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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
155 good at detecting hidden traps. Because thieves slink
156 along, they are not as likely as other characters to wake
157 sleeping monsters. If a thief manages to sneak up on a
158 creature without waking it, he will get a chance to backstab
159 the monster. When this is done, the damage done by the thief
160 greatly increases based on his experience level.
161 </p>
162
163 <p align=justify>
164 Thieves gain from 1 to 6 extra hit points from a new
165 experience level.
166 </p>
167
168 <p align="justify"><strong><span style="font-variant: small-caps">2.6 The Paladin</span></strong></p>
169
170 <p align="justify">
171 The paladin is a type of holy warrior. Somewhat of a
172 cross between a fighter and a cleric. He is able to pray and
173 turn undead as a cleric, (but to a lesser degree) but fights
174 as a fighter. He is on the side of all that is good and
175 righteous. Therefore he would never attack a creature that
176 would not attack him first. If he does kill a non-violent
177 creature inadvertantly he will feel "uneasy" and his god may
178 retaliate by making him a mere fighter.
179 </p>
180
181 <p align=justify>
182 Paladins gain 1 to 10 hit points per experience level.
183 </p>
184
185 <p align="justify"><strong><span style="font-variant: small-caps">2.7 The Ranger</span></strong></p>
186
187 <p align="justify">
188 The ranger is somewhat of a cross between a druid and a
189 fighter. He too is on the side of righteousness and good.
190 Therefore, the same same restrictions apply to his as they
191 do to a paladin. The ranger can "chant" and "cast" but to a
192 lesser degree than the druid and magician.
193 </p>
194
195 <p align=justify>
196 Rangers gain 1 to 8 hit points per experience level.
197 </p>
198
199 <p align="justify"><strong><span style="font-variant: small-caps">2.8 The Monk</span></strong></p>
200
201 <p align="justify">
202 The Monk is a martial arts expert. He wears no armor
203 but has an effective armor class based on his ability to
204 dodge attacks. He does not need a weapon in combat for his
205 hands and feet are a formidable weapon. His ability to dodge
206 and use his hands as weapons increases as he gains in level.
207 </p>
208
209 <p align=justify>
210 Monks gain 1 to 6 hit points per experience level.
211 </p>
212
213 <p align="justify"><strong><span style="font-variant: small-caps">2.9 The Assassin</span></strong></p>
214
215 <p align="justify">
216 The assassin is a person trained in the art of killing
217 people by surprise. He has most of the abilities of the
218 thief except the "backstab". Instead, the assassin has the
219 chance to kill an opponent outright with one strike. He is
220 also a ruthless character and trained in the use of poison.
221 He can recognize poison on sight and can coat his weapon
222 with it thereby making his next attack an exceptionally
223 lethal one.
224 </p>
225
226 <p align=justify>
227 Assassins gain 1 to 6 hit points per experience level.
228 </p>
229
230 <h3 align="justify">3. ATTRIBUTES</h3>
231
232 <p align="justify"><strong><span style="font-variant: small-caps">3.1 Intelligence</span></strong></p>
233
234 <p align="justify">Intelligence is the primary attribute associated with
235 casting spells. With higher intelligence comes the knowledge
236 of more spells, the ability to cast more spells, and faster
237 recovery of spells that have been cast.
238
239 </p>
240
241 <p align="justify"><strong><span style="font-variant: small-caps">3.2 Strength</span></strong></p>
242 <p align="justify">This is, of course, the measure of a character's
243 physical strength. With higher strength a character can
244 carry more, cause more damage when striking, have a better
245 chance to strike an opponent, and move about more quickly
246 when carrying a load.
247
248 </p>
249 <p align="justify"><strong><span style="font-variant: small-caps">3.3 Wisdom</span></strong></p>
250 <p align="justify">Wisdom is the primary attribute associated with Praying
251 to a god. With higher wisdom comes the knowledge of more
252 prayers, the ability to pray more often, and faster recovery
253 of prayer ability.
254
255 </p>
256 <p align="justify"><strong><span style="font-variant: small-caps">3.4 Dexterity</span></strong></p>
257 <p align="justify">Dexterity is a measure of a character's agility. With
258 higher dexterity a character is harder to hit, can hit a
259 opponent more easily, and can move about more quickly when
260 carrying a load.
261
262 </p>
263 <p align="justify"><strong><span style="font-variant: small-caps">3.5 Constitution</span></strong></p>
264 <p align="justify">Every character has a constitution rating. A character
265 with an exceptionally good constitution will gain more than
266 the normal amount of hit points associated with the
267 character's class when the character reaches a new
268 experience level. Exceptional constitution also provides
269 better protection versus poison-based attacks and diseases.
270
271 </p>
272 <p align="justify"><strong><span style="font-variant: small-caps">3.6 Charisma</span></strong></p>
273 <p align="justify">Charisma is a measure of a characters looks and general
274 likeableness. It effects transactions when trying to
275 purchase things. </p>
276
277 <p align="justify"><strong><span style="font-variant: small-caps">3.7 Experience Levels</span></strong></p>
278
279 <p align="justify">
280 Characters gain experience for killing monsters,
281 stealing from monsters, and turning monsters. Each
282 character class has a set of thresholds associated with it.
283 When a character reaches a threshold, the character attains
284 the next experience level. This new level brings extra hit
285 points and a greater chance of success in performing the
286 abilities associated with the character's class. For
287 example, magicians receive new spells, and clerics receive
288 new prayers.
289 </p>
290
291 <p align="justify">
292
293 <strong><span style="font-variant: small-caps">3.8 Allocating Attributes</span></strong>
294 </p>
295 <p align="justify">
296 The player starts with 72 "attribute points" to create
297 a character and can distribute them in any manner among the
298 six attributes described above. When prompting the player
299 for each attribute, the game displays the minimum and
300 maximum allowable values for that attribute. The player can
301 type a backspace (control-H) to go back and change a value;
302 typing an escape (ESC) sets the remaining attributes to the
303 maximum value possible given the remaining attribute points.
304 </p>
305
306 <h3 align="justify">
307 4.0
308 THE SCREEN</h3>
309 <p align="justify">
310 During the normal course of play, the screen consists
311 of three separate sections: the top line of the terminal,
312 the bottom two lines of the terminal, and the remaining
313 middle lines. The top line reports actions which occur
314 during the game, the middle section depicts the dungeon, and
315 the bottom lines describe the player's current condition.
316 </p>
317
318 <p align="justify"><strong><span style="font-variant: small-caps">4.1 The Top Line</span></strong>
319
320 <p align="justify">
321 Whenever anything happens to the player, such as
322 finding a scroll or hitting or being hit by a monster, a
323 short report of the occurrence appears on the top line of
324 the screen. When such reports occur quickly, one right
325 after another, the game displays the notice followed by the
326 prompt '--More--.' After reading this notice, the player
327 can press a space to display the next message. At such a
328