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953 lines
No EOL
38 KiB
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<!-- Advanced Rogue -->
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<!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T -->
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<!-- All rights reserved. -->
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<!-- -->
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<!-- Based on "Rogue: Exploring the Dungeons of Doom" -->
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<!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman -->
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<!-- All rights reserved. -->
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<!-- -->
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<!-- See the file LICENSE.TXT for full copyright and licensing information. -->
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<!-- Creator : groff version 1.18.1 -->
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<!-- CreationDate: Sat Jan 21 09:55:23 2006 -->
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<h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of
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Doom</a></h1>
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<br>
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<h2 align="center">AT&T Bell Laboratories</h2>
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<h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3>
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<br>
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<table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center">
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<tr>
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<td nowrap>
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Advanced Rogue<br>
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Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T<br>
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All rights reserved.
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</td>
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</tr>
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<tr>
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<td nowrap>
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Based on "Rogue: Exploring the Dungeons of Doom"<br>
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Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br>
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All rights reserved.
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</td>
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</tr>
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</table>
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<p align="center">See the file LICENSE.TXT for full copyright and licensing
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information.</p>
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<p align="center"> </p>
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<p align="center"><b>ABSTRACT</b></p>
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<blockquote>
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<blockquote>
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<p align="justify">Rogue was first introduced by Michael Toy at the
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University of California at Berkeley as a screen-oriented fantasy game.
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The game had 26 types of monsters that the player could meet while
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exploring a dungeon generated by the computer. Scrolls, potions, rings,
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wands, staves, armor, and weapons helped the player to battle these
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monsters and to gain gold, the basis for scoring.</p>
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<p align="justify">The version of Rogue described in this guide has been
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expanded to include over 110 monsters with many new capabilities. Many
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of the monsters are intelligent, and they, like the player, must avoid
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traps and decide when it is better to fight or to run. The player
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chooses a character class at the beginning of the game which defines the
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player's abilities. Experience, rather than gold, decides the player's
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score.</p>
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</blockquote>
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</blockquote>
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<h2 align="justify"> </h2>
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<h3 align="justify">1. INTRODUCTION</h3>
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<p align="justify">
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Rogue is a screen-oriented fantasy game set in the ever-changing Dungeons of
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Doom. The game comes complete with monsters, spells, weapons, armor,
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potions, and other magical items. The dungeon's geography changes with every
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game, and although many magical items have certain identifiable properties,
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such as turning the player invisible, the physical manifestation of the
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magic changes 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 different
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potion in a new game.</p>
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<p align="justify">
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Entering the dungeon with only a little food, armor, and a weapon, the
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player must develop a good strategy of when to fight, when to run, and how
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to best use any magical items found in the dungeon. To make things
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interesting, the player has a quest to return one of several unique
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artifacts, rumored to lie deep in the dungeon's bowels. Returning with this
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artifact brings great glory and the title of Complete Winner. But even after
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finding the artifact, the player may wish to continue further to match wits
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with an arch-devil, demon prince, or even a deity found far down in the
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dungeon. Defeating such a creature will gain the player many experience
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points, the basis for scoring in Rogue.</p>
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<p align="justify">
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It is very difficult to return from the Dungeons of Doom. Few people ever
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make it out alive. Should this unlikely event occur, the player would be
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proclaimed a complete winner and handsomely rewarded for any booty removed
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from the dungeon.</p>
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<h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3>
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<p align="justify">
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Before placing the player in the dungeon, the game requests the player to
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select a character class: a fighter, a magic user, a cleric, or a thief.</p>
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<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p>
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<p align="justify">
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A fighter is very strong and will have a high strength rating. This great
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strength gives a fighter the best odds of winning a battle with a monster.
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At high experience levels the fighter also gets to attack multiple times in
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a single turn. This obviously further increases his chances at winning
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battles. Intrinsic to the fighter class is a robustness which results in 1
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to 10 extra hit points for every new experience level.</p>
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<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p>
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<p align="justify">
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A magician's major attribute is intelligence, which enables the magician to
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cast spells. The number and variety of spells increases as the magician
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gains experience and intelligence. Other types of characters can cast
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spells, but only if they manage to gain extraordinarily high intelligence.
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Magic users are not as hearty as fighters; they receive 1 to 8 extra hit
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points for every new experience level.</p>
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<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p>
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<p align="justify">
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A cleric has a high wisdom rating and can thus pray. The number and variety
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of prayers which the gods are willing to grant to a cleric increase as the
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cleric gains experience and wisdom. Other character types can pray only if
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they manage to gain extraordinary wisdom.</p>
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<p align="justify">
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Because of their religious nature, clerics can also affect the "undead"
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beings, like zombies and ghouls, which became monsters after they died. If
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an "undead" creature is next to a cleric, the cleric may try to turn it and
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cause it to flee. If the cleric is sufficiently powerful relative to the
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monster, the cleric will destroy it. This ability increases as the character
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gains experience levels.</p>
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<p align="justify">
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Clerics can gain from 1 to 8 extra hit points on reaching a new experience
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level.</p>
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<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.4 The Thief</span></strong></p>
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<p align="justify">
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A thief is exceptionally dextrous and has a good chance to set a trap or rob
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a monster. Any type of character can try to set a trap or steal from a
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monster standing next to the character, but the chances of success are low
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compared to a thief's chances.
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</p>
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<p align="justify">
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By their nature, thieves can automatically detect all the gold on the
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current level of the dungeon. They are also good at detecting hidden traps.
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Because thieves slink along, they are not as likely as other characters to
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wake sleeping monsters. If a thief manages to sneak up on a creature without
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waking it, he will get a chance to backstab the monster. When this is done,
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the damage done by the thief greatly increases based on his experience
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level.</p>
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<p align="justify">
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Thieves gain from 1 to 6 extra hit points from a new experience level.
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</p>
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<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.5
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CONSTITUTION</span></strong></p>
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<p align="justify">Every character has a constitution rating. A character with
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an exceptionally good constitution will gain more than the normal amount of hit
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points associated with the character's class when the character reaches a new
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experience level. Exceptional constitution also provides better protection
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versus poison-based attacks and diseases.</p>
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<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.6 Experience Levels</span></strong></p>
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<p align="justify">
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Characters gain experience for killing monsters, stealing from monsters, and
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turning monsters. Each character class has a set of thresholds associated
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with it. When a character reaches a threshold, the character attains the
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next experience level. This new level brings extra hit points and a greater
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chance of success in performing the abilities associated with the
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character's class. Magicians receive new spells, and clerics receive new
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prayers.</p>
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<p align="justify">
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Thieves have the lowest threshold for gaining experience levels, followed by
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clerics. Fighters are next, and magicians have the highest threshold.</p>
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<h3 align="justify">
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3. THE SCREEN</h3>
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<p align="justify">
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During the normal course of play, the screen consists of three separate
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sections: the top line of the terminal, the bottom two lines of the
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terminal, and the remaining middle lines. The top line reports actions which
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occur during the game, the middle section depicts the dungeon, and the
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bottom lines describe the player's current condition.</p>
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<p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.1 The Top Line</span></strong>
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<p align="justify">
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Whenever anything happens to the player, such as finding a scroll or hitting
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or being hit by a monster, a short report of the occurrence appears on the
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top line of the screen. When such reports occur quickly, one right after
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another, the game displays the notice followed by the prompt '--More--.'
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After reading this notice, the player can press a space to display the next
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message. At such a point, the game ignores all commands until the player
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presses a space.</p>
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<p align="justify">
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<strong>
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<span style="FONT-VARIANT: small-caps">3.2 The Dungeon Section</span></strong>
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<p align="justify">
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The large middle section of the screen displays the player's surroundings using
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the following symbols:
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</p>
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<p>
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<table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table3" cellspacing="3">
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<tr>
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<td align="middle">|</td>
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<td>
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</td>
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<td>A wall of a room.</td>
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</tr>
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<tr>
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<td align="middle">-</td>
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<td> </td>
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<td>A wall of a room.</td>
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</tr>
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<tr>
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<td align="middle">*</td>
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<td> </td>
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<td>A pile of gold.</td>
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</tr>
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<tr>
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<td align="middle">%</td>
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<td> </td>
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<td>A way to the next level.</td>
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</tr>
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<tr>
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<td align="middle">+</td>
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<td> </td>
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<td>A doorway.</td>
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</tr>
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<tr>
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<td align="middle">.</td>
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<td> </td>
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<td>The floor in a room.</td>
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</tr>
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<tr>
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<td align="middle">@</td>
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<td> </td>
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<td>The player.</td>
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</tr>
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<tr>
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<td align="middle">_</td>
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<td> </td>
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<td>The player, when invisible.</td>
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</tr>
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<tr>
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<td align="middle">#</td>
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<td> </td>
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<td>The floor in a passageway.</td>
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</tr>
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<tr>
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<td align="middle">!</td>
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<td> </td>
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<td>A flask containing a potion.</td>
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</tr>
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<tr>
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<td align="middle">?</td>
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<td> </td>
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<td>A sealed scroll.</td>
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</tr>
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<tr>
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<td align="middle">:</td>
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<td> </td>
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<td>Some food.</td>
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</tr>
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<tr>
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<td align="middle">)</td>
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<td> </td>
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<td>A weapon.</td>
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</tr>
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<tr>
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<td align="middle"> </td>
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<td nowrap> </td>
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<td nowrap>Solid rock (denoted by a space).</td>
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</tr>
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<tr>
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<td align="middle">]</td>
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<td> </td>
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<td>Some armor.</td>
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</tr>
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<tr>
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<td align="middle">;</td>
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<td> </td>
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<td>A miscellaneous magic item.</td>
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</tr>
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<tr>
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<td align="middle">,</td>
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<td> </td>
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<td>An artifact.</td>
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</tr>
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<tr>
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<td align="middle">=</td>
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<td> </td>
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<td>A ring.</td>
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</tr>
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<tr>
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<td align="middle">/</td>
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<td> </td>
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<td>A wand or a staff.</td>
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</tr>
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<tr>
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<td align="middle">^</td>
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<td> </td>
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<td>The entrance to a trading post.</td>
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</tr>
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<tr>
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<td align="middle">></td>
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<td> </td>
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<td>A trapdoor leading to the next level</td>
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</tr>
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<tr>
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<td align="middle">{</td>
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<td> </td>
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<td>An arrow trap</td>
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</tr>
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<tr>
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<td align="middle">$</td>
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<td> </td>
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<td>A sleeping gas trap</td>
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</tr>
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<tr>
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<td align="middle">}</td>
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<td> </td>
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<td>A beartrap</td>
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</tr>
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<tr>
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<td align="middle">~</td>
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<td> </td>
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<td>A trap that teleports you somewhere else</td>
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</tr>
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<tr>
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<td align="middle">`</td>
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<td> </td>
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<td>A poison dart trap</td>
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</tr>
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<tr>
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<td align="middle">"</td>
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<td> </td>
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<td>a shimmering magic pool</td>
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</tr>
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<tr>
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<td align="middle">'</td>
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<td> </td>
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<td>An entrance to a maze</td>
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</tr>
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<tr>
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<td align="middle">$</td>
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<td> </td>
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<td>Any magical item. (During magic detection)</td>
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</tr>
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<tr>
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<td align="middle">></td>
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<td nowrap> </td>
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<td nowrap>A blessed magical item. (During magic detection)</td>
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</tr>
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<tr>
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<td align="middle"><</td>
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<td> </td>
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<td>A cursed magical item. (During magic detection)</td>
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</tr>
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<tr>
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<td align="middle">A letter</td>
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<td> </td>
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<td>A monster. Note that a given letter may signify<br>
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multiple monsters, depending on the level of the<br>
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dungeon. The player can always identify a current<br>
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monster by using the identify command ('/').</td>
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</tr>
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</table>
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</p>
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<p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.3 The Status Section</span></strong></p>
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<p align="justify">
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The bottom two lines of the screen describe the player's current status. The
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first line gives the player's characteristics:
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</p>
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<ul>
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<li>
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<p align="justify">Intelligence (Int)</p>
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<li>
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<p align="justify">Strength (Str)</p>
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<li>
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<p align="justify">Wisdom (Wis)</p>
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<li>
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<p align="justify">Dexterity (Dxt)</p>
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<li>
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<p align="justify">Constitution (Const)</p>
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<li>
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<p align="justify">Charisma (Char)</p>
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<li>
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<p align="justify">Encumbrance (Carry)</p>
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</li>
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</ul>
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<p align="justify">
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Intelligence, strength, wisdom, dexterity, and constitution have a normal
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maximum of 25, but can be higher when augmented by a ring. Encumbrance is a
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measurement of how much the player can carry versus how much he is currently
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carrying. The more you carry relative to your maximum causes you to use more
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food.</p>
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<p align="justify">
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The second status line provides the following information:
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</p>
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<ul>
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<li>
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<p align="justify">The current level (Lvl) in the dungeon. This number
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increases as the player goes further down.</p>
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<li>
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<p align="justify">How much gold (Au) the player is carrying.</p>
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<li>
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<p align="justify">The player's current number of hit points (Hp), followed
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in parentheses by the player's current maximum number of hit points. Hit
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points express the player's health. As a player heals by resting, the
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player's current hit points gradually increase until reaching the current
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maximum. This maximum increases each time a player attains a new experience
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level. If the player's current hit points reach 0, the player dies.</p>
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<li>
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<p align="justify">The player's armor class (Ac). This number describes the
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amount of protection provided by the armor and rings currently worn by the
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player. Wearing no armor is equivalent to an armor class of 10. The
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protection level increases as the armor class decreases.</p>
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<li>
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<p align="justify">The player's current experience level (Exp) followed by
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the player's experience points. The player can gain experience points by
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killing monsters, successfully stealing from monsters, and turning monsters.
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When a player gains enough experience points to surpass a threshold that
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depends on the player's character type, the player reaches a new experience
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level. A new experience level brings extra hit points and possibly added
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abilities, such as a new spell for a magician or a new prayer for a cleric.</p>
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<li>
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<p align="justify">A description of the player's character. This description
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depends on the player's character type and experience level.</p>
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</li>
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</ul>
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<h3 align="justify">4. COMMANDS</h3>
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<p align="justify">
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A player can invoke most Rogue commands by typing a single character. Some
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commands, however, require a direction, in which case the player types the
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command character followed by a directional command. Many commands can be
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prefaced by a number, indicating how many times the command should be
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executed.</p>
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<p align="justify">
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When the player invokes a command referring to an item in the player's pack
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(such as reading a scroll), the game prompts for the item. The player should
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then type the letter associated with the item, as displayed by the inventory
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command. Typing a '*' at this point produces a list of the eligible items.</p>
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<p align="center"><b><i>Rogue understands the following commands:</i></b></p>
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<p>
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<table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table4" cellspacing="3">
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<tr>
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<td align="middle" valign="top">?</td>
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<td> </td>
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<td>Preceding a command by a '?' produces a brief explanation of the command. The
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command '?*' gives an explanation of all the commands.</td>
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</tr>
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<tr>
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<td align="middle" valign="top">/</td>
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<td> </td>
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<td>Preceding a symbol by a '/' identifies the symbol.</td>
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</tr>
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<tr>
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<td align="middle" valign="top">h</td>
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<td> </td>
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<td>Move one position to the left.</td>
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</tr>
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<tr>
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<td align="middle" valign="top">j</td>
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<td> </td>
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<td>Move one position down.</td>
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</tr>
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<tr>
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<td align="middle" valign="top">k</td>
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<td> </td>
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<td>Move one position up.</td>
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</tr>
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|
<tr>
|
|
<td align="middle" valign="top">l</td>
|
|
<td> </td>
|
|
<td>Move one position to the right.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">y</td>
|
|
<td height="21"> </td>
|
|
<td height="21">Move one position to the top left.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">u</td>
|
|
<td> </td>
|
|
<td>Move one position to the top right.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">b</td>
|
|
<td> </td>
|
|
<td>Move one position to the bottom left.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">n</td>
|
|
<td> </td>
|
|
<td>Move one position to the bottom right</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">H</td>
|
|
<td> </td>
|
|
<td>Run to the left until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">J</td>
|
|
<td> </td>
|
|
<td>Run down until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">K</td>
|
|
<td> </td>
|
|
<td>Run up until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">L</td>
|
|
<td> </td>
|
|
<td>Run to the right until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">Y</td>
|
|
<td> </td>
|
|
<td>Run to the top left until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">U</td>
|
|
<td> </td>
|
|
<td>Run to the top right until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">B</td>
|
|
<td> </td>
|
|
<td>Run to the bottom left until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">N</td>
|
|
<td> </td>
|
|
<td>Run to the bottom right until reaching something interesting</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">t</td>
|
|
<td> </td>
|
|
<td>This command, followed by a directional command, prompts for an
|
|
object from the players pack. The player then throws the object in the
|
|
specified direction.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">f</td>
|
|
<td> </td>
|
|
<td>When this command precedes a directional command, the player moves
|
|
in the specified direction until passing something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">z</td>
|
|
<td> </td>
|
|
<td>This command must be followed by a directional command. Rogue then
|
|
prompts for a wand or staff from the player's pack and zaps it in the
|
|
specified direction.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">></td>
|
|
<td> </td>
|
|
<td>Go down to the next level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top"><</td>
|
|
<td> </td>
|
|
<td>Go up to the next level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" 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="middle" valign="top">.</td>
|
|
<td> </td>
|
|
<td>This command (a dot) causes the player to rest a turn.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">i</td>
|
|
<td> </td>
|
|
<td>Display an inventory of the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" 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="middle" valign="top">q</td>
|
|
<td> </td>
|
|
<td>Quaff a potion from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">r</td>
|
|
<td> </td>
|
|
<td>Read a scroll from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">e</td>
|
|
<td> </td>
|
|
<td>Eat some food from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">w</td>
|
|
<td> </td>
|
|
<td>Wield a weapon from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">W</td>
|
|
<td> </td>
|
|
<td>Wear some armor or miscellaneous magic item from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">T</td>
|
|
<td> </td>
|
|
<td>Take off whatever the player is wearing.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">P</td>
|
|
<td> </td>
|
|
<td>Put on a ring from the player's pack. The player can wear a maximum
|
|
of eight rings.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">R</td>
|
|
<td> </td>
|
|
<td>Remove a ring from the player's hand.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">^U</td>
|
|
<td> </td>
|
|
<td>Use a miscellaneous magic item in the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">d</td>
|
|
<td> </td>
|
|
<td>Drop an item from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">c</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 calls all similar
|
|
items (such as all the blue potions) by the specified name.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" 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="middle" 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="middle" valign="top">C</td>
|
|
<td> </td>
|
|
<td>This command, restricted to magicians and characters with
|
|
exceptionally high intelligence, produces a listing of the magician's
|
|
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="middle" valign="top">p</td>
|
|
<td> </td>
|
|
<td>This command, restricted to clerics and characters with
|
|
exceptionally high wisdom, produces a listing of the cleric'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="middle" valign="top">a</td>
|
|
<td> </td>
|
|
<td>This command is restricted to clerics and characters with
|
|
exceptionally high wisdom and 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="middle" valign="top">^</td>
|
|
<td> </td>
|
|
<td>This command sets a trap and is most likely to succeed for a
|
|
character with a high dexterity, such as a thief. 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="middle" valign="top">G</td>
|
|
<td> </td>
|
|
<td>This command is restricted to thieves. It causes Rogue to display
|
|
all the gold on the current level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">D</td>
|
|
<td> </td>
|
|
<td>Dip something into a magic pool.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">^T</td>
|
|
<td height="22"> </td>
|
|
<td height="22">This command is most likely to succeed for a character
|
|
with a high dexterity, such as a thief, and 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="middle" valign="top">^L</td>
|
|
<td> </td>
|
|
<td>Redraw the screen.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" 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="middle" valign="top">Escape (^[)</td>
|
|
<td> </td>
|
|
<td>Typing an escape will usually cause Rogue to cancel the current command.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">v</td>
|
|
<td> </td>
|
|
<td>Print the current Rogue version number.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">!</td>
|
|
<td> </td>
|
|
<td>Escape to the shell level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">S</td>
|
|
<td> </td>
|
|
<td>Quit and save the game for resumption at a later time.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="middle" valign="top">Q</td>
|
|
<td> </td>
|
|
<td>Quit without saving the game.</td>
|
|
</tr>
|
|
</table>
|
|
</p>
|
|
<h3 align="justify">5. 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">6. 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">7. 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.</p>
|
|
<h3 align="justify">8. 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">9. 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">10. 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">11. FOOD</h3>
|
|
<p>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>
|
|
<h3 align="justify">12. GOLD</h3>
|
|
<p>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
|
|
"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>
|
|
<h3 align="justify">13. 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">14. 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.</p>
|
|
<h3 align="justify">15. 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">16. 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. These latter monsters 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">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">17. 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 type ahead
|
|
(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">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">fruit</td>
|
|
<td> </td>
|
|
<td>This string identifies the player's favorite fruit, sometimes
|
|
encountered in the dungeon. It defaults to slime-mold.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">file</td>
|
|
<td> </td>
|
|
<td>This string, which defaults to rogue.save, 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-ten 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 environment variable.</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, 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.</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">18. SCORING</h3>
|
|
<p>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. 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.</p>
|
|
<h3 align="justify">19. ACKNOWLEDGEMENTS</h3>
|
|
<p align="justify">
|
|
This version of Rogue is based on a version developed at the University of
|
|
California at Berkeley by Michael Toy and Ken Arnold.</p> |