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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 <!-- 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 | |
11 <!-- Creator : groff version 1.18.1 --> | |
12 <!-- CreationDate: Sat Jan 21 09:55:23 2006 --> | |
13 | |
14 <h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of Doom</a></h1> | |
15 <br> | |
16 <h2 align="center">Toolchest</h2> | |
17 <h3 align="center">http://roguelike.sourceforge.net/arogue77</h3> | |
18 <br> | |
19 <table border="0" cellpadding="3" cellspacing="3" style="border-collapse: collapse" id="table1" align=center> | |
20 <tr> | |
21 <td nowrap> | |
22 Advanced Rogue<br> | |
23 Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T<br> | |
24 All rights reserved. | |
25 </td> | |
26 </tr> | |
27 <tr> | |
28 <td nowrap> | |
29 Based on "Rogue: Exploring the Dungeons of Doom"<br> | |
30 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br> | |
31 All rights reserved. | |
32 </td> | |
33 </tr> | |
34 </table> | |
35 | |
36 <p align="center">See the file LICENSE.TXT for full copyright and licensing information.</p> | |
37 | |
38 <h2 align="justify">1. Introduction</h2> | |
39 | |
40 <p align="justify"> | |
41 Rogue is a screen-oriented fantasy game set in the | |
42 ever-changing Dungeons of Doom. The game comes complete | |
43 with monsters, spells, weapons, armor, potions, and other | |
44 magical items. The dungeon's geography changes with every | |
45 game, and although many magical items have certain | |
46 identifiable properties, such as turning the player | |
47 invisible, the physical manifestation of the magic changes | |
48 each game. A red potion, for example, will cause the same | |
49 reaction throughout a given game, but it may be a completely | |
50 different potion in a new game. | |
51 </p> | |
52 | |
53 <p align=justify> | |
54 Entering the dungeon with only a little food, armor, | |
55 and a weapon, the player must develop a good strategy of | |
56 when to fight, when to run, and how to best use any magical | |
57 items found in the dungeon. To make things interesting, the | |
58 player has a quest to return one of several unique | |
59 artifacts, rumored to lie deep in the dungeon's bowels. | |
60 Returning with this artifact brings great glory and the | |
61 title of Complete Winner. But even after finding the | |
62 artifact, the player may wish to continue further to match | |
63 wits with an arch-devil, demon prince, or even a deity found | |
64 far down in the dungeon. Defeating such a creature will | |
65 gain the player many experience points, the basis for | |
66 scoring in Rogue. | |
67 </p> | |
68 | |
69 <p align=justify> | |
70 It is very difficult to return from the Dungeons of | |
71 Doom. Few people ever make it out alive. Should this | |
72 unlikely event occur, the player would be proclaimed a | |
73 complete winner and handsomely rewarded for any booty | |
74 removed from the dungeon. | |
75 </p> | |
76 | |
77 <h3 align="justify">2. Character Classes</h3> | |
78 | |
79 <p align="justify"> | |
80 Before placing the player in the dungeon, the game | |
81 requests the player to select what type of character they | |
82 would like to be: a fighter, a magic user, a cleric, a | |
83 druid, a thief, a paladin, a ranger, a monk, or an assassin. | |
84 </p> | |
85 | |
86 <p align="justify"><span style="font-variant: small-caps"><strong>2.1 The Fighter</strong></span></p> | |
87 | |
88 <p align="justify"> | |
89 A fighter is very strong and will have a high strength | |
90 rating. This great strength gives a fighter the best odds | |
91 of winning a battle with a monster. At high experience | |
92 levels the fighter also gets to attack multiple times in a | |
93 single turn. This obviously further increases his chances | |
94 at winning battles. Intrinsic to the fighter class is a | |
95 robustness which results in 1 to 12 extra hit points for | |
96 every new experience level. | |
97 </p> | |
98 | |
99 <p align="justify"><span style="font-variant: small-caps"><strong>2.2 The Magician</strong></span></p> | |
100 | |
101 <p align="justify"> | |
102 A Magician is able to "cast" spells. The number and | |
103 variety of spells increases as the magician gains experience | |
104 and intelligence. Magic users are not as hearty as | |
105 fighters; they receive 1 to 6 extra hit points for every new | |
106 experience level.</p> | |
107 | |
108 <p align="justify"><strong><span style="font-variant: small-caps">2.3 The Cleric</span></strong></p> | |
109 | |
110 <p align="justify"> | |
111 A cleric is able to "pray" to his god for help. The | |
112 number and variety of prayers which the gods are willing to | |
113 grant to a cleric increase as the cleric gains experience | |
114 and wisdom. | |
115 </p> | |
116 | |
117 <p align=justify> | |
118 Because of their religious nature, clerics can also | |
119 affect the "undead" beings, like zombies and ghouls, which | |
120 became monsters after they died. If an "undead" creature is | |
121 next to a cleric, the cleric may try to turn it and cause it | |
122 to flee. If the cleric is sufficiently powerful relative to | |
123 the monster, the cleric will destroy it. This ability | |
124 increases as the character gains experience levels. | |
125 </p> | |
126 | |
127 <p align=justify> | |
128 Clerics can gain from 1 to 8 extra hit points on | |
129 reaching a new experience level.</p> | |
130 | |
131 <p align="justify"><strong><span style="font-variant: small-caps">2.4 The Druid</span></strong></p> | |
132 | |
133 <p align="justify"> | |
134 The druid is a cleric of sorts but worships nature | |
135 rather than a god. The druid is able to "chant" and thereby | |
136 recieve certain types of spells. Most of the chants are | |
137 targeted more towards the elements and nature. | |
138 </p> | |
139 | |
140 <p align=justify> | |
141 Druids gain from 1 to 8 hit points when they gain an | |
142 experience level. | |
143 </p> | |
144 | |
145 <p align="justify"><strong><span style="font-variant: small-caps">2.5 The Thief</span></strong></p> | |
146 | |
147 <p align="justify"> | |
148 A thief is exceptionally dextrous and has a good chance | |
149 to set a trap or rob a monster. | |
150 </p> | |
151 | |
152 <p align=justify> | |
153 By their nature, thieves can automatically detect all | |
154 the gold on the current level of the dungeon. They are also | |
155 good at detecting hidden traps. Because thieves slink | |
156 along, they are not as likely as other characters to wake | |
157 sleeping monsters. If a thief manages to sneak up on a | |
158 creature without waking it, he will get a chance to backstab | |
159 the monster. When this is done, the damage done by the thief | |
160 greatly increases based on his experience level. | |
161 </p> | |
162 | |
163 <p align=justify> | |
164 Thieves gain from 1 to 6 extra hit points from a new | |
165 experience level. | |
166 </p> | |
167 | |
168 <p align="justify"><strong><span style="font-variant: small-caps">2.6 The Paladin</span></strong></p> | |
169 | |
170 <p align="justify"> | |
171 The paladin is a type of holy warrior. Somewhat of a | |
172 cross between a fighter and a cleric. He is able to pray and | |
173 turn undead as a cleric, (but to a lesser degree) but fights | |
174 as a fighter. He is on the side of all that is good and | |
175 righteous. Therefore he would never attack a creature that | |
176 would not attack him first. If he does kill a non-violent | |
177 creature inadvertantly he will feel "uneasy" and his god may | |
178 retaliate by making him a mere fighter. | |
179 </p> | |
180 | |
181 <p align=justify> | |
182 Paladins gain 1 to 10 hit points per experience level. | |
183 </p> | |
184 | |
185 <p align="justify"><strong><span style="font-variant: small-caps">2.7 The Ranger</span></strong></p> | |
186 | |
187 <p align="justify"> | |
188 The ranger is somewhat of a cross between a druid and a | |
189 fighter. He too is on the side of righteousness and good. | |
190 Therefore, the same same restrictions apply to his as they | |
191 do to a paladin. The ranger can "chant" and "cast" but to a | |
192 lesser degree than the druid and magician. | |
193 </p> | |
194 | |
195 <p align=justify> | |
196 Rangers gain 1 to 8 hit points per experience level. | |
197 </p> | |
198 | |
199 <p align="justify"><strong><span style="font-variant: small-caps">2.8 The Monk</span></strong></p> | |
200 | |
201 <p align="justify"> | |
202 The Monk is a martial arts expert. He wears no armor | |
203 but has an effective armor class based on his ability to | |
204 dodge attacks. He does not need a weapon in combat for his | |
205 hands and feet are a formidable weapon. His ability to dodge | |
206 and use his hands as weapons increases as he gains in level. | |
207 </p> | |
208 | |
209 <p align=justify> | |
210 Monks gain 1 to 6 hit points per experience level. | |
211 </p> | |
212 | |
213 <p align="justify"><strong><span style="font-variant: small-caps">2.9 The Assassin</span></strong></p> | |
214 | |
215 <p align="justify"> | |
216 The assassin is a person trained in the art of killing | |
217 people by surprise. He has most of the abilities of the | |
218 thief except the "backstab". Instead, the assassin has the | |
219 chance to kill an opponent outright with one strike. He is | |
220 also a ruthless character and trained in the use of poison. | |
221 He can recognize poison on sight and can coat his weapon | |
222 with it thereby making his next attack an exceptionally | |
223 lethal one. | |
224 </p> | |
225 | |
226 <p align=justify> | |
227 Assassins gain 1 to 6 hit points per experience level. | |
228 </p> | |
229 | |
230 <h3 align="justify">3. ATTRIBUTES</h3> | |
231 | |
232 <p align="justify"><strong><span style="font-variant: small-caps">3.1 Intelligence</span></strong></p> | |
233 | |
234 <p align="justify">Intelligence is the primary attribute associated with | |
235 casting spells. With higher intelligence comes the knowledge | |
236 of more spells, the ability to cast more spells, and faster | |
237 recovery of spells that have been cast. | |
238 | |
239 </p> | |
240 | |
241 <p align="justify"><strong><span style="font-variant: small-caps">3.2 Strength</span></strong></p> | |
242 <p align="justify">This is, of course, the measure of a character's | |
243 physical strength. With higher strength a character can | |
244 carry more, cause more damage when striking, have a better | |
245 chance to strike an opponent, and move about more quickly | |
246 when carrying a load. | |
247 | |
248 </p> | |
249 <p align="justify"><strong><span style="font-variant: small-caps">3.3 Wisdom</span></strong></p> | |
250 <p align="justify">Wisdom is the primary attribute associated with Praying | |
251 to a god. With higher wisdom comes the knowledge of more | |
252 prayers, the ability to pray more often, and faster recovery | |
253 of prayer ability. | |
254 | |
255 </p> | |
256 <p align="justify"><strong><span style="font-variant: small-caps">3.4 Dexterity</span></strong></p> | |
257 <p align="justify">Dexterity is a measure of a character's agility. With | |
258 higher dexterity a character is harder to hit, can hit a | |
259 opponent more easily, and can move about more quickly when | |
260 carrying a load. | |
261 | |
262 </p> | |
263 <p align="justify"><strong><span style="font-variant: small-caps">3.5 Constitution</span></strong></p> | |
264 <p align="justify">Every character has a constitution rating. A character | |
265 with an exceptionally good constitution will gain more than | |
266 the normal amount of hit points associated with the | |
267 character's class when the character reaches a new | |
268 experience level. Exceptional constitution also provides | |
269 better protection versus poison-based attacks and diseases. | |
270 | |
271 </p> | |
272 <p align="justify"><strong><span style="font-variant: small-caps">3.6 Charisma</span></strong></p> | |
273 <p align="justify">Charisma is a measure of a characters looks and general | |
274 likeableness. It effects transactions when trying to | |
275 purchase things. </p> | |
276 | |
277 <p align="justify"><strong><span style="font-variant: small-caps">3.7 Experience Levels</span></strong></p> | |
278 | |
279 <p align="justify"> | |
280 Characters gain experience for killing monsters, | |
281 stealing from monsters, and turning monsters. Each | |
282 character class has a set of thresholds associated with it. | |
283 When a character reaches a threshold, the character attains | |
284 the next experience level. This new level brings extra hit | |
285 points and a greater chance of success in performing the | |
286 abilities associated with the character's class. For | |
287 example, magicians receive new spells, and clerics receive | |
288 new prayers. | |
289 </p> | |
290 | |
291 <p align="justify"> | |
292 | |
293 <strong><span style="font-variant: small-caps">3.8 Allocating Attributes</span></strong> | |
294 </p> | |
295 <p align="justify"> | |
296 The player starts with 72 "attribute points" to create | |
297 a character and can distribute them in any manner among the | |
298 six attributes described above. When prompting the player | |
299 for each attribute, the game displays the minimum and | |
300 maximum allowable values for that attribute. The player can | |
301 type a backspace (control-H) to go back and change a value; | |
302 typing an escape (ESC) sets the remaining attributes to the | |
303 maximum value possible given the remaining attribute points. | |
304 </p> | |
305 | |
306 <h3 align="justify"> | |
307 4.0 | |
308 THE SCREEN</h3> | |
309 <p align="justify"> | |
310 During the normal course of play, the screen consists | |
311 of three separate sections: the top line of the terminal, | |
312 the bottom two lines of the terminal, and the remaining | |
313 middle lines. The top line reports actions which occur | |
314 during the game, the middle section depicts the dungeon, and | |
315 the bottom lines describe the player's current condition. | |
316 </p> | |
317 | |
318 <p align="justify"><strong><span style="font-variant: small-caps">4.1 The Top Line</span></strong> | |
319 | |
320 <p align="justify"> | |
321 Whenever anything happens to the player, such as | |
322 finding a scroll or hitting or being hit by a monster, a | |
323 short report of the occurrence appears on the top line of | |
324 the screen. When such reports occur quickly, one right | |
325 after another, the game displays the notice followed by the | |
326 prompt '--More--.' After reading this notice, the player | |
327 can press a space to display the next message. At such a | |
328 point, the game ignores all commands until the player | |
329 presses a space. | |
330 </p> | |
331 | |
332 <p align="justify"> | |
333 <strong><span style="font-variant: small-caps">4.2 The Dungeon Section</span></strong><p align="justify"> | |
334 The large middle section of the screen displays the | |
335 player's surroundings using the following symbols: | |
336 </p> | |
337 | |
338 <p> | |
339 <table border="0" cellpadding="3" style="border-collapse: collapse" id="table3" cellspacing="3"> | |
340 <tr> | |
341 <td align="center">|</td> | |
342 <td> </td> | |
343 <td>A wall of a room.</td> | |
344 </tr> | |
345 <tr> | |
346 <td align="center">-</td> | |
347 <td> </td> | |
348 <td>A wall of a room.</td> | |
349 </tr> | |
350 <tr> | |
351 <td align="center">*</td> | |
352 <td> </td> | |
353 <td>A pile of gold.</td> | |
354 </tr> | |
355 <tr> | |
356 <td align="center">%</td> | |
357 <td> </td> | |
358 <td>A way to another level.</td> | |
359 </tr> | |
360 <tr> | |
361 <td align="center">+</td> | |
362 <td> </td> | |
363 <td>A doorway.</td> | |
364 </tr> | |
365 <tr> | |
366 <td align="center">.</td> | |
367 <td> </td> | |
368 <td>The floor in a room</td> | |
369 </tr> | |
370 <tr> | |
371 <td align="center">@</td> | |
372 <td> </td> | |
373 <td>The player.</td> | |
374 </tr> | |
375 <tr> | |
376 <td align="center">_</td> | |
377 <td> </td> | |
378 <td>The player, when invisible.</td> | |
379 </tr> | |
380 <tr> | |
381 <td align="center">#</td> | |
382 <td> </td> | |
383 <td>The floor in a passageway</td> | |
384 </tr> | |
385 <tr> | |
386 <td align="center">!</td> | |
387 <td> </td> | |
388 <td>A flask containing a potion.</td> | |
389 </tr> | |
390 <tr> | |
391 <td align="center">?</td> | |
392 <td> </td> | |
393 <td>A sealed scroll.</td> | |
394 </tr> | |
395 <tr> | |
396 <td align="center">:</td> | |
397 <td> </td> | |
398 <td>Some food.</td> | |
399 </tr> | |
400 <tr> | |
401 <td align="center">)</td> | |
402 <td> </td> | |
403 <td>A weapon.</td> | |
404 </tr> | |
405 <tr> | |
406 <td align="center"> </td> | |
407 <td nowrap> </td> | |
408 <td nowrap>Solid rock (denoted by a space)</td> | |
409 </tr> | |
410 <tr> | |
411 <td align="center">]</td> | |
412 <td> </td> | |
413 <td>Some armor.</td> | |
414 </tr> | |
415 <tr> | |
416 <td align="center">;</td> | |
417 <td> </td> | |
418 <td>A miscellaneous magic item.</td> | |
419 </tr> | |
420 <tr> | |
421 <td align="center">,</td> | |
422 <td> </td> | |
423 <td>An artifact.</td> | |
424 </tr> | |
425 <tr> | |
426 <td align="center">=</td> | |
427 <td> </td> | |
428 <td>A ring.</td> | |
429 </tr> | |
430 <tr> | |
431 <td align="center">/</td> | |
432 <td> </td> | |
433 <td>A wand or a staff.</td> | |
434 </tr> | |
435 <tr> | |
436 <td align="center">^</td> | |
437 <td> </td> | |
438 <td>The entrance to a trading post.</td> | |
439 </tr> | |
440 <tr> | |
441 <td align="center">></td> | |
442 <td> </td> | |
443 <td>A trapdoor leading to the next level.</td> | |
444 </tr> | |
445 <tr> | |
446 <td align="center">{</td> | |
447 <td> </td> | |
448 <td>An arrow trap.</td> | |
449 </tr> | |
450 <tr> | |
451 <td align="center">$</td> | |
452 <td> </td> | |
453 <td>A sleeping gas trap.</td> | |
454 </tr> | |
455 <tr> | |
456 <td align="center">}</td> | |
457 <td> </td> | |
458 <td>A beartrap.</td> | |
459 </tr> | |
460 <tr> | |
461 <td align="center">~</td> | |
462 <td> </td> | |
463 <td>A trap that teleports you somewhere else.</td> | |
464 </tr> | |
465 <tr> | |
466 <td align="center">`</td> | |
467 <td> </td> | |
468 <td>A poison dart trap.</td> | |
469 </tr> | |
470 <tr> | |
471 <td align="center">"</td> | |
472 <td> </td> | |
473 <td>a shimmering magic pool.</td> | |
474 </tr> | |
475 <tr> | |
476 <td align="center">'</td> | |
477 <td> </td> | |
478 <td>An entrance to a maze.</td> | |
479 </tr> | |
480 <tr> | |
481 <td align="center">$</td> | |
482 <td> </td> | |
483 <td>Any magical item. (During magic detection)</td> | |
484 </tr> | |
485 <tr> | |
486 <td align="center">></td> | |
487 <td nowrap> </td> | |
488 <td nowrap>A blessed magical item. (Duriing magic detection)</td> | |
489 </tr> | |
490 <tr> | |
491 <td align="center"><</td> | |
492 <td> </td> | |
493 <td>A cursed magical item. (During magic detection)</td> | |
494 </tr> | |
495 <tr> | |
496 <td align="center">A letter</td> | |
497 <td> </td> | |
498 <td>A monster. Note that a given letter may signify<br> | |
499 multiple monsters, depending on the level of the<br> | |
500 dungeon. The player can always identify a current<br> | |
501 monster by using the identify command ('/').</td> | |
502 </tr> | |
503 </table> | |
504 </p> | |
505 | |
506 <p align="justify"><strong><span style="font-variant: small-caps">4.3 The Status Section</span></strong></p> | |
507 | |
508 <p align="justify"> | |
509 The bottom two lines of the screen describe the | |
510 player's current status. The first line gives the player's | |
511 characteristics: | |
512 </p> | |
513 | |
514 <ul> | |
515 <li> | |
516 <p align="justify">Intelligence (Int)</li> | |
517 <li> | |
518 <p align="justify">Strength (Str)</li> | |
519 <li> | |
520 <p align="justify">Wisdom (Wis)</li> | |
521 <li> | |
522 <p align="justify">Dexterity (Dxt)</li> | |
523 <li> | |
524 <p align="justify">Constitution (Const)</li> | |
525 <li> | |
526 <p align="justify">Charisma (Char)</li> | |
527 <li> | |
528 <p align="justify">Encumberance (Carry)</li> | |
529 </ul> | |
530 | |
531 <p align=justify> | |
532 Intelligence, strength, wisdom, dexterity, charisma, | |
533 and constitution have a normal maximum of 25, but can be | |
534 higher when augmented by a ring. Encumberance is a | |
535 measurement of how much the player can carry versus how much | |
536 he is currently carrying. The more you carry relative to | |
537 your maximum causes you to use more food. | |
538 </p> | |
539 | |
540 <p align=justify> | |
541 The second status line provides the following | |
542 information: | |
543 </p> | |
544 | |
545 <ul> | |
546 <li> | |
547 <p align="justify">The current level (Lvl) in the dungeon. This number | |
548 increases as the player goes further down. | |
549 </li> | |
550 <li> | |
551 <p align="justify">The player's current number of hit points (Hp), | |
552 followed in parentheses by the player's current maximum | |
553 number of hit points. Hit points express the player's | |
554 health. As a player heals by resting, the player's | |
555 current hit points gradually increase until reaching | |
556 the current maximum. This maximum increases each time | |
557 a player attains a new experience level. If the | |
558 player's current hit points reach 0, the player dies. | |
559 </li> | |
560 <li> | |
561 <p align="justify">The player's armor class (Ac). This number describes | |
562 the amount of protection provided by the armor, cloaks, | |
563 and/or rings currently worn by the player. It is also | |
564 affected by high or low dexterity. Wearing no armor is | |
565 equivalent to an armor class of 10. The protection | |
566 level increases as the armor class decreases. | |
567 </li> | |
568 <li> | |
569 <p align="justify">The player's current experience level (Exp) followed by | |
570 the player's experience points. The player can gain | |
571 experience points by killing monsters, successfully | |
572 stealing from monsters, and turning monsters. When a | |
573 player gains enough experience points to surpass a | |
574 threshold that depends on the player's character type, | |
575 the player reaches a new experience level. A new | |
576 experience level brings extra hit points and possibly | |
577 added abilities, such as a new spell for a magician or | |
578 a new prayer for a cleric. | |
579 </li> | |
580 <li> | |
581 <p align="justify">A description of the player's character. This | |
582 description depends on the player's character type and | |
583 experience level. | |
584 </li> | |
585 </ul> | |
586 | |
587 <h3 align="justify">5.0 COMMANDS</h3> | |
588 | |
589 <p align="justify"> | |
590 A player can invoke most Rogue commands by typing a | |
591 single character. Some commands, however, require a | |
592 direction, in which case the player types the command | |
593 character followed by a directional command. Many commands | |
594 can be prefaced by a number, indicating how many times the | |
595 command should be executed. | |
596 </p> | |
597 | |
598 <p align=justify> | |
599 When the player invokes a command referring to an item | |
600 in the player's pack (such as reading a scroll), the game | |
601 prompts for the item. The player should then type the | |
602 letter associated with the item, as displayed by the | |
603 inventory command. Typing a '*' at this point produces a | |
604 list of the eligible items. | |
605 </p> | |
606 | |
607 <p align=center><b><i>Rogue understands the following commands:</i></b></p> | |
608 | |
609 <p> | |
610 <table border="0" cellpadding="3" style="border-collapse: collapse" id="table4" cellspacing="3"> | |
611 <tr> | |
612 <td align="center" valign="top">?</td> | |
613 <td> </td> | |
614 <td>Preceding a command by a '?' produces a brief explanation of the | |
615 command. The command '?*' gives an explanation of all the commands.</td> | |
616 </tr> | |
617 <tr> | |
618 <td align="center" valign="top">/</td> | |
619 <td> </td> | |
620 <td>Preceding a symbol by a '/' identifies the symbol.</td> | |
621 </tr> | |
622 <tr> | |
623 <td align="center" valign="top">=</td> | |
624 <td> </td> | |
625 <td>Clarify. After typing an '=' sign, the player can use the movement | |
626 keys to position the cursor anywhere on the current level. As long as | |
627 the player can normally see the selected position, Rogue will identify | |
628 whatever is at that space. Examples include a sleeping giant rat, a blue | |
629 potion, and a food ration.</td> | |
630 </tr> | |
631 <tr> | |
632 <td align="center" valign="top">h</td> | |
633 <td> </td> | |
634 <td>Move one position to the left.</td> | |
635 </tr> | |
636 <tr> | |
637 <td align="center" valign="top">j</td> | |
638 <td> </td> | |
639 <td>Move one position down.</td> | |
640 </tr> | |
641 <tr> | |
642 <td align="center" valign="top">k</td> | |
643 <td> </td> | |
644 <td>Move one position up.</td> | |
645 </tr> | |
646 <tr> | |
647 <td align="center" valign="top">l</td> | |
648 <td> </td> | |
649 <td>Move one position to the right.</td> | |
650 </tr> | |
651 <tr> | |
652 <td align="center" valign="top">y</td> | |
653 <td height="21"> </td> | |
654 <td height="21">Move one position to the top left.</td> | |
655 </tr> | |
656 <tr> | |
657 <td align="center" valign="top">u</td> | |
658 <td> </td> | |
659 <td>Move one position to the top right.</td> | |
660 </tr> | |
661 <tr> | |
662 <td align="center" valign="top">b</td> | |
663 <td> </td> | |
664 <td>Move one position to the bottom left.</td> | |
665 </tr> | |
666 <tr> | |
667 <td align="center" valign="top">n</td> | |
668 <td> </td> | |
669 <td>Move one position to the bottom right</td> | |
670 </tr> | |
671 <tr> | |
672 <td align="center" valign="top">H</td> | |
673 <td> </td> | |
674 <td>Run to the left until reaching something interesting.</td> | |
675 </tr> | |
676 <tr> | |
677 <td align="center" valign="top">J</td> | |
678 <td> </td> | |
679 <td>Run down until reaching something interesting.</td> | |
680 </tr> | |
681 <tr> | |
682 <td align="center" valign="top">K</td> | |
683 <td> </td> | |
684 <td>Run up until reaching something interesting.</td> | |
685 </tr> | |
686 <tr> | |
687 <td align="center" valign="top">L</td> | |
688 <td> </td> | |
689 <td>Run to the right until reaching something interesting.</td> | |
690 </tr> | |
691 <tr> | |
692 <td align="center" valign="top">Y</td> | |
693 <td> </td> | |
694 <td>Run to the top left until reaching something interesting.</td> | |
695 </tr> | |
696 <tr> | |
697 <td align="center" valign="top">U</td> | |
698 <td> </td> | |
699 <td>Run to the top right until reaching something interesting.</td> | |
700 </tr> | |
701 <tr> | |
702 <td align="center" valign="top">B</td> | |
703 <td> </td> | |
704 <td>Run to the bottom left until reaching something interesting.</td> | |
705 </tr> | |
706 <tr> | |
707 <td align="center" valign="top">N</td> | |
708 <td> </td> | |
709 <td>Run to the bottom right until reaching something interesting</td> | |
710 </tr> | |
711 <tr> | |
712 <td align="center" valign="top">t</td> | |
713 <td> </td> | |
714 <td>This command prompts for an object from the players pack. The player | |
715 then throws the object in the specified direction.</td> | |
716 </tr> | |
717 <tr> | |
718 <td align="center" valign="top">f</td> | |
719 <td> </td> | |
720 <td>When this command is preceded with a directional command, the player | |
721 moves in the specified direction until passing something interesting.</td> | |
722 </tr> | |
723 <tr> | |
724 <td align="center" valign="top">z</td> | |
725 <td> </td> | |
726 <td>This command prompts for a wand or staff from the player's pack and | |
727 zaps | |
728 it in the specified direction.</td> | |
729 </tr> | |
730 <tr> | |
731 <td align="center" valign="top">></td> | |
732 <td> </td> | |
733 <td>Go down to the next level.</td> | |
734 </tr> | |
735 <tr> | |
736 <td align="center" valign="top"><</td> | |
737 <td> </td> | |
738 <td>Go up to the next level.</td> | |
739 </tr> | |
740 <tr> | |
741 <td align="center" valign="top">s</td> | |
742 <td> </td> | |
743 <td>Search for a secret door or a trap in the circle surrounding the | |
744 player.</td> | |
745 </tr> | |
746 <tr> | |
747 <td align="center" valign="top">.</td> | |
748 <td> </td> | |
749 <td>This command (a dot) causes the player to rest a turn.</td> | |
750 </tr> | |
751 <tr> | |
752 <td align="center" valign="top">i</td> | |
753 <td> </td> | |
754 <td>Display an inventory of the player's pack.</td> | |
755 </tr> | |
756 <tr> | |
757 <td align="center" valign="top">I</td> | |
758 <td> </td> | |
759 <td>This command prompts for an item from the player's pack and displays | |
760 the inventory information for that item.</td> | |
761 </tr> | |
762 <tr> | |
763 <td align="center" valign="top">q</td> | |
764 <td> </td> | |
765 <td>Quaff a potion from the player's pack.</td> | |
766 </tr> | |
767 <tr> | |
768 <td align="center" valign="top">r</td> | |
769 <td> </td> | |
770 <td>Read a scroll from the player's pack.</td> | |
771 </tr> | |
772 <tr> | |
773 <td align="center" valign="top">e</td> | |
774 <td> </td> | |
775 <td>Eat some food from the player's pack.</td> | |
776 </tr> | |
777 <tr> | |
778 <td align="center" valign="top">w</td> | |
779 <td> </td> | |
780 <td>Wield a weapon from the player's pack.</td> | |
781 </tr> | |
782 <tr> | |
783 <td align="center" valign="top">W</td> | |
784 <td> </td> | |
785 <td>Wear some armor, ring, or a miscellaneous magic item from the | |
786 player's | |
787 pack. The player can wear a maximum of 8 rings.</td> | |
788 </tr> | |
789 <tr> | |
790 <td align="center" valign="top">T</td> | |
791 <td> </td> | |
792 <td>Take off whatever the player is wearing.</td> | |
793 </tr> | |
794 <tr> | |
795 <td align="center" valign="top">^U</td> | |
796 <td> </td> | |
797 <td>Use a magic item in the player's pack.</td> | |
798 </tr> | |
799 <tr> | |
800 <td align="center" valign="top">d</td> | |
801 <td> </td> | |
802 <td>Drop an item from the player's pack.</td> | |
803 </tr> | |
804 <tr> | |
805 <td align="center" valign="top">P</td> | |
806 <td> </td> | |
807 <td>Pick up the items currently under the player.</td> | |
808 </tr> | |
809 <tr> | |
810 <td align="center" valign="top">^N</td> | |
811 <td> </td> | |
812 <td>When the player types this command, Rogue prompts for a monster or | |
813 an item from the player's pack and a one-line name. For monsters, the | |
814 player can use the movement keys to position the cursor over the desired | |
815 monster, and Rogue will use the given name to refer to that<br> | |
816 monster. For items, Rogue gives all similar items (such as all the blue | |
817 potions) the specified name.</td> | |
818 </tr> | |
819 <tr> | |
820 <td align="center" valign="top">m</td> | |
821 <td> </td> | |
822 <td>When the player types this command, Rogue prompts for an item from | |
823 the player's pack and a one-line name. Rogue then marks the specified | |
824 item with the given name..</td> | |
825 </tr> | |
826 <tr> | |
827 <td align="center" valign="top">o</td> | |
828 <td> </td> | |
829 <td>Typing this command causes Rogue to display all the settable | |
830 options. The player can then merely examine the options or change any or | |
831 all of them.</td> | |
832 </tr> | |
833 <tr> | |
834 <td align="center" valign="top">C</td> | |
835 <td> </td> | |
836 <td>This command, restricted to magicians and rangers produces a listing | |
837 of the current supply of spells. The player can select one of the | |
838 displayed spells and, if the player's energy level is sufficiently high, | |
839 Cast it. The more complicated the spell, the more energy it takes.</td> | |
840 </tr> | |
841 <tr> | |
842 <td align="center" valign="top">c</td> | |
843 <td> </td> | |
844 <td>This command, restricted to druids and rangers produces a listing of | |
845 the current supply of chants. The player can select one of the displayed | |
846 chants and, if the player's energy level is sufficiently high, chant it. | |
847 The more complicated the spell, the more energy it takes.</td> | |
848 </tr> | |
849 <tr> | |
850 <td align="center" valign="top">p</td> | |
851 <td> </td> | |
852 <td>This command, restricted to clerics and paladins, produces a listing | |
853 of the character's known prayers. The player can then offer one of these | |
854 prayers to the character's deity. Deities are not known for favoring | |
855 characters which continually pray to them, and they are most likely to | |
856 answer the least "ambitious" prayers.</td> | |
857 </tr> | |
858 <tr> | |
859 <td align="center" valign="top">a</td> | |
860 <td> </td> | |
861 <td>This command is restricted to clerics and paladins must be followed | |
862 by a directional command. If there is an "undead" monster standing next | |
863 to the player in the specified direction, there is a chance the player | |
864 will affect the monster by causing it to flee or possibly even | |
865 destroying it.</td> | |
866 </tr> | |
867 <tr> | |
868 <td align="center" valign="top">*</td> | |
869 <td> </td> | |
870 <td>Count the gold in the player's pack.</td> | |
871 </tr> | |
872 <tr> | |
873 <td align="center" valign="top">^</td> | |
874 <td> </td> | |
875 <td>This command sets a trap and is limited to thieves and assassins. If | |
876 the character is successful, Rogue prompts the player for a type of trap | |
877 and sets it where the player is standing.</td> | |
878 </tr> | |
879 <tr> | |
880 <td align="center" valign="top">G</td> | |
881 <td> </td> | |
882 <td>This command is restricted to thieves and assassins. It causes Rogue | |
883 to display all the gold on the current level.</td> | |
884 </tr> | |
885 <tr> | |
886 <td align="center" valign="top">D</td> | |
887 <td> </td> | |
888 <td>Dip something into a magic pool.</td> | |
889 </tr> | |
890 <tr> | |
891 <td align="center" valign="top">^T</td> | |
892 <td height="22"> </td> | |
893 <td height="22">This command is restricted to thieves and assassins. It | |
894 must be followed by a directional command. If there is a monster | |
895 standing next to the player in the specified direction, the player tries | |
896 to steal an item from the monster's pack. If the player is successful, | |
897 the monster does not notice anything, but if the player is unsuccessful, | |
898 there is a chance the monster will wake up.</td> | |
899 </tr> | |
900 <tr> | |
901 <td align="center" valign="top">^L</td> | |
902 <td> </td> | |
903 <td>Redraw the screen.</td> | |
904 </tr> | |
905 <tr> | |
906 <td align="center" valign="top">^R</td> | |
907 <td> </td> | |
908 <td>Repeat the last message that was displayed on the top line of the | |
909 screen.</td> | |
910 </tr> | |
911 <tr> | |
912 <td align="center" valign="top">Escape (^[)</td> | |
913 <td> </td> | |
914 <td>Typing an escape will usually cause Rogue to cancel the current | |
915 command.</td> | |
916 </tr> | |
917 <tr> | |
918 <td align="center" valign="top">v</td> | |
919 <td> </td> | |
920 <td>Print the current Rogue version number.</td> | |
921 </tr> | |
922 <tr> | |
923 <td align="center" valign="top">!</td> | |
924 <td> </td> | |
925 <td>Escape to the shell level.</td> | |
926 </tr> | |
927 <tr> | |
928 <td align="center" valign="top">S</td> | |
929 <td> </td> | |
930 <td>Quit and save the game for resumption at a later time.</td> | |
931 </tr> | |
932 <tr> | |
933 <td align="center" valign="top">Q</td> | |
934 <td> </td> | |
935 <td>Quit without saving the game.</td> | |
936 </tr> | |
937 </table> | |
938 </p> | |
939 | |
940 <h3 align="justify">6. IMPLICIT COMMANDS</h3> | |
941 | |
942 <p align="justify"> | |
943 There is no "attack" command. If a player wishes to | |
944 attack a monster, the player simply tries to move onto the | |
945 spot where the monster is standing. The game then assumes | |
946 that the player wishes to attack the monster with whatever | |
947 weapon the player is wielding. | |
948 </p> | |
949 | |
950 <p align=justify> | |
951 When the player moves onto an item, the game | |
952 automatically places the object into the player's pack. If | |
953 there is no room left in the pack, the game announces that | |
954 fact and leaves the item on the floor. | |
955 </p> | |
956 | |
957 <h3 align="justify">7. TIME</h3> | |
958 | |
959 <p align="justify"> | |
960 All actions except for purely bookkeeping commands, | |
961 such as taking an inventory, take time. The amount of time | |
962 varies with the command. Swinging a weapon, for example, | |
963 takes more time than simply moving; so a monster could move | |
964 several spaces in the time it takes the player to make one | |
965 attack. The time it takes to swing a weapon also varies | |
966 based on the bulk of the weapon, and the time it takes to | |
967 simply move a space varies with the type of armor worn. | |
968 Movement is always faster when flying. | |
969 </p> | |
970 | |
971 <p align=justify> | |
972 Since actions take time, some of them can be disrupted. | |
973 If the player is casting a spell, for example, and gets hit | |
974 before finishing it, the spell is lost. Similarly, the | |
975 player might choke if hit while trying to eat. Of course, | |
976 the same rule applies when the player hits a monster. | |
977 </p> | |
978 | |
979 <p align=justify> | |
980 Magical hasting (or slowing) will decrease (or | |
981 increase) the time it takes to perform an action. | |
982 </p> | |
983 | |
984 <h3 align="justify">8.0 LIGHT</h3> | |
985 | |
986 <p align="justify"> | |
987 Some rooms in the dungeon possess a natural light | |
988 source. In other rooms and in corridors the player can see | |
989 only those things within a one space radius from the player. | |
990 These dark rooms can be lit with magical light or by a fire | |
991 beetle. | |
992 </p> | |
993 | |
994 <h3 align="justify">9. WEAPONS AND ARMOR</h3> | |
995 | |
996 <p align="justify"> | |
997 The player can wield exactly one weapon at a time. | |
998 When the player attacks a monster, the amount of damage | |
999 depends on the particular weapon the player is wielding. To | |
1000 fire a projectile weapon, such as a crossbow or a short bow, | |
1001 the player should wield the bow and "throw" the bolt or | |
1002 arrow at the monster. | |
1003 </p> | |
1004 | |
1005 <p align=justify> | |
1006 A weapon may be cursed or blessed, affecting the | |
1007 likelihood of hitting a monster with the weapon and the | |
1008 damage the weapon will inflict on the monster. If the | |
1009 player has identified a weapon, the "to hit" and "to damage" | |
1010 bonuses appear in that order before the weapon's name in an | |
1011 inventory listing. A positive bonus indicates a blessed | |
1012 weapon, and a negative bonus usually indicates a cursed | |
1013 weapon. The player cannot release a cursed weapon. | |
1014 </p> | |
1015 | |
1016 <p align=justify> | |
1017 Without any armor the player has an armor class of 10. | |
1018 The lower the player's armor class, the harder it is for a | |
1019 monster to hit the player, so wearing armor can improve the | |
1020 player's armor class. A cursed suit of armor, however, | |
1021 offers poor protection and may sometimes be worse than no | |
1022 armor at all. | |
1023 </p> | |
1024 | |
1025 <p align=justify> | |
1026 After the player has identified a suit of armor, the | |
1027 protection bonus appears before the armor's name in an | |
1028 inventory listing. If the bonus is positive the armor is | |
1029 blessed, and if it is negative, the armor is usually cursed. | |
1030 The player cannot remove a cursed suit of armor. | |
1031 </p> | |
1032 | |
1033 <p align=justify> | |
1034 Some monsters can corrode armor when they hit it. If | |
1035 such a monster hits the player when the player is wearing | |
1036 metal armor, the armor loses some of its protection value, | |
1037 but the corrosion does not curse the armor. This corrosive | |
1038 property can also apply to weapons when the player hits such | |
1039 a monster. | |
1040 </p> | |
1041 | |
1042 | |
1043 <h3 align="justify">10. POTIONS AND SCROLLS</h3> | |
1044 | |
1045 <p align="justify"> | |
1046 The player can frequently find potions and scrolls in | |
1047 the dungeon. In any given dungeon, the player can | |
1048 distinguish among the different types of potions by a | |
1049 potion's color and among the different types of scrolls by a | |
1050 scroll's name. Quaffing a potion or reading a scroll | |
1051 usually causes some magical occurrence. Most potions and | |
1052 scrolls may be cursed or blessed. | |
1053 </p> | |
1054 | |
1055 <h3 align="justify">11. RINGS</h3> | |
1056 | |
1057 <p align="justify"> | |
1058 The player can wear a maximum of eight rings, and they | |
1059 have a magical effect on the player as long as they are | |
1060 worn. Some rings also speed up the player's metabolism, | |
1061 making the player require food more often. Many rings can | |
1062 be cursed or blessed, and the player cannot remove a cursed | |
1063 ring. The player can distinguish among different types of | |
1064 rings by a ring's jewel. | |
1065 </p> | |
1066 | |
1067 <h3 align="justify">12. WANDS AND STAVES</h3> | |
1068 | |
1069 <p align="justify"> | |
1070 Wands and staves affect the player's environment. The | |
1071 player can zap a wand or staff at something and perhaps | |
1072 shoot a bolt of lightning at it or teleport it away. All | |
1073 wands or staves of the same type are constructed with the | |
1074 same type of wood. Some wands and staves may be cursed or | |
1075 blessed. | |
1076 </p> | |
1077 | |
1078 <h3 align="justify">13. FOOD</h3> | |
1079 | |
1080 <p align=justify> | |
1081 The player must be careful not to run out of food since | |
1082 moving through the dungeon fighting monsters consumes a lot | |
1083 of energy. Starving results in the player's fainting for | |
1084 increasingly longer periods of time, during which any nearby | |
1085 monster can attack the player freely. | |
1086 </p> | |
1087 | |
1088 <p align=justify> | |
1089 Food comes in the form of standard rations and as a | |
1090 variety of berries. Some berries have side effects in | |
1091 addition to satisfying one's hunger. | |
1092 </p> | |
1093 | |
1094 <h3 align="justify">14. GOLD</h3> | |
1095 | |
1096 <p align=justify> | |
1097 Gold has one use in a dungeon: buying things. One can | |
1098 buy things in two ways, either in a trading post or from a | |
1099 quartermaster. A trading post is a place that sometimes | |
1100 occurs "between levels" of the dungeon and can be entered by | |
1101 stepping on the entrance. A quartermaster is a person who | |
1102 will sometimes appear and will try to sell the player some | |
1103 of his wares. These wares are never cursed and frequently | |
1104 blessed, though blessed goods cost more than normal goods. | |
1105 If the player chooses to buy one of the quartermaster's | |
1106 items, the quartermaster trades the item for the specified | |
1107 amount of gold and disappears. Attacking a quartermaster | |
1108 causes him to vanish without offering a trade. | |
1109 </p> | |
1110 | |
1111 <p align=justify> | |
1112 The player starts the game in a trading post with a | |
1113 class-dependent allotment of gold. Although there are | |
1114 restrictions on the use of some items (eg. only fighters, | |
1115 paladins, and rangers can wield two-handed swords), the | |
1116 market will happily sell the player anything that he can | |
1117 afford. | |
1118 </p> | |
1119 | |
1120 <h3 align="justify">15. MISCELLANEOUS MAGIC ITEMS</h3> | |
1121 | |
1122 <p align=justify> | |
1123 Miscellaneous items such as a pair of boots or a book | |
1124 may be found within the dungeon. These items can usually be | |
1125 used to the player's advantage (assuming they are not | |
1126 cursed). Some of these items can be worn, such as a cloak, | |
1127 while others are to be used, such as a book. | |
1128 </p> | |
1129 | |
1130 <h3 align="justify">16. ARTIFACTS</h3> | |
1131 | |
1132 <p align=justify> | |
1133 Some monsters down in the depths of the dungeon carry | |
1134 unique artifacts. The game begins as a quest to retrieve | |
1135 one of these items. Each artifact appears only on its | |
1136 owner's person. These items also can usually be used to the | |
1137 player's advantage. However, care must be taken when | |
1138 handling them for they are intelligent and will reject | |
1139 mishandling or abuse. These items consume food and merely | |
1140 carrying them will result in increased food use. | |
1141 </p> | |
1142 | |
1143 <h3 align="justify">17. TRAPS</h3> | |
1144 | |
1145 <p align=justify> | |
1146 A variety of traps, including trap doors, bear traps, | |
1147 and sleeping traps, are hidden in the dungeon. They remain | |
1148 hidden until sprung by a monster or the player. A sprung | |
1149 trap continues to function, but since it is visible, an | |
1150 intelligent monster is not likely to tread on it. | |
1151 </p> | |
1152 | |
1153 <h3 align="justify">18. THE MONSTERS</h3> | |
1154 | |
1155 <p align=justify> | |
1156 Each monster except for the merchant quartermaster | |
1157 appears in a limited range of dungeon levels. All monsters | |
1158 of the same type share the same abilities; all giant rats, | |
1159 for example, can give the player a disease, and all | |
1160 jackalweres can put the player to sleep. Monsters of the | |
1161 same type can vary, however, such that one kobold may be | |
1162 much more difficult to kill than another one. In general, | |
1163 the more difficult it is to kill a monster, the more | |
1164 experience points the monster is worth. | |
1165 </p> | |
1166 | |
1167 <p align=justify> | |
1168 Most monsters attack by biting and clawing, but some | |
1169 monsters carry weapons, including such projectile weapons as | |
1170 short bows and crossbows, and some monsters have breath | |
1171 weapons. Some monsters even use magical items, such as | |
1172 wands. Monsters with distance weapons or magic can attack | |
1173 the player from across a room or down a corridor. | |
1174 </p> | |
1175 | |
1176 <p align=justify> | |
1177 Some monsters are more intelligent than others, and the | |
1178 more intelligent a monster, the more likely that the monster | |
1179 will run away if it is about to die. A fleeing monster will | |
1180 not attack the player unless cornered. | |
1181 </p> | |
1182 | |
1183 <p align=justify> | |
1184 It is sometimes possible to enlist a monster's aid. | |
1185 Reading a charm monster scroll, for example, or singing a | |
1186 charm monster chant can make a monster believe the player is | |
1187 its friend. A charmed monster will fight hostile monsters | |
1188 for the player as long as they are not of its race. | |
1189 </p> | |
1190 | |
1191 <p align=justify> | |
1192 As the player moves down in the dungeon, the monsters | |
1193 get more powerful. Deep down in the dungeon there exist | |
1194 some one-of-a-kind monsters. These monsters are greatly | |
1195 feared. However, once a "unique monster" is killed, the | |
1196 player will not find another in the current dungeon. | |
1197 </p> | |
1198 | |
1199 | |
1200 <h3 align="justify">19. OPTIONS</h3> | |
1201 | |
1202 <p align="justify"> | |
1203 Rogue has several options which may be set by the player: | |
1204 </p> | |
1205 | |
1206 <p> | |
1207 <table border="0" cellpadding="3" style="border-collapse: collapse" id="table5" cellspacing="3"> | |
1208 <tr> | |
1209 <td valign="top">terse</td> | |
1210 <td> </td> | |
1211 <td>Setting this Boolean option results in shorter messages appearing on | |
1212 the top line of the screen.</td> | |
1213 </tr> | |
1214 <tr> | |
1215 <td valign="top">jump</td> | |
1216 <td> </td> | |
1217 <td>Setting this Boolean option results in waiting until the player has | |
1218 finished running to draw the player's path. Otherwise the game always | |
1219 displays the path one step at a time.</td> | |
1220 </tr> | |
1221 <tr> | |
1222 <td valign="top">step</td> | |
1223 <td> </td> | |
1224 <td>Setting this Boolean option results in most listings, such as an | |
1225 inventory, appearing one item at a time on the top line of the screen. | |
1226 When this option is not set, the game clears the screen, displays the | |
1227 list, and then redraws the dungeon.</td> | |
1228 </tr> | |
1229 <tr> | |
1230 <td valign="top">flush</td> | |
1231 <td> </td> | |
1232 <td>Setting this Boolean option results in flushing all typeahead | |
1233 (pending) commands when the player encounters a monster.</td> | |
1234 </tr> | |
1235 <tr> | |
1236 <td valign="top">askme</td> | |
1237 <td nowrap> </td> | |
1238 <td>Setting this Boolean option results in the game prompting the | |
1239 player for a name upon encountering a | |
1240 new type of scroll, potion, ring, staff, or wand.</td> | |
1241 </tr> | |
1242 <tr> | |
1243 <td valign="top">pickup</td> | |
1244 <td> </td> | |
1245 <td>This option specifies whether items should be picked up automatically | |
1246 as the rogue steps over them. In the non-automatic mode, the player may | |
1247 still pick up items via the pickup (P) command. The option defaults to | |
1248 true.</td> | |
1249 </tr> | |
1250 <tr> | |
1251 <td valign="top">name</td> | |
1252 <td> </td> | |
1253 <td>This string is the player's name and defaults to the player's | |
1254 account name.</td> | |
1255 </tr> | |
1256 <tr> | |
1257 <td valign="top">file</td> | |
1258 <td> </td> | |
1259 <td>This string, which defaults to arogue77.sav, specifies the file to | |
1260 use for saving the game.</td> | |
1261 </tr> | |
1262 <tr> | |
1263 <td valign="top">score</td> | |
1264 <td> </td> | |
1265 <td>This string identifies the top-twenty score file to use for the | |
1266 game.</td> | |
1267 </tr> | |
1268 <tr> | |
1269 <td valign="top">class</td> | |
1270 <td> </td> | |
1271 <td>This option specifies the character class of the rogue. It can be | |
1272 set only in the ROGUEOPTS<br> | |
1273 environment variable.</td> | |
1274 </tr> | |
1275 <tr> | |
1276 <td nowrap valign="top">quested item</td> | |
1277 <td> </td> | |
1278 <td>This option is set by the game at the start and cannot be reset by | |
1279 the player. It is merely listed<br> | |
1280 to remind the player of his quest.</td> | |
1281 </tr> | |
1282 </table> | |
1283 </p> | |
1284 | |
1285 <p align="justify"> | |
1286 The player can set options at the beginning of a game via the | |
1287 ROGUEOPTS environment variable. Naming a Boolean option sets it, and preceding | |
1288 the Boolean option name by "no" clears it. The syntax "stringoption=name" sets a | |
1289 string option to "name." So setting ROGUEOPTS to "terse, jump, nostep, flush, | |
1290 askme, name=Ivan the Terrible" would set the terse, jump, flush, and askme | |
1291 Boolean options, clear the step Boolean option, set the player's name to "Ivan | |
1292 the Terrible," and use the defaults for the save file and the score file. | |
1293 </p> | |
1294 | |
1295 <p align="justify"> | |
1296 The player may change an option at any time during the game via the option | |
1297 command, which results in a listing of the current options. Typing a new value | |
1298 changes the option, a RETURN moves to the next option, a '-' moves to the | |
1299 previous option, and an ESCAPE returns the player to the dungeon. | |
1300 </p> | |
1301 | |
1302 <h3 align="justify">20. SCORING</h3> | |
1303 | |
1304 <p align="justify"> | |
1305 The player receives experience points for stealing items from monsters, | |
1306 turning monsters (a clerical ability), | |
1307 and killing monsters. When the player gets killed, the player's score equals the | |
1308 player's experience points. A | |
1309 player who quits gets a score equal to the player's experience points and gold. | |
1310 If the player makes it back up | |
1311 out of the dungeon, the player's score equals the player's experience points | |
1312 plus the gold the player carried and the gold received from selling the player's | |
1313 possessions. | |
1314 </p> | |
1315 | |
1316 <p align="justify"> | |
1317 Rogue maintains a list of the top twenty scores to date, together with the name | |
1318 of the player obtaining the score, the level where the player finished, and the manner in which the player | |
1319 ended the game. As an installation option, the game may record only one entry per character type and login; this | |
1320 restriction encourages a greater number of different players in the scorechart. | |
1321 </p> | |
1322 | |
1323 <h3 align="justify">21. ACKNOWLEDGEMENTS</h3> | |
1324 | |
1325 <p align="justify"> | |
1326 This version of Rogue is based on a version developed | |
1327 at the University of California. | |
1328 </p> |