Mercurial > hg > early-roguelike
diff arogue7/arogue77.html @ 125:adfa37e67084
Import Advanced Rogue 7.7 from the Roguelike Restoration Project (r1490)
author | John "Elwin" Edwards |
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date | Fri, 08 May 2015 15:24:40 -0400 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/arogue7/arogue77.html Fri May 08 15:24:40 2015 -0400 @@ -0,0 +1,1328 @@ +<!-- 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&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> + +<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> </td> + <td>A wall of a room.</td> + </tr> + <tr> + <td align="center">-</td> + <td> </td> + <td>A wall of a room.</td> + </tr> + <tr> + <td align="center">*</td> + <td> </td> + <td>A pile of gold.</td> + </tr> + <tr> + <td align="center">%</td> + <td> </td> + <td>A way to another level.</td> + </tr> + <tr> + <td align="center">+</td> + <td> </td> + <td>A doorway.</td> + </tr> + <tr> + <td align="center">.</td> + <td> </td> + <td>The floor in a room</td> + </tr> + <tr> + <td align="center">@</td> + <td> </td> + <td>The player.</td> + </tr> + <tr> + <td align="center">_</td> + <td> </td> + <td>The player, when invisible.</td> + </tr> + <tr> + <td align="center">#</td> + <td> </td> + <td>The floor in a passageway</td> + </tr> + <tr> + <td align="center">!</td> + <td> </td> + <td>A flask containing a potion.</td> + </tr> + <tr> + <td align="center">?</td> + <td> </td> + <td>A sealed scroll.</td> + </tr> + <tr> + <td align="center">:</td> + <td> </td> + <td>Some food.</td> + </tr> + <tr> + <td align="center">)</td> + <td> </td> + <td>A weapon.</td> + </tr> + <tr> + <td align="center"> </td> + <td nowrap> </td> + <td nowrap>Solid rock (denoted by a space)</td> + </tr> + <tr> + <td align="center">]</td> + <td> </td> + <td>Some armor.</td> + </tr> + <tr> + <td align="center">;</td> + <td> </td> + <td>A miscellaneous magic item.</td> + </tr> + <tr> + <td align="center">,</td> + <td> </td> + <td>An artifact.</td> + </tr> + <tr> + <td align="center">=</td> + <td> </td> + <td>A ring.</td> + </tr> + <tr> + <td align="center">/</td> + <td> </td> + <td>A wand or a staff.</td> + </tr> + <tr> + <td align="center">^</td> + <td> </td> + <td>The entrance to a trading post.</td> + </tr> + <tr> + <td align="center">></td> + <td> </td> + <td>A trapdoor leading to the next level.</td> + </tr> + <tr> + <td align="center">{</td> + <td> </td> + <td>An arrow trap.</td> + </tr> + <tr> + <td align="center">$</td> + <td> </td> + <td>A sleeping gas trap.</td> + </tr> + <tr> + <td align="center">}</td> + <td> </td> + <td>A beartrap.</td> + </tr> + <tr> + <td align="center">~</td> + <td> </td> + <td>A trap that teleports you somewhere else.</td> + </tr> + <tr> + <td align="center">`</td> + <td> </td> + <td>A poison dart trap.</td> + </tr> + <tr> + <td align="center">"</td> + <td> </td> + <td>a shimmering magic pool.</td> + </tr> + <tr> + <td align="center">'</td> + <td> </td> + <td>An entrance to a maze.</td> + </tr> + <tr> + <td align="center">$</td> + <td> </td> + <td>Any magical item. (During magic detection)</td> + </tr> + <tr> + <td align="center">></td> + <td nowrap> </td> + <td nowrap>A blessed magical item. (Duriing magic detection)</td> + </tr> + <tr> + <td align="center"><</td> + <td> </td> + <td>A cursed magical item. (During magic detection)</td> + </tr> + <tr> + <td align="center">A letter</td> + <td> </td> + <td>A monster. Note that a given letter may signify<br> + multiple monsters, depending on the level of the<br> + dungeon. The player can always identify a current<br> + monster by using the identify command ('/').</td> + </tr> +</table> +</p> + +<p align="justify"><strong><span style="font-variant: small-caps">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> </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> </td> + <td>Preceding a symbol by a '/' identifies the symbol.</td> + </tr> + <tr> + <td align="center" valign="top">=</td> + <td> </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> </td> + <td>Move one position to the left.</td> + </tr> + <tr> + <td align="center" valign="top">j</td> + <td> </td> + <td>Move one position down.</td> + </tr> + <tr> + <td align="center" valign="top">k</td> + <td> </td> + <td>Move one position up.</td> + </tr> + <tr> + <td align="center" valign="top">l</td> + <td> </td> + <td>Move one position to the right.</td> + </tr> + <tr> + <td align="center" valign="top">y</td> + <td height="21"> </td> + <td height="21">Move one position to the top left.</td> + </tr> + <tr> + <td align="center" valign="top">u</td> + <td> </td> + <td>Move one position to the top right.</td> + </tr> + <tr> + <td align="center" valign="top">b</td> + <td> </td> + <td>Move one position to the bottom left.</td> + </tr> + <tr> + <td align="center" valign="top">n</td> + <td> </td> + <td>Move one position to the bottom right</td> + </tr> + <tr> + <td align="center" valign="top">H</td> + <td> </td> + <td>Run to the left until reaching something interesting.</td> + </tr> + <tr> + <td align="center" valign="top">J</td> + <td> </td> + <td>Run down until reaching something interesting.</td> + </tr> + <tr> + <td align="center" valign="top">K</td> + <td> </td> + <td>Run up until reaching something interesting.</td> + </tr> + <tr> + <td align="center" valign="top">L</td> + <td> </td> + <td>Run to the right until reaching something interesting.</td> + </tr> + <tr> + <td align="center" valign="top">Y</td> + <td> </td> + <td>Run to the top left until reaching something interesting.</td> + </tr> + <tr> + <td align="center" valign="top">U</td> + <td> </td> + <td>Run to the top right until reaching something interesting.</td> + </tr> + <tr> + <td align="center" valign="top">B</td> + <td> </td> + <td>Run to the bottom left until reaching something interesting.</td> + </tr> + <tr> + <td align="center" valign="top">N</td> + <td> </td> + <td>Run to the bottom right until reaching something interesting</td> + </tr> + <tr> + <td align="center" valign="top">t</td> + <td> </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> </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> </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">></td> + <td> </td> + <td>Go down to the next level.</td> + </tr> + <tr> + <td align="center" valign="top"><</td> + <td> </td> + <td>Go up to the next level.</td> + </tr> + <tr> + <td align="center" valign="top">s</td> + <td> </td> + <td>Search for a secret door or a trap in the circle surrounding the + player.</td> + </tr> + <tr> + <td align="center" valign="top">.</td> + <td> </td> + <td>This command (a dot) causes the player to rest a turn.</td> + </tr> + <tr> + <td align="center" valign="top">i</td> + <td> </td> + <td>Display an inventory of the player's pack.</td> + </tr> + <tr> + <td align="center" valign="top">I</td> + <td> </td> + <td>This command prompts for an item from the player's pack and displays +the inventory information for that item.</td> + </tr> + <tr> + <td align="center" valign="top">q</td> + <td> </td> + <td>Quaff a potion from the player's pack.</td> + </tr> + <tr> + <td align="center" valign="top">r</td> + <td> </td> + <td>Read a scroll from the player's pack.</td> + </tr> + <tr> + <td align="center" valign="top">e</td> + <td> </td> + <td>Eat some food from the player's pack.</td> + </tr> + <tr> + <td align="center" valign="top">w</td> + <td> </td> + <td>Wield a weapon from the player's pack.</td> + </tr> + <tr> + <td align="center" valign="top">W</td> + <td> </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> </td> + <td>Take off whatever the player is wearing.</td> + </tr> + <tr> + <td align="center" valign="top">^U</td> + <td> </td> + <td>Use a magic item in the player's pack.</td> + </tr> + <tr> + <td align="center" valign="top">d</td> + <td> </td> + <td>Drop an item from the player's pack.</td> + </tr> + <tr> + <td align="center" valign="top">P</td> + <td> </td> + <td>Pick up the items currently under the player.</td> + </tr> + <tr> + <td align="center" valign="top">^N</td> + <td> </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> </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> </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> </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> </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> </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 "ambitious" prayers.</td> + </tr> + <tr> + <td align="center" valign="top">a</td> + <td> </td> + <td>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 affect the monster by causing it to flee or possibly even + destroying it.</td> + </tr> + <tr> + <td align="center" valign="top">*</td> + <td> </td> + <td>Count the gold in the player's pack.</td> + </tr> + <tr> + <td align="center" valign="top">^</td> + <td> </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> </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> </td> + <td>Dip something into a magic pool.</td> + </tr> + <tr> + <td align="center" valign="top">^T</td> + <td height="22"> </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> </td> + <td>Redraw the screen.</td> + </tr> + <tr> + <td align="center" valign="top">^R</td> + <td> </td> + <td>Repeat the last message that was displayed on the top line of the + screen.</td> + </tr> + <tr> + <td align="center" valign="top">Escape (^[)</td> + <td> </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> </td> + <td>Print the current Rogue version number.</td> + </tr> + <tr> + <td align="center" valign="top">!</td> + <td> </td> + <td>Escape to the shell level.</td> + </tr> + <tr> + <td align="center" valign="top">S</td> + <td> </td> + <td>Quit and save the game for resumption at a later time.</td> + </tr> + <tr> + <td align="center" valign="top">Q</td> + <td> </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> </td> + <td>Setting this Boolean option results in shorter messages appearing on + the top line of the screen.</td> + </tr> + <tr> + <td valign="top">jump</td> + <td> </td> + <td>Setting this Boolean option results in waiting until the player has + finished running to draw the player's path. Otherwise the game always + displays the path one step at a time.</td> + </tr> + <tr> + <td valign="top">step</td> + <td> </td> + <td>Setting this Boolean option results in most listings, such as an + inventory, appearing one item at a time on the top line of the screen. + When this option is not set, the game clears the screen, displays the + list, and then redraws the dungeon.</td> + </tr> + <tr> + <td valign="top">flush</td> + <td> </td> + <td>Setting this Boolean option results in flushing all typeahead + (pending) commands when the player encounters a monster.</td> + </tr> + <tr> + <td valign="top">askme</td> + <td nowrap> </td> + <td>Setting this Boolean option results in the game prompting the + player for a name upon encountering a + new type of scroll, potion, ring, staff, or wand.</td> + </tr> + <tr> + <td valign="top">pickup</td> + <td> </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> </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> </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> </td> + <td>This string identifies the top-twenty score file to use for the + game.</td> + </tr> + <tr> + <td valign="top">class</td> + <td> </td> + <td>This option specifies the character class of the rogue. It can be + set only in the ROGUEOPTS<br> + environment variable.</td> + </tr> + <tr> + <td nowrap valign="top">quested item</td> + <td> </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 "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 terse, jump, flush, and askme +Boolean options, clear the step Boolean option, set the player's name to "Ivan +the Terrible," 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>