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Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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1 <!-- 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&amp;T<br>
24 All rights reserved.
25 </td>
26 </tr>
27 <tr>
28 <td nowrap>
29 Based on &quot;Rogue: Exploring the Dungeons of Doom&quot;<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>&nbsp;&nbsp;&nbsp;&nbsp; </td>
343 <td>A wall of a room.</td>
344 </tr>
345 <tr>
346 <td align="center">-</td>
347 <td>&nbsp;</td>
348 <td>A wall of a room.</td>
349 </tr>
350 <tr>
351 <td align="center">*</td>
352 <td>&nbsp;</td>
353 <td>A pile of gold.</td>
354 </tr>
355 <tr>
356 <td align="center">%</td>
357 <td>&nbsp;</td>
358 <td>A way to another level.</td>
359 </tr>
360 <tr>
361 <td align="center">+</td>
362 <td>&nbsp;</td>
363 <td>A doorway.</td>
364 </tr>
365 <tr>
366 <td align="center">.</td>
367 <td>&nbsp;</td>
368 <td>The floor in a room</td>
369 </tr>
370 <tr>
371 <td align="center">@</td>
372 <td>&nbsp;</td>
373 <td>The player.</td>
374 </tr>
375 <tr>
376 <td align="center">_</td>
377 <td>&nbsp;</td>
378 <td>The player, when invisible.</td>
379 </tr>
380 <tr>
381 <td align="center">#</td>
382 <td>&nbsp;</td>
383 <td>The floor in a passageway</td>
384 </tr>
385 <tr>
386 <td align="center">!</td>
387 <td>&nbsp;</td>
388 <td>A flask containing a potion.</td>
389 </tr>
390 <tr>
391 <td align="center">?</td>
392 <td>&nbsp;</td>
393 <td>A sealed scroll.</td>
394 </tr>
395 <tr>
396 <td align="center">:</td>
397 <td>&nbsp;</td>
398 <td>Some food.</td>
399 </tr>
400 <tr>
401 <td align="center">)</td>
402 <td>&nbsp;</td>
403 <td>A weapon.</td>
404 </tr>
405 <tr>
406 <td align="center">&nbsp;</td>
407 <td nowrap>&nbsp;</td>
408 <td nowrap>Solid rock (denoted by a space)</td>
409 </tr>
410 <tr>
411 <td align="center">]</td>
412 <td>&nbsp;</td>
413 <td>Some armor.</td>
414 </tr>
415 <tr>
416 <td align="center">;</td>
417 <td>&nbsp;</td>
418 <td>A miscellaneous magic item.</td>
419 </tr>
420 <tr>
421 <td align="center">,</td>
422 <td>&nbsp;</td>
423 <td>An artifact.</td>
424 </tr>
425 <tr>
426 <td align="center">=</td>
427 <td>&nbsp;</td>
428 <td>A ring.</td>
429 </tr>
430 <tr>
431 <td align="center">/</td>
432 <td>&nbsp;</td>
433 <td>A wand or a staff.</td>
434 </tr>
435 <tr>
436 <td align="center">^</td>
437 <td>&nbsp;</td>
438 <td>The entrance to a trading post.</td>
439 </tr>
440 <tr>
441 <td align="center">&gt;</td>
442 <td>&nbsp;</td>
443 <td>A trapdoor leading to the next level.</td>
444 </tr>
445 <tr>
446 <td align="center">{</td>
447 <td>&nbsp;</td>
448 <td>An arrow trap.</td>
449 </tr>
450 <tr>
451 <td align="center">$</td>
452 <td>&nbsp;</td>
453 <td>A sleeping gas trap.</td>
454 </tr>
455 <tr>
456 <td align="center">}</td>
457 <td>&nbsp;</td>
458 <td>A beartrap.</td>
459 </tr>
460 <tr>
461 <td align="center">~</td>
462 <td>&nbsp;</td>
463 <td>A trap that teleports you somewhere else.</td>
464 </tr>
465 <tr>
466 <td align="center">`</td>
467 <td>&nbsp;</td>
468 <td>A poison dart trap.</td>
469 </tr>
470 <tr>
471 <td align="center">&quot;</td>
472 <td>&nbsp;</td>
473 <td>a shimmering magic pool.</td>
474 </tr>
475 <tr>
476 <td align="center">'</td>
477 <td>&nbsp;</td>
478 <td>An entrance to a maze.</td>
479 </tr>
480 <tr>
481 <td align="center">$</td>
482 <td>&nbsp;</td>
483 <td>Any magical item. (During magic detection)</td>
484 </tr>
485 <tr>
486 <td align="center">&gt;</td>
487 <td nowrap>&nbsp;</td>
488 <td nowrap>A blessed magical item. (Duriing magic detection)</td>
489 </tr>
490 <tr>
491 <td align="center">&lt;</td>
492 <td>&nbsp;</td>
493 <td>A cursed magical item. (During magic detection)</td>
494 </tr>
495 <tr>
496 <td align="center">A letter</td>
497 <td>&nbsp;</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>&nbsp;&nbsp;&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</td>
634 <td>Move one position to the left.</td>
635 </tr>
636 <tr>
637 <td align="center" valign="top">j</td>
638 <td>&nbsp;</td>
639 <td>Move one position down.</td>
640 </tr>
641 <tr>
642 <td align="center" valign="top">k</td>
643 <td>&nbsp;</td>
644 <td>Move one position up.</td>
645 </tr>
646 <tr>
647 <td align="center" valign="top">l</td>
648 <td>&nbsp;</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">&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</td>
679 <td>Run down until reaching something interesting.</td>
680 </tr>
681 <tr>
682 <td align="center" valign="top">K</td>
683 <td>&nbsp;</td>
684 <td>Run up until reaching something interesting.</td>
685 </tr>
686 <tr>
687 <td align="center" valign="top">L</td>
688 <td>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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">&gt;</td>
732 <td>&nbsp;</td>
733 <td>Go down to the next level.</td>
734 </tr>
735 <tr>
736 <td align="center" valign="top">&lt;</td>
737 <td>&nbsp;</td>
738 <td>Go up to the next level.</td>
739 </tr>
740 <tr>
741 <td align="center" valign="top">s</td>
742 <td>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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 &quot;ambitious&quot; prayers.</td>
857 </tr>
858 <tr>
859 <td align="center" valign="top">a</td>
860 <td>&nbsp;</td>
861 <td>This command is restricted to clerics and paladins must be followed
862 by a directional command. If there is an &quot;undead&quot; 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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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">&nbsp;</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>&nbsp;</td>
903 <td>Redraw the screen.</td>
904 </tr>
905 <tr>
906 <td align="center" valign="top">^R</td>
907 <td>&nbsp;</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>&nbsp;</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>&nbsp;</td>
920 <td>Print the current Rogue version number.</td>
921 </tr>
922 <tr>
923 <td align="center" valign="top">!</td>
924 <td>&nbsp;</td>
925 <td>Escape to the shell level.</td>
926 </tr>
927 <tr>
928 <td align="center" valign="top">S</td>
929 <td>&nbsp;</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>&nbsp;</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>&nbsp;&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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 &quot;no&quot; clears it. The syntax &quot;stringoption=name&quot; sets a
1289 string option to &quot;name.&quot; So setting ROGUEOPTS to &quot;terse, jump, nostep, flush,
1290 askme, name=Ivan the Terrible&quot; would set the terse, jump, flush, and askme
1291 Boolean options, clear the step Boolean option, set the player's name to &quot;Ivan
1292 the Terrible,&quot; 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>