comparison arogue7/aguide.mm @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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1 .\"
2 .\" aguide.mm
3 .\"
4 .\" Advanced Rogue
5 .\" Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
6 .\" All rights reserved.
7 .\"
8 .\" Based on "Rogue: Exploring the Dungeons of Doom"
9 .\" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
10 .\" All rights reserved.
11 .\"
12 .\" See the file LICENSE.TXT for full copyright and licensing information.
13 .\"
14 .tr ~
15 .nr Pt 1
16 .ds HF 3 2 2 2 2 2 2
17 .TL
18 The Dungeons of Doom
19 .AF Toolchest
20 .AU " "
21 .AS 1
22 .P
23 Rogue was introduced at the University of California at Berkeley as a
24 screen-oriented fantasy game.
25 The game had 26 types of monsters that the player could meet while
26 exploring a dungeon generated by the computer.
27 Scrolls, potions, rings, wands, staves, armor, and weapons helped the
28 player to battle these monsters and to gain gold, the basis for scoring.
29 .P
30 The version of Rogue described in this guide has been expanded to include
31 over 110 monsters with many new capabilities.
32 Many of the monsters are intelligent, and they, like the player, must avoid
33 traps and decide when it is better to fight or to run.
34 The player chooses a character class at the beginning of the game which
35 defines the player's abilities.
36 Experience, rather than gold, decides the player's score.
37 .AE
38 .MT 4
39 .H 1 INTRODUCTION
40 Rogue is a screen-oriented fantasy game set in the ever-changing
41 \fIDungeons of Doom\fR.
42 The game comes complete with monsters, spells, weapons, armor, potions,
43 and other magical items.
44 The dungeon's geography changes with every game, and although many magical
45 items have certain identifiable properties, such as turning the player
46 invisible, the physical manifestation of the magic changes each game.
47 A red potion, for example, will cause the same reaction throughout
48 a given game, but it may be a completely different potion in a new game.
49 .P
50 Entering the dungeon with only a little food, armor, and a weapon, the player
51 must develop a good strategy of when
52 to fight, when to run, and how to best use any magical items found
53 in the dungeon.
54 To make things interesting, the player has a quest to return one of
55 several unique artifacts, rumored to lie deep in the dungeon's bowels.
56 Returning with this artifact brings great glory and the title of
57 \fIComplete Winner\fR.
58 But even after finding the artifact, the player may wish to continue
59 further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a
60 \fIdeity\fR found far down in the dungeon.
61 Defeating such a creature will gain the player many experience points,
62 the basis for scoring in Rogue.
63 .P
64 It is very difficult to return from the \fIDungeons of Doom\fR.
65 Few people ever make it out alive.
66 Should this unlikely event occur, the player would be proclaimed a
67 complete winner and handsomely rewarded for any booty removed from the
68 dungeon.
69 .H 1 "CHARACTER CLASSES"
70 Before placing the player in the dungeon, the game requests the player
71 to select what type of character they would like to be:~ a fighter, a magic user, a cleric,
72 a druid, a thief, a paladin, a ranger, a monk, or an assassin.
73 .H 2 "The Fighter"
74 A fighter is very strong and will have a high strength rating.
75 This great strength gives a fighter the best odds of
76 winning a battle with a monster.
77 At high experience levels the \fIfighter\fR also gets to attack
78 multiple times in a single turn.
79 This obviously further increases his chances at winning battles.
80 Intrinsic to the fighter class is a robustness which results in
81 1 to 12 extra hit points for every new experience
82 level.
83 .H 2 "The Magician"
84 A Magician is able to "cast" spells.
85 The number and variety of spells increases as
86 the magician gains experience and intelligence.
87 Magic users are not as hearty as fighters;
88 they receive 1 to 6 extra hit
89 points for every new experience level.
90 .H 2 "The Cleric"
91 A cleric is able to "pray" to his god for help.
92 The number and variety of prayers which the gods are willing to grant to
93 a cleric increase as the cleric gains experience and wisdom.
94 .P
95 Because of their religious nature, clerics can also affect the "undead"
96 beings, like \fIzombies\fR and \fIghouls\fR, which became monsters after they
97 died.
98 If an "undead" creature is next to a cleric, the cleric may try
99 to turn it and cause it to flee.
100 If the cleric is sufficiently powerful relative to the monster,
101 the cleric will destroy it.
102 This ability increases as the character gains experience levels.
103 .P
104 Clerics can gain from 1 to 8 extra hit points on
105 reaching a new experience level.
106 .H 2 "The Druid"
107 The druid is a cleric of sorts but worships nature rather than a god.
108 The druid is able to "chant" and thereby recieve certain types
109 of spells. Most of the chants are targeted more towards the
110 elements and nature.
111 .P
112 Druids gain from 1 to 8 hit points when they gain an experience level.
113 .H 2 "The Thief"
114 A thief is exceptionally dextrous and has a good chance to
115 set a trap or rob a monster.
116 .P
117 By their nature, thieves can automatically detect all the gold on the
118 current level of the dungeon.
119 They are also good at detecting hidden traps.
120 Because thieves slink along, they are not as likely as other characters
121 to wake sleeping monsters.
122 If a \fIthief\fR manages to sneak up on a creature without waking it, he
123 will get a chance to \fIbackstab\fR the monster. When this is done,
124 the damage done by the \fIthief\fR greatly increases based on his experience
125 level.
126 .P
127 Thieves gain from 1 to 6 extra hit points from a new experience level.
128 .H 2 "The Paladin"
129 The paladin is a type of holy warrior. Somewhat of a cross between a
130 fighter and a cleric. He is able to pray and turn undead as a cleric,
131 (but to a lesser degree) but fights as a fighter. He is on the side of
132 all that is good and righteous. Therefore he would never attack a
133 creature that would not attack him first. If he does kill a non-violent
134 creature inadvertantly he will feel "uneasy" and his god may retaliate
135 by making him a mere fighter.
136 .P
137 Paladins gain 1 to 10 hit points per experience level.
138 .H 2 "The Ranger"
139 The ranger is somewhat of a cross between a druid and a fighter. He
140 too is on the side of righteousness and good. Therefore, the same
141 same restrictions apply to his as they do to a paladin. The ranger
142 can "chant" and "cast" but to a lesser degree than the druid and
143 magician.
144 .P
145 Rangers gain 1 to 8 hit points per experience level.
146 .H 2 "The Monk"
147 The Monk is a martial arts expert. He wears no armor but has
148 an effective armor class based on his ability to dodge attacks.
149 He does not need a weapon in combat for his hands and feet are
150 a formidable weapon. His ability to dodge and use his hands
151 as weapons increases as he gains in level.
152 .P
153 Monks gain 1 to 6 hit points per experience level.
154 .H 2 "The Assassin"
155 The assassin is a person trained in the art of killing people
156 by surprise. He has most of the abilities of the thief except
157 the "backstab". Instead, the assassin has the chance to kill
158 an opponent outright with one strike. He is also a ruthless
159 character and trained in the use of poison. He can recognize
160 poison on sight and can coat his weapon with it thereby making
161 his next attack an exceptionally lethal one.
162 .P
163 Assassins gain 1 to 6 hit points per experience level.
164 .H 1 "ATTRIBUTES"
165 .H 2 "Intelligence"
166 Intelligence is the primary attribute associated with casting
167 spells. With higher intelligence comes the knowledge of more
168 spells, the ability to cast more spells, and faster recovery
169 of spells that have been cast.
170 .H 2 "Strength"
171 This is, of course, the measure of a character's physical strength.
172 With higher strength a character can carry more, cause more damage
173 when striking, have a better chance to strike an opponent, and
174 move about more quickly when carrying a load.
175 .H 2 "Wisdom"
176 Wisdom is the primary attribute associated with Praying
177 to a god. With higher wisdom comes the knowledge of more
178 prayers, the ability to pray more often, and faster recovery
179 of prayer ability.
180 .H 2 "Dexterity"
181 Dexterity is a measure of a character's agility. With higher dexterity
182 a character is harder to hit, can hit a opponent more easily, and
183 can move about more quickly when carrying a load.
184 .H 2 Constitution
185 Every character has a constitution rating.
186 A character with an exceptionally good constitution will gain more than
187 the normal amount of hit points associated with the character's class
188 when the character reaches a new experience level. Exceptional constitution
189 also provides better protection versus poison-based attacks and diseases.
190 .H 2 "Charisma"
191 Charisma is a measure of a characters looks and general likeableness.
192 It effects transactions when trying to purchase things.
193 .H 2 "Experience Levels"
194 Characters gain experience for killing monsters, stealing from monsters,
195 and turning monsters.
196 Each character class has a set of thresholds associated with it.
197 When a character reaches a threshold, the character attains the next
198 experience level.
199 This new level brings extra hit points and a greater chance of success
200 in performing the abilities associated with the character's class.
201 For example, magicians receive new spells, and clerics receive new prayers.
202 .P
203 .H 2 "Allocating Attributes"
204 The player starts with 72 "attribute points" to create a character and
205 can distribute them in any manner among the six attributes described
206 above.
207 When prompting the player for each attribute, the game displays the
208 minimum and maximum allowable values for that attribute.
209 The player can type a backspace (control-H) to go back and change
210 a value; typing an escape (ESC) sets the remaining attributes to
211 the maximum value possible given the remaining attribute points.
212 .H 1 "THE SCREEN"
213 During the normal course of play, the screen consists of three separate
214 sections:~ the top line of the terminal, the bottom two lines of the
215 terminal, and the remaining middle lines.
216 The top line reports actions which occur during the game, the middle
217 section depicts the dungeon, and the bottom lines describe the player's
218 current condition.
219 .H 2 "The Top Line"
220 Whenever anything happens to the player, such as finding a scroll or
221 hitting or being hit by a monster, a short report of the occurrence
222 appears on the top line of the screen.
223 When such reports occur quickly, one right after another,
224 the game displays the notice followed by the prompt '\(emMore\(em.'~
225 After reading this notice, the player can press a space to display
226 the next message.
227 At such a point, the game ignores all commands until the player presses
228 a space.
229 .H 2 "The Dungeon Section"
230 The large middle section of the screen displays the player's surroundings using
231 the following symbols:
232 .tr ~~
233 .VL 10
234 .LI |
235 A wall of a room.
236 .LI -
237 A wall of a room.
238 .LI *
239 A pile of gold.
240 .LI %
241 A way to the next level.
242 .LI +
243 A doorway.
244 .LI .
245 The floor in a room.
246 .LI @
247 The player.
248 .LI _
249 The player, when invisible.
250 .LI #
251 The floor in a passageway.
252 .LI !
253 A flask containing a potion.
254 .LI ?
255 A sealed scroll.
256 .LI :
257 Some food.
258 .LI )
259 A weapon.
260 .LI \
261 Solid rock (denoted by a space).
262 .LI ]
263 Some armor.
264 .LI ;
265 A miscellaneous magic item
266 .LI ,
267 An artifact
268 .LI =
269 A ring.
270 .LI /
271 A wand or a staff.
272 .LI ^
273 The entrance to a trading post
274 .LI >
275 A trapdoor leading to the next level
276 .LI {
277 An arrow trap
278 .LI $
279 A sleeping gas trap
280 .LI }
281 A beartrap
282 .LI ~
283 A trap that teleports you somewhere else
284 .LI \`
285 A poison dart trap
286 .LI \fR"\fR
287 A shimmering magic pool
288 .LI \'
289 An entrance to a maze
290 .LI $
291 Any magical item. (During magic detection)
292 .LI >
293 A blessed magical item. (During magic detection)
294 .LI <
295 A cursed magical item. (During magic detection)
296 .LI A\ letter
297 A monster.
298 Note that a given letter may signify multiple monsters,
299 depending on the level of the dungeon.
300 The player can always identify a current monster by using
301 the identify command ('\fB/\fR').
302 .LE
303 .tr ~
304 .H 2 "The Status Section"
305 The bottom two lines of the screen describe the player's current status.
306 The first line gives the player's characteristics:
307 .BL
308 .LI
309 Intelligence (\fBInt\fR)
310 .LI
311 Strength (\fBStr\fR)
312 .LI
313 Wisdom (\fBWis\fR)
314 .LI
315 Dexterity (\fBDxt\fR)
316 .LI
317 Constitution (\fBConst\fR)
318 .LI
319 Charisma (\fBChar\fR)
320 .LI
321 Encumberance (\fBCarry\fR)
322 .LE
323 .P
324 Intelligence, strength, wisdom, dexterity, charisma, and constitution have a
325 normal maximum of 25, but can be higher when augmented by a ring.
326 Encumberance is a measurement of how much the player can carry versus
327 how much he is currently carrying. The more you carry relative to your
328 maximum causes you to use more food.
329 .P
330 The second status line provides the following information:
331 .BL
332 .LI
333 The current level (\fBLvl\fR) in the dungeon. This number increases as the
334 player goes further down.
335 .LI
336 The player's current number of hit points (\fBHp\fR), followed in parentheses
337 by the player's current maximum number of hit points.
338 Hit points express the player's health.
339 As a player heals by resting, the player's current hit points gradually
340 increase until reaching the current maximum.
341 This maximum increases each time a player attains a new experience level.
342 If the player's current hit points reach 0, the player dies.
343 .LI
344 The player's armor class (\fBAc\fR).
345 This number describes the amount of protection provided by the armor, cloaks,
346 and/or rings currently worn by the player.
347 It is also affected by high or low dexterity.
348 Wearing no armor is equivalent to an armor class of 10.
349 The protection level increases as the armor class decreases.
350 .LI
351 The player's current experience level (\fBExp\fR) followed by the player's
352 experience points.
353 The player can gain experience points by killing monsters, successfully
354 stealing from monsters, and turning monsters.
355 When a player gains enough experience points to surpass a threshold that
356 depends on the player's character type, the player reaches a new
357 experience level.
358 A new experience level brings extra hit points and possibly added
359 abilities, such as a new spell for a magician or a new prayer for
360 a cleric.
361 .LI
362 A description of the player's character.
363 This description depends on the player's character type and experience
364 level.
365 .LE
366 .H 1 COMMANDS
367 A player can invoke most Rogue commands by typing a single character.
368 Some commands, however, require a direction, in which case the player
369 types the command character followed by a directional command.
370 Many commands can be prefaced by a number, indicating how many times
371 the command should be executed.
372 .P
373 When the player invokes a command referring to an item in the player's
374 pack (such as reading a scroll), the game prompts for the item.
375 The player should then type the letter associated with the item, as
376 displayed by the \fBinventory\fR command.
377 Typing a '*' at this point produces a list of the eligible items.
378 .P
379 Rogue understands the following commands:~
380 .VL 4
381 .LI ?
382 Preceding a command by a '\fB?\fR' produces a brief explanation of the command.
383 The command '\fB?*\fR' gives an explanation of all the commands.
384 .LI /
385 Preceding a symbol by a '\fB/\fR' identifies the symbol.
386 .LI =
387 Clarify.
388 After typing an '\fB=\fR' sign, the player can use the movement keys to
389 position the cursor anywhere on the current level.
390 As long as the player can normally see the selected position, Rogue will
391 identify whatever is at that space.
392 Examples include a \fIsleeping giant rat\fR, a \fIblue potion\fR, and a \fIfood
393 ration\fR.
394 .LI h
395 Move one position to the left.
396 .LI j
397 Move one position down.
398 .LI k
399 Move one position up.
400 .LI l
401 Move one position to the right.
402 .LI y
403 Move one position to the top left.
404 .LI u
405 Move one position to the top right.
406 .LI b
407 Move one position to the bottom left.
408 .LI n
409 Move one position to the bottom right.
410 .LI H
411 Run to the left until reaching something interesting.
412 .LI J
413 Run down until reaching something interesting.
414 .LI K
415 Run up until reaching something interesting.
416 .LI L
417 Run to the right until reaching something interesting.
418 .LI Y
419 Run to the top left until reaching something interesting.
420 .LI U
421 Run to the top right until reaching something interesting.
422 .LI B
423 Run to the bottom left until reaching something interesting.
424 .LI N
425 Run to the bottom right until reaching something interesting.
426 .LI t
427 This command prompts for an object from the players pack.
428 The player then \fBt\fRhrows the object in the specified direction.
429 .LI f
430 When this command precedes a directional command, the player moves
431 in the specified direction until passing something interesting.
432 .LI z
433 This command prompts for a wand or staff from the player's pack and
434 \fBz\fRaps it in the specified direction.
435 .LI >
436 Go down to the next level.
437 .LI <
438 Go up to the next level.
439 .LI s
440 \fBS\fRearch for a secret door or a trap in the circle surrounding the player.
441 .LI .
442 This command (a dot) causes the player to rest a turn.
443 .LI i
444 Display an \fBi\fRnventory of the player's pack.
445 .LI I
446 This command prompts for an item from the player's pack and displays
447 the \fBi\fRnventory information for that item.
448 .LI q
449 \fBQ\fRuaff a potion from the player's pack.
450 .LI r
451 \fBR\fRead a scroll from the player's pack.
452 .LI e
453 \fBE\fRat some food from the player's pack.
454 .LI w
455 \fBW\fRield a weapon from the player's pack.
456 .LI W
457 \fBW\fRear some armor, ring, or miscellaneous magic item from the player's pack.
458 The player can wear a maximum of eight rings.
459 .LI T
460 \fBT\fRake off whatever the player is wearing.
461 .LI ^U
462 \fBU\fRse a magic item in the player's pack.
463 .LI d
464 \fBD\fRrop an item from the player's pack.
465 .LI P
466 \fBP\fRick up the items currently under the player.
467 .LI ^N
468 When the player types this command, Rogue prompts for a monster or an item
469 from the player's pack and a one-line \fBn\fRame.
470 For monsters, the player can use the movement keys to position the cursor
471 over the desired monster, and Rogue will use the given \fBn\fRame to refer
472 to that monster.
473 For items, Rogue gives all similar items (such as all the blue potions)
474 the specified \fBn\fRame.
475 .LI m
476 When the player types this command, Rogue prompts for an item from the
477 player's pack and a one-line name.
478 Rogue then \fBm\fRarks the specified item with the given name.
479 .LI o
480 Typing this command causes Rogue to display all the settable \fBo\fRptions.
481 The player can then merely examine the options or change any or all of them.
482 .LI C
483 This command, restricted to magicians and rangers
484 produces a listing of the current supply of spells.
485 The player can select one of the displayed spells and, if the player's
486 energy level is sufficiently high, \fBC\fRast it.
487 The more complicated the spell, the more energy it takes.
488 .LI c
489 This command, restricted to druids and rangers
490 produces a listing of the current supply of chants.
491 The player can select one of the displayed chants and, if the player's
492 energy level is sufficiently high, \fBc\fRhant it.
493 The more complicated the spell, the more energy it takes.
494 .LI p
495 This command, restricted to clerics and paladins,
496 produces a listing of the character's known \fBp\fRrayers.
497 The player can then offer one of these prayers to the character's deity.
498 Deities are not known for favoring characters which continually pray
499 to them, and they are most likely to answer the least "ambitious" prayers.
500 .LI a
501 This command is restricted to clerics and paladins
502 must be followed by a directional command.
503 If there is an "undead" monster standing next to the player in the
504 specified direction, there is a chance the player will \fBa\fRffect the
505 monster by causing it to flee or possibly even destroying it.
506 .LI *
507 Count the gold in the player's pack.
508 .LI ^
509 This command sets a trap and is limited to thieves and assassins.
510 If the character is successful, Rogue prompts the player for a type of trap
511 and sets it where the player is standing.
512 .LI G
513 This command is restricted to thieves and assassins.
514 It causes Rogue to display all the gold on the current level.
515 .LI D
516 \fBD\fRip something into a magic pool.
517 .LI ^T
518 This command is restricted to thieves and assassins.
519 It must be followed by a directional command.
520 If there is a monster standing next to the player in the specified direction,
521 the player tries to \fBs\fRteal an item from the monster's pack.
522 If the player is successful, the monster does not notice anything, but if
523 the player is unsuccessful, there is a chance the monster will wake up.
524 .LI ^L
525 Redraw the screen.
526 .LI ^R
527 \fBR\fRepeat the last message that was displayed on the top line of the screen.
528 .LI ^[
529 Typing an escape will usually cause Rogue to cancel the current command.
530 .LI v
531 Print the current Rogue \fBv\fRersion number.
532 .LI !
533 Escape to the shell.
534 .LI S
535 Quit and \fBs\fRave the game for resumption at a later time.
536 .LI Q
537 \fBQ\fRuit without saving the game.
538 .LE
539 .H 1 "IMPLICIT COMMANDS"
540 There is no "attack" command.
541 If a player wishes to attack a monster, the player simply tries to
542 move onto the spot where the monster is standing.
543 The game then assumes that the player wishes to attack the monster
544 with whatever weapon the player is wielding.
545 .P
546 When the player moves onto an item, the game automatically places the
547 object into the player's pack.
548 If there is no room left in the pack, the game announces that fact and
549 leaves the item on the floor.
550 .H 1 TIME
551 All actions except for purely bookkeeping commands, such as taking an
552 inventory, take time.
553 The amount of time varies with the command.
554 Swinging a weapon, for example, takes more time than simply moving;
555 so a monster could move several spaces in the time it takes the player
556 to make one attack.
557 The time it takes to swing a weapon also varies based on the bulk of the
558 weapon, and the time it takes to simply move a space varies with the type
559 of armor worn.
560 Movement is always faster when flying.
561 .P
562 Since actions take time, some of them can be disrupted.
563 If the player is casting a spell, for example, and gets hit before finishing
564 it, the spell is lost.
565 Similarly, the player might choke if hit while trying to eat.
566 Of course, the same rule applies when the player hits a monster.
567 .P
568 Magical hasting (or slowing) will decrease (or increase) the time it takes
569 to perform an action.
570 .H 1 LIGHT
571 Some rooms in the dungeon possess a natural light source.
572 In other rooms and in corridors the player can see only those things
573 within a one space radius from the player.
574 These dark rooms can be lit with magical light or by a \fIfire beetle\fR.
575 .H 1 "WEAPONS AND ARMOR"
576 The player can wield exactly one weapon at a time.
577 When the player attacks a monster, the amount of damage depends on the
578 particular weapon the player is wielding.
579 To fire a projectile weapon, such as a crossbow or a short bow, the player
580 should wield the bow and "throw" the bolt or arrow at the monster.
581 .P
582 A weapon may be cursed or blessed, affecting the likelihood of hitting a
583 monster with the weapon and the damage the weapon will inflict on the monster.
584 If the player has identified a weapon, the "to hit" and "to damage" bonuses
585 appear in that order before the weapon's name in an inventory listing.
586 A positive bonus indicates a blessed weapon, and a negative bonus usually
587 indicates a cursed weapon.
588 The player cannot release a cursed weapon.
589 .P
590 Without any armor the player has an armor class of 10.
591 The lower the player's armor class, the harder it is for a monster to hit
592 the player, so
593 wearing armor can improve the player's armor class.
594 A cursed suit of armor, however, offers poor protection and may sometimes be
595 worse than no armor at all.
596 .P
597 After the player has identified a suit of armor, the protection bonus appears
598 before the armor's name in an inventory listing.
599 If the bonus is positive the armor is blessed, and if it is negative, the
600 armor is usually cursed.
601 The player cannot remove a cursed suit of armor.
602 .P
603 Some monsters can corrode armor when they hit it.
604 If such a monster hits the player when the player is wearing metal armor,
605 the armor loses some of its protection value, but the corrosion does not
606 curse the armor.
607 This corrosive property can also apply to weapons when the player hits
608 such a monster.
609 .H 1 "POTIONS AND SCROLLS"
610 The player can frequently find potions and scrolls in the dungeon.
611 In any given dungeon, the player can distinguish among the different types
612 of potions by a potion's color and among the different types of scrolls
613 by a scroll's name.
614 Quaffing a potion or reading a scroll usually causes some magical occurrence.
615 Most potions and scrolls may be cursed or blessed.
616 .H 1 RINGS
617 The player can wear a maximum of eight rings, and
618 they have a magical effect on the player as long as they are worn.
619 Some rings also speed up the player's metabolism, making the player require
620 food more often.
621 Many rings can be cursed or blessed, and the player cannot remove a
622 cursed ring.
623 The player can distinguish among different types of rings by a ring's jewel.
624 .H 1 "WANDS AND STAVES"
625 Wands and staves affect the player's environment.
626 The player can zap a wand or staff at something and perhaps shoot a bolt
627 of lightning at it or teleport it away.
628 All wands or staves of the same type are constructed with the same type of wood.
629 Some wands and staves may be cursed or blessed.
630 .H 1 FOOD
631 The player must be careful not to run out of food since moving through the
632 dungeon fighting monsters consumes a lot of energy.
633 Starving results in the player's fainting for increasingly longer periods
634 of time, during which any nearby monster can attack the player freely.
635 .P
636 Food comes in the form of standard rations and as a variety of berries.
637 Some berries have side effects in addition to satisfying one's hunger.
638 .H 1 GOLD
639 Gold has one use in a dungeon:~ buying things.
640 One can buy things in two ways, either in a \fItrading post\fR or from a
641 \fIquartermaster\fR.
642 A trading post is a place that sometimes occurs "between levels" of the
643 dungeon and can be entered by stepping on the entrance.
644 A quartermaster is a person who will sometimes appear and
645 will try to sell the player some of his wares.
646 These wares are never cursed and frequently blessed, though blessed goods
647 cost more than normal goods.
648 If the player chooses to buy one of the quartermaster's items, the
649 quartermaster trades the item for the specified amount of gold and
650 disappears.
651 Attacking a quartermaster causes him to vanish without offering
652 a trade.
653 .P
654 The player starts the game in a trading post with a class-dependent allotment
655 of gold.
656 Although there are restrictions on the use of some items (eg. only fighters,
657 paladins, and rangers can wield two-handed swords), the market will happily
658 sell the player anything that he can afford.
659
660 .H 1 "MISCELLANEOUS MAGIC ITEMS"
661 Miscellaneous items such as a pair of boots or a book may be found within the
662 dungeon.
663 These items can usually be used to the player's advantage (assuming they are
664 not cursed).
665 Some of these items can be worn, such as a cloak, while others are to be used,
666 such as a book.
667 .H 1 "ARTIFACTS"
668 Some monsters down in the depths of the dungeon carry unique artifacts.
669 The game begins as a quest to retrieve one of these items.
670 Each artifact appears only on its owner's person.
671 These items also can usually be used to the player's advantage. However,
672 care must be taken when handling them for they are intelligent and will
673 reject mishandling or abuse. These items consume food and merely carrying
674 them will result in increased food use.
675 .H 1 TRAPS
676 A variety of traps, including trap doors, bear traps, and sleeping traps, are
677 hidden in the dungeon.
678 They remain hidden until sprung by a monster or the player.
679 A sprung trap continues to function, but since it is visible, an intelligent
680 monster is not likely to tread on it.
681 .H 1 "THE MONSTERS"
682 Each monster except for the merchant \fIquartermaster\fR appears in
683 a limited range of dungeon levels.
684 All monsters of the same type share the same abilities;
685 all \fIgiant rats\fR, for example, can give the player a disease, and
686 all \fIjackalweres\fR can put the player to sleep.
687 Monsters of the same type can vary, however, such that one \fIkobold\fR
688 may be much more difficult to kill than another one.
689 In general, the more difficult it is to kill a monster, the more
690 experience points the monster is worth.
691 .P
692 Most monsters attack by biting and clawing, but some monsters carry
693 weapons, including such projectile weapons as short bows and crossbows,
694 and some monsters have breath weapons.
695 Some monsters even use magical items, such as wands.
696 Monsters with distance weapons or magic can attack the player from across a room
697 or down a corridor.
698 .P
699 Some monsters are more intelligent than others, and the more intelligent
700 a monster, the more likely that the monster will run away if it is about
701 to die.
702 A fleeing monster will not attack the player unless cornered.
703 .P
704 It is sometimes possible to enlist a monster's aid.
705 Reading a \fIcharm monster\fR scroll, for example, or singing a \fIcharm
706 monster\fR chant can make a monster believe the player is its friend.
707 A charmed monster will fight hostile monsters for the player as long as they are
708 not of its race.
709 .P
710 As the player moves down in the dungeon, the monsters get more powerful.
711 Deep down in the dungeon there exist some one-of-a-kind monsters.
712 These monsters are greatly feared.
713 However, once a "unique monster" is killed, the player will not find
714 another in the current dungeon.
715 .H 1 OPTIONS
716 Rogue has several options which may be set by the player:~
717 .VL 7
718 .LI \fBterse\fR
719 Setting this Boolean option results in shorter messages appearing on
720 the top line of the screen.
721 .LI \fBjump\fR
722 Setting this Boolean option results in waiting until the player has
723 finished running to draw the player's path.
724 Otherwise the game always displays the path one step at a time.
725 .LI \fBstep\fR
726 Setting this Boolean option results in most listings, such as an inventory,
727 appearing one item at a time on the top line of the screen.
728 When this option is not set, the game clears the screen, displays the
729 list, and then redraws the dungeon.
730 .LI \fBflush\fR
731 Setting this Boolean option results in flushing all typeahead (pending) commands
732 when the player encounters a monster.
733 .LI \fBaskme\fR
734 Setting this Boolean option results in the game prompting the player for a
735 name upon encountering a new type of scroll, potion, ring, staff, or wand.
736 .LI \fBpickup\fR
737 This option specifys whether items should be picked up automatically as the
738 rogue steps over them.
739 In the non-automatic mode, the player may still pick up items via the
740 pickup (P) command.
741 The option defaults to true.
742 .LI \fBname\fR
743 This string is the player's name and defaults to the player's account name.
744 .LI \fBfile\fR
745 This string, which defaults to rogue.save, specifies the file to use for
746 saving the game.
747 .LI \fBscore\fR
748 This string identifies the top-twenty score file to use for the game.
749 .LI \fBclass\fR
750 This option specifies the character class of the rogue.
751 It can be set only in the ROGUEOPTS environment variable.
752 .LI \fBquested~item\fR
753 .br
754 This option is set by the game at the start and cannot be reset by the player.
755 It is merely listed to remind the player of his quest.
756 .LE
757 .P
758 The player can set options at the beginning of a game via the ROGUEOPTS
759 environment variable.
760 Naming a Boolean option sets it, and preceding the Boolean option name by
761 "no" clears it.
762 The syntax "stringoption=name" sets a string option to "name."~
763 So setting ROGUEOPTS to
764 "terse, jump, nostep, flush, askme, name=Ivan~the~Terrible"
765 would set the \fIterse, jump, flush\fR, and \fIaskme\fR Boolean options,
766 clear the \fIstep\fR Boolean option, set the player's
767 \fIname\fR to "Ivan the Terrible," and use the defaults for
768 the \fIsave file\fR and the \fIscore file\fR.
769 .P
770 The player may change an option at any time during the game
771 via the \fBoption\fR command, which results in a listing of
772 the current options.
773 Typing a new value changes the option, a RETURN moves to the
774 next option, a '-' moves to the previous option, and an ESCAPE
775 returns the player to the dungeon.
776 .H 1 SCORING
777 The player receives experience points for stealing items from
778 monsters, turning monsters (a clerical ability), and killing
779 monsters.
780 When the player gets killed, the player's score equals the player's
781 experience points.
782 A player who quits gets a score equal to the player's experience
783 points and gold.
784 If the player makes it back up out of the dungeon, the player's
785 score equals the player's experience points plus the gold the
786 player carried and the gold received from selling the player's
787 possessions.
788 .P
789 Rogue maintains a list of the top twenty scores to date, together
790 with the name of the player obtaining the score, the level where
791 the player finished, and the manner in which the player ended the
792 game.
793 As an installation option, the game may record only one entry per
794 character type and login;
795 this restriction encourages a greater number of different players
796 in the scorechart.
797 .H 1 ACKNOWLEDGEMENTS
798 This version of Rogue is based on a version developed at the
799 University of California.