diff arogue7/arogue77.html @ 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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+<!-- 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">Toolchest</h2>
+<h3 align="center">http://roguelike.sourceforge.net/arogue77</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, 1986 Michael Morgan, Ken Dalka and AT&amp;T<br>
+		All rights reserved.
+	</td>
+</tr>
+<tr>
+	<td nowrap>
+		Based on &quot;Rogue: Exploring the Dungeons of Doom&quot;<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>
+
+<h2 align="justify">1. Introduction</h2>
+
+<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</h3>
+
+<p align="justify">
+       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.
+</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 12  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  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.</p>
+
+<p align="justify"><strong><span style="font-variant: small-caps">2.3 The Cleric</span></strong></p>
+
+<p align="justify">
+       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>
+       
+<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 Druid</span></strong></p>
+
+<p align="justify"> 
+       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>
+
+<p align=justify>            
+       Druids gain from 1 to 8 hit points when  they  gain  an
+       experience level.
+</p>
+       
+<p align="justify"><strong><span style="font-variant: small-caps">2.5 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.
+</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">2.6 The Paladin</span></strong></p>
+
+<p align="justify">
+       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>
+
+<p align=justify>
+            Paladins  gain 1 to 10 hit points per experience level.
+</p>
+
+<p align="justify"><strong><span style="font-variant: small-caps">2.7 The Ranger</span></strong></p>
+
+<p align="justify">
+       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>
+
+<p align=justify>
+       Rangers gain 1 to 8 hit points per experience level.
+</p>
+
+<p align="justify"><strong><span style="font-variant: small-caps">2.8 The Monk</span></strong></p>
+
+<p align="justify">
+       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>
+
+<p align=justify>
+       Monks gain 1 to 6 hit points per experience level.
+</p>
+
+<p align="justify"><strong><span style="font-variant: small-caps">2.9 The Assassin</span></strong></p>
+
+<p align="justify">
+       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>
+
+<p align=justify>
+       Assassins gain 1 to 6 hit points per experience  level.
+</p>
+
+<h3 align="justify">3. ATTRIBUTES</h3>
+
+<p align="justify"><strong><span style="font-variant: small-caps">3.1 Intelligence</span></strong></p>
+
+<p align="justify">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.
+
+</p>
+
+<p align="justify"><strong><span style="font-variant: small-caps">3.2 Strength</span></strong></p>
+<p align="justify">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.
+
+       </p>
+<p align="justify"><strong><span style="font-variant: small-caps">3.3 Wisdom</span></strong></p>
+<p align="justify">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.
+
+       </p>
+<p align="justify"><strong><span style="font-variant: small-caps">3.4 Dexterity</span></strong></p>
+<p align="justify">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.
+
+       </p>
+<p align="justify"><strong><span style="font-variant: small-caps">3.5 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">3.6 Charisma</span></strong></p>
+<p align="justify">Charisma is a measure of a characters looks and general
+       likeableness.    It  effects  transactions  when  trying  to
+       purchase things. </p>
+
+<p align="justify"><strong><span style="font-variant: small-caps">3.7 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.    For
+example,  magicians  receive new spells, and clerics receive
+new prayers.
+</p>
+
+<p align="justify">
+
+<strong><span style="font-variant: small-caps">3.8 Allocating Attributes</span></strong>
+</p>
+<p align="justify">
+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.
+</p>
+
+<h3 align="justify">
+4.0
+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">4.1 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">4.2 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="center">|</td>
+		<td>&nbsp;&nbsp;&nbsp;&nbsp; </td>
+		<td>A wall of a room.</td>
+	</tr>
+	<tr>
+		<td align="center">-</td>
+		<td>&nbsp;</td>
+		<td>A wall of a room.</td>
+	</tr>
+	<tr>
+		<td align="center">*</td>
+		<td>&nbsp;</td>
+		<td>A pile of gold.</td>
+	</tr>
+	<tr>
+		<td align="center">%</td>
+		<td>&nbsp;</td>
+		<td>A way to another level.</td>
+	</tr>
+	<tr>
+		<td align="center">+</td>
+		<td>&nbsp;</td>
+		<td>A doorway.</td>
+	</tr>
+	<tr>
+		<td align="center">.</td>
+		<td>&nbsp;</td>
+		<td>The floor in a room</td>
+	</tr>
+	<tr>
+		<td align="center">@</td>
+		<td>&nbsp;</td>
+		<td>The player.</td>
+	</tr>
+	<tr>
+		<td align="center">_</td>
+		<td>&nbsp;</td>
+		<td>The player, when invisible.</td>
+	</tr>
+	<tr>
+		<td align="center">#</td>
+		<td>&nbsp;</td>
+		<td>The floor in a passageway</td>
+	</tr>
+	<tr>
+		<td align="center">!</td>
+		<td>&nbsp;</td>
+		<td>A flask containing a potion.</td>
+	</tr>
+	<tr>
+		<td align="center">?</td>
+		<td>&nbsp;</td>
+		<td>A sealed scroll.</td>
+	</tr>
+	<tr>
+		<td align="center">:</td>
+		<td>&nbsp;</td>
+		<td>Some food.</td>
+	</tr>
+	<tr>
+		<td align="center">)</td>
+		<td>&nbsp;</td>
+		<td>A weapon.</td>
+	</tr>
+	<tr>
+		<td align="center">&nbsp;</td>
+		<td nowrap>&nbsp;</td>
+		<td nowrap>Solid rock (denoted by a space)</td>
+	</tr>
+	<tr>
+		<td align="center">]</td>
+		<td>&nbsp;</td>
+		<td>Some armor.</td>
+	</tr>
+	<tr>
+		<td align="center">;</td>
+		<td>&nbsp;</td>
+		<td>A miscellaneous magic item.</td>
+	</tr>
+	<tr>
+		<td align="center">,</td>
+		<td>&nbsp;</td>
+		<td>An artifact.</td>
+	</tr>
+	<tr>
+		<td align="center">=</td>
+		<td>&nbsp;</td>
+		<td>A ring.</td>
+	</tr>
+	<tr>
+		<td align="center">/</td>
+		<td>&nbsp;</td>
+		<td>A wand or a staff.</td>
+	</tr>
+	<tr>
+		<td align="center">^</td>
+		<td>&nbsp;</td>
+		<td>The entrance to a trading post.</td>
+	</tr>
+	<tr>
+		<td align="center">&gt;</td>
+		<td>&nbsp;</td>
+		<td>A trapdoor leading to the next level.</td>
+	</tr>
+	<tr>
+		<td align="center">{</td>
+		<td>&nbsp;</td>
+		<td>An arrow trap.</td>
+	</tr>
+	<tr>
+		<td align="center">$</td>
+		<td>&nbsp;</td>
+		<td>A sleeping gas trap.</td>
+	</tr>
+	<tr>
+		<td align="center">}</td>
+		<td>&nbsp;</td>
+		<td>A beartrap.</td>
+	</tr>
+	<tr>
+		<td align="center">~</td>
+		<td>&nbsp;</td>
+		<td>A trap that teleports you somewhere else.</td>
+	</tr>
+	<tr>
+		<td align="center">`</td>
+		<td>&nbsp;</td>
+		<td>A poison dart trap.</td>
+	</tr>
+	<tr>
+		<td align="center">&quot;</td>
+		<td>&nbsp;</td>
+		<td>a shimmering magic pool.</td>
+	</tr>
+	<tr>
+		<td align="center">'</td>
+		<td>&nbsp;</td>
+		<td>An entrance to a maze.</td>
+	</tr>
+	<tr>
+		<td align="center">$</td>
+		<td>&nbsp;</td>
+		<td>Any magical item. (During magic detection)</td>
+	</tr>
+	<tr>
+		<td align="center">&gt;</td>
+		<td nowrap>&nbsp;</td>
+		<td nowrap>A blessed magical item. (Duriing magic detection)</td>
+	</tr>
+	<tr>
+		<td align="center">&lt;</td>
+		<td>&nbsp;</td>
+		<td>A cursed magical item. (During magic detection)</td>
+	</tr>
+	<tr>
+		<td align="center">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">4.3 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)</li>
+<li>
+<p align="justify">Strength (Str)</li>
+<li>
+<p align="justify">Wisdom (Wis)</li>
+<li>
+<p align="justify">Dexterity (Dxt)</li>
+<li>
+<p align="justify">Constitution (Const)</li>
+<li>
+<p align="justify">Charisma (Char)</li>
+<li>
+<p align="justify">Encumberance (Carry)</li>
+</ul>
+
+<p align=justify>
+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>
+
+<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.
+</li>
+<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.
+</li>
+<li>
+<p align="justify">The  player's  armor class (Ac).  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>
+<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.
+</li>
+<li>
+<p align="justify">A   description   of   the  player's  character.   This
+description depends on the player's character type  and
+experience level.
+</li>
+</ul>
+
+<h3 align="justify">5.0 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="center" 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="center" valign="top">/</td>
+		<td>&nbsp;</td>
+		<td>Preceding a symbol by a '/' identifies the symbol.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">=</td>
+		<td>&nbsp;</td>
+		<td>Clarify. After typing an '=' 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 sleeping giant rat, a blue 
+		potion, and a food ration.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">h</td>
+		<td>&nbsp;</td>
+		<td>Move one position to the left.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">j</td>
+		<td>&nbsp;</td>
+		<td>Move one position down.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">k</td>
+		<td>&nbsp;</td>
+		<td>Move one position up.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">l</td>
+		<td>&nbsp;</td>
+		<td>Move one position to the right.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">y</td>
+		<td height="21">&nbsp;</td>
+		<td height="21">Move one position to the top left.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">u</td>
+		<td>&nbsp;</td>
+		<td>Move one position to the top right.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">b</td>
+		<td>&nbsp;</td>
+		<td>Move one position to the bottom left.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">n</td>
+		<td>&nbsp;</td>
+		<td>Move one position to the bottom right</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">H</td>
+		<td>&nbsp;</td>
+		<td>Run to the left until reaching something interesting.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">J</td>
+		<td>&nbsp;</td>
+		<td>Run down until reaching something interesting.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">K</td>
+		<td>&nbsp;</td>
+		<td>Run up until reaching something interesting.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">L</td>
+		<td>&nbsp;</td>
+		<td>Run to the right until reaching something interesting.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">Y</td>
+		<td>&nbsp;</td>
+		<td>Run to the top left until reaching something interesting.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">U</td>
+		<td>&nbsp;</td>
+		<td>Run to the top right until reaching something interesting.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">B</td>
+		<td>&nbsp;</td>
+		<td>Run to the bottom left until reaching something interesting.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">N</td>
+		<td>&nbsp;</td>
+		<td>Run to the bottom right until reaching something interesting</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">t</td>
+		<td>&nbsp;</td>
+		<td>This command prompts for an object from the players pack. The player
+then throws the object in the specified direction.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">f</td>
+		<td>&nbsp;</td>
+		<td>When this command is preceded with a directional command, the player 
+		moves in the specified direction until passing something interesting.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">z</td>
+		<td>&nbsp;</td>
+		<td>This command prompts for a wand or staff from the player's pack and 
+		zaps
+it in the specified direction.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">&gt;</td>
+		<td>&nbsp;</td>
+		<td>Go down to the next level.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">&lt;</td>
+		<td>&nbsp;</td>
+		<td>Go up to the next level.</td>
+	</tr>
+	<tr>
+		<td align="center" 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="center" valign="top">.</td>
+		<td>&nbsp;</td>
+		<td>This command (a dot) causes the player to rest a turn.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">i</td>
+		<td>&nbsp;</td>
+		<td>Display an inventory of the player's pack.</td>
+	</tr>
+	<tr>
+		<td align="center" 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="center" valign="top">q</td>
+		<td>&nbsp;</td>
+		<td>Quaff a potion from the player's pack.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">r</td>
+		<td>&nbsp;</td>
+		<td>Read a scroll from the player's pack.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">e</td>
+		<td>&nbsp;</td>
+		<td>Eat some food from the player's pack.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">w</td>
+		<td>&nbsp;</td>
+		<td>Wield a weapon from the player's pack.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">W</td>
+		<td>&nbsp;</td>
+		<td>Wear some armor, ring, or a miscellaneous magic item from the 
+		player's
+pack. The player can wear a maximum of 8 rings.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">T</td>
+		<td>&nbsp;</td>
+		<td>Take off whatever the player is wearing.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">^U</td>
+		<td>&nbsp;</td>
+		<td>Use a magic item in the player's pack.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">d</td>
+		<td>&nbsp;</td>
+		<td>Drop an item from the player's pack.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">P</td>
+		<td>&nbsp;</td>
+		<td>Pick up the items currently under the player.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">^N</td>
+		<td>&nbsp;</td>
+		<td>When the player types this command, Rogue prompts for a monster or 
+		an item from the player's pack and a one-line name. For monsters, the 
+		player can use the movement keys to position the cursor over the desired 
+		monster, and Rogue will use the given name to refer to that<br>
+		monster. For items, Rogue gives all similar items (such as all the blue 
+		potions) the specified name.</td>
+	</tr>
+	<tr>
+		<td align="center" 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="center" 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="center" valign="top">C</td>
+		<td>&nbsp;</td>
+		<td>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, 
+		Cast it. The more complicated the spell, the more energy it takes.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">c</td>
+		<td>&nbsp;</td>
+		<td>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, chant it. 
+		The more complicated the spell, the more energy it takes.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">p</td>
+		<td>&nbsp;</td>
+		<td>This command, restricted to clerics and paladins, produces a listing 
+		of the character'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="center" valign="top">a</td>
+		<td>&nbsp;</td>
+		<td>This command is restricted to clerics and paladins 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="center" valign="top">*</td>
+		<td>&nbsp;</td>
+		<td>Count the gold in the player's pack.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">^</td>
+		<td>&nbsp;</td>
+		<td>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.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">G</td>
+		<td>&nbsp;</td>
+		<td>This command is restricted to thieves and assassins. It causes Rogue 
+		to display all the gold on the current level.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">D</td>
+		<td>&nbsp;</td>
+		<td>Dip something into a magic pool.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">^T</td>
+		<td height="22">&nbsp;</td>
+		<td height="22">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 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="center" valign="top">^L</td>
+		<td>&nbsp;</td>
+		<td>Redraw the screen.</td>
+	</tr>
+	<tr>
+		<td align="center" 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="center" 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="center" valign="top">v</td>
+		<td>&nbsp;</td>
+		<td>Print the current Rogue version number.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">!</td>
+		<td>&nbsp;</td>
+		<td>Escape to the shell level.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">S</td>
+		<td>&nbsp;</td>
+		<td>Quit and save the game for resumption at a later time.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">Q</td>
+		<td>&nbsp;</td>
+		<td>Quit without saving the game.</td>
+	</tr>
+	</table>
+</p>
+
+<h3 align="justify">6. 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">7. TIME</h3>
+
+<p align="justify">
+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>
+
+<p align=justify>
+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>
+
+<p align=justify>
+Magical  hasting  (or  slowing)   will   decrease   (or
+increase) the time it takes to perform an action.
+</p>
+
+<h3 align="justify">8.0 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">9. 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.  This corrosive
+property can also apply to weapons when the player hits such
+a monster.
+</p>
+
+
+<h3 align="justify">10. 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">11. 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">12. 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">13.  FOOD</h3>
+
+<p align=justify>
+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>
+
+<p align=justify>
+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.
+</p>
+
+<h3 align="justify">14.  GOLD</h3>
+
+<p align=justify>
+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  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>
+
+<p align=justify>
+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.
+</p>
+
+<h3 align="justify">15.  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">16.  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.  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.
+</p>
+
+<h3 align="justify">17.  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">18.  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.  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>
+
+<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>
+It  is  sometimes  possible  to enlist a monster's aid.
+Reading a charm monster scroll, for example,  or  singing  a
+charm monster 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>
+
+<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">19. 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 typeahead 
+		(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">pickup</td>
+		<td>&nbsp;</td>
+		<td>This option specifies 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.</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">file</td>
+		<td>&nbsp;</td>
+		<td>This string, which defaults to arogue77.sav, 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-twenty 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<br>
+		environment variable.</td>
+	</tr>
+	<tr>
+		<td nowrap valign="top">quested item</td>
+		<td>&nbsp;</td>
+		<td>This option is set by the game at the start and cannot be reset by 
+		the player. It is merely listed<br>
+		to remind the player of his quest.</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&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; 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">20. SCORING</h3>
+
+<p align="justify">
+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>
+
+<p align="justify">
+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.
+</p>
+
+<h3 align="justify">21. ACKNOWLEDGEMENTS</h3>
+
+<p align="justify">
+This version of Rogue is based on a version developed
+at the University of California.
+</p>