1025 lines
29 KiB
Text
1025 lines
29 KiB
Text
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The Dungeons of Doom
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AT&T Bell Laboratories
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The Dungeons of Doom
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1. INTRODUCTION
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Rogue is a screen-oriented fantasy game set in the
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ever-changing Dungeons of Doom. The game comes complete
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with monsters, spells, weapons, armor, potions, and other
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magical items. The dungeon's geography changes with every
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game, and although many magical items have certain
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identifiable properties, such as turning the player
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invisible, the physical manifestation of the magic changes
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each game. A red potion, for example, will cause the same
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reaction throughout a given game, but it may be a completely
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different potion in a new game.
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Entering the dungeon with only a little food, armor,
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and a weapon, the player must develop a good strategy of
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when to fight, when to run, and how to best use any magical
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items found in the dungeon. To make things interesting, the
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player has a quest to return one of several unique
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artifacts, rumored to lie deep in the dungeon's bowels.
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Returning with this artifact brings great glory and the
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title of Complete Winner. But even after finding the
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artifact, the player may wish to continue further to match
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wits with an arch-devil, demon prince, or even a deity found
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far down in the dungeon. Defeating such a creature will
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gain the player many experience points, the basis for
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scoring in Rogue.
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It is very difficult to return from the Dungeons of
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Doom. Few people ever make it out alive. Should this
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unlikely event occur, the player would be proclaimed a
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complete winner and handsomely rewarded for any booty
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removed from the dungeon.
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2. CHARACTER CLASSES AND ATTRIBUTES
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Before placing the player in the dungeon, the game
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requests the player to select a character class: a fighter,
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a magic user, a cleric, or a thief.
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2.1 The_Fighter
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A fighter is very strong and will have a high strength
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rating. This great strength gives a fighter the best odds
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of winning a battle with a monster. At high experience
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levels the fighter also gets to attack multiple times in a
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single turn. This obviously further increases his chances
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at winning battles. Intrinsic to the fighter class is a
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robustness which results in 1 to 10 extra hit points for
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- 2 -
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every new experience level.
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2.2 The_Magician
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A magician's major attribute is intelligence, which
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enables the magician to cast spells. The number and variety
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of spells increases as the magician gains experience and
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intelligence. Other types of characters can cast spells,
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but only if they manage to gain extraordinarily high
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intelligence. Magic users are not as hearty as fighters;
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they receive 1 to 8 extra hit points for every new
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experience level.
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2.3 The_Cleric
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A cleric has a high wisdom rating and can thus pray.
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The number and variety of prayers which the gods are willing
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to grant to a cleric increase as the cleric gains experience
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and wisdom. Other character types can pray only if they
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manage to gain extraordinary wisdom.
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Because of their religious nature, clerics can also
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affect the "undead" beings, like zombies and ghouls, which
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became monsters after they died. If an "undead" creature is
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next to a cleric, the cleric may try to turn it and cause it
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to flee. If the cleric is sufficiently powerful relative to
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the monster, the cleric will destroy it. This ability
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increases as the character gains experience levels.
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Clerics can gain from 1 to 8 extra hit points on
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reaching a new experience level.
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2.4 The_Thief
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A thief is exceptionally dextrous and has a good chance
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to set a trap or rob a monster. Any type of character can
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try to set a trap or steal from a monster standing next to
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the character, but the chances of success are low compared
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to a thief's chances.
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By their nature, thieves can automatically detect all
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the gold on the current level of the dungeon. They are also
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good at detecting hidden traps. Because thieves slink
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along, they are not as likely as other characters to wake
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sleeping monsters. If a thief manages to sneak up on a
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creature without waking it, he will get a chance to backstab
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the monster. When this is done, the damage done by the thief
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greatly increases based on his experience level.
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Thieves gain from 1 to 6 extra hit points from a new
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experience level.
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- 3 -
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2.5 Constitution
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Every character has a constitution rating. A character
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with an exceptionally good constitution will gain more than
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the normal amount of hit points associated with the
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character's class when the character reaches a new
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experience level. Exceptional constitution also provides
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better protection versus poison-based attacks and diseases.
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2.6 Experience_Levels
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Characters gain experience for killing monsters,
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stealing from monsters, and turning monsters. Each
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character class has a set of thresholds associated with it.
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When a character reaches a threshold, the character attains
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the next experience level. This new level brings extra hit
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points and a greater chance of success in performing the
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abilities associated with the character's class. Magicians
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receive new spells, and clerics receive new prayers.
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Thieves have the lowest threshold for gaining
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experience levels, followed by clerics. Fighters are next,
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and magicians have the highest threshold.
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3. THE SCREEN
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During the normal course of play, the screen consists
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of three separate sections: the top line of the terminal,
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the bottom two lines of the terminal, and the remaining
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middle lines. The top line reports actions which occur
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during the game, the middle section depicts the dungeon, and
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the bottom lines describe the player's current condition.
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3.1 The_Top_Line
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Whenever anything happens to the player, such as
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finding a scroll or hitting or being hit by a monster, a
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short report of the occurrence appears on the top line of
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the screen. When such reports occur quickly, one right
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after another, the game displays the notice followed by the
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prompt '--More--.' After reading this notice, the player
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can press a space to display the next message. At such a
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point, the game ignores all commands until the player
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presses a space.
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- 4 -
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3.2 The_Dungeon_Section
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The large middle section of the screen displays the
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player's surroundings using the following symbols:
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| A wall of a room.
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- A wall of a room.
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* A pile of gold.
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% A way to the next level.
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+ A doorway.
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. The floor in a room.
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@ The player.
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_ The player, when invisible.
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# The floor in a passageway.
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! A flask containing a potion.
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? A sealed scroll.
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: Some food.
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) A weapon.
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Solid rock (denoted by a space).
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] Some armor.
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; A miscellaneous magic item
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, An artifact
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= A ring.
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/ A wand or a staff.
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^ The entrance to a trading post
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> A trapdoor leading to the next level
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{ An arrow trap
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$ A sleeping gas trap
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- 5 -
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} A beartrap
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~ A trap that teleports you somewhere else
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` A poison dart trap
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" A shimmering magic pool
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' An entrance to a maze
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$ Any magical item. (During magic detection)
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> A blessed magical item. (During magic detection)
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< A cursed magical item. (During magic detection)
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A letter A monster. Note that a given letter may signify
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multiple monsters, depending on the level of the
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dungeon. The player can always identify a current
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monster by using the identify command ('/').
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3.3 The_Status_Section
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The bottom two lines of the screen describe the
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player's current status. The first line gives the player's
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characteristics:
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o Intelligence (Int)
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o Strength (Str)
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o Wisdom (Wis)
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o Dexterity (Dxt)
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o Constitution (Const)
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o Encumbrance (Carry)
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Intelligence, strength, wisdom, dexterity, and
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constitution have a normal maximum of 25, but can be higher
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when augmented by a ring. Encumbrance is a measurement of
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how much the player can carry versus how much he is
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currently carrying. The more you carry relative to your
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maximum causes you to use more food.
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The second status line provides the following
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information:
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o The current level (Lvl) in the dungeon. This number
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increases as the player goes further down.
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- 6 -
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o How much gold (Au) the player is carrying.
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o The player's current number of hit points (Hp),
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followed in parentheses by the player's current maximum
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number of hit points. Hit points express the player's
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health. As a player heals by resting, the player's
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current hit points gradually increase until reaching
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the current maximum. This maximum increases each time
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a player attains a new experience level. If the
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player's current hit points reach 0, the player dies.
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o The player's armor class (Ac). This number describes
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the amount of protection provided by the armor and
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rings currently worn by the player. Wearing no armor
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is equivalent to an armor class of 10. The protection
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level increases as the armor class decreases.
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o The player's current experience level (Exp) followed by
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the player's experience points. The player can gain
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experience points by killing monsters, successfully
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stealing from monsters, and turning monsters. When a
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player gains enough experience points to surpass a
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threshold that depends on the player's character type,
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the player reaches a new experience level. A new
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experience level brings extra hit points and possibly
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added abilities, such as a new spell for a magician or
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a new prayer for a cleric.
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o A description of the player's character. This
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description depends on the player's character type and
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experience level.
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4. COMMANDS
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A player can invoke most Rogue commands by typing a
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single character. Some commands, however, require a
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direction, in which case the player types the command
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character followed by a directional command. Many commands
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can be prefaced by a number, indicating how many times the
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command should be executed.
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When the player invokes a command referring to an item
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in the player's pack (such as reading a scroll), the game
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prompts for the item. The player should then type the
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letter associated with the item, as displayed by the
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inventory command. Typing a '*' at this point produces a
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list of the eligible items.
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Rogue understands the following commands:
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? Preceding a command by a '?' produces a brief
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explanation of the command. The command '?*' gives an
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explanation of all the commands.
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/ Preceding a symbol by a '/' identifies the symbol.
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h Move one position to the left.
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j Move one position down.
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k Move one position up.
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l Move one position to the right.
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y Move one position to the top left.
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u Move one position to the top right.
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b Move one position to the bottom left.
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n Move one position to the bottom right.
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H Run to the left until reaching something interesting.
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J Run down until reaching something interesting.
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K Run up until reaching something interesting.
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L Run to the right until reaching something interesting.
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Y Run to the top left until reaching something
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interesting.
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U Run to the top right until reaching something
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interesting.
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B Run to the bottom left until reaching something
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interesting.
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N Run to the bottom right until reaching something
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interesting.
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t This command, followed by a directional command, prompts
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for an object from the players pack. The player then
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throws the object in the specified direction.
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f When this command precedes a directional command, the
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player moves in the specified direction until passing
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something interesting.
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- 8 -
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z This command must be followed by a directional command.
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Rogue then prompts for a wand or staff from the player's
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pack and zaps it in the specified direction.
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> Go down to the next level.
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< Go up to the next level.
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s Search for a secret door or a trap in the circle
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surrounding the player.
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. This command (a dot) causes the player to rest a turn.
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i Display an inventory of the player's pack.
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I This command prompts for an item from the player's pack
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and displays the inventory information for that item.
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q Quaff a potion from the player's pack.
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r Read a scroll from the player's pack.
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e Eat some food from the player's pack.
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w Wield a weapon from the player's pack.
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W Wear some armor or miscellaneous magic item from the
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player's pack.
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T Take off whatever the player is wearing.
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P Put on a ring from the player's pack. The player can
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wear a maximum of eight rings.
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R Remove a ring from the player's hand.
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^U Uuse a miscellaneous magic item in the player's pack.
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d Drop an item from the player's pack.
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c When the player types this command, Rogue prompts for an
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item from the player's pack and a one-line name. Rogue
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then calls all similar items (such as all the blue
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potions) by the specified name.
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m When the player types this command, Rogue prompts for an
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item from the player's pack and a one-line name. Rogue
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then marks the specified item with the given name.
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o Typing this command causes Rogue to display all the
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settable options. The player can then merely examine
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- 9 -
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the options or change any or all of them.
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C This command, restricted to magicians and characters
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with exceptionally high intelligence, produces a listing
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of the magician's current supply of spells. The player
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can select one of the displayed spells and, if the
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player's energy level is sufficiently high, cast it.
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The more complicated the spell, the more energy it
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takes.
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p This command, restricted to clerics and characters with
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exceptionally high wisdom, produces a listing of the
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cleric's known prayers. The player can then offer one
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of these prayers to the character's deity. Deities are
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not known for favoring characters which continually pray
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to them, and they are most likely to answer the least
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"ambitious" prayers.
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a This command is restricted to clerics and characters
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with exceptionally high wisdom and must be followed by a
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directional command. If there is an "undead" monster
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standing next to the player in the specified direction,
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there is a chance the player will affect the monster by
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causing it to flee or possibly even destroying it.
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^ This command sets a trap and is most likely to succeed
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for a character with a high dexterity, such as a thief.
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If the character is successful, Rogue prompts the player
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for a type of trap and sets it where the player is
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standing.
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G This command is restricted to thieves. It causes Rogue
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to display all the gold on the current level.
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D Dip something into a magic pool.
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^T This command is most likely to succeed for a character
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with a high dexterity, such as a thief, and it must be
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followed by a directional command. If there is a
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monster standing next to the player in the specified
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direction, the player tries to steal an item from the
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monster's pack. If the player is successful, the
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monster does not notice anything, but if the player is
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unsuccessful, there is a chance the monster will wake
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up.
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^L Redraw the screen.
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^R Repeat the last message that was displayed on the top
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line of the screen.
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- 10 -
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^[ Typing an escape will usually cause Rogue to cancel the
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current command.
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v Print the current Rogue version number.
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! Escape to the shell.
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S Quit and save the game for resumption at a later time.
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Q Quit without saving the game.
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5. IMPLICIT COMMANDS
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There is no "attack" command. If a player wishes to
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attack a monster, the player simply tries to move onto the
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spot where the monster is standing. The game then assumes
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that the player wishes to attack the monster with whatever
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weapon the player is wielding.
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When the player moves onto an item, the game
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automatically places the object into the player's pack. If
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there is no room left in the pack, the game announces that
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fact and leaves the item on the floor.
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6. LIGHT
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Some rooms in the dungeon possess a natural light
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source. In other rooms and in corridors the player can see
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only those things within a one space radius from the player.
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These dark rooms can be lit with magical light or by a fire
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beetle.
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7. WEAPONS AND ARMOR
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The player can wield exactly one weapon at a time.
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When the player attacks a monster, the amount of damage
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depends on the particular weapon the player is wielding. To
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fire a projectile weapon, such as a crossbow or a short bow,
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the player should wield the bow and "throw" the bolt or
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arrow at the monster.
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A weapon may be cursed or blessed, affecting the
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likelihood of hitting a monster with the weapon and the
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damage the weapon will inflict on the monster. If the
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player has identified a weapon, the "to hit" and "to damage"
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bonuses appear in that order before the weapon's name in an
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inventory listing. A positive bonus indicates a blessed
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weapon, and a negative bonus usually indicates a cursed
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- 11 -
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weapon. The player cannot release a cursed weapon.
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Without any armor the player has an armor class of 10.
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The lower the player's armor class, the harder it is for a
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monster to hit the player, so wearing armor can improve the
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player's armor class. A cursed suit of armor, however,
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offers poor protection and may sometimes be worse than no
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armor at all.
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After the player has identified a suit of armor, the
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protection bonus appears before the armor's name in an
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inventory listing. If the bonus is positive the armor is
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blessed, and if it is negative, the armor is usually cursed.
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The player cannot remove a cursed suit of armor.
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Some monsters can corrode armor when they hit it. If
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such a monster hits the player when the player is wearing
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metal armor, the armor loses some of its protection value,
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but the corrosion does not curse the armor.
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8. POTIONS AND SCROLLS
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The player can frequently find potions and scrolls in
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the dungeon. In any given dungeon, the player can
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distinguish among the different types of potions by a
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potion's color and among the different types of scrolls by a
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scroll's name. Quaffing a potion or reading a scroll
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usually causes some magical occurrence. Most potions and
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scrolls may be cursed or blessed.
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9. RINGS
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The player can wear a maximum of eight rings, and they
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have a magical effect on the player as long as they are
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worn. Some rings also speed up the player's metabolism,
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making the player require food more often. Many rings can
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be cursed or blessed, and the player cannot remove a cursed
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ring. The player can distinguish among different types of
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rings by a ring's jewel.
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10. WANDS AND STAVES
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Wands and staves affect the player's environment. The
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player can zap a wand or staff at something and perhaps
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shoot a bolt of lightning at it or teleport it away. All
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wands or staves of the same type are constructed with the
|
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same type of wood. Some wands and staves may be cursed or
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blessed.
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- 12 -
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11. FOOD
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The player must be careful not to run out of food since
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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
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monster can attack the player freely.
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12. GOLD
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Gold has one use in a dungeon: buying things. One can
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buy things in two ways, either in a trading post or from a
|
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quartermaster. A trading post is a place "between levels"
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|
of the dungeon and can be entered by stepping on the
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entrance. A quartermaster is a person who will sometimes
|
|
appear and will try to sell the player some of his wares.
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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
|
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quartermaster trades the item for the specified amount of
|
|
gold and disappears. Attacking a quartermaster causes him
|
|
to vanish without offering a trade.
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13. MISCELLANEOUS MAGIC ITEMS
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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
|
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cursed). Some of these items can be worn, such as a cloak,
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while others are to be used, such as a book.
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14. ARTIFACTS
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Some monsters down in the depths of the dungeon carry
|
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unique artifacts. The game begins as a quest to retrieve
|
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one of these items. Each artifact appears only on its
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owner's person.
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15. TRAPS
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A variety of traps, including trap doors, bear traps,
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and sleeping traps, are hidden in the dungeon. They remain
|
|
hidden until sprung by a monster or the player. A sprung
|
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trap continues to function, but since it is visible, an
|
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intelligent monster is not likely to tread on it.
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- 13 -
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16. THE MONSTERS
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Each monster except for the merchant quartermaster
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|
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.
|
|
|
|
Most monsters attack by biting and clawing, but some
|
|
monsters carry weapons, including such projectile weapons as
|
|
short bows and crossbows, and some monsters have breath
|
|
weapons. These latter monsters can attack the player from
|
|
across a room or down a corridor.
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|
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.
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|
|
|
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.
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|
17. OPTIONS
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|
|
Rogue has several options which may be set by the
|
|
player:
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|
terse Setting this Boolean option results in shorter
|
|
messages appearing on the top line of the screen.
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|
|
|
jump 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.
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|
step 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.
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|
flush Setting this Boolean option results in flushing all
|
|
typeahead (pending) commands when the player
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- 14 -
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|
|
encounters a monster.
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|
askme 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.
|
|
|
|
name This string is the player's name and defaults to the
|
|
player's account name.
|
|
|
|
fruit This string identifies the player's favorite fruit,
|
|
sometimes encountered in the dungeon. It defaults to
|
|
slime-mold.
|
|
|
|
file This string, which defaults to rogue.save, specifies
|
|
the file to use for saving the game.
|
|
|
|
score This string identifies the top-ten score file to use
|
|
for the game.
|
|
|
|
class This option specifies the character class of the
|
|
rogue. It can be set only in the ROGUEOPTS
|
|
environment variable.
|
|
|
|
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,
|
|
fruit=pomegranate" would set the terse, jump, flush, and
|
|
askme Boolean options, clear the step Boolean option, set
|
|
the player's name to "Ivan the Terrible," set the player's
|
|
favorite fruit to a pomegranate, and use the defaults for
|
|
the save file and the score file.
|
|
|
|
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.
|
|
|
|
|
|
18. SCORING
|
|
|
|
The player receives experience points for stealing
|
|
items from monsters, turning monsters (a clerical ability),
|
|
and killing monsters. When the player gets killed, the
|
|
player's score equals the player's experience points. A
|
|
player who quits gets a score equal to the player's
|
|
experience points and gold. If the player makes it back up
|
|
|
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|
|
- 15 -
|
|
|
|
|
|
|
|
out of the dungeon, the player's score equals the player's
|
|
experience points plus the gold the player carried and the
|
|
gold received from selling the player's possessions. Rogue
|
|
maintains a list of the top ten scores to date, together
|
|
with the name of the player obtaining the score, the level
|
|
where the player finished, and the manner in which the
|
|
player ended the game.
|
|
|
|
|
|
19. ACKNOWLEDGEMENTS
|
|
This version of Rogue is based on a version developed
|
|
at the University of California at Berkeley by Michael Toy
|
|
and Ken Arnold.
|
|
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The Dungeons of Doom
|
|
|
|
AT&T Bell Laboratories
|
|
The Dungeons of Doom
|
|
|
|
|
|
ABSTRACT
|
|
|
|
|
|
|
|
Rogue was first introduced by Michael Toy at the
|
|
University of California at Berkeley as a screen-oriented
|
|
fantasy game. The game had 26 types of monsters that the
|
|
player could meet while exploring a dungeon generated by the
|
|
computer. Scrolls, potions, rings, wands, staves, armor,
|
|
and weapons helped the player to battle these monsters and
|
|
to gain gold, the basis for scoring.
|
|
|
|
The version of Rogue described in this guide has been
|
|
expanded to include over 110 monsters with many new capabil-
|
|
ities. Many of the monsters are intelligent, and they, like
|
|
the player, must avoid traps and decide when it is better to
|
|
fight or to run. The player chooses a character class at
|
|
the beginning of the game which defines the player's abili-
|
|
ties. Experience, rather than gold, decides the player's
|
|
score.
|
|
|
|
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|
|