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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 |