The most common questions, asked by both beginners and others...
This FAQ relates to Umoria 5.7 and is split into three sections:
- General Information
- Game Play - Non-Spoiler Questions
- Game Play - Spoilers!
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.
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.
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:
- Email
[email protected]
- Submit an issue to the source code repository.
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.
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.
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.
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.
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.
There are many ways to gain experience. This list shows a few.
- Defeating monsters
- Disarming traps
- Picking locks
- Using a scroll, potion, staff, wand, or rod for the first time and discovering what it did.
- Casting a spell successfully for the first time.
- Drinking a potion of gain experience or gain level
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
WARNING: the information given below contains many spoilers, read at your own peril.
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.
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
Non-obvious spell effects.
- 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.
- 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 to3x
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
to4x
player's level. Also restores all stats, and makes player invulnerable for3
turns.
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
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 }
};
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.
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.
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.