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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. |