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Import Advanced Rogue 5.8 from the Roguelike Restoration Project (r1490)
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date | Thu, 09 Aug 2012 22:58:48 +0000 |
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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&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&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"> </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"> </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 "undead" | |
110 beings, like zombies and ghouls, which became monsters after they died. If | |
111 an "undead" 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> | |
184 </td> | |
185 <td>A wall of a room.</td> | |
186 </tr> | |
187 <tr> | |
188 <td align="middle">-</td> | |
189 <td> </td> | |
190 <td>A wall of a room.</td> | |
191 </tr> | |
192 <tr> | |
193 <td align="middle">*</td> | |
194 <td> </td> | |
195 <td>A pile of gold.</td> | |
196 </tr> | |
197 <tr> | |
198 <td align="middle">%</td> | |
199 <td> </td> | |
200 <td>A way to the next level.</td> | |
201 </tr> | |
202 <tr> | |
203 <td align="middle">+</td> | |
204 <td> </td> | |
205 <td>A doorway.</td> | |
206 </tr> | |
207 <tr> | |
208 <td align="middle">.</td> | |
209 <td> </td> | |
210 <td>The floor in a room.</td> | |
211 </tr> | |
212 <tr> | |
213 <td align="middle">@</td> | |
214 <td> </td> | |
215 <td>The player.</td> | |
216 </tr> | |
217 <tr> | |
218 <td align="middle">_</td> | |
219 <td> </td> | |
220 <td>The player, when invisible.</td> | |
221 </tr> | |
222 <tr> | |
223 <td align="middle">#</td> | |
224 <td> </td> | |
225 <td>The floor in a passageway.</td> | |
226 </tr> | |
227 <tr> | |
228 <td align="middle">!</td> | |
229 <td> </td> | |
230 <td>A flask containing a potion.</td> | |
231 </tr> | |
232 <tr> | |
233 <td align="middle">?</td> | |
234 <td> </td> | |
235 <td>A sealed scroll.</td> | |
236 </tr> | |
237 <tr> | |
238 <td align="middle">:</td> | |
239 <td> </td> | |
240 <td>Some food.</td> | |
241 </tr> | |
242 <tr> | |
243 <td align="middle">)</td> | |
244 <td> </td> | |
245 <td>A weapon.</td> | |
246 </tr> | |
247 <tr> | |
248 <td align="middle"> </td> | |
249 <td nowrap> </td> | |
250 <td nowrap>Solid rock (denoted by a space).</td> | |
251 </tr> | |
252 <tr> | |
253 <td align="middle">]</td> | |
254 <td> </td> | |
255 <td>Some armor.</td> | |
256 </tr> | |
257 <tr> | |
258 <td align="middle">;</td> | |
259 <td> </td> | |
260 <td>A miscellaneous magic item.</td> | |
261 </tr> | |
262 <tr> | |
263 <td align="middle">,</td> | |
264 <td> </td> | |
265 <td>An artifact.</td> | |
266 </tr> | |
267 <tr> | |
268 <td align="middle">=</td> | |
269 <td> </td> | |
270 <td>A ring.</td> | |
271 </tr> | |
272 <tr> | |
273 <td align="middle">/</td> | |
274 <td> </td> | |
275 <td>A wand or a staff.</td> | |
276 </tr> | |
277 <tr> | |
278 <td align="middle">^</td> | |
279 <td> </td> | |
280 <td>The entrance to a trading post.</td> | |
281 </tr> | |
282 <tr> | |
283 <td align="middle">></td> | |
284 <td> </td> | |
285 <td>A trapdoor leading to the next level</td> | |
286 </tr> | |
287 <tr> | |
288 <td align="middle">{</td> | |
289 <td> </td> | |
290 <td>An arrow trap</td> | |
291 </tr> | |
292 <tr> | |
293 <td align="middle">$</td> | |
294 <td> </td> | |
295 <td>A sleeping gas trap</td> | |
296 </tr> | |
297 <tr> | |
298 <td align="middle">}</td> | |
299 <td> </td> | |
300 <td>A beartrap</td> | |
301 </tr> | |
302 <tr> | |
303 <td align="middle">~</td> | |
304 <td> </td> | |
305 <td>A trap that teleports you somewhere else</td> | |
306 </tr> | |
307 <tr> | |
308 <td align="middle">`</td> | |
309 <td> </td> | |
310 <td>A poison dart trap</td> | |
311 </tr> | |
312 <tr> | |
313 <td align="middle">"</td> | |
314 <td> </td> | |
315 <td>a shimmering magic pool</td> | |
316 </tr> | |
317 <tr> | |
318 <td align="middle">'</td> | |
319 <td> </td> | |
320 <td>An entrance to a maze</td> | |
321 </tr> | |
322 <tr> | |
323 <td align="middle">$</td> | |
324 <td> </td> | |
325 <td>Any magical item. (During magic detection)</td> | |
326 </tr> | |
327 <tr> | |
328 <td align="middle">></td> | |
329 <td nowrap> </td> | |
330 <td nowrap>A blessed magical item. (During magic detection)</td> | |
331 </tr> | |
332 <tr> | |
333 <td align="middle"><</td> | |
334 <td> </td> | |
335 <td>A cursed magical item. (During magic detection)</td> | |
336 </tr> | |
337 <tr> | |
338 <td align="middle">A letter</td> | |
339 <td> </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> </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> </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> </td> | |
438 <td>Move one position to the left.</td> | |
439 </tr> | |
440 <tr> | |
441 <td align="middle" valign="top">j</td> | |
442 <td> </td> | |
443 <td>Move one position down.</td> | |
444 </tr> | |
445 <tr> | |
446 <td align="middle" valign="top">k</td> | |
447 <td> </td> | |
448 <td>Move one position up.</td> | |
449 </tr> | |
450 <tr> | |
451 <td align="middle" valign="top">l</td> | |
452 <td> </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"> </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> </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> </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> </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> </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> </td> | |
483 <td>Run down until reaching something interesting.</td> | |
484 </tr> | |
485 <tr> | |
486 <td align="middle" valign="top">K</td> | |
487 <td> </td> | |
488 <td>Run up until reaching something interesting.</td> | |
489 </tr> | |
490 <tr> | |
491 <td align="middle" valign="top">L</td> | |
492 <td> </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> </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> </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> </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> </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> </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> </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> </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">></td> | |
537 <td> </td> | |
538 <td>Go down to the next level.</td> | |
539 </tr> | |
540 <tr> | |
541 <td align="middle" valign="top"><</td> | |
542 <td> </td> | |
543 <td>Go up to the next level.</td> | |
544 </tr> | |
545 <tr> | |
546 <td align="middle" valign="top">s</td> | |
547 <td> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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 "ambitious" prayers.</td> | |
656 </tr> | |
657 <tr> | |
658 <td align="middle" valign="top">a</td> | |
659 <td> </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 "undead" 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> </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> </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> </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"> </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> </td> | |
699 <td>Redraw the screen.</td> | |
700 </tr> | |
701 <tr> | |
702 <td align="middle" valign="top">^R</td> | |
703 <td> </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> </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> </td> | |
714 <td>Print the current Rogue version number.</td> | |
715 </tr> | |
716 <tr> | |
717 <td align="middle" valign="top">!</td> | |
718 <td> </td> | |
719 <td>Escape to the shell level.</td> | |
720 </tr> | |
721 <tr> | |
722 <td align="middle" valign="top">S</td> | |
723 <td> </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> </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 "attack" 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 "throw" 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 "to hit" and "to damage" | |
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 "between levels" 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 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 "unique monster" 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> </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> </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> </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> </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> </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> </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> </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> </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> </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> </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 "no" clears it. The syntax "stringoption=name" sets a | |
928 string option to "name." So setting ROGUEOPTS to "terse, jump, nostep, | |
929 flush, askme, name=Ivan the Terrible, fruit=pomegranate" would set the | |
930 terse, jump, flush, and askme Boolean options, clear the step Boolean | |
931 option, set the player's name to "Ivan the Terrible," 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> |