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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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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. |