Mercurial > hg > early-roguelike
diff arogue5/arogue58.html @ 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.html Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,953 @@ +<!-- Advanced Rogue --> +<!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T --> +<!-- All rights reserved. --> +<!-- --> +<!-- Based on "Rogue: Exploring the Dungeons of Doom" --> +<!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman --> +<!-- All rights reserved. --> +<!-- --> +<!-- See the file LICENSE.TXT for full copyright and licensing information. --> +<!-- Creator : groff version 1.18.1 --> +<!-- CreationDate: Sat Jan 21 09:55:23 2006 --> +<h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of + Doom</a></h1> +<br> +<h2 align="center">AT&T Bell Laboratories</h2> +<h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3> +<br> +<table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center"> + <tr> + <td nowrap> + Advanced Rogue<br> + Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T<br> + All rights reserved. + </td> + </tr> + <tr> + <td nowrap> + Based on "Rogue: Exploring the Dungeons of Doom"<br> + Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br> + All rights reserved. + </td> + </tr> +</table> +<p align="center">See the file LICENSE.TXT for full copyright and licensing + information.</p> +<p align="center"> </p> +<p align="center"><b>ABSTRACT</b></p> +<blockquote> + <blockquote> + <p align="justify">Rogue was first introduced by Michael Toy at the + University of California at Berkeley as a screen-oriented fantasy game. + The game had 26 types of monsters that the player could meet while + exploring a dungeon generated by the computer. Scrolls, potions, rings, + wands, staves, armor, and weapons helped the player to battle these + monsters and to gain gold, the basis for scoring.</p> + <p align="justify">The version of Rogue described in this guide has been + expanded to include over 110 monsters with many new capabilities. Many + of the monsters are intelligent, and they, like the player, must avoid + traps and decide when it is better to fight or to run. The player + chooses a character class at the beginning of the game which defines the + player's abilities. Experience, rather than gold, decides the player's + score.</p> + </blockquote> +</blockquote> +<h2 align="justify"> </h2> +<h3 align="justify">1. INTRODUCTION</h3> +<p align="justify"> + 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.</p> +<p align="justify"> + 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.</p> +<p align="justify"> + 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.</p> +<h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3> +<p align="justify"> + 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.</p> +<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p> +<p align="justify"> + 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 every new experience level.</p> +<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p> +<p align="justify"> + 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.</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p> +<p align="justify"> + 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.</p> +<p align="justify"> + 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.</p> +<p align="justify"> + Clerics can gain from 1 to 8 extra hit points on reaching a new experience + level.</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.4 The Thief</span></strong></p> +<p align="justify"> + 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. +</p> +<p align="justify"> + 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.</p> +<p align="justify"> + Thieves gain from 1 to 6 extra hit points from a new experience level. +</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.5 +CONSTITUTION</span></strong></p> +<p align="justify">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.</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.6 Experience Levels</span></strong></p> +<p align="justify"> + 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.</p> +<p align="justify"> + Thieves have the lowest threshold for gaining experience levels, followed by + clerics. Fighters are next, and magicians have the highest threshold.</p> +<h3 align="justify"> + 3. THE SCREEN</h3> +<p align="justify"> + 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.</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.1 The Top Line</span></strong> +<p align="justify"> + 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.</p> +<p align="justify"> + <strong> + <span style="FONT-VARIANT: small-caps">3.2 The Dungeon Section</span></strong> +<p align="justify"> + The large middle section of the screen displays the player's surroundings using + the following symbols: +</p> +<p> + <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table3" cellspacing="3"> + <tr> + <td align="middle">|</td> + <td> + </td> + <td>A wall of a room.</td> + </tr> + <tr> + <td align="middle">-</td> + <td> </td> + <td>A wall of a room.</td> + </tr> + <tr> + <td align="middle">*</td> + <td> </td> + <td>A pile of gold.</td> + </tr> + <tr> + <td align="middle">%</td> + <td> </td> + <td>A way to the next level.</td> + </tr> + <tr> + <td align="middle">+</td> + <td> </td> + <td>A doorway.</td> + </tr> + <tr> + <td align="middle">.</td> + <td> </td> + <td>The floor in a room.</td> + </tr> + <tr> + <td align="middle">@</td> + <td> </td> + <td>The player.</td> + </tr> + <tr> + <td align="middle">_</td> + <td> </td> + <td>The player, when invisible.</td> + </tr> + <tr> + <td align="middle">#</td> + <td> </td> + <td>The floor in a passageway.</td> + </tr> + <tr> + <td align="middle">!</td> + <td> </td> + <td>A flask containing a potion.</td> + </tr> + <tr> + <td align="middle">?</td> + <td> </td> + <td>A sealed scroll.</td> + </tr> + <tr> + <td align="middle">:</td> + <td> </td> + <td>Some food.</td> + </tr> + <tr> + <td align="middle">)</td> + <td> </td> + <td>A weapon.</td> + </tr> + <tr> + <td align="middle"> </td> + <td nowrap> </td> + <td nowrap>Solid rock (denoted by a space).</td> + </tr> + <tr> + <td align="middle">]</td> + <td> </td> + <td>Some armor.</td> + </tr> + <tr> + <td align="middle">;</td> + <td> </td> + <td>A miscellaneous magic item.</td> + </tr> + <tr> + <td align="middle">,</td> + <td> </td> + <td>An artifact.</td> + </tr> + <tr> + <td align="middle">=</td> + <td> </td> + <td>A ring.</td> + </tr> + <tr> + <td align="middle">/</td> + <td> </td> + <td>A wand or a staff.</td> + </tr> + <tr> + <td align="middle">^</td> + <td> </td> + <td>The entrance to a trading post.</td> + </tr> + <tr> + <td align="middle">></td> + <td> </td> + <td>A trapdoor leading to the next level</td> + </tr> + <tr> + <td align="middle">{</td> + <td> </td> + <td>An arrow trap</td> + </tr> + <tr> + <td align="middle">$</td> + <td> </td> + <td>A sleeping gas trap</td> + </tr> + <tr> + <td align="middle">}</td> + <td> </td> + <td>A beartrap</td> + </tr> + <tr> + <td align="middle">~</td> + <td> </td> + <td>A trap that teleports you somewhere else</td> + </tr> + <tr> + <td align="middle">`</td> + <td> </td> + <td>A poison dart trap</td> + </tr> + <tr> + <td align="middle">"</td> + <td> </td> + <td>a shimmering magic pool</td> + </tr> + <tr> + <td align="middle">'</td> + <td> </td> + <td>An entrance to a maze</td> + </tr> + <tr> + <td align="middle">$</td> + <td> </td> + <td>Any magical item. (During magic detection)</td> + </tr> + <tr> + <td align="middle">></td> + <td nowrap> </td> + <td nowrap>A blessed magical item. (During magic detection)</td> + </tr> + <tr> + <td align="middle"><</td> + <td> </td> + <td>A cursed magical item. (During magic detection)</td> + </tr> + <tr> + <td align="middle">A letter</td> + <td> </td> + <td>A monster. Note that a given letter may signify<br> + multiple monsters, depending on the level of the<br> + dungeon. The player can always identify a current<br> + monster by using the identify command ('/').</td> + </tr> + </table> +</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.3 The Status Section</span></strong></p> +<p align="justify"> + The bottom two lines of the screen describe the player's current status. The + first line gives the player's characteristics: +</p> +<ul> + <li> + <p align="justify">Intelligence (Int)</p> + <li> + <p align="justify">Strength (Str)</p> + <li> + <p align="justify">Wisdom (Wis)</p> + <li> + <p align="justify">Dexterity (Dxt)</p> + <li> + <p align="justify">Constitution (Const)</p> + <li> + <p align="justify">Charisma (Char)</p> + <li> + <p align="justify">Encumbrance (Carry)</p> + </li> +</ul> +<p align="justify"> + 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.</p> +<p align="justify"> + The second status line provides the following information: +</p> +<ul> + <li> + <p align="justify">The current level (Lvl) in the dungeon. This number + increases as the player goes further down.</p> + <li> + <p align="justify">How much gold (Au) the player is carrying.</p> + <li> + <p align="justify">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.</p> + <li> + <p align="justify">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.</p> + <li> + <p align="justify">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.</p> + <li> + <p align="justify">A description of the player's character. This description + depends on the player's character type and experience level.</p> + </li> +</ul> +<h3 align="justify">4. COMMANDS</h3> +<p align="justify"> + 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.</p> +<p align="justify"> + 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.</p> +<p align="center"><b><i>Rogue understands the following commands:</i></b></p> +<p> + <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table4" cellspacing="3"> + <tr> + <td align="middle" valign="top">?</td> + <td> </td> + <td>Preceding a command by a '?' produces a brief explanation of the command. The + command '?*' gives an explanation of all the commands.</td> + </tr> + <tr> + <td align="middle" valign="top">/</td> + <td> </td> + <td>Preceding a symbol by a '/' identifies the symbol.</td> + </tr> + <tr> + <td align="middle" valign="top">h</td> + <td> </td> + <td>Move one position to the left.</td> + </tr> + <tr> + <td align="middle" valign="top">j</td> + <td> </td> + <td>Move one position down.</td> + </tr> + <tr> + <td align="middle" valign="top">k</td> + <td> </td> + <td>Move one position up.</td> + </tr> + <tr> + <td align="middle" valign="top">l</td> + <td> </td> + <td>Move one position to the right.</td> + </tr> + <tr> + <td align="middle" valign="top">y</td> + <td height="21"> </td> + <td height="21">Move one position to the top left.</td> + </tr> + <tr> + <td align="middle" valign="top">u</td> + <td> </td> + <td>Move one position to the top right.</td> + </tr> + <tr> + <td align="middle" valign="top">b</td> + <td> </td> + <td>Move one position to the bottom left.</td> + </tr> + <tr> + <td align="middle" valign="top">n</td> + <td> </td> + <td>Move one position to the bottom right</td> + </tr> + <tr> + <td align="middle" valign="top">H</td> + <td> </td> + <td>Run to the left until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">J</td> + <td> </td> + <td>Run down until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">K</td> + <td> </td> + <td>Run up until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">L</td> + <td> </td> + <td>Run to the right until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">Y</td> + <td> </td> + <td>Run to the top left until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">U</td> + <td> </td> + <td>Run to the top right until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">B</td> + <td> </td> + <td>Run to the bottom left until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">N</td> + <td> </td> + <td>Run to the bottom right until reaching something interesting</td> + </tr> + <tr> + <td align="middle" valign="top">t</td> + <td> </td> + <td>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.</td> + </tr> + <tr> + <td align="middle" valign="top">f</td> + <td> </td> + <td>When this command precedes a directional command, the player moves + in the specified direction until passing something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">z</td> + <td> </td> + <td>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.</td> + </tr> + <tr>