Mercurial > hg > early-roguelike
diff arogue7/arogue77.doc @ 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/arogue77.doc Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,1122 @@ + + + + + + + The Dungeons of Doom + + Toolchest + + + + + + + 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 + + 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. + + 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 + + + + + + + + + - 2 - + + + + 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 12 extra hit points for + every new experience level. + + 2.2 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. + + 2.3 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. + + 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 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. + + Druids gain from 1 to 8 hit points when they gain an + experience level. + + 2.5 The Thief + + A thief is exceptionally dextrous and has a good chance + to set a trap or rob a monster. + + 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 + + + + + + + + + - 3 - + + + + greatly increases based on his experience level. + + Thieves gain from 1 to 6 extra hit points from a new + experience level. + + 2.6 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. + + Paladins gain 1 to 10 hit points per experience level. + + 2.7 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. + + Rangers gain 1 to 8 hit points per experience level. + + 2.8 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. + + Monks gain 1 to 6 hit points per experience level. + + 2.9 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. + + Assassins gain 1 to 6 hit points per experience level. + + + 3. ATTRIBUTES + + + + + + + + + + - 4 - + + + + 3.1 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. + + 3.2 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. + + 3.3 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. + + 3.4 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. + + 3.5 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. + + 3.6 Charisma + + Charisma is a measure of a characters looks and general + likeableness. It effects transactions when trying to + purchase things. + + 3.7 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 + + + + + + + + + - 5 - + + + + new prayers. + + 3.8 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. + + + 4. 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. + + 4.1 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. + + 4.2 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. + + + + + + + + + + - 6 - + + + + _ 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 + + } 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 ('/'). + + + + + + + + + + + - 7 - + + + + 4.3 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 Charisma (Char) + + o Encumberance (Carry) + + 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. + + 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. + + 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, 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. + + 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 + + + + + + + + + - 8 - + + + + 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. + + + 5. 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: + + ? 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. + + = Clarify. After typing an '=' 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 sleeping giant rat, a + blue potion, and a food ration. + + 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. + + + + + + + + + + - 9 - + + + + 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 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. + + z This command 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. + + + + + + + + + + + - 10 - + + + + e Eat some food from the player's pack. + + w Wield a weapon from the player's pack. + + W Wear some armor, ring, or miscellaneous magic item from + the player's pack. The player can wear a maximum of + eight rings. + + T Take off whatever the player is wearing. + + ^U Use a magic item in the player's pack. + + d Drop an item from the player's pack. + + P Pick up the items currently under the player. + + ^N When the player types this command, Rogue prompts for a + monster or an item from the player's pack and a one-line + name. For monsters, the player can use the movement + keys to position the cursor over the desired monster, + and Rogue will use the given name to refer to that + monster. For items, Rogue gives all similar items (such + as all the blue potions) 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