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comparison arogue5/arogue58.doc @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
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1 | |
2 | |
3 | |
4 | |
5 | |
6 The Dungeons of Doom | |
7 | |
8 AT&T Bell Laboratories | |
9 The Dungeons of Doom | |
10 | |
11 | |
12 1. INTRODUCTION | |
13 | |
14 Rogue is a screen-oriented fantasy game set in the | |
15 ever-changing Dungeons of Doom. The game comes complete | |
16 with monsters, spells, weapons, armor, potions, and other | |
17 magical items. The dungeon's geography changes with every | |
18 game, and although many magical items have certain | |
19 identifiable properties, such as turning the player | |
20 invisible, the physical manifestation of the magic changes | |
21 each game. A red potion, for example, will cause the same | |
22 reaction throughout a given game, but it may be a completely | |
23 different potion in a new game. | |
24 | |
25 Entering the dungeon with only a little food, armor, | |
26 and a weapon, the player must develop a good strategy of | |
27 when to fight, when to run, and how to best use any magical | |
28 items found in the dungeon. To make things interesting, the | |
29 player has a quest to return one of several unique | |
30 artifacts, rumored to lie deep in the dungeon's bowels. | |
31 Returning with this artifact brings great glory and the | |
32 title of Complete Winner. But even after finding the | |
33 artifact, the player may wish to continue further to match | |
34 wits with an arch-devil, demon prince, or even a deity found | |
35 far down in the dungeon. Defeating such a creature will | |
36 gain the player many experience points, the basis for | |
37 scoring in Rogue. | |
38 | |
39 It is very difficult to return from the Dungeons of | |
40 Doom. Few people ever make it out alive. Should this | |
41 unlikely event occur, the player would be proclaimed a | |
42 complete winner and handsomely rewarded for any booty | |
43 removed from the dungeon. | |
44 | |
45 | |
46 2. CHARACTER CLASSES AND ATTRIBUTES | |
47 | |
48 Before placing the player in the dungeon, the game | |
49 requests the player to select a character class: a fighter, | |
50 a magic user, a cleric, or a thief. | |
51 | |
52 2.1 The_Fighter | |
53 | |
54 A fighter is very strong and will have a high strength | |
55 rating. This great strength gives a fighter the best odds | |
56 of winning a battle with a monster. At high experience | |
57 levels the fighter also gets to attack multiple times in a | |
58 single turn. This obviously further increases his chances | |
59 at winning battles. Intrinsic to the fighter class is a | |
60 robustness which results in 1 to 10 extra hit points for | |
61 | |
62 | |
63 | |
64 | |
65 | |
66 | |
67 | |
68 | |
69 | |
70 | |
71 | |
72 - 2 - | |
73 | |
74 | |
75 | |
76 every new experience level. | |
77 | |
78 2.2 The_Magician | |
79 | |
80 A magician's major attribute is intelligence, which | |
81 enables the magician to cast spells. The number and variety | |
82 of spells increases as the magician gains experience and | |
83 intelligence. Other types of characters can cast spells, | |
84 but only if they manage to gain extraordinarily high | |
85 intelligence. Magic users are not as hearty as fighters; | |
86 they receive 1 to 8 extra hit points for every new | |
87 experience level. | |
88 | |
89 2.3 The_Cleric | |
90 | |
91 A cleric has a high wisdom rating and can thus pray. | |
92 The number and variety of prayers which the gods are willing | |
93 to grant to a cleric increase as the cleric gains experience | |
94 and wisdom. Other character types can pray only if they | |
95 manage to gain extraordinary wisdom. | |
96 | |
97 Because of their religious nature, clerics can also | |
98 affect the "undead" beings, like zombies and ghouls, which | |
99 became monsters after they died. If an "undead" creature is | |
100 next to a cleric, the cleric may try to turn it and cause it | |
101 to flee. If the cleric is sufficiently powerful relative to | |
102 the monster, the cleric will destroy it. This ability | |
103 increases as the character gains experience levels. | |
104 | |
105 Clerics can gain from 1 to 8 extra hit points on | |
106 reaching a new experience level. | |
107 | |
108 2.4 The_Thief | |
109 | |
110 A thief is exceptionally dextrous and has a good chance | |
111 to set a trap or rob a monster. Any type of character can | |
112 try to set a trap or steal from a monster standing next to | |
113 the character, but the chances of success are low compared | |
114 to a thief's chances. | |
115 | |
116 By their nature, thieves can automatically detect all | |
117 the gold on the current level of the dungeon. They are also | |
118 good at detecting hidden traps. Because thieves slink | |
119 along, they are not as likely as other characters to wake | |
120 sleeping monsters. If a thief manages to sneak up on a | |
121 creature without waking it, he will get a chance to backstab | |
122 the monster. When this is done, the damage done by the thief | |
123 greatly increases based on his experience level. | |
124 | |
125 Thieves gain from 1 to 6 extra hit points from a new | |
126 experience level. | |
127 | |
128 | |
129 | |
130 | |
131 | |
132 | |
133 | |
134 | |
135 | |
136 | |
137 | |
138 - 3 - | |
139 | |
140 | |
141 | |
142 2.5 Constitution | |
143 | |
144 Every character has a constitution rating. A character | |
145 with an exceptionally good constitution will gain more than | |
146 the normal amount of hit points associated with the | |
147 character's class when the character reaches a new | |
148 experience level. Exceptional constitution also provides | |
149 better protection versus poison-based attacks and diseases. | |
150 | |
151 2.6 Experience_Levels | |
152 | |
153 Characters gain experience for killing monsters, | |
154 stealing from monsters, and turning monsters. Each | |
155 character class has a set of thresholds associated with it. | |
156 When a character reaches a threshold, the character attains | |
157 the next experience level. This new level brings extra hit | |
158 points and a greater chance of success in performing the | |
159 abilities associated with the character's class. Magicians | |
160 receive new spells, and clerics receive new prayers. | |
161 | |
162 Thieves have the lowest threshold for gaining | |
163 experience levels, followed by clerics. Fighters are next, | |
164 and magicians have the highest threshold. | |
165 | |
166 | |
167 3. THE SCREEN | |
168 | |
169 During the normal course of play, the screen consists | |
170 of three separate sections: the top line of the terminal, | |
171 the bottom two lines of the terminal, and the remaining | |
172 middle lines. The top line reports actions which occur | |
173 during the game, the middle section depicts the dungeon, and | |
174 the bottom lines describe the player's current condition. | |
175 | |
176 3.1 The_Top_Line | |
177 | |
178 Whenever anything happens to the player, such as | |
179 finding a scroll or hitting or being hit by a monster, a | |
180 short report of the occurrence appears on the top line of | |
181 the screen. When such reports occur quickly, one right | |
182 after another, the game displays the notice followed by the | |
183 prompt '--More--.' After reading this notice, the player | |
184 can press a space to display the next message. At such a | |
185 point, the game ignores all commands until the player | |
186 presses a space. | |
187 | |
188 | |
189 | |
190 | |
191 | |
192 | |
193 | |
194 | |
195 | |
196 | |
197 | |
198 | |
199 | |
200 | |
201 | |
202 | |
203 | |
204 - 4 - | |
205 | |
206 | |
207 | |
208 3.2 The_Dungeon_Section | |
209 | |
210 The large middle section of the screen displays the | |
211 player's surroundings using the following symbols: | |
212 | |
213 | A wall of a room. | |
214 | |
215 - A wall of a room. | |
216 | |
217 * A pile of gold. | |
218 | |
219 % A way to the next level. | |
220 | |
221 + A doorway. | |
222 | |
223 . The floor in a room. | |
224 | |
225 @ The player. | |
226 | |
227 _ The player, when invisible. | |
228 | |
229 # The floor in a passageway. | |
230 | |
231 ! A flask containing a potion. | |
232 | |
233 ? A sealed scroll. | |
234 | |
235 : Some food. | |
236 | |
237 ) A weapon. | |
238 | |
239 Solid rock (denoted by a space). | |
240 | |
241 ] Some armor. | |
242 | |
243 ; A miscellaneous magic item | |
244 | |
245 , An artifact | |
246 | |
247 = A ring. | |
248 | |
249 / A wand or a staff. | |
250 | |
251 ^ The entrance to a trading post | |
252 | |
253 > A trapdoor leading to the next level | |
254 | |
255 { An arrow trap | |
256 | |
257 $ A sleeping gas trap | |
258 | |
259 | |
260 | |
261 | |
262 | |
263 | |
264 | |
265 | |
266 | |
267 | |
268 | |
269 | |
270 - 5 - | |
271 | |
272 | |
273 | |
274 } A beartrap | |
275 | |
276 ~ A trap that teleports you somewhere else | |
277 | |
278 ` A poison dart trap | |
279 | |
280 " A shimmering magic pool | |
281 | |
282 ' An entrance to a maze | |
283 | |
284 $ Any magical item. (During magic detection) | |
285 | |
286 > A blessed magical item. (During magic detection) | |
287 | |
288 < A cursed magical item. (During magic detection) | |
289 | |
290 A letter A monster. Note that a given letter may signify | |
291 multiple monsters, depending on the level of the | |
292 dungeon. The player can always identify a current | |
293 monster by using the identify command ('/'). | |
294 | |
295 3.3 The_Status_Section | |
296 | |
297 The bottom two lines of the screen describe the | |
298 player's current status. The first line gives the player's | |
299 characteristics: | |
300 | |
301 o Intelligence (Int) | |
302 | |
303 o Strength (Str) | |
304 | |
305 o Wisdom (Wis) | |
306 | |
307 o Dexterity (Dxt) | |
308 | |
309 o Constitution (Const) | |
310 | |
311 o Encumbrance (Carry) | |
312 | |
313 Intelligence, strength, wisdom, dexterity, and | |
314 constitution have a normal maximum of 25, but can be higher | |
315 when augmented by a ring. Encumbrance is a measurement of | |
316 how much the player can carry versus how much he is | |
317 currently carrying. The more you carry relative to your | |
318 maximum causes you to use more food. | |
319 | |
320 The second status line provides the following | |
321 information: | |
322 | |
323 o The current level (Lvl) in the dungeon. This number | |
324 increases as the player goes further down. | |
325 | |
326 | |
327 | |
328 | |
329 | |
330 | |
331 | |
332 | |
333 | |
334 | |
335 | |
336 - 6 - | |
337 | |
338 | |
339 | |
340 o How much gold (Au) the player is carrying. | |
341 | |
342 o The player's current number of hit points (Hp), | |
343 followed in parentheses by the player's current maximum | |
344 number of hit points. Hit points express the player's | |
345 health. As a player heals by resting, the player's | |
346 current hit points gradually increase until reaching | |
347 the current maximum. This maximum increases each time | |
348 a player attains a new experience level. If the | |
349 player's current hit points reach 0, the player dies. | |
350 | |
351 o The player's armor class (Ac). This number describes | |
352 the amount of protection provided by the armor and | |
353 rings currently worn by the player. Wearing no armor | |
354 is equivalent to an armor class of 10. The protection | |
355 level increases as the armor class decreases. | |
356 | |
357 o The player's current experience level (Exp) followed by | |
358 the player's experience points. The player can gain | |
359 experience points by killing monsters, successfully | |
360 stealing from monsters, and turning monsters. When a | |
361 player gains enough experience points to surpass a | |
362 threshold that depends on the player's character type, | |
363 the player reaches a new experience level. A new | |
364 experience level brings extra hit points and possibly | |
365 added abilities, such as a new spell for a magician or | |
366 a new prayer for a cleric. | |
367 | |
368 o A description of the player's character. This | |
369 description depends on the player's character type and | |