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Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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1 <!-- Advanced Rogue -->
2 <!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T -->
3 <!-- All rights reserved. -->
4 <!-- -->
5 <!-- Based on "Rogue: Exploring the Dungeons of Doom" -->
6 <!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman -->
7 <!-- All rights reserved. -->
8 <!-- -->
9 <!-- See the file LICENSE.TXT for full copyright and licensing information. -->
10 <!-- Creator : groff version 1.18.1 -->
11 <!-- CreationDate: Sat Jan 21 09:55:23 2006 -->
12 <h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of
13 Doom</a></h1>
14 <br>
15 <h2 align="center">AT&amp;T Bell Laboratories</h2>
16 <h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3>
17 <br>
18 <table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center">
19 <tr>
20 <td nowrap>
21 Advanced Rogue<br>
22 Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&amp;T<br>
23 All rights reserved.
24 </td>
25 </tr>
26 <tr>
27 <td nowrap>
28 Based on "Rogue: Exploring the Dungeons of Doom"<br>
29 Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br>
30 All rights reserved.
31 </td>
32 </tr>
33 </table>
34 <p align="center">See the file LICENSE.TXT for full copyright and licensing
35 information.</p>
36 <p align="center">&nbsp;</p>
37 <p align="center"><b>ABSTRACT</b></p>
38 <blockquote>
39 <blockquote>
40 <p align="justify">Rogue was first introduced by Michael Toy at the
41 University of California at Berkeley as a screen-oriented fantasy game.
42 The game had 26 types of monsters that the player could meet while
43 exploring a dungeon generated by the computer. Scrolls, potions, rings,
44 wands, staves, armor, and weapons helped the player to battle these
45 monsters and to gain gold, the basis for scoring.</p>
46 <p align="justify">The version of Rogue described in this guide has been
47 expanded to include over 110 monsters with many new capabilities. Many
48 of the monsters are intelligent, and they, like the player, must avoid
49 traps and decide when it is better to fight or to run. The player
50 chooses a character class at the beginning of the game which defines the
51 player's abilities. Experience, rather than gold, decides the player's
52 score.</p>
53 </blockquote>
54 </blockquote>
55 <h2 align="justify">&nbsp;</h2>
56 <h3 align="justify">1. INTRODUCTION</h3>
57 <p align="justify">
58 Rogue is a screen-oriented fantasy game set in the ever-changing Dungeons of
59 Doom. The game comes complete with monsters, spells, weapons, armor,
60 potions, and other magical items. The dungeon's geography changes with every
61 game, and although many magical items have certain identifiable properties,
62 such as turning the player invisible, the physical manifestation of the
63 magic changes each game. A red potion, for example, will cause the same
64 reaction throughout a given game, but it may be a completely different
65 potion in a new game.</p>
66 <p align="justify">
67 Entering the dungeon with only a little food, armor, and a weapon, the
68 player must develop a good strategy of when to fight, when to run, and how
69 to best use any magical items found in the dungeon. To make things
70 interesting, the player has a quest to return one of several unique
71 artifacts, rumored to lie deep in the dungeon's bowels. Returning with this
72 artifact brings great glory and the title of Complete Winner. But even after
73 finding the artifact, the player may wish to continue further to match wits
74 with an arch-devil, demon prince, or even a deity found far down in the
75 dungeon. Defeating such a creature will gain the player many experience
76 points, the basis for scoring in Rogue.</p>
77 <p align="justify">
78 It is very difficult to return from the Dungeons of Doom. Few people ever
79 make it out alive. Should this unlikely event occur, the player would be
80 proclaimed a complete winner and handsomely rewarded for any booty removed
81 from the dungeon.</p>
82 <h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3>
83 <p align="justify">
84 Before placing the player in the dungeon, the game requests the player to
85 select a character class: a fighter, a magic user, a cleric, or a thief.</p>
86 <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p>
87 <p align="justify">
88 A fighter is very strong and will have a high strength rating. This great
89 strength gives a fighter the best odds of winning a battle with a monster.
90 At high experience levels the fighter also gets to attack multiple times in
91 a single turn. This obviously further increases his chances at winning
92 battles. Intrinsic to the fighter class is a robustness which results in 1
93 to 10 extra hit points for every new experience level.</p>
94 <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p>
95 <p align="justify">
96 A magician's major attribute is intelligence, which enables the magician to
97 cast spells. The number and variety of spells increases as the magician
98 gains experience and intelligence. Other types of characters can cast
99 spells, but only if they manage to gain extraordinarily high intelligence.
100 Magic users are not as hearty as fighters; they receive 1 to 8 extra hit
101 points for every new experience level.</p>
102 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p>
103 <p align="justify">
104 A cleric has a high wisdom rating and can thus pray. The number and variety
105 of prayers which the gods are willing to grant to a cleric increase as the
106 cleric gains experience and wisdom. Other character types can pray only if
107 they manage to gain extraordinary wisdom.</p>
108 <p align="justify">
109 Because of their religious nature, clerics can also affect the &quot;undead&quot;
110 beings, like zombies and ghouls, which became monsters after they died. If
111 an &quot;undead&quot; creature is next to a cleric, the cleric may try to turn it and
112 cause it to flee. If the cleric is sufficiently powerful relative to the
113 monster, the cleric will destroy it. This ability increases as the character
114 gains experience levels.</p>
115 <p align="justify">
116 Clerics can gain from 1 to 8 extra hit points on reaching a new experience
117 level.</p>
118 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.4 The Thief</span></strong></p>
119 <p align="justify">
120 A thief is exceptionally dextrous and has a good chance to set a trap or rob
121 a monster. Any type of character can try to set a trap or steal from a
122 monster standing next to the character, but the chances of success are low
123 compared to a thief's chances.
124 </p>
125 <p align="justify">
126 By their nature, thieves can automatically detect all the gold on the
127 current level of the dungeon. They are also good at detecting hidden traps.
128 Because thieves slink along, they are not as likely as other characters to
129 wake sleeping monsters. If a thief manages to sneak up on a creature without
130 waking it, he will get a chance to backstab the monster. When this is done,
131 the damage done by the thief greatly increases based on his experience
132 level.</p>
133 <p align="justify">
134 Thieves gain from 1 to 6 extra hit points from a new experience level.
135 </p>
136 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.5
137 CONSTITUTION</span></strong></p>
138 <p align="justify">Every character has a constitution rating. A character with
139 an exceptionally good constitution will gain more than the normal amount of hit
140 points associated with the character's class when the character reaches a new
141 experience level. Exceptional constitution also provides better protection
142 versus poison-based attacks and diseases.</p>
143 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.6 Experience Levels</span></strong></p>
144 <p align="justify">
145 Characters gain experience for killing monsters, stealing from monsters, and
146 turning monsters. Each character class has a set of thresholds associated
147 with it. When a character reaches a threshold, the character attains the
148 next experience level. This new level brings extra hit points and a greater
149 chance of success in performing the abilities associated with the
150 character's class. Magicians receive new spells, and clerics receive new
151 prayers.</p>
152 <p align="justify">
153 Thieves have the lowest threshold for gaining experience levels, followed by
154 clerics. Fighters are next, and magicians have the highest threshold.</p>
155 <h3 align="justify">
156 3. THE SCREEN</h3>
157 <p align="justify">
158 During the normal course of play, the screen consists of three separate
159 sections: the top line of the terminal, the bottom two lines of the
160 terminal, and the remaining middle lines. The top line reports actions which
161 occur during the game, the middle section depicts the dungeon, and the
162 bottom lines describe the player's current condition.</p>
163 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.1 The Top Line</span></strong>
164 <p align="justify">
165 Whenever anything happens to the player, such as finding a scroll or hitting
166 or being hit by a monster, a short report of the occurrence appears on the
167 top line of the screen. When such reports occur quickly, one right after
168 another, the game displays the notice followed by the prompt '--More--.'
169 After reading this notice, the player can press a space to display the next
170 message. At such a point, the game ignores all commands until the player
171 presses a space.</p>
172 <p align="justify">
173 <strong>
174 <span style="FONT-VARIANT: small-caps">3.2 The Dungeon Section</span></strong>
175 <p align="justify">
176 The large middle section of the screen displays the player's surroundings using
177 the following symbols:
178 </p>
179 <p>
180 <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table3" cellspacing="3">
181 <tr>
182 <td align="middle">|</td>
183 <td>&nbsp;&nbsp;&nbsp;&nbsp;
184 </td>
185 <td>A wall of a room.</td>
186 </tr>
187 <tr>
188 <td align="middle">-</td>
189 <td>&nbsp;</td>
190 <td>A wall of a room.</td>
191 </tr>
192 <tr>
193 <td align="middle">*</td>
194 <td>&nbsp;</td>
195 <td>A pile of gold.</td>
196 </tr>
197 <tr>
198 <td align="middle">%</td>
199 <td>&nbsp;</td>
200 <td>A way to the next level.</td>
201 </tr>
202 <tr>
203 <td align="middle">+</td>
204 <td>&nbsp;</td>
205 <td>A doorway.</td>
206 </tr>
207 <tr>
208 <td align="middle">.</td>
209 <td>&nbsp;</td>
210 <td>The floor in a room.</td>
211 </tr>
212 <tr>
213 <td align="middle">@</td>
214 <td>&nbsp;</td>
215 <td>The player.</td>
216 </tr>
217 <tr>
218 <td align="middle">_</td>
219 <td>&nbsp;</td>
220 <td>The player, when invisible.</td>
221 </tr>
222 <tr>
223 <td align="middle">#</td>
224 <td>&nbsp;</td>
225 <td>The floor in a passageway.</td>
226 </tr>
227 <tr>
228 <td align="middle">!</td>
229 <td>&nbsp;</td>
230 <td>A flask containing a potion.</td>
231 </tr>
232 <tr>
233 <td align="middle">?</td>
234 <td>&nbsp;</td>
235 <td>A sealed scroll.</td>
236 </tr>
237 <tr>
238 <td align="middle">:</td>
239 <td>&nbsp;</td>
240 <td>Some food.</td>
241 </tr>
242 <tr>
243 <td align="middle">)</td>
244 <td>&nbsp;</td>
245 <td>A weapon.</td>
246 </tr>
247 <tr>
248 <td align="middle">&nbsp;</td>
249 <td nowrap>&nbsp;</td>
250 <td nowrap>Solid rock (denoted by a space).</td>
251 </tr>
252 <tr>
253 <td align="middle">]</td>
254 <td>&nbsp;</td>
255 <td>Some armor.</td>
256 </tr>
257 <tr>
258 <td align="middle">;</td>
259 <td>&nbsp;</td>
260 <td>A miscellaneous magic item.</td>
261 </tr>
262 <tr>
263 <td align="middle">,</td>
264 <td>&nbsp;</td>
265 <td>An artifact.</td>
266 </tr>
267 <tr>
268 <td align="middle">=</td>
269 <td>&nbsp;</td>
270 <td>A ring.</td>
271 </tr>
272 <tr>
273 <td align="middle">/</td>
274 <td>&nbsp;</td>
275 <td>A wand or a staff.</td>
276 </tr>
277 <tr>
278 <td align="middle">^</td>
279 <td>&nbsp;</td>
280 <td>The entrance to a trading post.</td>
281 </tr>
282 <tr>
283 <td align="middle">&gt;</td>
284 <td>&nbsp;</td>
285 <td>A trapdoor leading to the next level</td>
286 </tr>
287 <tr>
288 <td align="middle">{</td>
289 <td>&nbsp;</td>
290 <td>An arrow trap</td>
291 </tr>
292 <tr>
293 <td align="middle">$</td>
294 <td>&nbsp;</td>
295 <td>A sleeping gas trap</td>
296 </tr>
297 <tr>
298 <td align="middle">}</td>
299 <td>&nbsp;</td>
300 <td>A beartrap</td>
301 </tr>
302 <tr>
303 <td align="middle">~</td>
304 <td>&nbsp;</td>
305 <td>A trap that teleports you somewhere else</td>
306 </tr>
307 <tr>
308 <td align="middle">`</td>
309 <td>&nbsp;</td>
310 <td>A poison dart trap</td>
311 </tr>
312 <tr>
313 <td align="middle">"</td>
314 <td>&nbsp;</td>
315 <td>a shimmering magic pool</td>
316 </tr>
317 <tr>
318 <td align="middle">'</td>
319 <td>&nbsp;</td>
320 <td>An entrance to a maze</td>
321 </tr>
322 <tr>
323 <td align="middle">$</td>
324 <td>&nbsp;</td>
325 <td>Any magical item. (During magic detection)</td>
326 </tr>
327 <tr>
328 <td align="middle">&gt;</td>
329 <td nowrap>&nbsp;</td>
330 <td nowrap>A blessed magical item. (During magic detection)</td>
331 </tr>
332 <tr>
333 <td align="middle">&lt;</td>
334 <td>&nbsp;</td>
335 <td>A cursed magical item. (During magic detection)</td>
336 </tr>
337 <tr>
338 <td align="middle">A letter</td>
339 <td>&nbsp;</td>
340 <td>A monster. Note that a given letter may signify<br>
341 multiple monsters, depending on the level of the<br>
342 dungeon. The player can always identify a current<br>
343 monster by using the identify command ('/').</td>
344 </tr>
345 </table>
346 </p>
347 <p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.3 The Status Section</span></strong></p>
348 <p align="justify">
349 The bottom two lines of the screen describe the player's current status. The
350 first line gives the player's characteristics:
351 </p>
352 <ul>
353 <li>
354 <p align="justify">Intelligence (Int)</p>
355 <li>
356 <p align="justify">Strength (Str)</p>
357 <li>
358 <p align="justify">Wisdom (Wis)</p>
359 <li>
360 <p align="justify">Dexterity (Dxt)</p>
361 <li>
362 <p align="justify">Constitution (Const)</p>
363 <li>
364 <p align="justify">Charisma (Char)</p>
365 <li>
366 <p align="justify">Encumbrance (Carry)</p>
367 </li>
368 </ul>
369 <p align="justify">
370 Intelligence, strength, wisdom, dexterity, and constitution have a normal
371 maximum of 25, but can be higher when augmented by a ring. Encumbrance is a
372 measurement of how much the player can carry versus how much he is currently
373 carrying. The more you carry relative to your maximum causes you to use more
374 food.</p>
375 <p align="justify">
376 The second status line provides the following information:
377 </p>
378 <ul>
379 <li>
380 <p align="justify">The current level (Lvl) in the dungeon. This number
381 increases as the player goes further down.</p>
382 <li>
383 <p align="justify">How much gold (Au) the player is carrying.</p>
384 <li>
385 <p align="justify">The player's current number of hit points (Hp), followed
386 in parentheses by the player's current maximum number of hit points. Hit
387 points express the player's health. As a player heals by resting, the
388 player's current hit points gradually increase until reaching the current
389 maximum. This maximum increases each time a player attains a new experience
390 level. If the player's current hit points reach 0, the player dies.</p>
391 <li>
392 <p align="justify">The player's armor class (Ac). This number describes the
393 amount of protection provided by the armor and rings currently worn by the
394 player. Wearing no armor is equivalent to an armor class of 10. The
395 protection level increases as the armor class decreases.</p>
396 <li>
397 <p align="justify">The player's current experience level (Exp) followed by
398 the player's experience points. The player can gain experience points by
399 killing monsters, successfully stealing from monsters, and turning monsters.
400 When a player gains enough experience points to surpass a threshold that
401 depends on the player's character type, the player reaches a new experience
402 level. A new experience level brings extra hit points and possibly added
403 abilities, such as a new spell for a magician or a new prayer for a cleric.</p>
404 <li>
405 <p align="justify">A description of the player's character. This description
406 depends on the player's character type and experience level.</p>
407 </li>
408 </ul>
409 <h3 align="justify">4. COMMANDS</h3>
410 <p align="justify">
411 A player can invoke most Rogue commands by typing a single character. Some
412 commands, however, require a direction, in which case the player types the
413 command character followed by a directional command. Many commands can be
414 prefaced by a number, indicating how many times the command should be
415 executed.</p>
416 <p align="justify">
417 When the player invokes a command referring to an item in the player's pack
418 (such as reading a scroll), the game prompts for the item. The player should
419 then type the letter associated with the item, as displayed by the inventory
420 command. Typing a '*' at this point produces a list of the eligible items.</p>
421 <p align="center"><b><i>Rogue understands the following commands:</i></b></p>
422 <p>
423 <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table4" cellspacing="3">
424 <tr>
425 <td align="middle" valign="top">?</td>
426 <td>&nbsp;&nbsp;&nbsp;</td>
427 <td>Preceding a command by a '?' produces a brief explanation of the command. The
428 command '?*' gives an explanation of all the commands.</td>
429 </tr>
430 <tr>
431 <td align="middle" valign="top">/</td>
432 <td>&nbsp;</td>
433 <td>Preceding a symbol by a '/' identifies the symbol.</td>
434 </tr>
435 <tr>
436 <td align="middle" valign="top">h</td>
437 <td>&nbsp;</td>
438 <td>Move one position to the left.</td>
439 </tr>
440 <tr>
441 <td align="middle" valign="top">j</td>
442 <td>&nbsp;</td>
443 <td>Move one position down.</td>
444 </tr>
445 <tr>
446 <td align="middle" valign="top">k</td>
447 <td>&nbsp;</td>
448 <td>Move one position up.</td>
449 </tr>
450 <tr>
451 <td align="middle" valign="top">l</td>
452 <td>&nbsp;</td>
453 <td>Move one position to the right.</td>
454 </tr>
455 <tr>
456 <td align="middle" valign="top">y</td>
457 <td height="21">&nbsp;</td>
458 <td height="21">Move one position to the top left.</td>
459 </tr>
460 <tr>
461 <td align="middle" valign="top">u</td>
462 <td>&nbsp;</td>
463 <td>Move one position to the top right.</td>
464 </tr>
465 <tr>
466 <td align="middle" valign="top">b</td>
467 <td>&nbsp;</td>
468 <td>Move one position to the bottom left.</td>
469 </tr>
470 <tr>
471 <td align="middle" valign="top">n</td>
472 <td>&nbsp;</td>
473 <td>Move one position to the bottom right</td>
474 </tr>
475 <tr>
476 <td align="middle" valign="top">H</td>
477 <td>&nbsp;</td>
478 <td>Run to the left until reaching something interesting.</td>
479 </tr>
480 <tr>
481 <td align="middle" valign="top">J</td>
482 <td>&nbsp;</td>
483 <td>Run down until reaching something interesting.</td>
484 </tr>
485 <tr>
486 <td align="middle" valign="top">K</td>
487 <td>&nbsp;</td>
488 <td>Run up until reaching something interesting.</td>
489 </tr>
490 <tr>
491 <td align="middle" valign="top">L</td>
492 <td>&nbsp;</td>
493 <td>Run to the right until reaching something interesting.</td>
494 </tr>
495 <tr>
496 <td align="middle" valign="top">Y</td>
497 <td>&nbsp;</td>
498 <td>Run to the top left until reaching something interesting.</td>
499 </tr>
500 <tr>
501 <td align="middle" valign="top">U</td>
502 <td>&nbsp;</td>
503 <td>Run to the top right until reaching something interesting.</td>
504 </tr>
505 <tr>
506 <td align="middle" valign="top">B</td>
507 <td>&nbsp;</td>
508 <td>Run to the bottom left until reaching something interesting.</td>
509 </tr>
510 <tr>
511 <td align="middle" valign="top">N</td>
512 <td>&nbsp;</td>
513 <td>Run to the bottom right until reaching something interesting</td>
514 </tr>
515 <tr>
516 <td align="middle" valign="top">t</td>
517 <td>&nbsp;</td>
518 <td>This command, followed by a directional command, prompts for an
519 object from the players pack. The player then throws the object in the
520 specified direction.</td>
521 </tr>
522 <tr>
523 <td align="middle" valign="top">f</td>
524 <td>&nbsp;</td>
525 <td>When this command precedes a directional command, the player moves
526 in the specified direction until passing something interesting.</td>
527 </tr>
528 <tr>
529 <td align="middle" valign="top">z</td>
530 <td>&nbsp;</td>
531 <td>This command must be followed by a directional command. Rogue then
532 prompts for a wand or staff from the player's pack and zaps it in the
533 specified direction.</td>
534 </tr>
535 <tr>
536 <td align="middle" valign="top">&gt;</td>
537 <td>&nbsp;</td>
538 <td>Go down to the next level.</td>
539 </tr>
540 <tr>
541 <td align="middle" valign="top">&lt;</td>
542 <td>&nbsp;</td>
543 <td>Go up to the next level.</td>
544 </tr>
545 <tr>
546 <td align="middle" valign="top">s</td>
547 <td>&nbsp;</td>
548 <td>Search for a secret door or a trap in the circle surrounding the player.</td>
549 </tr>
550 <tr>
551 <td align="middle" valign="top">.</td>
552 <td>&nbsp;</td>
553 <td>This command (a dot) causes the player to rest a turn.</td>
554 </tr>
555 <tr>
556 <td align="middle" valign="top">i</td>
557 <td>&nbsp;</td>
558 <td>Display an inventory of the player's pack.</td>
559 </tr>
560 <tr>
561 <td align="middle" valign="top">I</td>
562 <td>&nbsp;</td>
563 <td>This command prompts for an item from the player's pack and displays
564 the inventory information for that item.</td>
565 </tr>
566 <tr>
567 <td align="middle" valign="top">q</td>
568 <td>&nbsp;</td>
569 <td>Quaff a potion from the player's pack.</td>
570 </tr>
571 <tr>
572 <td align="middle" valign="top">r</td>
573 <td>&nbsp;</td>
574 <td>Read a scroll from the player's pack.</td>
575 </tr>
576 <tr>
577 <td align="middle" valign="top">e</td>
578 <td>&nbsp;</td>
579 <td>Eat some food from the player's pack.</td>
580 </tr>
581 <tr>
582 <td align="middle" valign="top">w</td>
583 <td>&nbsp;</td>
584 <td>Wield a weapon from the player's pack.</td>
585 </tr>
586 <tr>
587 <td align="middle" valign="top">W</td>
588 <td>&nbsp;</td>
589 <td>Wear some armor or miscellaneous magic item from the player's pack.</td>
590 </tr>
591 <tr>
592 <td align="middle" valign="top">T</td>
593 <td>&nbsp;</td>
594 <td>Take off whatever the player is wearing.</td>
595 </tr>
596 <tr>
597 <td align="middle" valign="top">P</td>
598 <td>&nbsp;</td>
599 <td>Put on a ring from the player's pack. The player can wear a maximum
600 of eight rings.</td>
601 </tr>
602 <tr>
603 <td align="middle" valign="top">R</td>
604 <td>&nbsp;</td>
605 <td>Remove a ring from the player's hand.</td>
606 </tr>
607 <tr>
608 <td align="middle" valign="top">^U</td>
609 <td>&nbsp;</td>
610 <td>Use a miscellaneous magic item in the player's pack.</td>
611 </tr>
612 <tr>
613 <td align="middle" valign="top">d</td>
614 <td>&nbsp;</td>
615 <td>Drop an item from the player's pack.</td>
616 </tr>
617 <tr>
618 <td align="middle" valign="top">c</td>
619 <td>&nbsp;</td>
620 <td>When the player types this command, Rogue prompts for an item from
621 the player's pack and a one-line name. Rogue then calls all similar
622 items (such as all the blue potions) by the specified name.</td>
623 </tr>
624 <tr>
625 <td align="middle" valign="top">m</td>
626 <td>&nbsp;</td>
627 <td>When the player types this command, Rogue prompts for an item from
628 the player's pack and a one-line name. Rogue then marks the specified
629 item with the given name.</td>
630 </tr>
631 <tr>
632 <td align="middle" valign="top">o</td>
633 <td>&nbsp;</td>
634 <td>Typing this command causes Rogue to display all the settable
635 options. The player can then merely examine the options or change any or
636 all of them.</td>
637 </tr>
638 <tr>
639 <td align="middle" valign="top">C</td>
640 <td>&nbsp;</td>
641 <td>This command, restricted to magicians and characters with
642 exceptionally high intelligence, produces a listing of the magician's
643 current supply of spells. The player can select one of the displayed
644 spells and, if the player's energy level is sufficiently high, cast it.
645 The more complicated the spell, the more energy it takes.</td>
646 </tr>
647 <tr>
648 <td align="middle" valign="top">p</td>
649 <td>&nbsp;</td>
650 <td>This command, restricted to clerics and characters with
651 exceptionally high wisdom, produces a listing of the cleric's known
652 prayers. The player can then offer one of these prayers to the
653 character's deity. Deities are not known for favoring characters which
654 continually pray to them, and they are most likely to answer the least
655 &quot;ambitious&quot; prayers.</td>
656 </tr>
657 <tr>
658 <td align="middle" valign="top">a</td>
659 <td>&nbsp;</td>
660 <td>This command is restricted to clerics and characters with
661 exceptionally high wisdom and must be followed by a directional command.
662 If there is an &quot;undead&quot; monster standing next to the player in the
663 specified direction, there is a chance the player will affect the
664 monster by causing it to flee or possibly even destroying it.</td>
665 </tr>
666 <tr>
667 <td align="middle" valign="top">^</td>
668 <td>&nbsp;</td>
669 <td>This command sets a trap and is most likely to succeed for a
670 character with a high dexterity, such as a thief. If the character is
671 successful, Rogue prompts the player for a type of trap and sets it
672 where the player is standing.</td>
673 </tr>
674 <tr>
675 <td align="middle" valign="top">G</td>
676 <td>&nbsp;</td>
677 <td>This command is restricted to thieves. It causes Rogue to display
678 all the gold on the current level.</td>
679 </tr>
680 <tr>
681 <td align="middle" valign="top">D</td>
682 <td>&nbsp;</td>
683 <td>Dip something into a magic pool.</td>
684 </tr>
685 <tr>
686 <td align="middle" valign="top">^T</td>
687 <td height="22">&nbsp;</td>
688 <td height="22">This command is most likely to succeed for a character
689 with a high dexterity, such as a thief, and it must be followed by a
690 directional command. If there is a monster standing next to the player
691 in the specified direction, the player tries to steal an item from the
692 monster's pack. If the player is successful, the monster does not notice
693 anything, but if the player is unsuccessful, there is a chance the
694 monster will wake up.</td>
695 </tr>
696 <tr>
697 <td align="middle" valign="top">^L</td>
698 <td>&nbsp;</td>
699 <td>Redraw the screen.</td>
700 </tr>
701 <tr>
702 <td align="middle" valign="top">^R</td>
703 <td>&nbsp;</td>
704 <td>Repeat the last message that was displayed on the top line of the screen.</td>
705 </tr>
706 <tr>
707 <td align="middle" valign="top">Escape (^[)</td>
708 <td>&nbsp;</td>
709 <td>Typing an escape will usually cause Rogue to cancel the current command.</td>
710 </tr>
711 <tr>
712 <td align="middle" valign="top">v</td>
713 <td>&nbsp;</td>
714 <td>Print the current Rogue version number.</td>
715 </tr>
716 <tr>
717 <td align="middle" valign="top">!</td>
718 <td>&nbsp;</td>
719 <td>Escape to the shell level.</td>
720 </tr>
721 <tr>
722 <td align="middle" valign="top">S</td>
723 <td>&nbsp;</td>
724 <td>Quit and save the game for resumption at a later time.</td>
725 </tr>
726 <tr>
727 <td align="middle" valign="top">Q</td>
728 <td>&nbsp;</td>
729 <td>Quit without saving the game.</td>
730 </tr>
731 </table>
732 </p>
733 <h3 align="justify">5. IMPLICIT COMMANDS</h3>
734 <p align="justify">
735 There is no &quot;attack&quot; command. If a player wishes to attack a monster, the
736 player simply tries to move onto the spot where the monster is standing. The
737 game then assumes that the player wishes to attack the monster with whatever
738 weapon the player is wielding.</p>
739 <p align="justify">
740 When the player moves onto an item, the game automatically places the object
741 into the player's pack. If there is no room left in the pack, the game
742 announces that fact and leaves the item on the floor.</p>
743 <h3 align="justify">6. LIGHT</h3>
744 <p align="justify">
745 Some rooms in the dungeon possess a natural light source. In other rooms and
746 in corridors the player can see only those things within a one space radius
747 from the player. These dark rooms can be lit with magical light or by a fire
748 beetle.</p>
749 <h3 align="justify">7. WEAPONS AND ARMOR</h3>
750 <p align="justify">
751 The player can wield exactly one weapon at a time. When the player attacks a
752 monster, the amount of damage depends on the particular weapon the player is
753 wielding. To fire a projectile weapon, such as a crossbow or a short bow,
754 the player should wield the bow and &quot;throw&quot; the bolt or arrow at the
755 monster.</p>
756 <p align="justify">
757 A weapon may be cursed or blessed, affecting the likelihood of hitting a
758 monster with the weapon and the damage the weapon will inflict on the
759 monster. If the player has identified a weapon, the &quot;to hit&quot; and &quot;to damage&quot;
760 bonuses appear in that order before the weapon's name in an inventory
761 listing. A positive bonus indicates a blessed weapon, and a negative bonus
762 usually indicates a cursed weapon. The player cannot release a cursed
763 weapon.</p>
764 <p align="justify">
765 Without any armor the player has an armor class of 10. The lower the
766 player's armor class, the harder it is for a monster to hit the player, so
767 wearing armor can improve the player's armor class. A cursed suit of armor,
768 however, offers poor protection and may sometimes be worse than no armor at
769 all.</p>
770 <p align="justify">
771 After the player has identified a suit of armor, the protection bonus
772 appears before the armor's name in an inventory listing. If the bonus is
773 positive the armor is blessed, and if it is negative, the armor is usually
774 cursed. The player cannot remove a cursed suit of armor.</p>
775 <p align="justify">
776 Some monsters can corrode armor when they hit it. If such a monster hits the
777 player when the player is wearing metal armor, the armor loses some of its
778 protection value, but the corrosion does not curse the armor.</p>
779 <h3 align="justify">8. POTIONS AND SCROLLS</h3>
780 <p align="justify">
781 The player can frequently find potions and scrolls in the dungeon. In any
782 given dungeon, the player can distinguish among the different types of
783 potions by a potion's color and among the different types of scrolls by a
784 scroll's name. Quaffing a potion or reading a scroll usually causes some
785 magical occurrence. Most potions and scrolls may be cursed or blessed.</p>
786 <h3 align="justify">9. RINGS</h3>
787 <p align="justify">
788 The player can wear a maximum of eight rings, and they have a magical effect
789 on the player as long as they are worn. Some rings also speed up the
790 player's metabolism, making the player require food more often. Many rings
791 can be cursed or blessed, and the player cannot remove a cursed ring. The
792 player can distinguish among different types of rings by a ring's jewel.</p>
793 <h3 align="justify">10. WANDS AND STAVES</h3>
794 <p align="justify">
795 Wands and staves affect the player's environment. The player can zap a wand
796 or staff at something and perhaps shoot a bolt of lightning at it or
797 teleport it away. All wands or staves of the same type are constructed with
798 the same type of wood. Some wands and staves may be cursed or blessed.</p>
799 <h3 align="justify">11. FOOD</h3>
800 <p>The player must be careful not to run out of food since moving through the
801 dungeon fighting monsters consumes a lot of energy. Starving results in the
802 player's fainting for increasingly longer periods of time, during which any
803 nearby monster can attack the player freely. </p>
804 <h3 align="justify">12. GOLD</h3>
805 <p>Gold has one use in a dungeon: buying things. One can buy things in two ways,
806 either in a trading post or from a quartermaster. A trading post is a place
807 &quot;between levels&quot; of the dungeon and can be entered by stepping on the entrance.
808 A quartermaster is a person who will sometimes appear and will try to sell the
809 player some of his wares. These wares are never cursed and frequently blessed,
810 though blessed goods cost more than normal goods. If the player chooses to buy
811 one of the quartermaster's items, the quartermaster trades the item for the
812 specified amount of gold and disappears. Attacking a quartermaster causes him to
813 vanish without offering a trade. </p>
814 <h3 align="justify">13. MISCELLANEOUS MAGIC ITEMS</h3>
815 <p align="justify">
816 Miscellaneous items such as a pair of boots or a book may be found within
817 the dungeon. These items can usually be used to the player's advantage
818 (assuming they are not cursed). Some of these items can be worn, such as a
819 cloak, while others are to be used, such as a book.</p>
820 <h3 align="justify">14. ARTIFACTS</h3>
821 <p align="justify">
822 Some monsters down in the depths of the dungeon carry unique artifacts. The
823 game begins as a quest to retrieve one of these items. Each artifact appears
824 only on its owner's person.</p>
825 <h3 align="justify">15. TRAPS</h3>
826 <p align="justify">
827 &nbsp;A variety of traps, including trap doors, bear traps, and sleeping
828 traps, are hidden in the dungeon. They remain hidden until sprung by a
829 monster or the player. A sprung trap continues to function, but since it is
830 visible, an intelligent monster is not likely to tread on it.</p>
831 <h3 align="justify">16. THE MONSTERS</h3>
832 <p align="justify">
833 Each monster except for the merchant quartermaster appears in a limited
834 range of dungeon levels. All monsters of the same type share the same
835 abilities; all giant rats, for example, can give the player a disease, and
836 all jackalweres can put the player to sleep. Monsters of the same type can
837 vary, however, such that one kobold may be much more difficult to kill than
838 another one. In general, the more difficult it is to kill a monster, the
839 more experience points the monster is worth.</p>
840 <p align="justify">
841 Most monsters attack by biting and clawing, but some monsters carry weapons,
842 including such projectile weapons as short bows and crossbows, and some
843 monsters have breath weapons. These latter monsters can attack the player
844 from across a room or down a corridor.</p>
845 <p align="justify">
846 Some monsters are more intelligent than others, and the more intelligent a
847 monster, the more likely that the monster will run away if it is about to
848 die. A fleeing monster will not attack the player unless cornered.</p>
849 <p align="justify">As the player moves down in the dungeon, the monsters get
850 more powerful. Deep down in the dungeon there exist some one-of-a-kind monsters.
851 These monsters are greatly feared. However, once a &quot;unique monster&quot; is killed,
852 the player will not find another in the current dungeon.</p>
853 <h3 align="justify">17. OPTIONS</h3>
854 <p align="justify">
855 Rogue has several options which may be set by the player:
856 </p>
857 <p>
858 <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table5" cellspacing="3">
859 <tr>
860 <td valign="top">terse</td>
861 <td>&nbsp;&nbsp;</td>
862 <td>Setting this Boolean option results in shorter messages appearing on
863 the top line of the screen.</td>
864 </tr>
865 <tr>
866 <td valign="top">jump</td>
867 <td>&nbsp;</td>
868 <td>Setting this Boolean option results in waiting until the player has
869 finished running to draw the player's path. Otherwise the game always
870 displays the path one step at a time.</td>
871 </tr>
872 <tr>
873 <td valign="top">step</td>
874 <td>&nbsp;</td>
875 <td>Setting this Boolean option results in most listings, such as an
876 inventory, appearing one item at a time on the top line of the screen.
877 When this option is not set, the game clears the screen, displays the
878 list, and then redraws the dungeon.</td>
879 </tr>
880 <tr>
881 <td valign="top">flush</td>
882 <td>&nbsp;</td>
883 <td>Setting this Boolean option results in flushing all type ahead
884 (pending) commands when the player encounters a monster.</td>
885 </tr>
886 <tr>
887 <td valign="top">askme</td>
888 <td nowrap>&nbsp;</td>
889 <td>Setting this Boolean option results in the game prompting the player
890 for a name upon encountering a new type of scroll, potion, ring, staff,
891 or wand.</td>
892 </tr>
893 <tr>
894 <td valign="top">name</td>
895 <td>&nbsp;</td>
896 <td>This string is the player's name and defaults to the player's
897 account name.</td>
898 </tr>
899 <tr>
900 <td valign="top">fruit</td>
901 <td>&nbsp;</td>
902 <td>This string identifies the player's favorite fruit, sometimes
903 encountered in the dungeon. It defaults to slime-mold.</td>
904 </tr>
905 <tr>
906 <td valign="top">file</td>
907 <td>&nbsp;</td>
908 <td>This string, which defaults to rogue.save, specifies the file to use
909 for saving the game.</td>
910 </tr>
911 <tr>
912 <td valign="top">score</td>
913 <td>&nbsp;</td>
914 <td>This string identifies the top-ten score file to use for the game.</td>
915 </tr>
916 <tr>
917 <td valign="top">class</td>
918 <td>&nbsp;</td>
919 <td>This option specifies the character class of the rogue. It can be
920 set only in the ROGUEOPTS environment variable.</td>
921 </tr>
922 </table>
923 </p>
924 <p align="justify">
925 The player can set options at the beginning of a game via the ROGUEOPTS
926 environment variable. Naming a Boolean option sets it, and preceding the
927 Boolean option name by &quot;no&quot; clears it. The syntax &quot;stringoption=name&quot; sets a
928 string option to &quot;name.&quot; So setting ROGUEOPTS to &quot;terse, jump, nostep,
929 flush, askme, name=Ivan the Terrible, fruit=pomegranate&quot; would set the
930 terse, jump, flush, and askme Boolean options, clear the step Boolean
931 option, set the player's name to &quot;Ivan the Terrible,&quot; set the player's
932 favorite fruit to a pomegranate, and use the defaults for the save file and
933 the score file.</p>
934 <p align="justify">
935 The player may change an option at any time during the game via the option
936 command, which results in a listing of the current options. Typing a new
937 value changes the option, a RETURN moves to the next option, a '-' moves to
938 the previous option, and an ESCAPE returns the player to the dungeon.</p>
939 <h3 align="justify">18. SCORING</h3>
940 <p>The player receives experience points for stealing items from monsters,
941 turning monsters (a clerical ability), and killing monsters. When the player
942 gets killed, the player's score equals the player's experience points. A player
943 who quits gets a score equal to the player's experience points and gold. If the
944 player makes it back up out of the dungeon, the player's score equals the
945 player's experience points plus the gold the player carried and the gold
946 received from selling the player's possessions. Rogue maintains a list of the
947 top ten scores to date, together with the name of the player obtaining the
948 score, the level where the player finished, and the manner in which the player
949 ended the game.</p>
950 <h3 align="justify">19. ACKNOWLEDGEMENTS</h3>
951 <p align="justify">
952 This version of Rogue is based on a version developed at the University of
953 California at Berkeley by Michael Toy and Ken Arnold.</p>