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annotate arogue7/aguide.mm @ 204:4b1999ac91cf
Permit not defining score and log files.
author | John "Elwin" Edwards |
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date | Thu, 13 Aug 2015 07:47:01 -0400 |
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1 .\" |
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2 .\" aguide.mm |
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3 .\" |
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4 .\" Advanced Rogue |
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5 .\" Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T |
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6 .\" All rights reserved. |
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7 .\" |
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8 .\" Based on "Rogue: Exploring the Dungeons of Doom" |
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9 .\" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman |
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10 .\" All rights reserved. |
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11 .\" |
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12 .\" See the file LICENSE.TXT for full copyright and licensing information. |
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13 .\" |
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14 .tr ~ |
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15 .nr Pt 1 |
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16 .ds HF 3 2 2 2 2 2 2 |
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17 .TL |
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18 The Dungeons of Doom |
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19 .AF Toolchest |
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20 .AU " " |
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21 .AS 1 |
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22 .P |
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23 Rogue was introduced at the University of California at Berkeley as a |
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24 screen-oriented fantasy game. |
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25 The game had 26 types of monsters that the player could meet while |
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26 exploring a dungeon generated by the computer. |
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27 Scrolls, potions, rings, wands, staves, armor, and weapons helped the |
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28 player to battle these monsters and to gain gold, the basis for scoring. |
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29 .P |
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30 The version of Rogue described in this guide has been expanded to include |
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31 over 110 monsters with many new capabilities. |
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32 Many of the monsters are intelligent, and they, like the player, must avoid |
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33 traps and decide when it is better to fight or to run. |
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34 The player chooses a character class at the beginning of the game which |
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35 defines the player's abilities. |
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36 Experience, rather than gold, decides the player's score. |
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37 .AE |
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38 .MT 4 |
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39 .H 1 INTRODUCTION |
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40 Rogue is a screen-oriented fantasy game set in the ever-changing |
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41 \fIDungeons of Doom\fR. |
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42 The game comes complete with monsters, spells, weapons, armor, potions, |
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43 and other magical items. |
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44 The dungeon's geography changes with every game, and although many magical |
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45 items have certain identifiable properties, such as turning the player |
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46 invisible, the physical manifestation of the magic changes each game. |
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47 A red potion, for example, will cause the same reaction throughout |
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48 a given game, but it may be a completely different potion in a new game. |
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49 .P |
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50 Entering the dungeon with only a little food, armor, and a weapon, the player |
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51 must develop a good strategy of when |
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52 to fight, when to run, and how to best use any magical items found |
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53 in the dungeon. |
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54 To make things interesting, the player has a quest to return one of |
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55 several unique artifacts, rumored to lie deep in the dungeon's bowels. |
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56 Returning with this artifact brings great glory and the title of |
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57 \fIComplete Winner\fR. |
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58 But even after finding the artifact, the player may wish to continue |
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59 further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a |
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60 \fIdeity\fR found far down in the dungeon. |
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61 Defeating such a creature will gain the player many experience points, |
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62 the basis for scoring in Rogue. |
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63 .P |
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64 It is very difficult to return from the \fIDungeons of Doom\fR. |
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65 Few people ever make it out alive. |
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66 Should this unlikely event occur, the player would be proclaimed a |
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67 complete winner and handsomely rewarded for any booty removed from the |
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68 dungeon. |
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69 .H 1 "CHARACTER CLASSES" |
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70 Before placing the player in the dungeon, the game requests the player |
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71 to select what type of character they would like to be:~ a fighter, a magic user, a cleric, |
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72 a druid, a thief, a paladin, a ranger, a monk, or an assassin. |
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73 .H 2 "The Fighter" |
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74 A fighter is very strong and will have a high strength rating. |
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75 This great strength gives a fighter the best odds of |
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76 winning a battle with a monster. |
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77 At high experience levels the \fIfighter\fR also gets to attack |
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78 multiple times in a single turn. |
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79 This obviously further increases his chances at winning battles. |
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80 Intrinsic to the fighter class is a robustness which results in |
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81 1 to 12 extra hit points for every new experience |
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82 level. |
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83 .H 2 "The Magician" |
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84 A Magician is able to "cast" spells. |
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85 The number and variety of spells increases as |
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86 the magician gains experience and intelligence. |
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87 Magic users are not as hearty as fighters; |
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88 they receive 1 to 6 extra hit |
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89 points for every new experience level. |
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