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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 | |
| 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 |
