1122 lines
38 KiB
Text
1122 lines
38 KiB
Text
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The Dungeons of Doom
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Toolchest
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1. INTRODUCTION
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Rogue is a screen-oriented fantasy game set in the
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ever-changing Dungeons of Doom. The game comes complete
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with monsters, spells, weapons, armor, potions, and other
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magical items. The dungeon's geography changes with every
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game, and although many magical items have certain
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identifiable properties, such as turning the player
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invisible, the physical manifestation of the magic changes
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each game. A red potion, for example, will cause the same
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reaction throughout a given game, but it may be a completely
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different potion in a new game.
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Entering the dungeon with only a little food, armor,
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and a weapon, the player must develop a good strategy of
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when to fight, when to run, and how to best use any magical
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items found in the dungeon. To make things interesting, the
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player has a quest to return one of several unique
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artifacts, rumored to lie deep in the dungeon's bowels.
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Returning with this artifact brings great glory and the
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title of Complete Winner. But even after finding the
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artifact, the player may wish to continue further to match
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wits with an arch-devil, demon prince, or even a deity found
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far down in the dungeon. Defeating such a creature will
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gain the player many experience points, the basis for
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scoring in Rogue.
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It is very difficult to return from the Dungeons of
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Doom. Few people ever make it out alive. Should this
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unlikely event occur, the player would be proclaimed a
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complete winner and handsomely rewarded for any booty
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removed from the dungeon.
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2. CHARACTER CLASSES
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Before placing the player in the dungeon, the game
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requests the player to select what type of character they
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would like to be: a fighter, a magic user, a cleric, a
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druid, a thief, a paladin, a ranger, a monk, or an assassin.
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2.1 The Fighter
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A fighter is very strong and will have a high strength
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rating. This great strength gives a fighter the best odds
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of winning a battle with a monster. At high experience
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- 2 -
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levels the fighter also gets to attack multiple times in a
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single turn. This obviously further increases his chances
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at winning battles. Intrinsic to the fighter class is a
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robustness which results in 1 to 12 extra hit points for
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every new experience level.
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2.2 The Magician
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A Magician is able to "cast" spells. The number and
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variety of spells increases as the magician gains experience
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and intelligence. Magic users are not as hearty as
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fighters; they receive 1 to 6 extra hit points for every new
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experience level.
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2.3 The Cleric
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A cleric is able to "pray" to his god for help. The
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number and variety of prayers which the gods are willing to
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grant to a cleric increase as the cleric gains experience
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and wisdom.
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Because of their religious nature, clerics can also
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affect the "undead" beings, like zombies and ghouls, which
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became monsters after they died. If an "undead" creature is
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next to a cleric, the cleric may try to turn it and cause it
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to flee. If the cleric is sufficiently powerful relative to
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the monster, the cleric will destroy it. This ability
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increases as the character gains experience levels.
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Clerics can gain from 1 to 8 extra hit points on
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reaching a new experience level.
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2.4 The Druid
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The druid is a cleric of sorts but worships nature
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rather than a god. The druid is able to "chant" and thereby
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recieve certain types of spells. Most of the chants are
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targeted more towards the elements and nature.
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Druids gain from 1 to 8 hit points when they gain an
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experience level.
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2.5 The Thief
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A thief is exceptionally dextrous and has a good chance
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to set a trap or rob a monster.
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By their nature, thieves can automatically detect all
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the gold on the current level of the dungeon. They are also
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good at detecting hidden traps. Because thieves slink
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along, they are not as likely as other characters to wake
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sleeping monsters. If a thief manages to sneak up on a
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creature without waking it, he will get a chance to backstab
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the monster. When this is done, the damage done by the thief
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greatly increases based on his experience level.
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Thieves gain from 1 to 6 extra hit points from a new
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experience level.
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2.6 The Paladin
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The paladin is a type of holy warrior. Somewhat of a
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cross between a fighter and a cleric. He is able to pray and
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turn undead as a cleric, (but to a lesser degree) but fights
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as a fighter. He is on the side of all that is good and
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righteous. Therefore he would never attack a creature that
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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
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retaliate by making him a mere fighter.
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Paladins gain 1 to 10 hit points per experience level.
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2.7 The Ranger
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The ranger is somewhat of a cross between a druid and a
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fighter. He too is on the side of righteousness and good.
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Therefore, the same same restrictions apply to his as they
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do to a paladin. The ranger can "chant" and "cast" but to a
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lesser degree than the druid and magician.
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Rangers gain 1 to 8 hit points per experience level.
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2.8 The Monk
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The Monk is a martial arts expert. He wears no armor
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but has an effective armor class based on his ability to
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dodge attacks. He does not need a weapon in combat for his
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hands and feet are a formidable weapon. His ability to dodge
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and use his hands as weapons increases as he gains in level.
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Monks gain 1 to 6 hit points per experience level.
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2.9 The Assassin
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The assassin is a person trained in the art of killing
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people by surprise. He has most of the abilities of the
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thief except the "backstab". Instead, the assassin has the
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chance to kill an opponent outright with one strike. He is
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also a ruthless character and trained in the use of poison.
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He can recognize poison on sight and can coat his weapon
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with it thereby making his next attack an exceptionally
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lethal one.
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Assassins gain 1 to 6 hit points per experience level.
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3. ATTRIBUTES
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- 4 -
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3.1 Intelligence
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Intelligence is the primary attribute associated with
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casting spells. With higher intelligence comes the knowledge
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of more spells, the ability to cast more spells, and faster
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recovery of spells that have been cast.
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3.2 Strength
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This is, of course, the measure of a character's
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physical strength. With higher strength a character can
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carry more, cause more damage when striking, have a better
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chance to strike an opponent, and move about more quickly
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when carrying a load.
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3.3 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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3.4 Dexterity
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Dexterity is a measure of a character's agility. With
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higher dexterity a character is harder to hit, can hit a
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opponent more easily, and can move about more quickly when
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carrying a load.
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3.5 Constitution
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Every character has a constitution rating. A character
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with an exceptionally good constitution will gain more than
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the normal amount of hit points associated with the
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character's class when the character reaches a new
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experience level. Exceptional constitution also provides
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better protection versus poison-based attacks and diseases.
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3.6 Charisma
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Charisma is a measure of a characters looks and general
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likeableness. It effects transactions when trying to
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purchase things.
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3.7 Experience Levels
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Characters gain experience for killing monsters,
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stealing from monsters, and turning monsters. Each
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character class has a set of thresholds associated with it.
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When a character reaches a threshold, the character attains
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the next experience level. This new level brings extra hit
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points and a greater chance of success in performing the
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abilities associated with the character's class. For
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example, magicians receive new spells, and clerics receive
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- 5 -
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new prayers.
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3.8 Allocating Attributes
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The player starts with 72 "attribute points" to create
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a character and can distribute them in any manner among the
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six attributes described above. When prompting the player
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for each attribute, the game displays the minimum and
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maximum allowable values for that attribute. The player can
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type a backspace (control-H) to go back and change a value;
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typing an escape (ESC) sets the remaining attributes to the
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maximum value possible given the remaining attribute points.
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4. THE SCREEN
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During the normal course of play, the screen consists
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of three separate sections: the top line of the terminal,
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the bottom two lines of the terminal, and the remaining
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middle lines. The top line reports actions which occur
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during the game, the middle section depicts the dungeon, and
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the bottom lines describe the player's current condition.
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4.1 The Top Line
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Whenever anything happens to the player, such as
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finding a scroll or hitting or being hit by a monster, a
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short report of the occurrence appears on the top line of
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the screen. When such reports occur quickly, one right
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after another, the game displays the notice followed by the
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prompt '--More--.' After reading this notice, the player
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can press a space to display the next message. At such a
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point, the game ignores all commands until the player
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presses a space.
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4.2 The Dungeon Section
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The large middle section of the screen displays the
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player's surroundings using the following symbols:
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| A wall of a room.
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- A wall of a room.
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* A pile of gold.
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% A way to the next level.
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+ A doorway.
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. The floor in a room.
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@ The player.
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- 6 -
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_ The player, when invisible.
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# The floor in a passageway.
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! A flask containing a potion.
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? A sealed scroll.
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: Some food.
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) A weapon.
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Solid rock (denoted by a space).
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] Some armor.
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; A miscellaneous magic item
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, An artifact
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= A ring.
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/ A wand or a staff.
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^ The entrance to a trading post
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> A trapdoor leading to the next level
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{ An arrow trap
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$ A sleeping gas trap
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} A beartrap
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~ A trap that teleports you somewhere else
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` A poison dart trap
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" A shimmering magic pool
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' An entrance to a maze
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$ Any magical item. (During magic detection)
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> A blessed magical item. (During magic detection)
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< A cursed magical item. (During magic detection)
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A letter A monster. Note that a given letter may signify
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multiple monsters, depending on the level of the
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dungeon. The player can always identify a current
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monster by using the identify command ('/').
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4.3 The Status Section
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The bottom two lines of the screen describe the
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player's current status. The first line gives the player's
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characteristics:
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o Intelligence (Int)
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o Strength (Str)
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o Wisdom (Wis)
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o Dexterity (Dxt)
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o Constitution (Const)
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o Charisma (Char)
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o Encumberance (Carry)
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Intelligence, strength, wisdom, dexterity, charisma,
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and constitution have a normal maximum of 25, but can be
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higher when augmented by a ring. Encumberance is a
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measurement of how much the player can carry versus how much
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he is currently carrying. The more you carry relative to
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your maximum causes you to use more food.
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The second status line provides the following
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information:
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o The current level (Lvl) in the dungeon. This number
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increases as the player goes further down.
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o The player's current number of hit points (Hp),
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followed in parentheses by the player's current maximum
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number of hit points. Hit points express the player's
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health. As a player heals by resting, the player's
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current hit points gradually increase until reaching
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the current maximum. This maximum increases each time
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a player attains a new experience level. If the
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player's current hit points reach 0, the player dies.
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o The player's armor class (Ac). This number describes
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the amount of protection provided by the armor, cloaks,
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and/or rings currently worn by the player. It is also
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affected by high or low dexterity. Wearing no armor is
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equivalent to an armor class of 10. The protection
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level increases as the armor class decreases.
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o The player's current experience level (Exp) followed by
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the player's experience points. The player can gain
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experience points by killing monsters, successfully
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stealing from monsters, and turning monsters. When a
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player gains enough experience points to surpass a
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- 8 -
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threshold that depends on the player's character type,
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the player reaches a new experience level. A new
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experience level brings extra hit points and possibly
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added abilities, such as a new spell for a magician or
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a new prayer for a cleric.
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o A description of the player's character. This
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description depends on the player's character type and
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experience level.
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5. COMMANDS
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A player can invoke most Rogue commands by typing a
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single character. Some commands, however, require a
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direction, in which case the player types the command
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character followed by a directional command. Many commands
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can be prefaced by a number, indicating how many times the
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command should be executed.
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When the player invokes a command referring to an item
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in the player's pack (such as reading a scroll), the game
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prompts for the item. The player should then type the
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letter associated with the item, as displayed by the
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inventory command. Typing a '*' at this point produces a
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list of the eligible items.
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Rogue understands the following commands:
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? Preceding a command by a '?' produces a brief
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explanation of the command. The command '?*' gives an
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explanation of all the commands.
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/ Preceding a symbol by a '/' identifies the symbol.
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= Clarify. After typing an '=' sign, the player can use
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the movement keys to position the cursor anywhere on the
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current level. As long as the player can normally see
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the selected position, Rogue will identify whatever is
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at that space. Examples include a sleeping giant rat, a
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blue potion, and a food ration.
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h Move one position to the left.
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j Move one position down.
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k Move one position up.
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l Move one position to the right.
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y Move one position to the top left.
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u Move one position to the top right.
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b Move one position to the bottom left.
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n Move one position to the bottom right.
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H Run to the left until reaching something interesting.
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J Run down until reaching something interesting.
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K Run up until reaching something interesting.
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L Run to the right until reaching something interesting.
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Y Run to the top left until reaching something
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interesting.
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U Run to the top right until reaching something
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interesting.
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B Run to the bottom left until reaching something
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interesting.
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N Run to the bottom right until reaching something
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interesting.
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t This command prompts for an object from the players
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pack. The player then throws the object in the
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specified direction.
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f When this command precedes a directional command, the
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player moves in the specified direction until passing
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something interesting.
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z This command prompts for a wand or staff from the
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player's pack and zaps it in the specified direction.
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> Go down to the next level.
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< Go up to the next level.
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s Search for a secret door or a trap in the circle
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surrounding the player.
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. This command (a dot) causes the player to rest a turn.
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i Display an inventory of the player's pack.
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I This command prompts for an item from the player's pack
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and displays the inventory information for that item.
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q Quaff a potion from the player's pack.
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r Read a scroll from the player's pack.
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- 10 -
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e Eat some food from the player's pack.
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w Wield a weapon from the player's pack.
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W Wear some armor, ring, or miscellaneous magic item from
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the player's pack. The player can wear a maximum of
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eight rings.
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T Take off whatever the player is wearing.
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^U Use a magic item in the player's pack.
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d Drop an item from the player's pack.
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P Pick up the items currently under the player.
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^N When the player types this command, Rogue prompts for a
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monster or an item from the player's pack and a one-line
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name. For monsters, the player can use the movement
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keys to position the cursor over the desired monster,
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and Rogue will use the given name to refer to that
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monster. For items, Rogue gives all similar items (such
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as all the blue potions) the specified name.
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m When the player types this command, Rogue prompts for an
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item from the player's pack and a one-line name. Rogue
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then marks the specified item with the given name.
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o Typing this command causes Rogue to display all the
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settable options. The player can then merely examine
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the options or change any or all of them.
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C This command, restricted to magicians and rangers
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produces a listing of the current supply of spells. The
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player can select one of the displayed spells and, if
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the player's energy level is sufficiently high, Cast it.
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The more complicated the spell, the more energy it
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|
takes.
|
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|
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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.
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|
|
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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- 11 -
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a This command is restricted to clerics and paladins must
|
|
be followed by a directional command. If there is an
|
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"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.
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|
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* Count the gold in the player's pack.
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^ 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.
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|
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G This command is restricted to thieves and assassins. It
|
|
causes Rogue to display all the gold on the current
|
|
level.
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|
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D Dip something into a magic pool.
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^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.
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^L Redraw the screen.
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^R Repeat the last message that was displayed on the top
|
|
line of the screen.
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^[ Typing an escape will usually cause Rogue to cancel the
|
|
current command.
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|
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v Print the current Rogue version number.
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! Escape to the shell.
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|
|
S Quit and save the game for resumption at a later time.
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|
|
Q Quit without saving the game.
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|
6. IMPLICIT COMMANDS
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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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- 12 -
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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.
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|
7. TIME
|
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|
|
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.
|
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|
|
8. LIGHT
|
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|
|
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.
|
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|
|
9. WEAPONS AND ARMOR
|
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|
|
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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|
|
- 13 -
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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.
|
|
|
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|
|
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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|
|
- 14 -
|
|
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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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- 15 -
|
|
|
|
|
|
|
|
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:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- 16 -
|
|
|
|
|
|
|
|
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
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
- 17 -
|
|
|
|
|
|
|
|
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.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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|