of blows for a given strength and dexterity. If your strength or dexterity is 18+xx, that is stored as 18/xx; thus, for example, you need an 18/90 strength to use the bottom row of the table with a Katana (12 pounds).

If you don't know the weight of a weapon, set Show weights in inventory, found in the game options menu.

  int8u blows_table[7][6] = {
    /* STR/W:    9  18  67 107 117 118   : DEX */
    /* <2 */  {  1,  1,  1,  1,  1,  1 },
    /* <3 */  {  1,  1,  1,  1,  2,  2 },
    /* <4 */  {  1,  1,  1,  2,  2,  3 },
    /* <5 */  {  1,  1,  2,  2,  3,  3 },
    /* <7 */  {  1,  2,  2,  3,  3,  4 },
    /* <9 */  {  1,  2,  2,  3,  4,  4 },
    /* >9 */  {  2,  2,  3,  3,  4,  4 }
  };

How 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 the following 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.

How do you kill an Emperor Lich?

You can kill an Emperor Lich if you can get to speed 2, which is its speed. A Mage or Ranger can do this with the spell of haste self; anyone else needs a staff of speed, potion of haste self, or permanent speed item. You will also need about 10 cure critical wounds or cure serious wounds potions, and some item giving you free action.

You also need some ranged spell attack. Liches take double damage from lightning, so the spell of lightning bolt or wand of lightning balls is a good choice. Rogues and Warriors will need several wands, with a total of about 30 charges to guarantee that they can kill the Lich with them. A Priest or Paladin has Orb of Draining, which is even better.

Now, try to line up with the Lich while you are not adjacent to it, either in a room or a corridor. This gives you a chance to cast your spell. The Lich will get one action. If it cast a spell and you resisted, or the spell didn't do anything harmful, you have another chance. If you were confused or blinded, drink a cure wounds potion; the Lich isn't adjacent to you, so it can't hurt you. If the Lich moved and is now adjacent to you, move back. Try to avoid getting cornered, and phase door or portal away if you are. A priest can make this easier by putting down a Glyph of Warding, but this must be done before the Lich chases you across the glyph -- don't stand on the glyph; it isn't foolproof.

If you run low on mana and don't have a wand, teleport out and come back later to finish the job.

A priest with Glyph of Warding can also set up the following configuration (the exact length doesn't matter as long as you are within spell range):

#L#####
#^^...@
#######

The Lich cannot cast spells from this position, because it cannot see you. As long as it doesn't break the glyphs, you are safe, and can fire an Orb of Draining down the corridor; the Lich will take some damage each time. If the Lich breaks either glyph, run or teleport out, and continue the battle elsewhere.

I do not advise trying this technique against an AMHD; it will probably break a glyph before the battle is over, and if your teleport spell fails, or if you haven't hasted yourself, the AMHD gets a chance to breathe.

An Emperor Lich has 1520 HP (hit points), plus anything additional that it gains by draining mana (6 points per mana point drained) and charges (40 points per charge). Never let it attack you in melee, because it can destroy your wands, healing itself in the process, as well as draining your experience and dexterity.

If you can get to speed 3, faster than the Lich, it is easy to kill; just fight, move back, fight, move back, and so on. You will still need a lot of cure wounds potions, unless you let it chase you around a pillar, as in the AMHD technique.

End Note

Much of this information was included in the original Umoria sources - last updated in 2006 - and covered versions from 4.8 to 5.5 of the game. I've tried to remove all information that is not relevant to the current game, however, there may be incorrect/inconsistent information still present. If you find something that needs changing, please let us know ([email protected]) and it will be fixed.