Difference between revisions of "Moria (roguelike)"

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{{todo|Is this on-topic here, or does it belong on Roguebasin? Can we be sure it's ok with copyright? Are the facts straight?}}
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{{Wikipedia|Moria (video game)}}
 
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{{RogueBasin|Moria}}
'''Moria''' was a [[roguelike]] computer game in a style somewhat different from ''[[NetHack]]''. Moria and its [[variant]]s were, and are, popular enough to rival NetHack; some classifications divide roguelike games between "hacklikes" and "bands", the latter being named after the most famous Moria variant, ''[[Angband]]''.
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'''''The Dungeons of Moria''''', often shortened to just '''''Moria''''', is one of the earliest [[roguelike]] computer games, created in 1983 by Robert Alan Koeneke.
 
 
Moria is named for [[lotr:Moria|the underground city of Moria]], a location in [[lotr:J.R.R. Tolkien|J.R.R. Tolkien]]'s [[lotr:Middle-earth|Middle-earth]]. Moria and most of its variants have a Middle-earth theme; the original goal, retained in all variants that retain the Moria name, is to go to the bottom of the dungeon and fight [[lotr:Balrog of Moria|the Balrog]].
 
 
 
== Moria references in NetHack ==
 
The [[hallucinatory monster]]s of NetHack include some monsters from Moria. When hallucinating, you may find:
 
 
 
* [http://angband.oook.cz/monsters.php?q=The+ancient+multi-hued+dragon&t=2&s=&v= Ancient Multi-Hued Dragon]
 
* [http://angband.oook.cz/monsters.php?t=2&q=The+Ent Ent]
 
 
 
In the [[source code]], NetHack credits the dragon to Moria. Ents appear in some Moria variants, but NetHack credits the Ent to the original source, Tolkien's ''Lord of the Rings''.
 
 
 
Moria and NetHack also share some elements from Middle-earth. These include [[lembas wafer]]s, [[mithril]] objects, and monsters such as the [[hobbit]] and the [[balrog]].
 
 
 
== Origins ==
 
# ''[[Rogue (game)|Rogue]]'' was the first roguelike game. Rogue started as a binary for [[BSD]], then a variant of [[Unix]] running on VAX hardware. Because Rogue did not include its source code and originally ran only on one platform, several Rogue clones came into existence.
 
# For computers running [[VMS]], the first Rogue clone was ''[http://roguebasin.roguelikedevelopment.org/index.php?title=Moria Moria]'', started in 1983. The port from VMS and Pascal to [[Unix]] and C was ''Umoria''; ''Angband'' is one of several variants of Umoria, while [http://roguebasin.roguelikedevelopment.org/index.php?title=Imoria Imoria] is a variant of the original Pascal version.
 
# Meanwhile, on [[Unix]] appeared a free Rogue clone, ''[[Hack]]'', of which ''NetHack'' is a variant.
 
 
 
In Rogue, the goal was to obtain an [[Amulet of Yendor]]. Moria deviated from Rogue by featuring a town above the dungeon and by not featuring the Amulet; the goal was to kill a [[balrog]].
 
 
 
Hack, though retaining the Amulet, added features like [[persistent level]]s, [[pet]]s, and [[shop]]s. NetHack changed the game even more with additions like [[dungeon branch]]es.
 
 
 
Development of the original Moria essentially ended in the late 1980s, while development of Umoria ended in 1995, and development of other non-Angband variants of Moria mostly ended in 1993, except for an attempt to resuscitate Imoria. However development of Angband and its derivatives continues to this day. Moria has always had multitudes of variants and patches; thus its community considered Umoria, VMS Moria, and in later eras Angband, to be [[vanilla]] versions similar to NetHack, in contrast to [[variant]]s like ''[http://roguebasin.roguelikedevelopment.org/index.php?title=ZAngband ZAngband]'', ''IMoria'', or ''[http://roguebasin.roguelikedevelopment.org/index.php?title=Pmoria Pmoria]'', which are analogous to ''[[NetHack Plus]]'' or ''[[SLASH]]''.
 
 
 
== License ==
 
NetHack is [[free]] and open source software under its [[Wikihack:NetHack General Public License|NetHack General Public License]]. Moria and its variants originally used a license which prohibited selling copies of the game. The practical effect of this is that operating systems like [[Debian]] originally classified NetHack as "free" and Moria as "non-free", and refused to include Moria when selling discs of the system. The [[Angband OpenSource Initiative]] was a successful attempt to change this: on January 9, 2009,<ref>http://groups.google.com/group/rec.games.roguelike.angband/msg/2db2fc9961d41c50</ref> Angband and Moria were completely dual licensed under the Moria license, and the GNU General Public License. (Moria had in fact been so dual licensed some time earlier, thanks to its lower number of contributors.)
 
  
The Moria license also did not contain explicit permission to modify the game, but modification is a strong tradition of the Moria community.
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''Moria'' and its [[variant]]s rival ''NetHack'' in popularity - many classifications divide roguelike games between "hacklikes" and "*bands", with the latter being named after ''[[Angband]]'', the most famous ''Moria'' variant. ''Moria'' was also the first open source roguelike and was ported to many different computer platforms, which was a major achievement for the era.
  
== Gameplay ==
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==History==
Know firstly that Moria is a much longer game than NetHack. This is a consequence of the vastness of Moria's dungeon. It may take weeks and months to play an Moria character from the beginning to the triumph over the Balrog (or to a late but permanent death).
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''[[Rogue]]'' started as a binary for [[BSD]], which was then a variant of [[Unix]] running on VAX hardware. Because Rogue did not include its source code and originally ran only on one platform, several Rogue clones came into existence. Moria was the first of these many ''Rogue'' clones, or ''roguelikes'', created for computers running [[VMS]]. Meanwhile, a free Rogue clone known as ''[[Hack]]'' was made for Unix, from which ''NetHack'' would come to be; Hack added features such as [[persistent level]]s, [[pet]]s, and [[shop]]s, while ''NetHack'' changed the game even more with additions like [[dungeon branch]]es.
  
=== Town ===
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A port from VMS and Pascal to Unix was eventually created, known as ''Umoria'' - ''Angband'' is one of several ''Umoria'' variants - while another variant, called [http://roguebasin.roguelikedevelopment.org/index.php?title=Imoria Imoria], was created based on the original Pascal version.
Moria added a town just outside the dungeon entrance. While NetHack players cannot leave the [[dungeon]] until they find the [[Amulet of Yendor]], Moria and Angband players can repeatedly visit the town, using the services and shops. Central to Moria is the Scroll of Word of Recall, an item that warps you between town and the deepest visited dungeon level. Some Angband variants even let you leave town to find other dungeons and towns, while the Moria variant BOSS automatically transports [[you]] to another town, with a more difficult dungeon, after defeating one of the Boss's lieutenants.
 
  
The NetHack [[Guidebook]] makes clear that the entrance to the dungeon is nowhere near town; thus one can guess that this is why leaving the dungeon without the Amulet ends your game:
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Development of the original ''Moria'' essentially ended in the late 1980s, while development of other non-''Angband'' variants of ''Moria'' would continue until 1993; there was brief attempt to revive ''Imoria'' after this year, and development of ''Umoria'' would end in 1995. On the other hand, development of ''Angband'' and its derivatives continue to this day. The ''Moria'' community considers Umoria, VMS Moria, and in later eras Angband, to be "[[vanilla]]" versions of the game in contrast to variants like ''[http://roguebasin.roguelikedevelopment.org/index.php?title=ZAngband ZAngband]'', ''IMoria'', or ''[http://roguebasin.roguelikedevelopment.org/index.php?title=Pmoria Pmoria]'' - these would be analogous to ''[[NetHack Plus]]'' or ''[[SLASH]]''.
  
: ''"You spend one last night fortifying yourself at the local inn, becoming more and more depressed as you watch the odds of your success being posted on the inn's walls getting lower and lower.''
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==Summary==
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''Moria'' and most of its variants are set in [[lotr:Middle-earth|Middle-earth]], with the game taking its name from [[lotr:Moria|the underground city of Moria]].
  
: ''"In the morning you awake, collect your belongings, and set off for the dungeon. After several days of uneventful travel, you see the ancient ruins that mark the entrance to the [[Mazes of Menace]]."'' &ndash; NetHack [[Guidebook]], Chapter 1 "Introduction"
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Moria deviates from the structure of ''Rogue'' in many significant ways, with the most notable being the addition of a town above the [[dungeon]]. Unlike ''NetHack'', where the [[dungeon]] is a long trek away from civilization, ''Moria'' has a town set right near the dungeon entrance. Due to the non-persistent floors, ''Moria'' generates a new level with new monsters and items every time you leave a floor and return to it at a later point, making staircases one-way; Angband would change this during its own development so that staircases could be re-used. Therefore, ''Moria'' players seeking to make stashes generally leave them in the town, where they may still be disturbed by the town's other inhabitants.
  
Moria [[shop]]s are somewhat less fun than the ones in NetHack; the game has a menu at each shop entrance. [[Pet]]s or [[monster]]s cannot enter shops or take items. Forget about grabbing some items and [[read]]ing a [[scroll of teleportation]] to escape; all items are "behind the counter" and commands like reading do not work in shops. There also is no way to attack and kill a shopkeeper.
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Another significant change from the structure of ''Rogue'' was the shift of the main objective. Rather than retrieving the Amulet, the objective of the original ''Moria'' and variants that retain its name is to reach the bottom of the dungeon and defeat [[lotr:Balrog of Moria|the Balrog]], which completes the game.
  
Items in shops are identified, so shopkeepers will not bother selling cursed items or useless stuff (like the [[potion of blindness]]). You can also identify things by selling them; this is great for unknown scrolls, potions, and magical devices from the dungeon; this helps, because the number of different potions, scrolls etc. is several times greater than in NetHack. There is no "[[price identification]]" because shopkeepers never identify items until after they buy them. Instead, shopkeepers pay a base price for unidentified items.
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Both these changes and others, combined with the vastness of the dungeon and the impermanence of its floors, genereally means that the average ''Moria'' playthrough is of a similar length to ''NetHack'' if not longer. It may take weeks and months to play a Moria character from the beginning to either triumph over the Balrog or an inglorious death.
  
Shops are reliable sources of food and basic items; beginners can supply themselves well if they have money, however the dungeon is the only source of better and more enchanted items. Food supply is limitless and thus largely a non-factor unless one is playing an "ironman game", forbidding access to the town.
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===The Town===
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In ''Moria'', the town contains the bulk of the game's services and shops; central to Moria is the Scroll of Word of Recall, an item that warps you between town and the deepest visited dungeon level, reducing the time and danger of making a trip back to your stash. Some ''Moria'' variants expand on this feature: ''Angband'' and other *bands let you leave town to find other dungeons and towns, while ''Moria'' variant ''BOSS'' instead has you defeating one of the Boss's lieutenants, after which it automatically transports you to another town with a more difficult dungeon.
  
=== Dungeon ===
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Shopping in ''Moria'' mostly consists of interacting with a menu at each shop entrance, meaning that you cannot attack or rob shopkeepers, and other citizens cannot enter shops or take items. Items in shops are bought and sold fully identified, shopkeepers pay a base price for unidentified items, and their wares do not include cursed items; this is a useful way to ID the wider number of different potions, scrolls, and other items that ''Moria'' has compared to ''NetHack''.
In Moria, there are two ways to label dungeon levels: by number (1, 2, 3, 4) as in NetHack, or by depth (50 feet, 100 feet, 150', 200') where the depth is fifty times the level number.
 
  
Dungeon levels are much larger in Moria than in NetHack. Each NetHack level fits on a screen, unless your screen is smaller than the common 80-by-24 hardware terminals. Most Moria levels are much larger and must be split into panels.
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The six shops are a general store, an armory, a weaponsmith, a temple, an alchemy shop, and a magic-users' store; while beginners can supply themselves well if they have money, the dungeon will often still be the more viable source of better and higher-enchanted items. Food supply is limitless and thus largely a non-factor, unless one is playing an "ironman game" that forgoes access to the town.
  
: (There is an option to center the screen on the {{white|@}}, as in ''[[Linley's Dungeon Crawl]]'', but the game typically disables this by default. Instead, the map jumps to another panel as you approach the edge. You might also experience surprise attacks from offscreen monsters as you approach the edge. So you may want to enable that <tt>center_player</tt> option.)
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===The Dungeon===
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In Moria, there are two ways to label dungeon levels: by number (1, 2, 3, 4) as in ''NetHack'', or by depth where the measure is fifty times the level number (50 feet, 100 feet, 150', 200').
  
Larger levels make room for larger rooms and longer corridors. Each level takes longer to explore; in fact some Moria players will take the first [[staircase]] instead of fully exploring a level.
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''Moria'' dungeon levels are much larger than those found in ''NetHack'', which are designed to fit on 80x24 terminals, and thus are split into panels. The map jumps to another panel as you approach the edge, and offscreen monsters might surprise you with attacks as you approach the edge. There is an option to center the screen on your hero ({{white|@}}), as in ''[[Linley's Dungeon Crawl]]''; the game typically disables this by default, so you may want to enable it prior to your first forays in. Larger levels mean larger rooms and longer corridors that take longer to explore, and it is not uncommon for some Moria players to take the first [[staircase]] they find instead of fully exploring a level.
  
 
Dungeons are also drawn differently. For example, a [[NetHack]] [[room]] and [[corridor]] might appear like this:
 
Dungeons are also drawn differently. For example, a [[NetHack]] [[room]] and [[corridor]] might appear like this:
Line 80: Line 55:
 
  ##########        #.#
 
  ##########        #.#
  
Moria does not have [[persistent level]]s. If you return to the same depth, Moria generates a new level with new monsters and items. Accordingly, staircases in Moria are one-way, although this was changed in Angband. Because you cannot revisit a level, Moria players do not leave [[stash]]es of items like NetHack players would, or leave them only in the town (where they may still be disturbed, by the town's other inhabitants).
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===Monsters===
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In ''Moria'', ranged attacks from monsters can target you on any a square within their range, compared to ''NetHack'' and its eight-directional combat; ''Umoria'' variant ''Morgul'' allows the player to do so as well, as does ''Angband'' and its variants. Monsters cannot target the player around corners or pillars, allowing characters with sufficiently high speed to attack monsters and quickly dash out of their sight before they retaliate; this is known as "pillardancing".
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As you fight monsters in Moria, the game will gradually "memorize" their capabilities and store it in a ''"monster memory"''. This feature contains information such as how many times you killed each type of monster, how fast they move, what attacks it has, and what level it normally appears on depending on how many of that monster you've fought. This monster memory is the only thing besides options that persists even after character death.
  
=== Monsters ===
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The lookup feature in vanilla ''NetHack'' only returns a literary quote associated with the monster in question; players must remember those monsters themselves, or else consult a bestiary of spoilers like the one hosted on this wiki. Some variants, such as [[SlashTHEM]] and [[xNetHack]], add a monster lookup or a "[[wikipedia:Pokémon|Pokedex]]" that can be used to research the stats of a given monster.
As you fight monsters in Moria, the game will gradually memorise their capabilities. Fight enough of a particular monster, and the game's ''monster memory'' will describe how many times you killed each type, how fast the monster moves, what attacks it has, and what level it normally appears on. Moria also has the odd feature that you retain your monster memory after death, when using the same save file to start a new character. This features were added in version 5 of Umoria; they were not present in earlier versions, or in variants based on them.
 
  
NetHack only gives a vague description of the monster, usually a quote from literature. When playing NetHack, [[you]] must remember those monsters yourself, or consult some [[bestiary]] of spoilers.
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===Objects===
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''Moria'' objects and their generation have a few base similarities to ''NetHack'' items. ''NetHack'' and ''Moria'' players can [[wield]] [[weapon]]s, [[wear]] [[armor]], and [[put on]] [[ring]]s and [[amulet]]s; both games also have an active and a spare weapon slot, with [[swap weapons|a command to quickly swap the two]]. Weapons and armor can have enchantments that increase their damage or defense.
  
When using a ranged attack, Moria lets any nearby monster target you; NetHack restricts them to firing in eight directions. The Umoria variant Morgul granted this power to the player also, and it quickly spread to Angband and its variants. But Moria did not allow monsters to target around corners or pillars, so players with sufficiently high speed could exploit this to attack monsters while preventing them from seeing to target the player. This technique was known as "pillardancing."
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In ''Moria'', however, there are only 22 item slots from ''a'' to ''v'', not counting currently worn equipment (as wearing something frees up that [[inventory]] slot). ''NetHack'' inventories have 52 slots - ''a'' to ''z'' and ''A'' to ''Z'' (not counting the ''#'' used when picking up a [[loadstone]] with a full inventory). NetHack additionally has a wide selection of gems and many miscellaneous tools, including [[container]]s such as [[bag]]s and [[chest]]s to hold many "screenfuls" of items.
  
=== Objects ===
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Saving slots in ''Moria'' is done by eventually replacing carried items with better ones, such as finding spellbooks with multiple spells, and amassing enough gold that they no longer need to gather [[junk]] to sell. ''Moria'' has no gems and fewer miscellaneous tools to worry about, and of those tools light sources have a dedicated slot; digging implements, which are second only in importance to lighting, can be put in the "spare weapon" slot.
NetHack has plenty of ways to make objects surprise the unspoiled player: [[BUC|blessed, cursed, and uncursed]] objects, [[erodeproof]] objects, [[grease]]d objects, and objects with [[enchantment]] bonuses and [[charge]]s.
 
  
Moria objects have some of these characteristics, however not in the same way. NetHack applies a B/U/C system to all items, and NetHack curses can have many undesirable effects, such as less healthy potions. However, a Moria curse is only a "tag on" property of the item that prevents you from taking it off, but does not normally degrade the item. (Like NetHack, Moria does generate cursed weapons and armor with negative enchantments.)
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''NetHack'' items can be [[Beatitude|blessed, uncursed or cursed]], with beatitude having an effect on item usage (i.e., blessed items often have much more beneficial or less harmful effects, while cursed ones tend to have weakened useful effects or much worse detrimental ones). ''NetHack'' items can also have additional properties applied, such as [[erosion]]-proofing, [[greasing]], and [[Charging|a set number of uses]]. While ''Moria'' items function similarly in that items can be cursed or noncursed, armor and weapons that are generated cursed have negative enchantments, and cursed weapons and armor cannot be removed, the curse itself does not actively degrade the item as in ''NetHack''.  
  
In lieu of artifacts, Moria has Ego items; these can appear in unlimited numbers, but have extra properties: a Scimitar might have a Frost brand, making it a Scimitar of Frost, which does extra cold damage and provides cold resistance.
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In lieu of [[artifact]]s, Moria has "Ego" items. Unlike artifacts, more than one of a given type of ego item can appear in a given game, and can have any number of extra properties not unlike [[object properties]] in variants of ''NetHack'': a [[scimitar]] might have a "Frost" brand, making it a Scimitar of Frost that does extra [[cold]] damage and provides cold resistance. A [[scroll of identify]] will not reveal all these advanced properties, and only gives the two-letter code for the ego-type; the manual contains the key that details what each of the ego-types do.
  
The Scroll of Identify does not reveal all these advanced properties (it only gives the two-letter code for the ego-type), and one must read the manual to determine what the ego-types do.
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Item generation probabilities remain uniform in ''NetHack'' across dungeon levels, though they differ between branches (e.g., item generation in the [[Gnomish Mines]] is slanted towards [[tool]]s). In ''Moria'', each item has an associated dungeon depth, and progressively more powerful items - higher-quality Ego items, weapons and armor with high enchantments, etc. - become more common as the hero descends deeper.
  
Probabilities control the generation of items in both games. These probabilities remain uniform in NetHack across dungeon levels, though they differ between branches; this is why the [[Gnomish Mines]] has more [[tool]]s. But in Moria, each item has an associated dungeon depth. In general, Moria items become progressively more powerful as the hero descends deeper into the dungeon. Down there, weapons and armor have better enchantments, and there are more and better artifacts. Likewise, the more powerful [[wand]]s, [[scroll]]s, etc will appear more frequently at deeper levels.
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==Moria and NetHack==
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''NetHack'' draws from J. R. R. Tolkien's setting and works, among many others, and naturally shares some other traits with ''Moria'' (e.g. the inclusion of [[lembas]], [[mithril]], etc.). For instance, the [[balrog]] of ''NetHack'' is a powerful regular enemy that generates in [[Gehennom]] and can be gated in by other [[major demon]]s, but cannot perform gating itself.
  
Both NetHack and Moria players can wield weapons (Moria has both an active and a spare weapon slot, with a command to quickly swap the two), wear armor (in several armor slots), and put on [[ring]]s and [[amulet]]s. In Moria, wearing something frees an [[inventory]] slot, which is nice because Moria only has 22 slots (a to v). Even when counting equipment slots, Moria still has fewer slots than NetHack, which gives you 52 slots (a to z and A to Z). In addition, NetHack has [[container]]s like [[bag]]s and [[chest]]s to hold many screenfuls of items; Moria does not.
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One of the [[hallucinatory monster]]s in ''NetHack'' - the [http://angband.oook.cz/monsters.php?q=The+ancient+multi-hued+dragon&t=2&s=&v= "ancient multi-hued dragon"] - is directly credited to ''Moria'' in the source code.
  
So how do Moria players save slots? They find spellbooks with multiple spells. They become so wealthy that they need not gather items to sell. Moria has no gems and fewer miscellaneous tools than NetHack, so that frees up many slots. The most important kinds of miscellaneous tools, light sources, have a dedicated slot, and the second most important, the digging implements, can be put in the "spare weapon" slot.
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===Moria in variants===
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[[UnNetHack]] has the [[Ruins of Moria]] branch, which draws heavily from Middle-Earth and even features a unique balrog, [[Durin's Bane]], as a boss monster. The third level also simulates a dungeon level found in a typical game of ''Moria''.
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==Licensing==
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NetHack is [[free]] and open source software under its [[Wikihack:NetHack General Public License|NetHack General Public License]]. Moria and its variants originally used a license which prohibited selling copies of the game. The practical effect of this is that operating systems like [[Debian]] originally classified NetHack as "free" and Moria as "non-free", and refused to include Moria when selling discs of the system. The [[Angband OpenSource Initiative]] was a successful attempt to change this: on January 9, 2009,<ref>http://groups.google.com/group/rec.games.roguelike.angband/msg/2db2fc9961d41c50</ref> Angband and Moria were completely dual licensed under the Moria license, and the GNU General Public License. (Moria had in fact been so dual licensed some time earlier, thanks to its lower number of contributors.)
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The Moria license also did not contain explicit permission to modify the game, but modification is a strong tradition of the Moria community.
  
 
==References==
 
==References==
Line 108: Line 92:
  
 
==External links==
 
==External links==
{{Wikipedia|Moria (video game)}}
 
{{RogueBasin}}
 
 
* [http://beej.us/moria/ Moria homepage]
 
* [http://beej.us/moria/ Moria homepage]
 
* [http://www-math.bgsu.edu/~grabine/moria.html Final Moria maintainer's page]
 
* [http://www-math.bgsu.edu/~grabine/moria.html Final Moria maintainer's page]
 
 
{{noversion}}
 
{{noversion}}
 
 
[[Category:Roguelikes]]
 
[[Category:Roguelikes]]

Latest revision as of 13:09, 4 August 2023

The Dungeons of Moria, often shortened to just Moria, is one of the earliest roguelike computer games, created in 1983 by Robert Alan Koeneke.

Moria and its variants rival NetHack in popularity - many classifications divide roguelike games between "hacklikes" and "*bands", with the latter being named after Angband, the most famous Moria variant. Moria was also the first open source roguelike and was ported to many different computer platforms, which was a major achievement for the era.

History

Rogue started as a binary for BSD, which was then a variant of Unix running on VAX hardware. Because Rogue did not include its source code and originally ran only on one platform, several Rogue clones came into existence. Moria was the first of these many Rogue clones, or roguelikes, created for computers running VMS. Meanwhile, a free Rogue clone known as Hack was made for Unix, from which NetHack would come to be; Hack added features such as persistent levels, pets, and shops, while NetHack changed the game even more with additions like dungeon branches.

A port from VMS and Pascal to Unix was eventually created, known as Umoria - Angband is one of several Umoria variants - while another variant, called Imoria, was created based on the original Pascal version.

Development of the original Moria essentially ended in the late 1980s, while development of other non-Angband variants of Moria would continue until 1993; there was brief attempt to revive Imoria after this year, and development of Umoria would end in 1995. On the other hand, development of Angband and its derivatives continue to this day. The Moria community considers Umoria, VMS Moria, and in later eras Angband, to be "vanilla" versions of the game in contrast to variants like ZAngband, IMoria, or Pmoria - these would be analogous to NetHack Plus or SLASH.

Summary

Moria and most of its variants are set in Middle-earth, with the game taking its name from the underground city of Moria.

Moria deviates from the structure of Rogue in many significant ways, with the most notable being the addition of a town above the dungeon. Unlike NetHack, where the dungeon is a long trek away from civilization, Moria has a town set right near the dungeon entrance. Due to the non-persistent floors, Moria generates a new level with new monsters and items every time you leave a floor and return to it at a later point, making staircases one-way; Angband would change this during its own development so that staircases could be re-used. Therefore, Moria players seeking to make stashes generally leave them in the town, where they may still be disturbed by the town's other inhabitants.

Another significant change from the structure of Rogue was the shift of the main objective. Rather than retrieving the Amulet, the objective of the original Moria and variants that retain its name is to reach the bottom of the dungeon and defeat the Balrog, which completes the game.

Both these changes and others, combined with the vastness of the dungeon and the impermanence of its floors, genereally means that the average Moria playthrough is of a similar length to NetHack if not longer. It may take weeks and months to play a Moria character from the beginning to either triumph over the Balrog or an inglorious death.

The Town

In Moria, the town contains the bulk of the game's services and shops; central to Moria is the Scroll of Word of Recall, an item that warps you between town and the deepest visited dungeon level, reducing the time and danger of making a trip back to your stash. Some Moria variants expand on this feature: Angband and other *bands let you leave town to find other dungeons and towns, while Moria variant BOSS instead has you defeating one of the Boss's lieutenants, after which it automatically transports you to another town with a more difficult dungeon.

Shopping in Moria mostly consists of interacting with a menu at each shop entrance, meaning that you cannot attack or rob shopkeepers, and other citizens cannot enter shops or take items. Items in shops are bought and sold fully identified, shopkeepers pay a base price for unidentified items, and their wares do not include cursed items; this is a useful way to ID the wider number of different potions, scrolls, and other items that Moria has compared to NetHack.

The six shops are a general store, an armory, a weaponsmith, a temple, an alchemy shop, and a magic-users' store; while beginners can supply themselves well if they have money, the dungeon will often still be the more viable source of better and higher-enchanted items. Food supply is limitless and thus largely a non-factor, unless one is playing an "ironman game" that forgoes access to the town.

The Dungeon

In Moria, there are two ways to label dungeon levels: by number (1, 2, 3, 4) as in NetHack, or by depth where the measure is fifty times the level number (50 feet, 100 feet, 150', 200').

Moria dungeon levels are much larger than those found in NetHack, which are designed to fit on 80x24 terminals, and thus are split into panels. The map jumps to another panel as you approach the edge, and offscreen monsters might surprise you with attacks as you approach the edge. There is an option to center the screen on your hero (@), as in Linley's Dungeon Crawl; the game typically disables this by default, so you may want to enable it prior to your first forays in. Larger levels mean larger rooms and longer corridors that take longer to explore, and it is not uncommon for some Moria players to take the first staircase they find instead of fully exploring a level.

Dungeons are also drawn differently. For example, a NetHack room and corridor might appear like this:

----------         #
|........|     ########+     +   door
|..{.....|     #   #         -   open door
|..@.....|   ###   #         @   hero
|........-####     #         - | wall
|......d.|         #         d   dog
|.%......|         #         %   food ration
----------         #

Now here is how it might appear in the dungeon of Moria:

##########    #####+####
#........#    #...'.'..+     + door
#........#  ###.###'####     ' open door
#..@.....####...# #.#        @ hero
#........'....### #.#        # wall
#......j.######   #.#        j jackal
#.,......#        #.#        , food ration
##########        #.#

Monsters

In Moria, ranged attacks from monsters can target you on any a square within their range, compared to NetHack and its eight-directional combat; Umoria variant Morgul allows the player to do so as well, as does Angband and its variants. Monsters cannot target the player around corners or pillars, allowing characters with sufficiently high speed to attack monsters and quickly dash out of their sight before they retaliate; this is known as "pillardancing".

As you fight monsters in Moria, the game will gradually "memorize" their capabilities and store it in a "monster memory". This feature contains information such as how many times you killed each type of monster, how fast they move, what attacks it has, and what level it normally appears on depending on how many of that monster you've fought. This monster memory is the only thing besides options that persists even after character death.

The lookup feature in vanilla NetHack only returns a literary quote associated with the monster in question; players must remember those monsters themselves, or else consult a bestiary of spoilers like the one hosted on this wiki. Some variants, such as SlashTHEM and xNetHack, add a monster lookup or a "Pokedex" that can be used to research the stats of a given monster.

Objects

Moria objects and their generation have a few base similarities to NetHack items. NetHack and Moria players can wield weapons, wear armor, and put on rings and amulets; both games also have an active and a spare weapon slot, with a command to quickly swap the two. Weapons and armor can have enchantments that increase their damage or defense.

In Moria, however, there are only 22 item slots from a to v, not counting currently worn equipment (as wearing something frees up that inventory slot). NetHack inventories have 52 slots - a to z and A to Z (not counting the # used when picking up a loadstone with a full inventory). NetHack additionally has a wide selection of gems and many miscellaneous tools, including containers such as bags and chests to hold many "screenfuls" of items.

Saving slots in Moria is done by eventually replacing carried items with better ones, such as finding spellbooks with multiple spells, and amassing enough gold that they no longer need to gather junk to sell. Moria has no gems and fewer miscellaneous tools to worry about, and of those tools light sources have a dedicated slot; digging implements, which are second only in importance to lighting, can be put in the "spare weapon" slot.

NetHack items can be blessed, uncursed or cursed, with beatitude having an effect on item usage (i.e., blessed items often have much more beneficial or less harmful effects, while cursed ones tend to have weakened useful effects or much worse detrimental ones). NetHack items can also have additional properties applied, such as erosion-proofing, greasing, and a set number of uses. While Moria items function similarly in that items can be cursed or noncursed, armor and weapons that are generated cursed have negative enchantments, and cursed weapons and armor cannot be removed, the curse itself does not actively degrade the item as in NetHack.

In lieu of artifacts, Moria has "Ego" items. Unlike artifacts, more than one of a given type of ego item can appear in a given game, and can have any number of extra properties not unlike object properties in variants of NetHack: a scimitar might have a "Frost" brand, making it a Scimitar of Frost that does extra cold damage and provides cold resistance. A scroll of identify will not reveal all these advanced properties, and only gives the two-letter code for the ego-type; the manual contains the key that details what each of the ego-types do.

Item generation probabilities remain uniform in NetHack across dungeon levels, though they differ between branches (e.g., item generation in the Gnomish Mines is slanted towards tools). In Moria, each item has an associated dungeon depth, and progressively more powerful items - higher-quality Ego items, weapons and armor with high enchantments, etc. - become more common as the hero descends deeper.

Moria and NetHack

NetHack draws from J. R. R. Tolkien's setting and works, among many others, and naturally shares some other traits with Moria (e.g. the inclusion of lembas, mithril, etc.). For instance, the balrog of NetHack is a powerful regular enemy that generates in Gehennom and can be gated in by other major demons, but cannot perform gating itself.

One of the hallucinatory monsters in NetHack - the "ancient multi-hued dragon" - is directly credited to Moria in the source code.

Moria in variants

UnNetHack has the Ruins of Moria branch, which draws heavily from Middle-Earth and even features a unique balrog, Durin's Bane, as a boss monster. The third level also simulates a dungeon level found in a typical game of Moria.

Licensing

NetHack is free and open source software under its NetHack General Public License. Moria and its variants originally used a license which prohibited selling copies of the game. The practical effect of this is that operating systems like Debian originally classified NetHack as "free" and Moria as "non-free", and refused to include Moria when selling discs of the system. The Angband OpenSource Initiative was a successful attempt to change this: on January 9, 2009,[1] Angband and Moria were completely dual licensed under the Moria license, and the GNU General Public License. (Moria had in fact been so dual licensed some time earlier, thanks to its lower number of contributors.)

The Moria license also did not contain explicit permission to modify the game, but modification is a strong tradition of the Moria community.

References

External links