comparison arogue7/arogue77.html @ 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 <!-- 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&amp;T<br>
24 All rights reserved.
25 </td>
26 </tr>
27 <tr>
28 <td nowrap>
29 Based on &quot;Rogue: Exploring the Dungeons of Doom&quot;<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