diff arogue7/arogue77.doc @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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+                           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