Mercurial > hg > early-roguelike
diff arogue5/arogue58.doc @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/arogue58.doc Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,1025 @@ + + + + + + The Dungeons of Doom + + AT&T Bell Laboratories + The Dungeons of Doom + + + 1. INTRODUCTION + + Rogue is a screen-oriented fantasy game set in the + ever-changing Dungeons of Doom. The game comes complete + with monsters, spells, weapons, armor, potions, and other + magical items. The dungeon's geography changes with every + game, and although many magical items have certain + identifiable properties, such as turning the player + invisible, the physical manifestation of the magic changes + each game. A red potion, for example, will cause the same + reaction throughout a given game, but it may be a completely + different potion in a new game. + + Entering the dungeon with only a little food, armor, + and a weapon, the player must develop a good strategy of + when to fight, when to run, and how to best use any magical + items found in the dungeon. To make things interesting, the + player has a quest to return one of several unique + artifacts, rumored to lie deep in the dungeon's bowels. + Returning with this artifact brings great glory and the + title of Complete Winner. But even after finding the + artifact, the player may wish to continue further to match + wits with an arch-devil, demon prince, or even a deity found + far down in the dungeon. Defeating such a creature will + gain the player many experience points, the basis for + scoring in Rogue. + + It is very difficult to return from the Dungeons of + Doom. Few people ever make it out alive. Should this + unlikely event occur, the player would be proclaimed a + complete winner and handsomely rewarded for any booty + removed from the dungeon. + + + 2. CHARACTER CLASSES AND ATTRIBUTES + + Before placing the player in the dungeon, the game + requests the player to select a character class: a fighter, + a magic user, a cleric, or a thief. + + 2.1 The_Fighter + + A fighter is very strong and will have a high strength + rating. This great strength gives a fighter the best odds + of winning a battle with a monster. At high experience + levels the fighter also gets to attack multiple times in a + single turn. This obviously further increases his chances + at winning battles. Intrinsic to the fighter class is a + robustness which results in 1 to 10 extra hit points for + + + + + + + + + + + + - 2 - + + + + every new experience level. + + 2.2 The_Magician + + A magician's major attribute is intelligence, which + enables the magician to cast spells. The number and variety + of spells increases as the magician gains experience and + intelligence. Other types of characters can cast spells, + but only if they manage to gain extraordinarily high + intelligence. Magic users are not as hearty as fighters; + they receive 1 to 8 extra hit points for every new + experience level. + + 2.3 The_Cleric + + A cleric has a high wisdom rating and can thus pray. + The number and variety of prayers which the gods are willing + to grant to a cleric increase as the cleric gains experience + and wisdom. Other character types can pray only if they + manage to gain extraordinary wisdom. + + Because of their religious nature, clerics can also + affect the "undead" beings, like zombies and ghouls, which + became monsters after they died. If an "undead" creature is + next to a cleric, the cleric may try to turn it and cause it + to flee. If the cleric is sufficiently powerful relative to + the monster, the cleric will destroy it. This ability + increases as the character gains experience levels. + + Clerics can gain from 1 to 8 extra hit points on + reaching a new experience level. + + 2.4 The_Thief + + A thief is exceptionally dextrous and has a good chance + to set a trap or rob a monster. Any type of character can + try to set a trap or steal from a monster standing next to + the character, but the chances of success are low compared + to a thief's chances. + + By their nature, thieves can automatically detect all + the gold on the current level of the dungeon. They are also + good at detecting hidden traps. Because thieves slink + along, they are not as likely as other characters to wake + sleeping monsters. If a thief manages to sneak up on a + creature without waking it, he will get a chance to backstab + the monster. When this is done, the damage done by the thief + greatly increases based on his experience level. + + Thieves gain from 1 to 6 extra hit points from a new + experience level. + + + + + + + + + + + + - 3 - + + + + 2.5 Constitution + + Every character has a constitution rating. A character + with an exceptionally good constitution will gain more than + the normal amount of hit points associated with the + character's class when the character reaches a new + experience level. Exceptional constitution also provides + better protection versus poison-based attacks and diseases. + + 2.6 Experience_Levels + + Characters gain experience for killing monsters, + stealing from monsters, and turning monsters. Each + character class has a set of thresholds associated with it. + When a character reaches a threshold, the character attains + the next experience level. This new level brings extra hit + points and a greater chance of success in performing the + abilities associated with the character's class. Magicians + receive new spells, and clerics receive new prayers. + + Thieves have the lowest threshold for gaining + experience levels, followed by clerics. Fighters are next, + and magicians have the highest threshold. + + + 3. THE SCREEN + + During the normal course of play, the screen consists + of three separate sections: the top line of the terminal, + the bottom two lines of the terminal, and the remaining + middle lines. The top line reports actions which occur + during the game, the middle section depicts the dungeon, and + the bottom lines describe the player's current condition. + + 3.1 The_Top_Line + + Whenever anything happens to the player, such as + finding a scroll or hitting or being hit by a monster, a + short report of the occurrence appears on the top line of + the screen. When such reports occur quickly, one right + after another, the game displays the notice followed by the + prompt '--More--.' After reading this notice, the player + can press a space to display the next message. At such a + point, the game ignores all commands until the player + presses a space. + + + + + + + + + + + + + + + + + + - 4 - + + + + 3.2 The_Dungeon_Section + + The large middle section of the screen displays the + player's surroundings using the following symbols: + + | A wall of a room. + + - A wall of a room. + + * A pile of gold. + + % A way to the next level. + + + A doorway. + + . The floor in a room. + + @ The player. + + _ The player, when invisible. + + # The floor in a passageway. + + ! A flask containing a potion. + + ? A sealed scroll. + + : Some food. + + ) A weapon. + + Solid rock (denoted by a space). + + ] Some armor. + + ; A miscellaneous magic item + + , An artifact + + = A ring. + + / A wand or a staff. + + ^ The entrance to a trading post + + > A trapdoor leading to the next level + + { An arrow trap + + $ A sleeping gas trap + + + + + + + + + + + + + - 5 - + + + + } A beartrap + + ~ A trap that teleports you somewhere else + + ` A poison dart trap + + " A shimmering magic pool + + ' An entrance to a maze + + $ Any magical item. (During magic detection) + + > A blessed magical item. (During magic detection) + + < A cursed magical item. (During magic detection) + + A letter A monster. Note that a given letter may signify + multiple monsters, depending on the level of the + dungeon. The player can always identify a current + monster by using the identify command ('/'). + + 3.3 The_Status_Section + + The bottom two lines of the screen describe the + player's current status. The first line gives the player's + characteristics: + + o Intelligence (Int) + + o Strength (Str) + + o Wisdom (Wis) + + o Dexterity (Dxt) + + o Constitution (Const) + + o Encumbrance (Carry) + + Intelligence, strength, wisdom, dexterity, and + constitution have a normal maximum of 25, but can be higher + when augmented by a ring. Encumbrance is a measurement of + how much the player can carry versus how much he is + currently carrying. The more you carry relative to your + maximum causes you to use more food. + + The second status line provides the following + information: + + o The current level (Lvl) in the dungeon. This number + increases as the player goes further down. + + + + + + + + + + + + - 6 - + + + + o How much gold (Au) the player is carrying. + + o The player's current number of hit points (Hp), + followed in parentheses by the player's current maximum + number of hit points. Hit points express the player's + health. As a player heals by resting, the player's + current hit points gradually increase until reaching + the current maximum. This maximum increases each time + a player attains a new experience level. If the + player's current hit points reach 0, the player dies. + + o The player's armor class (Ac). This number describes + the amount of protection provided by the armor and + rings currently worn by the player. Wearing no armor + is equivalent to an armor class of 10. The protection + level increases as the armor class decreases. + + o The player's current experience level (Exp) followed by + the player's experience points. The player can gain + experience points by killing monsters, successfully + stealing from monsters, and turning monsters. When a + player gains enough experience points to surpass a + threshold that depends on the player's character type, + the player reaches a new experience level. A new + experience level brings extra hit points and possibly + added abilities, such as a new spell for a magician or + a new prayer for a cleric. + + o A description of the player's character. This + description depends on the player's character type and + experience level. + + + 4. COMMANDS + + A player can invoke most Rogue commands by typing a + single character. Some commands, however, require a + direction, in which case the player types the command + character followed by a directional command. Many commands + can be prefaced by a number, indicating how many times the + command should be executed. + + When the player invokes a command referring to an item + in the player's pack (such as reading a scroll), the game + prompts for the item. The player should then type the + letter associated with the item, as displayed by the + inventory command. Typing a '*' at this point produces a + list of the eligible items. + + Rogue understands the following commands: + + + + + + + + + + + + + - 7 - + + + + ? Preceding a command by a '?' produces a brief + explanation of the command. The command '?*' gives an + explanation of all the commands. + + / Preceding a symbol by a '/' identifies the symbol. + + h Move one position to the left. + + j Move one position down. + + k Move one position up. + + l Move one position to the right. + + y Move one position to the top left. + + u Move one position to the top right. + + b Move one position to the bottom left. + + n Move one position to the bottom right. + + H Run to the left until reaching something interesting. + + J Run down until reaching something interesting. + + K Run up until reaching something interesting. + + L Run to the right until reaching something interesting. + + Y Run to the top left until reaching something + interesting. + + U Run to the top right until reaching something + interesting. + + B Run to the bottom left until reaching something + interesting. + + N Run to the bottom right until reaching something + interesting. + + t This command, followed by a directional command, prompts + for an object from the players pack. The player then + throws the object in the specified direction. + + f When this command precedes a directional command, the + player moves in the specified direction until passing + something interesting. + + + + + + + + + + + + + + - 8 - + + + + z This command must be followed by a directional command. + Rogue then prompts for a wand or staff from the player's + pack and zaps it in the specified direction. + + > Go down to the next level. + + < Go up to the next level. + + s Search for a secret door or a trap in the circle + surrounding the player. + + . This command (a dot) causes the player to rest a turn. + + i Display an inventory of the player's pack. + + I This command prompts for an item from the player's pack + and displays the inventory information for that item. + + q Quaff a potion from the player's pack. + + r Read a scroll from the player's pack. + + e Eat some food from the player's pack. + + w Wield a weapon from the player's pack. + + W Wear some armor or miscellaneous magic item from the + player's pack. + + T Take off whatever the player is wearing. + + P Put on a ring from the player's pack. The player can + wear a maximum of eight rings. + + R Remove a ring from the player's hand. + + ^U Uuse a miscellaneous magic item in the player's pack. + + d Drop an item from the player's pack. + + c When the player types this command, Rogue prompts for an + item from the player's pack and a one-line name. Rogue + then calls all similar items (such as all the blue + potions) by the specified name. + + m When the player types this command, Rogue prompts for an + item from the player's pack and a one-line name. Rogue + then marks the specified item with the given name. + + o Typing this command causes Rogue to display all the + settable options. The player can then merely examine + + + + + + + + + + + + - 9 - + + + + the options or change any or all of them. + + C This command, restricted to magicians and characters + with exceptionally high intelligence, produces a listing + of the magician's current supply of spells. The player + can select one of the displayed spells and, if the + player's energy level is sufficiently high, cast it. + The more complicated the spell, the more energy it + takes. + + p This command, restricted to clerics and characters with + exceptionally high wisdom, produces a listing of the + cleric's known prayers. The player can then offer one + of these prayers to the character's deity. Deities are + not known for favoring characters which continually pray + to them, and they are most likely to answer the least + "ambitious" prayers. + + a This command is restricted to clerics and characters + with exceptionally high wisdom and must be followed by a + directional command. If there is an "undead" monster + standing next to the player in the specified direction, + there is a chance the player will affect the monster by + causing it to flee or possibly even destroying it. + + ^ This command sets a trap and is most likely to succeed + for a character with a high dexterity, such as a thief. + If the character is successful, Rogue prompts the player + for a type of trap and sets it where the player is + standing. + + G This command is restricted to thieves. It causes Rogue + to display all the gold on the current level. + + D Dip something into a magic pool. + + ^T This command is most likely to succeed for a character + with a high dexterity, such as a thief, and it must be + followed by a directional command. If there is a + monster standing next to the player in the specified + direction, the player tries to steal an item from the + monster's pack. If the player is successful, the + monster does not notice anything, but if the player is + unsuccessful, there is a chance the monster will wake + up. + + ^L Redraw the screen. + + ^R Repeat the last message that was displayed on the top + line of the screen. + + + + + + + + + + + + + - 10 - + + + + ^[ Typing an escape will usually cause Rogue to cancel the + current command. + + v Print the current Rogue version number. + + ! Escape to the shell. + + S Quit and save the game for resumption at a later time. + + Q Quit without saving the game. + + + 5. IMPLICIT COMMANDS + + There is no "attack" command. If a player wishes to + attack a monster, the player simply tries to move onto the + spot where the monster is standing. The game then assumes + that the player wishes to attack the monster with whatever + weapon the player is wielding. + + When the player moves onto an item, the game + automatically places the object into the player's pack. If + there is no room left in the pack, the game announces that + fact and leaves the item on the floor. + + + 6. LIGHT + + Some rooms in the dungeon possess a natural light + source. In other rooms and in corridors the player can see + only those things within a one space radius from the player. + These dark rooms can be lit with magical light or by a fire + beetle. + + + 7. WEAPONS AND ARMOR + + The player can wield exactly one weapon at a time. + When the player attacks a monster, the amount of damage + depends on the particular weapon the player is wielding. To + fire a projectile weapon, such as a crossbow or a short bow, + the player should wield the bow and "throw" the bolt or + arrow at the monster. + + A weapon may be cursed or blessed, affecting the + likelihood of hitting a monster with the weapon and the + damage the weapon will inflict on the monster. If the + player has identified a weapon, the "to hit" and "to damage" + bonuses appear in that order before the weapon's name in an + inventory listing. A positive bonus indicates a blessed