Well glad to see there has been a lot of response (nearly all good it seems) about the Angband game. For those who might want to know and for those who might have missed it before here is a list of improvements and so on above the original moria game.... As an aside, a few people here at warwick have mastered it, i myself have completed it the most with 15 genuine character completions (lots of different classes.. i posted some of my completions here before) but i just can't seem to complete the grossest class that everyone else can.. MAGE! *smirk*. And we have a lot of games per completion. it IS harder than moria.. we have a genuine untampered scoreboard here where you need a good level 20+ character to get in the top 250. Someone mentioned we told too much about the artifact and other unique items in the .doc file released with the game.. WRONG! It is only about half and the spoiler says that it is "a few that you remember". Plus if i was you i wouldn't take what it says about artifacts abilities strictly... i.e. don't whinge if it doesn't work quite like you expect *cackle*. Well the armor mana thing isn't a bug. As you wear more mana it affects your abilities to cast spells so that you lose max mana... I.E. for every point your basic unplussed armor exceeds 35 you lose one point of max mana. Further more any spell casting (rather than prayer) class such as mage ranger or rogue that wears anything on their hands.. gloves gauntlets etc. has its spell casting ability reduced by a 1/3,... this isn't a bug! It is an attempt to balance the classes in what we feel is a realistic fashion! Changes file ------------ Monsters -------- Quest if to kill Morgoth (not morgoroth as Mr. Teague misspelled it..) at 5000' (dungeon level 100). That is the only quest. BUT there are about a hundred unique monsters that all appear at their own depths and can only be killed once.... and morgoth can summon unique creatures so it is advisable to get them out of their way. The unique creatures are designed to present a challenge for the depth they are met.. i.e. they are just a little harder than a typical monster for that depth. Examples include Smeagol, Bullroarer the Hobbit, Glauring Father of Dragons, Sauron, Saruman, all the ringwraiths including the WitchKing... etc. Most monsters have been changed... any monster that would realistically be gregarious appears in groups (e.g. orcs usually appear in groups.. except for orc captains of course) and so do wood spiders, mumakil, trolls etc. Monsters have different letters too e.g. 'h' is demi humanoids (e.g. hobbits, dark elves etc.) Monsters have many many more spells and abilities than in basic moria e.g. a Great Wyrm of Balance has the following breath weapons : sound chaos shards and disenchantment... all do big damage (sound stuns you or knocks you out in extreme cases, chaos mass polymorphs monsters and confuses you, shards wound you and disenchantment reduces the plusses on your equipment). This is just an example - Sauron's spells fill nearly a page... including mass summoning of major undead, mind blasting, mind searing, brain smash, teleport prey's level etc etc. please read the monster descriptions- they took me days of boredom slaving over a hot computer i hope someone appreciates them! The Dungeon ----------- Moving on, levels have been tweaked a little map wise... They have slightly more rooms.. Treasure pits have been added .. i.e. they can be almost as big as a standard screen and have several shapes, and present a big challenge to an adventurer... they contain monsters and treasures far better than is normally found at that depth. (in extreme cases watch out for D's at 1000 feet in a weird shaped room) Also when you go down the stairs in the dungeon it leaves an up staircase you can escape up into should the need arise. (in nethack fashion). Items ----- "Ordinary" items -------------- Items have seen a massive expansion in depth and usefulness. "ordinary items" now range into the league of such things as dragonscale armor (e.g. multi hued which resists acid lightning cold fire poison, shining (resist dark and light), power dragonscale(resist just about everything very rare)), newer weapon types (blades of chaos,scythes of slicing, scythes, mace of disruption etc. and newer flags such as weapons of westernesse (+1 str dex con,free action see invis slay orcs undead and evil),slay giant, slay troll to go with such old moria favourites as holy avengers defenders etc. flametongues etc. Plus some really BAD weapons called morgul weapons (they are hideous.. don't wield them :)). Only one ring of speed will work now... but boots of speed are *slightly* more common - plus their are hastes available in other sources (e.g. a mace called taratol which activates for a haste from time to time, Boots of Feanor (unique boots of speed which activate for a permananent haste just like a potion of speed) and best of all a 4d5 Longsword named Ringil which gives you a permanent haste and does just about everything else you might want - i just got it myself with a character at 1000 feet off of a player ghost :)) Speaking of ghosts, it remembers players who have died and will sometimes place them on a level to attack you (or even on the home level, where they get mad at you having interrupted their shopping :)).. these will appear as say Geoff the Human warrior on the home level (or whatever the class was) and down in the dungeon as Geoff the mummified human or if high level will come back as a spirit skeleton ,zombie ,poltergeist, ghost, wraith, vampire, master vampire, lich with abilities appropriate to the type of 'ghost'. Oh, back to items, sorry i rambled on i am writing this off the top of my head. New armours are metal shod boots, shields of deflections, steel helms, shadow cloaks, cestus, mithril chainmail, mithril plate, adamantite plate mail and dragonscale armors (see earlier note). new armor flags are telepathy (e.g. as in wiz mode) or light (permanent light source), wisdom or intelligence bonus on headgear along with cursed ones such as helms of weakness etc. Gloves gauntlets and cestus can now be of Strength or Agility(plus dex) or of Power(big plus to Str and a bonus to hit and damage) or slaying (as in moria). Shields and body armor can be of elvenkind (basically like an armor of resistance but with a bigger ac plus and a bonus to stealth). New rings abound, e.g. rings of poison resistance, elemental rings such as flames which give +15 ac and resist fire, slaying (e.g. about +8 to hit and damage would be typical), ring of see invisible, ring of free action, Rings of Damage (up to about +20), Ring of Accuracy (up to about +20), Ring of Protection (up to about +20 AC). Amulets are pretty unchanged, Wands, staffs and scrolls have been massively expanded (e.g. staff of perceptions which activates for identify, wand of annihiliation which does a LOT of damage to living creatures, scroll of *acquirement* which creates a handful of very good treasure! and many many more than i can be bothered to recount). Rods are a new invention, they are like a staff(but cannot be burnt) but do not have charges, instead they can be activated once every so often in the same way as a wand or staff and then take time to recharge) e.g. a rod of illumination activates for light room once every 30 turns, right up to a rod of restoration which restores stats or life energies but only once every 1000 turns. Potions, yet again have been expanded - e.g. potions of life which heal everything and restore stat drains and many many more new potions. Stat gain potions are commoner at 1500 ft Str, Dex, Con and 1600 ft for Int and Wis and 1000ft for Cha (note this well stat gainers!) and furthermore Stat gains add 1 or 2 stat points per potion and above 18 are now much more effective. becoming less effective as you get nearer 18/100 where a potion will only add 1 or 2 percentiles each. A potion of self knowledge also exists which will list your intrinsics and abilities (e.g. Your eyes are sensitive to Infrared, Your weapon strikes at undead with holy wrath etc etc.). Spell books - The standard spell books have been tweaked a little. new spell books also exist which can only be found by adventuring in the dungeon. I will not give away the fun of finding them , just list their names for you here. Spell books : Resistance of Scarabtarices, Mordenkaine's Escapes, Kelek's Grimoire of Power, Tenser's Transformations, Raal's Tome of Destruction. Prayer books : Ethereal Openings, Godly insights (it's got identify in it btw), Purifications and Healing, Holy infusions, Wrath of God. These books have some fun fun fun spells/prayers in them and are found at differing depths and rarity ratings... Wrath of God and Raal's Tome are as rare as a ring of speed if not rarer. Artifacts --------- There are many many unique items to be found.. They are only ever found once per game, and if created on a level and not found by the adventurer they will never occur again that game. They cannot be destroyed by any ordinary means, being immune to monster's pick up, fireballs dragonbreath and other mortal means of destruction - short of throwing them at a monster (been done before!) or a wall. They all do fun things, some good some bad, and only about half are listed in the .doc file. Some are little better than ordinary but others are truly awesome... Rumours also exist of The One Ring, the ring to rule them all. Artifacts have a chance of being created when ever an object of the appropriate type is created by the game, SO to find deathwreaker you need to find a high number of maces of disruption, thus it is very rare except for at extreme depths.... Level Feelings -------------- Sometimes when you enter a level you will be given a message such as: You feel your luck is turning, You feel there is something very good about this level and some others.. Every level when created is given a rating based on the number of out of depth monsters and objects that are created on the level. The higher the rating the better the feeling. A superb feeling is always worth searching out as it will contain a number of very good items - or monsters of course *cackle*. If you get a special feeling it means an artifact has been created, or a player ghost, or a pit of monsters (e.g. slime pits full of jellys molds and so forth or a pit full of dragons demons or trolls, or a graveyard (very dangerous indeed - black reavers, undead beholders Dracolich's.... ) depending on the depth you are at). So remember unless dropped by a monster you won't usually find an artifact unless the feeling you have for a level is a special one - these are the most fun levels, dangerous, and with the highest potential for finding a _nice_ item. Races ----- I'll just list them..... Human - unchanged Half-elf - unchanged Elf - same but with Resist Light as an intrinsic Hobbit - same but with sustain dex as an intrinsic and 7 sided hitdice Gnome - same but with free action and 8 sided hitdice (awesome mages) Dwarf - same but can never be blinded Half-orc - same but resist dark Half-troll - same but with sustain str Dunedain - good fighting stats 10 sided hit dice, +80% exp per level and sustain con High elves - good stats (especially Int) 10 sided hit dice, +80% per level, see invis and feather falling as intrinsics and infravision For more details see the race notes in the man pages for the game. Classes ------- Fighter ------- Unchanged except for inbuilt identify - this works that after a time carrying a weapon or armor you get a feeling about it. I.e. if you carry a sword in your backpack for a while it will say you feel there is something good about the sword you are carrying in your backpack This ability becomes faster as you raise levels and the feelings correspond as follows : Terrible: cursed/broken artifact Worthless: cursed/broken ego-item Special: good artifact Excellent: good ego-item Good: normal item, with plusses Average: normal item, no plusses Cursed: cursed item Broken: broken item This makes fighters a playable class as you know which items to identify - and with staffs and rods of perception the lack of identify is less of a problem. Mage ---- Unchanged except for the spell changes (see elsewhere) Priest ----- Unchanged (but note, identify is available in a special spell book) Rogue ----- Now needs more experience per level, but has fighters in built identify (but slower in use) Otherwise unchanged Ranger ------ Ranger reduced to need same experience as mage, but has no identify (until learned as a spell at about level 23) Paladin ------- Priest prayers plus inbuilt fighter identify (again slower), Awesome (try a dunedain one). A flask of oil is every low level character's friend.. You can throw it at a monster for 2d6 damage (no fire critical!) Armor does not reduce mana until it exceeds 35 _WITHOUT PLUSSES_ and the only real restriction is that you shouldn't wear antyhung on your hands (which reduces your mana by 1/3 if you are a mage) Armor now reduces mana based on weight With the new max stats 18/100 bodily and 18/*** including item plusses (18/*** corresponds to 18/220+) Your max mana can be truly gross.. All monsters are damaged by meteor swam, hellfire etc. Furthermore, at high levels, mages can fight pretty damn good.. and with very high fighting stats they can get a nice and friendly 6 attacks a round with about 900+ max hp even for a hobbit mage. Note, gnomes and hobbits both get a larger hit dice than in umoria. By the way potions of invulnerability do not exist. BUT mages can get (in a special spell book) the spell globe of invulnerability, which gives, for a short term, invulnerability (a very high level spell.. 45th level in fact) which even further unbalances the game on the sides of a mage, IMHO. Anyway you complained about AMHD etc. - well mages can get more resists than any other class due to the existence of a certain other spell book.. and in any case all classes can obtain poision resistance fairly easily, negating many insta-deaths from the old umoria game. Oh and orb of draining is still gross... but at very high levels just about every class including mages revert to hack and slash, with their spells as backup.. i.e. a mage will go into a fight having cast resistance, heroism, berserk strength, mystic shield, essence of speed which tends to make them a good fighter.... Thing is... monsters have too many hp to spell attack them to death except for with something huge like a priest annihilation or a mage hellfire spell.... AMHD are way down the list now.. monsters exist in ordinary play deep in the dungeon with an excess of 4000 hp Hope this answers your questions Okay, folks, to avoid a lot of miscellaneous questions, here's some info: * First, the artifact list in the angband.doc file is incomplete ON PURPOSE. It's only meant to tell you a little info about some "legendary" items. * Second, in some places, the artifact description is (slightly) wrong. This reflects the "legend and rumor" basis for the descriptions (also reflects the fact that the angband.doc file is slightly out-of-date). * Third, artifacts CAN appear on a level that doesn't give you the "special" message. The "special" message only lets you know if there is an artifact (or other special feature) on the level when it's first generated. If a monster is killed and drops an artifact, the only way you'll know about it is to ID it (or carry it a while, and hope for the "pseudo-ID" to tell you). * Forth, there is now a Potion of Self Knowledge, much like the potion from Nethack, which can tell you what your resistances etc. are. With judicious use of these potions, you should be able to tell what powers various artifacts grant you. This should reduce people's reliance on spoilers to decide which of 2 weapons or 2 armors etc to use. * Infravision allows you to see SOME invisible monsters (if they aren't cold-blooded). This is not a bug. * Mages, and other mage-type spell caster, lose mana for wearing gloves (or gauntlets or cestus). This simulates the interference they cause with the intricate gestures required for spellcasting. Priests and paladins don't have this problem, as they only invoke the power of their diety... * All spellcasters are penalized for high ACs. This is based on true AC, w/o any magical bonuses. This simulates the general encumbering effects of heavy armor. * Priests are penalized for wielding "non-priestly" weapons. This comes from D&D. Priests are basically restricted to maces, clubs, and other blunt weapons. They should get a message ("You are not comfortable with your weapon" or something like that) if they wield a non-priestly weapon. But this is a relatively minor penalty... If you find Ringil, WIELD IT! * Many duration spells don't provide much duration if cast again while the effects still last. For example, casting haste self 10 times in a row isn't a very good use of mana... * Many of mage spells are now adjusted by your level. However, a lot more monsters are immune to frost/fire/lightning, so either you need a LOT of magic missiles, or haste up and hack-n-slash... * Priests and paladins now need the right prayer book to learn spells. In Moria, they didn't. This was done so that the more powerful spells in the extra books wouldn't be given to a low level character (who can't cast it until he journeys deep in the dungeon and find the right book). This can help you to learn the spells you want, if you drop all but 1 book at home before learning new spells. (Don't forget to pick the books up again afterwards! I lost a half-troll priest to a bunch of water trolls, since he forgot the book with 'portal' in it!) * For all those PC people, I AM still looking into the tombstone problem. If you haven't already done so, please send me a description of your problem, and a brief description of you system configuration. My email address is in the .sig, below) * Farmer Maggot CAN be killed. Just hit him a lot... * Weapons "of Flame" are (FT). "of Frost" is (FB). "of Fire" does x3 fire damage like a (FT), but doesn't give you fire resistance. * Orcs and troll can be fun to line up in a long corridor, and then blast with a wand of light! (Not all types are susceptable...) * Unique items, once missed, are gone forever... If you get a "special" message, I suggest you use that Staff of Trap Detection, so you don't fall through a pit! * Unique items should resist destruction by fire/frost/lightning/etc, and shouldn't be picked up by monsters, so you don't have to worry too much about some *&%&^ing green glutton ghost picking up an awesome item. Ditto with thieves stealing them... * Unique mosters, once missed, come back again (until killed). If you are having a LOT of trouble with one of them, run and read a WoR scroll. Maybe he won't be on the level next time... You can kill him later, when you're tougher. I especially recommend this with "Mim, betrayer of Turin" for mages... (You'll see why :-) * Oh, for anyone looking to get the game, it's available for anonymous ftp from ftp.cis.ksu.edu The Unix source is in pub/Games/Moria/Angband and the PC src and exe are in pub/Games/Moria/Angband/PC * PC users: "Abnormal program termination" means that you do not have enough free memory to run angband. Try to free up as much memory as possible. If you need help doing so, I can email you a brief info file. Just let me know you want it by emailing me at the address below... Somebody posted a question about what races and classes do we play at angband or whatever. At the moment i tend to play combinations i haven't completed to try and get a full set (note: i have never used a backup or fiddled anything to date) but here are a few hints you might appreciate, or maybe not :) Warrior : Half troll seems the obvious choice because of hp, but dunedain is very playable as dex is so much higher, saving throws much better, and the additional exp is not a problem as a level 34 warrior is as good as a level 35 one basically (no levels for spells or whatever). Aim here for an 18/70 str and a dex above 14 so as to get 2 attacks a round with a broadsword. High elves are not really worth it, their str dex and con is not as good as a dunedain, but cost the same exp. Paladin : Two options here, human or dunedain. Human is good because exp is low. Try persevering for a couple of good 18's... e.g. 18 str and wisdowm with good other stats. If you get 18/07 str then you can purchase a lance and get good fighting for your efforts. Otherwise , try (again) a Dunedain. Exp becomes a problem, but worth it because you can fairly easily get an 18/20 str and 18 dex.. If you do, purchase a whip or trident and rock the monsters with a nice 2 attacks a round. High elves have a penatly to wisdom, so forget it. All the other classes are restricted from paladin, or are crap hp wise. Rogue ----- Lots of options here. Personal favourites are humans (low exp). Half-orc (high stats and hp - try for 18/20 str and a good dex but don't worry about int) or High elf (try for an 18/50 int and good fighting stats). I would mention Dunedain, but i completed 5 dunedain rogues already.... Mage ---- Again 3 feasible options, human, gnome or high elf. Human - try for 18 int with high str - low stats, need something useful like cap of thranduil early or they are hard... Gnome - Far better than the more obvious elf, same stats but better str, intrinsic free action is an awesome advantage - try for str 8 and 18/50 int. High elf - Another great option. Forget dunedain, go the whole way for high elf if you want an awesome one, don't play anything less than 18/70 int with a str and con above 9. Priest ------ Human - Not worth it except for the low exp. Half-Troll - playing a half troll as a warrior until medium/high levels is cool as they hit monsters hard, but wisdom above 16 with good stats is rare, and this means minimum failure rates for prayers will be about 10+ % until wisdowm is increased, making them hard. Dwarf - By far the best option,good fighting and hp, don't take a wisdom below 18/50. Dwarves in angband were born to be priests. Take flasks of oil along with you to throw at monsters at low levels tho. Dunedain - Too much exp, but worth it if you want a high dex. High elf - -2 wisdom -> forget it! By the way in angband, we made priests have a lesser penalty to str than in moria. I managed to roll a dwarf priest with starting stats of 18/26 str, 18/52 wisdom, 10 dex and 18 con. Rather unsurprisingly he died a rich old dwarf, with the crown of morgoth on his head. As I have had requests for the spell damages in Angband, here is a full list (spoiler follows): A list of spells damage: Spell name Attack type Damage Mage spells: Magic Missile Missile 2d6 Stinking Cloud Poison 10+(level/2) Lightning Bolt Lightning (3+((level-5)/4))d8 Frost Bolt Frost (5+((level-5)/4))d8 Spear of Light Light 6d8 Stone to Mud Rock remover 20+randint(30) Fire Bolt Fire (8+((level-5)/4))d8 Frost Ball Frost 30+level Fire Ball Fire 55+level Acid Bolt Acid (6+((level-5)/4))d8 Cloud Kill Poison 40+(level/2) Acid Ball Acid 40+level Ice Storm Frost 70+level Meteor Swarm Missile 65+level Hellfire Holy orb 300 Priest spells: Orb of Draining Holy orb 3d6+level Dispel Undead Dispel undead 3*level Dispel Evil Dispel evil 3*level Holy Word Dispel evil 4*level Dispel Undead (WOG) Dispel undead 4*level Dispel Evil (WOG) Dispel evil 4*level Annihilation Drain life 200 Wands: Light Light 6d8 Dragon's Fire Fire 100 Dragon's Frost Frost 80 Dragon's Breath Fire/Frost/Acid 100/80/90 Lighning/Poison 70/70 Acid Bolts Acid 5d8 Lightning Bolts Lightning 3d8 Frost Bolts Frost 4d8 Fire Bolts Fire 6d8 Stone to Mud Rock remover 20+randint(30) Drain Life Drain life 75 Annihilation Drain life 125 Magic Missiles Missile 2d6 Lightning Balls Lightning 32 Frost Balls Frost 48 Fire Balls Fire 72 Stinking Cloud Poison 12 Acid Balls Acid 60 Rods: Light Light 6d8 Acid Bolts Acid 6d8 Lightning Bolts Lightning 3d8 Frost Bolts Frost 5d8 Fire Bolts Fire 8d8 Drain Life Drain life 75 Lightning Balls Lightning 32 Frost Balls Frost 48 Fire Balls Fire 72 Acid Balls Acid 60 Staffs: Holiness Dispel evil 120 Power Dispel creature 120 Dispel Evil Dispel evil 60 Starlight Light 6d8 Items/Artifacts: Blue Dragon Scale Mail Lightning 100 White Dragon Scale Mail Frost 110 Black Dragon Scale Mail Acid 130 Green Dragon Scale Mail Poison 150 Red Dragon Scale Mail Fire 200 Multi-Hued Dragon SM All of above 250 Bronze Dragon SM Missile 120 Gold Dragon Scale Mail Missile 130 Chaos Dragon Scale Mail Missile 220 Law Dragon Scale Mail Missile 230 Balance Dragon SM Missile 250 Shining Dragon SM Missile 200 Power dragon Scale Mail Missile 300 Amulet of Ingwe Dispel evil 5*level Narthanc Fire Bolt 9d8 Nimthanc Frost Bolt 6d8 Dethanc Lightning Bolt 4d8 Rilia Stinking Cloud 12 Belangil Frost Ball 48 Ringil Ice Storm 100 Anduril Fire Ball 72 Firestar Fire Ball 72 Theoden Drain Life 120 Turmil Drain Life 90 Arunruth Frost Bolt 12d8 Aeglos Frost Ball 100 Orome Stone to Mud 20+randint(30) Cammithrim Magic Missile 2d6 Paurhach Fire Bolt 9d8 Paurnimmen Frost Bolt 6d8 Pauraegen Lightning Bolt 4d8 Paurnen Acid Bolt 5d8 Fingolfin Magic Missile 150 Narya Fire Ball 120 Nenya Frost Ball 200 Vilya Lightning Ball 250 Attack types light, rock remover, fire, lightning, acid, poison and frost are all obvious. Holy orb does the damage given above *1.5 against evil or /9 against anything else. Missile does the damage given against everything. Drain Life doen't work against demons or undead. Just to tidy up a couple of points.. Someone said they found a halberd {special} , identified it and it was a Holy avenger. Not so, holy avengers are only {excellent} and not a named weapon (good tho they are) - maybe they got confused but i just wanted to make it clear that if you had a special feeling about a level and found boots of speed, ring of speed, prayerbook of wrath of god, rod of healing, potion of augmentation, power dragonscale armor, holy avenger mace of disruption etc. NONE OF THOSE have any relation to the special feeling - as they are NOT artifacts (altho you;d have one hell of a character with that lot). Secondly someone mentioned having a cursed thengel (it is a metal cap) - it will not be cursed when you find it.. you must read curse armor if you want to curse it. And gorlim is not exactly a tragedy to have missed, it IS a cursed helm, and a piece of shit too. I think the guy got mixed up - i just wanted to clear things up for anyone who might be confused. By the way at about 1500 feet nearly every special feeling will be an orc or troll pit, but they ARE very nice experience, especially if you get in the door way and cast dispel evil/use a staff of dispel evil.. instant 30k exp for a troll pit in about 10 dispel evils. The Phial of Galadriel is what Sam(?) used to fatally(?) wound Shelob when she attacked frodo, on Angband it's a light source, and once you've identified it properly (with the spell or staff etc) you can activate it to cast light room spells. Btw, no, it doesn't do crap to shelob on angband! A weapon artifact won't recharge as a secondary weapon... This is intentional, to stop abuse of artifacts... also if you have items in your backpack they do not recharge either (except rods of course) There was a nice moria.man for all the Umoria games, and it listed in brief form the type, object, and command arguments for the list. I couldn't find a similar file for Angband, and the only info that I have gotten has come from the one-line display 'Usage: angband [-afnor] [-s] [-u] [-w] [-d]' and from looking at the source itself. I was wondering some of the same things myself (along with how to get it to let me into wizard mode) and Sean helped me out. I don't know where any of the authors find the time for all of this... Anyway, here's what I have heard/figured out: -a Peek mode. Tells you all object created on the level as well as uniques, artifacts, and pits. Wizards only. -f Fiddle mode. Allows you to recreate characters and make them playable again. Wizards only. -n New character??? Not sure exactly, but it allows you to create a new character that will replace the one you were using. Once you enter this option you are stuck with it. You can't Ctrl-C out of the character generation process. -o Original commands. Toggles your prefered keyboard definitions to the original style. Will stay in original mode until -r option is used. -r Rogue-like commands. Toggles your prefered keyboard definitions to Rogue-like style. Again, will stay until -o option is used. -s Show only top- scores in score list. -u Use character named . Allows for multiple characters to be played by the same userid (I think) -w Wizard mode. The -w option, alone, puts you into user mode if your userid matches one of those in the /lib/files/wizards file. The argument can be used to specify a different save file from your default save file. Wizards only. -d Delete score. Deletes score number from the scores file. Wizards only. Just half an hour taken off for one of the authors of the game to create such a file(based on moria.man) would make it a lot easier for many people. That's what rec.games.moria is for ;). Seriously, I'm sure all the authors are constantly busy. After all, look at how many people all over the world are playing their games and have many questions to ask them. Like I said before, I don't know where the get the time for all of this. Do any of you sleep? >1. Does the One True Ring exist in the game? Has anyone found it and >found out what it does? There seems to be some evidence that it may actually be a real artifact, though it is of course very rare. Those who find it wield great power, but of course they may not be able to control it, and if they get greedy and try to gain too much power from it, it may turn against them and destroy them utterly. It is rumoured to give the wearer the power to see those things of the spirit realm which are usually invisible to the human eye, and to protect its wearer from the paralysing spells of the more powerful wizards. The wearer will find that all his wounds magically heal and that he can withstand the breath of many of the great dragons without batting an eyelid. It is said that so great is the desire it inspires in all who see it that no creature can stand to see it on anyone's finger but his own, and it sometimes betrays its wearers presence to his enemies at the most inconvenient moments. Once it is worn, it is said that it can only be removed by cutting it from the finger of its wearers corpse. It bestows upon its wearer the incredible combat skills and wisdom of the mightiest of kings. Also it gives its wearer the power to call down storms of pure magical energy to smite his opponents, and sometimes in time of dire need, it can drive away all its masters enemies. But beware, for if your thirst for power and destruction becomes too great the ring will overwhelm you and turn its power against you, and once this happens no power known to the races of Good can save you from its wrath.