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 + to a god. With higher wisdom comes the knowledge of more + prayers, the ability to pray more often, and faster recovery + of prayer ability. + + </p> +<p align="justify"><strong><span style="font-variant: small-caps">3.4 Dexterity</span></strong></p> +<p align="justify">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. + + </p> +<p align="justify"><strong><span style="font-variant: small-caps">3.5 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">3.6 Charisma</span></strong></p> +<p align="justify">Charisma is a measure of a characters looks and general + likeableness. It effects transactions when trying to + purchase things. </p> + +<p align="justify"><strong><span style="font-variant: small-caps">3.7 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. For +example, magicians receive new spells, and clerics receive +new prayers. +</p> + +<p align="justify"> + +<strong><span style="font-variant: small-caps">3.8 Allocating Attributes</span></strong> +</p> +<p align="justify"> +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. +</p> + +<h3 align="justify"> +4.0 +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">4.1 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">4.2 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="center">|</td> + <td> </td> + <td>A wall of a room.</td> + </tr> + <tr> + <td align="center">-</td> + <td> </td> + <td>A wall of a room.</td> + </tr> + <tr> + <td align="center">*</td> + <td> </td> + <td>A pile of gold.</td> + </tr> + <tr> + <td align="center">%</td> + <td> </td> + <td>A way to another level.</td> + </tr> + <tr> + <td align="center">+</td> + <td> </td> + <td>A doorway.</td> + </tr> + <tr> + <td align="center">.</td> + <td> </td> + <td>The floor in a room</td> + </tr> + <tr> + <td align="center">@</td> + <td> </td> + <td>The player.</td> + </tr> + <tr> + <td align="center">_</td> + <td> </td> + <td>The player, when invisible.</td> + </tr> + <tr> + <td align="center">#</td> + <td> </td> + <td>The floor in a passageway</td> + </tr> + <tr> + <td align="center">!</td> + <td> </td> + <td>A flask containing a potion.</td> + </tr> + <tr> + <td align="center">?</td> + <td> </td> + <td>A sealed scroll.</td> + </tr> + <tr> + <td align="center">:</td> + <td> </td> + <td>Some food.</td> + </tr> + <tr> + <td align="center">)</td> + <td> </td> + <td>A weapon.</td> + </tr> + <tr> + <td align="center"> </td> + <td nowrap> </td> + <td nowrap>Solid rock (denoted by a space)</td> + </tr> + <tr> + <td align="center">]</td> + <td> </td> + <td>Some armor.</td> + </tr> + <tr> + <td align="center">;</td> + <td> </td> + <td>A miscellaneous magic item.</td> + </tr> + <tr> + <td align="center">,</td> + <td> </td> + <td>An artifact.</td> + </tr> + <tr> + <td align="center">=</td> + <td> </td> + <td>A ring.</td> + </tr> + <tr> + <td align="center">/</td> + <td> </td> + <td>A wand or a staff.</td> + </tr> + <tr> + <td align="center">^</td> + <td> </td> + <td>The entrance to a trading post.</td> + </tr> + <tr> + <td align="center">></td> + <td> </td> + <td>A trapdoor leading to the next level.</td> + </tr> + <tr> + <td align="center">{</td> + <td> </td> + <td>An arrow trap.</td> + </tr> + <tr> + <td align="center">$</td> + <td> </td> + <td>A sleeping gas trap.</td> + </tr> + <tr> + <td align="center">}</td> + <td> </td> + <td>A beartrap.</td> + </tr> + <tr> + <td align="center">~</td> + <td> </td> + <td>A trap that teleports you somewhere else.</td> + </tr> + <tr> + <td align="center">`</td> + <td> </td> + <td>A poison dart trap.</td> + </tr> + <tr> + <td align="center">"</td> + <td> </td> + <td>a shimmering magic pool.</td> + </tr> + <tr> + <td align="center">'</td> + <td> </td> + <td>An entrance to a maze.</td> + </tr> + <tr> + <td align="center">$</td> + <td> </td> + <td>Any magical item. (During magic detection)</td> + </tr> + <tr> + <td align="center">></td> + <td nowrap> </td> + <td nowrap>A blessed magical item. (Duriing magic detection)</td> + </tr> + <tr> + <td align="center"><</td> + <td> </td> + <td>A cursed magical item. (During magic detection)</td> + </tr> + <tr> + <td align="center">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">4.3 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)</li> +<li> +<p align="justify">Strength (Str)</li> +<li> +<p align="justify">Wisdom (Wis)</li> +<li> +<p align="justify">Dexterity (Dxt)</li> +<li> +<p align="justify">Constitution (Const)</li> +<li> +<p align="justify">Charisma (Char)</li> +<li> +<p align="justify">Encumberance (Carry)</li> +</ul> + +<p align=justify> +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> + +<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. +</li> +<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. +</li> +<li> +<p align="justify">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