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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 <!-- Advanced Rogue --> | |
| 2 <!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T --> | |
| 3 <!-- All rights reserved. --> | |
| 4 <!-- --> | |
| 5 <!-- Based on "Rogue: Exploring the Dungeons of Doom" --> | |
| 6 <!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman --> | |
| 7 <!-- All rights reserved. --> | |
| 8 <!-- --> | |
| 9 <!-- See the file LICENSE.TXT for full copyright and licensing information. --> | |
| 10 | |
| 11 <!-- Creator : groff version 1.18.1 --> | |
| 12 <!-- CreationDate: Sat Jan 21 09:55:23 2006 --> | |
| 13 | |
| 14 <h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of Doom</a></h1> | |
| 15 <br> | |
| 16 <h2 align="center">Toolchest</h2> | |
| 17 <h3 align="center">http://roguelike.sourceforge.net/arogue77</h3> | |
| 18 <br> | |
| 19 <table border="0" cellpadding="3" cellspacing="3" style="border-collapse: collapse" id="table1" align=center> | |
| 20 <tr> | |
| 21 <td nowrap> | |
| 22 Advanced Rogue<br> | |
| 23 Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T<br> | |
| 24 All rights reserved. | |
| 25 </td> | |
| 26 </tr> | |
| 27 <tr> | |
| 28 <td nowrap> | |
| 29 Based on "Rogue: Exploring the Dungeons of Doom"<br> | |
| 30 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br> | |
| 31 All rights reserved. | |
| 32 </td> | |
| 33 </tr> | |
| 34 </table> | |
| 35 | |
| 36 <p align="center">See the file LICENSE.TXT for full copyright and licensing information.</p> | |
| 37 | |
| 38 <h2 align="justify">1. Introduction</h2> | |
| 39 | |
| 40 <p align="justify"> | |
| 41 Rogue is a screen-oriented fantasy game set in the | |
| 42 ever-changing Dungeons of Doom. The game comes complete | |
| 43 with monsters, spells, weapons, armor, potions, and other | |
| 44 magical items. The dungeon's geography changes with every | |
| 45 game, and although many magical items have certain | |
| 46 identifiable properties, such as turning the player | |
| 47 invisible, the physical manifestation of the magic changes | |
| 48 each game. A red potion, for example, will cause the same | |
| 49 reaction throughout a given game, but it may be a completely | |
| 50 different potion in a new game. | |
| 51 </p> | |
| 52 | |
| 53 <p align=justify> | |
| 54 Entering the dungeon with only a little food, armor, | |
| 55 and a weapon, the player must develop a good strategy of | |
| 56 when to fight, when to run, and how to best use any magical | |
| 57 items found in the dungeon. To make things interesting, the | |
| 58 player has a quest to return one of several unique | |
| 59 artifacts, rumored to lie deep in the dungeon's bowels. | |
| 60 Returning with this artifact brings great glory and the | |
| 61 title of Complete Winner. But even after finding the | |
| 62 artifact, the player may wish to continue further to match | |
| 63 wits with an arch-devil, demon prince, or even a deity found | |
| 64 far down in the dungeon. Defeating such a creature will | |
| 65 gain the player many experience points, the basis for | |
| 66 scoring in Rogue. | |
| 67 </p> | |
| 68 | |
| 69 <p align=justify> | |
| 70 It is very difficult to return from the Dungeons of | |
| 71 Doom. Few people ever make it out alive. Should this | |
| 72 unlikely event occur, the player would be proclaimed a | |
| 73 complete winner and handsomely rewarded for any booty | |
| 74 removed from the dungeon. | |
| 75 </p> | |
| 76 | |
| 77 <h3 align="justify">2. Character Classes</h3> | |
| 78 | |
| 79 <p align="justify"> | |
| 80 Before placing the player in the dungeon, the game | |
| 81 requests the player to select what type of character they | |
| 82 would like to be: a fighter, a magic user, a cleric, a | |
| 83 druid, a thief, a paladin, a ranger, a monk, or an assassin. | |
| 84 </p> | |
| 85 | |
| 86 <p align="justify"><span style="font-variant: small-caps"><strong>2.1 The Fighter</strong></span></p> | |
| 87 | |
| 88 <p align="justify"> | |
| 89 A fighter is very strong and will have a high strength | |
| 90 rating. This great strength gives a fighter the best odds | |
| 91 of winning a battle with a monster. At high experience | |
| 92 levels the fighter also gets to attack multiple times in a | |
| 93 single turn. This obviously further increases his chances | |
| 94 at winning battles. Intrinsic to the fighter class is a | |
| 95 robustness which results in 1 to 12 extra hit points for | |
| 96 every new experience level. | |
| 97 </p> | |
| 98 | |
| 99 <p align="justify"><span style="font-variant: small-caps"><strong>2.2 The Magician</strong></span></p> | |
| 100 | |
| 101 <p align="justify"> | |
| 102 A Magician is able to "cast" spells. The number and | |
| 103 variety of spells increases as the magician gains experience | |
| 104 and intelligence. Magic users are not as hearty as | |
| 105 fighters; they receive 1 to 6 extra hit points for every new | |
| 106 experience level.</p> | |
| 107 | |
| 108 <p align="justify"><strong><span style="font-variant: small-caps">2.3 The Cleric</span></strong></p> | |
| 109 | |
| 110 <p align="justify"> | |
| 111 A cleric is able to "pray" to his god for help. The | |
| 112 number and variety of prayers which the gods are willing to | |
| 113 grant to a cleric increase as the cleric gains experience | |
| 114 and wisdom. | |
| 115 </p> | |
| 116 | |
| 117 <p align=justify> | |
| 118 Because of their religious nature, clerics can also | |
| 119 affect the "undead" beings, like zombies and ghouls, which | |
| 120 became monsters after they died. If an "undead" creature is | |
| 121 next to a cleric, the cleric may try to turn it and cause it | |
| 122 to flee. If the cleric is sufficiently powerful relative to | |
| 123 the monster, the cleric will destroy it. This ability | |
| 124 increases as the character gains experience levels. | |
| 125 </p> | |
| 126 | |
| 127 <p align=justify> | |
| 128 Clerics can gain from 1 to 8 extra hit points on | |
| 129 reaching a new experience level.</p> | |
| 130 | |
| 131 <p align="justify"><strong><span style="font-variant: small-caps">2.4 The Druid</span></strong></p> | |
| 132 | |
| 133 <p align="justify"> | |
| 134 The druid is a cleric of sorts but worships nature | |
| 135 rather than a god. The druid is able to "chant" and thereby | |
| 136 recieve certain types of spells. Most of the chants are | |
| 137 targeted more towards the elements and nature. | |
| 138 </p> | |
| 139 | |
| 140 <p align=justify> | |
| 141 Druids gain from 1 to 8 hit points when they gain an | |
| 142 experience level. | |
| 143 </p> | |
| 144 | |
| 145 <p align="justify"><strong><span style="font-variant: small-caps">2.5 The Thief</span></strong></p> | |
| 146 | |
| 147 <p align="justify"> | |
| 148 A thief is exceptionally dextrous and has a good chance | |
| 149 to set a trap or rob a monster. | |
| 150 </p> | |
| 151 | |
| 152 <p align=justify> | |
| 153 By their nature, thieves can automatically detect all | |
| 154 the gold on the current level of the dungeon. They are also |
