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comparison arogue5/arogue58.doc @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
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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 |