comparison arogue5/arogue58.doc @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
parents
children
comparison
equal deleted inserted replaced
62:0ef99244acb8 63:0ed67132cf10
1
2
3
4
5
6 The Dungeons of Doom
7
8 AT&T Bell Laboratories
9 The Dungeons of Doom
10
11
12 1. INTRODUCTION
13
14 Rogue is a screen-oriented fantasy game set in the
15 ever-changing Dungeons of Doom. The game comes complete
16 with monsters, spells, weapons, armor, potions, and other
17 magical items. The dungeon's geography changes with every
18 game, and although many magical items have certain
19 identifiable properties, such as turning the player
20 invisible, the physical manifestation of the magic changes
21 each game. A red potion, for example, will cause the same
22 reaction throughout a given game, but it may be a completely
23 different potion in a new game.
24
25 Entering the dungeon with only a little food, armor,
26 and a weapon, the player must develop a good strategy of
27 when to fight, when to run, and how to best use any magical
28 items found in the dungeon. To make things interesting, the
29 player has a quest to return one of several unique
30 artifacts, rumored to lie deep in the dungeon's bowels.
31 Returning with this artifact brings great glory and the
32 title of Complete Winner. But even after finding the
33 artifact, the player may wish to continue further to match
34 wits with an arch-devil, demon prince, or even a deity found
35 far down in the dungeon. Defeating such a creature will
36 gain the player many experience points, the basis for
37 scoring in Rogue.
38
39 It is very difficult to return from the Dungeons of
40 Doom. Few people ever make it out alive. Should this
41 unlikely event occur, the player would be proclaimed a
42 complete winner and handsomely rewarded for any booty
43 removed from the dungeon.
44
45
46 2. CHARACTER CLASSES AND ATTRIBUTES
47
48 Before placing the player in the dungeon, the game
49 requests the player to select a character class: a fighter,
50 a magic user, a cleric, or a thief.
51
52 2.1 The_Fighter
53
54 A fighter is very strong and will have a high strength
55 rating. This great strength gives a fighter the best odds
56 of winning a battle with a monster. At high experience
57 levels the fighter also gets to attack multiple times in a
58 single turn. This obviously further increases his chances
59 at winning battles. Intrinsic to the fighter class is a
60 robustness which results in 1 to 10 extra hit points for
61
62
63
64
65
66
67
68
69
70
71
72 - 2 -
73
74
75
76 every new experience level.
77
78 2.2 The_Magician
79
80 A magician's major attribute is intelligence, which
81 enables the magician to cast spells. The number and variety
82 of spells increases as the magician gains experience and
83 intelligence. Other types of characters can cast spells,
84 but only if they manage to gain extraordinarily high
85 intelligence. Magic users are not as hearty as fighters;
86 they receive 1 to 8 extra hit points for every new
87 experience level.
88
89 2.3 The_Cleric
90
91 A cleric has a high wisdom rating and can thus pray.
92 The number and variety of prayers which the gods are willing
93 to grant to a cleric increase as the cleric gains experience
94 and wisdom. Other character types can pray only if they
95 manage to gain extraordinary wisdom.
96
97 Because of their religious nature, clerics can also
98 affect the "undead" beings, like zombies and ghouls, which
99 became monsters after they died. If an "undead" creature is
100 next to a cleric, the cleric may try to turn it and cause it
101 to flee. If the cleric is sufficiently powerful relative to
102 the monster, the cleric will destroy it. This ability
103 increases as the character gains experience levels.
104
105 Clerics can gain from 1 to 8 extra hit points on
106 reaching a new experience level.
107
108 2.4 The_Thief
109
110 A thief is exceptionally dextrous and has a good chance
111 to set a trap or rob a monster. Any type of character can
112 try to set a trap or steal from a monster standing next to
113 the character, but the chances of success are low compared
114 to a thief's chances.
115
116 By their nature, thieves can automatically detect all
117 the gold on the current level of the dungeon. They are also
118 good at detecting hidden traps. Because thieves slink
119 along, they are not as likely as other characters to wake
120 sleeping monsters. If a thief manages to sneak up on a
121 creature without waking it, he will get a chance to backstab
122 the monster. When this is done, the damage done by the thief
123 greatly increases based on his experience level.
124
125 Thieves gain from 1 to 6 extra hit points from a new
126 experience level.
127
128
129
130
131
132
133
134
135
136
137
138 - 3 -
139
140
141
142 2.5 Constitution
143
144 Every character has a constitution rating. A character
145 with an exceptionally good constitution will gain more than
146 the normal amount of hit points associated with the
147 character's class when the character reaches a new
148 experience level. Exceptional constitution also provides
149 better protection versus poison-based attacks and diseases.
150
151 2.6 Experience_Levels
152
153 Characters gain experience for killing monsters,
154 stealing from monsters, and turning monsters. Each
155 character class has a set of thresholds associated with it.
156 When a character reaches a threshold, the character attains
157 the next experience level. This new level brings extra hit
158 points and a greater chance of success in performing the
159 abilities associated with the character's class. Magicians
160 receive new spells, and clerics receive new prayers.
161
162 Thieves have the lowest threshold for gaining
163 experience levels, followed by clerics. Fighters are next,
164 and magicians have the highest threshold.
165
166
167 3. THE SCREEN
168
169 During the normal course of play, the screen consists
170 of three separate sections: the top line of the terminal,
171 the bottom two lines of the terminal, and the remaining
172 middle lines. The top line reports actions which occur
173 during the game, the middle section depicts the dungeon, and
174 the bottom lines describe the player's current condition.
175
176 3.1 The_Top_Line
177
178 Whenever anything happens to the player, such as
179 finding a scroll or hitting or being hit by a monster, a
180 short report of the occurrence appears on the top line of
181 the screen. When such reports occur quickly, one right
182 after another, the game displays the notice followed by the
183 prompt '--More--.' After reading this notice, the player
184 can press a space to display the next message. At such a
185 point, the game ignores all commands until the player
186 presses a space.
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204 - 4 -
205
206
207
208 3.2 The_Dungeon_Section
209
210 The large middle section of the screen displays the
211 player's surroundings using the following symbols:
212
213 | A wall of a room.
214
215 - A wall of a room.
216
217 * A pile of gold.
218
219 % A way to the next level.
220
221 + A doorway.
222
223 . The floor in a room.
224
225 @ The player.
226
227 _ The player, when invisible.
228
229 # The floor in a passageway.
230
231 ! A flask containing a potion.
232
233 ? A sealed scroll.
234
235 : Some food.
236
237 ) A weapon.
238
239 Solid rock (denoted by a space).
240
241 ] Some armor.
242
243 ; A miscellaneous magic item
244
245 , An artifact
246
247 = A ring.
248
249 / A wand or a staff.
250
251 ^ The entrance to a trading post
252
253 > A trapdoor leading to the next level
254
255 { An arrow trap
256
257 $ A sleeping gas trap
258
259
260
261
262
263
264
265
266
267
268
269
270 - 5 -
271
272
273
274 } A beartrap
275
276 ~ A trap that teleports you somewhere else
277
278 ` A poison dart trap
279
280 " A shimmering magic pool
281
282 ' An entrance to a maze
283
284 $ Any magical item. (During magic detection)
285
286 > A blessed magical item. (During magic detection)
287
288 < A cursed magical item. (During magic detection)
289
290 A letter A monster. Note that a given letter may signify
291 multiple monsters, depending on the level of the
292 dungeon. The player can always identify a current
293 monster by using the identify command ('/').
294
295 3.3 The_Status_Section
296
297 The bottom two lines of the screen describe the
298 player's current status. The first line gives the player's
299 characteristics:
300
301 o Intelligence (Int)
302
303 o Strength (Str)
304
305 o Wisdom (Wis)
306
307 o Dexterity (Dxt)
308
309 o Constitution (Const)
310
311 o Encumbrance (Carry)
312
313 Intelligence, strength, wisdom, dexterity, and
314 constitution have a normal maximum of 25, but can be higher
315 when augmented by a ring. Encumbrance is a measurement of
316 how much the player can carry versus how much he is
317 currently carrying. The more you carry relative to your
318 maximum causes you to use more food.
319
320 The second status line provides the following
321 information:
322
323 o The current level (Lvl) in the dungeon. This number
324 increases as the player goes further down.
325
326
327
328
329
330
331
332
333
334
335
336 - 6 -
337
338
339
340 o How much gold (Au) the player is carrying.
341
342 o The player's current number of hit points (Hp),
343 followed in parentheses by the player's current maximum
344 number of hit points. Hit points express the player's
345 health. As a player heals by resting, the player's
346 current hit points gradually increase until reaching
347 the current maximum. This maximum increases each time
348 a player attains a new experience level. If the
349 player's current hit points reach 0, the player dies.
350
351 o The player's armor class (Ac). This number describes
352 the amount of protection provided by the armor and
353 rings currently worn by the player. Wearing no armor
354 is equivalent to an armor class of 10. The protection
355 level increases as the armor class decreases.
356
357 o The player's current experience level (Exp) followed by
358 the player's experience points. The player can gain
359 experience points by killing monsters, successfully
360 stealing from monsters, and turning monsters. When a
361 player gains enough experience points to surpass a
362 threshold that depends on the player's character type,
363 the player reaches a new experience level. A new
364 experience level brings extra hit points and possibly
365 added abilities, such as a new spell for a magician or
366 a new prayer for a cleric.
367
368 o A description of the player's character. This
369 description depends on the player's character type and
370 experience level.
371
372
373 4. COMMANDS
374
375 A player can invoke most Rogue commands by typing a
376 single character. Some commands, however, require a
377 direction, in which case the player types the command
378 character followed by a directional command. Many commands
379 can be prefaced by a number, indicating how many times the
380 command should be executed.
381
382 When the player invokes a command referring to an item
383 in the player's pack (such as reading a scroll), the game
384 prompts for the item. The player should then type the
385 letter associated with the item, as displayed by the
386 inventory command. Typing a '*' at this point produces a
387 list of the eligible items.
388
389 Rogue understands the following commands:
390
391
392
393
394
395
396
397
398
399
400
401
402 - 7 -
403
404
405
406 ? Preceding a command by a '?' produces a brief
407 explanation of the command. The command '?*' gives an
408 explanation of all the commands.
409
410 / Preceding a symbol by a '/' identifies the symbol.
411
412 h Move one position to the left.
413
414 j Move one position down.
415
416 k Move one position up.
417
418 l Move one position to the right.
419
420 y Move one position to the top left.
421
422 u Move one position to the top right.
423
424 b Move one position to the bottom left.
425
426 n Move one position to the bottom right.
427
428 H Run to the left until reaching something interesting.
429
430 J Run down until reaching something interesting.
431
432 K Run up until reaching something interesting.
433
434 L Run to the right until reaching something interesting.
435
436 Y Run to the top left until reaching something
437 interesting.
438
439 U Run to the top right until reaching something
440 interesting.
441
442 B Run to the bottom left until reaching something
443 interesting.
444
445 N Run to the bottom right until reaching something
446 interesting.
447
448 t This command, followed by a directional command, prompts
449 for an object from the players pack. The player then
450 throws the object in the specified direction.
451
452 f When this command precedes a directional command, the
453 player moves in the specified direction until passing
454 something interesting.
455
456
457
458
459
460
461
462
463
464
465
466
467
468 - 8 -
469
470
471
472 z This command must be followed by a directional command.
473 Rogue then prompts for a wand or staff from the player's
474 pack and zaps it in the specified direction.
475
476 > Go down to the next level.
477
478 < Go up to the next level.
479
480 s Search for a secret door or a trap in the circle
481 surrounding the player.
482
483 . This command (a dot) causes the player to rest a turn.
484
485 i Display an inventory of the player's pack.
486
487 I This command prompts for an item from the player's pack
488 and displays the inventory information for that item.
489
490 q Quaff a potion from the player's pack.
491
492 r Read a scroll from the player's pack.
493
494 e Eat some food from the player's pack.
495
496 w Wield a weapon from the player's pack.
497
498 W Wear some armor or miscellaneous magic item from the
499 player's pack.
500
501 T Take off whatever the player is wearing.
502
503 P Put on a ring from the player's pack. The player can
504 wear a maximum of eight rings.
505
506 R Remove a ring from the player's hand.
507
508 ^U Uuse a miscellaneous magic item in the player's pack.
509
510 d Drop an item from the player's pack.
511
512 c When the player types this command, Rogue prompts for an
513 item from the player's pack and a one-line name. Rogue
514 then calls all similar items (such as all the blue
515 potions) by the specified name.
516
517 m When the player types this command, Rogue prompts for an
518 item from the player's pack and a one-line name. Rogue
519 then marks the specified item with the given name.
520
521 o Typing this command causes Rogue to display all the
522 settable options. The player can then merely examine
523
524
525
526
527
528
529
530
531
532
533
534 - 9 -
535
536
537
538 the options or change any or all of them.
539
540 C This command, restricted to magicians and characters
541 with exceptionally high intelligence, produces a listing
542 of the magician's current supply of spells. The player
543 can select one of the displayed spells and, if the
544 player's energy level is sufficiently high, cast it.
545 The more complicated the spell, the more energy it
546 takes.
547
548 p This command, restricted to clerics and characters with
549 exceptionally high wisdom, produces a listing of the
550 cleric's known prayers. The player can then offer one
551 of these prayers to the character's deity. Deities are
552 not known for favoring characters which continually pray
553 to them, and they are most likely to answer the least
554 "ambitious" prayers.
555
556 a This command is restricted to clerics and characters
557 with exceptionally high wisdom and must be followed by a
558 directional command. If there is an "undead" monster
559 standing next to the player in the specified direction,
560 there is a chance the player will affect the monster by
561 causing it to flee or possibly even destroying it.
562
563 ^ This command sets a trap and is most likely to succeed
564 for a character with a high dexterity, such as a thief.
565 If the character is successful, Rogue prompts the player
566 for a type of trap and sets it where the player is
567 standing.
568
569 G This command is restricted to thieves. It causes Rogue
570 to display all the gold on the current level.
571
572 D Dip something into a magic pool.
573
574 ^T This command is most likely to succeed for a character
575 with a high dexterity, such as a thief, and it must be
576 followed by a directional command. If there is a
577 monster standing next to the player in the specified
578 direction, the player tries to steal an item from the
579 monster's pack. If the player is successful, the
580 monster does not notice anything, but if the player is
581 unsuccessful, there is a chance the monster will wake
582 up.
583
584 ^L Redraw the screen.
585
586 ^R Repeat the last message that was displayed on the top
587 line of the screen.
588
589
590
591
592
593
594
595
596
597
598
599
600 - 10 -
601
602
603
604 ^[ Typing an escape will usually cause Rogue to cancel the
605 current command.
606
607 v Print the current Rogue version number.
608
609 ! Escape to the shell.
610
611 S Quit and save the game for resumption at a later time.
612
613 Q Quit without saving the game.
614
615
616 5. IMPLICIT COMMANDS
617
618 There is no "attack" command. If a player wishes to
619 attack a monster, the player simply tries to move onto the
620 spot where the monster is standing. The game then assumes
621 that the player wishes to attack the monster with whatever
622 weapon the player is wielding.
623
624 When the player moves onto an item, the game
625 automatically places the object into the player's pack. If
626 there is no room left in the pack, the game announces that
627 fact and leaves the item on the floor.
628
629
630 6. LIGHT
631
632 Some rooms in the dungeon possess a natural light
633 source. In other rooms and in corridors the player can see
634 only those things within a one space radius from the player.
635 These dark rooms can be lit with magical light or by a fire
636 beetle.
637
638
639 7. WEAPONS AND ARMOR
640
641 The player can wield exactly one weapon at a time.
642 When the player attacks a monster, the amount of damage
643 depends on the particular weapon the player is wielding. To
644 fire a projectile weapon, such as a crossbow or a short bow,
645 the player should wield the bow and "throw" the bolt or
646 arrow at the monster.
647
648 A weapon may be cursed or blessed, affecting the
649 likelihood of hitting a monster with the weapon and the
650 damage the weapon will inflict on the monster. If the
651 player has identified a weapon, the "to hit" and "to damage"
652 bonuses appear in that order before the weapon's name in an
653 inventory listing. A positive bonus indicates a blessed
654 weapon, and a negative bonus usually indicates a cursed
655
656
657
658
659
660
661
662
663
664
665
666 - 11 -
667
668
669
670 weapon. The player cannot release a cursed weapon.
671
672 Without any armor the player has an armor class of 10.
673 The lower the player's armor class, the harder it is for a
674 monster to hit the player, so wearing armor can improve the
675 player's armor class. A cursed suit of armor, however,
676 offers poor protection and may sometimes be worse than no
677 armor at all.
678
679 After the player has identified a suit of armor, the
680 protection bonus appears before the armor's name in an
681 inventory listing. If the bonus is positive the armor is
682 blessed, and if it is negative, the armor is usually cursed.
683 The player cannot remove a cursed suit of armor.
684
685 Some monsters can corrode armor when they hit it. If
686 such a monster hits the player when the player is wearing
687 metal armor, the armor loses some of its protection value,
688 but the corrosion does not curse the armor.
689
690
691 8. POTIONS AND SCROLLS
692
693 The player can frequently find potions and scrolls in
694 the dungeon. In any given dungeon, the player can
695 distinguish among the different types of potions by a
696 potion's color and among the different types of scrolls by a
697 scroll's name. Quaffing a potion or reading a scroll
698 usually causes some magical occurrence. Most potions and
699 scrolls may be cursed or blessed.
700
701
702 9. RINGS
703
704 The player can wear a maximum of eight rings, and they
705 have a magical effect on the player as long as they are
706 worn. Some rings also speed up the player's metabolism,
707 making the player require food more often. Many rings can
708 be cursed or blessed, and the player cannot remove a cursed
709 ring. The player can distinguish among different types of
710 rings by a ring's jewel.
711
712
713 10. WANDS AND STAVES
714
715 Wands and staves affect the player's environment. The
716 player can zap a wand or staff at something and perhaps
717 shoot a bolt of lightning at it or teleport it away. All
718 wands or staves of the same type are constructed with the
719 same type of wood. Some wands and staves may be cursed or
720 blessed.
721
722
723
724
725
726
727
728
729
730
731
732 - 12 -
733
734
735
736 11. FOOD
737
738 The player must be careful not to run out of food since
739 moving through the dungeon fighting monsters consumes a lot
740 of energy. Starving results in the player's fainting for
741 increasingly longer periods of time, during which any nearby
742 monster can attack the player freely.
743
744
745 12. GOLD
746
747 Gold has one use in a dungeon: buying things. One can
748 buy things in two ways, either in a trading post or from a
749 quartermaster. A trading post is a place "between levels"
750 of the dungeon and can be entered by stepping on the
751 entrance. A quartermaster is a person who will sometimes
752 appear and will try to sell the player some of his wares.
753 These wares are never cursed and frequently blessed, though
754 blessed goods cost more than normal goods. If the player
755 chooses to buy one of the quartermaster's items, the
756 quartermaster trades the item for the specified amount of
757 gold and disappears. Attacking a quartermaster causes him
758 to vanish without offering a trade.
759
760
761 13. MISCELLANEOUS MAGIC ITEMS
762
763 Miscellaneous items such as a pair of boots or a book
764 may be found within the dungeon. These items can usually be
765 used to the player's advantage (assuming they are not
766 cursed). Some of these items can be worn, such as a cloak,
767 while others are to be used, such as a book.
768
769
770 14. ARTIFACTS
771
772 Some monsters down in the depths of the dungeon carry
773 unique artifacts. The game begins as a quest to retrieve
774 one of these items. Each artifact appears only on its
775 owner's person.
776
777
778 15. TRAPS
779
780 A variety of traps, including trap doors, bear traps,
781 and sleeping traps, are hidden in the dungeon. They remain
782 hidden until sprung by a monster or the player. A sprung
783 trap continues to function, but since it is visible, an
784 intelligent monster is not likely to tread on it.
785
786
787
788
789
790
791
792
793
794
795
796
797
798 - 13 -
799
800
801
802 16. THE MONSTERS
803
804 Each monster except for the merchant quartermaster
805 appears in a limited range of dungeon levels. All monsters
806 of the same type share the same abilities; all giant rats,
807 for example, can give the player a disease, and all
808 jackalweres can put the player to sleep. Monsters of the
809 same type can vary, however, such that one kobold may be
810 much more difficult to kill than another one. In general,
811 the more difficult it is to kill a monster, the more
812 experience points the monster is worth.
813
814 Most monsters attack by biting and clawing, but some
815 monsters carry weapons, including such projectile weapons as
816 short bows and crossbows, and some monsters have breath
817 weapons. These latter monsters can attack the player from
818 across a room or down a corridor.
819
820 Some monsters are more intelligent than others, and the
821 more intelligent a monster, the more likely that the monster
822 will run away if it is about to die. A fleeing monster will
823 not attack the player unless cornered.
824
825 As the player moves down in the dungeon, the monsters
826 get more powerful. Deep down in the dungeon there exist
827 some one-of-a-kind monsters. These monsters are greatly
828 feared. However, once a "unique monster" is killed, the
829 player will not find another in the current dungeon.
830
831
832 17. OPTIONS
833
834 Rogue has several options which may be set by the
835 player:
836
837 terse Setting this Boolean option results in shorter
838 messages appearing on the top line of the screen.
839
840 jump Setting this Boolean option results in waiting until
841 the player has finished running to draw the player's
842 path. Otherwise the game always displays the path
843 one step at a time.
844
845 step Setting this Boolean option results in most listings,
846 such as an inventory, appearing one item at a time on
847 the top line of the screen. When this option is not
848 set, the game clears the screen, displays the list,
849 and then redraws the dungeon.
850
851 flush Setting this Boolean option results in flushing all
852 typeahead (pending) commands when the player
853
854
855
856
857
858
859
860
861
862
863
864 - 14 -
865
866
867
868 encounters a monster.
869
870 askme Setting this Boolean option results in the game
871 prompting the player for a name upon encountering a
872 new type of scroll, potion, ring, staff, or wand.
873
874 name This string is the player's name and defaults to the
875 player's account name.
876
877 fruit This string identifies the player's favorite fruit,
878 sometimes encountered in the dungeon. It defaults to
879 slime-mold.
880
881 file This string, which defaults to rogue.save, specifies
882 the file to use for saving the game.
883
884 score This string identifies the top-ten score file to use
885 for the game.
886
887 class This option specifies the character class of the
888 rogue. It can be set only in the ROGUEOPTS
889 environment variable.
890
891 The player can set options at the beginning of a game
892 via the ROGUEOPTS environment variable. Naming a Boolean
893 option sets it, and preceding the Boolean option name by
894 "no" clears it. The syntax "stringoption=name" sets a
895 string option to "name." So setting ROGUEOPTS to "terse,
896 jump, nostep, flush, askme, name=Ivan the Terrible,
897 fruit=pomegranate" would set the terse, jump, flush, and
898 askme Boolean options, clear the step Boolean option, set
899 the player's name to "Ivan the Terrible," set the player's
900 favorite fruit to a pomegranate, and use the defaults for
901 the save file and the score file.
902
903 The player may change an option at any time during the
904 game via the option command, which results in a listing of
905 the current options. Typing a new value changes the option,
906 a RETURN moves to the next option, a '-' moves to the
907 previous option, and an ESCAPE returns the player to the
908 dungeon.
909
910
911 18. SCORING
912
913 The player receives experience points for stealing
914 items from monsters, turning monsters (a clerical ability),
915 and killing monsters. When the player gets killed, the
916 player's score equals the player's experience points. A
917 player who quits gets a score equal to the player's
918 experience points and gold. If the player makes it back up
919
920
921
922
923
924
925
926
927
928
929
930 - 15 -
931
932
933
934 out of the dungeon, the player's score equals the player's
935 experience points plus the gold the player carried and the
936 gold received from selling the player's possessions. Rogue
937 maintains a list of the top ten scores to date, together
938 with the name of the player obtaining the score, the level
939 where the player finished, and the manner in which the
940 player ended the game.
941
942
943 19. ACKNOWLEDGEMENTS
944 This version of Rogue is based on a version developed
945 at the University of California at Berkeley by Michael Toy
946 and Ken Arnold.
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997 The Dungeons of Doom
998
999 AT&T Bell Laboratories
1000 The Dungeons of Doom
1001
1002
1003 ABSTRACT
1004
1005
1006
1007 Rogue was first introduced by Michael Toy at the
1008 University of California at Berkeley as a screen-oriented
1009 fantasy game. The game had 26 types of monsters that the
1010 player could meet while exploring a dungeon generated by the
1011 computer. Scrolls, potions, rings, wands, staves, armor,
1012 and weapons helped the player to battle these monsters and
1013 to gain gold, the basis for scoring.
1014
1015 The version of Rogue described in this guide has been
1016 expanded to include over 110 monsters with many new capabil-
1017 ities. Many of the monsters are intelligent, and they, like
1018 the player, must avoid traps and decide when it is better to
1019 fight or to run. The player chooses a character class at
1020 the beginning of the game which defines the player's abili-
1021 ties. Experience, rather than gold, decides the player's
1022 score.
1023
1024
1025