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comparison arogue7/aguide.mm @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
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124:d10fc4a065ac | 125:adfa37e67084 |
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1 .\" | |
2 .\" aguide.mm | |
3 .\" | |
4 .\" Advanced Rogue | |
5 .\" Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T | |
6 .\" All rights reserved. | |
7 .\" | |
8 .\" Based on "Rogue: Exploring the Dungeons of Doom" | |
9 .\" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
10 .\" All rights reserved. | |
11 .\" | |
12 .\" See the file LICENSE.TXT for full copyright and licensing information. | |
13 .\" | |
14 .tr ~ | |
15 .nr Pt 1 | |
16 .ds HF 3 2 2 2 2 2 2 | |
17 .TL | |
18 The Dungeons of Doom | |
19 .AF Toolchest | |
20 .AU " " | |
21 .AS 1 | |
22 .P | |
23 Rogue was introduced at the University of California at Berkeley as a | |
24 screen-oriented fantasy game. | |
25 The game had 26 types of monsters that the player could meet while | |
26 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 .P | |
30 The version of Rogue described in this guide has been expanded to include | |
31 over 110 monsters with many new capabilities. | |
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. | |
34 The player chooses a character class at the beginning of the game which | |
35 defines the player's abilities. | |
36 Experience, rather than gold, decides the player's score. | |
37 .AE | |
38 .MT 4 | |
39 .H 1 INTRODUCTION | |
40 Rogue is a screen-oriented fantasy game set in the ever-changing | |
41 \fIDungeons of Doom\fR. | |
42 The game comes complete with monsters, spells, weapons, armor, potions, | |
43 and other magical items. | |
44 The dungeon's geography changes with every game, and although many magical | |
45 items have certain identifiable properties, such as turning the player | |
46 invisible, the physical manifestation of the magic changes each game. | |
47 A red potion, for example, will cause the same reaction throughout | |
48 a given game, but it may be a completely different potion in a new game. | |
49 .P | |
50 Entering the dungeon with only a little food, armor, and a weapon, the player | |
51 must develop a good strategy of when | |
52 to fight, when to run, and how to best use any magical items found | |
53 in the dungeon. | |
54 To make things interesting, the player has a quest to return one of | |
55 several unique artifacts, rumored to lie deep in the dungeon's bowels. | |
56 Returning with this artifact brings great glory and the title of | |
57 \fIComplete Winner\fR. | |
58 But even after finding the artifact, the player may wish to continue | |
59 further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a | |
60 \fIdeity\fR found far down in the dungeon. | |
61 Defeating such a creature will gain the player many experience points, | |
62 the basis for scoring in Rogue. | |
63 .P | |
64 It is very difficult to return from the \fIDungeons of Doom\fR. | |
65 Few people ever make it out alive. | |
66 Should this unlikely event occur, the player would be proclaimed a | |
67 complete winner and handsomely rewarded for any booty removed from the | |
68 dungeon. | |
69 .H 1 "CHARACTER CLASSES" | |
70 Before placing the player in the dungeon, the game requests the player | |
71 to select what type of character they would like to be:~ a fighter, a magic user, a cleric, | |
72 a druid, a thief, a paladin, a ranger, a monk, or an assassin. | |
73 .H 2 "The Fighter" | |
74 A fighter is very strong and will have a high strength rating. | |
75 This great strength gives a fighter the best odds of | |
76 winning a battle with a monster. | |
77 At high experience levels the \fIfighter\fR also gets to attack | |
78 multiple times in a single turn. | |
79 This obviously further increases his chances at winning battles. | |
80 Intrinsic to the fighter class is a robustness which results in | |
81 1 to 12 extra hit points for every new experience | |
82 level. | |
83 .H 2 "The Magician" | |
84 A Magician is able to "cast" spells. | |
85 The number and variety of spells increases as | |
86 the magician gains experience and intelligence. | |
87 Magic users are not as hearty as fighters; | |
88 they receive 1 to 6 extra hit | |
89 points for every new experience level. | |
90 .H 2 "The Cleric" | |
91 A cleric is able to "pray" to his god for help. | |
92 The number and variety of prayers which the gods are willing to grant to | |
93 a cleric increase as the cleric gains experience and wisdom. | |
94 .P | |
95 Because of their religious nature, clerics can also affect the "undead" | |
96 beings, like \fIzombies\fR and \fIghouls\fR, which became monsters after they | |
97 died. | |
98 If an "undead" creature is next to a cleric, the cleric may try | |
99 to turn it and cause it to flee. | |
100 If the cleric is sufficiently powerful relative to the monster, | |
101 the cleric will destroy it. | |
102 This ability increases as the character gains experience levels. | |
103 .P | |
104 Clerics can gain from 1 to 8 extra hit points on | |
105 reaching a new experience level. | |
106 .H 2 "The Druid" | |
107 The druid is a cleric of sorts but worships nature rather than a god. | |
108 The druid is able to "chant" and thereby recieve certain types | |
109 of spells. Most of the chants are targeted more towards the | |
110 elements and nature. | |
111 .P | |
112 Druids gain from 1 to 8 hit points when they gain an experience level. | |
113 .H 2 "The Thief" | |
114 A thief is exceptionally dextrous and has a good chance to | |
115 set a trap or rob a monster. | |
116 .P | |
117 By their nature, thieves can automatically detect all the gold on the | |
118 current level of the dungeon. | |
119 They are also good at detecting hidden traps. | |
120 Because thieves slink along, they are not as likely as other characters | |
121 to wake sleeping monsters. | |
122 If a \fIthief\fR manages to sneak up on a creature without waking it, he | |
123 will get a chance to \fIbackstab\fR the monster. When this is done, | |
124 the damage done by the \fIthief\fR greatly increases based on his experience | |
125 level. | |
126 .P | |
127 Thieves gain from 1 to 6 extra hit points from a new experience level. | |
128 .H 2 "The Paladin" | |
129 The paladin is a type of holy warrior. Somewhat of a cross between a | |
130 fighter and a cleric. He is able to pray and turn undead as a cleric, | |
131 (but to a lesser degree) but fights as a fighter. He is on the side of | |
132 all that is good and righteous. Therefore he would never attack a | |
133 creature that would not attack him first. If he does kill a non-violent | |
134 creature inadvertantly he will feel "uneasy" and his god may retaliate | |
135 by making him a mere fighter. | |
136 .P | |
137 Paladins gain 1 to 10 hit points per experience level. | |
138 .H 2 "The Ranger" | |
139 The ranger is somewhat of a cross between a druid and a fighter. He | |
140 too is on the side of righteousness and good. Therefore, the same | |
141 same restrictions apply to his as they do to a paladin. The ranger | |
142 can "chant" and "cast" but to a lesser degree than the druid and | |
143 magician. | |
144 .P | |
145 Rangers gain 1 to 8 hit points per experience level. | |
146 .H 2 "The Monk" | |
147 The Monk is a martial arts expert. He wears no armor but has | |
148 an effective armor class based on his ability to dodge attacks. | |
149 He does not need a weapon in combat for his hands and feet are | |
150 a formidable weapon. His ability to dodge and use his hands | |
151 as weapons increases as he gains in level. | |
152 .P | |
153 Monks gain 1 to 6 hit points per experience level. | |
154 .H 2 "The Assassin" | |
155 The assassin is a person trained in the art of killing people | |
156 by surprise. He has most of the abilities of the thief except | |
157 the "backstab". Instead, the assassin has the chance to kill | |
158 an opponent outright with one strike. He is also a ruthless | |
159 character and trained in the use of poison. He can recognize | |
160 poison on sight and can coat his weapon with it thereby making | |
161 his next attack an exceptionally lethal one. | |
162 .P | |
163 Assassins gain 1 to 6 hit points per experience level. | |
164 .H 1 "ATTRIBUTES" | |
165 .H 2 "Intelligence" | |
166 Intelligence is the primary attribute associated with casting | |
167 spells. With higher intelligence comes the knowledge of more | |
168 spells, the ability to cast more spells, and faster recovery | |
169 of spells that have been cast. | |
170 .H 2 "Strength" | |
171 This is, of course, the measure of a character's physical strength. | |
172 With higher strength a character can carry more, cause more damage | |
173 when striking, have a better chance to strike an opponent, and | |
174 move about more quickly when carrying a load. | |
175 .H 2 "Wisdom" | |
176 Wisdom is the primary attribute associated with Praying | |
177 to a god. With higher wisdom comes the knowledge of more | |
178 prayers, the ability to pray more often, and faster recovery | |
179 of prayer ability. | |
180 .H 2 "Dexterity" | |
181 Dexterity is a measure of a character's agility. With higher dexterity | |
182 a character is harder to hit, can hit a opponent more easily, and | |
183 can move about more quickly when carrying a load. | |
184 .H 2 Constitution | |
185 Every character has a constitution rating. | |
186 A character with an exceptionally good constitution will gain more than | |
187 the normal amount of hit points associated with the character's class | |
188 when the character reaches a new experience level. Exceptional constitution | |
189 also provides better protection versus poison-based attacks and diseases. | |
190 .H 2 "Charisma" | |
191 Charisma is a measure of a characters looks and general likeableness. | |
192 It effects transactions when trying to purchase things. | |
193 .H 2 "Experience Levels" | |
194 Characters gain experience for killing monsters, stealing from monsters, | |
195 and turning monsters. | |
196 Each character class has a set of thresholds associated with it. | |
197 When a character reaches a threshold, the character attains the next | |
198 experience level. | |
199 This new level brings extra hit points and a greater chance of success | |
200 in performing the abilities associated with the character's class. | |
201 For example, magicians receive new spells, and clerics receive new prayers. | |
202 .P | |
203 .H 2 "Allocating Attributes" | |
204 The player starts with 72 "attribute points" to create a character and | |
205 can distribute them in any manner among the six attributes described | |
206 above. | |
207 When prompting the player for each attribute, the game displays the | |
208 minimum and maximum allowable values for that attribute. | |
209 The player can type a backspace (control-H) to go back and change | |
210 a value; typing an escape (ESC) sets the remaining attributes to | |
211 the maximum value possible given the remaining attribute points. | |
212 .H 1 "THE SCREEN" | |
213 During the normal course of play, the screen consists of three separate | |
214 sections:~ the top line of the terminal, the bottom two lines of the | |
215 terminal, and the remaining middle lines. | |
216 The top line reports actions which occur during the game, the middle | |
217 section depicts the dungeon, and the bottom lines describe the player's | |
218 current condition. | |
219 .H 2 "The Top Line" | |
220 Whenever anything happens to the player, such as finding a scroll or | |
221 hitting or being hit by a monster, a short report of the occurrence | |
222 appears on the top line of the screen. | |
223 When such reports occur quickly, one right after another, | |
224 the game displays the notice followed by the prompt '\(emMore\(em.'~ | |
225 After reading this notice, the player can press a space to display | |
226 the next message. | |
227 At such a point, the game ignores all commands until the player presses | |
228 a space. | |
229 .H 2 "The Dungeon Section" | |
230 The large middle section of the screen displays the player's surroundings using | |
231 the following symbols: | |
232 .tr ~~ | |
233 .VL 10 | |
234 .LI | | |
235 A wall of a room. | |
236 .LI - | |
237 A wall of a room. | |
238 .LI * | |
239 A pile of gold. | |
240 .LI % | |
241 A way to the next level. | |
242 .LI + | |
243 A doorway. | |
244 .LI . | |
245 The floor in a room. | |
246 .LI @ | |
247 The player. | |
248 .LI _ | |
249 The player, when invisible. | |
250 .LI # | |
251 The floor in a passageway. | |
252 .LI ! | |
253 A flask containing a potion. | |
254 .LI ? | |
255 A sealed scroll. | |
256 .LI : | |
257 Some food. | |
258 .LI ) | |
259 A weapon. | |
260 .LI \ | |
261 Solid rock (denoted by a space). | |
262 .LI ] | |
263 Some armor. | |
264 .LI ; | |
265 A miscellaneous magic item | |
266 .LI , | |
267 An artifact | |
268 .LI = | |
269 A ring. | |
270 .LI / | |
271 A wand or a staff. | |
272 .LI ^ | |
273 The entrance to a trading post | |
274 .LI > | |
275 A trapdoor leading to the next level | |
276 .LI { | |
277 An arrow trap | |
278 .LI $ | |
279 A sleeping gas trap | |
280 .LI } | |
281 A beartrap | |
282 .LI ~ | |
283 A trap that teleports you somewhere else | |
284 .LI \` | |
285 A poison dart trap | |
286 .LI \fR"\fR | |
287 A shimmering magic pool | |
288 .LI \' | |
289 An entrance to a maze | |
290 .LI $ | |
291 Any magical item. (During magic detection) | |
292 .LI > | |
293 A blessed magical item. (During magic detection) | |
294 .LI < | |
295 A cursed magical item. (During magic detection) | |
296 .LI A\ letter | |
297 A monster. | |
298 Note that a given letter may signify multiple monsters, | |
299 depending on the level of the dungeon. | |
300 The player can always identify a current monster by using | |
301 the identify command ('\fB/\fR'). | |
302 .LE | |
303 .tr ~ | |
304 .H 2 "The Status Section" | |
305 The bottom two lines of the screen describe the player's current status. | |
306 The first line gives the player's characteristics: | |
307 .BL | |
308 .LI | |
309 Intelligence (\fBInt\fR) | |
310 .LI | |
311 Strength (\fBStr\fR) | |
312 .LI | |
313 Wisdom (\fBWis\fR) | |
314 .LI | |
315 Dexterity (\fBDxt\fR) | |
316 .LI | |
317 Constitution (\fBConst\fR) | |
318 .LI | |
319 Charisma (\fBChar\fR) | |
320 .LI | |
321 Encumberance (\fBCarry\fR) | |
322 .LE | |
323 .P | |
324 Intelligence, strength, wisdom, dexterity, charisma, and constitution have a | |
325 normal maximum of 25, but can be higher when augmented by a ring. | |
326 Encumberance is a measurement of how much the player can carry versus | |
327 how much he is currently carrying. The more you carry relative to your | |
328 maximum causes you to use more food. | |
329 .P | |
330 The second status line provides the following information: | |
331 .BL | |
332 .LI | |
333 The current level (\fBLvl\fR) in the dungeon. This number increases as the | |
334 player goes further down. | |
335 .LI | |
336 The player's current number of hit points (\fBHp\fR), followed in parentheses | |
337 by the player's current maximum number of hit points. | |
338 Hit points express the player's health. | |
339 As a player heals by resting, the player's current hit points gradually | |
340 increase until reaching the current maximum. | |
341 This maximum increases each time a player attains a new experience level. | |
342 If the player's current hit points reach 0, the player dies. | |
343 .LI | |
344 The player's armor class (\fBAc\fR). | |
345 This number describes the amount of protection provided by the armor, cloaks, | |
346 and/or rings currently worn by the player. | |
347 It is also affected by high or low dexterity. | |
348 Wearing no armor is equivalent to an armor class of 10. | |