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1.1     ! rubenllo    1:
        !             2:
        !             3:
        !             4:
        !             5:
        !             6:                           The Dungeons of Doom
        !             7:
        !             8:                          AT&T Bell Laboratories
        !             9:                           The Dungeons of Doom
        !            10:
        !            11:
        !            12:        1.  INTRODUCTION
        !            13:
        !            14:            Rogue is a screen-oriented fantasy game set in the
        !            15:        ever-changing Dungeons of Doom. The game comes complete
        !            16:        with monsters, spells, weapons, armor, potions, and other
        !            17:        magical items.  The dungeon's geography changes with every
        !            18:        game, and although many magical items have certain
        !            19:        identifiable properties,        such as turning the player
        !            20:        invisible, the physical manifestation of        the magic changes
        !            21:        each game.  A red potion, for example, will cause the same
        !            22:        reaction        throughout a given game, but it may be a completely
        !            23:        different potion        in a new game.
        !            24:
        !            25:            Entering the dungeon with only a little food, armor,
        !            26:        and a weapon, the player        must develop a good strategy of
        !            27:        when to fight, when to run, and how to best use any magical
        !            28:        items found in the dungeon.  To make things interesting,        the
        !            29:        player has a quest to return one        of several unique
        !            30:        artifacts, rumored to lie deep in the dungeon's bowels.
        !            31:        Returning with this artifact brings great glory and the
        !            32:        title of        Complete Winner.  But even after finding the
        !            33:        artifact, the player may        wish to continue further to match
        !            34:        wits with an arch-devil,        demon prince, or even a deity found
        !            35:        far down        in the dungeon.  Defeating such a creature will
        !            36:        gain the        player many experience points, the basis for
        !            37:        scoring in Rogue.
        !            38:
        !            39:            It is very difficult to return from the Dungeons of
        !            40:        Doom.  Few people ever make it out alive.  Should this
        !            41:        unlikely        event occur, the player would be proclaimed a
        !            42:        complete        winner and handsomely rewarded for any booty
        !            43:        removed from the        dungeon.
        !            44:
        !            45:
        !            46:        2.  CHARACTER CLASSES AND ATTRIBUTES
        !            47:
        !            48:            Before placing the player in the dungeon, the game
        !            49:        requests        the player to select a character class:  a fighter,
        !            50:        a magic user, a cleric, or a thief.
        !            51:
        !            52:        2.1  The_Fighter
        !            53:
        !            54:            A fighter is very strong and will have a high strength
        !            55:        rating. This great strength gives a fighter the best odds
        !            56:        of winning a battle with        a monster.  At high experience
        !            57:        levels the fighter also gets to attack multiple times in        a
        !            58:        single turn.  This obviously further increases his chances
        !            59:        at winning battles.  Intrinsic to the fighter class is a
        !            60:        robustness which        results in 1 to 10 extra hit points for
        !            61:
        !            62:
        !            63:
        !            64:
        !            65:
        !            66:
        !            67:
        !            68:
        !            69:
        !            70:
        !            71:
        !            72:                                  - 2 -
        !            73:
        !            74:
        !            75:
        !            76:        every new experience level.
        !            77:
        !            78:        2.2  The_Magician
        !            79:
        !            80:            A magician's major attribute is intelligence, which
        !            81:        enables the magician to cast spells.  The number        and variety
        !            82:        of spells increases as the magician gains experience and
        !            83:        intelligence.  Other types of characters        can cast spells,
        !            84:        but only        if they manage to gain extraordinarily high
        !            85:        intelligence.  Magic users are not as hearty as fighters;
        !            86:        they receive 1 to 8 extra hit points for        every new
        !            87:        experience level.
        !            88:
        !            89:        2.3  The_Cleric
        !            90:
        !            91:            A cleric has a high wisdom rating and can thus pray.
        !            92:        The number and variety of prayers which the gods        are willing
        !            93:        to grant        to a cleric increase as the cleric gains experience
        !            94:        and wisdom.  Other character types can pray only        if they
        !            95:        manage to gain extraordinary wisdom.
        !            96:
        !            97:            Because of their religious nature, clerics can also
        !            98:        affect the "undead" beings, like        zombies and ghouls, which
        !            99:        became monsters after they died.         If an "undead" creature is
        !           100:        next to a cleric, the cleric may        try to turn it and cause it
        !           101:        to flee.         If the cleric is sufficiently powerful relative to
        !           102:        the monster, the        cleric will destroy it.  This ability
        !           103:        increases as the        character gains experience levels.
        !           104:
        !           105:            Clerics can gain from 1 to 8 extra hit points on
        !           106:        reaching        a new experience level.
        !           107:
        !           108:        2.4  The_Thief
        !           109:
        !           110:            A thief is exceptionally dextrous and has a good chance
        !           111:        to set a        trap or rob a monster.  Any type of character can
        !           112:        try to set a trap or steal from a monster standing next to
        !           113:        the character, but the chances of success are low compared
        !           114:        to a thief's chances.
        !           115:
        !           116:            By their nature, thieves can automatically detect all
        !           117:        the gold        on the current level of the dungeon.  They are also
        !           118:        good at detecting hidden        traps.  Because thieves slink
        !           119:        along, they are not as likely as        other characters to wake
        !           120:        sleeping        monsters.  If a thief manages to sneak up on a
        !           121:        creature        without waking it, he will get a chance to backstab
        !           122:        the monster. When this is done, the damage done by the thief
        !           123:        greatly increases based on his experience level.
        !           124:
        !           125:            Thieves gain from 1 to 6 extra hit points from a new
        !           126:        experience level.
        !           127:
        !           128:
        !           129:
        !           130:
        !           131:
        !           132:
        !           133:
        !           134:
        !           135:
        !           136:
        !           137:
        !           138:                                  - 3 -
        !           139:
        !           140:
        !           141:
        !           142:        2.5  Constitution
        !           143:
        !           144:            Every character has a constitution rating.  A character
        !           145:        with an exceptionally good constitution will gain more than
        !           146:        the normal amount of hit        points associated with the
        !           147:        character's class when the character reaches a new
        !           148:        experience level. Exceptional constitution also provides
        !           149:        better protection versus        poison-based attacks and diseases.
        !           150:
        !           151:        2.6  Experience_Levels
        !           152:
        !           153:            Characters gain experience for killing monsters,
        !           154:        stealing        from monsters, and turning monsters.  Each
        !           155:        character class has a set of thresholds associated with it.
        !           156:        When a character        reaches a threshold, the character attains
        !           157:        the next        experience level.  This new level brings extra hit
        !           158:        points and a greater chance of success in performing the
        !           159:        abilities associated with the character's class.         Magicians
        !           160:        receive new spells, and clerics receive new prayers.
        !           161:
        !           162:            Thieves have the lowest threshold for gaining
        !           163:        experience levels, followed by clerics. Fighters are next,
        !           164:        and magicians have the highest threshold.
        !           165:
        !           166:
        !           167:        3.  THE SCREEN
        !           168:
        !           169:            During the normal course of play, the screen consists
        !           170:        of three        separate sections:  the top line of the terminal,
        !           171:        the bottom two lines of the terminal, and the remaining
        !           172:        middle lines.  The top line reports actions which occur
        !           173:        during the game,        the middle section depicts the dungeon, and
        !           174:        the bottom lines        describe the player's current condition.
        !           175:
        !           176:        3.1  The_Top_Line
        !           177:
        !           178:            Whenever anything happens to the player, such as
        !           179:        finding a scroll        or hitting or being hit by a monster, a
        !           180:        short report of the occurrence appears on the top line of
        !           181:        the screen.  When such reports occur quickly, one right
        !           182:        after another, the game displays        the notice followed by the
        !           183:        prompt '--More--.'  After reading this notice, the player
        !           184:        can press a space to display the        next message.  At such a
        !           185:        point, the game ignores all commands until the player
        !           186:        presses a space.
        !           187:
        !           188:
        !           189:
        !           190:
        !           191:
        !           192:
        !           193:
        !           194:
        !           195:
        !           196:
        !           197:
        !           198:
        !           199:
        !           200:
        !           201:
        !           202:
        !           203:
        !           204:                                  - 4 -
        !           205:
        !           206:
        !           207:
        !           208:        3.2  The_Dungeon_Section
        !           209:
        !           210:            The large middle section of the screen displays the
        !           211:        player's        surroundings using the following symbols:
        !           212:
        !           213:        |        A wall of a room.
        !           214:
        !           215:        -        A wall of a room.
        !           216:
        !           217:        *        A pile of gold.
        !           218:
        !           219:        %        A way to the next level.
        !           220:
        !           221:        +        A doorway.
        !           222:
        !           223:        .        The floor in a room.
        !           224:
        !           225:        @        The player.
        !           226:
        !           227:        _        The player, when invisible.
        !           228:
        !           229:        #        The floor in a passageway.
        !           230:
        !           231:        !        A flask containing a potion.
        !           232:
        !           233:        ?        A sealed scroll.
        !           234:
        !           235:        :        Some food.
        !           236:
        !           237:        )        A weapon.
        !           238:
        !           239:                 Solid rock (denoted by a space).
        !           240:
        !           241:        ]        Some armor.
        !           242:
        !           243:        ;        A miscellaneous magic item
        !           244:
        !           245:        ,        An artifact
        !           246:
        !           247:        =        A ring.
        !           248:
        !           249:        /        A wand or a staff.
        !           250:
        !           251:        ^        The entrance to a trading post
        !           252:
        !           253:        >        A trapdoor leading to the next level
        !           254:
        !           255:        {        An arrow trap
        !           256:
        !           257:        $        A sleeping gas trap
        !           258:
        !           259:
        !           260:
        !           261:
        !           262:
        !           263:
        !           264:
        !           265:
        !           266:
        !           267:
        !           268:
        !           269:
        !           270:                                  - 5 -
        !           271:
        !           272:
        !           273:
        !           274:        }        A beartrap
        !           275:
        !           276:        ~        A trap that teleports you somewhere else
        !           277:
        !           278:        `        A poison dart trap
        !           279:
        !           280:        "        A shimmering magic pool
        !           281:
        !           282:        '        An entrance to a maze
        !           283:
        !           284:        $        Any magical item. (During magic detection)
        !           285:
        !           286:        >        A blessed magical item. (During magic detection)
        !           287:
        !           288:        <        A cursed magical item. (During magic detection)
        !           289:
        !           290:        A letter         A monster.  Note that a given letter may signify
        !           291:                 multiple monsters, depending on the level of the
        !           292:                 dungeon.  The player can always identify a current
        !           293:                 monster by using the identify command ('/').
        !           294:
        !           295:        3.3  The_Status_Section
        !           296:
        !           297:            The bottom two lines of the screen describe the
        !           298:        player's        current status.  The first line gives the player's
        !           299:        characteristics:
        !           300:
        !           301:          o Intelligence (Int)
        !           302:
        !           303:          o Strength (Str)
        !           304:
        !           305:          o Wisdom (Wis)
        !           306:
        !           307:          o Dexterity (Dxt)
        !           308:
        !           309:          o Constitution (Const)
        !           310:
        !           311:          o Encumbrance (Carry)
        !           312:
        !           313:            Intelligence, strength, wisdom, dexterity, and
        !           314:        constitution have a normal maximum of 25, but can be higher
        !           315:        when augmented by a ring.  Encumbrance is a measurement of
        !           316:        how much        the player can carry versus how much he is
        !           317:        currently carrying. The more you        carry relative to your
        !           318:        maximum causes you to use more food.
        !           319:
        !           320:            The second status line provides the following
        !           321:        information:
        !           322:
        !           323:          o The current level (Lvl) in the dungeon.  This number
        !           324:            increases as the player goes further down.
        !           325:
        !           326:
        !           327:
        !           328:
        !           329:
        !           330:
        !           331:
        !           332:
        !           333:
        !           334:
        !           335:
        !           336:                                  - 6 -
        !           337:
        !           338:
        !           339:
        !           340:          o How much gold (Au) the player is carrying.
        !           341:
        !           342:          o The player's current number of hit points (Hp),
        !           343:            followed in parentheses by the player's current maximum
        !           344:            number of hit points.  Hit points express the player's
        !           345:            health.  As a player heals by resting, the player's
        !           346:            current hit points gradually increase until reaching
        !           347:            the current maximum.  This maximum increases each time
        !           348:            a player attains a new experience level.  If the
        !           349:            player's current hit points reach 0, the player dies.
        !           350:
        !           351:          o The player's armor class (Ac).  This number describes
        !           352:            the amount of protection provided by the armor and
        !           353:            rings currently worn by the player.  Wearing no armor
        !           354:            is equivalent to an armor class of 10.  The protection
        !           355:            level increases as the armor class decreases.
        !           356:
        !           357:          o The player's current experience level (Exp) followed by
        !           358:            the player's experience points.  The player can gain
        !           359:            experience points by killing monsters, successfully
        !           360:            stealing from monsters, and turning monsters.  When a
        !           361:            player gains enough experience points to surpass a
        !           362:            threshold that depends on the player's character type,
        !           363:            the player reaches a new experience level.  A new
        !           364:            experience level brings extra hit points and possibly
        !           365:            added abilities, such as a new spell for a magician or
        !           366:            a new prayer for a cleric.
        !           367:
        !           368:          o A description of the player's character.  This
        !           369:            description depends on the player's character type and
        !           370:            experience level.
        !           371:
        !           372:
        !           373:        4.  COMMANDS
        !           374:
        !           375:            A player can invoke most Rogue commands by typing a
        !           376:        single character.  Some commands, however, require a
        !           377:        direction, in which case        the player types the command
        !           378:        character followed by a directional command.  Many commands
        !           379:        can be prefaced by a number, indicating how many        times the
        !           380:        command should be executed.
        !           381:
        !           382:            When the player invokes a command referring to an item
        !           383:        in the player's pack (such as reading a scroll),        the game
        !           384:        prompts for the item.  The player should        then type the
        !           385:        letter associated with the item,        as displayed by the
        !           386:        inventory command.  Typing a '*'        at this point produces a
        !           387:        list of the eligible items.
        !           388:
        !           389:            Rogue understands the following commands:
        !           390:
        !           391:
        !           392:
        !           393:
        !           394:
        !           395:
        !           396:
        !           397:
        !           398:
        !           399:
        !           400:
        !           401:
        !           402:                                  - 7 -
        !           403:
        !           404:
        !           405:
        !           406:        ?   Preceding a command by a '?'        produces a brief
        !           407:           explanation of the command.  The command '?*' gives an
        !           408:           explanation of all the commands.
        !           409:
        !           410:        /   Preceding a symbol by a '/' identifies the symbol.
        !           411:
        !           412:        h   Move        one position to the left.
        !           413:
        !           414:        j   Move        one position down.
        !           415:
        !           416:        k   Move        one position up.
        !           417:
        !           418:        l   Move        one position to the right.
        !           419:
        !           420:        y   Move        one position to the top left.
        !           421:
        !           422:        u   Move        one position to the top right.
        !           423:
        !           424:        b   Move        one position to the bottom left.
        !           425:
        !           426:        n   Move        one position to the bottom right.
        !           427:
        !           428:        H   Run to the left until reaching something interesting.
        !           429:
        !           430:        J   Run down until reaching something interesting.
        !           431:
        !           432:        K   Run up until        reaching something interesting.
        !           433:
        !           434:        L   Run to the right until reaching something interesting.
        !           435:
        !           436:        Y   Run to the top left until reaching something
        !           437:           interesting.
        !           438:
        !           439:        U   Run to the top right        until reaching something
        !           440:           interesting.
        !           441:
        !           442:        B   Run to the bottom left until        reaching something
        !           443:           interesting.
        !           444:
        !           445:        N   Run to the bottom right until reaching something
        !           446:           interesting.
        !           447:
        !           448:        t   This        command, followed by a directional command, prompts
        !           449:           for an object from the players pack.  The player then
        !           450:           throws the object in the specified direction.
        !           451:
        !           452:        f   When        this command precedes a directional command, the
        !           453:           player moves in the specified direction until passing
        !           454:           something interesting.
        !           455:
        !           456:
        !           457:
        !           458:
        !           459:
        !           460:
        !           461:
        !           462:
        !           463:
        !           464:
        !           465:
        !           466:
        !           467:
        !           468:                                  - 8 -
        !           469:
        !           470:
        !           471:
        !           472:        z   This        command must be followed by a directional command.
        !           473:           Rogue then prompts for a wand or staff from the player's
        !           474:           pack and zaps it in the specified direction.
        !           475:
        !           476:        >   Go down to the next level.
        !           477:
        !           478:        <   Go up to the        next level.
        !           479:
        !           480:        s   Search for a        secret door or a trap in the circle
        !           481:           surrounding the player.
        !           482:
        !           483:        .   This        command (a dot) causes the player to rest a turn.
        !           484:
        !           485:        i   Display an inventory        of the player's pack.
        !           486:
        !           487:        I   This        command prompts for an item from the player's pack
        !           488:           and displays the inventory information for that item.
        !           489:
        !           490:        q   Quaff a potion from the player's pack.
        !           491:
        !           492:        r   Read        a scroll from the player's pack.
        !           493:
        !           494:        e   Eat some food from the player's pack.
        !           495:
        !           496:        w   Wield a weapon from the player's pack.
        !           497:
        !           498:        W   Wear        some armor or miscellaneous magic item from the
        !           499:           player's pack.
        !           500:
        !           501:        T   Take        off whatever the player is wearing.
        !           502:
        !           503:        P   Put on a ring from the player's pack.  The player can
        !           504:           wear a maximum of eight rings.
        !           505:
        !           506:        R   Remove a ring from the player's hand.
        !           507:
        !           508:        ^U  Uuse        a miscellaneous magic item in the player's pack.
        !           509:
        !           510:        d   Drop        an item from the player's pack.
        !           511:
        !           512:        c   When        the player types this command, Rogue prompts for an
        !           513:           item from the player's pack and a one-line name.  Rogue
        !           514:           then calls all similar items (such as all the blue
        !           515:           potions) by the specified name.
        !           516:
        !           517:        m   When        the player types this command, Rogue prompts for an
        !           518:           item from the player's pack and a one-line name.  Rogue
        !           519:           then marks the specified item with the given name.
        !           520:
        !           521:        o   Typing this command causes Rogue to display all the
        !           522:           settable options.  The player can then merely examine
        !           523:
        !           524:
        !           525:
        !           526:
        !           527:
        !           528:
        !           529:
        !           530:
        !           531:
        !           532:
        !           533:
        !           534:                                  - 9 -
        !           535:
        !           536:
        !           537:
        !           538:           the options or change any or all of them.
        !           539:
        !           540:        C   This        command, restricted to magicians and characters
        !           541:           with exceptionally high intelligence, produces a listing
        !           542:           of the magician's current supply of spells.  The player
        !           543:           can select one of the displayed spells and, if the
        !           544:           player's energy level is sufficiently high, cast it.
        !           545:           The more complicated the spell, the more energy it
        !           546:           takes.
        !           547:
        !           548:        p   This        command, restricted to clerics and characters with
        !           549:           exceptionally high wisdom, produces a listing of the
        !           550:           cleric's known prayers.  The player can then offer one
        !           551:           of these prayers to the character's deity.  Deities are
        !           552:           not known for favoring characters which continually pray
        !           553:           to them, and they are most likely to answer the least
        !           554:           "ambitious" prayers.
        !           555:
        !           556:        a   This        command is restricted to clerics and characters
        !           557:           with exceptionally high wisdom and must be followed by a
        !           558:           directional command.  If there is an "undead" monster
        !           559:           standing next to the player in the specified direction,
        !           560:           there is a chance the player will affect the monster by
        !           561:           causing it to flee or possibly even destroying it.
        !           562:
        !           563:        ^   This        command sets a trap and is most likely to succeed
        !           564:           for a character with a high dexterity, such as a thief.
        !           565:           If the character is successful, Rogue prompts the player
        !           566:           for a type of trap and sets it where the player is
        !           567:           standing.
        !           568:
        !           569:        G   This        command is restricted to thieves.  It causes Rogue
        !           570:           to display all the gold on the current level.
        !           571:
        !           572:        D   Dip something into a        magic pool.
        !           573:
        !           574:        ^T  This        command is most likely to succeed for a character
        !           575:           with a high dexterity, such as a thief, and it must be
        !           576:           followed by a directional command.  If there is a
        !           577:           monster standing next to the player in the specified
        !           578:           direction, the player tries to steal an item from the
        !           579:           monster's pack.  If the player is successful, the
        !           580:           monster does not notice anything, but if the player is
        !           581:           unsuccessful, there is a chance the monster will wake
        !           582:           up.
        !           583:
        !           584:        ^L  Redraw the screen.
        !           585:
        !           586:        ^R  Repeat the last message that        was displayed on the top
        !           587:           line of the screen.
        !           588:
        !           589:
        !           590:
        !           591:
        !           592:
        !           593:
        !           594:
        !           595:
        !           596:
        !           597:
        !           598:
        !           599:
        !           600:                                  - 10 -
        !           601:
        !           602:
        !           603:
        !           604:        ^[  Typing an escape will usually cause Rogue to        cancel the
        !           605:           current command.
        !           606:
        !           607:        v   Print the current Rogue version number.
        !           608:
        !           609:        !   Escape to the shell.
        !           610:
        !           611:        S   Quit        and save the game for resumption at a later time.
        !           612:
        !           613:        Q   Quit        without saving the game.
        !           614:
        !           615:
        !           616:        5.  IMPLICIT COMMANDS
        !           617:
        !           618:            There is no "attack" command.  If a player wishes to
        !           619:        attack a        monster, the player simply tries to move onto the
        !           620:        spot where the monster is standing.  The        game then assumes
        !           621:        that the        player wishes to attack the monster with whatever
        !           622:        weapon the player is wielding.
        !           623:
        !           624:            When the player moves onto an item, the game
        !           625:        automatically places the        object into the player's pack.  If
        !           626:        there is        no room left in the pack, the game announces that
        !           627:        fact and        leaves the item on the floor.
        !           628:
        !           629:
        !           630:        6.  LIGHT
        !           631:
        !           632:            Some rooms in the dungeon possess a natural light
        !           633:        source. In other rooms and in corridors the player can see
        !           634:        only those things within        a one space radius from the player.
        !           635:        These dark rooms        can be lit with magical light or by a fire
        !           636:        beetle.
        !           637:
        !           638:
        !           639:        7.  WEAPONS AND ARMOR
        !           640:
        !           641:            The player can wield exactly one weapon at a time.
        !           642:        When the        player attacks a monster, the amount of damage
        !           643:        depends on the particular weapon        the player is wielding.  To
        !           644:        fire a projectile weapon, such as a crossbow or a short bow,
        !           645:        the player should wield the bow and "throw" the bolt or
        !           646:        arrow at        the monster.
        !           647:
        !           648:            A weapon may be cursed or blessed, affecting the
        !           649:        likelihood of hitting a monster with the        weapon and the
        !           650:        damage the weapon will inflict on the monster.  If the
        !           651:        player has identified a weapon, the "to hit" and        "to damage"
        !           652:        bonuses appear in that order before the weapon's        name in an
        !           653:        inventory listing.  A positive bonus indicates a        blessed
        !           654:        weapon, and a negative bonus usually indicates a        cursed
        !           655:
        !           656:
        !           657:
        !           658:
        !           659:
        !           660:
        !           661:
        !           662:
        !           663:
        !           664:
        !           665:
        !           666:                                  - 11 -
        !           667:
        !           668:
        !           669:
        !           670:        weapon. The player cannot release a cursed weapon.
        !           671:
        !           672:            Without any armor the player has an armor class of 10.
        !           673:        The lower the player's armor class, the harder it is for        a
        !           674:        monster to hit the player, so wearing armor can improve the
        !           675:        player's        armor class.  A cursed suit of armor, however,
        !           676:        offers poor protection and may sometimes        be worse than no
        !           677:        armor at        all.
        !           678:
        !           679:            After the player has identified a suit of armor, the
        !           680:        protection bonus        appears before the armor's name in an
        !           681:        inventory listing.  If the bonus        is positive the armor is
        !           682:        blessed,        and if it is negative, the armor is usually cursed.
        !           683:        The player cannot remove        a cursed suit of armor.
        !           684:
        !           685:            Some monsters can corrode armor when they hit it.  If
        !           686:        such a monster hits the player when the player is wearing
        !           687:        metal armor, the        armor loses some of its protection value,
        !           688:        but the corrosion does not curse        the armor.
        !           689:
        !           690:
        !           691:        8.  POTIONS AND SCROLLS
        !           692:
        !           693:            The player can frequently find potions and scrolls in
        !           694:        the dungeon.  In        any given dungeon, the player can
        !           695:        distinguish among the different types of        potions by a
        !           696:        potion's        color and among the different types of scrolls by a
        !           697:        scroll's        name.  Quaffing a potion or reading a scroll
        !           698:        usually causes some magical occurrence. Most potions and
        !           699:        scrolls may be cursed or        blessed.
        !           700:
        !           701:
        !           702:        9.  RINGS
        !           703:
        !           704:            The player can wear a maximum of eight rings, and they
        !           705:        have a magical effect on        the player as long as they are
        !           706:        worn.  Some rings also speed up the player's metabolism,
        !           707:        making the player require food more often.  Many        rings can
        !           708:        be cursed or blessed, and the player cannot remove a cursed
        !           709:        ring.  The player can distinguish among different types of
        !           710:        rings by        a ring's jewel.
        !           711:
        !           712:
        !           713:        10.  WANDS AND STAVES
        !           714:
        !           715:            Wands and staves affect the player's environment.  The
        !           716:        player can zap a        wand or staff at something and perhaps
        !           717:        shoot a bolt of lightning at it or teleport it away.  All
        !           718:        wands or        staves of the same type are constructed with the
        !           719:        same type of wood.  Some        wands and staves may be cursed or
        !           720:        blessed.
        !           721:
        !           722:
        !           723:
        !           724:
        !           725:
        !           726:
        !           727:
        !           728:
        !           729:
        !           730:
        !           731:
        !           732:                                  - 12 -
        !           733:
        !           734:
        !           735:
        !           736:        11.  FOOD
        !           737:
        !           738:            The player must be careful not to run out of food since
        !           739:        moving through the dungeon fighting monsters consumes a lot
        !           740:        of energy.  Starving results in the player's fainting for
        !           741:        increasingly longer periods of time, during which any nearby
        !           742:        monster can attack the player freely.
        !           743:
        !           744:
        !           745:        12.  GOLD
        !           746:
        !           747:            Gold has one use in a dungeon:  buying things.  One can
        !           748:        buy things in two ways, either in a trading post        or from a
        !           749:        quartermaster.  A trading post is a place "between levels"
        !           750:        of the dungeon and can be entered by stepping on        the
        !           751:        entrance.  A quartermaster is a person who will sometimes
        !           752:        appear and will try to sell the player some of his wares.
        !           753:        These wares are never cursed and        frequently blessed, though
        !           754:        blessed goods cost more than normal goods.  If the player
        !           755:        chooses to buy one of the quartermaster's items,        the
        !           756:        quartermaster trades the        item for the specified amount of
        !           757:        gold and        disappears.  Attacking a quartermaster causes him
        !           758:        to vanish without offering a trade.
        !           759:
        !           760:
        !           761:        13.  MISCELLANEOUS MAGIC        ITEMS
        !           762:
        !           763:            Miscellaneous items such as a pair of boots or a book
        !           764:        may be found within the dungeon.         These items can usually be
        !           765:        used to the player's advantage (assuming        they are not
        !           766:        cursed).         Some of these items can be worn, such as a cloak,
        !           767:        while others are        to be used, such as a book.
        !           768:
        !           769:
        !           770:        14.  ARTIFACTS
        !           771:
        !           772:            Some monsters down in the depths of the dungeon carry
        !           773:        unique artifacts.  The game begins as a quest to        retrieve
        !           774:        one of these items.  Each artifact appears only on its
        !           775:        owner's person.
        !           776:
        !           777:
        !           778:        15.  TRAPS
        !           779:
        !           780:            A variety of traps, including trap doors, bear traps,
        !           781:        and sleeping traps, are hidden in the dungeon.  They remain
        !           782:        hidden until sprung by a        monster or the player.  A sprung
        !           783:        trap continues to function, but since it        is visible, an
        !           784:        intelligent monster is not likely to tread on it.
        !           785:
        !           786:
        !           787:
        !           788:
        !           789:
        !           790:
        !           791:
        !           792:
        !           793:
        !           794:
        !           795:
        !           796:
        !           797:
        !           798:                                  - 13 -
        !           799:
        !           800:
        !           801:
        !           802:        16.  THE        MONSTERS
        !           803:
        !           804:            Each monster except for the merchant quartermaster
        !           805:        appears in a limited range of dungeon levels.  All monsters
        !           806:        of the same type        share the same abilities; all giant rats,
        !           807:        for example, can        give the player a disease, and all
        !           808:        jackalweres can put the player to sleep.         Monsters of the
        !           809:        same type can vary, however, such that one kobold may be
        !           810:        much more difficult to kill than        another one.  In general,
        !           811:        the more        difficult it is to kill a monster, the more
        !           812:        experience points the monster is        worth.
        !           813:
        !           814:            Most monsters attack by biting and clawing, but some
        !           815:        monsters        carry weapons, including such projectile weapons as
        !           816:        short bows and crossbows, and some monsters have        breath
        !           817:        weapons.         These latter monsters can attack the player from
        !           818:        across a        room or down a corridor.
        !           819:
        !           820:            Some monsters are more intelligent than others, and the
        !           821:        more intelligent        a monster, the more likely that the monster
        !           822:        will run        away if it is about to die.  A fleeing monster will
        !           823:        not attack the player unless cornered.
        !           824:
        !           825:            As the player moves down in the dungeon, the monsters
        !           826:        get more        powerful.  Deep down in the dungeon there exist
        !           827:        some one-of-a-kind monsters.  These monsters are        greatly
        !           828:        feared. However, once a "unique monster" is killed, the
        !           829:        player will not find another in the current dungeon.
        !           830:
        !           831:
        !           832:        17.  OPTIONS
        !           833:
        !           834:            Rogue has several options which may be set by the
        !           835:        player:
        !           836:
        !           837:        terse  Setting this Boolean option results in shorter
        !           838:              messages appearing on the top line of the screen.
        !           839:
        !           840:        jump   Setting this Boolean option results in waiting until
        !           841:              the player has finished running to draw the player's
        !           842:              path.  Otherwise the game always displays the path
        !           843:              one step at a time.
        !           844:
        !           845:        step   Setting this Boolean option results in most listings,
        !           846:              such as an inventory, appearing one item at a time on
        !           847:              the top line of the screen.  When this option is not
        !           848:              set, the game clears the screen, displays the list,
        !           849:              and then redraws the dungeon.
        !           850:
        !           851:        flush  Setting this Boolean option results in flushing all
        !           852:              typeahead (pending) commands when the player
        !           853:
        !           854:
        !           855:
        !           856:
        !           857:
        !           858:
        !           859:
        !           860:
        !           861:
        !           862:
        !           863:
        !           864:                                  - 14 -
        !           865:
        !           866:
        !           867:
        !           868:              encounters a monster.
        !           869:
        !           870:        askme  Setting this Boolean option results in the game
        !           871:              prompting the player for a name upon encountering a
        !           872:              new type of scroll, potion, ring, staff, or wand.
        !           873:
        !           874:        name   This string is the player's name and defaults to the
        !           875:              player's account name.
        !           876:
        !           877:        fruit  This string identifies the player's favorite fruit,
        !           878:              sometimes encountered in the dungeon.  It defaults to
        !           879:              slime-mold.
        !           880:
        !           881:        file   This string, which defaults to rogue.save, specifies
        !           882:              the file to use for saving the game.
        !           883:
        !           884:        score  This string identifies the top-ten score file to use
        !           885:              for the game.
        !           886:
        !           887:        class  This option specifies the        character class of the
        !           888:              rogue.  It can be set only in the ROGUEOPTS
        !           889:              environment variable.
        !           890:
        !           891:            The player can set options at the beginning of a game
        !           892:        via the ROGUEOPTS environment variable. Naming a Boolean
        !           893:        option sets it, and preceding the Boolean option        name by
        !           894:        "no" clears it. The syntax "stringoption=name" sets a
        !           895:        string option to        "name."  So setting ROGUEOPTS to "terse,
        !           896:        jump, nostep, flush, askme, name=Ivan the Terrible,
        !           897:        fruit=pomegranate" would        set the terse, jump, flush, and
        !           898:        askme Boolean options, clear the        step Boolean option, set
        !           899:        the player's name to "Ivan the Terrible," set the player's
        !           900:        favorite        fruit to a pomegranate, and use the defaults for
        !           901:        the save        file and the score file.
        !           902:
        !           903:            The player may change an option at any time during the
        !           904:        game via        the option command, which results in a listing of
        !           905:        the current options.  Typing a new value        changes the option,
        !           906:        a RETURN        moves to the next option, a '-' moves to the
        !           907:        previous        option, and an ESCAPE returns the player to the
        !           908:        dungeon.
        !           909:
        !           910:
        !           911:        18.  SCORING
        !           912:
        !           913:            The player receives experience points for stealing
        !           914:        items from monsters, turning monsters (a        clerical ability),
        !           915:        and killing monsters.  When the player gets killed, the
        !           916:        player's        score equals the player's experience points.  A
        !           917:        player who quits        gets a score equal to the player's
        !           918:        experience points and gold.  If the player makes        it back up
        !           919:
        !           920:
        !           921:
        !           922:
        !           923:
        !           924:
        !           925:
        !           926:
        !           927:
        !           928:
        !           929:
        !           930:                                  - 15 -
        !           931:
        !           932:
        !           933:
        !           934:        out of the dungeon, the player's        score equals the player's
        !           935:        experience points plus the gold the player carried and the
        !           936:        gold received from selling the player's possessions.  Rogue
        !           937:        maintains a list        of the top ten scores to date, together
        !           938:        with the        name of the player obtaining the score, the level
        !           939:        where the player        finished, and the manner in which the
        !           940:        player ended the        game.
        !           941:
        !           942:
        !           943:        19.  ACKNOWLEDGEMENTS
        !           944:            This version of Rogue is based on a version developed
        !           945:        at the University of California at Berkeley by Michael Toy
        !           946:        and Ken Arnold.
        !           947:
        !           948:
        !           949:
        !           950:
        !           951:
        !           952:
        !           953:
        !           954:
        !           955:
        !           956:
        !           957:
        !           958:
        !           959:
        !           960:
        !           961:
        !           962:
        !           963:
        !           964:
        !           965:
        !           966:
        !           967:
        !           968:
        !           969:
        !           970:
        !           971:
        !           972:
        !           973:
        !           974:
        !           975:
        !           976:
        !           977:
        !           978:
        !           979:
        !           980:
        !           981:
        !           982:
        !           983:
        !           984:
        !           985:
        !           986:
        !           987:
        !           988:
        !           989:
        !           990:
        !           991:
        !           992:
        !           993:
        !           994:
        !           995:
        !           996:
        !           997:                           The Dungeons of Doom
        !           998:
        !           999:                          AT&T Bell Laboratories
        !          1000:                           The Dungeons of Doom
        !          1001:
        !          1002:
        !          1003:                                 ABSTRACT
        !          1004:
        !          1005:
        !          1006:
        !          1007:            Rogue was  first  introduced  by  Michael  Toy  at  the
        !          1008:        University  of  California  at Berkeley as a screen-oriented
        !          1009:        fantasy game.  The game had 26 types of monsters  that  the
        !          1010:        player could meet while exploring a dungeon generated by        the
        !          1011:        computer.  Scrolls, potions, rings,  wands,  staves,  armor,
        !          1012:        and  weapons  helped the        player to battle these monsters and
        !          1013:        to gain gold, the basis for scoring.
        !          1014:
        !          1015:            The version of Rogue described in this guide  has  been
        !          1016:        expanded        to include over 110 monsters with many new capabil-
        !          1017:        ities.  Many of the monsters are        intelligent, and they, like
        !          1018:        the player, must        avoid traps and decide when it is better to
        !          1019:        fight or        to run.  The player chooses a  character  class  at
        !          1020:        the  beginning of the game which        defines the player's abili-
        !          1021:        ties.  Experience, rather than gold,  decides  the  player's
        !          1022:        score.
        !          1023:
        !          1024:
        !          1025:

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