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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 <!-- Advanced Rogue --> | |
| 2 <!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T --> | |
| 3 <!-- All rights reserved. --> | |
| 4 <!-- --> | |
| 5 <!-- Based on "Rogue: Exploring the Dungeons of Doom" --> | |
| 6 <!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman --> | |
| 7 <!-- All rights reserved. --> | |
| 8 <!-- --> | |
| 9 <!-- See the file LICENSE.TXT for full copyright and licensing information. --> | |
| 10 <!-- Creator : groff version 1.18.1 --> | |
| 11 <!-- CreationDate: Sat Jan 21 09:55:23 2006 --> | |
| 12 <h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of | |
| 13 Doom</a></h1> | |
| 14 <br> | |
| 15 <h2 align="center">AT&T Bell Laboratories</h2> | |
| 16 <h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3> | |
| 17 <br> | |
| 18 <table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center"> | |
| 19 <tr> | |
| 20 <td nowrap> | |
| 21 Advanced Rogue<br> | |
| 22 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T<br> | |
| 23 All rights reserved. | |
| 24 </td> | |
| 25 </tr> | |
| 26 <tr> | |
| 27 <td nowrap> | |
| 28 Based on "Rogue: Exploring the Dungeons of Doom"<br> | |
| 29 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br> | |
| 30 All rights reserved. | |
| 31 </td> | |
| 32 </tr> | |
| 33 </table> | |
| 34 <p align="center">See the file LICENSE.TXT for full copyright and licensing | |
| 35 information.</p> | |
| 36 <p align="center"> </p> | |
| 37 <p align="center"><b>ABSTRACT</b></p> | |
| 38 <blockquote> | |
| 39 <blockquote> | |
| 40 <p align="justify">Rogue was first introduced by Michael Toy at the | |
| 41 University of California at Berkeley as a screen-oriented fantasy game. | |
| 42 The game had 26 types of monsters that the player could meet while | |
| 43 exploring a dungeon generated by the computer. Scrolls, potions, rings, | |
| 44 wands, staves, armor, and weapons helped the player to battle these | |
| 45 monsters and to gain gold, the basis for scoring.</p> | |
| 46 <p align="justify">The version of Rogue described in this guide has been | |
| 47 expanded to include over 110 monsters with many new capabilities. Many | |
| 48 of the monsters are intelligent, and they, like the player, must avoid | |
| 49 traps and decide when it is better to fight or to run. The player | |
| 50 chooses a character class at the beginning of the game which defines the | |
| 51 player's abilities. Experience, rather than gold, decides the player's | |
| 52 score.</p> | |
| 53 </blockquote> | |
| 54 </blockquote> | |
| 55 <h2 align="justify"> </h2> | |
| 56 <h3 align="justify">1. INTRODUCTION</h3> | |
| 57 <p align="justify"> | |
| 58 Rogue is a screen-oriented fantasy game set in the ever-changing Dungeons of | |
| 59 Doom. The game comes complete with monsters, spells, weapons, armor, | |
| 60 potions, and other magical items. The dungeon's geography changes with every | |
| 61 game, and although many magical items have certain identifiable properties, | |
| 62 such as turning the player invisible, the physical manifestation of the | |
| 63 magic changes each game. A red potion, for example, will cause the same | |
| 64 reaction throughout a given game, but it may be a completely different | |
| 65 potion in a new game.</p> | |
| 66 <p align="justify"> | |
| 67 Entering the dungeon with only a little food, armor, and a weapon, the | |
| 68 player must develop a good strategy of when to fight, when to run, and how | |
| 69 to best use any magical items found in the dungeon. To make things | |
| 70 interesting, the player has a quest to return one of several unique | |
| 71 artifacts, rumored to lie deep in the dungeon's bowels. Returning with this | |
| 72 artifact brings great glory and the title of Complete Winner. But even after | |
| 73 finding the artifact, the player may wish to continue further to match wits | |
| 74 with an arch-devil, demon prince, or even a deity found far down in the | |
| 75 dungeon. Defeating such a creature will gain the player many experience | |
| 76 points, the basis for scoring in Rogue.</p> | |
| 77 <p align="justify"> | |
| 78 It is very difficult to return from the Dungeons of Doom. Few people ever | |
| 79 make it out alive. Should this unlikely event occur, the player would be | |
| 80 proclaimed a complete winner and handsomely rewarded for any booty removed | |
| 81 from the dungeon.</p> | |
| 82 <h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3> | |
| 83 <p align="justify"> | |
| 84 Before placing the player in the dungeon, the game requests the player to | |
| 85 select a character class: a fighter, a magic user, a cleric, or a thief.</p> | |
| 86 <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p> | |
| 87 <p align="justify"> | |
| 88 A fighter is very strong and will have a high strength rating. This great | |
| 89 strength gives a fighter the best odds of winning a battle with a monster. | |
| 90 At high experience levels the fighter also gets to attack multiple times in | |
| 91 a single turn. This obviously further increases his chances at winning | |
| 92 battles. Intrinsic to the fighter class is a robustness which results in 1 | |
| 93 to 10 extra hit points for every new experience level.</p> | |
| 94 <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p> | |
| 95 <p align="justify"> | |
| 96 A magician's major attribute is intelligence, which enables the magician to | |
| 97 cast spells. The number and variety of spells increases as the magician | |
| 98 gains experience and intelligence. Other types of characters can cast | |
| 99 spells, but only if they manage to gain extraordinarily high intelligence. | |
| 100 Magic users are not as hearty as fighters; they receive 1 to 8 extra hit | |
| 101 points for every new experience level.</p> | |
| 102 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p> | |
| 103 <p align="justify"> | |
| 104 A cleric has a high wisdom rating and can thus pray. The number and variety | |
| 105 of prayers which the gods are willing to grant to a cleric increase as the | |
| 106 cleric gains experience and wisdom. Other character types can pray only if | |
| 107 they manage to gain extraordinary wisdom.</p> | |
| 108 <p align="justify"> | |
| 109 Because of their religious nature, clerics can also affect the "undead" | |
| 110 beings, like zombies and ghouls, which became monsters after they died. If | |
| 111 an "undead" creature is next to a cleric, the cleric may try to turn it and | |
| 112 cause it to flee. If the cleric is sufficiently powerful relative to the | |
| 113 monster, the cleric will destroy it. This ability increases as the character | |
| 114 gains experience levels.</p> | |
| 115 <p align="justify"> | |
| 116 Clerics can gain from 1 to 8 extra hit points on reaching a new experience | |
| 117 level.</p> | |
| 118 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.4 The Thief</span></strong></p> | |
| 119 <p align="justify"> | |
| 120 A thief is exceptionally dextrous and has a good chance to set a trap or rob | |
| 121 a monster. Any type of character can try to set a trap or steal from a | |
| 122 monster standing next to the character, but the chances of success are low | |
| 123 compared to a thief's chances. | |
| 124 </p> | |
| 125 <p align="justify"> | |
| 126 By their nature, thieves can automatically detect all the gold on the | |
| 127 current level of the dungeon. They are also good at detecting hidden traps. | |
| 128 Because thieves slink along, they are not as likely as other characters to | |
| 129 wake sleeping monsters. If a thief manages to sneak up on a creature without | |
| 130 waking it, he will get a chance to backstab the monster. When this is done, | |
| 131 the damage done by the thief greatly increases based on his experience | |
| 132 level.</p> | |
| 133 <p align="justify"> | |
| 134 Thieves gain from 1 to 6 extra hit points from a new experience level. | |
| 135 </p> | |
| 136 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.5 | |
| 137 CONSTITUTION</span></strong></p> | |
| 138 <p align="justify">Every character has a constitution rating. A character with | |
| 139 an exceptionally good constitution will gain more than the normal amount of hit | |
| 140 points associated with the character's class when the character reaches a new | |
| 141 experience level. Exceptional constitution also provides better protection | |
| 142 versus poison-based attacks and diseases.</p> | |
| 143 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.6 Experience Levels</span></strong></p> | |
| 144 <p align="justify"> | |
| 145 Characters gain experience for killing monsters, stealing from monsters, and | |
| 146 turning monsters. Each character class has a set of thresholds associated | |
| 147 with it. When a character reaches a threshold, the character attains the | |
| 148 next experience level. This new level brings extra hit points and a greater | |
| 149 chance of success in performing the abilities associated with the | |
| 150 character's class. Magicians receive new spells, and clerics receive new | |
| 151 prayers.</p> | |
| 152 <p align="justify"> | |
| 153 Thieves have the lowest threshold for gaining experience levels, followed by | |
| 154 clerics. Fighters are next, and magicians have the highest threshold.</p> | |
| 155 <h3 align="justify"> | |
| 156 3. THE SCREEN</h3> | |
| 157 <p align="justify"> | |
| 158 During the normal course of play, the screen consists of three separate | |
| 159 sections: the top line of the terminal, the bottom two lines of the | |
| 160 terminal, and the remaining middle lines. The top line reports actions which | |
| 161 occur during the game, the middle section depicts the dungeon, and the | |
| 162 bottom lines describe the player's current condition.</p> | |
| 163 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.1 The Top Line</span></strong> | |
| 164 <p align="justify"> | |
| 165 Whenever anything happens to the player, such as finding a scroll or hitting | |
| 166 or being hit by a monster, a short report of the occurrence appears on the | |
| 167 top line of the screen. When such reports occur quickly, one right after | |
| 168 another, the game displays the notice followed by the prompt '--More--.' | |
| 169 After reading this notice, the player can press a space to display the next | |
| 170 message. At such a point, the game ignores all commands until the player | |
| 171 presses a space.</p> | |
| 172 <p align="justify"> | |
| 173 <strong> | |
| 174 <span style="FONT-VARIANT: small-caps">3.2 The Dungeon Section</span></strong> | |
| 175 <p align="justify"> | |
| 176 The large middle section of the screen displays the player's surroundings using | |
| 177 the following symbols: | |
| 178 </p> | |
| 179 <p> | |
| 180 <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table3" cellspacing="3"> | |
| 181 <tr> | |
| 182 <td align="middle">|</td> | |
| 183 <td> | |
| 184 </td> | |
| 185 <td>A wall of a room.</td> | |
| 186 </tr> | |
| 187 <tr> | |
| 188 <td align="middle">-</td> | |
| 189 <td> </td> | |
| 190 <td>A wall of a room.</td> | |
| 191 </tr> | |
| 192 <tr> | |
| 193 <td align="middle">*</td> | |
| 194 <td> </td> | |
| 195 <td>A pile of gold.</td> | |
| 196 </tr> | |
| 197 <tr> | |
| 198 <td align="middle">%</td> | |
| 199 <td> </td> | |
| 200 <td>A way to the next level.</td> | |
| 201 </tr> | |
| 202 <tr> | |
| 203 <td align="middle">+</td> | |
| 204 <td> </td> | |
| 205 <td>A doorway.</td> | |
| 206 </tr> | |
| 207 <tr> | |
| 208 <td align="middle">.</td> | |
| 209 <td> </td> | |
| 210 <td>The floor in a room.</td> | |
| 211 </tr> | |
| 212 <tr> | |
| 213 <td align="middle">@</td> | |
| 214 <td> </td> | |
| 215 <td>The player.</td> | |
| 216 </tr> | |
| 217 <tr> | |
| 218 <td align="middle">_</td> | |
| 219 <td> </td> | |
| 220 <td>The player, when invisible.</td> | |
| 221 </tr> | |
| 222 <tr> | |
| 223 <td align="middle">#</td> | |
| 224 <td> </td> | |
| 225 <td>The floor in a passageway.</td> | |
| 226 </tr> | |
| 227 <tr> | |
| 228 <td align="middle">!</td> | |
| 229 <td> </td> | |
| 230 <td>A flask containing a potion.</td> | |
| 231 </tr> | |
| 232 <tr> | |
| 233 <td align="middle">?</td> | |
| 234 <td> </td> | |
| 235 <td>A sealed scroll.</td> | |
| 236 </tr> | |
| 237 <tr> | |
| 238 <td align="middle">:</td> | |
| 239 <td> </td> | |
| 240 <td>Some food.</td> | |
| 241 </tr> | |
| 242 <tr> | |
| 243 <td align="middle">)</td> | |
| 244 <td> </td> | |
| 245 <td>A weapon.</td> | |
| 246 </tr> | |
| 247 <tr> | |
| 248 <td align="middle"> </td> | |
| 249 <td nowrap> </td> | |
| 250 <td nowrap>Solid rock (denoted by a space).</td> | |
| 251 </tr> | |
| 252 <tr> | |
| 253 <td align="middle">]</td> | |
| 254 <td> </td> | |
| 255 <td>Some armor.</td> | |
| 256 </tr> | |
| 257 <tr> | |
| 258 <td align="middle">;</td> | |
| 259 <td> </td> | |
| 260 <td>A miscellaneous magic item.</td> | |
| 261 </tr> | |
| 262 <tr> | |
| 263 <td align="middle">,</td> | |
| 264 <td> </td> | |
| 265 <td>An artifact.</td> | |
| 266 </tr> | |
| 267 <tr> | |
| 268 <td align="middle">=</td> | |
| 269 <td> </td> | |
| 270 <td>A ring.</td> | |
| 271 </tr> | |
| 272 <tr> | |
| 273 <td align="middle">/</td> | |
| 274 <td> </td> | |
| 275 <td>A wand or a staff.</td> | |
| 276 </tr> | |
| 277 <tr> | |
| 278 <td align="middle">^</td> | |
| 279 <td> </td> | |
| 280 <td>The entrance to a trading post.</td> | |
| 281 </tr> | |
| 282 <tr> | |
| 283 <td align="middle">></td> | |
| 284 <td> </td> | |
| 285 <td>A trapdoor leading to the next level</td> | |
| 286 </tr> | |
| 287 <tr> | |
| 288 <td align="middle">{</td> | |
| 289 <td> </td> | |
| 290 <td>An arrow trap</td> | |
| 291 </tr> | |
| 292 <tr> | |
| 293 <td align="middle">$</td> | |
| 294 <td> </td> | |
| 295 <td>A sleeping gas trap</td> | |
| 296 </tr> | |
| 297 <tr> | |
| 298 <td align="middle">}</td> | |
| 299 <td> </td> | |
| 300 <td>A beartrap</td> | |
| 301 </tr> | |
| 302 <tr> | |
| 303 <td align="middle">~</td> | |
| 304 <td> </td> | |
| 305 <td>A trap that teleports you somewhere else</td> | |
| 306 </tr> | |
| 307 <tr> | |
| 308 <td align="middle">`</td> | |
| 309 <td> </td> | |
| 310 <td>A poison dart trap</td> | |
| 311 </tr> | |
| 312 <tr> | |
| 313 <td align="middle">"</td> | |
| 314 <td> </td> | |
| 315 <td>a shimmering magic pool</td> | |
| 316 </tr> | |
| 317 <tr> | |
| 318 <td align="middle">'</td> | |
| 319 <td> </td> | |
| 320 <td>An entrance to a maze</td> | |
| 321 </tr> | |
| 322 <tr> | |
| 323 <td align="middle">$</td> | |
| 324 <td> </td> | |
| 325 <td>Any magical item. (During magic detection)</td> | |
| 326 </tr> | |
| 327 <tr> | |
| 328 <td align="middle">></td> | |
| 329 <td nowrap> </td> | |
| 330 <td nowrap>A blessed magical item. (During magic detection)</td> | |
| 331 </tr> | |
| 332 <tr> | |
| 333 <td align="middle"><</td> | |
| 334 <td> </td> | |
| 335 <td>A cursed magical item. (During magic detection)</td> | |
| 336 </tr> | |
| 337 <tr> | |
| 338 <td align="middle">A letter</td> | |
| 339 <td> </td> | |
| 340 <td>A monster. Note that a given letter may signify<br> | |
| 341 multiple monsters, depending on the level of the<br> | |
| 342 dungeon. The player can always identify a current<br> | |
| 343 monster by using the identify command ('/').</td> | |
| 344 </tr> | |
| 345 </table> | |
| 346 </p> | |
| 347 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.3 The Status Section</span></strong></p> | |
| 348 <p align="justify"> | |
| 349 The bottom two lines of the screen describe the player's current status. The | |
| 350 first line gives the player's characteristics: | |
| 351 </p> | |
| 352 <ul> | |
| 353 <li> | |
| 354 <p align="justify">Intelligence (Int)</p> | |
| 355 <li> | |
| 356 <p align="justify">Strength (Str)</p> | |
| 357 <li> | |
| 358 <p align="justify">Wisdom (Wis)</p> | |
| 359 <li> | |
| 360 <p align="justify">Dexterity (Dxt)</p> | |
| 361 <li> | |
| 362 <p align="justify">Constitution (Const)</p> | |
| 363 <li> | |
| 364 <p align="justify">Charisma (Char)</p> | |
| 365 <li> | |
| 366 <p align="justify">Encumbrance (Carry)</p> | |
| 367 </li> | |
| 368 </ul> | |
| 369 <p align="justify"> | |
| 370 Intelligence, strength, wisdom, dexterity, and constitution have a normal | |
| 371 maximum of 25, but can be higher when augmented by a ring. Encumbrance is a | |
| 372 measurement of how much the player can carry versus how much he is currently | |
| 373 carrying. The more you carry relative to your maximum causes you to use more | |
| 374 food.</p> | |
| 375 <p align="justify"> | |
| 376 The second status line provides the following information: | |
| 377 </p> | |
| 378 <ul> | |
| 379 <li> | |
| 380 <p align="justify">The current level (Lvl) in the dungeon. This number | |
| 381 increases as the player goes further down.</p> | |
| 382 <li> | |
| 383 <p align="justify">How much gold (Au) the player is carrying.</p> | |
| 384 <li> | |
| 385 <p align="justify">The player's current number of hit points (Hp), followed | |
| 386 in parentheses by the player's current maximum number of hit points. Hit | |
| 387 points express the player's health. As a player heals by resting, the | |
| 388 player's current hit points gradually increase until reaching the current | |
| 389 maximum. This maximum increases each time a player attains a new experience | |
| 390 level. If the player's current hit points reach 0, the player dies.</p> | |
| 391 <li> | |
| 392 <p align="justify">The player's armor class (Ac). This number describes the | |
| 393 amount of protection provided by the armor and rings currently worn by the | |
| 394 player. Wearing no armor is equivalent to an armor class of 10. The | |
| 395 protection level increases as the armor class decreases.</p> | |
| 396 <li> | |
| 397 <p align="justify">The player's current experience level (Exp) followed by | |
| 398 the player's experience points. The player can gain experience points by | |
| 399 killing monsters, successfully stealing from monsters, and turning monsters. | |
| 400 When a player gains enough experience points to surpass a threshold that | |
| 401 depends on the player's character type, the player reaches a new experience | |
| 402 level. A new experience level brings extra hit points and possibly added | |
| 403 abilities, such as a new spell for a magician or a new prayer for a cleric.</p> | |
| 404 <li> | |
| 405 <p align="justify">A description of the player's character. This description | |
| 406 depends on the player's character type and experience level.</p> | |
| 407 </li> | |
| 408 </ul> | |
| 409 <h3 align="justify">4. COMMANDS</h3> | |
| 410 <p align="justify"> | |
| 411 A player can invoke most Rogue commands by typing a single character. Some | |
| 412 commands, however, require a direction, in which case the player types the | |
| 413 command character followed by a directional command. Many commands can be | |
| 414 prefaced by a number, indicating how many times the command should be | |
| 415 executed.</p> | |
| 416 <p align="justify"> | |
| 417 When the player invokes a command referring to an item in the player's pack | |
| 418 (such as reading a scroll), the game prompts for the item. The player should | |
| 419 then type the letter associated with the item, as displayed by the inventory | |
| 420 command. Typing a '*' at this point produces a list of the eligible items.</p> | |
| 421 <p align="center"><b><i>Rogue understands the following commands:</i></b></p> | |
| 422 <p> | |
| 423 <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table4" cellspacing="3"> | |
| 424 <tr> | |
| 425 <td align="middle" valign="top">?</td> | |
| 426 <td> </td> | |
| 427 <td>Preceding a command by a '?' produces a brief explanation of the command. The | |
| 428 command '?*' gives an explanation of all the commands.</td> | |
| 429 </tr> | |
| 430 <tr> | |
| 431 <td align="middle" valign="top">/</td> | |
| 432 <td> </td> | |
| 433 <td>Preceding a symbol by a '/' identifies the symbol.</td> | |
| 434 </tr> | |
| 435 <tr> | |
| 436 <td align="middle" valign="top">h</td> | |
| 437 <td> </td> | |
| 438 <td>Move one position to the left.</td> | |
| 439 </tr> | |
| 440 <tr> | |
| 441 <td align="middle" valign="top">j</td> | |
| 442 <td> </td> | |
| 443 <td>Move one position down.</td> | |
| 444 </tr> | |
| 445 <tr> | |
| 446 <td align="middle" valign="top">k</td> | |
| 447 <td> </td> | |
| 448 <td>Move one position up.</td> | |
| 449 </tr> | |
| 450 <tr> | |
| 451 <td align="middle" valign="top">l</td> | |
| 452 <td> </td> | |
| 453 <td>Move one position to the right.</td> | |
| 454 </tr> | |
| 455 <tr> | |
| 456 <td align="middle" valign="top">y</td> | |
| 457 <td height="21"> </td> | |
| 458 <td height="21">Move one position to the top left.</td> | |
| 459 </tr> | |
| 460 <tr> | |
| 461 <td align="middle" valign="top">u</td> | |
| 462 <td> </td> | |
| 463 <td>Move one position to the top right.</td> | |
| 464 </tr> | |
| 465 <tr> | |
| 466 <td align="middle" valign="top">b</td> | |
| 467 <td> </td> | |
| 468 <td>Move one position to the bottom left.</td> | |
| 469 </tr> | |
| 470 <tr> | |
| 471 <td align="middle" valign="top">n</td> | |
| 472 <td> </td> | |
| 473 <td>Move one position to the bottom right</td> | |
| 474 </tr> | |
| 475 <tr> | |
| 476 <td align="middle" valign="top">H</td> | |
| 477 <td> </td> | |
| 478 <td>Run to the left until reaching something interesting.</td> | |
| 479 </tr> | |
| 480 <tr> | |
| 481 <td align="middle" valign="top">J</td> | |
| 482 <td> </td> | |
| 483 <td>Run down until reaching something interesting.</td> | |
| 484 </tr> | |
| 485 <tr> | |
| 486 <td align="middle" valign="top">K</td> | |
| 487 <td> </td> | |
| 488 <td>Run up until reaching something interesting.</td> | |
| 489 </tr> | |
| 490 <tr> | |
| 491 <td align="middle" valign="top">L</td> | |
| 492 <td> </td> | |
| 493 <td>Run to the right until reaching something interesting.</td> | |
| 494 </tr> | |
| 495 <tr> | |
| 496 <td align="middle" valign="top">Y</td> | |
| 497 <td> </td> | |
| 498 <td>Run to the top left until reaching something interesting.</td> | |
| 499 </tr> | |
| 500 <tr> | |
| 501 <td align="middle" valign="top">U</td> | |
| 502 <td> </td> | |
| 503 <td>Run to the top right until reaching something interesting.</td> | |
| 504 </tr> | |
| 505 <tr> | |
| 506 <td align="middle" valign="top">B</td> | |
| 507 <td> </td> | |
| 508 <td>Run to the bottom left until reaching something interesting.</td> | |
| 509 </tr> | |
| 510 <tr> | |
| 511 <td align="middle" valign="top">N</td> | |
| 512 <td> </td> | |
| 513 <td>Run to the bottom right until reaching something interesting</td> | |
| 514 </tr> | |
| 515 <tr> | |
| 516 <td align="middle" valign="top">t</td> | |
| 517 <td> </td> | |
| 518 <td>This command, followed by a directional command, prompts for an | |
| 519 object from the players pack. The player then throws the object in the | |
| 520 specified direction.</td> | |
| 521 </tr> | |
| 522 <tr> | |
| 523 <td align="middle" valign="top">f</td> | |
| 524 <td> </td> | |
| 525 <td>When this command precedes a directional command, the player moves | |
| 526 in the specified direction until passing something interesting.</td> | |
| 527 </tr> | |
| 528 <tr> | |
| 529 <td align="middle" valign="top">z</td> | |
| 530 <td> </td> | |
| 531 <td>This command must be followed by a directional command. Rogue then | |
| 532 prompts for a wand or staff from the player's pack and zaps it in the | |
| 533 specified direction.</td> | |
| 534 </tr> | |
| 535 <tr> | |
| 536 <td align="middle" valign="top">></td> | |
| 537 <td> </td> | |
| 538 <td>Go down to the next level.</td> | |
| 539 </tr> | |
| 540 <tr> | |
| 541 <td align="middle" valign="top"><</td> | |
| 542 <td> </td> | |
| 543 <td>Go up to the next level.</td> | |
| 544 </tr> | |
| 545 <tr> | |
| 546 <td align="middle" valign="top">s</td> | |
| 547 <td> </td> | |
| 548 <td>Search for a secret door or a trap in the circle surrounding the player.</td> | |
| 549 </tr> | |
| 550 <tr> | |
| 551 <td align="middle" valign="top">.</td> | |
| 552 <td> </td> | |
| 553 <td>This command (a dot) causes the player to rest a turn.</td> | |
| 554 </tr> | |
| 555 <tr> | |
| 556 <td align="middle" valign="top">i</td> | |
| 557 <td> </td> | |
| 558 <td>Display an inventory of the player's pack.</td> | |
| 559 </tr> | |
| 560 <tr> | |
| 561 <td align="middle" valign="top">I</td> | |
| 562 <td> </td> | |
| 563 <td>This command prompts for an item from the player's pack and displays | |
| 564 the inventory information for that item.</td> | |
| 565 </tr> | |
| 566 <tr> | |
| 567 <td align="middle" valign="top">q</td> | |
| 568 <td> </td> | |
| 569 <td>Quaff a potion from the player's pack.</td> | |
| 570 </tr> | |
| 571 <tr> | |
| 572 <td align="middle" valign="top">r</td> | |
| 573 <td> </td> | |
| 574 <td>Read a scroll from the player's pack.</td> | |
| 575 </tr> | |
| 576 <tr> | |
| 577 <td align="middle" valign="top">e</td> | |
| 578 <td> </td> | |
| 579 <td>Eat some food from the player's pack.</td> | |
| 580 </tr> | |
| 581 <tr> | |
| 582 <td align="middle" valign="top">w</td> | |
| 583 <td> </td> | |
| 584 <td>Wield a weapon from the player's pack.</td> | |
| 585 </tr> | |
| 586 <tr> | |
| 587 <td align="middle" valign="top">W</td> | |
| 588 <td> </td> | |
| 589 <td>Wear some armor or miscellaneous magic item from the player's pack.</td> | |
| 590 </tr> | |
| 591 <tr> | |
| 592 <td align="middle" valign="top">T</td> | |
| 593 <td> </td> | |
| 594 <td>Take off whatever the player is wearing.</td> | |
| 595 </tr> | |
| 596 <tr> | |
| 597 <td align="middle" valign="top">P</td> | |
| 598 <td> </td> | |
| 599 <td>Put on a ring from the player's pack. The player can wear a maximum | |
| 600 of eight rings.</td> | |
| 601 </tr> | |
| 602 <tr> | |
| 603 <td align="middle" valign="top">R</td> | |
| 604 <td> </td> | |
| 605 <td>Remove a ring from the player's hand.</td> | |
| 606 </tr> | |
| 607 <tr> | |
| 608 <td align="middle" valign="top">^U</td> | |
| 609 <td> </td> | |
| 610 <td>Use a miscellaneous magic item in the player's pack.</td> | |
| 611 </tr> | |
| 612 <tr> | |
| 613 <td align="middle" valign="top">d</td> | |
| 614 <td> </td> | |
| 615 <td>Drop an item from the player's pack.</td> | |
| 616 </tr> | |
| 617 <tr> | |
| 618 <td align="middle" valign="top">c</td> | |
| 619 <td> </td> | |
| 620 <td>When the player types this command, Rogue prompts for an item from | |
| 621 the player's pack and a one-line name. Rogue then calls all similar | |
| 622 items (such as all the blue potions) by the specified name.</td> | |
| 623 </tr> | |
| 624 <tr> | |
| 625 <td align="middle" valign="top">m</td> | |
| 626 <td> </td> | |
| 627 <td>When the player types this command, Rogue prompts for an item from | |
| 628 the player's pack and a one-line name. Rogue then marks the specified | |
| 629 item with the given name.</td> | |
| 630 </tr> | |
| 631 <tr> | |
| 632 <td align="middle" valign="top">o</td> | |
| 633 <td> </td> | |
| 634 <td>Typing this command causes Rogue to display all the settable | |
| 635 options. The player can then merely examine the options or change any or | |
| 636 all of them.</td> | |
| 637 </tr> | |
| 638 <tr> | |
| 639 <td align="middle" valign="top">C</td> | |
| 640 <td> </td> | |
| 641 <td>This command, restricted to magicians and characters with | |
| 642 exceptionally high intelligence, produces a listing of the magician's | |
| 643 current supply of spells. The player can select one of the displayed | |
| 644 spells and, if the player's energy level is sufficiently high, cast it. | |
| 645 The more complicated the spell, the more energy it takes.</td> | |
| 646 </tr> | |
| 647 <tr> | |
| 648 <td align="middle" valign="top">p</td> | |
| 649 <td> </td> | |
| 650 <td>This command, restricted to clerics and characters with | |
| 651 exceptionally high wisdom, produces a listing of the cleric's known | |
| 652 prayers. The player can then offer one of these prayers to the | |
| 653 character's deity. Deities are not known for favoring characters which | |
| 654 continually pray to them, and they are most likely to answer the least | |
| 655 "ambitious" prayers.</td> | |
| 656 </tr> | |
| 657 <tr> | |
| 658 <td align="middle" valign="top">a</td> | |
| 659 <td> </td> | |
| 660 <td>This command is restricted to clerics and characters with | |
| 661 exceptionally high wisdom and must be followed by a directional command. | |
| 662 If there is an "undead" monster standing next to the player in the | |
| 663 specified direction, there is a chance the player will affect the | |
| 664 monster by causing it to flee or possibly even destroying it.</td> | |
| 665 </tr> | |
| 666 <tr> | |
| 667 <td align="middle" valign="top">^</td> | |
| 668 <td> </td> | |
| 669 <td>This command sets a trap and is most likely to succeed for a | |
| 670 character with a high dexterity, such as a thief. If the character is | |
| 671 successful, Rogue prompts the player for a type of trap and sets it | |
| 672 where the player is standing.</td> | |
| 673 </tr> | |
| 674 <tr> | |
| 675 <td align="middle" valign="top">G</td> | |
| 676 <td> </td> | |
| 677 <td>This command is restricted to thieves. It causes Rogue to display | |
| 678 all the gold on the current level.</td> | |
| 679 </tr> | |
| 680 <tr> | |
| 681 <td align="middle" valign="top">D</td> | |
| 682 <td> </td> | |
| 683 <td>Dip something into a magic pool.</td> | |
| 684 </tr> | |
| 685 <tr> | |
| 686 <td align="middle" valign="top">^T</td> | |
| 687 <td height="22"> </td> | |
| 688 <td height="22">This command is most likely to succeed for a character | |
| 689 with a high dexterity, such as a thief, and it must be followed by a | |
| 690 directional command. If there is a monster standing next to the player | |
| 691 in the specified direction, the player tries to steal an item from the | |
| 692 monster's pack. If the player is successful, the monster does not notice | |
| 693 anything, but if the player is unsuccessful, there is a chance the | |
| 694 monster will wake up.</td> | |
| 695 </tr> | |
| 696 <tr> | |
| 697 <td align="middle" valign="top">^L</td> | |
| 698 <td> </td> | |
| 699 <td>Redraw the screen.</td> | |
| 700 </tr> | |
| 701 <tr> | |
| 702 <td align="middle" valign="top">^R</td> | |
| 703 <td> </td> | |
| 704 <td>Repeat the last message that was displayed on the top line of the screen.</td> | |
| 705 </tr> | |
| 706 <tr> | |
| 707 <td align="middle" valign="top">Escape (^[)</td> | |
| 708 <td> </td> | |
| 709 <td>Typing an escape will usually cause Rogue to cancel the current command.</td> | |
| 710 </tr> | |
| 711 <tr> | |
| 712 <td align="middle" valign="top">v</td> | |
| 713 <td> </td> | |
| 714 <td>Print the current Rogue version number.</td> | |
| 715 </tr> | |
| 716 <tr> | |
| 717 <td align="middle" valign="top">!</td> | |
| 718 <td> </td> | |
| 719 <td>Escape to the shell level.</td> | |
| 720 </tr> | |
| 721 <tr> | |
| 722 <td align="middle" valign="top">S</td> | |
| 723 <td> </td> | |
| 724 <td>Quit and save the game for resumption at a later time.</td> | |
| 725 </tr> | |
| 726 <tr> | |
| 727 <td align="middle" valign="top">Q</td> | |
| 728 <td> </td> | |
| 729 <td>Quit without saving the game.</td> | |
| 730 </tr> | |
| 731 </table> | |
| 732 </p> | |
| 733 <h3 align="justify">5. IMPLICIT COMMANDS</h3> | |
| 734 <p align="justify"> | |
| 735 There is no "attack" command. If a player wishes to attack a monster, the | |
| 736 player simply tries to move onto the spot where the monster is standing. The | |
| 737 game then assumes that the player wishes to attack the monster with whatever | |
| 738 weapon the player is wielding.</p> | |
| 739 <p align="justify"> | |
| 740 When the player moves onto an item, the game automatically places the object | |
| 741 into the player's pack. If there is no room left in the pack, the game | |
| 742 announces that fact and leaves the item on the floor.</p> | |
| 743 <h3 align="justify">6. LIGHT</h3> | |
| 744 <p align="justify"> | |
| 745 Some rooms in the dungeon possess a natural light source. In other rooms and | |
| 746 in corridors the player can see only those things within a one space radius | |
| 747 from the player. These dark rooms can be lit with magical light or by a fire | |
| 748 beetle.</p> | |
| 749 <h3 align="justify">7. WEAPONS AND ARMOR</h3> | |
| 750 <p align="justify"> | |
| 751 The player can wield exactly one weapon at a time. When the player attacks a | |
| 752 monster, the amount of damage depends on the particular weapon the player is | |
| 753 wielding. To fire a projectile weapon, such as a crossbow or a short bow, | |
| 754 the player should wield the bow and "throw" the bolt or arrow at the | |
| 755 monster.</p> | |
| 756 <p align="justify"> | |
| 757 A weapon may be cursed or blessed, affecting the likelihood of hitting a | |
| 758 monster with the weapon and the damage the weapon will inflict on the | |
| 759 monster. If the player has identified a weapon, the "to hit" and "to damage" | |
| 760 bonuses appear in that order before the weapon's name in an inventory | |
| 761 listing. A positive bonus indicates a blessed weapon, and a negative bonus | |
| 762 usually indicates a cursed weapon. The player cannot release a cursed | |
| 763 weapon.</p> | |
| 764 <p align="justify"> | |
| 765 Without any armor the player has an armor class of 10. The lower the | |
| 766 player's armor class, the harder it is for a monster to hit the player, so | |
| 767 wearing armor can improve the player's armor class. A cursed suit of armor, | |
| 768 however, offers poor protection and may sometimes be worse than no armor at | |
| 769 all.</p> | |
| 770 <p align="justify"> | |
| 771 After the player has identified a suit of armor, the protection bonus | |
| 772 appears before the armor's name in an inventory listing. If the bonus is | |
| 773 positive the armor is blessed, and if it is negative, the armor is usually | |
| 774 cursed. The player cannot remove a cursed suit of armor.</p> | |
| 775 <p align="justify"> | |
| 776 Some monsters can corrode armor when they hit it. If such a monster hits the | |
| 777 player when the player is wearing metal armor, the armor loses some of its | |
| 778 protection value, but the corrosion does not curse the armor.</p> | |
| 779 <h3 align="justify">8. POTIONS AND SCROLLS</h3> | |
| 780 <p align="justify"> | |
| 781 The player can frequently find potions and scrolls in the dungeon. In any | |
| 782 given dungeon, the player can distinguish among the different types of | |
| 783 potions by a potion's color and among the different types of scrolls by a | |
| 784 scroll's name. Quaffing a potion or reading a scroll usually causes some | |
| 785 magical occurrence. Most potions and scrolls may be cursed or blessed.</p> | |
| 786 <h3 align="justify">9. RINGS</h3> | |
| 787 <p align="justify"> | |
| 788 The player can wear a maximum of eight rings, and they have a magical effect | |
| 789 on the player as long as they are worn. Some rings also speed up the | |
| 790 player's metabolism, making the player require food more often. Many rings | |
| 791 can be cursed or blessed, and the player cannot remove a cursed ring. The | |
| 792 player can distinguish among different types of rings by a ring's jewel.</p> | |
| 793 <h3 align="justify">10. WANDS AND STAVES</h3> | |
| 794 <p align="justify"> | |
| 795 Wands and staves affect the player's environment. The player can zap a wand | |
| 796 or staff at something and perhaps shoot a bolt of lightning at it or | |
| 797 teleport it away. All wands or staves of the same type are constructed with | |
| 798 the same type of wood. Some wands and staves may be cursed or blessed.</p> | |
| 799 <h3 align="justify">11. FOOD</h3> | |
| 800 <p>The player must be careful not to run out of food since moving through the | |
| 801 dungeon fighting monsters consumes a lot of energy. Starving results in the | |
| 802 player's fainting for increasingly longer periods of time, during which any | |
| 803 nearby monster can attack the player freely. </p> | |
| 804 <h3 align="justify">12. GOLD</h3> | |
| 805 <p>Gold has one use in a dungeon: buying things. One can buy things in two ways, | |
| 806 either in a trading post or from a quartermaster. A trading post is a place | |
| 807 "between levels" of the dungeon and can be entered by stepping on the entrance. | |
| 808 A quartermaster is a person who will sometimes appear and will try to sell the | |
| 809 player some of his wares. These wares are never cursed and frequently blessed, | |
| 810 though blessed goods cost more than normal goods. If the player chooses to buy | |
| 811 one of the quartermaster's items, the quartermaster trades the item for the | |
| 812 specified amount of gold and disappears. Attacking a quartermaster causes him to | |
| 813 vanish without offering a trade. </p> | |
| 814 <h3 align="justify">13. MISCELLANEOUS MAGIC ITEMS</h3> | |
| 815 <p align="justify"> | |
| 816 Miscellaneous items such as a pair of boots or a book may be found within | |
| 817 the dungeon. These items can usually be used to the player's advantage | |
| 818 (assuming they are not cursed). Some of these items can be worn, such as a | |
| 819 cloak, while others are to be used, such as a book.</p> | |
| 820 <h3 align="justify">14. ARTIFACTS</h3> | |
| 821 <p align="justify"> | |
| 822 Some monsters down in the depths of the dungeon carry unique artifacts. The | |
| 823 game begins as a quest to retrieve one of these items. Each artifact appears | |
| 824 only on its owner's person.</p> | |
| 825 <h3 align="justify">15. TRAPS</h3> | |
| 826 <p align="justify"> | |
| 827 A variety of traps, including trap doors, bear traps, and sleeping | |
| 828 traps, are hidden in the dungeon. They remain hidden until sprung by a | |
| 829 monster or the player. A sprung trap continues to function, but since it is | |
| 830 visible, an intelligent monster is not likely to tread on it.</p> | |
| 831 <h3 align="justify">16. THE MONSTERS</h3> | |
| 832 <p align="justify"> | |
| 833 Each monster except for the merchant quartermaster appears in a limited | |
| 834 range of dungeon levels. All monsters of the same type share the same | |
| 835 abilities; all giant rats, for example, can give the player a disease, and | |
| 836 all jackalweres can put the player to sleep. Monsters of the same type can | |
| 837 vary, however, such that one kobold may be much more difficult to kill than | |
| 838 another one. In general, the more difficult it is to kill a monster, the | |
| 839 more experience points the monster is worth.</p> | |
| 840 <p align="justify"> | |
| 841 Most monsters attack by biting and clawing, but some monsters carry weapons, | |
| 842 including such projectile weapons as short bows and crossbows, and some | |
| 843 monsters have breath weapons. These latter monsters can attack the player | |
| 844 from across a room or down a corridor.</p> | |
| 845 <p align="justify"> | |
| 846 Some monsters are more intelligent than others, and the more intelligent a | |
| 847 monster, the more likely that the monster will run away if it is about to | |
| 848 die. A fleeing monster will not attack the player unless cornered.</p> | |
| 849 <p align="justify">As the player moves down in the dungeon, the monsters get | |
| 850 more powerful. Deep down in the dungeon there exist some one-of-a-kind monsters. | |
| 851 These monsters are greatly feared. However, once a "unique monster" is killed, | |
| 852 the player will not find another in the current dungeon.</p> | |
| 853 <h3 align="justify">17. OPTIONS</h3> | |
| 854 <p align="justify"> | |
| 855 Rogue has several options which may be set by the player: | |
| 856 </p> | |
| 857 <p> | |
| 858 <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table5" cellspacing="3"> | |
| 859 <tr> | |
| 860 <td valign="top">terse</td> | |
| 861 <td> </td> | |
| 862 <td>Setting this Boolean option results in shorter messages appearing on | |
| 863 the top line of the screen.</td> | |
| 864 </tr> | |
| 865 <tr> | |
| 866 <td valign="top">jump</td> | |
| 867 <td> </td> | |
| 868 <td>Setting this Boolean option results in waiting until the player has | |
| 869 finished running to draw the player's path. Otherwise the game always | |
| 870 displays the path one step at a time.</td> | |
| 871 </tr> | |
| 872 <tr> | |
| 873 <td valign="top">step</td> | |
| 874 <td> </td> | |
| 875 <td>Setting this Boolean option results in most listings, such as an | |
| 876 inventory, appearing one item at a time on the top line of the screen. | |
| 877 When this option is not set, the game clears the screen, displays the | |
| 878 list, and then redraws the dungeon.</td> | |
| 879 </tr> | |
| 880 <tr> | |
| 881 <td valign="top">flush</td> | |
| 882 <td> </td> | |
| 883 <td>Setting this Boolean option results in flushing all type ahead | |
| 884 (pending) commands when the player encounters a monster.</td> | |
| 885 </tr> | |
| 886 <tr> | |
| 887 <td valign="top">askme</td> | |
| 888 <td nowrap> </td> | |
| 889 <td>Setting this Boolean option results in the game prompting the player | |
| 890 for a name upon encountering a new type of scroll, potion, ring, staff, | |
| 891 or wand.</td> | |
| 892 </tr> | |
| 893 <tr> | |
| 894 <td valign="top">name</td> | |
| 895 <td> </td> | |
| 896 <td>This string is the player's name and defaults to the player's | |
| 897 account name.</td> | |
| 898 </tr> | |
| 899 <tr> | |
| 900 <td valign="top">fruit</td> | |
| 901 <td> </td> | |
| 902 <td>This string identifies the player's favorite fruit, sometimes | |
| 903 encountered in the dungeon. It defaults to slime-mold.</td> | |
| 904 </tr> | |
| 905 <tr> | |
| 906 <td valign="top">file</td> | |
| 907 <td> </td> | |
| 908 <td>This string, which defaults to rogue.save, specifies the file to use | |
| 909 for saving the game.</td> | |
| 910 </tr> | |
| 911 <tr> | |
| 912 <td valign="top">score</td> | |
| 913 <td> </td> | |
| 914 <td>This string identifies the top-ten score file to use for the game.</td> | |
| 915 </tr> | |
| 916 <tr> | |
| 917 <td valign="top">class</td> | |
| 918 <td> </td> | |
| 919 <td>This option specifies the character class of the rogue. It can be | |
| 920 set only in the ROGUEOPTS environment variable.</td> | |
| 921 </tr> | |
| 922 </table> | |
| 923 </p> | |
| 924 <p align="justify"> | |
| 925 The player can set options at the beginning of a game via the ROGUEOPTS | |
| 926 environment variable. Naming a Boolean option sets it, and preceding the | |
| 927 Boolean option name by "no" clears it. The syntax "stringoption=name" sets a | |
| 928 string option to "name." So setting ROGUEOPTS to "terse, jump, nostep, | |
| 929 flush, askme, name=Ivan the Terrible, fruit=pomegranate" would set the | |
| 930 terse, jump, flush, and askme Boolean options, clear the step Boolean | |
| 931 option, set the player's name to "Ivan the Terrible," set the player's | |
| 932 favorite fruit to a pomegranate, and use the defaults for the save file and | |
| 933 the score file.</p> | |
| 934 <p align="justify"> | |
| 935 The player may change an option at any time during the game via the option | |
| 936 command, which results in a listing of the current options. Typing a new | |
| 937 value changes the option, a RETURN moves to the next option, a '-' moves to | |
| 938 the previous option, and an ESCAPE returns the player to the dungeon.</p> | |
| 939 <h3 align="justify">18. SCORING</h3> | |
| 940 <p>The player receives experience points for stealing items from monsters, | |
| 941 turning monsters (a clerical ability), and killing monsters. When the player | |
| 942 gets killed, the player's score equals the player's experience points. A player | |
| 943 who quits gets a score equal to the player's experience points and gold. If the | |
| 944 player makes it back up out of the dungeon, the player's score equals the | |
| 945 player's experience points plus the gold the player carried and the gold | |
| 946 received from selling the player's possessions. Rogue maintains a list of the | |
| 947 top ten scores to date, together with the name of the player obtaining the | |
| 948 score, the level where the player finished, and the manner in which the player | |
| 949 ended the game.</p> | |
| 950 <h3 align="justify">19. ACKNOWLEDGEMENTS</h3> | |
| 951 <p align="justify"> | |
| 952 This version of Rogue is based on a version developed at the University of | |
| 953 California at Berkeley by Michael Toy and Ken Arnold.</p> |
