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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> |
