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comparison xrogue/README.TXT @ 133:e6179860cb76
Import XRogue 8.0 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Tue, 21 Apr 2015 08:55:20 -0400 |
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1 Welcome to XRogue | |
2 http://roguelike.sourceforge.net/xrogue | |
3 | |
4 XRogue: Expeditions into the Dungeons of Doom | |
5 Copyright (C) 1991 Robert Pietkivitch | |
6 All rights reserved. | |
7 | |
8 Based on "Advanced Rogue" | |
9 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T | |
10 All rights reserved. | |
11 | |
12 Based on "Rogue: Exploring the Dungeons of Doom" | |
13 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman | |
14 All rights reserved. | |
15 | |
16 See the file LICENSE.TXT for full copyright and licensing information. | |
17 | |
18 | |
19 XRogue: Expeditions into the Dungeons of Doom | |
20 --------------------------------------------- | |
21 | |
22 Introduction: | |
23 | |
24 Rogue was introduced at the University of California at Berkeley as a | |
25 screen-oriented fantasy game. The game had 26 types of monsters that | |
26 the player could meet while exploring a Dungeon generated by the computer. | |
27 Scrolls, potions, rings, wands, staves, armor, and weapons helped the | |
28 player to battle these monsters and to gain gold, the basis for scoring. | |
29 | |
30 The version of rogue described in this guide has been expanded to include | |
31 over 200 monsters with many new capabilities and has been renamed xrogue. | |
32 Many of the monsters are intelligent and they, like the player, must avoid | |
33 traps and decide when it is better to fight or to run. There are also a | |
34 number of new commands in this version not found in previous versions. | |
35 | |
36 The game contains monsters, spells, weapons, armor, potions, and other | |
37 magical items that you will discover during your quest. The Dungeon's | |
38 geography changes with every game and although many magical items have | |
39 certain identifiable properties, such as turning the player invisible, | |
40 the physical manifestation of the magic changes each game. A red potion, | |
41 for example, will cause the same reaction throughout a given game but | |
42 it may be a completely different potion in a new game. | |
43 | |
44 Entering the Dungeon with only a little food, armor, and a weapon, the | |
45 player must develop a good strategy of when to fight, when to run, and | |
46 how to best use any magical item found in the Dungeon. To make things | |
47 interesting the player has a quest to return one of several unique and | |
48 magical artifacts which are rumored to lie deep within the Dungeon. | |
49 Returning with this artifact to the surface brings great honor. | |
50 | |
51 However, after finding the artifact, the player may wish to continue | |
52 his quest deeper into the Dungeon to match wits with an arch-devil, a | |
53 demon-prince, or perhaps Charon the Boatman. Defeating such a creature | |
54 will gain the player many experience points which is the basis for | |
55 scoring in xrogue. It is very difficult to return from the Dungeons | |
56 of Doom alive. Very few players have won this game. | |
57 | |
58 Character Classes: | |
59 | |
60 Before placing the player in the Dungeon, the game requests that you | |
61 select what type of character they would like to be: Fighter, Paladin, | |
62 Ranger, Magic-User, Cleric, Thief, Assassin, Druid, or Monk. | |
63 | |
64 The Fighter | |
65 | |
66 A Fighter has the best odds at winning battles with monsters. At high | |
67 experience levels, the Fighter is able to attack his opponent multiple | |
68 times in a single turn. Strength is the main attribute of the Fighter. | |
69 | |
70 The Magic-User | |
71 | |
72 A Magic-User is able to cast spells. Intelligence is the main attribute. | |
73 The number of spells a Magic-User can cast increases as he gains in | |
74 experience points and in intelligence. His spell casting ability allows | |
75 him to identify any item in the Dungeon. 16 spells. | |
76 | |
77 The Cleric | |
78 | |
79 A Cleric is able to pray for assistance in battle. Wisdom is the main | |
80 attribute. The number of prayers granted to the Cleric increases as he | |
81 gains in experience points and in wisdom. Clerics can affect (turn) the | |
82 undead monsters to avoid battle. Ie., zombies, ghouls, etc. If the | |
83 Cleric is very powerful relative to the undead monster, turning it will | |
84 utterly destroy it. 16 prayers. | |
85 | |
86 The Paladin | |
87 | |
88 A Paladin is a type of holy warrior, being a cross between a Cleric | |
89 and a Fighter. He is able to pray and affect the undead like the Cleric | |
90 and fight like the Fighter, but both to a lesser extent. He is on the | |
91 side of all that is righteous and good and would never attack a monster | |
92 that has not attacked him first. If he happens to kill such a monster, | |
93 inadvertantly or otherwise, he will begin to feel increasingly uneasy. | |
94 If he kills too many such monsters, he will face karmic retaliation and | |
95 be reduced to a mere Fighter, minus all of the Cleric's ability. | |
96 Charisma is the main attribute with Wisdom second. | |
97 | |
98 The Ranger | |
99 | |
100 A Ranger is a type of mystical warrior, being a cross between the | |
101 Magic-User and Fighter. Like the Paladin, he is on the side of all | |
102 that is righteous and good and would never attack a monster that | |
103 has not attacked him first. A Ranger is able to cast spells like the | |
104 Magic-User and fight like the Fighter, but both to a lesser extent. | |
105 Charisma is the main attribute with Intelligence second. | |
106 | |
107 The Thief | |
108 | |
109 A Thief is exceptionally dexterous and has great skill at being able | |
110 to set a traps for and/or rob (steal) items from monsters. Thieves have | |
111 the ability to detect all the gold and hidden traps on each level of | |
112 the Dungeon. Their dexterous nature gives Thieves the ability to move | |
113 very quietly, so they are not as likely as to wake up sleeping monsters | |
114 as are the other character types. If a Thief manages to sneak up on a | |
115 creature without waking it he may be able to backstab the monster. The | |
116 damage from a backstab is greatly increased based upon the experience | |
117 level. Dexterity is the main attribute. | |
118 | |
119 The Assassin | |
120 | |
121 An Assassin is a person trained in the art of killing monsters by | |
122 surprise. He has some of the abilities of the Thief, but he cannot | |
123 sense traps or backstab. Instead, the Assassin has the chance to kill | |
124 an opponent outright with one deadly blow. He can recognize and use | |
125 poison found in the Dungeon on his weapon, thereby, making his next | |
126 attack exceptionally lethal. Dexterity is the main attribute. | |
127 | |
128 The Druid | |
129 | |
130 A Druid is a type of magical warrior, being a cross between the Cleric | |
131 and the Magic-User. A Druid can chant both spells and prayers plus a | |
132 few of his own. The number of chants available to the Druid increases | |
133 as he gains in experience points and in Wisdom. Wisdom is the main | |
134 attribute. 16 chants. | |
135 | |
136 The Monk | |
137 | |
138 A Monk is trained in the martial arts. He wears no armor and does not | |
139 need a weapon (although using them is not forbidden). As the Monk gains | |
140 in experience points his natural defense or ability to dodge attackers | |
141 increases. The Mong is a cross between the Druid and Fighter, so he | |
142 can chant and also fight like the Fighter, but both to a lesser extent. | |
143 Constitution is the main attribute, with wisdom second. | |
144 | |
145 Attributes Of The Charaters: | |
146 | |
147 Strength - The primary attribute for encumberance. | |
148 | |
149 Intelligence - The primary attribute for casting spells. | |
150 | |
151 Wisdom - The primary attribute for prayers and chanting. | |
152 | |
153 Dexterity - The primary attribute for stealthiness. | |
154 | |
155 Charisma - The primary attribute for good will. High Charisma also | |
156 affects the cost of objects when making transactions. | |
157 | |
158 Constitution - The primary attribute for health. High Constitution | |
159 affects the amount of hit points you receive when | |
160 moving up in experience levels. | |
161 | |
162 Note: The Ranger, Paladin, and Monk do not receive their "special" | |
163 magical abilities until they have advanced a few experience levels. | |
164 | |
165 Experience Levels: | |
166 | |
167 Characters gain experience points mostly from killing monsters. Other | |
168 actions, such as stealing items from monsters, backstabbing, and turning | |
169 monsters, also add extra experience points. Each character type gains | |
170 experience points and moves up in experience levels at different rates. | |
171 Moving up in experience levels adds extra hit points to the character | |
172 which determines how many "hits" he can take before being killed. | |
173 | |
174 Allocating Attribute Points To The Characters: | |
175 | |
176 A player starts with 75 attribute points to distribute in to the character | |
177 he has chosen to play. When you are prompted to distribute the attribute | |
178 points, the screen displays the minimum and maximum allowable values for | |
179 that particular attribute. The player can type a backspace (Ctrl-H) to go | |
180 back and change a previous value and typing an escape (ESC) sets all the | |
181 remaining attributes to the maximum value possible, given the number of | |
182 remaining attribute points to be distributed. | |
183 | |
184 THE SCREEN | |
185 | |
186 During the normal course of play, the screen consists of three separate | |
187 sections: the top line, the bottom two lines, and the remaining screen | |
188 in the middle. The top line reports actions which occur during the game, | |
189 the middle section depicts the Dungeon, and the bottom two lines describe | |
190 the player's current condition. | |
191 | |
192 Whenever anything happens to the player, such as finding a scroll, hitting | |
193 a monster, or being hit by a monster, a short report appears on the top | |
194 line of the screen. When you see the word 'More' on the top line, that | |
195 means you must press the space key to continue. | |
196 | |
197 The following items may be found within the Dungeon. Some of them have | |
198 more than one interpretation, depending upon whether your character | |
199 recognizes them or not. | |
200 | |
201 | A wall of a room. | |
202 - A wall of a room. | |
203 * A pile of gold. | |
204 % A way to another level. | |
205 + A doorway. | |
206 . The floor in a room. | |
207 # The floor in a passageway. | |
208 Solid rock (denoted by a space). | |
209 ^ The entrance to a Trading Post | |
210 @ The player. | |
211 _ The player, when invisible. | |
212 : Some food. | |
213 ! A flask containing a potion. | |
214 ? A sealed scroll. | |
215 = A ring. | |
216 ) A weapon. | |
217 ] Some armor. | |
218 ; A miscellaneous magic item | |
219 , An artifact | |
220 / A wand or a staff. | |
221 > A trapdoor leading to the next level | |
222 { An arrow trap | |
223 $ A sleeping gas trap | |
224 } A beartrap | |
225 ~ A trap that teleports you somewhere else | |
226 ` A poison dart trap | |
227 " A shimmering magic pool | |
228 ' An entrance to a maze | |
229 $ Any magical item. (During magic detection) | |
230 > A blessed magical item. (During magic detection) | |
231 < A cursed magical item. (During magic detection) | |
232 | |
233 Monsters are depicted as letters of the alphabet. Note that all letters | |
234 denote multiple monsters, depending on which level of the Dungeon you are | |
235 on. The player may identify a current monster by using the identify | |
236 command ('/') or the clarify command ('='). | |
237 | |
238 The bottom two lines of the screen describe the player's current status. | |
239 The first line gives the player's characteristics: | |
240 | |
241 Intelligence, Strength, Wisdom, Dexterity, Charisma, and Constitution | |
242 all have a normal maximum value of 50 points, but they can go higher if | |
243 augmented by a ring. Encumberance is a measurement of how much the player | |
244 can carry versus how much he is currently carrying. The more you carry | |
245 relative to your maximum encumberance causes you to use more food. The | |
246 attribute of Strength fortifies one's encumberance. | |
247 | |
248 The player's current number of hit points are denoted as (Hp) and it is | |
249 followed in parentheses by the player's current maximum hit points. Hit | |
250 points express the player's survivability. As a player heals by resting, | |
251 using potions, or spells, the player's current hit points gradually increase | |
252 until they reach the current maximum. This maximum number will be increased | |
253 each time a player goes up an experience level. If the player's current hit | |
254 points reach 0, the player becomes "metabolically challenged". | |
255 | |
256 The player's armor class is denoted as (Ac). This number describes the | |
257 amount of protection provided by the armor, cloaks, and/or rings currently | |
258 worn by the player. It is also affected by high or low dexterity. Wearing | |
259 no armor is equivalent to an armor class of 10 (Monk excepted). The lower | |
260 the armor class number, the better. | |
261 | |
262 The player's current experience level is denoted as (Exp), followed by | |
263 the player's experience points. A new experience level brings extra hit | |
264 points and possibly added abilities, such as new spells for a Magic-user, | |
265 new prayers for a Cleric, and new chants for a Druid. There are a total | |
266 of 26 experience levels per character. | |
267 | |
268 Commands: | |
269 | |
270 A player can invoke most commands by typing in a single character. | |
271 Some commands, however, require a direction, in which case the player | |
272 types the command character followed by a directional letter. Many | |
273 commands can be prefaced by a number, indicating how many times the | |
274 command should be executed. | |
275 | |
276 When the player invokes a command referring to an item in the player's | |
277 pack (such as reading a scroll), the game prompts for the item. The | |
278 player can then type the letter associated with the item. Typing a '*' | |
279 will produce a list of eligible items. | |
280 | |
281 A list of basic games commands: | |
282 | |
283 ? Preceding a command by a '?' produces a brief explanation of the | |
284 command. The command '?*' gives an explanation of all the commands. | |
285 A '?@' gives information on things you encounter (rock, forest, etc). | |
286 / Preceding a symbol by a '/' identifies the symbol. | |
287 = Clarify. After typing an '=' sign, the player can use the movement | |
288 keys to position the cursor anywhere on the current level. As long | |
289 as the player can normally see the selected position, the game will | |
290 identify whatever is there. | |
291 h Move one position to the left. | |
292 j Move one position down. | |
293 k Move one position up. | |
294 l Move one position to the right. | |
295 y Move one position to the top left. | |
296 u Move one position to the top right. | |
297 b Move one position to the bottom left. | |
298 n Move one position to the bottom right. | |
299 H Run to the left until reaching something interesting. | |
300 J Run down until reaching something interesting. | |
301 K Run up until reaching something interesting. | |
302 L Run to the right until reaching something interesting. | |
303 Y Run to the top left until reaching something interesting. | |
304 U Run to the top right until reaching something interesting. | |
305 B Run to the bottom left until reaching something interesting. | |
306 N Run to the bottom right until reaching something interesting. | |
307 | |
308 > Go down the stairs to the next level or enter the outer region if you | |
309 are standing upon the wormhole trap (must be "flying" for this to work). | |
310 < Go up the stairs to the next level or enter the outer region if you are | |
311 standing upon the wormhole trap (must be "flying" for this to work). | |
312 | |
313 * Count the gold in the player's pack. | |
314 ! Escape to the shell level. | |
315 $ Price an item at the Trading Post. | |
316 # Buy an item at the Trading Post. | |
317 % Sell an item at the Trading Post. | |
318 . This command (a period) causes the player to rest one turn. | |
319 ^ This command sets traps and is limited to Thieves and Assassins. If the | |
320 command is successful the game will ask the player for the trap type and | |
321 sets it where the player is standing. | |
322 a Affect the undead. This command is restricted to Clerics and Paladins | |
323 and must be followed by a directional letter. | |
324 A Choose your quest item (at game startup only!). | |
325 c This command is restricted to Druids and Monks and it produces a list of | |
326 available chants. The player can select one of the displayed chants and | |
327 if the player's energy level is sufficiently high, "chant" it. The more | |
328 complicated the spell, the more energy it will take. | |
329 C This command is restricted to Magic-Users and Rangers and it produces a | |
330 list of available spells. The player can select one of the displayed | |
331 spells and if the player's energy level is sufficiently high, "cast" it. | |
332 The more complicated the spell, the more energy it will take. | |
333 d Drop an item from the player's pack. | |
334 D Dip something into a magic pool. | |
335 e Eat some food from the player's pack. | |
336 f When this command is preceded with a directional command, the player will | |
337 move in the specified direction until he crosses something interesting. | |
338 F Frighten a monster. Not available to all characters. This command | |
339 loses it's power at around level 10. | |
340 g Give away or trade a slime-mold for food with a monster. | |
341 G This command is restricted to Thieves and Assassins. It causes the game | |
342 to display all of the gold on the current level. | |
343 i Display an inventory of the player's pack. | |
344 I This command prompts for an item from the player's pack and displays | |
345 the inventory information for that item. | |
346 m When the player types this command, you are prompted to mark an item | |
347 with a one-line name. | |
348 o Typing this command causes the game to display all the settable options. | |
349 The player can then examine them or change (some of) them | |
350 O Display your current character type and quest item. | |
351 p This command is restricted to Clerics and Paladins and it produces a | |
352 list of available prayers. The player can then select one of the | |
353 displayed prayers and if the player's energy level is sufficiently high, | |
354 "pray" it. The more complicated the prayer, the more energy it will | |
355 take. | |
356 P Pick up the items currently under the player. | |
357 q Quaff a potion from the player's pack. | |
358 Q Quit without saving the game. | |
359 r Read a scroll from the player's pack. | |
360 s Search for a secret door or a trap in the circle surrounding the player. | |
361 S Save your game to play at a later time. | |
362 t This command prompts for an object from the players pack. The player | |
363 then can throw the object in the specified direction. | |
364 T Take off whatever the player is wearing. | |
365 v Print the current xrogue version number. | |
366 w Wield a weapon from the player's pack. | |
367 W Wear some armor, ring, or a miscellaneous magic item from the player's | |
368 pack. The player can wear a maximum of 8 rings. | |
369 X This command is restricted to Thieves only. It causes the game to | |
370 display | |
371 all of the hidden traps on the current level. | |
372 z This command prompts for a wand or staff from the player's pack and zaps | |
373 it in the specified direction. | |
374 + Fortune cookie! (Note: if you play xrogue over a modem, typing three | |
375 consecutive '+' will tell your modem to enter "command" mode. See your | |
376 modem manual on how to return from this mode). | |
377 | |
378 Escape Pressing the Escape key will cancel the current command. | |
379 Ctrl-B Check your current score. Scoring is based on experience points | |
380 and gold. However, gold is not that important and 10% is hacked | |
381 off if a player is killed. | |
382 Ctrl-E Check your current food level. This command is used when you want | |
383 to see just how much food you have remaining in your stomach. A | |
384 full stomach is measured to be about 2000(2100). As you play the | |
385 game, this level drops until you become hungry at about 200(2100). | |
386 A food level over 2000(2100) makes the character satiated, and a | |
387 level under 200(2100) makes the character hungry, then weak, and | |
388 finally fainting. A level of 2000(2100) is the most the character | |
389 can eat, a full, satisfied stomach! | |
390 Ctrl-L Redraw the screen. | |
391 Ctrl-N When the player types this command, the game prompts you to type a | |
392 one-line name for a monster or for an item in the player's pack | |
393 To name a monster, position the cursor over the desired monster and | |
394 rename it. | |
395 Ctrl-O Display the current "affects" on the player (such as slow, phased, | |
396 confused, extra sight, flying, dancing, etc.). | |
397 Ctrl-R Repeat last message displayed on the top line of the screen. | |
398 Ctrl-T This command is restricted to Thieves and Assassins. It must be | |
399 followed by a directional letter. If a monster is standing next to | |
400 the player in the specified direction, the effect is to steal an | |
401 item from the monster's pack. If successful, the monster does not | |
402 notice anything, but if the player is unsuccessful, there is a | |
403 chance | |
404 the monster will suddenly wake up and attack. | |
405 Ctrl-U Use a magic item in the player's pack. | |
406 | |
407 There is no explicit attack command. If a player wishes to do battle with a | |
408 monster, the player simply moves onto the spot where the monster is | |
409 standing. | |
410 Whatever the player is wielding will be used as the player's weapon. | |
411 | |
412 As the player moves across items, the game automatically picks them up and | |
413 places them into the player's pack. If there is no room left in the pack, | |
414 the item is left on the floor. Setting the "pickup" option to "NO" will | |
415 allow the player to pick up items at will using the 'P' command. | |
416 | |
417 All actions except for bookkeeping commands, such as taking an inventory, | |
418 take time. The amount of time varies with the command. Swinging a weapon, | |
419 for example, takes more time than simply moving; so a monster could move | |
420 several spaces in the time it takes the player to make one attack. The | |
421 time it takes to swing a weapon also varies based on the bulk of the weapon, | |
422 and the time it takes to simply move one space varies with the type of armor | |
423 worn and the player's level of encumberance. Movement is always faster when | |
424 the player is "flying". | |
425 | |
426 Actions also take time and some of them can be disrupted. If the player is | |
427 casting a spell for example, and gets hit before finishing it, the spell is | |
428 lost. Similarly, the player might choke if hit while trying to eat. These | |
429 same rules apply to monsters as well. | |
430 | |
431 Some of the rooms in the Dungeon possess a natural light source. In most | |
432 other rooms and in corridors, the player can see only those things within | |
433 a one-space radius around the player. Dark rooms can be lit with magical | |
434 light or by fire beetles and other monsters. | |
435 | |
436 The player can wield only one weapon at a time. When a player attacks | |
437 a monster, the amount of damage depends on the particular weapon he is | |
438 wielding. To fire a projectile weapon, such as a crossbow or a short bow, | |
439 the player should wield the bow and throw the bolt or arrow at the monster. | |
440 | |
441 A weapon may be cursed or blessed which will affect the likelihood of you | |
442 hitting a monster with it and the damage that it will inflict on the | |
443 monster. | |
444 If the player has identified the weapon he is using, the "to hit" and the | |
445 "to damage" bonuses appear (in that order) before the weapons name in the | |
446 inventory listing. A positive bonus indicates a blessed weapon, and a | |
447 negative bonus usually indicates a cursed or misguided weapon. A player | |
448 cannot release a cursed weapon until a remove curse scroll is read or cast | |
449 by magical means. | |
450 | |
451 After the player has identified a suit of armor, the protection bonus | |
452 appears | |
453 before the armors name in the inventory listing. If the bonus is positive | |
454 the armor is blessed but if it is negative, the armor is probably cursed. | |
455 The player cannot remove a cursed suit of armor until a remove curse scroll | |
456 is read or cast by magical means. | |
457 | |
458 Some monsters can corrode your armor! If such a monster hits a player | |
459 when the player is wearing metal armor, the armor will lose some of its | |
460 protective value. This same corrosive property also applies to weapons | |
461 when a player hits a monster with this ability. Search for a scroll of | |
462 "protection" to guard against corrosion of your armor and weapon. | |
463 | |
464 A player will find many potions and scrolls in the Dungeon. Reading a | |
465 scroll or quaffing a potion will usually cause some magical occurrence. | |
466 Potions and scrolls may be either cursed or blessed. In this version of | |
467 xrogue, Monster Confusion scrolls will turn your hands a variety of colors. | |
468 A blessed Magic Mapping scroll shows very detailed maps. A scroll of | |
469 Genocide works within the dungeon as well as in the outer region. A | |
470 scroll of blessed Teleportation will teleport you "upward" a few levels. | |
471 Blessed Remove Curse will cause certain monsters to panic if the scroll | |
472 is read near them. Charm Monster will let you charm several monsters. | |
473 | |
474 The player can wear a maximum of eight rings. Some of them have a magical | |
475 effect on the player as long as they are worn. Some rings also speed up | |
476 the player's metabolism, making the player require food more often. Rings | |
477 can be cursed or blessed and the player cannot remove a cursed ring until | |
478 a remove curse scroll is read or cast. | |
479 | |
480 Wands, rods, and staves help a player in battle and affect the Dungeon. | |
481 A player uses the "z" (zap) command to use a wand either to shoot at a | |
482 monster, teleport, or to light up a dark room. Wands can be cursed or | |
483 blessed. | |
484 | |
485 A player must be frugal with his food. Both moving and searching through | |
486 the Dungeon, and fighting monsters, consumes energy. Starving results in | |
487 the player's fainting for increasingly longer periods of time, during which | |
488 any nearby monster can attack the player at will. Food comes in the form | |
489 of standard rations and as a variety of berries. Some berries have side | |
490 effects in addition to satisfying one's hunger. Slime-Molds are monster | |
491 food and if you have one, you may be able to trade it for a regular food | |
492 ration, if the monster is of "friendly" persuasion. | |
493 | |
494 Gold has a couple of uses in the Dungeon. The first use of gold is to buy | |
495 things, either at a Trading Post or from a Quartermaster. The Trading Post | |
496 when found, is entered via the '>' command, like going down a stairway. | |
497 A Quartermaster ('q') is a Dungeon vendor who appears at certain times and | |
498 will try to sell the player some of his wares. The Quartermaster's wares | |
499 are never cursed but they can be blessed, though blessed goods do cost more | |
500 than normal goods. If the player chooses to buy something offered by a | |
501 Quartermaster, he will make the transaction for the specified amount of gold | |
502 and then disappear. Attacking a Quartermaster causes him to vanish in | |
503 haste! You can sometimes find gold at the bottom of "magic pools". Use | |
504 the ">" command to dive for the gold, but be careful you don't drown! | |
505 | |
506 When beginning a new game, a player is placed in the Trading Post with | |
507 an allotment of gold based upon the type of character chosen to play. | |
508 There are some restrictions on the use of certain items by character. | |
509 For example, only Fighters, Paladins, and Rangers can wield two-handed | |
510 swords while Thieves and Assassins can not wear certain types of armor. | |
511 However, the Trading Post (and Quartermaster) will happily sell a player | |
512 anything that he can afford, whether you need it or not. | |
513 | |
514 Miscellaneous magical items such as a Pair of Boots or a Book are numerous | |
515 within the Dungeon. These items are usually used to a player's advantage, | |
516 assuming they are not cursed. Some of these items can be worn, such as a | |
517 Cloak, while others are to be used, such as a Book, Beaker, or Ointment. | |
518 The Medicine Crystal will heal you, remove all curses, heal you, and may | |
519 cause panic in some monsters. | |
520 | |
521 There are a number of unique monsters deep within the depths of the Dungeon | |
522 that carry very special magical items or artifacts. When you begin the | |
523 game, | |
524 you are asked to choose a "quest item" to retrieve from the Dungeon. Most | |
525 of these items can be used to the player's advantage, even if they are not | |
526 one's own personal quest item during the game. However, care must be taken | |
527 when handling some of them for they have intelligence and some will reject | |
528 mishandling or abuse. These items consume your food (and your gold) so | |
529 carrying them around results in increased food use. Some of these items | |
530 will | |
531 kill you outright if you happen to pick them up while wielding another | |
532 artifact as your weapon. Don't be too greedy with the artifacts! Quest | |
533 items begin appearing in xrogue between levels 40-50. The less traumatic | |
534 quest items appear earlier while the more severe ones appear later. Once | |
535 a unique monster is killed, you will not encounter another one like it in | |
536 the Dungeon. | |
537 | |
538 A variety of traps exist within the Dungeon, including trap doors, bear | |
539 traps, and sleeping traps. Sometimes they are hidden from sight until | |
540 sprung by a monster or by the player. A sprung trap continues to function, | |
541 but since it is visible, an intelligent monster is not likely to tread on | |
542 it. | |
543 A trap called the Wormhole trap, will transport you to the "outer region" | |
544 of the dungeon. There you will fight strange dinosaurs until you can make | |
545 your way back to a starwell, and promptly return from whence you came. | |
546 | |
547 Each monster except for the Quartermaster appears in a limited range of | |
548 Dungeon levels. All monsters of the same type share the same abilities. | |
549 All giant rats, for example, can give the player a disease, and all | |
550 jackalweres can put the player to sleep. Monsters of the same type will | |
551 vary however, in strength and intelligence. For example, one kobold may | |
552 be much more difficult to kill off than another. In general, the more | |
553 difficult it is to kill a monster, the more experience points the monster | |
554 is worth. | |
555 | |
556 Most monsters attack by biting and clawing, but some monsters carry weapons | |
557 and can use their breath as a weapon. Some monsters can even use magical | |
558 items, such as wands and artifacts. Monsters with distance weapons or magic | |
559 can sometimes attack a player from across a room or from down a corridor. | |
560 | |
561 Some monsters are more intelligent than others, and the more intelligent | |
562 a monster is, the more likely it will run away if it is about to die. | |
563 A fleeing monster will not attack the player unless it is cornered. | |
564 | |
565 It is sometimes possible to enlist a monster's aid. Reading a charm monster | |
566 scroll, for example, or singing a charm monster chants can make a monster | |
567 believe that the player is its friend. A charmed monster will fight hostile | |
568 monsters for the player as long as they are not of its own race. Be sure | |
569 your charmed monsters are in the same room with you when you enter the next | |
570 level, or they will be lost. | |
571 | |
572 Options: | |
573 | |
574 The game has several options, some of which can only be set by the player | |
575 at the beginning of the game and others during the course of play. | |
576 | |
577 default - Play the character with "default" attribute settings. | |
578 terse - Shorten messages at top of screen. | |
579 jump - Speed up the display of the player's movement | |
580 step - Lists all inventories one line at a time. | |
581 overlay - Allows listings of inventories to overlay the currnt screen. | |
582 flush - Supposed to flush all typed-ahead characters. | |
583 askme - Prompt the player to name new types of scrolls, potions, | |
584 etc. | |
585 pickup - Pick up items automatically as you move across them | |
586 name - The player's name. | |
587 file - Saved game filename. Defaults to xrogue.sav. | |
588 score - Identifies the location of the game scorefile. | |
589 type - Specifies the character type (unchangable). | |
590 quested item - Set at start up (unchangeable). | |
591 | |
592 A player can set the game options at the beginning of a game via the | |
593 ROGUEOPTS environment variable. | |
594 | |
595 Some examples: | |
596 | |
597 ROGUEOPTS="default nopickup, nooverlay, name=Corwin, class=magician" | |
598 ROGUEOPTS="pickup, overlay, file=xrg.sav, score=/home/games/scorefile" | |
599 | |
600 The player may change an option at any time during the game via the 'o' | |
601 (option) command. On the options menu, typing a new value changes the | |
602 option and a RETURN moves to the next option in the list. Typing an '-' | |
603 moves you to the previous option and an ESCAPE returns you to the Dungeon. | |
604 | |
605 A new option called "default" was added in xrogue. When you put the word | |
606 "default" into your ROGUEOPTS environment variable your character will be | |
607 created with "default" attribute settings, armor, weapon, quest item, and | |
608 some food. | |
609 | |
610 Setting "default" will force the game to skip over the beginning screen | |
611 where you can choose/distribute your attribute points and it also skips | |
612 over the beginning "equippage screen" where you can choose your armor, | |
613 weapon, quest item, and etc. | |
614 | |
615 If you use the "class" option with "default" in ROGUEOPTS, you will | |
616 start the game immediately at level 1 with the default selections | |
617 for your character. | |
618 | |
619 Here is a list of the main and secondary attributes, special ability, | |
620 and quest item ("default" settings) for each character type: | |
621 | |
622 Character Main Attr. Secondary Specialties Def. Quest Item | |
623 ------------------------------------------------------------------------- | |
624 Fighter strength constitution sense gold Axe of Aklad | |
625 Ranger charisma intelligence cast spells Mandolin of Brian | |
626 Paladin charisma wisdom affect undead Ankh of Heil | |
627 Cleric wisdom dexterity prayer spells Horn of Geryon | |
628 Magician intelligence dexterity cast spells Stonebones Amulet | |
629 Thief dexterity strength sense traps Musty Daggers | |
630 Assassin dexterity strength steal/use poison Eye of Vecna | |
631 Druid wisdom dexterity chant spells Quill of Nagrom | |
632 Monk constitution dexterity chant spells Emori Cloak | |
633 | |
634 A different quest item may be chosen ONLY while you are in the beginning | |
635 Trading Post (if you have NOT set the "default" option via ROGUEOPTS). | |
636 | |
637 When a player is killed, his score will be equal to the amount of his | |
638 experience points gained, plus his gold (minus 10%). A player that | |
639 quits the game will not lose 10% of his gold. If a player makes it back | |
640 up and out of the Dungeon alive, his score will be equal to the amount | |
641 of experience points, plus the gold, plus additional gold received from | |
642 selling all of the items in his pack. | |
643 | |
644 The game maintains a top-twenty player scorefile. As an installation | |
645 option, the game may be compiled so as to record only three entries per | |
646 character type and name. |