diff arogue7/arogue77.html @ 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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+<!-- 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&amp;T<br>
+		All rights reserved.
+	</td>
+</tr>
+<tr>
+	<td nowrap>
+		Based on &quot;Rogue: Exploring the Dungeons of Doom&quot;<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>&nbsp;&nbsp;&nbsp;&nbsp; </td>
+		<td>A wall of a room.</td>
+	</tr>
+	<tr>
+		<td align="center">-</td>
+		<td>&nbsp;</td>
+		<td>A wall of a room.</td>
+	</tr>
+	<tr>
+		<td align="center">*</td>
+		<td>&nbsp;</td>
+		<td>A pile of gold.</td>
+	</tr>
+	<tr>
+		<td align="center">%</td>
+		<td>&nbsp;</td>
+		<td>A way to another level.</td>
+	</tr>
+	<tr>
+		<td align="center">+</td>
+		<td>&nbsp;</td>
+		<td>A doorway.</td>
+	</tr>
+	<tr>
+		<td align="center">.</td>
+		<td>&nbsp;</td>
+		<td>The floor in a room</td>
+	</tr>
+	<tr>
+		<td align="center">@</td>
+		<td>&nbsp;</td>
+		<td>The player.</td>
+	</tr>
+	<tr>
+		<td align="center">_</td>
+		<td>&nbsp;</td>
+		<td>The player, when invisible.</td>
+	</tr>
+	<tr>
+		<td align="center">#</td>
+		<td>&nbsp;</td>
+		<td>The floor in a passageway</td>
+	</tr>
+	<tr>
+		<td align="center">!</td>
+		<td>&nbsp;</td>
+		<td>A flask containing a potion.</td>
+	</tr>
+	<tr>
+		<td align="center">?</td>
+		<td>&nbsp;</td>
+		<td>A sealed scroll.</td>
+	</tr>
+	<tr>
+		<td align="center">:</td>
+		<td>&nbsp;</td>
+		<td>Some food.</td>
+	</tr>
+	<tr>
+		<td align="center">)</td>
+		<td>&nbsp;</td>
+		<td>A weapon.</td>
+	</tr>
+	<tr>
+		<td align="center">&nbsp;</td>
+		<td nowrap>&nbsp;</td>
+		<td nowrap>Solid rock (denoted by a space)</td>
+	</tr>
+	<tr>
+		<td align="center">]</td>
+		<td>&nbsp;</td>
+		<td>Some armor.</td>
+	</tr>
+	<tr>
+		<td align="center">;</td>
+		<td>&nbsp;</td>
+		<td>A miscellaneous magic item.</td>
+	</tr>
+	<tr>
+		<td align="center">,</td>
+		<td>&nbsp;</td>
+		<td>An artifact.</td>
+	</tr>
+	<tr>
+		<td align="center">=</td>
+		<td>&nbsp;</td>
+		<td>A ring.</td>
+	</tr>
+	<tr>
+		<td align="center">/</td>
+		<td>&nbsp;</td>
+		<td>A wand or a staff.</td>
+	</tr>
+	<tr>
+		<td align="center">^</td>
+		<td>&nbsp;</td>
+		<td>The entrance to a trading post.</td>
+	</tr>
+	<tr>
+		<td align="center">&gt;</td>
+		<td>&nbsp;</td>
+		<td>A trapdoor leading to the next level.</td>
+	</tr>
+	<tr>
+		<td align="center">{</td>
+		<td>&nbsp;</td>
+		<td>An arrow trap.</td>
+	</tr>
+	<tr>
+		<td align="center">$</td>
+		<td>&nbsp;</td>
+		<td>A sleeping gas trap.</td>
+	</tr>
+	<tr>
+		<td align="center">}</td>
+		<td>&nbsp;</td>
+		<td>A beartrap.</td>
+	</tr>
+	<tr>
+		<td align="center">~</td>
+		<td>&nbsp;</td>
+		<td>A trap that teleports you somewhere else.</td>
+	</tr>
+	<tr>
+		<td align="center">`</td>
+		<td>&nbsp;</td>
+		<td>A poison dart trap.</td>
+	</tr>
+	<tr>
+		<td align="center">&quot;</td>
+		<td>&nbsp;</td>
+		<td>a shimmering magic pool.</td>
+	</tr>
+	<tr>
+		<td align="center">'</td>
+		<td>&nbsp;</td>
+		<td>An entrance to a maze.</td>
+	</tr>
+	<tr>
+		<td align="center">$</td>
+		<td>&nbsp;</td>
+		<td>Any magical item. (During magic detection)</td>
+	</tr>
+	<tr>
+		<td align="center">&gt;</td>
+		<td nowrap>&nbsp;</td>
+		<td nowrap>A blessed magical item. (Duriing magic detection)</td>
+	</tr>
+	<tr>
+		<td align="center">&lt;</td>
+		<td>&nbsp;</td>
+		<td>A cursed magical item. (During magic detection)</td>
+	</tr>
+	<tr>
+		<td align="center">A letter</td>
+		<td>&nbsp;</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