1328 lines
45 KiB
HTML
1328 lines
45 KiB
HTML
<!-- Advanced Rogue -->
|
|
<!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T -->
|
|
<!-- All rights reserved. -->
|
|
<!-- -->
|
|
<!-- Based on "Rogue: Exploring the Dungeons of Doom" -->
|
|
<!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman -->
|
|
<!-- All rights reserved. -->
|
|
<!-- -->
|
|
<!-- See the file LICENSE.TXT for full copyright and licensing information. -->
|
|
|
|
<!-- Creator : groff version 1.18.1 -->
|
|
<!-- CreationDate: Sat Jan 21 09:55:23 2006 -->
|
|
|
|
<h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of Doom</a></h1>
|
|
<br>
|
|
<h2 align="center">Toolchest</h2>
|
|
<h3 align="center">http://roguelike.sourceforge.net/arogue77</h3>
|
|
<br>
|
|
<table border="0" cellpadding="3" cellspacing="3" style="border-collapse: collapse" id="table1" align=center>
|
|
<tr>
|
|
<td nowrap>
|
|
Advanced Rogue<br>
|
|
Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T<br>
|
|
All rights reserved.
|
|
</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap>
|
|
Based on "Rogue: Exploring the Dungeons of Doom"<br>
|
|
Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br>
|
|
All rights reserved.
|
|
</td>
|
|
</tr>
|
|
</table>
|
|
|
|
<p align="center">See the file LICENSE.TXT for full copyright and licensing information.</p>
|
|
|
|
<h2 align="justify">1. Introduction</h2>
|
|
|
|
<p align="justify">
|
|
Rogue is a screen-oriented fantasy game set in the
|
|
ever-changing Dungeons of Doom. The game comes complete
|
|
with monsters, spells, weapons, armor, potions, and other
|
|
magical items. The dungeon's geography changes with every
|
|
game, and although many magical items have certain
|
|
identifiable properties, such as turning the player
|
|
invisible, the physical manifestation of the magic changes
|
|
each game. A red potion, for example, will cause the same
|
|
reaction throughout a given game, but it may be a completely
|
|
different potion in a new game.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Entering the dungeon with only a little food, armor,
|
|
and a weapon, the player must develop a good strategy of
|
|
when to fight, when to run, and how to best use any magical
|
|
items found in the dungeon. To make things interesting, the
|
|
player has a quest to return one of several unique
|
|
artifacts, rumored to lie deep in the dungeon's bowels.
|
|
Returning with this artifact brings great glory and the
|
|
title of Complete Winner. But even after finding the
|
|
artifact, the player may wish to continue further to match
|
|
wits with an arch-devil, demon prince, or even a deity found
|
|
far down in the dungeon. Defeating such a creature will
|
|
gain the player many experience points, the basis for
|
|
scoring in Rogue.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
It is very difficult to return from the Dungeons of
|
|
Doom. Few people ever make it out alive. Should this
|
|
unlikely event occur, the player would be proclaimed a
|
|
complete winner and handsomely rewarded for any booty
|
|
removed from the dungeon.
|
|
</p>
|
|
|
|
<h3 align="justify">2. Character Classes</h3>
|
|
|
|
<p align="justify">
|
|
Before placing the player in the dungeon, the game
|
|
requests the player to select what type of character they
|
|
would like to be: a fighter, a magic user, a cleric, a
|
|
druid, a thief, a paladin, a ranger, a monk, or an assassin.
|
|
</p>
|
|
|
|
<p align="justify"><span style="font-variant: small-caps"><strong>2.1 The Fighter</strong></span></p>
|
|
|
|
<p align="justify">
|
|
A fighter is very strong and will have a high strength
|
|
rating. This great strength gives a fighter the best odds
|
|
of winning a battle with a monster. At high experience
|
|
levels the fighter also gets to attack multiple times in a
|
|
single turn. This obviously further increases his chances
|
|
at winning battles. Intrinsic to the fighter class is a
|
|
robustness which results in 1 to 12 extra hit points for
|
|
every new experience level.
|
|
</p>
|
|
|
|
<p align="justify"><span style="font-variant: small-caps"><strong>2.2 The Magician</strong></span></p>
|
|
|
|
<p align="justify">
|
|
A Magician is able to "cast" spells. The number and
|
|
variety of spells increases as the magician gains experience
|
|
and intelligence. Magic users are not as hearty as
|
|
fighters; they receive 1 to 6 extra hit points for every new
|
|
experience level.</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">2.3 The Cleric</span></strong></p>
|
|
|
|
<p align="justify">
|
|
A cleric is able to "pray" to his god for help. The
|
|
number and variety of prayers which the gods are willing to
|
|
grant to a cleric increase as the cleric gains experience
|
|
and wisdom.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Because of their religious nature, clerics can also
|
|
affect the "undead" beings, like zombies and ghouls, which
|
|
became monsters after they died. If an "undead" creature is
|
|
next to a cleric, the cleric may try to turn it and cause it
|
|
to flee. If the cleric is sufficiently powerful relative to
|
|
the monster, the cleric will destroy it. This ability
|
|
increases as the character gains experience levels.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Clerics can gain from 1 to 8 extra hit points on
|
|
reaching a new experience level.</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">2.4 The Druid</span></strong></p>
|
|
|
|
<p align="justify">
|
|
The druid is a cleric of sorts but worships nature
|
|
rather than a god. The druid is able to "chant" and thereby
|
|
recieve certain types of spells. Most of the chants are
|
|
targeted more towards the elements and nature.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Druids gain from 1 to 8 hit points when they gain an
|
|
experience level.
|
|
</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">2.5 The Thief</span></strong></p>
|
|
|
|
<p align="justify">
|
|
A thief is exceptionally dextrous and has a good chance
|
|
to set a trap or rob a monster.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
By their nature, thieves can automatically detect all
|
|
the gold on the current level of the dungeon. They are also
|
|
good at detecting hidden traps. Because thieves slink
|
|
along, they are not as likely as other characters to wake
|
|
sleeping monsters. If a thief manages to sneak up on a
|
|
creature without waking it, he will get a chance to backstab
|
|
the monster. When this is done, the damage done by the thief
|
|
greatly increases based on his experience level.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Thieves gain from 1 to 6 extra hit points from a new
|
|
experience level.
|
|
</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">2.6 The Paladin</span></strong></p>
|
|
|
|
<p align="justify">
|
|
The paladin is a type of holy warrior. Somewhat of a
|
|
cross between a fighter and a cleric. He is able to pray and
|
|
turn undead as a cleric, (but to a lesser degree) but fights
|
|
as a fighter. He is on the side of all that is good and
|
|
righteous. Therefore he would never attack a creature that
|
|
would not attack him first. If he does kill a non-violent
|
|
creature inadvertantly he will feel "uneasy" and his god may
|
|
retaliate by making him a mere fighter.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Paladins gain 1 to 10 hit points per experience level.
|
|
</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">2.7 The Ranger</span></strong></p>
|
|
|
|
<p align="justify">
|
|
The ranger is somewhat of a cross between a druid and a
|
|
fighter. He too is on the side of righteousness and good.
|
|
Therefore, the same same restrictions apply to his as they
|
|
do to a paladin. The ranger can "chant" and "cast" but to a
|
|
lesser degree than the druid and magician.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Rangers gain 1 to 8 hit points per experience level.
|
|
</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">2.8 The Monk</span></strong></p>
|
|
|
|
<p align="justify">
|
|
The Monk is a martial arts expert. He wears no armor
|
|
but has an effective armor class based on his ability to
|
|
dodge attacks. He does not need a weapon in combat for his
|
|
hands and feet are a formidable weapon. His ability to dodge
|
|
and use his hands as weapons increases as he gains in level.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Monks gain 1 to 6 hit points per experience level.
|
|
</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">2.9 The Assassin</span></strong></p>
|
|
|
|
<p align="justify">
|
|
The assassin is a person trained in the art of killing
|
|
people by surprise. He has most of the abilities of the
|
|
thief except the "backstab". Instead, the assassin has the
|
|
chance to kill an opponent outright with one strike. He is
|
|
also a ruthless character and trained in the use of poison.
|
|
He can recognize poison on sight and can coat his weapon
|
|
with it thereby making his next attack an exceptionally
|
|
lethal one.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Assassins gain 1 to 6 hit points per experience level.
|
|
</p>
|
|
|
|
<h3 align="justify">3. ATTRIBUTES</h3>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">3.1 Intelligence</span></strong></p>
|
|
|
|
<p align="justify">Intelligence is the primary attribute associated with
|
|
casting spells. With higher intelligence comes the knowledge
|
|
of more spells, the ability to cast more spells, and faster
|
|
recovery of spells that have been cast.
|
|
|
|
</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">3.2 Strength</span></strong></p>
|
|
<p align="justify">This is, of course, the measure of a character's
|
|
physical strength. With higher strength a character can
|
|
carry more, cause more damage when striking, have a better
|
|
chance to strike an opponent, and move about more quickly
|
|
when carrying a load.
|
|
|
|
</p>
|
|
<p align="justify"><strong><span style="font-variant: small-caps">3.3 Wisdom</span></strong></p>
|
|
<p align="justify">Wisdom is the primary attribute associated with Praying
|
|
to a god. With higher wisdom comes the knowledge of more
|
|
prayers, the ability to pray more often, and faster recovery
|
|
of prayer ability.
|
|
|
|
</p>
|
|
<p align="justify"><strong><span style="font-variant: small-caps">3.4 Dexterity</span></strong></p>
|
|
<p align="justify">Dexterity is a measure of a character's agility. With
|
|
higher dexterity a character is harder to hit, can hit a
|
|
opponent more easily, and can move about more quickly when
|
|
carrying a load.
|
|
|
|
</p>
|
|
<p align="justify"><strong><span style="font-variant: small-caps">3.5 Constitution</span></strong></p>
|
|
<p align="justify">Every character has a constitution rating. A character
|
|
with an exceptionally good constitution will gain more than
|
|
the normal amount of hit points associated with the
|
|
character's class when the character reaches a new
|
|
experience level. Exceptional constitution also provides
|
|
better protection versus poison-based attacks and diseases.
|
|
|
|
</p>
|
|
<p align="justify"><strong><span style="font-variant: small-caps">3.6 Charisma</span></strong></p>
|
|
<p align="justify">Charisma is a measure of a characters looks and general
|
|
likeableness. It effects transactions when trying to
|
|
purchase things. </p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">3.7 Experience Levels</span></strong></p>
|
|
|
|
<p align="justify">
|
|
Characters gain experience for killing monsters,
|
|
stealing from monsters, and turning monsters. Each
|
|
character class has a set of thresholds associated with it.
|
|
When a character reaches a threshold, the character attains
|
|
the next experience level. This new level brings extra hit
|
|
points and a greater chance of success in performing the
|
|
abilities associated with the character's class. For
|
|
example, magicians receive new spells, and clerics receive
|
|
new prayers.
|
|
</p>
|
|
|
|
<p align="justify">
|
|
|
|
<strong><span style="font-variant: small-caps">3.8 Allocating Attributes</span></strong>
|
|
</p>
|
|
<p align="justify">
|
|
The player starts with 72 "attribute points" to create
|
|
a character and can distribute them in any manner among the
|
|
six attributes described above. When prompting the player
|
|
for each attribute, the game displays the minimum and
|
|
maximum allowable values for that attribute. The player can
|
|
type a backspace (control-H) to go back and change a value;
|
|
typing an escape (ESC) sets the remaining attributes to the
|
|
maximum value possible given the remaining attribute points.
|
|
</p>
|
|
|
|
<h3 align="justify">
|
|
4.0
|
|
THE SCREEN</h3>
|
|
<p align="justify">
|
|
During the normal course of play, the screen consists
|
|
of three separate sections: the top line of the terminal,
|
|
the bottom two lines of the terminal, and the remaining
|
|
middle lines. The top line reports actions which occur
|
|
during the game, the middle section depicts the dungeon, and
|
|
the bottom lines describe the player's current condition.
|
|
</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">4.1 The Top Line</span></strong>
|
|
|
|
<p align="justify">
|
|
Whenever anything happens to the player, such as
|
|
finding a scroll or hitting or being hit by a monster, a
|
|
short report of the occurrence appears on the top line of
|
|
the screen. When such reports occur quickly, one right
|
|
after another, the game displays the notice followed by the
|
|
prompt '--More--.' After reading this notice, the player
|
|
can press a space to display the next message. At such a
|
|
point, the game ignores all commands until the player
|
|
presses a space.
|
|
</p>
|
|
|
|
<p align="justify">
|
|
<strong><span style="font-variant: small-caps">4.2 The Dungeon Section</span></strong><p align="justify">
|
|
The large middle section of the screen displays the
|
|
player's surroundings using the following symbols:
|
|
</p>
|
|
|
|
<p>
|
|
<table border="0" cellpadding="3" style="border-collapse: collapse" id="table3" cellspacing="3">
|
|
<tr>
|
|
<td align="center">|</td>
|
|
<td> </td>
|
|
<td>A wall of a room.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">-</td>
|
|
<td> </td>
|
|
<td>A wall of a room.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">*</td>
|
|
<td> </td>
|
|
<td>A pile of gold.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">%</td>
|
|
<td> </td>
|
|
<td>A way to another level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">+</td>
|
|
<td> </td>
|
|
<td>A doorway.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">.</td>
|
|
<td> </td>
|
|
<td>The floor in a room</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">@</td>
|
|
<td> </td>
|
|
<td>The player.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">_</td>
|
|
<td> </td>
|
|
<td>The player, when invisible.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">#</td>
|
|
<td> </td>
|
|
<td>The floor in a passageway</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">!</td>
|
|
<td> </td>
|
|
<td>A flask containing a potion.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">?</td>
|
|
<td> </td>
|
|
<td>A sealed scroll.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">:</td>
|
|
<td> </td>
|
|
<td>Some food.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">)</td>
|
|
<td> </td>
|
|
<td>A weapon.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center"> </td>
|
|
<td nowrap> </td>
|
|
<td nowrap>Solid rock (denoted by a space)</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">]</td>
|
|
<td> </td>
|
|
<td>Some armor.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">;</td>
|
|
<td> </td>
|
|
<td>A miscellaneous magic item.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">,</td>
|
|
<td> </td>
|
|
<td>An artifact.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">=</td>
|
|
<td> </td>
|
|
<td>A ring.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">/</td>
|
|
<td> </td>
|
|
<td>A wand or a staff.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">^</td>
|
|
<td> </td>
|
|
<td>The entrance to a trading post.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">></td>
|
|
<td> </td>
|
|
<td>A trapdoor leading to the next level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">{</td>
|
|
<td> </td>
|
|
<td>An arrow trap.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">$</td>
|
|
<td> </td>
|
|
<td>A sleeping gas trap.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">}</td>
|
|
<td> </td>
|
|
<td>A beartrap.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">~</td>
|
|
<td> </td>
|
|
<td>A trap that teleports you somewhere else.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">`</td>
|
|
<td> </td>
|
|
<td>A poison dart trap.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">"</td>
|
|
<td> </td>
|
|
<td>a shimmering magic pool.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">'</td>
|
|
<td> </td>
|
|
<td>An entrance to a maze.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">$</td>
|
|
<td> </td>
|
|
<td>Any magical item. (During magic detection)</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">></td>
|
|
<td nowrap> </td>
|
|
<td nowrap>A blessed magical item. (Duriing magic detection)</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center"><</td>
|
|
<td> </td>
|
|
<td>A cursed magical item. (During magic detection)</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center">A letter</td>
|
|
<td> </td>
|
|
<td>A monster. Note that a given letter may signify<br>
|
|
multiple monsters, depending on the level of the<br>
|
|
dungeon. The player can always identify a current<br>
|
|
monster by using the identify command ('/').</td>
|
|
</tr>
|
|
</table>
|
|
</p>
|
|
|
|
<p align="justify"><strong><span style="font-variant: small-caps">4.3 The Status Section</span></strong></p>
|
|
|
|
<p align="justify">
|
|
The bottom two lines of the screen describe the
|
|
player's current status. The first line gives the player's
|
|
characteristics:
|
|
</p>
|
|
|
|
<ul>
|
|
<li>
|
|
<p align="justify">Intelligence (Int)</li>
|
|
<li>
|
|
<p align="justify">Strength (Str)</li>
|
|
<li>
|
|
<p align="justify">Wisdom (Wis)</li>
|
|
<li>
|
|
<p align="justify">Dexterity (Dxt)</li>
|
|
<li>
|
|
<p align="justify">Constitution (Const)</li>
|
|
<li>
|
|
<p align="justify">Charisma (Char)</li>
|
|
<li>
|
|
<p align="justify">Encumberance (Carry)</li>
|
|
</ul>
|
|
|
|
<p align=justify>
|
|
Intelligence, strength, wisdom, dexterity, charisma,
|
|
and constitution have a normal maximum of 25, but can be
|
|
higher when augmented by a ring. Encumberance is a
|
|
measurement of how much the player can carry versus how much
|
|
he is currently carrying. The more you carry relative to
|
|
your maximum causes you to use more food.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
The second status line provides the following
|
|
information:
|
|
</p>
|
|
|
|
<ul>
|
|
<li>
|
|
<p align="justify">The current level (Lvl) in the dungeon. This number
|
|
increases as the player goes further down.
|
|
</li>
|
|
<li>
|
|
<p align="justify">The player's current number of hit points (Hp),
|
|
followed in parentheses by the player's current maximum
|
|
number of hit points. Hit points express the player's
|
|
health. As a player heals by resting, the player's
|
|
current hit points gradually increase until reaching
|
|
the current maximum. This maximum increases each time
|
|
a player attains a new experience level. If the
|
|
player's current hit points reach 0, the player dies.
|
|
</li>
|
|
<li>
|
|
<p align="justify">The player's armor class (Ac). This number describes
|
|
the amount of protection provided by the armor, cloaks,
|
|
and/or rings currently worn by the player. It is also
|
|
affected by high or low dexterity. Wearing no armor is
|
|
equivalent to an armor class of 10. The protection
|
|
level increases as the armor class decreases.
|
|
</li>
|
|
<li>
|
|
<p align="justify">The player's current experience level (Exp) followed by
|
|
the player's experience points. The player can gain
|
|
experience points by killing monsters, successfully
|
|
stealing from monsters, and turning monsters. When a
|
|
player gains enough experience points to surpass a
|
|
threshold that depends on the player's character type,
|
|
the player reaches a new experience level. A new
|
|
experience level brings extra hit points and possibly
|
|
added abilities, such as a new spell for a magician or
|
|
a new prayer for a cleric.
|
|
</li>
|
|
<li>
|
|
<p align="justify">A description of the player's character. This
|
|
description depends on the player's character type and
|
|
experience level.
|
|
</li>
|
|
</ul>
|
|
|
|
<h3 align="justify">5.0 COMMANDS</h3>
|
|
|
|
<p align="justify">
|
|
A player can invoke most Rogue commands by typing a
|
|
single character. Some commands, however, require a
|
|
direction, in which case the player types the command
|
|
character followed by a directional command. Many commands
|
|
can be prefaced by a number, indicating how many times the
|
|
command should be executed.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
When the player invokes a command referring to an item
|
|
in the player's pack (such as reading a scroll), the game
|
|
prompts for the item. The player should then type the
|
|
letter associated with the item, as displayed by the
|
|
inventory command. Typing a '*' at this point produces a
|
|
list of the eligible items.
|
|
</p>
|
|
|
|
<p align=center><b><i>Rogue understands the following commands:</i></b></p>
|
|
|
|
<p>
|
|
<table border="0" cellpadding="3" style="border-collapse: collapse" id="table4" cellspacing="3">
|
|
<tr>
|
|
<td align="center" valign="top">?</td>
|
|
<td> </td>
|
|
<td>Preceding a command by a '?' produces a brief explanation of the
|
|
command. The command '?*' gives an explanation of all the commands.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">/</td>
|
|
<td> </td>
|
|
<td>Preceding a symbol by a '/' identifies the symbol.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">=</td>
|
|
<td> </td>
|
|
<td>Clarify. After typing an '=' sign, the player can use the movement
|
|
keys to position the cursor anywhere on the current level. As long as
|
|
the player can normally see the selected position, Rogue will identify
|
|
whatever is at that space. Examples include a sleeping giant rat, a blue
|
|
potion, and a food ration.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">h</td>
|
|
<td> </td>
|
|
<td>Move one position to the left.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">j</td>
|
|
<td> </td>
|
|
<td>Move one position down.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">k</td>
|
|
<td> </td>
|
|
<td>Move one position up.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">l</td>
|
|
<td> </td>
|
|
<td>Move one position to the right.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">y</td>
|
|
<td height="21"> </td>
|
|
<td height="21">Move one position to the top left.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">u</td>
|
|
<td> </td>
|
|
<td>Move one position to the top right.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">b</td>
|
|
<td> </td>
|
|
<td>Move one position to the bottom left.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">n</td>
|
|
<td> </td>
|
|
<td>Move one position to the bottom right</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">H</td>
|
|
<td> </td>
|
|
<td>Run to the left until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">J</td>
|
|
<td> </td>
|
|
<td>Run down until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">K</td>
|
|
<td> </td>
|
|
<td>Run up until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">L</td>
|
|
<td> </td>
|
|
<td>Run to the right until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">Y</td>
|
|
<td> </td>
|
|
<td>Run to the top left until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">U</td>
|
|
<td> </td>
|
|
<td>Run to the top right until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">B</td>
|
|
<td> </td>
|
|
<td>Run to the bottom left until reaching something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">N</td>
|
|
<td> </td>
|
|
<td>Run to the bottom right until reaching something interesting</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">t</td>
|
|
<td> </td>
|
|
<td>This command prompts for an object from the players pack. The player
|
|
then throws the object in the specified direction.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">f</td>
|
|
<td> </td>
|
|
<td>When this command is preceded with a directional command, the player
|
|
moves in the specified direction until passing something interesting.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">z</td>
|
|
<td> </td>
|
|
<td>This command prompts for a wand or staff from the player's pack and
|
|
zaps
|
|
it in the specified direction.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">></td>
|
|
<td> </td>
|
|
<td>Go down to the next level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top"><</td>
|
|
<td> </td>
|
|
<td>Go up to the next level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">s</td>
|
|
<td> </td>
|
|
<td>Search for a secret door or a trap in the circle surrounding the
|
|
player.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">.</td>
|
|
<td> </td>
|
|
<td>This command (a dot) causes the player to rest a turn.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">i</td>
|
|
<td> </td>
|
|
<td>Display an inventory of the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">I</td>
|
|
<td> </td>
|
|
<td>This command prompts for an item from the player's pack and displays
|
|
the inventory information for that item.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">q</td>
|
|
<td> </td>
|
|
<td>Quaff a potion from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">r</td>
|
|
<td> </td>
|
|
<td>Read a scroll from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">e</td>
|
|
<td> </td>
|
|
<td>Eat some food from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">w</td>
|
|
<td> </td>
|
|
<td>Wield a weapon from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">W</td>
|
|
<td> </td>
|
|
<td>Wear some armor, ring, or a miscellaneous magic item from the
|
|
player's
|
|
pack. The player can wear a maximum of 8 rings.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">T</td>
|
|
<td> </td>
|
|
<td>Take off whatever the player is wearing.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">^U</td>
|
|
<td> </td>
|
|
<td>Use a magic item in the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">d</td>
|
|
<td> </td>
|
|
<td>Drop an item from the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">P</td>
|
|
<td> </td>
|
|
<td>Pick up the items currently under the player.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">^N</td>
|
|
<td> </td>
|
|
<td>When the player types this command, Rogue prompts for a monster or
|
|
an item from the player's pack and a one-line name. For monsters, the
|
|
player can use the movement keys to position the cursor over the desired
|
|
monster, and Rogue will use the given name to refer to that<br>
|
|
monster. For items, Rogue gives all similar items (such as all the blue
|
|
potions) the specified name.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">m</td>
|
|
<td> </td>
|
|
<td>When the player types this command, Rogue prompts for an item from
|
|
the player's pack and a one-line name. Rogue then marks the specified
|
|
item with the given name..</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">o</td>
|
|
<td> </td>
|
|
<td>Typing this command causes Rogue to display all the settable
|
|
options. The player can then merely examine the options or change any or
|
|
all of them.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">C</td>
|
|
<td> </td>
|
|
<td>This command, restricted to magicians and rangers produces a listing
|
|
of the current supply of spells. The player can select one of the
|
|
displayed spells and, if the player's energy level is sufficiently high,
|
|
Cast it. The more complicated the spell, the more energy it takes.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">c</td>
|
|
<td> </td>
|
|
<td>This command, restricted to druids and rangers produces a listing of
|
|
the current supply of chants. The player can select one of the displayed
|
|
chants and, if the player's energy level is sufficiently high, chant it.
|
|
The more complicated the spell, the more energy it takes.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">p</td>
|
|
<td> </td>
|
|
<td>This command, restricted to clerics and paladins, produces a listing
|
|
of the character's known prayers. The player can then offer one of these
|
|
prayers to the character's deity. Deities are not known for favoring
|
|
characters which continually pray to them, and they are most likely to
|
|
answer the least "ambitious" prayers.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">a</td>
|
|
<td> </td>
|
|
<td>This command is restricted to clerics and paladins must be followed
|
|
by a directional command. If there is an "undead" monster standing next
|
|
to the player in the specified direction, there is a chance the player
|
|
will affect the monster by causing it to flee or possibly even
|
|
destroying it.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">*</td>
|
|
<td> </td>
|
|
<td>Count the gold in the player's pack.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">^</td>
|
|
<td> </td>
|
|
<td>This command sets a trap and is limited to thieves and assassins. If
|
|
the character is successful, Rogue prompts the player for a type of trap
|
|
and sets it where the player is standing.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">G</td>
|
|
<td> </td>
|
|
<td>This command is restricted to thieves and assassins. It causes Rogue
|
|
to display all the gold on the current level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">D</td>
|
|
<td> </td>
|
|
<td>Dip something into a magic pool.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">^T</td>
|
|
<td height="22"> </td>
|
|
<td height="22">This command is restricted to thieves and assassins. It
|
|
must be followed by a directional command. If there is a monster
|
|
standing next to the player in the specified direction, the player tries
|
|
to steal an item from the monster's pack. If the player is successful,
|
|
the monster does not notice anything, but if the player is unsuccessful,
|
|
there is a chance the monster will wake up.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">^L</td>
|
|
<td> </td>
|
|
<td>Redraw the screen.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">^R</td>
|
|
<td> </td>
|
|
<td>Repeat the last message that was displayed on the top line of the
|
|
screen.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">Escape (^[)</td>
|
|
<td> </td>
|
|
<td>Typing an escape will usually cause Rogue to cancel the current
|
|
command.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">v</td>
|
|
<td> </td>
|
|
<td>Print the current Rogue version number.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">!</td>
|
|
<td> </td>
|
|
<td>Escape to the shell level.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">S</td>
|
|
<td> </td>
|
|
<td>Quit and save the game for resumption at a later time.</td>
|
|
</tr>
|
|
<tr>
|
|
<td align="center" valign="top">Q</td>
|
|
<td> </td>
|
|
<td>Quit without saving the game.</td>
|
|
</tr>
|
|
</table>
|
|
</p>
|
|
|
|
<h3 align="justify">6. IMPLICIT COMMANDS</h3>
|
|
|
|
<p align="justify">
|
|
There is no "attack" command. If a player wishes to
|
|
attack a monster, the player simply tries to move onto the
|
|
spot where the monster is standing. The game then assumes
|
|
that the player wishes to attack the monster with whatever
|
|
weapon the player is wielding.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
When the player moves onto an item, the game
|
|
automatically places the object into the player's pack. If
|
|
there is no room left in the pack, the game announces that
|
|
fact and leaves the item on the floor.
|
|
</p>
|
|
|
|
<h3 align="justify">7. TIME</h3>
|
|
|
|
<p align="justify">
|
|
All actions except for purely bookkeeping commands,
|
|
such as taking an inventory, take time. The amount of time
|
|
varies with the command. Swinging a weapon, for example,
|
|
takes more time than simply moving; so a monster could move
|
|
several spaces in the time it takes the player to make one
|
|
attack. The time it takes to swing a weapon also varies
|
|
based on the bulk of the weapon, and the time it takes to
|
|
simply move a space varies with the type of armor worn.
|
|
Movement is always faster when flying.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Since actions take time, some of them can be disrupted.
|
|
If the player is casting a spell, for example, and gets hit
|
|
before finishing it, the spell is lost. Similarly, the
|
|
player might choke if hit while trying to eat. Of course,
|
|
the same rule applies when the player hits a monster.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Magical hasting (or slowing) will decrease (or
|
|
increase) the time it takes to perform an action.
|
|
</p>
|
|
|
|
<h3 align="justify">8.0 LIGHT</h3>
|
|
|
|
<p align="justify">
|
|
Some rooms in the dungeon possess a natural light
|
|
source. In other rooms and in corridors the player can see
|
|
only those things within a one space radius from the player.
|
|
These dark rooms can be lit with magical light or by a fire
|
|
beetle.
|
|
</p>
|
|
|
|
<h3 align="justify">9. WEAPONS AND ARMOR</h3>
|
|
|
|
<p align="justify">
|
|
The player can wield exactly one weapon at a time.
|
|
When the player attacks a monster, the amount of damage
|
|
depends on the particular weapon the player is wielding. To
|
|
fire a projectile weapon, such as a crossbow or a short bow,
|
|
the player should wield the bow and "throw" the bolt or
|
|
arrow at the monster.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
A weapon may be cursed or blessed, affecting the
|
|
likelihood of hitting a monster with the weapon and the
|
|
damage the weapon will inflict on the monster. If the
|
|
player has identified a weapon, the "to hit" and "to damage"
|
|
bonuses appear in that order before the weapon's name in an
|
|
inventory listing. A positive bonus indicates a blessed
|
|
weapon, and a negative bonus usually indicates a cursed
|
|
weapon. The player cannot release a cursed weapon.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Without any armor the player has an armor class of 10.
|
|
The lower the player's armor class, the harder it is for a
|
|
monster to hit the player, so wearing armor can improve the
|
|
player's armor class. A cursed suit of armor, however,
|
|
offers poor protection and may sometimes be worse than no
|
|
armor at all.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
After the player has identified a suit of armor, the
|
|
protection bonus appears before the armor's name in an
|
|
inventory listing. If the bonus is positive the armor is
|
|
blessed, and if it is negative, the armor is usually cursed.
|
|
The player cannot remove a cursed suit of armor.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Some monsters can corrode armor when they hit it. If
|
|
such a monster hits the player when the player is wearing
|
|
metal armor, the armor loses some of its protection value,
|
|
but the corrosion does not curse the armor. This corrosive
|
|
property can also apply to weapons when the player hits such
|
|
a monster.
|
|
</p>
|
|
|
|
|
|
<h3 align="justify">10. POTIONS AND SCROLLS</h3>
|
|
|
|
<p align="justify">
|
|
The player can frequently find potions and scrolls in
|
|
the dungeon. In any given dungeon, the player can
|
|
distinguish among the different types of potions by a
|
|
potion's color and among the different types of scrolls by a
|
|
scroll's name. Quaffing a potion or reading a scroll
|
|
usually causes some magical occurrence. Most potions and
|
|
scrolls may be cursed or blessed.
|
|
</p>
|
|
|
|
<h3 align="justify">11. RINGS</h3>
|
|
|
|
<p align="justify">
|
|
The player can wear a maximum of eight rings, and they
|
|
have a magical effect on the player as long as they are
|
|
worn. Some rings also speed up the player's metabolism,
|
|
making the player require food more often. Many rings can
|
|
be cursed or blessed, and the player cannot remove a cursed
|
|
ring. The player can distinguish among different types of
|
|
rings by a ring's jewel.
|
|
</p>
|
|
|
|
<h3 align="justify">12. WANDS AND STAVES</h3>
|
|
|
|
<p align="justify">
|
|
Wands and staves affect the player's environment. The
|
|
player can zap a wand or staff at something and perhaps
|
|
shoot a bolt of lightning at it or teleport it away. All
|
|
wands or staves of the same type are constructed with the
|
|
same type of wood. Some wands and staves may be cursed or
|
|
blessed.
|
|
</p>
|
|
|
|
<h3 align="justify">13. FOOD</h3>
|
|
|
|
<p align=justify>
|
|
The player must be careful not to run out of food since
|
|
moving through the dungeon fighting monsters consumes a lot
|
|
of energy. Starving results in the player's fainting for
|
|
increasingly longer periods of time, during which any nearby
|
|
monster can attack the player freely.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Food comes in the form of standard rations and as a
|
|
variety of berries. Some berries have side effects in
|
|
addition to satisfying one's hunger.
|
|
</p>
|
|
|
|
<h3 align="justify">14. GOLD</h3>
|
|
|
|
<p align=justify>
|
|
Gold has one use in a dungeon: buying things. One can
|
|
buy things in two ways, either in a trading post or from a
|
|
quartermaster. A trading post is a place that sometimes
|
|
occurs "between levels" of the dungeon and can be entered by
|
|
stepping on the entrance. A quartermaster is a person who
|
|
will sometimes appear and will try to sell the player some
|
|
of his wares. These wares are never cursed and frequently
|
|
blessed, though blessed goods cost more than normal goods.
|
|
If the player chooses to buy one of the quartermaster's
|
|
items, the quartermaster trades the item for the specified
|
|
amount of gold and disappears. Attacking a quartermaster
|
|
causes him to vanish without offering a trade.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
The player starts the game in a trading post with a
|
|
class-dependent allotment of gold. Although there are
|
|
restrictions on the use of some items (eg. only fighters,
|
|
paladins, and rangers can wield two-handed swords), the
|
|
market will happily sell the player anything that he can
|
|
afford.
|
|
</p>
|
|
|
|
<h3 align="justify">15. MISCELLANEOUS MAGIC ITEMS</h3>
|
|
|
|
<p align=justify>
|
|
Miscellaneous items such as a pair of boots or a book
|
|
may be found within the dungeon. These items can usually be
|
|
used to the player's advantage (assuming they are not
|
|
cursed). Some of these items can be worn, such as a cloak,
|
|
while others are to be used, such as a book.
|
|
</p>
|
|
|
|
<h3 align="justify">16. ARTIFACTS</h3>
|
|
|
|
<p align=justify>
|
|
Some monsters down in the depths of the dungeon carry
|
|
unique artifacts. The game begins as a quest to retrieve
|
|
one of these items. Each artifact appears only on its
|
|
owner's person. These items also can usually be used to the
|
|
player's advantage. However, care must be taken when
|
|
handling them for they are intelligent and will reject
|
|
mishandling or abuse. These items consume food and merely
|
|
carrying them will result in increased food use.
|
|
</p>
|
|
|
|
<h3 align="justify">17. TRAPS</h3>
|
|
|
|
<p align=justify>
|
|
A variety of traps, including trap doors, bear traps,
|
|
and sleeping traps, are hidden in the dungeon. They remain
|
|
hidden until sprung by a monster or the player. A sprung
|
|
trap continues to function, but since it is visible, an
|
|
intelligent monster is not likely to tread on it.
|
|
</p>
|
|
|
|
<h3 align="justify">18. THE MONSTERS</h3>
|
|
|
|
<p align=justify>
|
|
Each monster except for the merchant quartermaster
|
|
appears in a limited range of dungeon levels. All monsters
|
|
of the same type share the same abilities; all giant rats,
|
|
for example, can give the player a disease, and all
|
|
jackalweres can put the player to sleep. Monsters of the
|
|
same type can vary, however, such that one kobold may be
|
|
much more difficult to kill than another one. In general,
|
|
the more difficult it is to kill a monster, the more
|
|
experience points the monster is worth.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Most monsters attack by biting and clawing, but some
|
|
monsters carry weapons, including such projectile weapons as
|
|
short bows and crossbows, and some monsters have breath
|
|
weapons. Some monsters even use magical items, such as
|
|
wands. Monsters with distance weapons or magic can attack
|
|
the player from across a room or down a corridor.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
Some monsters are more intelligent than others, and the
|
|
more intelligent a monster, the more likely that the monster
|
|
will run away if it is about to die. A fleeing monster will
|
|
not attack the player unless cornered.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
It is sometimes possible to enlist a monster's aid.
|
|
Reading a charm monster scroll, for example, or singing a
|
|
charm monster chant can make a monster believe the player is
|
|
its friend. A charmed monster will fight hostile monsters
|
|
for the player as long as they are not of its race.
|
|
</p>
|
|
|
|
<p align=justify>
|
|
As the player moves down in the dungeon, the monsters
|
|
get more powerful. Deep down in the dungeon there exist
|
|
some one-of-a-kind monsters. These monsters are greatly
|
|
feared. However, once a "unique monster" is killed, the
|
|
player will not find another in the current dungeon.
|
|
</p>
|
|
|
|
|
|
<h3 align="justify">19. OPTIONS</h3>
|
|
|
|
<p align="justify">
|
|
Rogue has several options which may be set by the player:
|
|
</p>
|
|
|
|
<p>
|
|
<table border="0" cellpadding="3" style="border-collapse: collapse" id="table5" cellspacing="3">
|
|
<tr>
|
|
<td valign="top">terse</td>
|
|
<td> </td>
|
|
<td>Setting this Boolean option results in shorter messages appearing on
|
|
the top line of the screen.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">jump</td>
|
|
<td> </td>
|
|
<td>Setting this Boolean option results in waiting until the player has
|
|
finished running to draw the player's path. Otherwise the game always
|
|
displays the path one step at a time.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">step</td>
|
|
<td> </td>
|
|
<td>Setting this Boolean option results in most listings, such as an
|
|
inventory, appearing one item at a time on the top line of the screen.
|
|
When this option is not set, the game clears the screen, displays the
|
|
list, and then redraws the dungeon.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">flush</td>
|
|
<td> </td>
|
|
<td>Setting this Boolean option results in flushing all typeahead
|
|
(pending) commands when the player encounters a monster.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">askme</td>
|
|
<td nowrap> </td>
|
|
<td>Setting this Boolean option results in the game prompting the
|
|
player for a name upon encountering a
|
|
new type of scroll, potion, ring, staff, or wand.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">pickup</td>
|
|
<td> </td>
|
|
<td>This option specifies whether items should be picked up automatically
|
|
as the rogue steps over them. In the non-automatic mode, the player may
|
|
still pick up items via the pickup (P) command. The option defaults to
|
|
true.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">name</td>
|
|
<td> </td>
|
|
<td>This string is the player's name and defaults to the player's
|
|
account name.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">file</td>
|
|
<td> </td>
|
|
<td>This string, which defaults to arogue77.sav, specifies the file to
|
|
use for saving the game.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">score</td>
|
|
<td> </td>
|
|
<td>This string identifies the top-twenty score file to use for the
|
|
game.</td>
|
|
</tr>
|
|
<tr>
|
|
<td valign="top">class</td>
|
|
<td> </td>
|
|
<td>This option specifies the character class of the rogue. It can be
|
|
set only in the ROGUEOPTS<br>
|
|
environment variable.</td>
|
|
</tr>
|
|
<tr>
|
|
<td nowrap valign="top">quested item</td>
|
|
<td> </td>
|
|
<td>This option is set by the game at the start and cannot be reset by
|
|
the player. It is merely listed<br>
|
|
to remind the player of his quest.</td>
|
|
</tr>
|
|
</table>
|
|
</p>
|
|
|
|
<p align="justify">
|
|
The player can set options at the beginning of a game via the
|
|
ROGUEOPTS environment variable. Naming a Boolean option sets it, and preceding
|
|
the Boolean option name by "no" clears it. The syntax "stringoption=name" sets a
|
|
string option to "name." So setting ROGUEOPTS to "terse, jump, nostep, flush,
|
|
askme, name=Ivan the Terrible" would set the terse, jump, flush, and askme
|
|
Boolean options, clear the step Boolean option, set the player's name to "Ivan
|
|
the Terrible," and use the defaults for the save file and the score file.
|
|
</p>
|
|
|
|
<p align="justify">
|
|
The player may change an option at any time during the game via the option
|
|
command, which results in a listing of the current options. Typing a new value
|
|
changes the option, a RETURN moves to the next option, a '-' moves to the
|
|
previous option, and an ESCAPE returns the player to the dungeon.
|
|
</p>
|
|
|
|
<h3 align="justify">20. SCORING</h3>
|
|
|
|
<p align="justify">
|
|
The player receives experience points for stealing items from monsters,
|
|
turning monsters (a clerical ability),
|
|
and killing monsters. When the player gets killed, the player's score equals the
|
|
player's experience points. A
|
|
player who quits gets a score equal to the player's experience points and gold.
|
|
If the player makes it back up
|
|
out of the dungeon, the player's score equals the player's experience points
|
|
plus the gold the player carried and the gold received from selling the player's
|
|
possessions.
|
|
</p>
|
|
|
|
<p align="justify">
|
|
Rogue maintains a list of the top twenty scores to date, together with the name
|
|
of the player obtaining the score, the level where the player finished, and the manner in which the player
|
|
ended the game. As an installation option, the game may record only one entry per character type and login; this
|
|
restriction encourages a greater number of different players in the scorechart.
|
|
</p>
|
|
|
|
<h3 align="justify">21. ACKNOWLEDGEMENTS</h3>
|
|
|
|
<p align="justify">
|
|
This version of Rogue is based on a version developed
|
|
at the University of California.
|
|
</p>
|