comparison arogue7/aguide.mm @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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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.