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comparison arogue7/arogue77.doc @ 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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7 The Dungeons of Doom | |
8 | |
9 Toolchest | |
10 | |
11 | |
12 | |
13 | |
14 | |
15 | |
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 | |
58 | |
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 | |
62 | |
63 | |
64 | |
65 | |
66 | |
67 | |
68 | |
69 | |
70 - 2 - | |
71 | |
72 | |
73 | |
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. | |
112 | |
113 Druids gain from 1 to 8 hit points when they gain an | |
114 experience level. | |
115 | |
116 2.5 The Thief | |
117 | |
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 | |
128 | |
129 | |
130 | |
131 | |
132 | |
133 | |
134 | |
135 | |
136 - 3 - | |
137 | |
138 | |
139 | |
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. | |
190 | |
191 | |
192 3. ATTRIBUTES | |
193 | |
194 | |
195 | |
196 | |
197 | |
198 | |
199 | |
200 | |
201 | |
202 - 4 - | |
203 | |
204 | |
205 | |
206 3.1 Intelligence | |
207 | |
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 | |
260 | |
261 | |
262 | |
263 | |
264 | |
265 | |
266 | |
267 | |
268 - 5 - | |
269 | |
270 | |
271 | |
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. | |
325 | |
326 | |
327 | |
328 | |
329 | |
330 | |
331 | |
332 | |
333 | |
334 - 6 - | |
335 | |
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. | |