646 lines
32 KiB
Text
646 lines
32 KiB
Text
Welcome to XRogue
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http://roguelike.sourceforge.net/xrogue
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XRogue: Expeditions into the Dungeons of Doom
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Copyright (C) 1991 Robert Pietkivitch
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All rights reserved.
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Based on "Advanced Rogue"
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
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All rights reserved.
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Based on "Rogue: Exploring the Dungeons of Doom"
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Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
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All rights reserved.
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See the file LICENSE.TXT for full copyright and licensing information.
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XRogue: Expeditions into the Dungeons of Doom
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---------------------------------------------
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Introduction:
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Rogue was introduced at the University of California at Berkeley as a
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screen-oriented fantasy game. The game had 26 types of monsters that
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the player could meet while exploring a Dungeon generated by the computer.
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Scrolls, potions, rings, wands, staves, armor, and weapons helped the
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player to battle these monsters and to gain gold, the basis for scoring.
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The version of rogue described in this guide has been expanded to include
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over 200 monsters with many new capabilities and has been renamed xrogue.
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Many of the monsters are intelligent and they, like the player, must avoid
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traps and decide when it is better to fight or to run. There are also a
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number of new commands in this version not found in previous versions.
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The game contains monsters, spells, weapons, armor, potions, and other
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magical items that you will discover during your quest. The Dungeon's
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geography changes with every game and although many magical items have
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certain identifiable properties, such as turning the player invisible,
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the physical manifestation of the magic changes each game. A red potion,
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for example, will cause the same reaction throughout a given game but
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it may be a completely different potion in a new game.
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Entering the Dungeon with only a little food, armor, and a weapon, the
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player must develop a good strategy of when to fight, when to run, and
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how to best use any magical item found in the Dungeon. To make things
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interesting the player has a quest to return one of several unique and
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magical artifacts which are rumored to lie deep within the Dungeon.
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Returning with this artifact to the surface brings great honor.
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However, after finding the artifact, the player may wish to continue
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his quest deeper into the Dungeon to match wits with an arch-devil, a
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demon-prince, or perhaps Charon the Boatman. Defeating such a creature
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will gain the player many experience points which is the basis for
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scoring in xrogue. It is very difficult to return from the Dungeons
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of Doom alive. Very few players have won this game.
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Character Classes:
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Before placing the player in the Dungeon, the game requests that you
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select what type of character they would like to be: Fighter, Paladin,
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Ranger, Magic-User, Cleric, Thief, Assassin, Druid, or Monk.
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The Fighter
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A Fighter has the best odds at winning battles with monsters. At high
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experience levels, the Fighter is able to attack his opponent multiple
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times in a single turn. Strength is the main attribute of the Fighter.
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The Magic-User
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A Magic-User is able to cast spells. Intelligence is the main attribute.
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The number of spells a Magic-User can cast increases as he gains in
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experience points and in intelligence. His spell casting ability allows
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him to identify any item in the Dungeon. 16 spells.
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The Cleric
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A Cleric is able to pray for assistance in battle. Wisdom is the main
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attribute. The number of prayers granted to the Cleric increases as he
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gains in experience points and in wisdom. Clerics can affect (turn) the
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undead monsters to avoid battle. Ie., zombies, ghouls, etc. If the
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Cleric is very powerful relative to the undead monster, turning it will
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utterly destroy it. 16 prayers.
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The Paladin
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A Paladin is a type of holy warrior, being a cross between a Cleric
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and a Fighter. He is able to pray and affect the undead like the Cleric
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and fight like the Fighter, but both to a lesser extent. He is on the
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side of all that is righteous and good and would never attack a monster
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that has not attacked him first. If he happens to kill such a monster,
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inadvertantly or otherwise, he will begin to feel increasingly uneasy.
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If he kills too many such monsters, he will face karmic retaliation and
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be reduced to a mere Fighter, minus all of the Cleric's ability.
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Charisma is the main attribute with Wisdom second.
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The Ranger
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A Ranger is a type of mystical warrior, being a cross between the
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Magic-User and Fighter. Like the Paladin, he is on the side of all
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that is righteous and good and would never attack a monster that
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has not attacked him first. A Ranger is able to cast spells like the
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Magic-User and fight like the Fighter, but both to a lesser extent.
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Charisma is the main attribute with Intelligence second.
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The Thief
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A Thief is exceptionally dexterous and has great skill at being able
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to set a traps for and/or rob (steal) items from monsters. Thieves have
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the ability to detect all the gold and hidden traps on each level of
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the Dungeon. Their dexterous nature gives Thieves the ability to move
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very quietly, so they are not as likely as to wake up sleeping monsters
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as are the other character types. If a Thief manages to sneak up on a
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creature without waking it he may be able to backstab the monster. The
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damage from a backstab is greatly increased based upon the experience
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level. Dexterity is the main attribute.
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The Assassin
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An Assassin is a person trained in the art of killing monsters by
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surprise. He has some of the abilities of the Thief, but he cannot
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sense traps or backstab. Instead, the Assassin has the chance to kill
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an opponent outright with one deadly blow. He can recognize and use
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poison found in the Dungeon on his weapon, thereby, making his next
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attack exceptionally lethal. Dexterity is the main attribute.
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The Druid
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A Druid is a type of magical warrior, being a cross between the Cleric
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and the Magic-User. A Druid can chant both spells and prayers plus a
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few of his own. The number of chants available to the Druid increases
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as he gains in experience points and in Wisdom. Wisdom is the main
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attribute. 16 chants.
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The Monk
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A Monk is trained in the martial arts. He wears no armor and does not
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need a weapon (although using them is not forbidden). As the Monk gains
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in experience points his natural defense or ability to dodge attackers
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increases. The Mong is a cross between the Druid and Fighter, so he
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can chant and also fight like the Fighter, but both to a lesser extent.
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Constitution is the main attribute, with wisdom second.
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Attributes Of The Charaters:
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Strength - The primary attribute for encumberance.
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Intelligence - The primary attribute for casting spells.
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Wisdom - The primary attribute for prayers and chanting.
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Dexterity - The primary attribute for stealthiness.
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Charisma - The primary attribute for good will. High Charisma also
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affects the cost of objects when making transactions.
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Constitution - The primary attribute for health. High Constitution
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affects the amount of hit points you receive when
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moving up in experience levels.
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Note: The Ranger, Paladin, and Monk do not receive their "special"
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magical abilities until they have advanced a few experience levels.
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Experience Levels:
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Characters gain experience points mostly from killing monsters. Other
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actions, such as stealing items from monsters, backstabbing, and turning
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monsters, also add extra experience points. Each character type gains
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experience points and moves up in experience levels at different rates.
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Moving up in experience levels adds extra hit points to the character
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which determines how many "hits" he can take before being killed.
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Allocating Attribute Points To The Characters:
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A player starts with 75 attribute points to distribute in to the character
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he has chosen to play. When you are prompted to distribute the attribute
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points, the screen displays the minimum and maximum allowable values for
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that particular attribute. The player can type a backspace (Ctrl-H) to go
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back and change a previous value and typing an escape (ESC) sets all the
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remaining attributes to the maximum value possible, given the number of
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remaining attribute points to be distributed.
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THE SCREEN
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During the normal course of play, the screen consists of three separate
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sections: the top line, the bottom two lines, and the remaining screen
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in the middle. The top line reports actions which occur during the game,
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the middle section depicts the Dungeon, and the bottom two lines describe
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the player's current condition.
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Whenever anything happens to the player, such as finding a scroll, hitting
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a monster, or being hit by a monster, a short report appears on the top
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line of the screen. When you see the word 'More' on the top line, that
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means you must press the space key to continue.
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The following items may be found within the Dungeon. Some of them have
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more than one interpretation, depending upon whether your character
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recognizes them or not.
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| A wall of a room.
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- A wall of a room.
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* A pile of gold.
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% A way to another level.
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+ A doorway.
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. The floor in a room.
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# The floor in a passageway.
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Solid rock (denoted by a space).
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^ The entrance to a Trading Post
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@ The player.
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_ The player, when invisible.
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: Some food.
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! A flask containing a potion.
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? A sealed scroll.
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= A ring.
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) A weapon.
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] Some armor.
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; A miscellaneous magic item
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, An artifact
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/ A wand or a staff.
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> A trapdoor leading to the next level
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{ An arrow trap
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$ A sleeping gas trap
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} A beartrap
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~ A trap that teleports you somewhere else
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` A poison dart trap
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" A shimmering magic pool
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' An entrance to a maze
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$ Any magical item. (During magic detection)
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> A blessed magical item. (During magic detection)
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< A cursed magical item. (During magic detection)
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Monsters are depicted as letters of the alphabet. Note that all letters
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denote multiple monsters, depending on which level of the Dungeon you are
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on. The player may identify a current monster by using the identify
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command ('/') or the clarify command ('=').
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The bottom two lines of the screen describe the player's current status.
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The first line gives the player's characteristics:
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Intelligence, Strength, Wisdom, Dexterity, Charisma, and Constitution
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all have a normal maximum value of 50 points, but they can go higher if
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augmented by a ring. Encumberance is a measurement of how much the player
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can carry versus how much he is currently carrying. The more you carry
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relative to your maximum encumberance causes you to use more food. The
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attribute of Strength fortifies one's encumberance.
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The player's current number of hit points are denoted as (Hp) and it is
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followed in parentheses by the player's current maximum hit points. Hit
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points express the player's survivability. As a player heals by resting,
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using potions, or spells, the player's current hit points gradually increase
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until they reach the current maximum. This maximum number will be increased
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each time a player goes up an experience level. If the player's current hit
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points reach 0, the player becomes "metabolically challenged".
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The player's armor class is denoted as (Ac). This number describes the
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amount of protection provided by the armor, cloaks, and/or rings currently
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worn by the player. It is also affected by high or low dexterity. Wearing
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no armor is equivalent to an armor class of 10 (Monk excepted). The lower
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the armor class number, the better.
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The player's current experience level is denoted as (Exp), followed by
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the player's experience points. A new experience level brings extra hit
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points and possibly added abilities, such as new spells for a Magic-user,
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new prayers for a Cleric, and new chants for a Druid. There are a total
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of 26 experience levels per character.
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Commands:
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A player can invoke most commands by typing in a single character.
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Some commands, however, require a direction, in which case the player
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types the command character followed by a directional letter. Many
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commands can be prefaced by a number, indicating how many times the
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command should be executed.
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When the player invokes a command referring to an item in the player's
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pack (such as reading a scroll), the game prompts for the item. The
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player can then type the letter associated with the item. Typing a '*'
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will produce a list of eligible items.
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A list of basic games commands:
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? Preceding a command by a '?' produces a brief explanation of the
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command. The command '?*' gives an explanation of all the commands.
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A '?@' gives information on things you encounter (rock, forest, etc).
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/ Preceding a symbol by a '/' identifies the symbol.
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= Clarify. After typing an '=' sign, the player can use the movement
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keys to position the cursor anywhere on the current level. As long
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as the player can normally see the selected position, the game will
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identify whatever is there.
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h Move one position to the left.
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j Move one position down.
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k Move one position up.
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l Move one position to the right.
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y Move one position to the top left.
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u Move one position to the top right.
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b Move one position to the bottom left.
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n Move one position to the bottom right.
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H Run to the left until reaching something interesting.
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J Run down until reaching something interesting.
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K Run up until reaching something interesting.
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L Run to the right until reaching something interesting.
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Y Run to the top left until reaching something interesting.
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U Run to the top right until reaching something interesting.
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B Run to the bottom left until reaching something interesting.
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N Run to the bottom right until reaching something interesting.
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> Go down the stairs to the next level or enter the outer region if you
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are standing upon the wormhole trap (must be "flying" for this to work).
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< Go up the stairs to the next level or enter the outer region if you are
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standing upon the wormhole trap (must be "flying" for this to work).
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* Count the gold in the player's pack.
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! Escape to the shell level.
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$ Price an item at the Trading Post.
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# Buy an item at the Trading Post.
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% Sell an item at the Trading Post.
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. This command (a period) causes the player to rest one turn.
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^ This command sets traps and is limited to Thieves and Assassins. If the
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command is successful the game will ask the player for the trap type and
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sets it where the player is standing.
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a Affect the undead. This command is restricted to Clerics and Paladins
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and must be followed by a directional letter.
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A Choose your quest item (at game startup only!).
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c This command is restricted to Druids and Monks and it produces a list of
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available chants. The player can select one of the displayed chants and
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if the player's energy level is sufficiently high, "chant" it. The more
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complicated the spell, the more energy it will take.
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C This command is restricted to Magic-Users and Rangers and it produces a
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list of available spells. The player can select one of the displayed
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spells and if the player's energy level is sufficiently high, "cast" it.
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The more complicated the spell, the more energy it will take.
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d Drop an item from the player's pack.
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D Dip something into a magic pool.
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e Eat some food from the player's pack.
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f When this command is preceded with a directional command, the player will
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move in the specified direction until he crosses something interesting.
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F Frighten a monster. Not available to all characters. This command
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loses it's power at around level 10.
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g Give away or trade a slime-mold for food with a monster.
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G This command is restricted to Thieves and Assassins. It causes the game
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to display all of the gold on the current level.
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i Display an inventory of the player's pack.
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I This command prompts for an item from the player's pack and displays
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the inventory information for that item.
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m When the player types this command, you are prompted to mark an item
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with a one-line name.
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o Typing this command causes the game to display all the settable options.
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The player can then examine them or change (some of) them
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O Display your current character type and quest item.
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p This command is restricted to Clerics and Paladins and it produces a
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list of available prayers. The player can then select one of the
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displayed prayers and if the player's energy level is sufficiently high,
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"pray" it. The more complicated the prayer, the more energy it will
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take.
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P Pick up the items currently under the player.
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q Quaff a potion from the player's pack.
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Q Quit without saving the game.
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r Read a scroll from the player's pack.
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s Search for a secret door or a trap in the circle surrounding the player.
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S Save your game to play at a later time.
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t This command prompts for an object from the players pack. The player
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then can throw the object in the specified direction.
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T Take off whatever the player is wearing.
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v Print the current xrogue version number.
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w Wield a weapon from the player's pack.
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W Wear some armor, ring, or a miscellaneous magic item from the player's
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pack. The player can wear a maximum of 8 rings.
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X This command is restricted to Thieves only. It causes the game to
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display
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all of the hidden traps on the current level.
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z This command prompts for a wand or staff from the player's pack and zaps
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it in the specified direction.
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+ Fortune cookie! (Note: if you play xrogue over a modem, typing three
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consecutive '+' will tell your modem to enter "command" mode. See your
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modem manual on how to return from this mode).
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Escape Pressing the Escape key will cancel the current command.
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Ctrl-B Check your current score. Scoring is based on experience points
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and gold. However, gold is not that important and 10% is hacked
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off if a player is killed.
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Ctrl-E Check your current food level. This command is used when you want
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to see just how much food you have remaining in your stomach. A
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full stomach is measured to be about 2000(2100). As you play the
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game, this level drops until you become hungry at about 200(2100).
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A food level over 2000(2100) makes the character satiated, and a
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level under 200(2100) makes the character hungry, then weak, and
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finally fainting. A level of 2000(2100) is the most the character
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can eat, a full, satisfied stomach!
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Ctrl-L Redraw the screen.
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Ctrl-N When the player types this command, the game prompts you to type a
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one-line name for a monster or for an item in the player's pack
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To name a monster, position the cursor over the desired monster and
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rename it.
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Ctrl-O Display the current "affects" on the player (such as slow, phased,
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confused, extra sight, flying, dancing, etc.).
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Ctrl-R Repeat last message displayed on the top line of the screen.
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Ctrl-T This command is restricted to Thieves and Assassins. It must be
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followed by a directional letter. If a monster is standing next to
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the player in the specified direction, the effect is to steal an
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item from the monster's pack. If successful, the monster does not
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notice anything, but if the player is unsuccessful, there is a
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chance
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the monster will suddenly wake up and attack.
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Ctrl-U Use a magic item in the player's pack.
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There is no explicit attack command. If a player wishes to do battle with a
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monster, the player simply moves onto the spot where the monster is
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standing.
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Whatever the player is wielding will be used as the player's weapon.
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As the player moves across items, the game automatically picks them up and
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places them into the player's pack. If there is no room left in the pack,
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the item is left on the floor. Setting the "pickup" option to "NO" will
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allow the player to pick up items at will using the 'P' command.
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All actions except for bookkeeping commands, such as taking an inventory,
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take time. The amount of time varies with the command. Swinging a weapon,
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for example, takes more time than simply moving; so a monster could move
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several spaces in the time it takes the player to make one attack. The
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time it takes to swing a weapon also varies based on the bulk of the weapon,
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and the time it takes to simply move one space varies with the type of armor
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worn and the player's level of encumberance. Movement is always faster when
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the player is "flying".
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Actions also take time and some of them can be disrupted. If the player is
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casting a spell for example, and gets hit before finishing it, the spell is
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lost. Similarly, the player might choke if hit while trying to eat. These
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same rules apply to monsters as well.
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Some of the rooms in the Dungeon possess a natural light source. In most
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other rooms and in corridors, the player can see only those things within
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a one-space radius around the player. Dark rooms can be lit with magical
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light or by fire beetles and other monsters.
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The player can wield only one weapon at a time. When a player attacks
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a monster, the amount of damage depends on the particular weapon he is
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wielding. To fire a projectile weapon, such as a crossbow or a short bow,
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the player should wield the bow and throw the bolt or arrow at the monster.
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A weapon may be cursed or blessed which will affect the likelihood of you
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hitting a monster with it and the damage that it will inflict on the
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monster.
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If the player has identified the weapon he is using, the "to hit" and the
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"to damage" bonuses appear (in that order) before the weapons name in the
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inventory listing. A positive bonus indicates a blessed weapon, and a
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negative bonus usually indicates a cursed or misguided weapon. A player
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cannot release a cursed weapon until a remove curse scroll is read or cast
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by magical means.
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After the player has identified a suit of armor, the protection bonus
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appears
|
|
before the armors name in the inventory listing. If the bonus is positive
|
|
the armor is blessed but if it is negative, the armor is probably cursed.
|
|
The player cannot remove a cursed suit of armor until a remove curse scroll
|
|
is read or cast by magical means.
|
|
|
|
Some monsters can corrode your armor! If such a monster hits a player
|
|
when the player is wearing metal armor, the armor will lose some of its
|
|
protective value. This same corrosive property also applies to weapons
|
|
when a player hits a monster with this ability. Search for a scroll of
|
|
"protection" to guard against corrosion of your armor and weapon.
|
|
|
|
A player will find many potions and scrolls in the Dungeon. Reading a
|
|
scroll or quaffing a potion will usually cause some magical occurrence.
|
|
Potions and scrolls may be either cursed or blessed. In this version of
|
|
xrogue, Monster Confusion scrolls will turn your hands a variety of colors.
|
|
A blessed Magic Mapping scroll shows very detailed maps. A scroll of
|
|
Genocide works within the dungeon as well as in the outer region. A
|
|
scroll of blessed Teleportation will teleport you "upward" a few levels.
|
|
Blessed Remove Curse will cause certain monsters to panic if the scroll
|
|
is read near them. Charm Monster will let you charm several monsters.
|
|
|
|
The player can wear a maximum of eight rings. Some of them have a magical
|
|
effect on the player as long as they are worn. Some rings also speed up
|
|
the player's metabolism, making the player require food more often. Rings
|
|
can be cursed or blessed and the player cannot remove a cursed ring until
|
|
a remove curse scroll is read or cast.
|
|
|
|
Wands, rods, and staves help a player in battle and affect the Dungeon.
|
|
A player uses the "z" (zap) command to use a wand either to shoot at a
|
|
monster, teleport, or to light up a dark room. Wands can be cursed or
|
|
blessed.
|
|
|
|
A player must be frugal with his food. Both moving and searching through
|
|
the Dungeon, and fighting monsters, consumes energy. Starving results in
|
|
the player's fainting for increasingly longer periods of time, during which
|
|
any nearby monster can attack the player at will. Food comes in the form
|
|
of standard rations and as a variety of berries. Some berries have side
|
|
effects in addition to satisfying one's hunger. Slime-Molds are monster
|
|
food and if you have one, you may be able to trade it for a regular food
|
|
ration, if the monster is of "friendly" persuasion.
|
|
|
|
Gold has a couple of uses in the Dungeon. The first use of gold is to buy
|
|
things, either at a Trading Post or from a Quartermaster. The Trading Post
|
|
when found, is entered via the '>' command, like going down a stairway.
|
|
A Quartermaster ('q') is a Dungeon vendor who appears at certain times and
|
|
will try to sell the player some of his wares. The Quartermaster's wares
|
|
are never cursed but they can be blessed, though blessed goods do cost more
|
|
than normal goods. If the player chooses to buy something offered by a
|
|
Quartermaster, he will make the transaction for the specified amount of gold
|
|
and then disappear. Attacking a Quartermaster causes him to vanish in
|
|
haste! You can sometimes find gold at the bottom of "magic pools". Use
|
|
the ">" command to dive for the gold, but be careful you don't drown!
|
|
|
|
When beginning a new game, a player is placed in the Trading Post with
|
|
an allotment of gold based upon the type of character chosen to play.
|
|
There are some restrictions on the use of certain items by character.
|
|
For example, only Fighters, Paladins, and Rangers can wield two-handed
|
|
swords while Thieves and Assassins can not wear certain types of armor.
|
|
However, the Trading Post (and Quartermaster) will happily sell a player
|
|
anything that he can afford, whether you need it or not.
|
|
|
|
Miscellaneous magical items such as a Pair of Boots or a Book are numerous
|
|
within the Dungeon. These items are usually used to a player's advantage,
|
|
assuming they are not cursed. Some of these items can be worn, such as a
|
|
Cloak, while others are to be used, such as a Book, Beaker, or Ointment.
|
|
The Medicine Crystal will heal you, remove all curses, heal you, and may
|
|
cause panic in some monsters.
|
|
|
|
There are a number of unique monsters deep within the depths of the Dungeon
|
|
that carry very special magical items or artifacts. When you begin the
|
|
game,
|
|
you are asked to choose a "quest item" to retrieve from the Dungeon. Most
|
|
of these items can be used to the player's advantage, even if they are not
|
|
one's own personal quest item during the game. However, care must be taken
|
|
when handling some of them for they have intelligence and some will reject
|
|
mishandling or abuse. These items consume your food (and your gold) so
|
|
carrying them around results in increased food use. Some of these items
|
|
will
|
|
kill you outright if you happen to pick them up while wielding another
|
|
artifact as your weapon. Don't be too greedy with the artifacts! Quest
|
|
items begin appearing in xrogue between levels 40-50. The less traumatic
|
|
quest items appear earlier while the more severe ones appear later. Once
|
|
a unique monster is killed, you will not encounter another one like it in
|
|
the Dungeon.
|
|
|
|
A variety of traps exist within the Dungeon, including trap doors, bear
|
|
traps, and sleeping traps. Sometimes they are hidden from sight until
|
|
sprung by a monster or by the player. A sprung trap continues to function,
|
|
but since it is visible, an intelligent monster is not likely to tread on
|
|
it.
|
|
A trap called the Wormhole trap, will transport you to the "outer region"
|
|
of the dungeon. There you will fight strange dinosaurs until you can make
|
|
your way back to a starwell, and promptly return from whence you came.
|
|
|
|
Each monster except for the Quartermaster appears in a limited range of
|
|
Dungeon levels. All monsters of the same type share the same abilities.
|
|
All giant rats, for example, can give the player a disease, and all
|
|
jackalweres can put the player to sleep. Monsters of the same type will
|
|
vary however, in strength and intelligence. For example, one kobold may
|
|
be much more difficult to kill off than another. In general, the more
|
|
difficult it is to kill a monster, the more experience points the monster
|
|
is worth.
|
|
|
|
Most monsters attack by biting and clawing, but some monsters carry weapons
|
|
and can use their breath as a weapon. Some monsters can even use magical
|
|
items, such as wands and artifacts. Monsters with distance weapons or magic
|
|
can sometimes attack a player from across a room or from down a corridor.
|
|
|
|
Some monsters are more intelligent than others, and the more intelligent
|
|
a monster is, the more likely it will run away if it is about to die.
|
|
A fleeing monster will not attack the player unless it is cornered.
|
|
|
|
It is sometimes possible to enlist a monster's aid. Reading a charm monster
|
|
scroll, for example, or singing a charm monster chants can make a monster
|
|
believe that the player is its friend. A charmed monster will fight hostile
|
|
monsters for the player as long as they are not of its own race. Be sure
|
|
your charmed monsters are in the same room with you when you enter the next
|
|
level, or they will be lost.
|
|
|
|
Options:
|
|
|
|
The game has several options, some of which can only be set by the player
|
|
at the beginning of the game and others during the course of play.
|
|
|
|
default - Play the character with "default" attribute settings.
|
|
terse - Shorten messages at top of screen.
|
|
jump - Speed up the display of the player's movement
|
|
step - Lists all inventories one line at a time.
|
|
overlay - Allows listings of inventories to overlay the currnt screen.
|
|
flush - Supposed to flush all typed-ahead characters.
|
|
askme - Prompt the player to name new types of scrolls, potions,
|
|
etc.
|
|
pickup - Pick up items automatically as you move across them
|
|
name - The player's name.
|
|
file - Saved game filename. Defaults to xrogue.sav.
|
|
score - Identifies the location of the game scorefile.
|
|
type - Specifies the character type (unchangable).
|
|
quested item - Set at start up (unchangeable).
|
|
|
|
A player can set the game options at the beginning of a game via the
|
|
ROGUEOPTS environment variable.
|
|
|
|
Some examples:
|
|
|
|
ROGUEOPTS="default nopickup, nooverlay, name=Corwin, class=magician"
|
|
ROGUEOPTS="pickup, overlay, file=xrg.sav, score=/home/games/scorefile"
|
|
|
|
The player may change an option at any time during the game via the 'o'
|
|
(option) command. On the options menu, typing a new value changes the
|
|
option and a RETURN moves to the next option in the list. Typing an '-'
|
|
moves you to the previous option and an ESCAPE returns you to the Dungeon.
|
|
|
|
A new option called "default" was added in xrogue. When you put the word
|
|
"default" into your ROGUEOPTS environment variable your character will be
|
|
created with "default" attribute settings, armor, weapon, quest item, and
|
|
some food.
|
|
|
|
Setting "default" will force the game to skip over the beginning screen
|
|
where you can choose/distribute your attribute points and it also skips
|
|
over the beginning "equippage screen" where you can choose your armor,
|
|
weapon, quest item, and etc.
|
|
|
|
If you use the "class" option with "default" in ROGUEOPTS, you will
|
|
start the game immediately at level 1 with the default selections
|
|
for your character.
|
|
|
|
Here is a list of the main and secondary attributes, special ability,
|
|
and quest item ("default" settings) for each character type:
|
|
|
|
Character Main Attr. Secondary Specialties Def. Quest Item
|
|
-------------------------------------------------------------------------
|
|
Fighter strength constitution sense gold Axe of Aklad
|
|
Ranger charisma intelligence cast spells Mandolin of Brian
|
|
Paladin charisma wisdom affect undead Ankh of Heil
|
|
Cleric wisdom dexterity prayer spells Horn of Geryon
|
|
Magician intelligence dexterity cast spells Stonebones Amulet
|
|
Thief dexterity strength sense traps Musty Daggers
|
|
Assassin dexterity strength steal/use poison Eye of Vecna
|
|
Druid wisdom dexterity chant spells Quill of Nagrom
|
|
Monk constitution dexterity chant spells Emori Cloak
|
|
|
|
A different quest item may be chosen ONLY while you are in the beginning
|
|
Trading Post (if you have NOT set the "default" option via ROGUEOPTS).
|
|
|
|
When a player is killed, his score will be equal to the amount of his
|
|
experience points gained, plus his gold (minus 10%). A player that
|
|
quits the game will not lose 10% of his gold. If a player makes it back
|
|
up and out of the Dungeon alive, his score will be equal to the amount
|
|
of experience points, plus the gold, plus additional gold received from
|
|
selling all of the items in his pack.
|
|
|
|
The game maintains a top-twenty player scorefile. As an installation
|
|
option, the game may be compiled so as to record only three entries per
|
|
character type and name.
|