diff arogue7/aguide.mm @ 125:adfa37e67084

Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author John "Elwin" Edwards
date Fri, 08 May 2015 15:24:40 -0400
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--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
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+.\"
+.\" aguide.mm
+.\"
+.\" 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.
+.\"
+.tr ~
+.nr Pt 1
+.ds HF 3 2 2 2 2 2 2
+.TL
+The Dungeons of Doom
+.AF Toolchest
+.AU " "
+.AS 1
+.P
+Rogue was introduced 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
+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.
+.AE
+.MT 4
+.H 1 INTRODUCTION
+Rogue is a screen-oriented fantasy game set in the ever-changing
+\fIDungeons of Doom\fR.
+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
+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
+\fIComplete Winner\fR.
+But even after finding the artifact, the player may wish to continue
+further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a 
+\fIdeity\fR found far down in the dungeon.
+Defeating such a creature will gain the player many experience points,
+the basis for scoring in Rogue.
+.P
+It is very difficult to return from the \fIDungeons of Doom\fR.
+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.
+.H 1 "CHARACTER CLASSES"
+Before placing the player in the dungeon, the game requests the player
+to select what type of character they would like to be:~ a fighter, a magic user, a cleric, 
+a druid, a thief, a paladin, a ranger, a monk, or an assassin.
+.H 2 "The Fighter"
+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 \fIfighter\fR 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 12 extra hit points for every new experience
+level.
+.H 2 "The Magician"
+A Magician is able to "cast" spells.
+The number and variety of spells increases as
+the magician gains experience and intelligence.
+Magic users are not as hearty as fighters;
+they receive 1 to 6 extra hit
+points for every new experience level.
+.H 2 "The Cleric"
+A cleric is able to "pray" to his god for help.
+The number and variety of prayers which the gods are willing to grant to
+a cleric increase as the cleric gains experience and wisdom.
+.P
+Because of their religious nature, clerics can also affect the "undead"
+beings, like \fIzombies\fR and \fIghouls\fR, 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
+Clerics can gain from 1 to 8 extra hit points on
+reaching a new experience level.
+.H 2 "The Druid"
+The druid is a cleric of sorts but worships nature rather than a god.
+The druid is able to "chant" and thereby recieve certain types
+of spells. Most of the chants are targeted more towards the
+elements and nature.
+.P
+Druids gain from 1 to 8 hit points when they gain an experience level.
+.H 2 "The Thief"
+A thief is exceptionally dextrous and has a good chance to
+set a trap or rob a monster.
+.P
+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 \fIthief\fR manages to sneak up on a creature without waking it, he
+will get a chance to \fIbackstab\fR the monster. When this is done,
+the damage done by the \fIthief\fR greatly increases based on his experience
+level.
+.P
+Thieves gain from 1 to 6 extra hit points from a new experience level.
+.H 2 "The Paladin"
+The paladin is a type of holy warrior. Somewhat of a cross between a 
+fighter and a cleric. He is able to pray and turn undead as a cleric,
+(but to a lesser degree) but fights as a fighter. He is on the side of
+all that is good and righteous. Therefore he would never attack a 
+creature that would not attack him first. If he does kill a non-violent
+creature inadvertantly he will feel "uneasy" and his god may retaliate
+by making him a mere fighter.
+.P
+Paladins gain 1 to 10 hit points per experience level.
+.H 2 "The Ranger"
+The ranger is somewhat of a cross between a druid and a fighter. He
+too is on the side of righteousness and good. Therefore, the same
+same restrictions apply to his as they do to a paladin. The ranger
+can "chant" and "cast" but to a lesser degree than the druid and
+magician.
+.P
+Rangers gain 1 to 8 hit points per experience level.
+.H 2 "The Monk"
+The Monk is a martial arts expert. He wears no armor but has
+an effective armor class based on his ability to dodge attacks.
+He does not need a weapon in combat for his hands and feet are
+a formidable weapon. His ability to dodge and use his hands
+as weapons increases as he gains in level. 
+.P
+Monks gain 1 to 6 hit points per experience level.
+.H 2 "The Assassin"
+The assassin is a person trained in the art of killing people
+by surprise. He has most of the abilities of the thief except
+the "backstab". Instead, the assassin has the chance to kill
+an opponent outright with one strike. He is also a ruthless
+character and trained in the use of poison. He can recognize
+poison on sight and can coat his weapon with it thereby making
+his next attack an exceptionally lethal one.
+.P
+Assassins gain 1 to 6 hit points per experience level.
+.H 1 "ATTRIBUTES"
+.H 2 "Intelligence"
+Intelligence is the primary attribute associated with casting
+spells. With higher intelligence comes the knowledge of more
+spells, the ability to cast more spells, and faster recovery
+of spells that have been cast.
+.H 2 "Strength"
+This is, of course, the measure of a character's physical strength.
+With higher strength a character can carry more, cause more damage
+when striking, have a better chance to strike an opponent, and
+move about more quickly when carrying a load.
+.H 2 "Wisdom"
+Wisdom is the primary attribute associated with Praying
+to a god. With higher wisdom comes the knowledge of more
+prayers, the ability to pray more often, and faster recovery
+of prayer ability.
+.H 2 "Dexterity"
+Dexterity is a measure of a character's agility. With higher dexterity
+a character is harder to hit, can hit a opponent more easily, and
+can move about more quickly when carrying a load.
+.H 2 Constitution
+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.
+.H 2 "Charisma"
+Charisma is a measure of a characters looks and general likeableness.
+It effects transactions when trying to purchase things.
+.H 2 "Experience Levels"
+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.
+For example, magicians receive new spells, and clerics receive new prayers.
+.P
+.H 2 "Allocating Attributes"
+The player starts with 72 "attribute points" to create a character and
+can distribute them in any manner among the six attributes described
+above.
+When prompting the player for each attribute, the game displays the
+minimum and maximum allowable values for that attribute.
+The player can type a backspace (control-H) to go back and change
+a value; typing an escape (ESC) sets the remaining attributes to
+the maximum value possible given the remaining attribute points.
+.H 1 "THE SCREEN"
+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.
+.H 2 "The Top Line"
+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 '\(emMore\(em.'~
+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.
+.H 2 "The Dungeon Section"
+The large middle section of the screen displays the player's surroundings using
+the following symbols:
+.tr ~~
+.VL 10
+.LI |
+A wall of a room.
+.LI -
+A wall of a room.
+.LI *
+A pile of gold.
+.LI %
+A way to the next level.
+.LI +
+A doorway.
+.LI .
+The floor in a room.
+.LI @
+The player.
+.LI _
+The player, when invisible.
+.LI #
+The floor in a passageway.
+.LI !
+A flask containing a potion.
+.LI ?
+A sealed scroll.
+.LI :
+Some food.
+.LI )
+A weapon.
+.LI \ 
+Solid rock (denoted by a space).
+.LI ]
+Some armor.
+.LI ;
+A miscellaneous magic item
+.LI ,
+An artifact
+.LI =
+A ring.
+.LI /
+A wand or a staff.
+.LI ^
+The entrance to a trading post
+.LI >
+A trapdoor leading to the next level
+.LI {
+An arrow trap
+.LI $
+A sleeping gas trap
+.LI }
+A beartrap
+.LI ~
+A trap that teleports you somewhere else
+.LI \`
+A poison dart trap
+.LI \fR"\fR
+A shimmering magic pool
+.LI \'
+An entrance to a maze
+.LI $
+Any magical item. (During magic detection)
+.LI >
+A blessed magical item. (During magic detection)
+.LI <
+A cursed magical item. (During magic detection)
+.LI A\ letter
+A monster.
+Note that a given letter may signify multiple monsters,
+depending on the level of the dungeon.
+The player can always identify a current monster by using
+the identify command ('\fB/\fR').
+.LE
+.tr ~
+.H 2 "The Status Section"
+The bottom two lines of the screen describe the player's current status.
+The first line gives the player's characteristics:
+.BL
+.LI
+Intelligence (\fBInt\fR)
+.LI
+Strength (\fBStr\fR)
+.LI
+Wisdom (\fBWis\fR)
+.LI
+Dexterity (\fBDxt\fR)
+.LI
+Constitution (\fBConst\fR)
+.LI
+Charisma (\fBChar\fR)
+.LI
+Encumberance (\fBCarry\fR)
+.LE
+.P
+Intelligence, strength, wisdom, dexterity, charisma, and constitution have a 
+normal maximum of 25, but can be higher when augmented by a ring.
+Encumberance 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
+The second status line provides the following information:
+.BL
+.LI
+The current level (\fBLvl\fR) in the dungeon.  This number increases as the
+player goes further down.
+.LI
+The player's current number of hit points (\fBHp\fR), 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.
+.LI
+The player's armor class (\fBAc\fR).
+This number describes the amount of protection provided by the armor, cloaks, 
+and/or rings currently worn by the player. 
+It is also affected by high or low dexterity.
+Wearing no armor is equivalent to an armor class of 10.
+The protection level increases as the armor class decreases.
+.LI
+The player's current experience level (\fBExp\fR) 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.
+.LI
+A description of the player's character.
+This description depends on the player's character type and experience
+level.
+.LE
+.H 1 COMMANDS
+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
+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 \fBinventory\fR command.
+Typing a '*' at this point produces a list of the eligible items.
+.P
+Rogue understands the following commands:~
+.VL 4
+.LI ?
+Preceding a command by a '\fB?\fR' produces a brief explanation of the command.
+The command '\fB?*\fR' gives an explanation of all the commands.
+.LI /
+Preceding a symbol by a '\fB/\fR' identifies the symbol.
+.LI =
+Clarify.
+After typing an '\fB=\fR' sign, the player can use the movement keys to
+position the cursor anywhere on the current level.
+As long as the player can normally see the selected position, Rogue will
+identify whatever is at that space.
+Examples include a \fIsleeping giant rat\fR, a \fIblue potion\fR, and a \fIfood
+ration\fR.
+.LI h
+Move one position to the left.
+.LI j
+Move one position down.
+.LI k
+Move one position up.
+.LI l
+Move one position to the right.
+.LI y
+Move one position to the top left.
+.LI u
+Move one position to the top right.
+.LI b
+Move one position to the bottom left.
+.LI n
+Move one position to the bottom right.
+.LI H
+Run to the left until reaching something interesting.
+.LI J
+Run down until reaching something interesting.
+.LI K
+Run up until reaching something interesting.
+.LI L
+Run to the right until reaching something interesting.
+.LI Y
+Run to the top left until reaching something interesting.
+.LI U
+Run to the top right until reaching something interesting.
+.LI B
+Run to the bottom left until reaching something interesting.
+.LI N
+Run to the bottom right until reaching something interesting.
+.LI t
+This command prompts for an object from the players pack.
+The player then \fBt\fRhrows the object in the specified direction.
+.LI f
+When this command precedes a directional command, the player moves
+in the specified direction until passing something interesting.
+.LI z
+This command prompts for a wand or staff from the player's pack and
+\fBz\fRaps it in the specified direction.
+.LI >
+Go down to the next level.
+.LI <
+Go up to the next level.
+.LI s
+\fBS\fRearch for a secret door or a trap in the circle surrounding the player.
+.LI .
+This command (a dot) causes the player to rest a turn.
+.LI i
+Display an \fBi\fRnventory of the player's pack.
+.LI I
+This command prompts for an item from the player's pack and displays
+the \fBi\fRnventory information for that item.
+.LI q
+\fBQ\fRuaff a potion from the player's pack.
+.LI r
+\fBR\fRead a scroll from the player's pack.
+.LI e
+\fBE\fRat some food from the player's pack.
+.LI w
+\fBW\fRield a weapon from the player's pack.
+.LI W
+\fBW\fRear some armor, ring, or miscellaneous magic item from the player's pack.
+The player can wear a maximum of eight rings.
+.LI T
+\fBT\fRake off whatever the player is wearing.
+.LI ^U
+\fBU\fRse a magic item in the player's pack.
+.LI d
+\fBD\fRrop an item from the player's pack.
+.LI P
+\fBP\fRick up the items currently under the player.
+.LI ^N
+When the player types this command, Rogue prompts for a monster or an item
+from the player's pack and a one-line \fBn\fRame.
+For monsters, the player can use the movement keys to position the cursor
+over the desired monster, and Rogue will use the given \fBn\fRame to refer
+to that monster.
+For items, Rogue gives all similar items (such as all the blue potions)
+the specified \fBn\fRame.
+.LI m
+When the player types this command, Rogue prompts for an item from the
+player's pack and a one-line name.
+Rogue then \fBm\fRarks the specified item with the given name.
+.LI o
+Typing this command causes Rogue to display all the settable \fBo\fRptions.
+The player can then merely examine the options or change any or all of them.
+.LI C
+This command, restricted to magicians and rangers
+produces a listing of the current supply of spells.
+The player can select one of the displayed spells and, if the player's
+energy level is sufficiently high, \fBC\fRast it.
+The more complicated the spell, the more energy it takes.
+.LI c
+This command, restricted to druids and rangers
+produces a listing of the current supply of chants.
+The player can select one of the displayed chants and, if the player's
+energy level is sufficiently high, \fBc\fRhant it.
+The more complicated the spell, the more energy it takes.
+.LI p
+This command, restricted to clerics and paladins,
+produces a listing of the character's known \fBp\fRrayers.
+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.
+.LI a
+This command is restricted to clerics and paladins
+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 \fBa\fRffect the
+monster by causing it to flee or possibly even destroying it.
+.LI *
+Count the gold in the player's pack.
+.LI ^
+This command sets a trap and is limited to thieves and assassins.
+If the character is successful, Rogue prompts the player for a type of trap
+and sets it where the player is standing.
+.LI G
+This command is restricted to thieves and assassins.
+It causes Rogue to display all the gold on the current level.
+.LI D
+\fBD\fRip something into a magic pool.
+.LI ^T
+This command is restricted to thieves and assassins.
+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 \fBs\fRteal 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.
+.LI ^L
+Redraw the screen.
+.LI ^R
+\fBR\fRepeat the last message that was displayed on the top line of the screen.
+.LI ^[
+Typing an escape will usually cause Rogue to cancel the current command.
+.LI v
+Print the current Rogue \fBv\fRersion number.
+.LI !
+Escape to the shell.
+.LI S
+Quit and \fBs\fRave the game for resumption at a later time.
+.LI Q
+\fBQ\fRuit without saving the game.
+.LE
+.H 1 "IMPLICIT COMMANDS"
+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
+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.
+.H 1 TIME
+All actions except for purely bookkeeping commands, such as taking an
+inventory, take time.
+The amount of time varies with the command.
+Swinging a weapon, for example, takes more time than simply moving;
+so a monster could move several spaces in the time it takes the player
+to make one attack.
+The time it takes to swing a weapon also varies based on the bulk of the
+weapon, and the time it takes to simply move a space varies with the type
+of armor worn.
+Movement is always faster when flying.
+.P
+Since actions take time, some of them can be disrupted.
+If the player is casting a spell, for example, and gets hit before finishing
+it, the spell is lost.
+Similarly, the player might choke if hit while trying to eat.
+Of course, the same rule applies when the player hits a monster.
+.P
+Magical hasting (or slowing) will decrease (or increase) the time it takes
+to perform an action.
+.H 1 LIGHT
+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 \fIfire beetle\fR.
+.H 1 "WEAPONS AND ARMOR"
+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
+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
+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
+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
+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.
+This corrosive property can also apply to weapons when the player hits
+such a monster.
+.H 1 "POTIONS AND SCROLLS"
+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.
+.H 1 RINGS
+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.
+.H 1 "WANDS AND STAVES"
+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.
+.H 1 FOOD
+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
+Food comes in the form of standard rations and as a variety of berries.
+Some berries have side effects in addition to satisfying one's hunger.
+.H 1 GOLD
+Gold has one use in a dungeon:~ buying things.
+One can buy things in two ways, either in a \fItrading post\fR or from a
+\fIquartermaster\fR.
+A trading post is a place that sometimes occurs "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
+The player starts the game in a trading post with a class-dependent allotment
+of gold.
+Although there are restrictions on the use of some items (eg. only fighters,
+paladins, and rangers can wield two-handed swords), the market will happily
+sell the player anything that he can afford.
+
+.H 1 "MISCELLANEOUS MAGIC ITEMS"
+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.
+.H 1 "ARTIFACTS"
+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.
+These items also can usually be used to the player's advantage. However,
+care must be taken when handling them for they are intelligent and will
+reject mishandling or abuse. These items consume food and merely carrying 
+them will result in increased food use.
+.H 1 TRAPS
+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.
+.H 1 "THE MONSTERS"
+Each monster except for the merchant \fIquartermaster\fR appears in
+a limited range of dungeon levels.
+All monsters of the same type share the same abilities;
+all \fIgiant rats\fR, for example, can give the player a disease, and
+all \fIjackalweres\fR can put the player to sleep.
+Monsters of the same type can vary, however, such that one \fIkobold\fR
+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
+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.
+Some monsters even use magical items, such as wands.
+Monsters with distance weapons or magic can attack the player from across a room
+or down a corridor.
+.P
+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
+It is sometimes possible to enlist a monster's aid.
+Reading a \fIcharm monster\fR scroll, for example, or singing a \fIcharm
+monster\fR chant can make a monster believe the player is its friend.
+A charmed monster will fight hostile monsters for the player as long as they are
+not of its race.
+.P
+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.
+.H 1 OPTIONS
+Rogue has several options which may be set by the player:~
+.VL 7
+.LI \fBterse\fR
+Setting this Boolean option results in shorter messages appearing on
+the top line of the screen.
+.LI \fBjump\fR
+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.
+.LI \fBstep\fR
+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.
+.LI \fBflush\fR
+Setting this Boolean option results in flushing all typeahead (pending) commands
+when the player encounters a monster.
+.LI \fBaskme\fR
+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.
+.LI \fBpickup\fR
+This option specifys whether items should be picked up automatically as the
+rogue steps over them.
+In the non-automatic mode, the player may still pick up items via the
+pickup (P) command.
+The option defaults to true.
+.LI \fBname\fR
+This string is the player's name and defaults to the player's account name.
+.LI \fBfile\fR
+This string, which defaults to rogue.save, specifies the file to use for
+saving the game.
+.LI \fBscore\fR
+This string identifies the top-twenty score file to use for the game.
+.LI \fBclass\fR
+This option specifies the character class of the rogue.
+It can be set only in the ROGUEOPTS environment variable.
+.LI \fBquested~item\fR
+.br
+This option is set by the game at the start and cannot be reset by the player.
+It is merely listed to remind the player of his quest.
+.LE
+.P
+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"
+would set the \fIterse, jump, flush\fR, and \fIaskme\fR Boolean options,
+clear the \fIstep\fR Boolean option, set the player's
+\fIname\fR to "Ivan the Terrible," and use the defaults for
+the \fIsave file\fR and the \fIscore file\fR.
+.P
+The player may change an option at any time during the game
+via the \fBoption\fR 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.
+.H 1 SCORING
+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.
+.P
+Rogue maintains a list of the top twenty 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.
+As an installation option, the game may record only one entry per
+character type and login;
+this restriction encourages a greater number of different players
+in the scorechart.
+.H 1 ACKNOWLEDGEMENTS
+This version of Rogue is based on a version developed at the
+University of California.