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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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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 |