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Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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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&amp;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&amp;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">&nbsp;</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">&nbsp;</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 &quot;undead&quot;
110 beings, like zombies and ghouls, which became monsters after they died. If
111 an &quot;undead&quot; 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>&nbsp;&nbsp;&nbsp;&nbsp;
184 </td>
185 <td>A wall of a room.</td>
186 </tr>
187 <tr>
188 <td align="middle">-</td>
189 <td>&nbsp;</td>
190 <td>A wall of a room.</td>
191 </tr>
192 <tr>
193 <td align="middle">*</td>
194 <td>&nbsp;</td>
195 <td>A pile of gold.</td>
196 </tr>
197 <tr>
198 <td align="middle">%</td>
199 <td>&nbsp;</td>
200 <td>A way to the next level.</td>
201 </tr>
202 <tr>
203 <td align="middle">+</td>
204 <td>&nbsp;</td>
205 <td>A doorway.</td>
206 </tr>
207 <tr>
208 <td align="middle">.</td>
209 <td>&nbsp;</td>
210 <td>The floor in a room.</td>
211 </tr>
212 <tr>
213 <td align="middle">@</td>
214 <td>&nbsp;</td>
215 <td>The player.</td>
216 </tr>
217 <tr>
218 <td align="middle">_</td>
219 <td>&nbsp;</td>
220 <td>The player, when invisible.</td>
221 </tr>
222 <tr>
223 <td align="middle">#</td>
224 <td>&nbsp;</td>
225 <td>The floor in a passageway.</td>
226 </tr>
227 <tr>
228 <td align="middle">!</td>
229 <td>&nbsp;</td>
230 <td>A flask containing a potion.</td>
231 </tr>
232 <tr>
233 <td align="middle">?</td>
234 <td>&nbsp;</td>
235 <td>A sealed scroll.</td>
236 </tr>
237 <tr>
238 <td align="middle">:</td>
239 <td>&nbsp;</td>
240 <td>Some food.</td>
241 </tr>
242 <tr>
243 <td align="middle">)</td>
244 <td>&nbsp;</td>
245 <td>A weapon.</td>
246 </tr>
247 <tr>
248 <td align="middle">&nbsp;</td>
249 <td nowrap>&nbsp;</td>
250 <td nowrap>Solid rock (denoted by a space).</td>
251 </tr>
252 <tr>
253 <td align="middle">]</td>
254 <td>&nbsp;</td>
255 <td>Some armor.</td>
256 </tr>
257 <tr>
258 <td align="middle">;</td>
259 <td>&nbsp;</td>
260 <td>A miscellaneous magic item.</td>
261 </tr>
262 <tr>
263 <td align="middle">,</td>
264 <td>&nbsp;</td>
265 <td>An artifact.</td>
266 </tr>
267 <tr>
268 <td align="middle">=</td>
269 <td>&nbsp;</td>
270 <td>A ring.</td>
271 </tr>
272 <tr>
273 <td align="middle">/</td>
274 <td>&nbsp;</td>
275 <td>A wand or a staff.</td>
276 </tr>
277 <tr>
278 <td align="middle">^</td>
279 <td>&nbsp;</td>
280 <td>The entrance to a trading post.</td>
281 </tr>
282 <tr>
283 <td align="middle">&gt;</td>
284 <td>&nbsp;</td>
285 <td>A trapdoor leading to the next level</td>
286 </tr>
287 <tr>
288 <td align="middle">{</td>
289 <td>&nbsp;</td>
290 <td>An arrow trap</td>
291 </tr>
292 <tr>
293 <td align="middle">$</td>
294 <td>&nbsp;</td>
295 <td>A sleeping gas trap</td>
296 </tr>
297 <tr>
298 <td align="middle">}</td>
299 <td>&nbsp;</td>
300 <td>A beartrap</td>
301 </tr>
302 <tr>
303 <td align="middle">~</td>
304 <td>&nbsp;</td>
305 <td>A trap that teleports you somewhere else</td>
306 </tr>
307 <tr>
308 <td align="middle">`</td>
309 <td>&nbsp;</td>
310 <td>A poison dart trap</td>
311 </tr>
312 <tr>
313 <td align="middle">"</td>
314 <td>&nbsp;</td>
315 <td>a shimmering magic pool</td>
316 </tr>
317 <tr>
318 <td align="middle">'</td>
319 <td>&nbsp;</td>
320 <td>An entrance to a maze</td>
321 </tr>
322 <tr>
323 <td align="middle">$</td>
324 <td>&nbsp;</td>
325 <td>Any magical item. (During magic detection)</td>
326 </tr>
327