Mercurial > hg > early-roguelike
comparison xrogue/README.TXT @ 142:6b5fbd7c3ece
Merge arogue7 and xrogue trees.
| author | John "Elwin" Edwards | 
|---|---|
| date | Tue, 12 May 2015 21:39:39 -0400 | 
| parents | e6179860cb76 | 
| children | 
   comparison
  equal
  deleted
  inserted
  replaced
| 132:66b0263af424 | 142:6b5fbd7c3ece | 
|---|---|
| 1 Welcome to XRogue | |
| 2 http://roguelike.sourceforge.net/xrogue | |
| 3 | |
| 4 XRogue: Expeditions into the Dungeons of Doom | |
| 5 Copyright (C) 1991 Robert Pietkivitch | |
| 6 All rights reserved. | |
| 7 | |
| 8 Based on "Advanced Rogue" | |
| 9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
| 10 All rights reserved. | |
| 11 | |
| 12 Based on "Rogue: Exploring the Dungeons of Doom" | |
| 13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
| 14 All rights reserved. | |
| 15 | |
| 16 See the file LICENSE.TXT for full copyright and licensing information. | |
| 17 | |
| 18 | |
| 19 XRogue: Expeditions into the Dungeons of Doom | |
| 20 --------------------------------------------- | |
| 21 | |
| 22 Introduction: | |
| 23 | |
| 24 Rogue was introduced at the University of California at Berkeley as a | |
| 25 screen-oriented fantasy game. The game had 26 types of monsters that | |
| 26 the player could meet while exploring a Dungeon generated by the computer. | |
| 27 Scrolls, potions, rings, wands, staves, armor, and weapons helped the | |
| 28 player to battle these monsters and to gain gold, the basis for scoring. | |
| 29 | |
| 30 The version of rogue described in this guide has been expanded to include | |
| 31 over 200 monsters with many new capabilities and has been renamed xrogue. | |
| 32 Many of the monsters are intelligent and they, like the player, must avoid | |
| 33 traps and decide when it is better to fight or to run. There are also a | |
| 34 number of new commands in this version not found in previous versions. | |
| 35 | |
| 36 The game contains monsters, spells, weapons, armor, potions, and other | |
| 37 magical items that you will discover during your quest. The Dungeon's | |
| 38 geography changes with every game and although many magical items have | |
| 39 certain identifiable properties, such as turning the player invisible, | |
| 40 the physical manifestation of the magic changes each game. A red potion, | |
| 41 for example, will cause the same reaction throughout a given game but | |
| 42 it may be a completely different potion in a new game. | |
| 43 | |
| 44 Entering the Dungeon with only a little food, armor, and a weapon, the | |
| 45 player must develop a good strategy of when to fight, when to run, and | |
| 46 how to best use any magical item found in the Dungeon. To make things | |
| 47 interesting the player has a quest to return one of several unique and | |
| 48 magical artifacts which are rumored to lie deep within the Dungeon. | |
| 49 Returning with this artifact to the surface brings great honor. | |
| 50 | |
| 51 However, after finding the artifact, the player may wish to continue | |
| 52 his quest deeper into the Dungeon to match wits with an arch-devil, a | |
| 53 demon-prince, or perhaps Charon the Boatman. Defeating such a creature | |
| 54 will gain the player many experience points which is the basis for | |
| 55 scoring in xrogue. It is very difficult to return from the Dungeons | |
| 56 of Doom alive. Very few players have won this game. | |
| 57 | |
| 58 Character Classes: | |
| 59 | |
| 60 Before placing the player in the Dungeon, the game requests that you | |
| 61 select what type of character they would like to be: Fighter, Paladin, | |
| 62 Ranger, Magic-User, Cleric, Thief, Assassin, Druid, or Monk. | |
| 63 | |
| 64 The Fighter | |
| 65 | |
| 66 A Fighter has the best odds at winning battles with monsters. At high | |
| 67 experience levels, the Fighter is able to attack his opponent multiple | |
| 68 times in a single turn. Strength is the main attribute of the Fighter. | |
| 69 | |
| 70 The Magic-User | |
| 71 | |
| 72 A Magic-User is able to cast spells. Intelligence is the main attribute. | |
| 73 The number of spells a Magic-User can cast increases as he gains in | |
| 74 experience points and in intelligence. His spell casting ability allows | |
| 75 him to identify any item in the Dungeon. 16 spells. | |
| 76 | |
| 77 The Cleric | |
| 78 | |
| 79 A Cleric is able to pray for assistance in battle. Wisdom is the main | |
| 80 attribute. The number of prayers granted to the Cleric increases as he | |
| 81 gains in experience points and in wisdom. Clerics can affect (turn) the | |
| 82 undead monsters to avoid battle. Ie., zombies, ghouls, etc. If the | |
| 83 Cleric is very powerful relative to the undead monster, turning it will | |
| 84 utterly destroy it. 16 prayers. | |
| 85 | |
| 86 The Paladin | |
| 87 | |
| 88 A Paladin is a type of holy warrior, being a cross between a Cleric | |
| 89 and a Fighter. He is able to pray and affect the undead like the Cleric | |
| 90 and fight like the Fighter, but both to a lesser extent. He is on the | |
| 91 side of all that is righteous and good and would never attack a monster | |
| 92 that has not attacked him first. If he happens to kill such a monster, | |
| 93 inadvertantly or otherwise, he will begin to feel increasingly uneasy. | |
| 94 If he kills too many such monsters, he will face karmic retaliation and | |
| 95 be reduced to a mere Fighter, minus all of the Cleric's ability. | |
| 96 Charisma is the main attribute with Wisdom second. | |
| 97 | |
| 98 The Ranger | |
| 99 | |
| 100 A Ranger is a type of mystical warrior, being a cross between the | |
| 101 Magic-User and Fighter. Like the Paladin, he is on the side of all | |
| 102 that is righteous and good and would never attack a monster that | |
| 103 has not attacked him first. A Ranger is able to cast spells like the | |
| 104 Magic-User and fight like the Fighter, but both to a lesser extent. | |
| 105 Charisma is the main attribute with Intelligence second. | |
| 106 | |
| 107 The Thief | |
| 108 | |
| 109 A Thief is exceptionally dexterous and has great skill at being able | |
| 110 to set a traps for and/or rob (steal) items from monsters. Thieves have | |
| 111 the ability to detect all the gold and hidden traps on each level of | |
| 112 the Dungeon. Their dexterous nature gives Thieves the ability to move | |
| 113 very quietly, so they are not as likely as to wake up sleeping monsters | |
| 114 as are the other character types. If a Thief manages to sneak up on a | |
| 115 creature without waking it he may be able to backstab the monster. The | |
| 116 damage from a backstab is greatly increased based upon the experience | |
| 117 level. Dexterity is the main attribute. | |
| 118 | |
| 119 The Assassin | |
| 120 | |
| 121 An Assassin is a person trained in the art of killing monsters by | |
| 122 surprise. He has some of the abilities of the Thief, but he cannot | |
| 123 sense traps or backstab. Instead, the Assassin has the chance to kill | |
| 124 an opponent outright with one deadly blow. He can recognize and use | |
| 125 poison found in the Dungeon on his weapon, thereby, making his next | |
| 126 attack exceptionally lethal. Dexterity is the main attribute. | |
| 127 | |
| 128 The Druid | |
| 129 | |
| 130 A Druid is a type of magical warrior, being a cross between the Cleric | |
| 131 and the Magic-User. A Druid can chant both spells and prayers plus a | |
| 132 few of his own. The number of chants available to the Druid increases | |
| 133 as he gains in experience points and in Wisdom. Wisdom is the main | |
| 134 attribute. 16 chants. | |
| 135 | |
| 136 The Monk | |
| 137 | |
| 138 A Monk is trained in the martial arts. He wears no armor and does not | |
| 139 need a weapon (although using them is not forbidden). As the Monk gains | |
| 140 in experience points his natural defense or ability to dodge attackers | |
| 141 increases. The Mong is a cross between the Druid and Fighter, so he | |
| 142 can chant and also fight like the Fighter, but both to a lesser extent. | |
| 143 Constitution is the main attribute, with wisdom second. | |
| 144 | |
| 145 Attributes Of The Charaters: | |
| 146 | |
| 147 Strength - The primary attribute for encumberance. | |
| 148 | |
| 149 Intelligence - The primary attribute for casting spells. | |
| 150 | |
| 151 Wisdom - The primary attribute for prayers and chanting. | |
| 152 | |
| 153 Dexterity - The primary attribute for stealthiness. | |
| 154 | |
| 155 Charisma - The primary attribute for good will. High Charisma also | |
| 156 affects the cost of objects when making transactions. | |
| 157 | |
| 158 Constitution - The primary attribute for health. High Constitution | |
| 159 affects the amount of hit points you receive when | |
| 160 moving up in experience levels. | |
| 161 | |
| 162 Note: The Ranger, Paladin, and Monk do not receive their "special" | |
| 163 magical abilities until they have advanced a few experience levels. | |
| 164 | |
| 165 Experience Levels: | |
| 166 | |
| 167 Characters gain experience points mostly from killing monsters. Other | |
| 168 actions, such as stealing items from monsters, backstabbing, and turning | |
| 169 monsters, also add extra experience points. Each character type gains | |
| 170 experience points and moves up in experience levels at different rates. | |
| 171 Moving up in experience levels adds extra hit points to the character | |
| 172 which determines how many "hits" he can take before being killed. | |
| 173 | |
| 174 Allocating Attribute Points To The Characters: | |
| 175 | |
| 176 A player starts with 75 attribute points to distribute in to the character | |
| 177 he has chosen to play. When you are prompted to distribute the attribute | |
| 178 points, the screen displays the minimum and maximum allowable values for | |
| 179 that particular attribute. The player can type a backspace (Ctrl-H) to go | |
| 180 back and change a previous value and typing an escape (ESC) sets all the | |
| 181 remaining attributes to the maximum value possible, given the number of | |
| 182 remaining attribute points to be distributed. | |
| 183 | |
| 184 THE SCREEN | |
| 185 | |
| 186 During the normal course of play, the screen consists of three separate | |
| 187 sections: the top line, the bottom two lines, and the remaining screen | |
| 188 in the middle. The top line reports actions which occur during the game, | |
| 189 the middle section depicts the Dungeon, and the bottom two lines describe | |
| 190 the player's current condition. | |
| 191 | |
| 192 Whenever anything happens to the player, such as finding a scroll, hitting | |
| 193 a monster, or being hit by a monster, a short report appears on the top | |
| 194 line of the screen. When you see the word 'More' on the top line, that | |
| 195 means you must press the space key to continue. | |
| 196 | |
| 197 The following items may be found within the Dungeon. Some of them have | |
| 198 more than one interpretation, depending upon whether your character | |
| 199 recognizes them or not. | |
| 200 | |
| 201 | A wall of a room. | |
| 202 - A wall of a room. | |
| 203 * A pile of gold. | |
| 204 % A way to another level. | |
| 205 + A doorway. | |
| 206 . The floor in a room. | |
| 207 # The floor in a passageway. | |
| 208 Solid rock (denoted by a space). | |
| 209 ^ The entrance to a Trading Post | |
| 210 @ The player. | |
| 211 _ The player, when invisible. | |
| 212 : Some food. | |
| 213 ! A flask containing a potion. | |
| 214 ? A sealed scroll. | |
| 215 = A ring. | |
| 216 ) A weapon. | |
| 217 ] Some armor. | |
| 218 ; A miscellaneous magic item | |
| 219 , An artifact | |
| 220 / A wand or a staff. | |
| 221 > A trapdoor leading to the next level | |
| 222 { An arrow trap | |
| 223 $ A sleeping gas trap | |
| 224 } A beartrap | |
| 225 ~ A trap that teleports you somewhere else | |
| 226 ` A poison dart trap | |
| 227 " A shimmering magic pool | |
| 228 ' An entrance to a maze | |
| 229 $ Any magical item. (During magic detection) | |
| 230 > A blessed magical item. (During magic detection) | |
| 231 < A cursed magical item. (During magic detection) | |
| 232 | |
| 233 Monsters are depicted as letters of the alphabet. Note that all letters | |
| 234 denote multiple monsters, depending on which level of the Dungeon you are | |
| 235 on. The player may identify a current monster by using the identify | |
| 236 command ('/') or the clarify command ('='). | |
| 237 | |
| 238 The bottom two lines of the screen describe the player's current status. | |
| 239 The first line gives the player's characteristics: | |
| 240 | |
| 241 Intelligence, Strength, Wisdom, Dexterity, Charisma, and Constitution | |
| 242 all have a normal maximum value of 50 points, but they can go higher if | |
| 243 augmented by a ring. Encumberance is a measurement of how much the player | |
| 244 can carry versus how much he is currently carrying. The more you carry | |
| 245 relative to your maximum encumberance causes you to use more food. The | |
| 246 attribute of Strength fortifies one's encumberance. | |
| 247 | |
| 248 The player's current number of hit points are denoted as (Hp) and it is | |
| 249 followed in parentheses by the player's current maximum hit points. Hit | |
| 250 points express the player's survivability. As a player heals by resting, | |
| 251 using potions, or spells, the player's current hit points gradually increase | |
| 252 until they reach the current maximum. This maximum number will be increased | |
| 253 each time a player goes up an experience level. If the player's current hit | |
| 254 points reach 0, the player becomes "metabolically challenged". | |
| 255 | |
| 256 The player's armor class is denoted as (Ac). This number describes the | |
| 257 amount of protection provided by the armor, cloaks, and/or rings currently | |
| 258 worn by the player. It is also affected by high or low dexterity. Wearing | |
| 259 no armor is equivalent to an armor class of 10 (Monk excepted). The lower | |
| 260 the armor class number, the better. | |
| 261 | |
| 262 The player's current experience level is denoted as (Exp), followed by | |
| 263 the player's experience points. A new experience level brings extra hit | |
| 264 points and possibly added abilities, such as new spells for a Magic-user, | |
| 265 new prayers for a Cleric, and new chants for a Druid. There are a total | |
| 266 of 26 experience levels per character. | |
| 267 | |
| 268 Commands: | |
| 269 | |
| 270 A player can invoke most commands by typing in a single character. | |
| 271 Some commands, however, require a direction, in which case the player | |
| 272 types the command character followed by a directional letter. Many | |
| 273 commands can be prefaced by a number, indicating how many times the | |
| 274 command should be executed. | |
| 275 | |
| 276 When the player invokes a command referring to an item in the player's | |
| 277 pack (such as reading a scroll), the game prompts for the item. The | |
| 278 player can then type the letter associated with the item. Typing a '*' | |
| 279 will produce a list of eligible items. | |
| 280 | |
| 281 A list of basic games commands: | |
| 282 | |
| 283 ? Preceding a command by a '?' produces a brief explanation of the | |
| 284 command. The command '?*' gives an explanation of all the commands. | |
| 285 A '?@' gives information on things you encounter (rock, forest, etc). | |
| 286 / Preceding a symbol by a '/' identifies the symbol. | |
| 287 = Clarify. After typing an '=' sign, the player can use the movement | |
| 288 keys to position the cursor anywhere on the current level. As long | |
| 289 as the player can normally see the selected position, the game will | |
| 290 identify whatever is there. | |
| 291 h Move one position to the left. | |
| 292 j Move one position down. | |
| 293 k Move one position up. | |
| 294 l Move one position to the right. | |
| 295 y Move one position to the top left. | |
| 296 u Move one position to the top right. | |
| 297 b Move one position to the bottom left. | |
| 298 n Move one position to the bottom right. | |
| 299 H Run to the left until reaching something interesting. | |
| 300 J Run down until reaching something interesting. | |
| 301 K Run up until reaching something interesting. | |
| 302 L Run to the right until reaching something interesting. | |
| 303 Y Run to the top left until reaching something interesting. | |
| 304 U Run to the top right until reaching something interesting. | |
| 305 B Run to the bottom left until reaching something interesting. | |
| 306 N Run to the bottom right until reaching something interesting. | |
| 307 | |
| 308 > Go down the stairs to the next level or enter the outer region if you | |
| 309 are standing upon the wormhole trap (must be "flying" for this to work). | |
| 310 < Go up the stairs to the next level or enter the outer region if you are | |
| 311 standing upon the wormhole trap (must be "flying" for this to work). | |
| 312 | |
| 313 * Count the gold in the player's pack. | |
| 314 ! Escape to the shell level. | |
| 315 $ Price an item at the Trading Post. | |
| 316 # Buy an item at the Trading Post. | |
| 317 % Sell an item at the Trading Post. | |
| 318 . This command (a period) causes the player to rest one turn. | |
| 319 ^ This command sets traps and is limited to Thieves and Assassins. If the | |
| 320 command is successful the game will ask the player for the trap type and | |
| 321 sets it where the player is standing. | |
| 322 a Affect the undead. This command is restricted to Clerics and Paladins | |
| 323 and must be followed by a directional letter. | |
| 324 A Choose your quest item (at game startup only!). | |
| 325 c This command is restricted to Druids and Monks and it produces a list of | |
| 326 available chants. The player can select one of the displayed chants and | |
| 327 if the player's energy level is sufficiently high, "chant" it. The more | |
| 328 complicated the spell, the more energy it will take. | |
| 329 C This command is restricted to Magic-Users and Rangers and it produces a | |
| 330 list of available spells. The player can select one of the displayed | |
| 331 spells and if the player's energy level is sufficiently high, "cast" it. | |
| 332 The more complicated the spell, the more energy it will take. | |
| 333 d Drop an item from the player's pack. | |
| 334 D Dip something into a magic pool. | |
| 335 e Eat some food from the player's pack. | 
