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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 <!-- Advanced Rogue --> | |
| 2 <!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T --> | |
| 3 <!-- All rights reserved. --> | |
| 4 <!-- --> | |
| 5 <!-- Based on "Rogue: Exploring the Dungeons of Doom" --> | |
| 6 <!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman --> | |
| 7 <!-- All rights reserved. --> | |
| 8 <!-- --> | |
| 9 <!-- See the file LICENSE.TXT for full copyright and licensing information. --> | |
| 10 <!-- Creator : groff version 1.18.1 --> | |
| 11 <!-- CreationDate: Sat Jan 21 09:55:23 2006 --> | |
| 12 <h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of | |
| 13 Doom</a></h1> | |
| 14 <br> | |
| 15 <h2 align="center">AT&T Bell Laboratories</h2> | |
| 16 <h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3> | |
| 17 <br> | |
| 18 <table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center"> | |
| 19 <tr> | |
| 20 <td nowrap> | |
| 21 Advanced Rogue<br> | |
| 22 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T<br> | |
| 23 All rights reserved. | |
| 24 </td> | |
| 25 </tr> | |
| 26 <tr> | |
| 27 <td nowrap> | |
| 28 Based on "Rogue: Exploring the Dungeons of Doom"<br> | |
| 29 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br> | |
| 30 All rights reserved. | |
| 31 </td> | |
| 32 </tr> | |
| 33 </table> | |
| 34 <p align="center">See the file LICENSE.TXT for full copyright and licensing | |
| 35 information.</p> | |
| 36 <p align="center"> </p> | |
| 37 <p align="center"><b>ABSTRACT</b></p> | |
| 38 <blockquote> | |
| 39 <blockquote> | |
| 40 <p align="justify">Rogue was first introduced by Michael Toy at the | |
| 41 University of California at Berkeley as a screen-oriented fantasy game. | |
| 42 The game had 26 types of monsters that the player could meet while | |
| 43 exploring a dungeon generated by the computer. Scrolls, potions, rings, | |
| 44 wands, staves, armor, and weapons helped the player to battle these | |
| 45 monsters and to gain gold, the basis for scoring.</p> | |
| 46 <p align="justify">The version of Rogue described in this guide has been | |
| 47 expanded to include over 110 monsters with many new capabilities. Many | |
| 48 of the monsters are intelligent, and they, like the player, must avoid | |
| 49 traps and decide when it is better to fight or to run. The player | |
| 50 chooses a character class at the beginning of the game which defines the | |
| 51 player's abilities. Experience, rather than gold, decides the player's | |
| 52 score.</p> | |
| 53 </blockquote> | |
| 54 </blockquote> | |
| 55 <h2 align="justify"> </h2> | |
| 56 <h3 align="justify">1. INTRODUCTION</h3> | |
| 57 <p align="justify"> | |
| 58 Rogue is a screen-oriented fantasy game set in the ever-changing Dungeons of | |
| 59 Doom. The game comes complete with monsters, spells, weapons, armor, | |
| 60 potions, and other magical items. The dungeon's geography changes with every | |
| 61 game, and although many magical items have certain identifiable properties, | |
| 62 such as turning the player invisible, the physical manifestation of the | |
| 63 magic changes each game. A red potion, for example, will cause the same | |
| 64 reaction throughout a given game, but it may be a completely different | |
| 65 potion in a new game.</p> | |
| 66 <p align="justify"> | |
| 67 Entering the dungeon with only a little food, armor, and a weapon, the | |
| 68 player must develop a good strategy of when to fight, when to run, and how | |
| 69 to best use any magical items found in the dungeon. To make things | |
| 70 interesting, the player has a quest to return one of several unique | |
| 71 artifacts, rumored to lie deep in the dungeon's bowels. Returning with this | |
| 72 artifact brings great glory and the title of Complete Winner. But even after | |
| 73 finding the artifact, the player may wish to continue further to match wits | |
| 74 with an arch-devil, demon prince, or even a deity found far down in the | |
| 75 dungeon. Defeating such a creature will gain the player many experience | |
| 76 points, the basis for scoring in Rogue.</p> | |
| 77 <p align="justify"> | |
| 78 It is very difficult to return from the Dungeons of Doom. Few people ever | |
| 79 make it out alive. Should this unlikely event occur, the player would be | |
| 80 proclaimed a complete winner and handsomely rewarded for any booty removed | |
| 81 from the dungeon.</p> | |
| 82 <h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3> | |
| 83 <p align="justify"> | |
| 84 Before placing the player in the dungeon, the game requests the player to | |
| 85 select a character class: a fighter, a magic user, a cleric, or a thief.</p> | |
| 86 <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p> | |
| 87 <p align="justify"> | |
| 88 A fighter is very strong and will have a high strength rating. This great | |
| 89 strength gives a fighter the best odds of winning a battle with a monster. | |
| 90 At high experience levels the fighter also gets to attack multiple times in | |
| 91 a single turn. This obviously further increases his chances at winning | |
| 92 battles. Intrinsic to the fighter class is a robustness which results in 1 | |
| 93 to 10 extra hit points for every new experience level.</p> | |
| 94 <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p> | |
| 95 <p align="justify"> | |
| 96 A magician's major attribute is intelligence, which enables the magician to | |
| 97 cast spells. The number and variety of spells increases as the magician | |
| 98 gains experience and intelligence. Other types of characters can cast | |
| 99 spells, but only if they manage to gain extraordinarily high intelligence. | |
| 100 Magic users are not as hearty as fighters; they receive 1 to 8 extra hit | |
| 101 points for every new experience level.</p> | |
| 102 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p> | |
| 103 <p align="justify"> | |
| 104 A cleric has a high wisdom rating and can thus pray. The number and variety | |
| 105 of prayers which the gods are willing to grant to a cleric increase as the | |
| 106 cleric gains experience and wisdom. Other character types can pray only if | |
| 107 they manage to gain extraordinary wisdom.</p> | |
| 108 <p align="justify"> | |
| 109 Because of their religious nature, clerics can also affect the "undead" | |
| 110 beings, like zombies and ghouls, which became monsters after they died. If | |
| 111 an "undead" creature is next to a cleric, the cleric may try to turn it and | |
| 112 cause it to flee. If the cleric is sufficiently powerful relative to the | |
| 113 monster, the cleric will destroy it. This ability increases as the character | |
| 114 gains experience levels.</p> | |
| 115 <p align="justify"> | |
| 116 Clerics can gain from 1 to 8 extra hit points on reaching a new experience | |
| 117 level.</p> | |
| 118 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.4 The Thief</span></strong></p> | |
| 119 <p align="justify"> | |
| 120 A thief is exceptionally dextrous and has a good chance to set a trap or rob | |
| 121 a monster. Any type of character can try to set a trap or steal from a | |
| 122 monster standing next to the character, but the chances of success are low | |
| 123 compared to a thief's chances. | |
| 124 </p> | |
| 125 <p align="justify"> | |
| 126 By their nature, thieves can automatically detect all the gold on the | |
| 127 current level of the dungeon. They are also good at detecting hidden traps. | |
| 128 Because thieves slink along, they are not as likely as other characters to | |
| 129 wake sleeping monsters. If a thief manages to sneak up on a creature without | |
| 130 waking it, he will get a chance to backstab the monster. When this is done, | |
| 131 the damage done by the thief greatly increases based on his experience | |
| 132 level.</p> | |
| 133 <p align="justify"> | |
| 134 Thieves gain from 1 to 6 extra hit points from a new experience level. | |
| 135 </p> | |
| 136 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.5 | |
| 137 CONSTITUTION</span></strong></p> | |
| 138 <p align="justify">Every character has a constitution rating. A character with | |
| 139 an exceptionally good constitution will gain more than the normal amount of hit | |
| 140 points associated with the character's class when the character reaches a new | |
| 141 experience level. Exceptional constitution also provides better protection | |
| 142 versus poison-based attacks and diseases.</p> | |
