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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> | |
| 143 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.6 Experience Levels</span></strong></p> | |
| 144 <p align="justify"> | |
| 145 Characters gain experience for killing monsters, stealing from monsters, and | |
| 146 turning monsters. Each character class has a set of thresholds associated | |
| 147 with it. When a character reaches a threshold, the character attains the | |
| 148 next experience level. This new level brings extra hit points and a greater | |
| 149 chance of success in performing the abilities associated with the | |
| 150 character's class. Magicians receive new spells, and clerics receive new | |
| 151 prayers.</p> | |
| 152 <p align="justify"> | |
| 153 Thieves have the lowest threshold for gaining experience levels, followed by | |
| 154 clerics. Fighters are next, and magicians have the highest threshold.</p> | |
| 155 <h3 align="justify"> | |
| 156 3. THE SCREEN</h3> | |
| 157 <p align="justify"> | |
| 158 During the normal course of play, the screen consists of three separate | |
| 159 sections: the top line of the terminal, the bottom two lines of the | |
| 160 terminal, and the remaining middle lines. The top line reports actions which | |
| 161 occur during the game, the middle section depicts the dungeon, and the | |
| 162 bottom lines describe the player's current condition.</p> | |
| 163 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.1 The Top Line</span></strong> | |
| 164 <p align="justify"> | |
| 165 Whenever anything happens to the player, such as finding a scroll or hitting | |
| 166 or being hit by a monster, a short report of the occurrence appears on the | |
| 167 top line of the screen. When such reports occur quickly, one right after | |
| 168 another, the game displays the notice followed by the prompt '--More--.' | |
| 169 After reading this notice, the player can press a space to display the next | |
| 170 message. At such a point, the game ignores all commands until the player | |
| 171 presses a space.</p> | |
| 172 <p align="justify"> | |
| 173 <strong> | |
| 174 <span style="FONT-VARIANT: small-caps">3.2 The Dungeon Section</span></strong> | |
| 175 <p align="justify"> | |
| 176 The large middle section of the screen displays the player's surroundings using | |
| 177 the following symbols: | |
| 178 </p> | |
| 179 <p> | |
| 180 <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table3" cellspacing="3"> | |
| 181 <tr> | |
| 182 <td align="middle">|</td> | |
| 183 <td> | |
| 184 </td> | |
| 185 <td>A wall of a room.</td> | |
| 186 </tr> | |
| 187 <tr> | |
| 188 <td align="middle">-</td> | |
| 189 <td> </td> | |
| 190 <td>A wall of a room.</td> | |
| 191 </tr> | |
| 192 <tr> | |
| 193 <td align="middle">*</td> | |
| 194 <td> </td> | |
| 195 <td>A pile of gold.</td> | |
| 196 </tr> | |
| 197 <tr> | |
| 198 <td align="middle">%</td> | |
| 199 <td> </td> | |
| 200 <td>A way to the next level.</td> | |
| 201 </tr> | |
| 202 <tr> | |
| 203 <td align="middle">+</td> | |
| 204 <td> </td> | |
| 205 <td>A doorway.</td> | |
| 206 </tr> | |
| 207 <tr> | |
| 208 <td align="middle">.</td> | |
| 209 <td> </td> | |
| 210 <td>The floor in a room.</td> | |
| 211 </tr> | |
| 212 <tr> | |
| 213 <td align="middle">@</td> | |
| 214 <td> </td> | |
| 215 <td>The player.</td> | |
| 216 </tr> | |
| 217 <tr> | |
| 218 <td align="middle">_</td> | |
| 219 <td> </td> | |
| 220 <td>The player, when invisible.</td> | |
| 221 </tr> | |
| 222 <tr> | |
| 223 <td align="middle">#</td> | |
| 224 <td> </td> | |
| 225 <td>The floor in a passageway.</td> | |
| 226 </tr> | |
| 227 <tr> | |
| 228 <td align="middle">!</td> | |
| 229 <td> </td> | |
| 230 <td>A flask containing a potion.</td> | |
| 231 </tr> | |
| 232 <tr> | |
| 233 <td align="middle">?</td> | |
| 234 <td> </td> | |
| 235 <td>A sealed scroll.</td> | |
| 236 </tr> | |
| 237 <tr> | |
| 238 <td align="middle">:</td> | |
| 239 <td> </td> | |
| 240 <td>Some food.</td> | |
| 241 </tr> | |
| 242 <tr> | |
| 243 <td align="middle">)</td> | |
| 244 <td> </td> | |
| 245 <td>A weapon.</td> | |
| 246 </tr> | |
| 247 <tr> | |
| 248 <td align="middle"> </td> | |
| 249 <td nowrap> </td> | |
| 250 <td nowrap>Solid rock (denoted by a space).</td> | |
| 251 </tr> | |
| 252 <tr> | |
| 253 <td align="middle">]</td> | |
| 254 <td> </td> | |
| 255 <td>Some armor.</td> | |
| 256 </tr> | |
| 257 <tr> | |
| 258 <td align="middle">;</td> | |
| 259 <td> </td> | |
| 260 <td>A miscellaneous magic item.</td> | |
| 261 </tr> | |
| 262 <tr> | |
| 263 <td align="middle">,</td> | |
| 264 <td> </td> | |
| 265 <td>An artifact.</td> | |
| 266 </tr> | |
| 267 <tr> | |
| 268 <td align="middle">=</td> | |
| 269 <td> </td> | |
| 270 <td>A ring.</td> | |
| 271 </tr> | |
| 272 <tr> | |
| 273 <td align="middle">/</td> | |
| 274 <td> </td> | |
| 275 <td>A wand or a staff.</td> | |
| 276 </tr> | |
| 277 <tr> | |
| 278 <td align="middle">^</td> | |
| 279 <td> </td> | |
| 280 <td>The entrance to a trading post.</td> | |
| 281 </tr> | |
| 282 <tr> | |
| 283 <td align="middle">></td> | |
| 284 <td> </td> | |
| 285 <td>A trapdoor leading to the next level</td> | |
| 286 </tr> | |
| 287 <tr> | |
| 288 <td align="middle">{</td> | |
| 289 <td> </td> | |
| 290 <td>An arrow trap</td> | |
| 291 </tr> | |
| 292 <tr> | |
| 293 <td align="middle">$</td> | |
| 294 <td> </td> | |
| 295 <td>A sleeping gas trap</td> | |
| 296 </tr> | |
| 297 <tr> | |
| 298 <td align="middle">}</td> | |
| 299 <td> </td> | |
| 300 <td>A beartrap</td> | |
| 301 </tr> | |
| 302 <tr> | |
| 303 <td align="middle">~</td> | |
| 304 <td> </td> | |
| 305 <td>A trap that teleports you somewhere else</td> | |
| 306 </tr> | |
| 307 <tr> | |
| 308 <td align="middle">`</td> | |
| 309 <td> </td> | |
| 310 <td>A poison dart trap</td> | |
| 311 </tr> | |
| 312 <tr> | |
| 313 <td align="middle">"</td> | |
| 314 <td> </td> | |
| 315 <td>a shimmering magic pool</td> | |
| 316 </tr> | |
| 317 <tr> | |
| 318 <td align="middle">'</td> | |
| 319 <td> </td> | |
| 320 <td>An entrance to a maze</td> | |
| 321 </tr> | |
| 322 <tr> | |
| 323 <td align="middle">$</td> | |
| 324 <td> </td> | |
| 325 <td>Any magical item. (During magic detection)</td> | |
| 326 </tr> | |
| 327 |
