diff arogue5/arogue58.html @ 63:0ed67132cf10

Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
author elwin
date Thu, 09 Aug 2012 22:58:48 +0000
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+<!-- 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&amp;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&amp;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">&nbsp;</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">&nbsp;</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 &quot;undead&quot; 
+	beings, like zombies and ghouls, which became monsters after they died. If 
+	an &quot;undead&quot; 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>&nbsp;&nbsp;&nbsp;&nbsp;
+	    </td>
+	    <td>A wall of a room.</td>
+	</tr>
+	<tr>
+	    <td align="middle">-</td>
+	    <td>&nbsp;</td>
+	    <td>A wall of a room.</td>
+	</tr>
+	<tr>
+	    <td align="middle">*</td>
+	    <td>&nbsp;</td>
+	    <td>A pile of gold.</td>
+	</tr>
+	<tr>
+	    <td align="middle">%</td>
+	    <td>&nbsp;</td>
+	    <td>A way to the next level.</td>
+	</tr>
+	<tr>
+	    <td align="middle">+</td>
+	    <td>&nbsp;</td>
+	    <td>A doorway.</td>
+	</tr>
+	<tr>
+	    <td align="middle">.</td>
+	    <td>&nbsp;</td>
+	    <td>The floor in a room.</td>
+	</tr>
+	<tr>
+	    <td align="middle">@</td>
+	    <td>&nbsp;</td>
+	    <td>The player.</td>
+	</tr>
+	<tr>
+	    <td align="middle">_</td>
+	    <td>&nbsp;</td>
+	    <td>The player, when invisible.</td>
+	</tr>
+	<tr>
+	    <td align="middle">#</td>
+	    <td>&nbsp;</td>
+	    <td>The floor in a passageway.</td>
+	</tr>
+	<tr>
+	    <td align="middle">!</td>
+	    <td>&nbsp;</td>
+	    <td>A flask containing a potion.</td>
+	</tr>
+	<tr>
+	    <td align="middle">?</td>
+	    <td>&nbsp;</td>
+	    <td>A sealed scroll.</td>
+	</tr>
+	<tr>
+	    <td align="middle">:</td>
+	    <td>&nbsp;</td>
+	    <td>Some food.</td>
+	</tr>
+	<tr>
+	    <td align="middle">)</td>
+	    <td>&nbsp;</td>
+	    <td>A weapon.</td>
+	</tr>
+	<tr>
+	    <td align="middle">&nbsp;</td>
+	    <td nowrap>&nbsp;</td>
+	    <td nowrap>Solid rock (denoted by a space).</td>
+	</tr>
+	<tr>
+	    <td align="middle">]</td>
+	    <td>&nbsp;</td>
+	    <td>Some armor.</td>
+	</tr>
+	<tr>
+	    <td align="middle">;</td>
+	    <td>&nbsp;</td>
+	    <td>A miscellaneous magic item.</td>
+	</tr>
+	<tr>
+	    <td align="middle">,</td>
+	    <td>&nbsp;</td>
+	    <td>An artifact.</td>
+	</tr>
+	<tr>
+	    <td align="middle">=</td>
+	    <td>&nbsp;</td>
+	    <td>A ring.</td>
+	</tr>
+	<tr>
+	    <td align="middle">/</td>
+	    <td>&nbsp;</td>
+	    <td>A wand or a staff.</td>
+	</tr>
+	<tr>
+	    <td align="middle">^</td>
+	    <td>&nbsp;</td>
+	    <td>The entrance to a trading post.</td>
+	</tr>
+	<tr>
+	    <td align="middle">&gt;</td>
+	    <td>&nbsp;</td>
+	    <td>A trapdoor leading to the next level</td>
+	</tr>
+	<tr>
+	    <td align="middle">{</td>
+	    <td>&nbsp;</td>
+	    <td>An arrow trap</td>
+	</tr>
+	<tr>
+	    <td align="middle">$</td>
+	    <td>&nbsp;</td>
+	    <td>A sleeping gas trap</td>
+	</tr>
+	<tr>
+	    <td align="middle">}</td>
+	    <td>&nbsp;</td>
+	    <td>A beartrap</td>
+	</tr>
+	<tr>
+	    <td align="middle">~</td>
+	    <td>&nbsp;</td>
+	    <td>A trap that teleports you somewhere else</td>
+	</tr>
+	<tr>
+	    <td align="middle">`</td>
+	    <td>&nbsp;</td>
+	    <td>A poison dart trap</td>
+	</tr>
+	<tr>
+	    <td align="middle">"</td>
+	    <td>&nbsp;</td>
+	    <td>a shimmering magic pool</td>
+	</tr>
+	<tr>
+	    <td align="middle">'</td>
+	    <td>&nbsp;</td>
+	    <td>An entrance to a maze</td>
+	</tr>
+	<tr>
+	    <td align="middle">$</td>
+	    <td>&nbsp;</td>
+	    <td>Any magical item. (During magic detection)</td>
+	</tr>
+	<tr>
+	    <td align="middle">&gt;</td>
+	    <td nowrap>&nbsp;</td>
+	    <td nowrap>A blessed magical item. (During magic detection)</td>
+	</tr>
+	<tr>
+	    <td align="middle">&lt;</td>
+	    <td>&nbsp;</td>
+	    <td>A cursed magical item. (During magic detection)</td>
+	</tr>
+	<tr>
+	    <td align="middle">A letter</td>
+	    <td>&nbsp;</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>&nbsp;&nbsp;&nbsp;</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>&nbsp;</td>
+	    <td>Preceding a symbol by a '/' identifies the symbol.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">h</td>
+	    <td>&nbsp;</td>
+	    <td>Move one position to the left.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">j</td>
+	    <td>&nbsp;</td>
+	    <td>Move one position down.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">k</td>
+	    <td>&nbsp;</td>
+	    <td>Move one position up.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">l</td>
+	    <td>&nbsp;</td>
+	    <td>Move one position to the right.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">y</td>
+	    <td height="21">&nbsp;</td>
+	    <td height="21">Move one position to the top left.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">u</td>
+	    <td>&nbsp;</td>
+	    <td>Move one position to the top right.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">b</td>
+	    <td>&nbsp;</td>
+	    <td>Move one position to the bottom left.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">n</td>
+	    <td>&nbsp;</td>
+	    <td>Move one position to the bottom right</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">H</td>
+	    <td>&nbsp;</td>
+	    <td>Run to the left until reaching something interesting.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">J</td>
+	    <td>&nbsp;</td>
+	    <td>Run down until reaching something interesting.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">K</td>
+	    <td>&nbsp;</td>
+	    <td>Run up until reaching something interesting.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">L</td>
+	    <td>&nbsp;</td>
+	    <td>Run to the right until reaching something interesting.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">Y</td>
+	    <td>&nbsp;</td>
+	    <td>Run to the top left until reaching something interesting.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">U</td>
+	    <td>&nbsp;</td>
+	    <td>Run to the top right until reaching something interesting.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">B</td>
+	    <td>&nbsp;</td>
+	    <td>Run to the bottom left until reaching something interesting.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">N</td>
+	    <td>&nbsp;</td>
+	    <td>Run to the bottom right until reaching something interesting</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">t</td>
+	    <td>&nbsp;</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>&nbsp;</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>&nbsp;</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">&gt;</td>
+	    <td>&nbsp;</td>
+	    <td>Go down to the next level.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">&lt;</td>
+	    <td>&nbsp;</td>
+	    <td>Go up to the next level.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">s</td>
+	    <td>&nbsp;</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>&nbsp;</td>
+	    <td>This command (a dot) causes the player to rest a turn.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">i</td>
+	    <td>&nbsp;</td>
+	    <td>Display an inventory of the player's pack.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">I</td>
+	    <td>&nbsp;</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>&nbsp;</td>
+	    <td>Quaff a potion from the player's pack.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">r</td>
+	    <td>&nbsp;</td>
+	    <td>Read a scroll from the player's pack.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">e</td>
+	    <td>&nbsp;</td>
+	    <td>Eat some food from the player's pack.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">w</td>
+	    <td>&nbsp;</td>
+	    <td>Wield a weapon from the player's pack.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">W</td>
+	    <td>&nbsp;</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>&nbsp;</td>
+	    <td>Take off whatever the player is wearing.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">P</td>
+	    <td>&nbsp;</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>&nbsp;</td>
+	    <td>Remove a ring from the player's hand.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">^U</td>
+	    <td>&nbsp;</td>
+	    <td>Use a miscellaneous magic item in the player's pack.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">d</td>
+	    <td>&nbsp;</td>
+	    <td>Drop an item from the player's pack.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">c</td>
+	    <td>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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 
+		&quot;ambitious&quot; prayers.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">a</td>
+	    <td>&nbsp;</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 &quot;undead&quot; 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>&nbsp;</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>&nbsp;</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>&nbsp;</td>
+	    <td>Dip something into a magic pool.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">^T</td>
+	    <td height="22">&nbsp;</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>&nbsp;</td>
+	    <td>Redraw the screen.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">^R</td>
+	    <td>&nbsp;</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>&nbsp;</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>&nbsp;</td>
+	    <td>Print the current Rogue version number.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">!</td>
+	    <td>&nbsp;</td>
+	    <td>Escape to the shell level.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">S</td>
+	    <td>&nbsp;</td>
+	    <td>Quit and save the game for resumption at a later time.</td>
+	</tr>
+	<tr>
+	    <td align="middle" valign="top">Q</td>
+	    <td>&nbsp;</td>
+	    <td>Quit without saving the game.</td>
+	</tr>
+    </table>
+</p>
+<h3 align="justify">5. IMPLICIT COMMANDS</h3>
+<p align="justify">
+    There is no &quot;attack&quot; 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 &quot;throw&quot; 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 &quot;to hit&quot; and &quot;to damage&quot; 
+	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 
+&quot;between levels&quot; 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">
+    &nbsp;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 &quot;unique monster&quot; 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>&nbsp;&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</td>
+	    <td>This string identifies the top-ten score file to use for the game.</td>
+	</tr>
+	<tr>
+	    <td valign="top">class</td>
+	    <td>&nbsp;</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 &quot;no&quot; clears it. The syntax &quot;stringoption=name&quot; sets a 
+	string option to &quot;name.&quot; So setting ROGUEOPTS to &quot;terse, jump, nostep, 
+	flush, askme, name=Ivan the Terrible, fruit=pomegranate&quot; would set the 
+	terse, jump, flush, and askme Boolean options, clear the step Boolean 
+	option, set the player's name to &quot;Ivan the Terrible,&quot; 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