early-roguelike/arogue7/arogue77.doc

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The Dungeons of Doom
Toolchest
1. INTRODUCTION
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.
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.
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.
2. CHARACTER CLASSES
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.
2.1 The Fighter
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
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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.
2.2 The Magician
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.
2.3 The Cleric
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.
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.
Clerics can gain from 1 to 8 extra hit points on
reaching a new experience level.
2.4 The Druid
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.
Druids gain from 1 to 8 hit points when they gain an
experience level.
2.5 The Thief
A thief is exceptionally dextrous and has a good chance
to set a trap or rob a monster.
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
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greatly increases based on his experience level.
Thieves gain from 1 to 6 extra hit points from a new
experience level.
2.6 The Paladin
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.
Paladins gain 1 to 10 hit points per experience level.
2.7 The Ranger
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.
Rangers gain 1 to 8 hit points per experience level.
2.8 The Monk
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.
Monks gain 1 to 6 hit points per experience level.
2.9 The Assassin
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.
Assassins gain 1 to 6 hit points per experience level.
3. ATTRIBUTES
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3.1 Intelligence
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.
3.2 Strength
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.
3.3 Wisdom
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.
3.4 Dexterity
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.
3.5 Constitution
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.
3.6 Charisma
Charisma is a measure of a characters looks and general
likeableness. It effects transactions when trying to
purchase things.
3.7 Experience Levels
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
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new prayers.
3.8 Allocating Attributes
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.
4. THE SCREEN
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.
4.1 The Top Line
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.
4.2 The Dungeon Section
The large middle section of the screen displays the
player's surroundings using the following symbols:
| A wall of a room.
- A wall of a room.
* A pile of gold.
% A way to the next level.
+ A doorway.
. The floor in a room.
@ The player.
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_ The player, when invisible.
# The floor in a passageway.
! A flask containing a potion.
? A sealed scroll.
: Some food.
) A weapon.
Solid rock (denoted by a space).
] Some armor.
; A miscellaneous magic item
, An artifact
= A ring.
/ A wand or a staff.
^ The entrance to a trading post
> A trapdoor leading to the next level
{ An arrow trap
$ A sleeping gas trap
} A beartrap
~ A trap that teleports you somewhere else
` A poison dart trap
" A shimmering magic pool
' An entrance to a maze
$ Any magical item. (During magic detection)
> A blessed magical item. (During magic detection)
< A cursed magical item. (During magic detection)
A letter A monster. Note that a given letter may signify
multiple monsters, depending on the level of the
dungeon. The player can always identify a current
monster by using the identify command ('/').
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4.3 The Status Section
The bottom two lines of the screen describe the
player's current status. The first line gives the player's
characteristics:
o Intelligence (Int)
o Strength (Str)
o Wisdom (Wis)
o Dexterity (Dxt)
o Constitution (Const)
o Charisma (Char)
o Encumberance (Carry)
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.
The second status line provides the following
information:
o The current level (Lvl) in the dungeon. This number
increases as the player goes further down.
o 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.
o 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.
o 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
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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.
o A description of the player's character. This
description depends on the player's character type and
experience level.
5. COMMANDS
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.
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.
Rogue understands the following commands:
? Preceding a command by a '?' produces a brief
explanation of the command. The command '?*' gives an
explanation of all the commands.
/ Preceding a symbol by a '/' identifies the symbol.
= 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.
h Move one position to the left.
j Move one position down.
k Move one position up.
l Move one position to the right.
y Move one position to the top left.
u Move one position to the top right.
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b Move one position to the bottom left.
n Move one position to the bottom right.
H Run to the left until reaching something interesting.
J Run down until reaching something interesting.
K Run up until reaching something interesting.
L Run to the right until reaching something interesting.
Y Run to the top left until reaching something
interesting.
U Run to the top right until reaching something
interesting.
B Run to the bottom left until reaching something
interesting.
N Run to the bottom right until reaching something
interesting.
t This command prompts for an object from the players
pack. The player then throws the object in the
specified direction.
f When this command precedes a directional command, the
player moves in the specified direction until passing
something interesting.
z This command prompts for a wand or staff from the
player's pack and zaps it in the specified direction.
> Go down to the next level.
< Go up to the next level.
s Search for a secret door or a trap in the circle
surrounding the player.
. This command (a dot) causes the player to rest a turn.
i Display an inventory of the player's pack.
I This command prompts for an item from the player's pack
and displays the inventory information for that item.
q Quaff a potion from the player's pack.
r Read a scroll from the player's pack.
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e Eat some food from the player's pack.
w Wield a weapon from the player's pack.
W Wear some armor, ring, or miscellaneous magic item from
the player's pack. The player can wear a maximum of
eight rings.
T Take off whatever the player is wearing.
^U Use a magic item in the player's pack.
d Drop an item from the player's pack.
P Pick up the items currently under the player.
^N 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
monster. For items, Rogue gives all similar items (such
as all the blue potions) the specified name.
m 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.
o 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.
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, Cast it.
The more complicated the spell, the more energy it
takes.
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, chant it.
The more complicated the spell, the more energy it
takes.
p 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.
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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
affect the monster by causing it to flee or possibly
even destroying it.
* Count the gold in the player's pack.
^ 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.
G This command is restricted to thieves and assassins. It
causes Rogue to display all the gold on the current
level.
D Dip something into a magic pool.
^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 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.
^L Redraw the screen.
^R Repeat the last message that was displayed on the top
line of the screen.
^[ Typing an escape will usually cause Rogue to cancel the
current command.
v Print the current Rogue version number.
! Escape to the shell.
S Quit and save the game for resumption at a later time.
Q Quit without saving the game.
6. 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.
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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.
7. 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.
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.
Magical hasting (or slowing) will decrease (or
increase) the time it takes to perform an action.
8. 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 fire
beetle.
9. 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.
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.
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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.
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.
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.
10. 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.
11. 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.
12. 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.
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13. 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.
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.
14. GOLD
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.
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.
15. 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.
16. 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
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mishandling or abuse. These items consume food and merely
carrying them will result in increased food use.
17. 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.
18. THE MONSTERS
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.
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.
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.
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.
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.
19. OPTIONS
Rogue has several options which may be set by the
player:
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terse Setting this Boolean option results in shorter
messages appearing on the top line of the screen.
jump Setting this Boolean option results in waiting until
the player has finished running to draw the player's
path. Otherwise the game always displays the path
one step at a time.
step Setting this Boolean option results in most listings,
such as an inventory, appearing one item at a time on
the top line of the screen. When this option is not
set, the game clears the screen, displays the list,
and then redraws the dungeon.
flush Setting this Boolean option results in flushing all
typeahead (pending) commands when the player
encounters a monster.
askme Setting this Boolean option results in the game
prompting the player for a name upon encountering a
new type of scroll, potion, ring, staff, or wand.
pickup 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.
name This string is the player's name and defaults to the
player's account name.
file This string, which defaults to rogue.save, specifies
the file to use for saving the game.
score This string identifies the top-twenty score file to
use for the game.
class This option specifies the character class of the
rogue. It can be set only in the ROGUEOPTS
environment variable.
quested item
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.
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
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Terrible," and use the defaults for the save file and the
score file.
The player may change an option at any time during the
game via the option command, which results in a listing of
the current options. Typing a new value changes the option,
a RETURN moves to the next option, a '-' moves to the
previous option, and an ESCAPE returns the player to the
dungeon.
20. 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.
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.
21. ACKNOWLEDGEMENTS
This version of Rogue is based on a version developed
at the University of California.