Mercurial > hg > early-roguelike
diff arogue5/arogue58.html @ 63:0ed67132cf10
Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author | elwin |
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue5/arogue58.html Thu Aug 09 22:58:48 2012 +0000 @@ -0,0 +1,953 @@ +<!-- Advanced Rogue --> +<!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T --> +<!-- All rights reserved. --> +<!-- --> +<!-- Based on "Rogue: Exploring the Dungeons of Doom" --> +<!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman --> +<!-- All rights reserved. --> +<!-- --> +<!-- See the file LICENSE.TXT for full copyright and licensing information. --> +<!-- Creator : groff version 1.18.1 --> +<!-- CreationDate: Sat Jan 21 09:55:23 2006 --> +<h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of + Doom</a></h1> +<br> +<h2 align="center">AT&T Bell Laboratories</h2> +<h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3> +<br> +<table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center"> + <tr> + <td nowrap> + Advanced Rogue<br> + Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T<br> + All rights reserved. + </td> + </tr> + <tr> + <td nowrap> + Based on "Rogue: Exploring the Dungeons of Doom"<br> + Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br> + All rights reserved. + </td> + </tr> +</table> +<p align="center">See the file LICENSE.TXT for full copyright and licensing + information.</p> +<p align="center"> </p> +<p align="center"><b>ABSTRACT</b></p> +<blockquote> + <blockquote> + <p align="justify">Rogue was first introduced by Michael Toy at the + University of California at Berkeley as a screen-oriented fantasy game. + The game had 26 types of monsters that the player could meet while + exploring a dungeon generated by the computer. Scrolls, potions, rings, + wands, staves, armor, and weapons helped the player to battle these + monsters and to gain gold, the basis for scoring.</p> + <p align="justify">The version of Rogue described in this guide has been + expanded to include over 110 monsters with many new capabilities. Many + of the monsters are intelligent, and they, like the player, must avoid + traps and decide when it is better to fight or to run. The player + chooses a character class at the beginning of the game which defines the + player's abilities. Experience, rather than gold, decides the player's + score.</p> + </blockquote> +</blockquote> +<h2 align="justify"> </h2> +<h3 align="justify">1. INTRODUCTION</h3> +<p align="justify"> + Rogue is a screen-oriented fantasy game set in the ever-changing Dungeons of + Doom. The game comes complete with monsters, spells, weapons, armor, + potions, and other magical items. The dungeon's geography changes with every + game, and although many magical items have certain identifiable properties, + such as turning the player invisible, the physical manifestation of the + magic changes each game. A red potion, for example, will cause the same + reaction throughout a given game, but it may be a completely different + potion in a new game.</p> +<p align="justify"> + Entering the dungeon with only a little food, armor, and a weapon, the + player must develop a good strategy of when to fight, when to run, and how + to best use any magical items found in the dungeon. To make things + interesting, the player has a quest to return one of several unique + artifacts, rumored to lie deep in the dungeon's bowels. Returning with this + artifact brings great glory and the title of Complete Winner. But even after + finding the artifact, the player may wish to continue further to match wits + with an arch-devil, demon prince, or even a deity found far down in the + dungeon. Defeating such a creature will gain the player many experience + points, the basis for scoring in Rogue.</p> +<p align="justify"> + It is very difficult to return from the Dungeons of Doom. Few people ever + make it out alive. Should this unlikely event occur, the player would be + proclaimed a complete winner and handsomely rewarded for any booty removed + from the dungeon.</p> +<h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3> +<p align="justify"> + Before placing the player in the dungeon, the game requests the player to + select a character class: a fighter, a magic user, a cleric, or a thief.</p> +<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p> +<p align="justify"> + A fighter is very strong and will have a high strength rating. This great + strength gives a fighter the best odds of winning a battle with a monster. + At high experience levels the fighter also gets to attack multiple times in + a single turn. This obviously further increases his chances at winning + battles. Intrinsic to the fighter class is a robustness which results in 1 + to 10 extra hit points for every new experience level.</p> +<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p> +<p align="justify"> + A magician's major attribute is intelligence, which enables the magician to + cast spells. The number and variety of spells increases as the magician + gains experience and intelligence. Other types of characters can cast + spells, but only if they manage to gain extraordinarily high intelligence. + Magic users are not as hearty as fighters; they receive 1 to 8 extra hit + points for every new experience level.</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p> +<p align="justify"> + A cleric has a high wisdom rating and can thus pray. The number and variety + of prayers which the gods are willing to grant to a cleric increase as the + cleric gains experience and wisdom. Other character types can pray only if + they manage to gain extraordinary wisdom.</p> +<p align="justify"> + Because of their religious nature, clerics can also affect the "undead" + beings, like zombies and ghouls, which became monsters after they died. If + an "undead" creature is next to a cleric, the cleric may try to turn it and + cause it to flee. If the cleric is sufficiently powerful relative to the + monster, the cleric will destroy it. This ability increases as the character + gains experience levels.</p> +<p align="justify"> + Clerics can gain from 1 to 8 extra hit points on reaching a new experience + level.</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.4 The Thief</span></strong></p> +<p align="justify"> + A thief is exceptionally dextrous and has a good chance to set a trap or rob + a monster. Any type of character can try to set a trap or steal from a + monster standing next to the character, but the chances of success are low + compared to a thief's chances. +</p> +<p align="justify"> + By their nature, thieves can automatically detect all the gold on the + current level of the dungeon. They are also good at detecting hidden traps. + Because thieves slink along, they are not as likely as other characters to + wake sleeping monsters. If a thief manages to sneak up on a creature without + waking it, he will get a chance to backstab the monster. When this is done, + the damage done by the thief greatly increases based on his experience + level.</p> +<p align="justify"> + Thieves gain from 1 to 6 extra hit points from a new experience level. +</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.5 +CONSTITUTION</span></strong></p> +<p align="justify">Every character has a constitution rating. A character with +an exceptionally good constitution will gain more than the normal amount of hit +points associated with the character's class when the character reaches a new +experience level. Exceptional constitution also provides better protection +versus poison-based attacks and diseases.</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.6 Experience Levels</span></strong></p> +<p align="justify"> + Characters gain experience for killing monsters, stealing from monsters, and + turning monsters. Each character class has a set of thresholds associated + with it. When a character reaches a threshold, the character attains the + next experience level. This new level brings extra hit points and a greater + chance of success in performing the abilities associated with the + character's class. Magicians receive new spells, and clerics receive new + prayers.</p> +<p align="justify"> + Thieves have the lowest threshold for gaining experience levels, followed by + clerics. Fighters are next, and magicians have the highest threshold.</p> +<h3 align="justify"> + 3. THE SCREEN</h3> +<p align="justify"> + During the normal course of play, the screen consists of three separate + sections: the top line of the terminal, the bottom two lines of the + terminal, and the remaining middle lines. The top line reports actions which + occur during the game, the middle section depicts the dungeon, and the + bottom lines describe the player's current condition.</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.1 The Top Line</span></strong> +<p align="justify"> + Whenever anything happens to the player, such as finding a scroll or hitting + or being hit by a monster, a short report of the occurrence appears on the + top line of the screen. When such reports occur quickly, one right after + another, the game displays the notice followed by the prompt '--More--.' + After reading this notice, the player can press a space to display the next + message. At such a point, the game ignores all commands until the player + presses a space.</p> +<p align="justify"> + <strong> + <span style="FONT-VARIANT: small-caps">3.2 The Dungeon Section</span></strong> +<p align="justify"> + The large middle section of the screen displays the player's surroundings using + the following symbols: +</p> +<p> + <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table3" cellspacing="3"> + <tr> + <td align="middle">|</td> + <td> + </td> + <td>A wall of a room.</td> + </tr> + <tr> + <td align="middle">-</td> + <td> </td> + <td>A wall of a room.</td> + </tr> + <tr> + <td align="middle">*</td> + <td> </td> + <td>A pile of gold.</td> + </tr> + <tr> + <td align="middle">%</td> + <td> </td> + <td>A way to the next level.</td> + </tr> + <tr> + <td align="middle">+</td> + <td> </td> + <td>A doorway.</td> + </tr> + <tr> + <td align="middle">.</td> + <td> </td> + <td>The floor in a room.</td> + </tr> + <tr> + <td align="middle">@</td> + <td> </td> + <td>The player.</td> + </tr> + <tr> + <td align="middle">_</td> + <td> </td> + <td>The player, when invisible.</td> + </tr> + <tr> + <td align="middle">#</td> + <td> </td> + <td>The floor in a passageway.</td> + </tr> + <tr> + <td align="middle">!</td> + <td> </td> + <td>A flask containing a potion.</td> + </tr> + <tr> + <td align="middle">?</td> + <td> </td> + <td>A sealed scroll.</td> + </tr> + <tr> + <td align="middle">:</td> + <td> </td> + <td>Some food.</td> + </tr> + <tr> + <td align="middle">)</td> + <td> </td> + <td>A weapon.</td> + </tr> + <tr> + <td align="middle"> </td> + <td nowrap> </td> + <td nowrap>Solid rock (denoted by a space).</td> + </tr> + <tr> + <td align="middle">]</td> + <td> </td> + <td>Some armor.</td> + </tr> + <tr> + <td align="middle">;</td> + <td> </td> + <td>A miscellaneous magic item.</td> + </tr> + <tr> + <td align="middle">,</td> + <td> </td> + <td>An artifact.</td> + </tr> + <tr> + <td align="middle">=</td> + <td> </td> + <td>A ring.</td> + </tr> + <tr> + <td align="middle">/</td> + <td> </td> + <td>A wand or a staff.</td> + </tr> + <tr> + <td align="middle">^</td> + <td> </td> + <td>The entrance to a trading post.</td> + </tr> + <tr> + <td align="middle">></td> + <td> </td> + <td>A trapdoor leading to the next level</td> + </tr> + <tr> + <td align="middle">{</td> + <td> </td> + <td>An arrow trap</td> + </tr> + <tr> + <td align="middle">$</td> + <td> </td> + <td>A sleeping gas trap</td> + </tr> + <tr> + <td align="middle">}</td> + <td> </td> + <td>A beartrap</td> + </tr> + <tr> + <td align="middle">~</td> + <td> </td> + <td>A trap that teleports you somewhere else</td> + </tr> + <tr> + <td align="middle">`</td> + <td> </td> + <td>A poison dart trap</td> + </tr> + <tr> + <td align="middle">"</td> + <td> </td> + <td>a shimmering magic pool</td> + </tr> + <tr> + <td align="middle">'</td> + <td> </td> + <td>An entrance to a maze</td> + </tr> + <tr> + <td align="middle">$</td> + <td> </td> + <td>Any magical item. (During magic detection)</td> + </tr> + <tr> + <td align="middle">></td> + <td nowrap> </td> + <td nowrap>A blessed magical item. (During magic detection)</td> + </tr> + <tr> + <td align="middle"><</td> + <td> </td> + <td>A cursed magical item. (During magic detection)</td> + </tr> + <tr> + <td align="middle">A letter</td> + <td> </td> + <td>A monster. Note that a given letter may signify<br> + multiple monsters, depending on the level of the<br> + dungeon. The player can always identify a current<br> + monster by using the identify command ('/').</td> + </tr> + </table> +</p> +<p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.3 The Status Section</span></strong></p> +<p align="justify"> + The bottom two lines of the screen describe the player's current status. The + first line gives the player's characteristics: +</p> +<ul> + <li> + <p align="justify">Intelligence (Int)</p> + <li> + <p align="justify">Strength (Str)</p> + <li> + <p align="justify">Wisdom (Wis)</p> + <li> + <p align="justify">Dexterity (Dxt)</p> + <li> + <p align="justify">Constitution (Const)</p> + <li> + <p align="justify">Charisma (Char)</p> + <li> + <p align="justify">Encumbrance (Carry)</p> + </li> +</ul> +<p align="justify"> + Intelligence, strength, wisdom, dexterity, and constitution have a normal + maximum of 25, but can be higher when augmented by a ring. Encumbrance is a + measurement of how much the player can carry versus how much he is currently + carrying. The more you carry relative to your maximum causes you to use more + food.</p> +<p align="justify"> + The second status line provides the following information: +</p> +<ul> + <li> + <p align="justify">The current level (Lvl) in the dungeon. This number + increases as the player goes further down.</p> + <li> + <p align="justify">How much gold (Au) the player is carrying.</p> + <li> + <p align="justify">The player's current number of hit points (Hp), followed + in parentheses by the player's current maximum number of hit points. Hit + points express the player's health. As a player heals by resting, the + player's current hit points gradually increase until reaching the current + maximum. This maximum increases each time a player attains a new experience + level. If the player's current hit points reach 0, the player dies.</p> + <li> + <p align="justify">The player's armor class (Ac). This number describes the + amount of protection provided by the armor and rings currently worn by the + player. Wearing no armor is equivalent to an armor class of 10. The + protection level increases as the armor class decreases.</p> + <li> + <p align="justify">The player's current experience level (Exp) followed by + the player's experience points. The player can gain experience points by + killing monsters, successfully stealing from monsters, and turning monsters. + When a player gains enough experience points to surpass a threshold that + depends on the player's character type, the player reaches a new experience + level. A new experience level brings extra hit points and possibly added + abilities, such as a new spell for a magician or a new prayer for a cleric.</p> + <li> + <p align="justify">A description of the player's character. This description + depends on the player's character type and experience level.</p> + </li> +</ul> +<h3 align="justify">4. COMMANDS</h3> +<p align="justify"> + A player can invoke most Rogue commands by typing a single character. Some + commands, however, require a direction, in which case the player types the + command character followed by a directional command. Many commands can be + prefaced by a number, indicating how many times the command should be + executed.</p> +<p align="justify"> + When the player invokes a command referring to an item in the player's pack + (such as reading a scroll), the game prompts for the item. The player should + then type the letter associated with the item, as displayed by the inventory + command. Typing a '*' at this point produces a list of the eligible items.</p> +<p align="center"><b><i>Rogue understands the following commands:</i></b></p> +<p> + <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table4" cellspacing="3"> + <tr> + <td align="middle" valign="top">?</td> + <td> </td> + <td>Preceding a command by a '?' produces a brief explanation of the command. The + command '?*' gives an explanation of all the commands.</td> + </tr> + <tr> + <td align="middle" valign="top">/</td> + <td> </td> + <td>Preceding a symbol by a '/' identifies the symbol.</td> + </tr> + <tr> + <td align="middle" valign="top">h</td> + <td> </td> + <td>Move one position to the left.</td> + </tr> + <tr> + <td align="middle" valign="top">j</td> + <td> </td> + <td>Move one position down.</td> + </tr> + <tr> + <td align="middle" valign="top">k</td> + <td> </td> + <td>Move one position up.</td> + </tr> + <tr> + <td align="middle" valign="top">l</td> + <td> </td> + <td>Move one position to the right.</td> + </tr> + <tr> + <td align="middle" valign="top">y</td> + <td height="21"> </td> + <td height="21">Move one position to the top left.</td> + </tr> + <tr> + <td align="middle" valign="top">u</td> + <td> </td> + <td>Move one position to the top right.</td> + </tr> + <tr> + <td align="middle" valign="top">b</td> + <td> </td> + <td>Move one position to the bottom left.</td> + </tr> + <tr> + <td align="middle" valign="top">n</td> + <td> </td> + <td>Move one position to the bottom right</td> + </tr> + <tr> + <td align="middle" valign="top">H</td> + <td> </td> + <td>Run to the left until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">J</td> + <td> </td> + <td>Run down until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">K</td> + <td> </td> + <td>Run up until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">L</td> + <td> </td> + <td>Run to the right until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">Y</td> + <td> </td> + <td>Run to the top left until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">U</td> + <td> </td> + <td>Run to the top right until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">B</td> + <td> </td> + <td>Run to the bottom left until reaching something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">N</td> + <td> </td> + <td>Run to the bottom right until reaching something interesting</td> + </tr> + <tr> + <td align="middle" valign="top">t</td> + <td> </td> + <td>This command, followed by a directional command, prompts for an + object from the players pack. The player then throws the object in the + specified direction.</td> + </tr> + <tr> + <td align="middle" valign="top">f</td> + <td> </td> + <td>When this command precedes a directional command, the player moves + in the specified direction until passing something interesting.</td> + </tr> + <tr> + <td align="middle" valign="top">z</td> + <td> </td> + <td>This command must be followed by a directional command. Rogue then + prompts for a wand or staff from the player's pack and zaps it in the + specified direction.</td> + </tr> + <tr> + <td align="middle" valign="top">></td> + <td> </td> + <td>Go down to the next level.</td> + </tr> + <tr> + <td align="middle" valign="top"><</td> + <td> </td> + <td>Go up to the next level.</td> + </tr> + <tr> + <td align="middle" valign="top">s</td> + <td> </td> + <td>Search for a secret door or a trap in the circle surrounding the player.</td> + </tr> + <tr> + <td align="middle" valign="top">.</td> + <td> </td> + <td>This command (a dot) causes the player to rest a turn.</td> + </tr> + <tr> + <td align="middle" valign="top">i</td> + <td> </td> + <td>Display an inventory of the player's pack.</td> + </tr> + <tr> + <td align="middle" valign="top">I</td> + <td> </td> + <td>This command prompts for an item from the player's pack and displays + the inventory information for that item.</td> + </tr> + <tr> + <td align="middle" valign="top">q</td> + <td> </td> + <td>Quaff a potion from the player's pack.</td> + </tr> + <tr> + <td align="middle" valign="top">r</td> + <td> </td> + <td>Read a scroll from the player's pack.</td> + </tr> + <tr> + <td align="middle" valign="top">e</td> + <td> </td> + <td>Eat some food from the player's pack.</td> + </tr> + <tr> + <td align="middle" valign="top">w</td> + <td> </td> + <td>Wield a weapon from the player's pack.</td> + </tr> + <tr> + <td align="middle" valign="top">W</td> + <td> </td> + <td>Wear some armor or miscellaneous magic item from the player's pack.</td> + </tr> + <tr> + <td align="middle" valign="top">T</td> + <td> </td> + <td>Take off whatever the player is wearing.</td> + </tr> + <tr> + <td align="middle" valign="top">P</td> + <td> </td> + <td>Put on a ring from the player's pack. The player can wear a maximum + of eight rings.</td> + </tr> + <tr> + <td align="middle" valign="top">R</td> + <td> </td> + <td>Remove a ring from the player's hand.</td> + </tr> + <tr> + <td align="middle" valign="top">^U</td> + <td> </td> + <td>Use a miscellaneous magic item in the player's pack.</td> + </tr> + <tr> + <td align="middle" valign="top">d</td> + <td> </td> + <td>Drop an item from the player's pack.</td> + </tr> + <tr> + <td align="middle" valign="top">c</td> + <td> </td> + <td>When the player types this command, Rogue prompts for an item from + the player's pack and a one-line name. Rogue then calls all similar + items (such as all the blue potions) by the specified name.</td> + </tr> + <tr> + <td align="middle" valign="top">m</td> + <td> </td> + <td>When the player types this command, Rogue prompts for an item from + the player's pack and a one-line name. Rogue then marks the specified + item with the given name.</td> + </tr> + <tr> + <td align="middle" valign="top">o</td> + <td> </td> + <td>Typing this command causes Rogue to display all the settable + options. The player can then merely examine the options or change any or + all of them.</td> + </tr> + <tr> + <td align="middle" valign="top">C</td> + <td> </td> + <td>This command, restricted to magicians and characters with + exceptionally high intelligence, produces a listing of the magician's + current supply of spells. The player can select one of the displayed + spells and, if the player's energy level is sufficiently high, cast it. + The more complicated the spell, the more energy it takes.</td> + </tr> + <tr> + <td align="middle" valign="top">p</td> + <td> </td> + <td>This command, restricted to clerics and characters with + exceptionally high wisdom, produces a listing of the cleric's known + prayers. The player can then offer one of these prayers to the + character's deity. Deities are not known for favoring characters which + continually pray to them, and they are most likely to answer the least + "ambitious" prayers.</td> + </tr> + <tr> + <td align="middle" valign="top">a</td> + <td> </td> + <td>This command is restricted to clerics and characters with + exceptionally high wisdom and must be followed by a directional command. + If there is an "undead" monster standing next to the player in the + specified direction, there is a chance the player will affect the + monster by causing it to flee or possibly even destroying it.</td> + </tr> + <tr> + <td align="middle" valign="top">^</td> + <td> </td> + <td>This command sets a trap and is most likely to succeed for a + character with a high dexterity, such as a thief. If the character is + successful, Rogue prompts the player for a type of trap and sets it + where the player is standing.</td> + </tr> + <tr> + <td align="middle" valign="top">G</td> + <td> </td> + <td>This command is restricted to thieves. It causes Rogue to display + all the gold on the current level.</td> + </tr> + <tr> + <td align="middle" valign="top">D</td> + <td> </td> + <td>Dip something into a magic pool.</td> + </tr> + <tr> + <td align="middle" valign="top">^T</td> + <td height="22"> </td> + <td height="22">This command is most likely to succeed for a character + with a high dexterity, such as a thief, and it must be followed by a + directional command. If there is a monster standing next to the player + in the specified direction, the player tries to steal an item from the + monster's pack. If the player is successful, the monster does not notice + anything, but if the player is unsuccessful, there is a chance the + monster will wake up.</td> + </tr> + <tr> + <td align="middle" valign="top">^L</td> + <td> </td> + <td>Redraw the screen.</td> + </tr> + <tr> + <td align="middle" valign="top">^R</td> + <td> </td> + <td>Repeat the last message that was displayed on the top line of the screen.</td> + </tr> + <tr> + <td align="middle" valign="top">Escape (^[)</td> + <td> </td> + <td>Typing an escape will usually cause Rogue to cancel the current command.</td> + </tr> + <tr> + <td align="middle" valign="top">v</td> + <td> </td> + <td>Print the current Rogue version number.</td> + </tr> + <tr> + <td align="middle" valign="top">!</td> + <td> </td> + <td>Escape to the shell level.</td> + </tr> + <tr> + <td align="middle" valign="top">S</td> + <td> </td> + <td>Quit and save the game for resumption at a later time.</td> + </tr> + <tr> + <td align="middle" valign="top">Q</td> + <td> </td> + <td>Quit without saving the game.</td> + </tr> + </table> +</p> +<h3 align="justify">5. IMPLICIT COMMANDS</h3> +<p align="justify"> + There is no "attack" command. If a player wishes to attack a monster, the + player simply tries to move onto the spot where the monster is standing. The + game then assumes that the player wishes to attack the monster with whatever + weapon the player is wielding.</p> +<p align="justify"> + When the player moves onto an item, the game automatically places the object + into the player's pack. If there is no room left in the pack, the game + announces that fact and leaves the item on the floor.</p> +<h3 align="justify">6. LIGHT</h3> +<p align="justify"> + Some rooms in the dungeon possess a natural light source. In other rooms and + in corridors the player can see only those things within a one space radius + from the player. These dark rooms can be lit with magical light or by a fire + beetle.</p> +<h3 align="justify">7. WEAPONS AND ARMOR</h3> +<p align="justify"> + The player can wield exactly one weapon at a time. When the player attacks a + monster, the amount of damage depends on the particular weapon the player is + wielding. To fire a projectile weapon, such as a crossbow or a short bow, + the player should wield the bow and "throw" the bolt or arrow at the + monster.</p> +<p align="justify"> + A weapon may be cursed or blessed, affecting the likelihood of hitting a + monster with the weapon and the damage the weapon will inflict on the + monster. If the player has identified a weapon, the "to hit" and "to damage" + bonuses appear in that order before the weapon's name in an inventory + listing. A positive bonus indicates a blessed weapon, and a negative bonus + usually indicates a cursed weapon. The player cannot release a cursed + weapon.</p> +<p align="justify"> + Without any armor the player has an armor class of 10. The lower the + player's armor class, the harder it is for a monster to hit the player, so + wearing armor can improve the player's armor class. A cursed suit of armor, + however, offers poor protection and may sometimes be worse than no armor at + all.</p> +<p align="justify"> + After the player has identified a suit of armor, the protection bonus + appears before the armor's name in an inventory listing. If the bonus is + positive the armor is blessed, and if it is negative, the armor is usually + cursed. The player cannot remove a cursed suit of armor.</p> +<p align="justify"> + Some monsters can corrode armor when they hit it. If such a monster hits the + player when the player is wearing metal armor, the armor loses some of its + protection value, but the corrosion does not curse the armor.</p> +<h3 align="justify">8. POTIONS AND SCROLLS</h3> +<p align="justify"> + The player can frequently find potions and scrolls in the dungeon. In any + given dungeon, the player can distinguish among the different types of + potions by a potion's color and among the different types of scrolls by a + scroll's name. Quaffing a potion or reading a scroll usually causes some + magical occurrence. Most potions and scrolls may be cursed or blessed.</p> +<h3 align="justify">9. RINGS</h3> +<p align="justify"> + The player can wear a maximum of eight rings, and they have a magical effect + on the player as long as they are worn. Some rings also speed up the + player's metabolism, making the player require food more often. Many rings + can be cursed or blessed, and the player cannot remove a cursed ring. The + player can distinguish among different types of rings by a ring's jewel.</p> +<h3 align="justify">10. WANDS AND STAVES</h3> +<p align="justify"> + Wands and staves affect the player's environment. The player can zap a wand + or staff at something and perhaps shoot a bolt of lightning at it or + teleport it away. All wands or staves of the same type are constructed with + the same type of wood. Some wands and staves may be cursed or blessed.</p> +<h3 align="justify">11. FOOD</h3> +<p>The player must be careful not to run out of food since moving through the +dungeon fighting monsters consumes a lot of energy. Starving results in the +player's fainting for increasingly longer periods of time, during which any +nearby monster can attack the player freely. </p> +<h3 align="justify">12. GOLD</h3> +<p>Gold has one use in a dungeon: buying things. One can buy things in two ways, +either in a trading post or from a quartermaster. A trading post is a place +"between levels" of the dungeon and can be entered by stepping on the entrance. +A quartermaster is a person who will sometimes appear and will try to sell the +player some of his wares. These wares are never cursed and frequently blessed, +though blessed goods cost more than normal goods. If the player chooses to buy +one of the quartermaster's items, the quartermaster trades the item for the +specified amount of gold and disappears. Attacking a quartermaster causes him to +vanish without offering a trade. </p> +<h3 align="justify">13. MISCELLANEOUS MAGIC ITEMS</h3> +<p align="justify"> + Miscellaneous items such as a pair of boots or a book may be found within + the dungeon. These items can usually be used to the player's advantage + (assuming they are not cursed). Some of these items can be worn, such as a + cloak, while others are to be used, such as a book.</p> +<h3 align="justify">14. ARTIFACTS</h3> +<p align="justify"> + Some monsters down in the depths of the dungeon carry unique artifacts. The + game begins as a quest to retrieve one of these items. Each artifact appears + only on its owner's person.</p> +<h3 align="justify">15. TRAPS</h3> +<p align="justify"> + A variety of traps, including trap doors, bear traps, and sleeping + traps, are hidden in the dungeon. They remain hidden until sprung by a + monster or the player. A sprung trap continues to function, but since it is + visible, an intelligent monster is not likely to tread on it.</p> +<h3 align="justify">16. THE MONSTERS</h3> +<p align="justify"> + Each monster except for the merchant quartermaster appears in a limited + range of dungeon levels. All monsters of the same type share the same + abilities; all giant rats, for example, can give the player a disease, and + all jackalweres can put the player to sleep. Monsters of the same type can + vary, however, such that one kobold may be much more difficult to kill than + another one. In general, the more difficult it is to kill a monster, the + more experience points the monster is worth.</p> +<p align="justify"> + Most monsters attack by biting and clawing, but some monsters carry weapons, + including such projectile weapons as short bows and crossbows, and some + monsters have breath weapons. These latter monsters can attack the player + from across a room or down a corridor.</p> +<p align="justify"> + Some monsters are more intelligent than others, and the more intelligent a + monster, the more likely that the monster will run away if it is about to + die. A fleeing monster will not attack the player unless cornered.</p> +<p align="justify">As the player moves down in the dungeon, the monsters get +more powerful. Deep down in the dungeon there exist some one-of-a-kind monsters. +These monsters are greatly feared. However, once a "unique monster" is killed, +the player will not find another in the current dungeon.</p> +<h3 align="justify">17. OPTIONS</h3> +<p align="justify"> + Rogue has several options which may be set by the player: +</p> +<p> + <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table5" cellspacing="3"> + <tr> + <td valign="top">terse</td> + <td> </td> + <td>Setting this Boolean option results in shorter messages appearing on + the top line of the screen.</td> + </tr> + <tr> + <td valign="top">jump</td> + <td> </td> + <td>Setting this Boolean option results in waiting until the player has + finished running to draw the player's path. Otherwise the game always + displays the path one step at a time.</td> + </tr> + <tr> + <td valign="top">step</td> + <td> </td> + <td>Setting this Boolean option results in most listings, such as an + inventory, appearing one item at a time on the top line of the screen. + When this option is not set, the game clears the screen, displays the + list, and then redraws the dungeon.</td> + </tr> + <tr> + <td valign="top">flush</td> + <td> </td> + <td>Setting this Boolean option results in flushing all type ahead + (pending) commands when the player encounters a monster.</td> + </tr> + <tr> + <td valign="top">askme</td> + <td nowrap> </td> + <td>Setting this Boolean option results in the game prompting the player + for a name upon encountering a new type of scroll, potion, ring, staff, + or wand.</td> + </tr> + <tr> + <td valign="top">name</td> + <td> </td> + <td>This string is the player's name and defaults to the player's + account name.</td> + </tr> + <tr> + <td valign="top">fruit</td> + <td> </td> + <td>This string identifies the player's favorite fruit, sometimes + encountered in the dungeon. It defaults to slime-mold.</td> + </tr> + <tr> + <td valign="top">file</td> + <td> </td> + <td>This string, which defaults to rogue.save, specifies the file to use + for saving the game.</td> + </tr> + <tr> + <td valign="top">score</td> + <td> </td> + <td>This string identifies the top-ten score file to use for the game.</td> + </tr> + <tr> + <td valign="top">class</td> + <td> </td> + <td>This option specifies the character class of the rogue. It can be + set only in the ROGUEOPTS environment variable.</td> + </tr> + </table> +</p> +<p align="justify"> + The player can set options at the beginning of a game via the ROGUEOPTS + environment variable. Naming a Boolean option sets it, and preceding the + Boolean option name by "no" clears it. The syntax "stringoption=name" sets a + string option to "name." So setting ROGUEOPTS to "terse, jump, nostep, + flush, askme, name=Ivan the Terrible, fruit=pomegranate" would set the + terse, jump, flush, and askme Boolean options, clear the step Boolean + option, set the player's name to "Ivan the Terrible," set the player's + favorite fruit to a pomegranate, and use the defaults for the save file and + the score file.</p> +<p align="justify"> + The player may change an option at any time during the game via the option + command, which results in a listing of the current options. Typing a new + value changes the option, a RETURN moves to the next option, a '-' moves to + the previous option, and an ESCAPE returns the player to the dungeon.</p> +<h3 align="justify">18. SCORING</h3> +<p>The player receives experience points for stealing items from monsters, +turning monsters (a clerical ability), and killing monsters. When the player +gets killed, the player's score equals the player's experience points. A player +who quits gets a score equal to the player's experience points and gold. If the +player makes it back up out of the dungeon, the player's score equals the +player's experience points plus the gold the player carried and the gold +received from selling the player's possessions. Rogue maintains a list of the +top ten scores to date, together with the name of the player obtaining the +score, the level where the player finished, and the manner in which the player +ended the game.</p> +<h3 align="justify">19. ACKNOWLEDGEMENTS</h3> +<p align="justify"> + This version of Rogue is based on a version developed at the University of + California at Berkeley by Michael Toy and Ken Arnold.</p> \ No newline at end of file