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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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