Mercurial > hg > early-roguelike
diff arogue7/arogue77.html @ 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.html Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,1328 @@ +<!-- 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">Toolchest</h2> +<h3 align="center">http://roguelike.sourceforge.net/arogue77</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, 1986 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> + +<h2 align="justify">1. Introduction</h2> + +<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</h3> + +<p align="justify"> + 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. +</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 12 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 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.</p> + +<p align="justify"><strong><span style="font-variant: small-caps">2.3 The Cleric</span></strong></p> + +<p align="justify"> + 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> + +<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 Druid</span></strong></p> + +<p align="justify"> + 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> + +<p align=justify> + Druids gain from 1 to 8 hit points when they gain an + experience level. +</p> + +<p align="justify"><strong><span style="font-variant: small-caps">2.5 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. +</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">2.6 The Paladin</span></strong></p> + +<p align="justify"> + 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> + +<p align=justify> + Paladins gain 1 to 10 hit points per experience level. +</p> + +<p align="justify"><strong><span style="font-variant: small-caps">2.7 The Ranger</span></strong></p> + +<p align="justify"> + 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> + +<p align=justify> + Rangers gain 1 to 8 hit points per experience level. +</p> + +<p align="justify"><strong><span style="font-variant: small-caps">2.8 The Monk</span></strong></p> + +<p align="justify"> + 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> + +<p align=justify> + Monks gain 1 to 6 hit points per experience level. +</p> + +<p align="justify"><strong><span style="font-variant: small-caps">2.9 The Assassin</span></strong></p> + +<p align="justify"> + 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> + +<p align=justify> + Assassins gain 1 to 6 hit points per experience level. +</p> + +<h3 align="justify">3. ATTRIBUTES</h3> + +<p align="justify"><strong><span style="font-variant: small-caps">3.1 Intelligence</span></strong></p> + +<p align="justify">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. + +</p> + +<p align="justify"><strong><span style="font-variant: small-caps">3.2 Strength</span></strong></p> +<p align="justify">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. + + </p> +<p align="justify"><strong><span style="font-variant: small-caps">3.3 Wisdom</span></strong></p> +<p align="justify">Wisdom is the primary attribute associated with Praying
