comparison arogue7/arogue77.doc @ 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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7 The Dungeons of Doom
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9 Toolchest
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16 1. INTRODUCTION
17
18 Rogue is a screen-oriented fantasy game set in the
19 ever-changing Dungeons of Doom. The game comes complete
20 with monsters, spells, weapons, armor, potions, and other
21 magical items. The dungeon's geography changes with every
22 game, and although many magical items have certain
23 identifiable properties, such as turning the player
24 invisible, the physical manifestation of the magic changes
25 each game. A red potion, for example, will cause the same
26 reaction throughout a given game, but it may be a completely
27 different potion in a new game.
28
29 Entering the dungeon with only a little food, armor,
30 and a weapon, the player must develop a good strategy of
31 when to fight, when to run, and how to best use any magical
32 items found in the dungeon. To make things interesting, the
33 player has a quest to return one of several unique
34 artifacts, rumored to lie deep in the dungeon's bowels.
35 Returning with this artifact brings great glory and the
36 title of Complete Winner. But even after finding the
37 artifact, the player may wish to continue further to match
38 wits with an arch-devil, demon prince, or even a deity found
39 far down in the dungeon. Defeating such a creature will
40 gain the player many experience points, the basis for
41 scoring in Rogue.
42
43 It is very difficult to return from the Dungeons of
44 Doom. Few people ever make it out alive. Should this
45 unlikely event occur, the player would be proclaimed a
46 complete winner and handsomely rewarded for any booty
47 removed from the dungeon.
48
49
50 2. CHARACTER CLASSES
51
52 Before placing the player in the dungeon, the game
53 requests the player to select what type of character they
54 would like to be: a fighter, a magic user, a cleric, a
55 druid, a thief, a paladin, a ranger, a monk, or an assassin.
56
57 2.1 The Fighter
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59 A fighter is very strong and will have a high strength
60 rating. This great strength gives a fighter the best odds
61 of winning a battle with a monster. At high experience
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70 - 2 -
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74 levels the fighter also gets to attack multiple times in a
75 single turn. This obviously further increases his chances
76 at winning battles. Intrinsic to the fighter class is a
77 robustness which results in 1 to 12 extra hit points for
78 every new experience level.
79
80 2.2 The Magician
81
82 A Magician is able to "cast" spells. The number and
83 variety of spells increases as the magician gains experience
84 and intelligence. Magic users are not as hearty as
85 fighters; they receive 1 to 6 extra hit points for every new
86 experience level.
87
88 2.3 The Cleric
89
90 A cleric is able to "pray" to his god for help. The
91 number and variety of prayers which the gods are willing to
92 grant to a cleric increase as the cleric gains experience
93 and wisdom.
94
95 Because of their religious nature, clerics can also
96 affect the "undead" beings, like zombies and ghouls, which
97 became monsters after they died. If an "undead" creature is
98 next to a cleric, the cleric may try to turn it and cause it
99 to flee. If the cleric is sufficiently powerful relative to
100 the monster, the cleric will destroy it. This ability
101 increases as the character gains experience levels.
102
103 Clerics can gain from 1 to 8 extra hit points on
104 reaching a new experience level.
105
106 2.4 The Druid
107
108 The druid is a cleric of sorts but worships nature
109 rather than a god. The druid is able to "chant" and thereby
110 recieve certain types of spells. Most of the chants are
111 targeted more towards the elements and nature.
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113 Druids gain from 1 to 8 hit points when they gain an
114 experience level.
115
116 2.5 The Thief
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118 A thief is exceptionally dextrous and has a good chance
119 to set a trap or rob a monster.
120
121 By their nature, thieves can automatically detect all
122 the gold on the current level of the dungeon. They are also
123 good at detecting hidden traps. Because thieves slink
124 along, they are not as likely as other characters to wake
125 sleeping monsters. If a thief manages to sneak up on a
126 creature without waking it, he will get a chance to backstab
127 the monster. When this is done, the damage done by the thief
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140 greatly increases based on his experience level.
141
142 Thieves gain from 1 to 6 extra hit points from a new
143 experience level.
144
145 2.6 The Paladin
146
147 The paladin is a type of holy warrior. Somewhat of a
148 cross between a fighter and a cleric. He is able to pray and
149 turn undead as a cleric, (but to a lesser degree) but fights
150 as a fighter. He is on the side of all that is good and
151 righteous. Therefore he would never attack a creature that
152 would not attack him first. If he does kill a non-violent
153 creature inadvertantly he will feel "uneasy" and his god may
154 retaliate by making him a mere fighter.
155
156 Paladins gain 1 to 10 hit points per experience level.
157
158 2.7 The Ranger
159
160 The ranger is somewhat of a cross between a druid and a
161 fighter. He too is on the side of righteousness and good.
162 Therefore, the same same restrictions apply to his as they
163 do to a paladin. The ranger can "chant" and "cast" but to a
164 lesser degree than the druid and magician.
165
166 Rangers gain 1 to 8 hit points per experience level.
167
168 2.8 The Monk
169
170 The Monk is a martial arts expert. He wears no armor
171 but has an effective armor class based on his ability to
172 dodge attacks. He does not need a weapon in combat for his
173 hands and feet are a formidable weapon. His ability to dodge
174 and use his hands as weapons increases as he gains in level.
175
176 Monks gain 1 to 6 hit points per experience level.
177
178 2.9 The Assassin
179
180 The assassin is a person trained in the art of killing
181 people by surprise. He has most of the abilities of the
182 thief except the "backstab". Instead, the assassin has the
183 chance to kill an opponent outright with one strike. He is
184 also a ruthless character and trained in the use of poison.
185 He can recognize poison on sight and can coat his weapon
186 with it thereby making his next attack an exceptionally
187 lethal one.
188
189 Assassins gain 1 to 6 hit points per experience level.
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191
192 3. ATTRIBUTES
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206 3.1 Intelligence
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208 Intelligence is the primary attribute associated with
209 casting spells. With higher intelligence comes the knowledge
210 of more spells, the ability to cast more spells, and faster
211 recovery of spells that have been cast.
212
213 3.2 Strength
214
215 This is, of course, the measure of a character's
216 physical strength. With higher strength a character can
217 carry more, cause more damage when striking, have a better
218 chance to strike an opponent, and move about more quickly
219 when carrying a load.
220
221 3.3 Wisdom
222
223 Wisdom is the primary attribute associated with Praying
224 to a god. With higher wisdom comes the knowledge of more
225 prayers, the ability to pray more often, and faster recovery
226 of prayer ability.
227
228 3.4 Dexterity
229
230 Dexterity is a measure of a character's agility. With
231 higher dexterity a character is harder to hit, can hit a
232 opponent more easily, and can move about more quickly when
233 carrying a load.
234
235 3.5 Constitution
236
237 Every character has a constitution rating. A character
238 with an exceptionally good constitution will gain more than
239 the normal amount of hit points associated with the
240 character's class when the character reaches a new
241 experience level. Exceptional constitution also provides
242 better protection versus poison-based attacks and diseases.
243
244 3.6 Charisma
245
246 Charisma is a measure of a characters looks and general
247 likeableness. It effects transactions when trying to
248 purchase things.
249
250 3.7 Experience Levels
251
252 Characters gain experience for killing monsters,
253 stealing from monsters, and turning monsters. Each
254 character class has a set of thresholds associated with it.
255 When a character reaches a threshold, the character attains
256 the next experience level. This new level brings extra hit
257 points and a greater chance of success in performing the
258 abilities associated with the character's class. For
259 example, magicians receive new spells, and clerics receive
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272 new prayers.
273
274 3.8 Allocating Attributes
275
276 The player starts with 72 "attribute points" to create
277 a character and can distribute them in any manner among the
278 six attributes described above. When prompting the player
279 for each attribute, the game displays the minimum and
280 maximum allowable values for that attribute. The player can
281 type a backspace (control-H) to go back and change a value;
282 typing an escape (ESC) sets the remaining attributes to the
283 maximum value possible given the remaining attribute points.
284
285
286 4. THE SCREEN
287
288 During the normal course of play, the screen consists
289 of three separate sections: the top line of the terminal,
290 the bottom two lines of the terminal, and the remaining
291 middle lines. The top line reports actions which occur
292 during the game, the middle section depicts the dungeon, and
293 the bottom lines describe the player's current condition.
294
295 4.1 The Top Line
296
297 Whenever anything happens to the player, such as
298 finding a scroll or hitting or being hit by a monster, a
299 short report of the occurrence appears on the top line of
300 the screen. When such reports occur quickly, one right
301 after another, the game displays the notice followed by the
302 prompt '--More--.' After reading this notice, the player
303 can press a space to display the next message. At such a
304 point, the game ignores all commands until the player
305 presses a space.
306
307 4.2 The Dungeon Section
308
309 The large middle section of the screen displays the
310 player's surroundings using the following symbols:
311
312 | A wall of a room.
313
314 - A wall of a room.
315
316 * A pile of gold.
317
318 % A way to the next level.
319
320 + A doorway.
321
322 . The floor in a room.
323
324 @ The player.
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334 - 6 -
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336
337
338 _ The player, when invisible.
339
340 # The floor in a passageway.
341
342 ! A flask containing a potion.
343
344 ? A sealed scroll.
345
346 : Some food.
347
348 ) A weapon.
349
350 Solid rock (denoted by a space).
351
352 ] Some armor.
353
354 ; A miscellaneous magic item
355
356 , An artifact
357
358 = A ring.