Mercurial > hg > early-roguelike
diff arogue7/aguide.mm @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/aguide.mm Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,799 @@ +.\" +.\" aguide.mm +.\" +.\" 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. +.\" +.tr ~ +.nr Pt 1 +.ds HF 3 2 2 2 2 2 2 +.TL +The Dungeons of Doom +.AF Toolchest +.AU " " +.AS 1 +.P +Rogue was introduced 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 +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. +.AE +.MT 4 +.H 1 INTRODUCTION +Rogue is a screen-oriented fantasy game set in the ever-changing +\fIDungeons of Doom\fR. +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 +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 +\fIComplete Winner\fR. +But even after finding the artifact, the player may wish to continue +further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a +\fIdeity\fR found far down in the dungeon. +Defeating such a creature will gain the player many experience points, +the basis for scoring in Rogue. +.P +It is very difficult to return from the \fIDungeons of Doom\fR. +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. +.H 1 "CHARACTER CLASSES" +Before placing the player in the dungeon, the game requests the player +to select what type of character they would like to be:~ a fighter, a magic user, a cleric, +a druid, a thief, a paladin, a ranger, a monk, or an assassin. +.H 2 "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 \fIfighter\fR 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 12 extra hit points for every new experience +level. +.H 2 "The Magician" +A Magician is able to "cast" spells. +The number and variety of spells increases as +the magician gains experience and intelligence. +Magic users are not as hearty as fighters; +they receive 1 to 6 extra hit +points for every new experience level. +.H 2 "The Cleric" +A cleric is able to "pray" to his god for help. +The number and variety of prayers which the gods are willing to grant to +a cleric increase as the cleric gains experience and wisdom. +.P +Because of their religious nature, clerics can also affect the "undead" +beings, like \fIzombies\fR and \fIghouls\fR, 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 +Clerics can gain from 1 to 8 extra hit points on +reaching a new experience level. +.H 2 "The Druid" +The druid is a cleric of sorts but worships nature rather than a god. +The druid is able to "chant" and thereby recieve certain types +of spells. Most of the chants are targeted more towards the +elements and nature. +.P +Druids gain from 1 to 8 hit points when they gain an experience level. +.H 2 "The Thief" +A thief is exceptionally dextrous and has a good chance to +set a trap or rob a monster. +.P +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 \fIthief\fR manages to sneak up on a creature without waking it, he +will get a chance to \fIbackstab\fR the monster. When this is done, +the damage done by the \fIthief\fR greatly increases based on his experience +level. +.P +Thieves gain from 1 to 6 extra hit points from a new experience level. +.H 2 "The Paladin" +The paladin is a type of holy warrior. Somewhat of a cross between a +fighter and a cleric. He is able to pray and turn undead as a cleric, +(but to a lesser degree) but fights as a fighter. He is on the side of +all that is good and righteous. Therefore he would never attack a +creature that would not attack him first. If he does kill a non-violent +creature inadvertantly he will feel "uneasy" and his god may retaliate +by making him a mere fighter. +.P +Paladins gain 1 to 10 hit points per experience level. +.H 2 "The Ranger" +The ranger is somewhat of a cross between a druid and a fighter. He +too is on the side of righteousness and good. Therefore, the same +same restrictions apply to his as they do to a paladin. The ranger +can "chant" and "cast" but to a lesser degree than the druid and +magician. +.P +Rangers gain 1 to 8 hit points per experience level. +.H 2 "The Monk" +The Monk is a martial arts expert. He wears no armor but has +an effective armor class based on his ability to dodge attacks. +He does not need a weapon in combat for his hands and feet are +a formidable weapon. His ability to dodge and use his hands +as weapons increases as he gains in level. +.P +Monks gain 1 to 6 hit points per experience level. +.H 2 "The Assassin" +The assassin is a person trained in the art of killing people +by surprise. He has most of the abilities of the thief except +the "backstab". Instead, the assassin has the chance to kill +an opponent outright with one strike. He is also a ruthless +character and trained in the use of poison. He can recognize +poison on sight and can coat his weapon with it thereby making +his next attack an exceptionally lethal one. +.P +Assassins gain 1 to 6 hit points per experience level. +.H 1 "ATTRIBUTES" +.H 2 "Intelligence" +Intelligence is the primary attribute associated with casting +spells. With higher intelligence comes the knowledge of more +spells, the ability to cast more spells, and faster recovery +of spells that have been cast. +.H 2 "Strength" +This is, of course, the measure of a character's physical strength. +With higher strength a character can carry more, cause more damage +when striking, have a better chance to strike an opponent, and +move about more quickly when carrying a load. +.H 2 "Wisdom" +Wisdom is the primary attribute associated with Praying +to a god. With higher wisdom comes the knowledge of more +prayers, the ability to pray more often, and faster recovery +of prayer ability. +.H 2 "Dexterity" +Dexterity is a measure of a character's agility. With higher dexterity +a character is harder to hit, can hit a opponent more easily, and +can move about more quickly when carrying a load. +.H 2 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. +.H 2 "Charisma" +Charisma is a measure of a characters looks and general likeableness. +It effects transactions when trying to purchase things. +.H 2 "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. +For example, magicians receive new spells, and clerics receive new prayers. +.P +.H 2 "Allocating Attributes" +The player starts with 72 "attribute points" to create a character and +can distribute them in any manner among the six attributes described +above. +When prompting the player for each attribute, the game displays the +minimum and maximum allowable values for that attribute. +The player can type a backspace (control-H) to go back and change +a value; typing an escape (ESC) sets the remaining attributes to +the maximum value possible given the remaining attribute points. +.H 1 "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. +.H 2 "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 '\(emMore\(em.'~ +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. +.H 2 "The Dungeon Section" +The large middle section of the screen displays the player's surroundings using +the following symbols: +.tr ~~ +.VL 10 +.LI | +A wall of a room. +.LI - +A wall of a room. +.LI * +A pile of gold. +.LI % +A way to the next level. +.LI + +A doorway. +.LI . +The floor in a room. +.LI @ +The player. +.LI _ +The player, when invisible. +.LI # +The floor in a passageway. +.LI ! +A flask containing a potion. +.LI ? +A sealed scroll. +.LI : +Some food. +.LI ) +A weapon. +.LI \ +Solid rock (denoted by a space). +.LI ] +Some armor. +.LI ; +A miscellaneous magic item +.LI , +An artifact +.LI = +A ring. +.LI / +A wand or a staff. +.LI ^ +The entrance to a trading post +.LI > +A trapdoor leading to the next level +.LI { +An arrow trap +.LI $ +A sleeping gas trap +.LI } +A beartrap +.LI ~ +A trap that teleports you somewhere else +.LI \` +A poison dart trap +.LI \fR"\fR +A shimmering magic pool +.LI \' +An entrance to a maze +.LI $ +Any magical item. (During magic detection) +.LI > +A blessed magical item. (During magic detection) +.LI < +A cursed magical item. (During magic detection) +.LI 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 ('\fB/\fR'). +.LE +.tr ~ +.H 2 "The Status Section" +The bottom two lines of the screen describe the player's current status. +The first line gives the player's characteristics: +.BL +.LI +Intelligence (\fBInt\fR) +.LI +Strength (\fBStr\fR) +.LI +Wisdom (\fBWis\fR) +.LI +Dexterity (\fBDxt\fR) +.LI +Constitution (\fBConst\fR) +.LI +Charisma (\fBChar\fR) +.LI +Encumberance (\fBCarry\fR) +.LE +.P +Intelligence, strength, wisdom, dexterity, charisma, and constitution have a +normal maximum of 25, but can be higher when augmented by a ring. +Encumberance 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 +The second status line provides the following information: +.BL +.LI +The current level (\fBLvl\fR) in the dungeon. This number increases as the +player goes further down. +.LI +The player's current number of hit points (\fBHp\fR), 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. +.LI +The player's armor class (\fBAc\fR). +This number describes the amount of protection provided by the armor, cloaks, +and/or rings currently worn by the player. +It is also affected by high or low dexterity. +Wearing no armor is equivalent to an armor class of 10. +The protection level increases as the armor class decreases. +.LI +The player's current experience level (\fBExp\fR) 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. +.LI +A description of the player's character. +This description depends on the player's character type and experience +level. +.LE +.H 1 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. +.P +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 \fBinventory\fR command. +Typing a '*' at this point produces a list of the eligible items. +.P +Rogue understands the following commands:~ +.VL 4 +.LI ? +Preceding a command by a '\fB?\fR' produces a brief explanation of the command. +The command '\fB?*\fR' gives an explanation of all the commands. +.LI / +Preceding a symbol by a '\fB/\fR' identifies the symbol. +.LI = +Clarify. +After typing an '\fB=\fR' sign, the player can use the movement keys to +position the cursor anywhere on the current level. +As long as the player can normally see the selected position, Rogue will +identify whatever is at that space. +Examples include a \fIsleeping giant rat\fR, a \fIblue potion\fR, and a \fIfood +ration\fR. +.LI h +Move one position to the left. +.LI j +Move one position down. +.LI k +Move one position up. +.LI l +Move one position to the right. +.LI y +Move one position to the top left. +.LI u +Move one position to the top right. +.LI b +Move one position to the bottom left. +.LI n +Move one position to the bottom right. +.LI H +Run to the left until reaching something interesting. +.LI J +Run down until reaching something interesting. +.LI K +Run up until reaching something interesting. +.LI L +Run to the right until reaching something interesting. +.LI Y +Run to the top left until reaching something interesting. +.LI U +Run to the top right until reaching something interesting. +.LI B +Run to the bottom left until reaching something interesting. +.LI N +Run to the bottom right until reaching something interesting. +.LI t +This command prompts for an object from the players pack. +The player then \fBt\fRhrows the object in the specified direction. +.LI f +When this command precedes a directional command, the player moves +in the specified direction until passing something interesting. +.LI z +This command prompts for a wand or staff from the player's pack and +\fBz\fRaps it in the specified direction. +.LI > +Go down to the next level. +.LI < +Go up to the next level. +.LI s +\fBS\fRearch for a secret door or a trap in the circle surrounding the player. +.LI . +This command (a dot) causes the player to rest a turn. +.LI i +Display an \fBi\fRnventory of the player's pack. +.LI I +This command prompts for an item from the player's pack and displays +the \fBi\fRnventory information for that item. +.LI q +\fBQ\fRuaff a potion from the player's pack. +.LI r +\fBR\fRead a scroll from the player's pack. +.LI e +\fBE\fRat some food from the player's pack. +.LI w +\fBW\fRield a weapon from the player's pack. +.LI W +\fBW\fRear some armor, ring, or miscellaneous magic item from the player's pack. +The player can wear a maximum of eight rings. +.LI T +\fBT\fRake off whatever the player is wearing. +.LI ^U +\fBU\fRse a magic item in the player's pack. +.LI d +\fBD\fRrop an item from the player's pack. +.LI P +\fBP\fRick up the items currently under the player. +.LI ^N +When the player types this command, Rogue prompts for a monster or an item +from the player's pack and a one-line \fBn\fRame. +For monsters, the player can use the movement keys to position the cursor +over the desired monster, and Rogue will use the given \fBn\fRame to refer +to that monster. +For items, Rogue gives all similar items (such as all the blue potions) +the specified \fBn\fRame. +.LI m +When the player types this command, Rogue prompts for an item from the +player's pack and a one-line name. +Rogue then \fBm\fRarks the specified item with the given name. +.LI o +Typing this command causes Rogue to display all the settable \fBo\fRptions. +The player can then merely examine the options or change any or all of them. +.LI C +This command, restricted to magicians and rangers +produces a listing of the current supply of spells. +The player can select one of the displayed spells and, if the player's +energy level is sufficiently high, \fBC\fRast it. +The more complicated the spell, the more energy it takes. +.LI c +This command, restricted to druids and rangers +produces a listing of the current supply of chants. +The player can select one of the displayed chants and, if the player's +energy level is sufficiently high, \fBc\fRhant it. +The more complicated the spell, the more energy it takes. +.LI p +This command, restricted to clerics and paladins, +produces a listing of the character's known \fBp\fRrayers. +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. +.LI a +This command is restricted to clerics and paladins +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 \fBa\fRffect the +monster by causing it to flee or possibly even destroying it. +.LI * +Count the gold in the player's pack. +.LI ^ +This command sets a trap and is limited to thieves and assassins. +If the character is successful, Rogue prompts the player for a type of trap +and sets it where the player is standing. +.LI G +This command is restricted to thieves and assassins. +It causes Rogue to display all the gold on the current level. +.LI D +\fBD\fRip something into a magic pool. +.LI ^T +This command is restricted to thieves and assassins. +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 \fBs\fRteal 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. +.LI ^L +Redraw the screen. +.LI ^R +\fBR\fRepeat the last message that was displayed on the top line of the screen. +.LI ^[ +Typing an escape will usually cause Rogue to cancel the current command. +.LI v +Print the current Rogue \fBv\fRersion number. +.LI ! +Escape to the shell. +.LI S +Quit and \fBs\fRave the game for resumption at a later time. +.LI Q +\fBQ\fRuit without saving the game. +.LE +.H 1 "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. +.P +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. +.H 1 TIME +All actions except for purely bookkeeping commands, such as taking an +inventory, take time. +The amount of time varies with the command. +Swinging a weapon, for example, takes more time than simply moving; +so a monster could move several spaces in the time it takes the player +to make one attack. +The time it takes to swing a weapon also varies based on the bulk of the +weapon, and the time it takes to simply move a space varies with the type +of armor worn. +Movement is always faster when flying. +.P +Since actions take time, some of them can be disrupted. +If the player is casting a spell, for example, and gets hit before finishing +it, the spell is lost. +Similarly, the player might choke if hit while trying to eat. +Of course, the same rule applies when the player hits a monster. +.P +Magical hasting (or slowing) will decrease (or increase) the time it takes +to perform an action. +.H 1 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 \fIfire beetle\fR. +.H 1 "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. +.P +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 weapon, and a negative bonus usually +indicates a cursed weapon.