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Import Rogue 5.4 from the Roguelike Restoration Project (r1490)
author elwin
date Mon, 24 May 2010 20:10:59 +0000
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+<!-- Creator     : groff version 1.18.1 -->
+<!-- CreationDate: Sat Dec 31 10:58:15 2005 -->
+<html>
+<head>
+<meta name="generator" content="groff -Thtml, see www.gnu.org">
+<meta name="Content-Style" content="text/css">
+<title></title>
+</head>
+<body>
+
+<h1 align=center><b>A Guide to the Dungeons of Doom</b></h1>
+
+<h2 align=center><i>Michael C. Toy<br>
+Kenneth C. R. C. Arnold</i></h2>
+
+<h3 align=center>Computer Systems Research
+Group<br>
+Department of Electrical Engineering and Computer
+Science<br>
+University of California<br>
+Berkeley, California 94720</h3>
+
+
+<h2 align=center><i>ABSTRACT</i></h2>
+
+<blockquote>
+	<blockquote>
+		<p align="justify"><b><i><font size="2">Rogue</font></i></b><font size="2"> is a visual CRT based fantasy game which runs under the 
+							UNIX† timesharing system. This paper describes how 
+		to play rogue, and gives a few hints for those who might otherwise get 
+		lost in the Dungeons of Doom. </font></p>
+	</blockquote>
+</blockquote>
+
+<h2 align="justify"><b>1. Introduction</b></h2>
+
+<p align="justify">You have just finished your years as a
+student at the local fighter&rsquo;s guild. After much
+practice and sweat you have finally completed your training
+and are ready to embark upon a perilous adventure. As a test
+of your skills, the local guildmasters have sent you into
+the Dungeons of Doom. Your task is to return with the Amulet
+of Yendor. Your reward for the completion of this task will
+be a full membership in the local guild. In addition, you
+are allowed to keep all the loot you bring back from the
+dungeons.</p>
+
+<p align="justify">In preparation for your journey, you are
+given an enchanted mace, a bow, and a quiver of arrows taken
+from a dragon&rsquo;s hoard in the far off Dark Mountains.
+You are also outfitted with elf-crafted armor and given
+enough food to reach the dungeons. You say goodbye to family
+and friends for what may be the last time and head up the
+road.</p>
+
+<p align="justify">You set out on your way to the dungeons and
+after several days of uneventful travel, you see the
+ancient ruins that mark the entrance to the Dungeons of
+Doom. It is late at night, so you make camp at the entrance
+and spend the night sleeping under the open skies. In the
+morning you gather your weapons, put on your armor, eat what
+is almost your last food, and enter the
+dungeons.</p>
+
+<h2 align="justify"><b>2. What is going on here?</b></h2>
+<p align="justify">You have just begun a game of rogue. Your
+goal is to grab as much treasure as you can, find the Amulet
+of Yendor, and get out of the Dungeons of Doom alive. On the
+screen, a map of where you have been and what you have seen
+on the current dungeon level is kept. As you explore more of
+the level, it appears on the screen in front of
+you.</p>
+<p align="justify">Rogue differs from most computer fantasy
+games in that it is screen oriented. Commands are all one or
+two keystrokes<sup>1 </sup>and the
+results of your commands are displayed graphically on the
+screen rather than being explained in words<sup>2</sup>.</p>
+<p align="justify">Another major difference between rogue and other computer fantasy games is that once you have solved
+all the puzzles in a standard fantasy game, it has lost most
+of its excitement and it ceases to be fun. Rogue, on the
+other hand, generates a new dungeon every time you play it
+and even the author finds it an entertaining and exciting
+game.</p>
+
+<h2 align="justify"><b>3. What do all those things on the screen mean?</b></h2>
+<p align="justify">In order to understand what is going on in
+rogue you have to first get some grasp of what rogue is
+doing with the screen. The rogue screen is intended to
+replace the &ldquo;You can see ...&rdquo; descriptions of
+standard fantasy games. Figure 1 is a sample of what a 
+rogue screen might look like.</p>
+
+<div align="center">
+
+<table><tr><td>
+<pre>
+____________________________________________________________
+
+
+                        ------------
+                        |..........+
+                        |..@....]..|
+                        |....B.....|
+                        |..........|
+                        -----+------
+
+
+
+Level: 1  Gold: 0      Hp: 12(12)  Str: 16(16)  Arm: 4  Exp: 1/0
+
+                          Figure 1
+____________________________________________________________
+</pre>
+</td></tr></table>
+</div>
+<h3 align="justify"><b>3.1. The bottom line</b></h3>
+<p align="justify">At the bottom line of the screen are a few
+pieces of cryptic information describing your current
+status. Here is an explanation of what these things
+mean:<br>
+&nbsp;</p>
+
+<table border="0" width="100%" id="table1" cellspacing="3" cellpadding="3">
+	<tr>
+		<td width="7%" valign="top">
+		<p align="justify">Level</td>
+		<td>
+		<p align="justify">This number indicates how deep you
+have gone in the dungeon. It starts at one and goes up as
+you go deeper into the dungeon.</td>
+	</tr>
+	<tr>
+		<td valign="top">
+		<p align="justify">Gold</td>
+		<td>
+		<p align="justify">The number of gold pieces you have managed to find and keep with you 
+		so far.</td>
+	</tr>
+	<tr>
+		<td valign="top">
+		<p align="justify">Hp</td>
+		<td>
+		<p align="justify">Your current and maximum health points.
+Health points indicate how much damage you can take before
+you die. The more you get hit in a fight, the lower they
+get. You can regain health points by resting. The number in
+parentheses is the maximum number your health points can
+reach.</p>
+
+		</td>
+	</tr>
+	<tr>
+		<td valign="top">
+		<p align="justify">Str</td>
+		<td>
+
+<p align="justify">Your current strength and maximum ever
+strength. This can be any integer less than or equal to 31,
+or greater than or equal to three. The higher the num- ber,
+the stronger you are. The number in the parentheses is the
+maximum strength you have attained so far this
+game.</p>
+
+		</td>
+	</tr>
+	<tr>
+		<td valign="top">
+		<p align="justify">Arm</td>
+		<td>
+		<p align="justify">Your current armor protection. This
+number indicates how effective your armor is in stopping
+blows from unfriendly creatures. The higher this number is,
+the more effective the armor.</p>
+
+		</td>
+	</tr>
+	<tr>
+		<td valign="top">
+		<p align="justify">Exp</td>
+		<td>
+		<p align="justify">These two numbers give your current
+experience level and experience points. As you do things,
+you gain experience points. At certain experience point
+totals, you gain an experience level. The more experienced
+you are, the better you are able to fight and to withstand
+magical attacks.</p>
+
+		</td>
+	</tr>
+</table>
+
+<p align="justify">&nbsp;</p>
+
+<h3 align="justify"><b>3.2. The top line</b></h3>
+<p align="justify">The top line of the screen is reserved for
+printing messages that describe things that are impossible
+to represent visually. If you see a &ldquo;--More--&rdquo;
+on the top line, this means that rogue wants to print
+another message on the screen, but it wants to make certain
+that you have read the one that is there first. To read the
+next message, just type a space.</p>
+
+
+<h3 align="justify"><b>3.3. The rest of the screen</b></h3>
+<p align="justify">The rest of the screen is the map of the
+level as you have explored it so far. Each symbol on the
+screen repre- sents something. Here is a list of what the
+various symbols mean:</p>
+<table border="0" width="100%" id="table2" cellspacing="3" cellpadding="3">
+	<tr>
+		<td width="7%" align="center" valign="top">
+		<p align="justify">@</td>
+		<td>
+		<p align="justify">This symbol represents you, the adventurer.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">- |</td>
+		<td>
+		<p align="justify">These symbols represent the walls of rooms.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">+</td>
+		<td>
+		<p align="justify">A door to/from a room.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">.</td>
+		<td>
+		<p align="justify">The floor of a room.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">#</td>
+		<td>
+		<p align="justify">The floor of a passage between rooms.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">*</td>
+		<td>
+		<p align="justify">A pile or pot of gold.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">)</td>
+		<td>
+		<p align="justify">A weapon of some sort.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">]</td>
+		<td>
+		<p align="justify">A piece of armor.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">!</td>
+		<td>
+		<p align="justify">A flask containing a magic potion.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">?</td>
+		<td>
+		<p align="justify">A piece of paper, usually a magic scroll.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">=</td>
+		<td>
+		<p align="justify">A ring with magic properties</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">/</td>
+		<td>
+		<p align="justify">A magical staff or wand</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">^</td>
+		<td>
+		<p align="justify">A trap, watch out for these.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">%</td>
+		<td>
+		<p align="justify">A staircase to other levels</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">:</td>
+		<td>
+		<p align="justify">A piece of food.</td>
+	</tr>
+	<tr>
+		<td align="center" valign="top">
+		<p align="justify">A-Z</td>
+		<td>
+		<p align="justify">The uppercase letters represent the various 
+		inhabitants of the Dungeons of Doom. Watch out, they can be nasty and 
+		vicious.</td>
+	</tr>
+</table>
+
+
+<h2 align="justify"><b>4. Commands</b></h2>
+<p align="justify">Commands are given to rogue by typing one or two characters. 
+Most commands can be preceded by a count to repeat them (e.g. typing “10s” will 
+do ten searches). Commands for which counts make no sense have the count 
+ignored. To cancel a count or a prefix, type &lt;ESCAPE&gt; . The list of commands is
+rather long, but it can be read at any time during the game
+with the &ldquo;?&rdquo; command. Here it is for reference,
+with a short explanation of each
+command.<br>
+&nbsp;</p>
+
+<div align="center">
+
+<table border="0" cellspacing="3" cellpadding="3" id="table3">
+	<tr>
+		<td valign="top" align="left">
+		<p>?</td>
+		<td align="justify">
+		<p align="justify">The help command. Asks for a character to give help 
+		on. If you type a “*”, it will list all the commands, otherwise it will 
+		explain what the character you typed does.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>/</td>
+		<td align="justify">
+		<p>This is the “What is that on the screen?” command. A 
+		“/” followed by any character that you see on the level, will tell you 
+		what that character is. For instance, typing “/@” will tell you that the 
+		“@” symbol represents you, the player.</td>
+	</tr>
+	<tr>
+		<td nowrap align="left" valign="top" colspan="2">
+		<p>h, H, ^H</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		&nbsp;</td>
+		<td align="justify">
+		<p align="justify">Move left. You move one space to the left. If you use 
+		upper case “h”, you will continue to move left until you run into 
+		something. This works for all movement commands (e.g. “L” means run in 
+		direction “l”) If you use the “control” “h”, you will continue moving in 
+		the specified direction until you pass something interesting or run into 
+		a wall. You should experiment with this, since it is a very useful 
+		command, but very difficult to describe. This also works for all movement
+commands.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>j</td>
+		<td align="justify">
+		<p align="justify">Move down.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>k</td>
+		<td align="justify">
+		<p align="justify">Move up.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>l</td>
+		<td align="justify">
+		<p align="justify">Move right.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>y</td>
+		<td align="justify">
+		<p align="justify">Move diagonally up and left.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>u</td>
+		<td align="justify">
+		<p align="justify">Move diagonally up and right.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>b</td>
+		<td align="justify">
+		<p align="justify">Move diagonally down and left.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>n</td>
+		<td align="justify">
+		<p align="justify">Move diagonally down and right.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>t</td>
+		<td align="justify">
+		<p align="justify">Throw an object. This is a prefix command. When followed with a 
+		direction it throws an object in the specified direction. (e.g. type
+&ldquo;th&rdquo; to throw something to the
+left.)</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>f</td>
+		<td align="justify">
+		<p align="justify">Fight until someone dies. When followed with a direction this will force you to fight the creature
+in that direction until either you or it bites the big
+one.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>m</td>
+		<td align="justify">
+		<p align="justify">Move onto something without picking it up. This will move you one 
+		space in the direction you specify and, if there is an object there you 
+		can pick up, it won’t do it.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>z</td>
+		<td align="justify">
+		<p align="justify">Zap prefix. Point a staff or wand in a given direction and fire it. 
+		Even non-directional staves must be pointed in some direction to be 
+		used.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>^</td>
+		<td align="justify">
+		<p align="justify">Identify trap command. If a trap is on your map and you can’t 
+		remember what type it is, you can get rogue to remind you by getting 
+		next to it and typing “^” followed by the direction that would move
+you on top of it.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>s</td>
+		<td align="justify">
+		<p align="justify">Search for traps and secret doors. Examine each space immediately 
+		adjacent to you for the existence of a trap or secret door. There is a 
+		large chance that even if there is something there, you won’t find it, 
+		so you might have to search a while before you find something.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>&gt;</td>
+		<td align="justify">
+		<p>Climb down a staircase to the next level. Not surprisingly, this can only be done if you are
+standing on staircase.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>&lt;</td>
+		<td align="justify">
+		<p>Climb up a staircase to the level above. This can’t be done without 
+		the Amulet of Yendor
+in your possession.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>.</td>
+		<td align="justify">
+		<p>Rest. This is the “do nothing” command. This is good for waiting and 
+		healing.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>,</td>
+		<td align="justify">
+		<p>Pick up something. This picks up whatever you are currently standing on, if you are
+standing on anything at all.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>i</td>
+		<td align="justify">
+		<p>Inventory. List what you are carrying in
+your pack.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>I</td>
+		<td align="justify">
+		<p>Selective inventory. Tells you what a single item in your pack is.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>q</td>
+		<td align="justify">
+		<p align="justify">Quaff one of the potions you are carrying.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>r</td>
+		<td align="justify">
+		<p align="justify">Read one of the scrolls in your pack.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>e</td>
+		<td align="justify">
+		<p align="justify">Eat food from your pack.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>w</td>
+		<td align="justify">
+		<p align="justify">Wield a weapon. Take a weapon out of your pack and carry it for use 
+		in combat, replacing the one you are currently using (if any).</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>W</td>
+		<td align="justify">
+		<p align="justify">Wear armor. You can only wear one suit of armor at a time. This 
+		takes extra time.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>T</td>
+		<td align="justify">
+		<p align="justify">Take armor off. You can’t remove armor that is cursed. This takes 
+		extra time.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>P</td>
+		<td align="justify">
+		<p align="justify">Put on a ring. You can wear only two rings at a time (one on each 
+		hand). If you aren’t wearing any rings, this command will ask you which 
+		hand you want to wear it on, otherwise, it will place it on the unused 
+		hand. The program assumes that you wield your sword in your right hand.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>R</td>
+		<td align="justify">
+		<p align="justify">Remove a ring. If you are only wearing one ring, this command takes 
+		it off. If you are wearing two, it will ask you which one you wish to 
+		remove,</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>d</td>
+		<td align="justify">
+		<p align="justify">Drop an object. Take something out of your pack and leave it lying 
+		on the floor. Only one object can occupy each space. You cannot drop a 
+		cursed object at all if you are wielding or wearing it.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>c</td>
+		<td align="justify">
+		<p align="justify">Call an object something. If you have a type of object in your pack 
+		which you wish to remember something about, you can use the call command 
+		to give a name to that type of object. This is usually used when you 
+		figure out what a potion, scroll, ring, or staff is after you pick it 
+		up, or when you want to remember which of those swords in your pack you 
+		were wielding.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>D</td>
+		<td align="justify">
+		<p align="justify">Print out which things you’ve discovered something about. This 
+		command will ask you what type of thing you are interested in. If you 
+		type the character for a given type of object (<i>e.g.</i>
+&ldquo;!&rdquo; for potion) it will tell you which kinds of
+that type of object you&rsquo;ve discovered (<i>i.e.</i>, figured out what they 
+		are). This command works for
+potions, scrolls, rings, and staves and
+wands.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>o</td>
+		<td align="justify">
+		<p align="justify">Examine and set options. This command is further explained in the 
+		section on options.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>^R</td>
+		<td align="justify">
+		<p>Redraws the screen. Useful if spurious messages or transmission 
+		errors have messed up the display.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>^P</td>
+		<td align="justify">
+		<p align="justify">Print last message. Useful when a message disappears before you can 
+		read it. This only repeats the last message that was not a mistyped 
+		command so that you don’t loose anything by accidentally typing the 
+		wrong character instead of ^P.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top" colspan="2">
+		<p>&lt;ESCAPE&gt;</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		&nbsp;</td>
+		<td align="justify">
+		Cancel a command, prefix, or count.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>!</td>
+		<td align="justify">
+		<p align="justify">Escape to a shell for some commands.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>Q</td>
+		<td align="justify">
+		<p align="justify">Quit. Leave the game.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>S</td>
+		<td align="justify">
+		<p align="justify">Save the current game in a file. It will ask you whether you wish to 
+		use the default save file.
+<i>Caveat</i>: Rogue won&rsquo;t let you start up a copy of
+a saved game, and it removes the save file as soon as you
+start up a restored game. This is to prevent people from
+saving a game just before a dangerous position and then
+restart- ing it if they die. To restore a saved game, give
+the file name as an argument to rogue. As
+in</p>
+		<p align="justify">% rogue
+<i>save_file</i></p>
+		<p align="justify">To restart from the default save file (see below), run </p>
+		<p align="justify">% rogue -r</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>v</td>
+		<td align="justify">
+		<p align="justify">Prints the program version number.</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>)</td>
+		<td align="justify">
+		<p align="justify">Print the weapon you are currently wielding</td>
+	</tr>
+	<tr>
+		<td height="28" align="left" valign="top">
+		<p>]</td>
+		<td height="28" align="justify">
+		<p align="justify">Print the armor you are currently wearing</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>=</td>
+		<td align="justify">
+		<p align="justify">Print the rings you are currently wearing</td>
+	</tr>
+	<tr>
+		<td align="left" valign="top">
+		<p>@</td>
+		<td align="justify">
+		<p align="justify">Reprint the status line on the message line</td>
+	</tr>
+</table>
+
+</div>
+
+<h2 align="justify"><b>5. Rooms</b></h2>
+<p align="justify">Rooms in the dungeons are either lit or
+dark. If you walk into a lit room, the entire room will be
+drawn on the screen as soon as you enter. If you walk into a
+dark room, it will only be displayed as you explore it. Upon
+leaving a room, all monsters inside the room are erased from
+the screen. In the darkness you can only see one space in
+all directions around you. A corridor is always
+dark.</p>
+
+<h2 align="justify"><b>6. Fighting</b></h2>
+<p align="justify">If you see a monster and you wish to fight
+it, just attempt to run into it. Many times a monster you
+find will mind its own business unless you attack it. It is
+often the case that discretion is the better part of
+valor.</p>
+
+<h2 align="justify"><b>7. Objects you can find</b></h2>
+<p align="justify">When you find something in the dungeon, it
+is common to want to pick the object up. This is
+accomplished in rogue by walking over the object (unless you
+use the &ldquo;m&rdquo; prefix, see above). If you are
+carrying too many things, the pro- gram will tell you and it
+won&rsquo;t pick up the object, other- wise it will add it
+to your pack and tell you what you just picked
+up.</p>
+
+<p align="justify">Many of the commands that operate on
+objects must prompt you to find out which object you want to
+use. If you change your mind and don&rsquo;t want to do that
+command after all, just type an
+&lt;ESCAPE&gt; and the command will be
+aborted.</p>
+
+<p align="justify">Some objects, like armor and weapons, are
+easily dif- ferentiated. Others, like scrolls and potions,
+are given labels which vary according to type. During a
+game, any two of the same kind of object with the same label
+are the same type. However, the labels will vary from game
+to game.</p>
+
+<p align="justify">When you use one of these labeled objects,
+if its effect is obvious, rogue will remember what it is for
+you. If it&rsquo;s effect isn&rsquo;t extremely obvious you
+will be asked what you want to scribble on it so you will
+recognize it later, or you can use the &ldquo;call&rdquo;
+command (see above).</p>
+
+<h3 align="justify"><b>7.1. Weapons</b></h3>
+<p align="justify">Some weapons, like arrows, come in bunches,
+but most come one at a time. In order to use a weapon, you
+must wield it. To fire an arrow out of a bow, you must first
+wield the bow, then throw the arrow. You can only wield one
+weapon at a time, but you can&rsquo;t change weapons if the
+one you are currently wielding is cursed. The commands to
+use weapons are &ldquo;w&rdquo; (wield) and &ldquo;t&rdquo;
+(throw).</p>
+
+<h3 align="justify"><b>7.2. Armor</b></h3>
+
+<p align="justify">There are various sorts of armor lying around in the dungeon. Some of it is 
+enchanted, some is cursed, and some is just normal. Different armor types have 
+different armor protection. The higher the armor protection, the more protection the armor affords against the blows of
+monsters. Here is a list of the various armor types and
+their normal armor protection:</p>
+<div align="center">
+	<table border="1" cellspacing="3" cellpadding="3" id="table4" style="border-collapse: collapse">
+		<tr>
+			<th><i>Type</i></th>
+			<th><i>Protection</i></th>
+		</tr>
+		<tr>
+			<td>None</td>
+			<td align="center">0</td>
+		</tr>
+		<tr>
+			<td>Leather armor</td>
+			<td align="center">2</td>
+		</tr>
+		<tr>
+			<td>Studded leather / Ring mail</td>
+			<td align="center">3</td>
+		</tr>
+		<tr>
+			<td>Scale mail </td>
+			<td align="center">4</td>
+		</tr>
+		<tr>
+			<td>Chain mail&nbsp; </td>
+			<td align="center">5</td>
+		</tr>
+		<tr>
+			<td>Banded mail / Splint mail</td>
+			<td align="center">6</td>
+		</tr>
+		<tr>
+			<td>Plate mail&nbsp;&nbsp;&nbsp;&nbsp; </td>
+			<td align="center">7</td>
+		</tr>
+	</table>
+	<p>&nbsp;</div>
+<p align="justify">
+If a piece of armor is enchanted, its
+armor protection will be higher than normal. If a suit of
+armor is cursed, its armor protection will be lower, and you
+will not be able to remove it. However, not all armor with a
+protection that is lower than normal is
+cursed.
+
+</p>
+
+<p align="justify">The commands to use weapons are
+&ldquo;W&rdquo; (wear) and &ldquo;T&rdquo; (take
+off).</p>
+
+<h3 align="justify">
+
+<b>7.3. Scrolls</b></h3>
+<p align="justify">Scrolls come with titles in an unknown tongue<sup>3</sup>. After you read a scroll, it 
+disappears from your pack. The com mand to use a
+scroll is &ldquo;r&rdquo; (read).</p>
+
+<h3 align="justify">
+
+<b>7.4. Potions</b>
+
+</h3>
+
+<p align="justify">Potions are labeled by the color of the
+liquid inside the flask. They disappear after being quaffed.
+The command to use a scroll is &ldquo;q&rdquo;
+(quaff).</p>
+
+<h3 align="justify"><b>7.5. Staves and Wands</b></h3>
+<p align="justify">Staves and wands do the same kinds of
+things. Staves are identified by a type of wood; wands by a
+type of metal or bone. They are generally things you want to
+do to some- thing over a long distance, so you must point
+them at what you wish to affect to use them. Some staves are
+not affected by the direction they are pointed, though.
+Staves come with multiple magic charges, the number being
+random, and when they are used up, the staff is just a piece
+of wood or metal.</p>
+
+<p align="justify">The command to use a wand or staff is
+&ldquo;z&rdquo; (zap)</p>
+
+<h3 align="justify"><b>7.6. Rings</b></h3>
+
+<p align="justify">Rings are very useful items, since they are
+relatively permanent magic, unlike the usually fleeting
+effects of potions, scrolls, and staves. Of course, the bad
+rings are also more powerful. Most rings also cause you to
+use up food more rapidly, the rate varying with the type of
+ring. Rings are differentiated by their stone settings. The
+com- mands to use rings are &ldquo;P&rdquo; (put on) and
+&ldquo;R&rdquo; (remove).</p>
+
+<h3 align="justify"><b>7.7. Food</b></h3>
+
+<p align="justify">Food is necessary to keep you going. If you
+go too long without eating you will faint, and eventually
+die of starvation. The command to use food is
+&ldquo;e&rdquo; (eat).</p>
+
+<h2 align="justify"><b>8. Options</b></h2>
+<p align="justify">Due to variations in personal tastes and
+conceptions of the way rogue should do things, there are a
+set of options you can set that cause rogue to behave in
+various different ways.</p>
+
+<h3 align="justify"><b>8.1 Setting the options</b></h3>
+
+<p align="justify">There are two ways to set the options. The
+first is with the &ldquo;o&rdquo; command of rogue; the
+second is with the &ldquo;ROGUEOPTS&rdquo; environment
+variable.</p>
+
+<h3 align="justify"><b>8.1.1. Using the &lsquo;o&rsquo; command</b></h3>
+
+<p align="justify">When you type &ldquo;o&rdquo; in rogue, it
+clears the screen and displays the current settings for all
+the options. It then places the cursor by the value of the
+first option and waits for you to type. You can type a
+&lt;RETURN&gt; which means to go to the next
+option, a &ldquo;&minus;&rdquo; which means to go to the
+previous option, an &lt;ESCAPE&gt; which
+means to return to the game, or you can give the option a
+value. For boolean options this merely involves typing
+&ldquo;t&rdquo; for true or &ldquo;f&rdquo; for false. For
+string options, type the new value followed by a
+&lt;RETURN&gt; .</p>
+
+<h3 align="justify"><b>8.1.2. Using the ROGUEOPTS variable</b></h3>
+
+<p align="justify">The ROGUEOPTS variable is a string
+containing a comma separated list of initial values for the
+various options. Boolean variables can be turned on by
+listing their name or turned off by putting a
+&ldquo;no&rdquo; in front of the name. Thus to set up an
+environment variable so that <b>jump</b> is on, <b>terse</b>
+is off, and the <b>name</b> is set to &ldquo;Blue
+Meanie&rdquo;, use the command</p>
+
+<p align="justify">% setenv ROGUEOPTS
+&quot;jump,noterse,name=Blue Meanie&quot;<sup>4</sup></p>
+
+<h3 align="justify"><b>8.2. Option list</b></h3>
+
+<p align="justify">Here is a list of the options and an
+explanation of what each one is for. The default value for
+each is enclosed in square brackets. For character string
+options, input over fifty characters will be
+ignored.</p>
+
+<p align="justify"><b>terse</b>
+[<i>noterse</i>]</p>
+<blockquote>
+	<p align="justify">
+	Useful for those who are tired of the
+sometimes lengthy messages of rogue. This is a useful option
+for playing on slow terminals, so this option defaults to
+<i>terse</i> if you are on a slow (1200 baud or under)
+terminal.</p>
+</blockquote>
+
+<p align="justify"><b>jump</b>
+[<i>nojump</i>]</p>
+<blockquote>
+	<p align="justify">If this option is set, running moves will
+not be displayed until you reach the end of the move. This
+saves considerable cpu and display time. This option
+defaults to <i>jump</i> if you are using a slow
+terminal.</p>
+</blockquote>
+<p align="justify"><b>flush</b>
+[<i>noflush</i>]</p>
+<blockquote>
+	<p align="justify">All typeahead is thrown away after each round of battle. This is useful for those who type far
+ahead and then watch in dismay as a Bat kills
+them.</p>
+</blockquote>
+<p align="justify"><b>seefloor</b>
+[<i>seefloor</i>]</p>
+<blockquote>
+	<p align="justify">Display the floor around you on the screen
+as you move through dark rooms. Due to the amount of
+characters generated, this option defaults to
+<i>noseefloor</i> if you are using a slow
+terminal.</p>
+</blockquote>
+<p align="justify"><b>passgo</b>
+[<i>nopassgo</i>]</p>
+<blockquote>
+	<p align="justify">Follow turnings in passageways. If you run
+in a pas- sage and you run into stone or a wall, rogue will
+see if it can turn to the right or left. If it can only turn
+one way, it will turn that way. If it can turn either or
+neither, it will stop. This algorithm can sometimes lead to
+slightly confusing occurrences which is why it defaults to
+<i>nopassgo</i>.</p>
+</blockquote>
+<p align="justify"><b>tombstone</b>
+[<i>tombstone</i>]</p>
+<blockquote>
+	<p align="justify">Print out the tombstone at the end if you
+get killed. This is nice but slow, so you can turn it off if
+you like.</p>
+</blockquote>
+<p align="justify"><b>inven</b>
+[<i>overwrite</i>]</p>
+<blockquote>
+	<p align="justify">Inventory type. This can have one of three
+values: <i>overwrite</i>, <i>slow</i>, or <i>clear</i>. With
+<i>overwrite</i> the top lines of the map are overwritten
+with the list when inventory is requested or when
+&ldquo;Which item do you wish to <b>. . .</b>? &rdquo;
+questions are answered with a &ldquo;*&rdquo;. How- ever, if
+the list is longer than a screenful, the screen is cleared.
+With <i>slow</i>, lists are displayed one item at a time on
+the top of the screen, and with <i>clear</i>, the screen is
+cleared, the list is displayed, and then the dungeon level
+is re-displayed. Due to speed considerations, <i>clear</i>
+is the default for terminals without clear-to-end-of-line
+capabilities.</p>
+</blockquote>
+<p align="justify"><b>name</b> [account
+name]</p>
+<blockquote>
+	<p align="justify">This is the name of your character. It is
+used if you get on the top ten scorer&rsquo;s
+list.</p>
+</blockquote>
+<p align="justify"><b>fruit</b>
+[<i>slime-mold</i>]</p>
+<blockquote>
+	<p align="justify">This should hold the name of a fruit that
+you enjoy eating. It is basically a whimsy that rogue uses
+in a couple of places.</p>
+</blockquote>
+<p align="justify"><b>file</b>
+[<i>~/rogue.save</i>]</p>
+<blockquote>
+	<p align="justify">The default file name for saving the game.
+If your phone is hung up by accident, rogue will
+automatically save the game in this file. The file name may
+start with the special character &ldquo;~&rdquo; which
+expands to be your home directory.</p>
+</blockquote>
+<h2 align="justify"><b>9. Scoring</b></h2>
+
+<p align="justify">Rogue usually maintains a list of the top
+scoring people or scores on your machine. Depending on how
+it is set up, it can post either the top scores or the top
+players. In the latter case, each account on the machine can
+post only one non-winning score on this list. If you score
+higher than someone else on this list, or better your previous score on the list, you will be inserted in the proper
+place under your current name. How many scores are kept can
+also be set up by whoever installs it on your
+machine.</p>
+
+<p align="justify">If you quit the game, you get out with all
+of your gold intact. If, however, you get killed in the
+Dungeons of Doom, your body is forwarded to your
+next-of-kin, along with 90% of your gold; ten percent of
+your gold is kept by the Dungeons&rsquo; wizard as a fee<sup>5</sup>. This should make you
+consider whether you want to take one last hit at that
+monster and possibly live, or quit and thus stop with
+whatever you have. If you quit, you do get all your gold,
+but if you swing and live, you might find
+more.</p>
+
+<p align="justify">If you just want to see what the current top players/games list is, you can
+type</p>
+<p align="justify">% @PROGRAM@ &minus;s</p>
+
+<h2 align="justify"><b>10. Acknowledgements</b></h2>
+
+<p align="justify">Rogue was originally conceived of by Glenn
+Wichman and Michael Toy. Ken Arnold and Michael Toy then
+smoothed out the user interface, and added jillions of new
+features. We would like to thank Bob Arnold, Michelle Busch,
+Andy Hatcher, Kipp Hickman, Mark Horton, Daniel Jensen, Bill
+Joy, Joe Kalash, Steve Maurer, Marty McNary, Jan Miller, and
+Scott Nelson for their ideas and assistance; and also the
+teeming multitudes who graciously ignored work, school, and
+social life to play rogue and send us bugs, complaints, suggestions, and just plain flames. And also
+Mom.</p>
+<table border="0" width="100%" cellspacing="3" cellpadding="0" id="table5">
+	<tr>
+		<td align="right" valign="top"><sup>†</sup></td>
+		<td>UNIX is a registered trademark of The Open Group</td>
+	</tr>
+	<tr>
+		<td align="right" valign="top"><sup>1</sup></td>
+		<td>As opposed to pseudo English sentences.</td>
+	</tr>
+	<tr>
+		<td align="right" valign="top"><sup>2</sup></td>
+		<td>A minimum screen size of 24 lines by 80 columns is required. If the 
+		screen is larger, only the 24x80 section
+will be used for the map.</td>
+	</tr>
+	<tr>
+		<td align="right" valign="top"><sup>3</sup></td>
+		<td>Actually, it's a dialect spoken only by the twenty-seven members of 
+		a tribe in Outer Mongolia, but you're not supposed to know that.</td>
+	</tr>
+	<tr>
+		<td align="right" valign="top"><sup>4</sup></td>
+		<td>For those of you who use the Bourne shell sh (1), the commands would be<p>$ ROGUEOPTS=&quot;jump,noterse,name=Blue Meanie&quot;<br>
+$ export ROGUEOPTS<br>
+&nbsp;</td>
+	</tr>
+	<tr>
+		<td align="right" valign="top"><sup>5</sup></td>
+		<td>The Dungeon's wizard is named Wally the Wonder Badger. Invocations 
+		should be accompanied by a sizable donation.</td>
+	</tr>
+</table>
+</body>
+</html>