799 lines
32 KiB
XML
799 lines
32 KiB
XML
.\"
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.\" aguide.mm
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.\"
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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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.\"
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.tr ~
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.nr Pt 1
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.ds HF 3 2 2 2 2 2 2
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.TL
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The Dungeons of Doom
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.AF Toolchest
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.AU " "
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.AS 1
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.P
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Rogue was introduced at the University of California at Berkeley as a
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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.
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Scrolls, potions, rings, wands, staves, armor, and weapons helped the
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player to battle these monsters and to gain gold, the basis for scoring.
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.P
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The version of Rogue described in this guide has been expanded to include
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over 110 monsters with many new capabilities.
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Many 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.
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The player chooses a character class at the beginning of the game which
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defines the player's abilities.
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Experience, rather than gold, decides the player's score.
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.AE
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.MT 4
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.H 1 INTRODUCTION
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Rogue is a screen-oriented fantasy game set in the ever-changing
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\fIDungeons of Doom\fR.
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The game comes complete with monsters, spells, weapons, armor, potions,
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and other magical items.
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The dungeon's geography changes with every game, and although many magical
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items have certain identifiable properties, such as turning the player
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invisible, the physical manifestation of the magic changes each game.
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A red potion, for example, will cause the same reaction throughout
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a given game, but it may be a completely different potion in a new game.
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.P
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Entering the dungeon with only a little food, armor, and a weapon, the player
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must develop a good strategy of when
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to fight, when to run, and how to best use any magical items found
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in the dungeon.
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To make things interesting, the player has a quest to return one of
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several unique artifacts, rumored to lie deep in the dungeon's bowels.
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Returning with this artifact brings great glory and the title of
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\fIComplete Winner\fR.
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But even after finding the artifact, the player may wish to continue
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further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a
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\fIdeity\fR found far down in the dungeon.
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Defeating such a creature will gain the player many experience points,
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the basis for scoring in Rogue.
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.P
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It is very difficult to return from the \fIDungeons of Doom\fR.
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Few people ever make it out alive.
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Should this unlikely event occur, the player would be proclaimed a
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complete winner and handsomely rewarded for any booty removed from the
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dungeon.
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.H 1 "CHARACTER CLASSES"
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Before placing the player in the dungeon, the game requests the player
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to select what type of character they would like to be:~ a fighter, a magic user, a cleric,
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a druid, a thief, a paladin, a ranger, a monk, or an assassin.
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.H 2 "The Fighter"
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A fighter is very strong and will have a high strength rating.
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This great strength gives a fighter the best odds of
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winning a battle with a monster.
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At high experience levels the \fIfighter\fR also gets to attack
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multiple times in a single turn.
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This obviously further increases his chances at winning battles.
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Intrinsic to the fighter class is a robustness which results in
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1 to 12 extra hit points for every new experience
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level.
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.H 2 "The Magician"
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A Magician is able to "cast" spells.
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The number and variety of spells increases as
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the magician gains experience and intelligence.
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Magic users are not as hearty as fighters;
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they receive 1 to 6 extra hit
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points for every new experience level.
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.H 2 "The Cleric"
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A cleric is able to "pray" to his god for help.
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The number and variety of prayers which the gods are willing to grant to
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a cleric increase as the cleric gains experience and wisdom.
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.P
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Because of their religious nature, clerics can also affect the "undead"
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beings, like \fIzombies\fR and \fIghouls\fR, which became monsters after they
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died.
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If an "undead" creature is next to a cleric, the cleric may try
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to turn it and cause it to flee.
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If the cleric is sufficiently powerful relative to the monster,
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the cleric will destroy it.
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This ability increases as the character gains experience levels.
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.P
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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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.H 2 "The Druid"
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The druid is a cleric of sorts but worships nature rather than a god.
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The druid is able to "chant" and thereby recieve certain types
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of spells. Most of the chants are targeted more towards the
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elements and nature.
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.P
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Druids gain from 1 to 8 hit points when they gain an experience level.
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.H 2 "The Thief"
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A thief is exceptionally dextrous and has a good chance to
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set a trap or rob a monster.
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.P
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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.
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They are also good at detecting hidden traps.
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Because thieves slink along, they are not as likely as other characters
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to wake sleeping monsters.
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If a \fIthief\fR manages to sneak up on a creature without waking it, he
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will get a chance to \fIbackstab\fR the monster. When this is done,
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the damage done by the \fIthief\fR greatly increases based on his experience
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level.
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.P
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Thieves gain from 1 to 6 extra hit points from a new experience level.
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.H 2 "The Paladin"
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The paladin is a type of holy warrior. Somewhat of a cross between a
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fighter and a cleric. He is able to pray and turn undead as a cleric,
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(but to a lesser degree) but fights as a fighter. He is on the side of
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all that is good and righteous. Therefore he would never attack a
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creature that would not attack him first. If he does kill a non-violent
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creature inadvertantly he will feel "uneasy" and his god may retaliate
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by making him a mere fighter.
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.P
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Paladins gain 1 to 10 hit points per experience level.
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.H 2 "The Ranger"
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The ranger is somewhat of a cross between a druid and a fighter. He
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too is on the side of righteousness and good. Therefore, the same
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same restrictions apply to his as they do to a paladin. The ranger
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can "chant" and "cast" but to a lesser degree than the druid and
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magician.
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.P
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Rangers gain 1 to 8 hit points per experience level.
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.H 2 "The Monk"
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The Monk is a martial arts expert. He wears no armor but has
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an effective armor class based on his ability to dodge attacks.
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He does not need a weapon in combat for his hands and feet are
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a formidable weapon. His ability to dodge and use his hands
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as weapons increases as he gains in level.
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.P
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Monks gain 1 to 6 hit points per experience level.
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.H 2 "The Assassin"
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The assassin is a person trained in the art of killing people
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by surprise. He has most of the abilities of the thief except
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the "backstab". Instead, the assassin has the chance to kill
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an opponent outright with one strike. He is also a ruthless
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character and trained in the use of poison. He can recognize
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poison on sight and can coat his weapon with it thereby making
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his next attack an exceptionally lethal one.
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.P
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Assassins gain 1 to 6 hit points per experience level.
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.H 1 "ATTRIBUTES"
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.H 2 "Intelligence"
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Intelligence is the primary attribute associated with casting
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spells. With higher intelligence comes the knowledge of more
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spells, the ability to cast more spells, and faster recovery
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of spells that have been cast.
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.H 2 "Strength"
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This is, of course, the measure of a character's physical strength.
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With higher strength a character can carry more, cause more damage
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when striking, have a better chance to strike an opponent, and
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move about more quickly when carrying a load.
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.H 2 "Wisdom"
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Wisdom is the primary attribute associated with Praying
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to a god. With higher wisdom comes the knowledge of more
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prayers, the ability to pray more often, and faster recovery
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of prayer ability.
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.H 2 "Dexterity"
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Dexterity is a measure of a character's agility. With higher dexterity
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a character is harder to hit, can hit a opponent more easily, and
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can move about more quickly when carrying a load.
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.H 2 Constitution
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Every character has a constitution rating.
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A character with an exceptionally good constitution will gain more than
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the normal amount of hit points associated with the character's class
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when the character reaches a new experience level. Exceptional constitution
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also provides better protection versus poison-based attacks and diseases.
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.H 2 "Charisma"
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Charisma is a measure of a characters looks and general likeableness.
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It effects transactions when trying to purchase things.
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.H 2 "Experience Levels"
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Characters gain experience for killing monsters, stealing from monsters,
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and turning monsters.
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Each character class has a set of thresholds associated with it.
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When a character reaches a threshold, the character attains the next
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experience level.
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This new level brings extra hit points and a greater chance of success
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in performing the abilities associated with the character's class.
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For example, magicians receive new spells, and clerics receive new prayers.
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.P
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.H 2 "Allocating Attributes"
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The player starts with 72 "attribute points" to create a character and
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can distribute them in any manner among the six attributes described
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above.
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When prompting the player for each attribute, the game displays the
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minimum and maximum allowable values for that attribute.
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The player can type a backspace (control-H) to go back and change
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a value; typing an escape (ESC) sets the remaining attributes to
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the maximum value possible given the remaining attribute points.
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.H 1 "THE SCREEN"
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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.
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The top line reports actions which occur during the game, the middle
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section depicts the dungeon, and the bottom lines describe the player's
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current condition.
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.H 2 "The Top Line"
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Whenever anything happens to the player, such as finding a scroll or
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hitting or being hit by a monster, a short report of the occurrence
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appears on the top line of the screen.
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When such reports occur quickly, one right after another,
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the game displays the notice followed by the prompt '\(emMore\(em.'~
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After reading this notice, the player can press a space to display
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the next message.
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At such a point, the game ignores all commands until the player presses
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a space.
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.H 2 "The Dungeon Section"
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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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.tr ~~
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.VL 10
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.LI |
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A wall of a room.
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.LI -
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A wall of a room.
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.LI *
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A pile of gold.
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.LI %
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A way to the next level.
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.LI +
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A doorway.
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.LI .
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The floor in a room.
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.LI @
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The player.
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.LI _
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The player, when invisible.
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.LI #
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The floor in a passageway.
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.LI !
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A flask containing a potion.
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.LI ?
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A sealed scroll.
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.LI :
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Some food.
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.LI )
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A weapon.
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.LI \
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Solid rock (denoted by a space).
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.LI ]
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Some armor.
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.LI ;
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A miscellaneous magic item
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.LI ,
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An artifact
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.LI =
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A ring.
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.LI /
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A wand or a staff.
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.LI ^
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The entrance to a trading post
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.LI >
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A trapdoor leading to the next level
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.LI {
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An arrow trap
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.LI $
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A sleeping gas trap
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.LI }
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A beartrap
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.LI ~
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A trap that teleports you somewhere else
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.LI \`
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A poison dart trap
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.LI \fR"\fR
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A shimmering magic pool
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.LI \'
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An entrance to a maze
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.LI $
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Any magical item. (During magic detection)
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.LI >
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A blessed magical item. (During magic detection)
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.LI <
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A cursed magical item. (During magic detection)
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.LI A\ letter
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A monster.
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Note that a given letter may signify multiple monsters,
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depending on the level of the dungeon.
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The player can always identify a current monster by using
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the identify command ('\fB/\fR').
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.LE
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.tr ~
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.H 2 "The Status Section"
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The bottom two lines of the screen describe the player's current status.
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The first line gives the player's characteristics:
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.BL
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.LI
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Intelligence (\fBInt\fR)
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.LI
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Strength (\fBStr\fR)
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.LI
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Wisdom (\fBWis\fR)
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.LI
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Dexterity (\fBDxt\fR)
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.LI
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Constitution (\fBConst\fR)
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.LI
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Charisma (\fBChar\fR)
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.LI
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Encumberance (\fBCarry\fR)
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.LE
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.P
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Intelligence, strength, wisdom, dexterity, charisma, and constitution have a
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normal maximum of 25, but can be higher when augmented by a ring.
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Encumberance is a measurement of how much the player can carry versus
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how much he is currently carrying. The more you carry relative to your
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maximum causes you to use more food.
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.P
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The second status line provides the following information:
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.BL
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.LI
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The current level (\fBLvl\fR) in the dungeon. This number increases as the
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player goes further down.
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.LI
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The player's current number of hit points (\fBHp\fR), followed in parentheses
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by the player's current maximum number of hit points.
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Hit points express the player's health.
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As a player heals by resting, the player's current hit points gradually
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increase until reaching the current maximum.
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This maximum increases each time a player attains a new experience level.
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If the player's current hit points reach 0, the player dies.
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.LI
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The player's armor class (\fBAc\fR).
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This number describes the amount of protection provided by the armor, cloaks,
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and/or rings currently worn by the player.
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It is also affected by high or low dexterity.
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Wearing no armor is equivalent to an armor class of 10.
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The protection level increases as the armor class decreases.
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.LI
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The player's current experience level (\fBExp\fR) followed by the player's
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experience points.
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The player can gain experience points by killing monsters, successfully
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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
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experience level.
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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
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a cleric.
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.LI
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A description of the player's character.
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This description depends on the player's character type and experience
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level.
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.LE
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.H 1 COMMANDS
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A player can invoke most Rogue commands by typing a single character.
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Some commands, however, require a direction, in which case the player
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types the command character followed by a directional command.
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Many commands can be prefaced by a number, indicating how many times
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the command should be executed.
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.P
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When the player invokes a command referring to an item in the player's
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pack (such as reading a scroll), the game prompts for the item.
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The player should then type the letter associated with the item, as
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displayed by the \fBinventory\fR command.
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Typing a '*' at this point produces a list of the eligible items.
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.P
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Rogue understands the following commands:~
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.VL 4
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.LI ?
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Preceding a command by a '\fB?\fR' produces a brief explanation of the command.
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The command '\fB?*\fR' gives an explanation of all the commands.
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.LI /
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Preceding a symbol by a '\fB/\fR' identifies the symbol.
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.LI =
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Clarify.
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After typing an '\fB=\fR' sign, the player can use the movement keys to
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position the cursor anywhere on the current level.
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As long as the player can normally see the selected position, Rogue will
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identify whatever is at that space.
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Examples include a \fIsleeping giant rat\fR, a \fIblue potion\fR, and a \fIfood
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ration\fR.
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.LI h
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Move one position to the left.
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.LI j
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Move one position down.
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.LI k
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Move one position up.
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.LI l
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Move one position to the right.
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.LI y
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Move one position to the top left.
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.LI u
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Move one position to the top right.
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.LI b
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Move one position to the bottom left.
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.LI n
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Move one position to the bottom right.
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.LI H
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Run to the left until reaching something interesting.
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.LI J
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Run down until reaching something interesting.
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.LI K
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Run up until reaching something interesting.
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.LI L
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Run to the right until reaching something interesting.
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.LI Y
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Run to the top left until reaching something interesting.
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.LI U
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Run to the top right until reaching something interesting.
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.LI B
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Run to the bottom left until reaching something interesting.
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.LI N
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Run to the bottom right until reaching something interesting.
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.LI t
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This command prompts for an object from the players pack.
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The player then \fBt\fRhrows the object in the specified direction.
|
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.LI f
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When this command precedes a directional command, the player moves
|
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in the specified direction until passing something interesting.
|
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.LI z
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This command prompts for a wand or staff from the player's pack and
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\fBz\fRaps it in the specified direction.
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.LI >
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Go down to the next level.
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.LI <
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Go up to the next level.
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.LI s
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\fBS\fRearch for a secret door or a trap in the circle surrounding the player.
|
|
.LI .
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This command (a dot) causes the player to rest a turn.
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.LI i
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|
Display an \fBi\fRnventory of the player's pack.
|
|
.LI I
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This command prompts for an item from the player's pack and displays
|
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the \fBi\fRnventory information for that item.
|
|
.LI q
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\fBQ\fRuaff a potion from the player's pack.
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.LI r
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\fBR\fRead a scroll from the player's pack.
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.LI e
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\fBE\fRat some food from the player's pack.
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.LI w
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\fBW\fRield a weapon from the player's pack.
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.LI W
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\fBW\fRear some armor, ring, or miscellaneous magic item from the player's pack.
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The player can wear a maximum of eight rings.
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.LI T
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\fBT\fRake off whatever the player is wearing.
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.LI ^U
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\fBU\fRse a magic item in the player's pack.
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.LI d
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\fBD\fRrop an item from the player's pack.
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.LI P
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\fBP\fRick up the items currently under the player.
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.LI ^N
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|
When the player types this command, Rogue prompts for a monster or an item
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from the player's pack and a one-line \fBn\fRame.
|
|
For monsters, the player can use the movement keys to position the cursor
|
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over the desired monster, and Rogue will use the given \fBn\fRame to refer
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to that monster.
|
|
For items, Rogue gives all similar items (such as all the blue potions)
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the specified \fBn\fRame.
|
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.LI m
|
|
When the player types this command, Rogue prompts for an item from the
|
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player's pack and a one-line name.
|
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Rogue then \fBm\fRarks the specified item with the given name.
|
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.LI o
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Typing this command causes Rogue to display all the settable \fBo\fRptions.
|
|
The player can then merely examine the options or change any or all of them.
|
|
.LI C
|
|
This command, restricted to magicians and rangers
|
|
produces a listing of the current supply of spells.
|
|
The player can select one of the displayed spells and, if the player's
|
|
energy level is sufficiently high, \fBC\fRast it.
|
|
The more complicated the spell, the more energy it takes.
|
|
.LI c
|
|
This command, restricted to druids and rangers
|
|
produces a listing of the current supply of chants.
|
|
The player can select one of the displayed chants and, if the player's
|
|
energy level is sufficiently high, \fBc\fRhant it.
|
|
The more complicated the spell, the more energy it takes.
|
|
.LI p
|
|
This command, restricted to clerics and paladins,
|
|
produces a listing of the character's known \fBp\fRrayers.
|
|
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.
|
|
.LI a
|
|
This command is restricted to clerics and paladins
|
|
must be followed by a directional command.
|
|
If there is an "undead" monster standing next to the player in the
|
|
specified direction, there is a chance the player will \fBa\fRffect the
|
|
monster by causing it to flee or possibly even destroying it.
|
|
.LI *
|
|
Count the gold in the player's pack.
|
|
.LI ^
|
|
This command sets a trap and is limited to thieves and assassins.
|
|
If the character is successful, Rogue prompts the player for a type of trap
|
|
and sets it where the player is standing.
|
|
.LI G
|
|
This command is restricted to thieves and assassins.
|
|
It causes Rogue to display all the gold on the current level.
|
|
.LI D
|
|
\fBD\fRip something into a magic pool.
|
|
.LI ^T
|
|
This command is restricted to thieves and assassins.
|
|
It must be followed by a directional command.
|
|
If there is a monster standing next to the player in the specified direction,
|
|
the player tries to \fBs\fRteal 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.
|
|
.LI ^L
|
|
Redraw the screen.
|
|
.LI ^R
|
|
\fBR\fRepeat the last message that was displayed on the top line of the screen.
|
|
.LI ^[
|
|
Typing an escape will usually cause Rogue to cancel the current command.
|
|
.LI v
|
|
Print the current Rogue \fBv\fRersion number.
|
|
.LI !
|
|
Escape to the shell.
|
|
.LI S
|
|
Quit and \fBs\fRave the game for resumption at a later time.
|
|
.LI Q
|
|
\fBQ\fRuit without saving the game.
|
|
.LE
|
|
.H 1 "IMPLICIT COMMANDS"
|
|
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
|
|
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.
|
|
.H 1 TIME
|
|
All actions except for purely bookkeeping commands, such as taking an
|
|
inventory, take time.
|
|
The amount of time varies with the command.
|
|
Swinging a weapon, for example, takes more time than simply moving;
|
|
so a monster could move several spaces in the time it takes the player
|
|
to make one attack.
|
|
The time it takes to swing a weapon also varies based on the bulk of the
|
|
weapon, and the time it takes to simply move a space varies with the type
|
|
of armor worn.
|
|
Movement is always faster when flying.
|
|
.P
|
|
Since actions take time, some of them can be disrupted.
|
|
If the player is casting a spell, for example, and gets hit before finishing
|
|
it, the spell is lost.
|
|
Similarly, the player might choke if hit while trying to eat.
|
|
Of course, the same rule applies when the player hits a monster.
|
|
.P
|
|
Magical hasting (or slowing) will decrease (or increase) the time it takes
|
|
to perform an action.
|
|
.H 1 LIGHT
|
|
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 \fIfire beetle\fR.
|
|
.H 1 "WEAPONS AND ARMOR"
|
|
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
|
|
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
|
|
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
|
|
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
|
|
Some monsters can corrode armor when they hit it.
|
|
If such a monster hits the player when the player is wearing metal armor,
|
|
the armor loses some of its protection value, but the corrosion does not
|
|
curse the armor.
|
|
This corrosive property can also apply to weapons when the player hits
|
|
such a monster.
|
|
.H 1 "POTIONS AND SCROLLS"
|
|
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.
|
|
.H 1 RINGS
|
|
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.
|
|
.H 1 "WANDS AND STAVES"
|
|
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.
|
|
.H 1 FOOD
|
|
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
|
|
Food comes in the form of standard rations and as a variety of berries.
|
|
Some berries have side effects in addition to satisfying one's hunger.
|
|
.H 1 GOLD
|
|
Gold has one use in a dungeon:~ buying things.
|
|
One can buy things in two ways, either in a \fItrading post\fR or from a
|
|
\fIquartermaster\fR.
|
|
A trading post is a place that sometimes occurs "between levels" of the
|
|
dungeon and can be entered by stepping on the entrance.
|
|
A quartermaster is a person who will sometimes appear and
|
|
will try to sell the player some of his wares.
|
|
These wares are never cursed and frequently blessed, though blessed goods
|
|
cost more than normal goods.
|
|
If the player chooses to buy one of the quartermaster's items, the
|
|
quartermaster trades the item for the specified amount of gold and
|
|
disappears.
|
|
Attacking a quartermaster causes him to vanish without offering
|
|
a trade.
|
|
.P
|
|
The player starts the game in a trading post with a class-dependent allotment
|
|
of gold.
|
|
Although there are restrictions on the use of some items (eg. only fighters,
|
|
paladins, and rangers can wield two-handed swords), the market will happily
|
|
sell the player anything that he can afford.
|
|
|
|
.H 1 "MISCELLANEOUS MAGIC ITEMS"
|
|
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.
|
|
.H 1 "ARTIFACTS"
|
|
Some monsters down in the depths of the dungeon carry unique artifacts.
|
|
The game begins as a quest to retrieve one of these items.
|
|
Each artifact appears only on its owner's person.
|
|
These items also can usually be used to the player's advantage. However,
|
|
care must be taken when handling them for they are intelligent and will
|
|
reject mishandling or abuse. These items consume food and merely carrying
|
|
them will result in increased food use.
|
|
.H 1 TRAPS
|
|
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.
|
|
.H 1 "THE MONSTERS"
|
|
Each monster except for the merchant \fIquartermaster\fR appears in
|
|
a limited range of dungeon levels.
|
|
All monsters of the same type share the same abilities;
|
|
all \fIgiant rats\fR, for example, can give the player a disease, and
|
|
all \fIjackalweres\fR can put the player to sleep.
|
|
Monsters of the same type can vary, however, such that one \fIkobold\fR
|
|
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
|
|
Most monsters attack by biting and clawing, but some monsters carry
|
|
weapons, including such projectile weapons as short bows and crossbows,
|
|
and some monsters have breath weapons.
|
|
Some monsters even use magical items, such as wands.
|
|
Monsters with distance weapons or magic can attack the player from across a room
|
|
or down a corridor.
|
|
.P
|
|
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
|
|
It is sometimes possible to enlist a monster's aid.
|
|
Reading a \fIcharm monster\fR scroll, for example, or singing a \fIcharm
|
|
monster\fR chant can make a monster believe the player is its friend.
|
|
A charmed monster will fight hostile monsters for the player as long as they are
|
|
not of its race.
|
|
.P
|
|
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.
|
|
.H 1 OPTIONS
|
|
Rogue has several options which may be set by the player:~
|
|
.VL 7
|
|
.LI \fBterse\fR
|
|
Setting this Boolean option results in shorter messages appearing on
|
|
the top line of the screen.
|
|
.LI \fBjump\fR
|
|
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.
|
|
.LI \fBstep\fR
|
|
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.
|
|
.LI \fBflush\fR
|
|
Setting this Boolean option results in flushing all typeahead (pending) commands
|
|
when the player encounters a monster.
|
|
.LI \fBaskme\fR
|
|
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.
|
|
.LI \fBpickup\fR
|
|
This option specifys whether items should be picked up automatically as the
|
|
rogue steps over them.
|
|
In the non-automatic mode, the player may still pick up items via the
|
|
pickup (P) command.
|
|
The option defaults to true.
|
|
.LI \fBname\fR
|
|
This string is the player's name and defaults to the player's account name.
|
|
.LI \fBfile\fR
|
|
This string, which defaults to rogue.save, specifies the file to use for
|
|
saving the game.
|
|
.LI \fBscore\fR
|
|
This string identifies the top-twenty score file to use for the game.
|
|
.LI \fBclass\fR
|
|
This option specifies the character class of the rogue.
|
|
It can be set only in the ROGUEOPTS environment variable.
|
|
.LI \fBquested~item\fR
|
|
.br
|
|
This option is set by the game at the start and cannot be reset by the player.
|
|
It is merely listed to remind the player of his quest.
|
|
.LE
|
|
.P
|
|
The player can set options at the beginning of a game via the ROGUEOPTS
|
|
environment variable.
|
|
Naming a Boolean option sets it, and preceding the Boolean option name by
|
|
"no" clears it.
|
|
The syntax "stringoption=name" sets a string option to "name."~
|
|
So setting ROGUEOPTS to
|
|
"terse, jump, nostep, flush, askme, name=Ivan~the~Terrible"
|
|
would set the \fIterse, jump, flush\fR, and \fIaskme\fR Boolean options,
|
|
clear the \fIstep\fR Boolean option, set the player's
|
|
\fIname\fR to "Ivan the Terrible," and use the defaults for
|
|
the \fIsave file\fR and the \fIscore file\fR.
|
|
.P
|
|
The player may change an option at any time during the game
|
|
via the \fBoption\fR 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.
|
|
.H 1 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 out of the dungeon, the player's
|
|
score equals the player's experience points plus the gold the
|
|
player carried and the gold received from selling the player's
|
|
possessions.
|
|
.P
|
|
Rogue maintains a list of the top twenty scores to date, together
|
|
with the name of the player obtaining the score, the level where
|
|
the player finished, and the manner in which the player ended the
|
|
game.
|
|
As an installation option, the game may record only one entry per
|
|
character type and login;
|
|
this restriction encourages a greater number of different players
|
|
in the scorechart.
|
|
.H 1 ACKNOWLEDGEMENTS
|
|
This version of Rogue is based on a version developed at the
|
|
University of California.
|