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Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
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10
11 <h1 align=center><b>A Guide to the Dungeons of Doom</b></h1>
12
13 <h2 align=center><i>Michael C. Toy<br>
14 Kenneth C. R. C. Arnold</i></h2>
15
16 <h3 align=center>Computer Systems Research
17 Group<br>
18 Department of Electrical Engineering and Computer
19 Science<br>
20 University of California<br>
21 Berkeley, California 94720</h3>
22
23
24 <h2 align=center><i>ABSTRACT</i></h2>
25
26 <blockquote>
27 <blockquote>
28 <p align="justify"><b><i><font size="2">Rogue</font></i></b><font size="2"> is a visual CRT based fantasy game which runs under the
29 UNIX† timesharing system. This paper describes how
30 to play rogue, and gives a few hints for those who might otherwise get
31 lost in the Dungeons of Doom. </font></p>
32 </blockquote>
33 </blockquote>
34
35 <h2 align="justify"><b>1. Introduction</b></h2>
36
37 <p align="justify">You have just finished your years as a
38 student at the local fighter&rsquo;s guild. After much
39 practice and sweat you have finally completed your training
40 and are ready to embark upon a perilous adventure. As a test
41 of your skills, the local guildmasters have sent you into
42 the Dungeons of Doom. Your task is to return with the Amulet
43 of Yendor. Your reward for the completion of this task will
44 be a full membership in the local guild. In addition, you
45 are allowed to keep all the loot you bring back from the
46 dungeons.</p>
47
48 <p align="justify">In preparation for your journey, you are
49 given an enchanted mace, a bow, and a quiver of arrows taken
50 from a dragon&rsquo;s hoard in the far off Dark Mountains.
51 You are also outfitted with elf-crafted armor and given
52 enough food to reach the dungeons. You say goodbye to family
53 and friends for what may be the last time and head up the
54 road.</p>
55
56 <p align="justify">You set out on your way to the dungeons and
57 after several days of uneventful travel, you see the
58 ancient ruins that mark the entrance to the Dungeons of
59 Doom. It is late at night, so you make camp at the entrance
60 and spend the night sleeping under the open skies. In the
61 morning you gather your weapons, put on your armor, eat what
62 is almost your last food, and enter the
63 dungeons.</p>
64
65 <h2 align="justify"><b>2. What is going on here?</b></h2>
66 <p align="justify">You have just begun a game of rogue. Your
67 goal is to grab as much treasure as you can, find the Amulet
68 of Yendor, and get out of the Dungeons of Doom alive. On the
69 screen, a map of where you have been and what you have seen
70 on the current dungeon level is kept. As you explore more of
71 the level, it appears on the screen in front of
72 you.</p>
73 <p align="justify">Rogue differs from most computer fantasy
74 games in that it is screen oriented. Commands are all one or
75 two keystrokes<sup>1 </sup>and the
76 results of your commands are displayed graphically on the
77 screen rather than being explained in words<sup>2</sup>.</p>
78 <p align="justify">Another major difference between rogue and other computer fantasy games is that once you have solved
79 all the puzzles in a standard fantasy game, it has lost most
80 of its excitement and it ceases to be fun. Rogue, on the
81 other hand, generates a new dungeon every time you play it
82 and even the author finds it an entertaining and exciting
83 game.</p>
84
85 <h2 align="justify"><b>3. What do all those things on the screen mean?</b></h2>
86 <p align="justify">In order to understand what is going on in
87 rogue you have to first get some grasp of what rogue is
88 doing with the screen. The rogue screen is intended to
89 replace the &ldquo;You can see ...&rdquo; descriptions of
90 standard fantasy games. Figure 1 is a sample of what a
91 rogue screen might look like.</p>
92
93 <div align="center">
94
95 <table><tr><td>
96 <pre>
97 ____________________________________________________________
98
99
100 ------------
101 |..........+
102 |..@....]..|
103 |....B.....|
104 |..........|
105 -----+------
106
107
108
109 Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0
110
111 Figure 1
112 ____________________________________________________________
113 </pre>
114 </td></tr></table>
115 </div>
116 <h3 align="justify"><b>3.1. The bottom line</b></h3>
117 <p align="justify">At the bottom line of the screen are a few
118 pieces of cryptic information describing your current
119 status. Here is an explanation of what these things
120 mean:<br>
121 &nbsp;</p>
122
123 <table border="0" width="100%" id="table1" cellspacing="3" cellpadding="3">
124 <tr>
125 <td width="7%" valign="top">
126 <p align="justify">Level</td>
127 <td>
128 <p align="justify">This number indicates how deep you
129 have gone in the dungeon. It starts at one and goes up as
130 you go deeper into the dungeon.</td>
131 </tr>
132 <tr>
133 <td valign="top">
134 <p align="justify">Gold</td>
135 <td>
136 <p align="justify">The number of gold pieces you have managed to find and keep with you
137 so far.</td>
138 </tr>
139 <tr>
140 <td valign="top">
141 <p align="justify">Hp</td>
142 <td>
143 <p align="justify">Your current and maximum health points.
144 Health points indicate how much damage you can take before
145 you die. The more you get hit in a fight, the lower they
146 get. You can regain health points by resting. The number in
147 parentheses is the maximum number your health points can
148 reach.</p>
149
150 </td>
151 </tr>
152 <tr>
153 <td valign="top">
154 <p align="justify">Str</td>
155 <td>
156
157 <p align="justify">Your current strength and maximum ever
158 strength. This can be any integer less than or equal to 31,
159 or greater than or equal to three. The higher the num- ber,
160 the stronger you are. The number in the parentheses is the
161 maximum strength you have attained so far this
162 game.</p>
163
164 </td>
165 </tr>
166 <tr>
167 <td valign="top">
168 <p align="justify">Arm</td>
169 <td>
170 <p align="justify">Your current armor protection. This
171 number indicates how effective your armor is in stopping
172 blows from unfriendly creatures. The higher this number is,
173 the more effective the armor.</p>
174
175 </td>
176 </tr>
177 <tr>
178 <td valign="top">
179 <p align="justify">Exp</td>
180 <td>
181 <p align="justify">These two numbers give your current
182 experience level and experience points. As you do things,
183 you gain experience points. At certain experience point
184 totals, you gain an experience level. The more experienced
185 you are, the better you are able to fight and to withstand
186 magical attacks.</p>
187
188 </td>
189 </tr>
190 </table>
191
192 <p align="justify">&nbsp;</p>
193
194 <h3 align="justify"><b>3.2. The top line</b></h3>
195 <p align="justify">The top line of the screen is reserved for
196 printing messages that describe things that are impossible
197 to represent visually. If you see a &ldquo;--More--&rdquo;
198 on the top line, this means that rogue wants to print
199 another message on the screen, but it wants to make certain
200 that you have read the one that is there first. To read the
201 next message, just type a space.</p>
202
203
204 <h3 align="justify"><b>3.3. The rest of the screen</b></h3>
205 <p align="justify">The rest of the screen is the map of the
206 level as you have explored it so far. Each symbol on the
207 screen repre- sents something. Here is a list of what the
208 various symbols mean:</p>
209 <table border="0" width="100%" id="table2" cellspacing="3" cellpadding="3">
210 <tr>
211 <td width="7%" align="center" valign="top">
212 <p align="justify">@</td>
213 <td>
214 <p align="justify">This symbol represents you, the adventurer.</td>
215 </tr>
216 <tr>
217 <td align="center" valign="top">
218 <p align="justify">- |</td>
219 <td>
220 <p align="justify">These symbols represent the walls of rooms.</td>
221 </tr>
222 <tr>
223 <td align="center" valign="top">
224 <p align="justify">+</td>
225 <td>
226 <p align="justify">A door to/from a room.</td>
227 </tr>
228 <tr>
229 <td align="center" valign="top">
230 <p align="justify">.</td>
231 <td>
232 <p align="justify">The floor of a room.</td>
233 </tr>
234 <tr>
235 <td align="center" valign="top">
236 <p align="justify">#</td>
237 <td>
238 <p align="justify">The floor of a passage between rooms.</td>
239 </tr>
240 <tr>
241 <td align="center" valign="top">
242 <p align="justify">*</td>
243 <td>
244 <p align="justify">A pile or pot of gold.</td>
245 </tr>
246 <tr>
247 <td align="center" valign="top">
248 <p align="justify">)</td>
249 <td>
250 <p align="justify">A weapon of some sort.</td>
251 </tr>
252 <tr>
253 <td align="center" valign="top">
254 <p align="justify">]</td>
255 <td>
256 <p align="justify">A piece of armor.</td>
257 </tr>
258 <tr>
259 <td align="center" valign="top">
260 <p align="justify">!</td>
261 <td>
262 <p align="justify">A flask containing a magic potion.</td>
263 </tr>
264 <tr>
265 <td align="center" valign="top">
266 <p align="justify">?</td>
267 <td>
268 <p align="justify">A piece of paper, usually a magic scroll.</td>
269 </tr>
270 <tr>
271 <td align="center" valign="top">
272 <p align="justify">=</td>
273 <td>
274 <p align="justify">A ring with magic properties</td>
275 </tr>
276 <tr>
277 <td align="center" valign="top">
278 <p align="justify">/</td>
279 <td>
280 <p align="justify">A magical staff or wand</td>
281 </tr>
282 <tr>
283 <td align="center" valign="top">
284 <p align="justify">^</td>
285 <td>
286 <p align="justify">A trap, watch out for these.</td>
287 </tr>
288 <tr>
289 <td align="center" valign="top">
290 <p align="justify">%</td>
291 <td>
292 <p align="justify">A staircase to other levels</td>
293 </tr>
294 <tr>
295 <td align="center" valign="top">
296 <p align="justify">:</td>
297 <td>
298 <p align="justify">A piece of food.</td>
299 </tr>
300 <tr>
301 <td align="center" valign="top">
302 <p align="justify">A-Z</td>
303 <td>
304 <p align="justify">The uppercase letters represent the various
305 inhabitants of the Dungeons of Doom. Watch out, they can be nasty and
306 vicious.</td>
307 </tr>
308 </table>
309
310
311 <h2 align="justify"><b>4. Commands</b></h2>
312 <p align="justify">Commands are given to rogue by typing one or two characters.
313 Most commands can be preceded by a count to repeat them (e.g. typing “10s” will
314 do ten searches). Commands for which counts make no sense have the count
315 ignored. To cancel a count or a prefix, type &lt;ESCAPE&gt; . The list of commands is
316 rather long, but it can be read at any time during the game
317 with the &ldquo;?&rdquo; command. Here it is for reference,
318 with a short explanation of each
319 command.<br>
320 &nbsp;</p>
321
322 <div align="center">
323
324 <table border="0" cellspacing="3" cellpadding="3" id="table3">
325 <tr>
326 <td valign="top" align="left">
327 <p>?</td>
328 <td align="justify">
329 <p align="justify">The help command. Asks for a character to give help
330 on. If you type a “*”, it will list all the commands, otherwise it will
331 explain what the character you typed does.</td>
332 </tr>
333 <tr>
334 <td align="left" valign="top">
335 <p>/</td>
336 <td align="justify">
337 <p>This is the “What is that on the screen?” command. A
338 “/” followed by any character that you see on the level, will tell you
339 what that character is. For instance, typing “/@” will tell you that the
340 “@” symbol represents you, the player.</td>
341 </tr>
342 <tr>
343 <td nowrap align="left" valign="top" colspan="2">
344 <p>h, H, ^H</td>
345 </tr>
346 <tr>
347 <td align="left" valign="top">
348 &nbsp;</td>
349 <td align="justify">
350 <p align="justify">Move left. You move one space to the left. If you use
351 upper case “h”, you will continue to move left until you run into
352 something. This works for all movement commands (e.g. “L” means run in
353 direction “l”) If you use the “control” “h”, you will continue moving in
354 the specified direction until you pass something interesting or run into
355 a wall. You should experiment with this, since it is a very useful
356 command, but very difficult to describe. This also works for all movement
357 commands.</td>
358 </tr>
359 <tr>
360 <td align="left" valign="top">
361 <p>j</td>
362 <td align="justify">
363 <p align="justify">Move down.</td>
364 </tr>
365 <tr>
366 <td align="left" valign="top">
367 <p>k</td>
368 <td align="justify">
369 <p align="justify">Move up.</td>
370 </tr>
371 <tr>
372 <td align="left" valign="top">
373 <p>l</td>
374 <td align="justify">
375 <p align="justify">Move right.</td>
376 </tr>
377 <tr>
378 <td align="left" valign="top">
379 <p>y</td>
380 <td align="justify">
381 <p align="justify">Move diagonally up and left.</td>
382 </tr>
383 <tr>
384 <td align="left" valign="top">
385 <p>u</td>
386 <td align="justify">
387 <p align="justify">Move diagonally up and right.</td>
388 </tr>
389 <tr>
390 <td align="left" valign="top">
391 <p>b</td>
392 <td align="justify">
393 <p align="justify">Move diagonally down and left.</td>
394 </tr>
395 <tr>
396 <td align="left" valign="top">
397 <p>n</td>
398 <td align="justify">
399 <p align="justify">Move diagonally down and right.</td>
400 </tr>
401 <tr>
402 <td align="left" valign="top">
403 <p>t</td>
404 <td align="justify">
405 <p align="justify">Throw an object. This is a prefix command. When followed with a
406 direction it throws an object in the specified direction. (e.g. type
407 &ldquo;th&rdquo; to throw something to the
408 left.)</td>
409 </tr>
410 <tr>
411 <td align="left" valign="top">
412 <p>f</td>
413 <td align="justify">
414 <p align="justify">Fight until someone dies. When followed with a direction this will force you to fight the creature
415 in that direction until either you or it bites the big
416 one.</td>
417 </tr>
418 <tr>
419 <td align="left" valign="top">
420 <p>m</td>
421 <td align="justify">
422 <p align="justify">Move onto something without picking it up. This will move you one
423 space in the direction you specify and, if there is an object there you
424 can pick up, it won’t do it.</td>
425 </tr>
426 <tr>
427 <td align="left" valign="top">
428 <p>z</td>
429 <td align="justify">
430 <p align="justify">Zap prefix. Point a staff or wand in a given direction and fire it.
431 Even non-directional staves must be pointed in some direction to be
432 used.</td>
433 </tr>
434 <tr>
435 <td align="left" valign="top">
436 <p>^</td>
437 <td align="justify">
438 <p align="justify">Identify trap command. If a trap is on your map and you can’t
439 remember what type it is, you can get rogue to remind you by getting
440 next to it and typing “^” followed by the direction that would move
441 you on top of it.</td>
442 </tr>
443 <tr>
444 <td align="left" valign="top">
445 <p>s</td>
446 <td align="justify">
447 <p align="justify">Search for traps and secret doors. Examine each space immediately
448 adjacent to you for the existence of a trap or secret door. There is a
449 large chance that even if there is something there, you won’t find it,
450 so you might have to search a while before you find something.</td>
451 </tr>
452 <tr>
453 <td align="left" valign="top">
454 <p>&gt;</td>
455 <td align="justify">
456 <p>Climb down a staircase to the next level. Not surprisingly, this can only be done if you are
457 standing on staircase.</td>
458 </tr>
459 <tr>
460 <td align="left" valign="top">
461 <p>&lt;</td>
462 <td align="justify">
463 <p>Climb up a staircase to the level above. This can’t be done without
464 the Amulet of Yendor
465 in your possession.</td>
466 </tr>
467 <tr>
468 <td align="left" valign="top">
469 <p>.</td>
470 <td align="justify">
471 <p>Rest. This is the “do nothing” command. This is good for waiting and
472 healing.</td>
473 </tr>
474 <tr>
475 <td align="left" valign="top">
476 <p>,</td>
477 <td align="justify">
478 <p>Pick up something. This picks up whatever you are currently standing on, if you are
479 standing on anything at all.</td>
480 </tr>
481 <tr>
482 <td align="left" valign="top">
483 <p>i</td>
484 <td align="justify">
485 <p>Inventory. List what you are carrying in
486 your pack.</td>
487 </tr>
488 <tr>
489 <td align="left" valign="top">
490 <p>I</td>
491 <td align="justify">
492 <p>Selective inventory. Tells you what a single item in your pack is.</td>
493 </tr>
494 <tr>
495 <td align="left" valign="top">
496 <p>q</td>
497 <td align="justify">
498 <p align="justify">Quaff one of the potions you are carrying.</td>
499 </tr>
500 <tr>
501 <td align="left" valign="top">
502 <p>r</td>
503 <td align="justify">
504 <p align="justify">Read one of the scrolls in your pack.</td>
505 </tr>
506 <tr>
507 <td align="left" valign="top">
508 <p>e</td>
509 <td align="justify">
510 <p align="justify">Eat food from your pack.</td>
511 </tr>
512 <tr>
513 <td align="left" valign="top">
514 <p>w</td>
515 <td align="justify">
516 <p align="justify">Wield a weapon. Take a weapon out of your pack and carry it for use
517 in combat, replacing the one you are currently using (if any).</td>
518 </tr>
519 <tr>
520 <td align="left" valign="top">
521 <p>W</td>
522 <td align="justify">
523 <p align="justify">Wear armor. You can only wear one suit of armor at a time. This
524 takes extra time.</td>
525 </tr>
526 <tr>
527 <td align="left" valign="top">
528 <p>T</td>
529 <td align="justify">
530 <p align="justify">Take armor off. You can’t remove armor that is cursed. This takes
531 extra time.</td>
532 </tr>
533 <tr>
534 <td align="left" valign="top">
535 <p>P</td>
536 <td align="justify">
537 <p align="justify">Put on a ring. You can wear only two rings at a time (one on each
538 hand). If you aren’t wearing any rings, this command will ask you which
539 hand you want to wear it on, otherwise, it will place it on the unused
540 hand. The program assumes that you wield your sword in your right hand.</td>
541 </tr>
542 <tr>
543 <td align="left" valign="top">
544 <p>R</td>
545 <td align="justify">
546 <p align="justify">Remove a ring. If you are only wearing one ring, this command takes
547 it off. If you are wearing two, it will ask you which one you wish to
548 remove,</td>
549 </tr>
550 <tr>
551 <td align="left" valign="top">
552 <p>d</td>
553 <td align="justify">
554 <p align="justify">Drop an object. Take something out of your pack and leave it lying
555 on the floor. Only one object can occupy each space. You cannot drop a
556 cursed object at all if you are wielding or wearing it.</td>
557 </tr>
558 <tr>
559 <td align="left" valign="top">
560 <p>c</td>
561 <td align="justify">
562 <p align="justify">Call an object something. If you have a type of object in your pack
563 which you wish to remember something about, you can use the call command
564 to give a name to that type of object. This is usually used when you
565 figure out what a potion, scroll, ring, or staff is after you pick it
566 up, or when you want to remember which of those swords in your pack you
567 were wielding.</td>
568 </tr>
569 <tr>
570 <td align="left" valign="top">
571 <p>D</td>
572 <td align="justify">
573 <p align="justify">Print out which things you’ve discovered something about. This
574 command will ask you what type of thing you are interested in. If you
575 type the character for a given type of object (<i>e.g.</i>
576 &ldquo;!&rdquo; for potion) it will tell you which kinds of
577 that type of object you&rsquo;ve discovered (<i>i.e.</i>, figured out what they
578 are). This command works for
579 potions, scrolls, rings, and staves and
580 wands.</td>
581 </tr>
582 <tr>
583 <td align="left" valign="top">
584 <p>o</td>
585 <td align="justify">
586 <p align="justify">Examine and set options. This command is further explained in the
587 section on options.</td>
588 </tr>
589 <tr>
590 <td align="left" valign="top">
591 <p>^R</td>
592 <td align="justify">
593 <p>Redraws the screen. Useful if spurious messages or transmission
594 errors have messed up the display.</td>
595 </tr>
596 <tr>
597 <td align="left" valign="top">
598 <p>^P</td>
599 <td align="justify">
600 <p align="justify">Print last message. Useful when a message disappears before you can
601 read it. This only repeats the last message that was not a mistyped
602 command so that you don’t loose anything by accidentally typing the
603 wrong character instead of ^P.</td>
604 </tr>
605 <tr>
606 <td align="left" valign="top" colspan="2">
607 <p>&lt;ESCAPE&gt;</td>
608 </tr>
609 <tr>
610 <td align="left" valign="top">
611 &nbsp;</td>
612 <td align="justify">
613 Cancel a command, prefix, or count.</td>
614 </tr>
615 <tr>
616 <td align="left" valign="top">
617 <p>!</td>
618 <td align="justify">
619 <p align="justify">Escape to a shell for some commands.</td>
620 </tr>
621 <tr>
622 <td align="left" valign="top">
623 <p>Q</td>
624 <td align="justify">
625 <p align="justify">Quit. Leave the game.</td>
626 </tr>
627 <tr>
628 <td align="left" valign="top">
629 <p>S</td>
630 <td align="justify">
631 <p align="justify">Save the current game in a file. It will ask you whether you wish to
632 use the default save file.
633 <i>Caveat</i>: Rogue won&rsquo;t let you start up a copy of
634 a saved game, and it removes the save file as soon as you
635 start up a restored game. This is to prevent people from
636 saving a game just before a dangerous position and then
637 restart- ing it if they die. To restore a saved game, give
638 the file name as an argument to rogue. As
639 in</p>
640 <p align="justify">% rogue
641 <i>save_file</i></p>
642 <p align="justify">To restart from the default save file (see below), run </p>
643 <p align="justify">% rogue -r</td>
644 </tr>
645 <tr>
646 <td align="left" valign="top">
647 <p>v</td>
648 <td align="justify">
649 <p align="justify">Prints the program version number.</td>
650 </tr>
651 <tr>
652 <td align="left" valign="top">
653 <p>)</td>
654 <td align="justify">
655 <p align="justify">Print the weapon you are currently wielding</td>
656 </tr>
657 <tr>
658 <td height="28" align="left" valign="top">
659 <p>]</td>
660 <td height="28" align="justify">
661 <p align="justify">Print the armor you are currently wearing</td>
662 </tr>
663 <tr>
664 <td align="left" valign="top">
665 <p>=</td>
666 <td align="justify">
667 <p align="justify">Print the rings you are currently wearing</td>
668 </tr>
669 <tr>
670 <td align="left" valign="top">
671 <p>@</td>
672 <td align="justify">
673 <p align="justify">Reprint the status line on the message line</td>
674 </tr>
675 </table>
676
677 </div>
678
679 <h2 align="justify"><b>5. Rooms</b></h2>
680 <p align="justify">Rooms in the dungeons are either lit or
681 dark. If you walk into a lit room, the entire room will be
682 drawn on the screen as soon as you enter. If you walk into a
683 dark room, it will only be displayed as you explore it. Upon
684 leaving a room, all monsters inside the room are erased from
685 the screen. In the darkness you can only see one space in
686 all directions around you. A corridor is always
687 dark.</p>
688
689 <h2 align="justify"><b>6. Fighting</b></h2>
690 <p align="justify">If you see a monster and you wish to fight
691 it, just attempt to run into it. Many times a monster you
692 find will mind its own business unless you attack it. It is
693 often the case that discretion is the better part of
694 valor.</p>
695
696 <h2 align="justify"><b>7. Objects you can find</b></h2>
697 <p align="justify">When you find something in the dungeon, it
698 is common to want to pick the object up. This is
699 accomplished in rogue by walking over the object (unless you
700 use the &ldquo;m&rdquo; prefix, see above). If you are
701 carrying too many things, the pro- gram will tell you and it
702 won&rsquo;t pick up the object, other- wise it will add it
703 to your pack and tell you what you just picked
704 up.</p>
705
706 <p align="justify">Many of the commands that operate on
707 objects must prompt you to find out which object you want to
708 use. If you change your mind and don&rsquo;t want to do that
709 command after all, just type an
710 &lt;ESCAPE&gt; and the command will be
711 aborted.</p>
712
713 <p align="justify">Some objects, like armor and weapons, are
714 easily dif- ferentiated. Others, like scrolls and potions,
715 are given labels which vary according to type. During a
716 game, any two of the same kind of object with the same label
717 are the same type. However, the labels will vary from game
718 to game.</p>
719
720 <p align="justify">When you use one of these labeled objects,
721 if its effect is obvious, rogue will remember what it is for
722 you. If it&rsquo;s effect isn&rsquo;t extremely obvious you
723 will be asked what you want to scribble on it so you will
724 recognize it later, or you can use the &ldquo;call&rdquo;
725 command (see above).</p>
726
727 <h3 align="justify"><b>7.1. Weapons</b></h3>
728 <p align="justify">Some weapons, like arrows, come in bunches,
729 but most come one at a time. In order to use a weapon, you
730 must wield it. To fire an arrow out of a bow, you must first
731 wield the bow, then throw the arrow. You can only wield one
732 weapon at a time, but you can&rsquo;t change weapons if the
733 one you are currently wielding is cursed. The commands to
734 use weapons are &ldquo;w&rdquo; (wield) and &ldquo;t&rdquo;
735 (throw).</p>
736
737 <h3 align="justify"><b>7.2. Armor</b></h3>
738
739 <p align="justify">There are various sorts of armor lying around in the dungeon. Some of it is
740 enchanted, some is cursed, and some is just normal. Different armor types have
741 different armor protection. The higher the armor protection, the more protection the armor affords against the blows of
742 monsters. Here is a list of the various armor types and
743 their normal armor protection:</p>
744 <div align="center">
745 <table border="1" cellspacing="3" cellpadding="3" id="table4" style="border-collapse: collapse">
746 <tr>
747 <th><i>Type</i></th>
748 <th><i>Protection</i></th>
749 </tr>
750 <tr>
751 <td>None</td>
752 <td align="center">0</td>
753 </tr>
754 <tr>
755 <td>Leather armor</td>
756 <td align="center">2</td>
757 </tr>
758 <tr>
759 <td>Studded leather / Ring mail</td>
760 <td align="center">3</td>
761 </tr>
762 <tr>
763 <td>Scale mail </td>
764 <td align="center">4</td>
765 </tr>
766 <tr>
767 <td>Chain mail&nbsp; </td>
768 <td align="center">5</td>
769 </tr>
770 <tr>
771 <td>Banded mail / Splint mail</td>
772 <td align="center">6</td>
773 </tr>
774 <tr>
775 <td>Plate mail&nbsp;&nbsp;&nbsp;&nbsp; </td>
776 <td align="center">7</td>
777 </tr>
778 </table>
779 <p>&nbsp;</div>
780 <p align="justify">
781 If a piece of armor is enchanted, its
782 armor protection will be higher than normal. If a suit of
783 armor is cursed, its armor protection will be lower, and you
784 will not be able to remove it. However, not all armor with a
785 protection that is lower than normal is
786 cursed.
787
788 </p>
789
790 <p align="justify">The commands to use weapons are
791 &ldquo;W&rdquo; (wear) and &ldquo;T&rdquo; (take
792 off).</p>
793
794 <h3 align="justify">
795
796 <b>7.3. Scrolls</b></h3>
797 <p align="justify">Scrolls come with titles in an unknown tongue<sup>3</sup>. After you read a scroll, it
798 disappears from your pack. The com mand to use a
799 scroll is &ldquo;r&rdquo; (read).</p>
800
801 <h3 align="justify">
802
803 <b>7.4. Potions</b>
804
805 </h3>
806
807 <p align="justify">Potions are labeled by the color of the
808 liquid inside the flask. They disappear after being quaffed.
809 The command to use a scroll is &ldquo;q&rdquo;
810 (quaff).</p>
811
812 <h3 align="justify"><b>7.5. Staves and Wands</b></h3>
813 <p align="justify">Staves and wands do the same kinds of
814 things. Staves are identified by a type of wood; wands by a
815 type of metal or bone. They are generally things you want to
816 do to some- thing over a long distance, so you must point
817 them at what you wish to affect to use them. Some staves are
818 not affected by the direction they are pointed, though.
819 Staves come with multiple magic charges, the number being
820 random, and when they are used up, the staff is just a piece
821 of wood or metal.</p>
822
823 <p align="justify">The command to use a wand or staff is
824 &ldquo;z&rdquo; (zap)</p>
825
826 <h3 align="justify"><b>7.6. Rings</b></h3>
827
828 <p align="justify">Rings are very useful items, since they are
829 relatively permanent magic, unlike the usually fleeting
830 effects of potions, scrolls, and staves. Of course, the bad
831 rings are also more powerful. Most rings also cause you to
832 use up food more rapidly, the rate varying with the type of
833 ring. Rings are differentiated by their stone settings. The
834 com- mands to use rings are &ldquo;P&rdquo; (put on) and
835 &ldquo;R&rdquo; (remove).</p>
836
837 <h3 align="justify"><b>7.7. Food</b></h3>
838
839 <p align="justify">Food is necessary to keep you going. If you
840 go too long without eating you will faint, and eventually
841 die of starvation. The command to use food is
842 &ldquo;e&rdquo; (eat).</p>
843
844 <h2 align="justify"><b>8. Options</b></h2>
845 <p align="justify">Due to variations in personal tastes and
846 conceptions of the way rogue should do things, there are a
847 set of options you can set that cause rogue to behave in
848 various different ways.</p>
849
850 <h3 align="justify"><b>8.1 Setting the options</b></h3>
851
852 <p align="justify">There are two ways to set the options. The
853 first is with the &ldquo;o&rdquo; command of rogue; the
854 second is with the &ldquo;ROGUEOPTS&rdquo; environment
855 variable.</p>
856
857 <h3 align="justify"><b>8.1.1. Using the &lsquo;o&rsquo; command</b></h3>
858
859 <p align="justify">When you type &ldquo;o&rdquo; in rogue, it
860 clears the screen and displays the current settings for all
861 the options. It then places the cursor by the value of the
862 first option and waits for you to type. You can type a
863 &lt;RETURN&gt; which means to go to the next
864 option, a &ldquo;&minus;&rdquo; which means to go to the
865 previous option, an &lt;ESCAPE&gt; which
866 means to return to the game, or you can give the option a
867 value. For boolean options this merely involves typing
868 &ldquo;t&rdquo; for true or &ldquo;f&rdquo; for false. For
869 string options, type the new value followed by a
870 &lt;RETURN&gt; .</p>
871
872 <h3 align="justify"><b>8.1.2. Using the ROGUEOPTS variable</b></h3>
873
874 <p align="justify">The ROGUEOPTS variable is a string
875 containing a comma separated list of initial values for the
876 various options. Boolean variables can be turned on by
877 listing their name or turned off by putting a
878 &ldquo;no&rdquo; in front of the name. Thus to set up an
879 environment variable so that <b>jump</b> is on, <b>terse</b>
880 is off, and the <b>name</b> is set to &ldquo;Blue
881 Meanie&rdquo;, use the command</p>
882
883 <p align="justify">% setenv ROGUEOPTS
884 &quot;jump,noterse,name=Blue Meanie&quot;<sup>4</sup></p>
885
886 <h3 align="justify"><b>8.2. Option list</b></h3>
887
888 <p align="justify">Here is a list of the options and an
889 explanation of what each one is for. The default value for
890 each is enclosed in square brackets. For character string
891 options, input over fifty characters will be
892 ignored.</p>
893
894 <p align="justify"><b>terse</b>
895 [<i>noterse</i>]</p>
896 <blockquote>
897 <p align="justify">
898 Useful for those who are tired of the
899 sometimes lengthy messages of rogue. This is a useful option
900 for playing on slow terminals, so this option defaults to
901 <i>terse</i> if you are on a slow (1200 baud or under)
902 terminal.</p>
903 </blockquote>
904
905 <p align="justify"><b>jump</b>
906 [<i>nojump</i>]</p>
907 <blockquote>
908 <p align="justify">If this option is set, running moves will
909 not be displayed until you reach the end of the move. This
910 saves considerable cpu and display time. This option
911 defaults to <i>jump</i> if you are using a slow
912 terminal.</p>
913 </blockquote>
914 <p align="justify"><b>flush</b>
915 [<i>noflush</i>]</p>
916 <blockquote>
917 <p align="justify">All typeahead is thrown away after each round of battle. This is useful for those who type far
918 ahead and then watch in dismay as a Bat kills
919 them.</p>
920 </blockquote>
921 <p align="justify"><b>seefloor</b>
922 [<i>seefloor</i>]</p>
923 <blockquote>
924 <p align="justify">Display the floor around you on the screen
925 as you move through dark rooms. Due to the amount of
926 characters generated, this option defaults to
927 <i>noseefloor</i> if you are using a slow
928 terminal.</p>
929 </blockquote>
930 <p align="justify"><b>passgo</b>
931 [<i>nopassgo</i>]</p>
932 <blockquote>
933 <p align="justify">Follow turnings in passageways. If you run
934 in a pas- sage and you run into stone or a wall, rogue will
935 see if it can turn to the right or left. If it can only turn
936 one way, it will turn that way. If it can turn either or
937 neither, it will stop. This algorithm can sometimes lead to
938 slightly confusing occurrences which is why it defaults to
939 <i>nopassgo</i>.</p>
940 </blockquote>
941 <p align="justify"><b>tombstone</b>
942 [<i>tombstone</i>]</p>
943 <blockquote>
944 <p align="justify">Print out the tombstone at the end if you
945 get killed. This is nice but slow, so you can turn it off if
946 you like.</p>
947 </blockquote>
948 <p align="justify"><b>inven</b>
949 [<i>overwrite</i>]</p>
950 <blockquote>
951 <p align="justify">Inventory type. This can have one of three
952 values: <i>overwrite</i>, <i>slow</i>, or <i>clear</i>. With
953 <i>overwrite</i> the top lines of the map are overwritten
954 with the list when inventory is requested or when
955 &ldquo;Which item do you wish to <b>. . .</b>? &rdquo;
956 questions are answered with a &ldquo;*&rdquo;. How- ever, if
957 the list is longer than a screenful, the screen is cleared.
958 With <i>slow</i>, lists are displayed one item at a time on
959 the top of the screen, and with <i>clear</i>, the screen is
960 cleared, the list is displayed, and then the dungeon level
961 is re-displayed. Due to speed considerations, <i>clear</i>
962 is the default for terminals without clear-to-end-of-line
963 capabilities.</p>
964 </blockquote>
965 <p align="justify"><b>name</b> [account
966 name]</p>
967 <blockquote>
968 <p align="justify">This is the name of your character. It is
969 used if you get on the top ten scorer&rsquo;s
970 list.</p>
971 </blockquote>
972 <p align="justify"><b>fruit</b>
973 [<i>slime-mold</i>]</p>
974 <blockquote>
975 <p align="justify">This should hold the name of a fruit that
976 you enjoy eating. It is basically a whimsy that rogue uses
977 in a couple of places.</p>
978 </blockquote>
979 <p align="justify"><b>file</b>
980 [<i>~/rogue.save</i>]</p>
981 <blockquote>
982 <p align="justify">The default file name for saving the game.
983 If your phone is hung up by accident, rogue will
984 automatically save the game in this file. The file name may
985 start with the special character &ldquo;~&rdquo; which
986 expands to be your home directory.</p>
987 </blockquote>
988 <h2 align="justify"><b>9. Scoring</b></h2>
989
990 <p align="justify">Rogue usually maintains a list of the top
991 scoring people or scores on your machine. Depending on how
992 it is set up, it can post either the top scores or the top
993 players. In the latter case, each account on the machine can
994 post only one non-winning score on this list. If you score
995 higher than someone else on this list, or better your previous score on the list, you will be inserted in the proper
996 place under your current name. How many scores are kept can
997 also be set up by whoever installs it on your
998 machine.</p>
999
1000 <p align="justify">If you quit the game, you get out with all
1001 of your gold intact. If, however, you get killed in the
1002 Dungeons of Doom, your body is forwarded to your
1003 next-of-kin, along with 90% of your gold; ten percent of
1004 your gold is kept by the Dungeons&rsquo; wizard as a fee<sup>5</sup>. This should make you
1005 consider whether you want to take one last hit at that
1006 monster and possibly live, or quit and thus stop with
1007 whatever you have. If you quit, you do get all your gold,
1008 but if you swing and live, you might find
1009 more.</p>
1010
1011 <p align="justify">If you just want to see what the current top players/games list is, you can
1012 type</p>
1013 <p align="justify">% @PROGRAM@ &minus;s</p>
1014
1015 <h2 align="justify"><b>10. Acknowledgements</b></h2>
1016
1017 <p align="justify">Rogue was originally conceived of by Glenn
1018 Wichman and Michael Toy. Ken Arnold and Michael Toy then
1019 smoothed out the user interface, and added jillions of new
1020 features. We would like to thank Bob Arnold, Michelle Busch,
1021 Andy Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill
1022 Joy, Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and
1023 Scott Nelson for their ideas and assistance; and also the
1024 teeming multitudes who graciously ignored work, school, and
1025 social life to play rogue and send us bugs, complaints, suggestions, and just plain flames. And also
1026 Mom.</p>
1027 <table border="0" width="100%" cellspacing="3" cellpadding="0" id="table5">
1028 <tr>
1029 <td align="right" valign="top"><sup>†</sup></td>
1030 <td>UNIX is a registered trademark of The Open Group</td>
1031 </tr>
1032 <tr>
1033 <td align="right" valign="top"><sup>1</sup></td>
1034 <td>As opposed to pseudo English sentences.</td>
1035 </tr>
1036 <tr>
1037 <td align="right" valign="top"><sup>2</sup></td>
1038 <td>A minimum screen size of 24 lines by 80 columns is required. If the
1039 screen is larger, only the 24x80 section
1040 will be used for the map.</td>
1041 </tr>
1042 <tr>
1043 <td align="right" valign="top"><sup>3</sup></td>
1044 <td>Actually, it's a dialect spoken only by the twenty-seven members of
1045 a tribe in Outer Mongolia, but you're not supposed to know that.</td>
1046 </tr>
1047 <tr>
1048 <td align="right" valign="top"><sup>4</sup></td>
1049 <td>For those of you who use the Bourne shell sh (1), the commands would be<p>$ ROGUEOPTS=&quot;jump,noterse,name=Blue Meanie&quot;<br>
1050 $ export ROGUEOPTS<br>
1051 &nbsp;</td>
1052 </tr>
1053 <tr>
1054 <td align="right" valign="top"><sup>5</sup></td>
1055 <td>The Dungeon's wizard is named Wally the Wonder Badger. Invocations
1056 should be accompanied by a sizable donation.</td>
1057 </tr>
1058 </table>
1059 </body>
1060 </html>