Annotation of early-roguelike/arogue5/arogue58.html, Revision 1.1
1.1 ! rubenllo 1: <!-- Advanced Rogue -->
! 2: <!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T -->
! 3: <!-- All rights reserved. -->
! 4: <!-- -->
! 5: <!-- Based on "Rogue: Exploring the Dungeons of Doom" -->
! 6: <!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman -->
! 7: <!-- All rights reserved. -->
! 8: <!-- -->
! 9: <!-- See the file LICENSE.TXT for full copyright and licensing information. -->
! 10: <!-- Creator : groff version 1.18.1 -->
! 11: <!-- CreationDate: Sat Jan 21 09:55:23 2006 -->
! 12: <h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of
! 13: Doom</a></h1>
! 14: <br>
! 15: <h2 align="center">AT&T Bell Laboratories</h2>
! 16: <h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3>
! 17: <br>
! 18: <table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center">
! 19: <tr>
! 20: <td nowrap>
! 21: Advanced Rogue<br>
! 22: Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T<br>
! 23: All rights reserved.
! 24: </td>
! 25: </tr>
! 26: <tr>
! 27: <td nowrap>
! 28: Based on "Rogue: Exploring the Dungeons of Doom"<br>
! 29: Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br>
! 30: All rights reserved.
! 31: </td>
! 32: </tr>
! 33: </table>
! 34: <p align="center">See the file LICENSE.TXT for full copyright and licensing
! 35: information.</p>
! 36: <p align="center"> </p>
! 37: <p align="center"><b>ABSTRACT</b></p>
! 38: <blockquote>
! 39: <blockquote>
! 40: <p align="justify">Rogue was first introduced by Michael Toy at the
! 41: University of California at Berkeley as a screen-oriented fantasy game.
! 42: The game had 26 types of monsters that the player could meet while
! 43: exploring a dungeon generated by the computer. Scrolls, potions, rings,
! 44: wands, staves, armor, and weapons helped the player to battle these
! 45: monsters and to gain gold, the basis for scoring.</p>
! 46: <p align="justify">The version of Rogue described in this guide has been
! 47: expanded to include over 110 monsters with many new capabilities. Many
! 48: of the monsters are intelligent, and they, like the player, must avoid
! 49: traps and decide when it is better to fight or to run. The player
! 50: chooses a character class at the beginning of the game which defines the
! 51: player's abilities. Experience, rather than gold, decides the player's
! 52: score.</p>
! 53: </blockquote>
! 54: </blockquote>
! 55: <h2 align="justify"> </h2>
! 56: <h3 align="justify">1. INTRODUCTION</h3>
! 57: <p align="justify">
! 58: Rogue is a screen-oriented fantasy game set in the ever-changing Dungeons of
! 59: Doom. The game comes complete with monsters, spells, weapons, armor,
! 60: potions, and other magical items. The dungeon's geography changes with every
! 61: game, and although many magical items have certain identifiable properties,
! 62: such as turning the player invisible, the physical manifestation of the
! 63: magic changes each game. A red potion, for example, will cause the same
! 64: reaction throughout a given game, but it may be a completely different
! 65: potion in a new game.</p>
! 66: <p align="justify">
! 67: Entering the dungeon with only a little food, armor, and a weapon, the
! 68: player must develop a good strategy of when to fight, when to run, and how
! 69: to best use any magical items found in the dungeon. To make things
! 70: interesting, the player has a quest to return one of several unique
! 71: artifacts, rumored to lie deep in the dungeon's bowels. Returning with this
! 72: artifact brings great glory and the title of Complete Winner. But even after
! 73: finding the artifact, the player may wish to continue further to match wits
! 74: with an arch-devil, demon prince, or even a deity found far down in the
! 75: dungeon. Defeating such a creature will gain the player many experience
! 76: points, the basis for scoring in Rogue.</p>
! 77: <p align="justify">
! 78: It is very difficult to return from the Dungeons of Doom. Few people ever
! 79: make it out alive. Should this unlikely event occur, the player would be
! 80: proclaimed a complete winner and handsomely rewarded for any booty removed
! 81: from the dungeon.</p>
! 82: <h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3>
! 83: <p align="justify">
! 84: Before placing the player in the dungeon, the game requests the player to
! 85: select a character class: a fighter, a magic user, a cleric, or a thief.</p>
! 86: <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p>
! 87: <p align="justify">
! 88: A fighter is very strong and will have a high strength rating. This great
! 89: strength gives a fighter the best odds of winning a battle with a monster.
! 90: At high experience levels the fighter also gets to attack multiple times in
! 91: a single turn. This obviously further increases his chances at winning
! 92: battles. Intrinsic to the fighter class is a robustness which results in 1
! 93: to 10 extra hit points for every new experience level.</p>
! 94: <p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p>
! 95: <p align="justify">
! 96: A magician's major attribute is intelligence, which enables the magician to
! 97: cast spells. The number and variety of spells increases as the magician
! 98: gains experience and intelligence. Other types of characters can cast
! 99: spells, but only if they manage to gain extraordinarily high intelligence.
! 100: Magic users are not as hearty as fighters; they receive 1 to 8 extra hit
! 101: points for every new experience level.</p>
! 102: <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p>
! 103: <p align="justify">
! 104: A cleric has a high wisdom rating and can thus pray. The number and variety
! 105: of prayers which the gods are willing to grant to a cleric increase as the
! 106: cleric gains experience and wisdom. Other character types can pray only if
! 107: they manage to gain extraordinary wisdom.</p>
! 108: <p align="justify">
! 109: Because of their religious nature, clerics can also affect the "undead"
! 110: beings, like zombies and ghouls, which became monsters after they died. If
! 111: an "undead" creature is next to a cleric, the cleric may try to turn it and
! 112: cause it to flee. If the cleric is sufficiently powerful relative to the
! 113: monster, the cleric will destroy it. This ability increases as the character
! 114: gains experience levels.</p>
! 115: <p align="justify">
! 116: Clerics can gain from 1 to 8 extra hit points on reaching a new experience
! 117: level.</p>
! 118: <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.4 The Thief</span></strong></p>
! 119: <p align="justify">
! 120: A thief is exceptionally dextrous and has a good chance to set a trap or rob
! 121: a monster. Any type of character can try to set a trap or steal from a
! 122: monster standing next to the character, but the chances of success are low
! 123: compared to a thief's chances.
! 124: </p>
! 125: <p align="justify">
! 126: By their nature, thieves can automatically detect all the gold on the
! 127: current level of the dungeon. They are also good at detecting hidden traps.
! 128: Because thieves slink along, they are not as likely as other characters to
! 129: wake sleeping monsters. If a thief manages to sneak up on a creature without
! 130: waking it, he will get a chance to backstab the monster. When this is done,
! 131: the damage done by the thief greatly increases based on his experience
! 132: level.</p>
! 133: <p align="justify">
! 134: Thieves gain from 1 to 6 extra hit points from a new experience level.
! 135: </p>
! 136: <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.5
! 137: CONSTITUTION</span></strong></p>
! 138: <p align="justify">Every character has a constitution rating. A character with
! 139: an exceptionally good constitution will gain more than the normal amount of hit
! 140: points associated with the character's class when the character reaches a new
! 141: experience level. Exceptional constitution also provides better protection
! 142: versus poison-based attacks and diseases.</p>
! 143: <p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.6 Experience Levels</span></strong></p>
! 144: <p align="justify">
! 145: Characters gain experience for killing monsters, stealing from monsters, and
! 146: turning monsters. Each character class has a set of thresholds associated
! 147: with it. When a character reaches a threshold, the character attains the
! 148: next experience level. This new level brings extra hit points and a greater
! 149: chance of success in performing the abilities associated with the
! 150: character's class. Magicians receive new spells, and clerics receive new
! 151: prayers.</p>
! 152: <p align="justify">
! 153: Thieves have the lowest threshold for gaining experience levels, followed by
! 154: clerics. Fighters are next, and magicians have the highest threshold.</p>
! 155: <h3 align="justify">
! 156: 3. THE SCREEN</h3>
! 157: <p align="justify">
! 158: During the normal course of play, the screen consists of three separate
! 159: sections: the top line of the terminal, the bottom two lines of the
! 160: terminal, and the remaining middle lines. The top line reports actions which
! 161: occur during the game, the middle section depicts the dungeon, and the
! 162: bottom lines describe the player's current condition.</p>
! 163: <p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.1 The Top Line</span></strong>
! 164: <p align="justify">
! 165: Whenever anything happens to the player, such as finding a scroll or hitting
! 166: or being hit by a monster, a short report of the occurrence appears on the
! 167: top line of the screen. When such reports occur quickly, one right after
! 168: another, the game displays the notice followed by the prompt '--More--.'
! 169: After reading this notice, the player can press a space to display the next
! 170: message. At such a point, the game ignores all commands until the player
! 171: presses a space.</p>
! 172: <p align="justify">
! 173: <strong>
! 174: <span style="FONT-VARIANT: small-caps">3.2 The Dungeon Section</span></strong>
! 175: <p align="justify">
! 176: The large middle section of the screen displays the player's surroundings using
! 177: the following symbols:
! 178: </p>
! 179: <p>
! 180: <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table3" cellspacing="3">
! 181: <tr>
! 182: <td align="middle">|</td>
! 183: <td>
! 184: </td>
! 185: <td>A wall of a room.</td>
! 186: </tr>
! 187: <tr>
! 188: <td align="middle">-</td>
! 189: <td> </td>
! 190: <td>A wall of a room.</td>
! 191: </tr>
! 192: <tr>
! 193: <td align="middle">*</td>
! 194: <td> </td>
! 195: <td>A pile of gold.</td>
! 196: </tr>
! 197: <tr>
! 198: <td align="middle">%</td>
! 199: <td> </td>
! 200: <td>A way to the next level.</td>
! 201: </tr>
! 202: <tr>
! 203: <td align="middle">+</td>
! 204: <td> </td>
! 205: <td>A doorway.</td>
! 206: </tr>
! 207: <tr>
! 208: <td align="middle">.</td>
! 209: <td> </td>
! 210: <td>The floor in a room.</td>
! 211: </tr>
! 212: <tr>
! 213: <td align="middle">@</td>
! 214: <td> </td>
! 215: <td>The player.</td>
! 216: </tr>
! 217: <tr>
! 218: <td align="middle">_</td>
! 219: <td> </td>
! 220: <td>The player, when invisible.</td>
! 221: </tr>
! 222: <tr>
! 223: <td align="middle">#</td>
! 224: <td> </td>
! 225: <td>The floor in a passageway.</td>
! 226: </tr>
! 227: <tr>
! 228: <td align="middle">!</td>
! 229: <td> </td>
! 230: <td>A flask containing a potion.</td>
! 231: </tr>
! 232: <tr>
! 233: <td align="middle">?</td>
! 234: <td> </td>
! 235: <td>A sealed scroll.</td>
! 236: </tr>
! 237: <tr>
! 238: <td align="middle">:</td>
! 239: <td> </td>
! 240: <td>Some food.</td>
! 241: </tr>
! 242: <tr>
! 243: <td align="middle">)</td>
! 244: <td> </td>
! 245: <td>A weapon.</td>
! 246: </tr>
! 247: <tr>
! 248: <td align="middle"> </td>
! 249: <td nowrap> </td>
! 250: <td nowrap>Solid rock (denoted by a space).</td>
! 251: </tr>
! 252: <tr>
! 253: <td align="middle">]</td>
! 254: <td> </td>
! 255: <td>Some armor.</td>
! 256: </tr>
! 257: <tr>
! 258: <td align="middle">;</td>
! 259: <td> </td>
! 260: <td>A miscellaneous magic item.</td>
! 261: </tr>
! 262: <tr>
! 263: <td align="middle">,</td>
! 264: <td> </td>
! 265: <td>An artifact.</td>
! 266: </tr>
! 267: <tr>
! 268: <td align="middle">=</td>
! 269: <td> </td>
! 270: <td>A ring.</td>
! 271: </tr>
! 272: <tr>
! 273: <td align="middle">/</td>
! 274: <td> </td>
! 275: <td>A wand or a staff.</td>
! 276: </tr>
! 277: <tr>
! 278: <td align="middle">^</td>
! 279: <td> </td>
! 280: <td>The entrance to a trading post.</td>
! 281: </tr>
! 282: <tr>
! 283: <td align="middle">></td>
! 284: <td> </td>
! 285: <td>A trapdoor leading to the next level</td>
! 286: </tr>
! 287: <tr>
! 288: <td align="middle">{</td>
! 289: <td> </td>
! 290: <td>An arrow trap</td>
! 291: </tr>
! 292: <tr>
! 293: <td align="middle">$</td>
! 294: <td> </td>
! 295: <td>A sleeping gas trap</td>
! 296: </tr>
! 297: <tr>
! 298: <td align="middle">}</td>
! 299: <td> </td>
! 300: <td>A beartrap</td>
! 301: </tr>
! 302: <tr>
! 303: <td align="middle">~</td>
! 304: <td> </td>
! 305: <td>A trap that teleports you somewhere else</td>
! 306: </tr>
! 307: <tr>
! 308: <td align="middle">`</td>
! 309: <td> </td>
! 310: <td>A poison dart trap</td>
! 311: </tr>
! 312: <tr>
! 313: <td align="middle">"</td>
! 314: <td> </td>
! 315: <td>a shimmering magic pool</td>
! 316: </tr>
! 317: <tr>
! 318: <td align="middle">'</td>
! 319: <td> </td>
! 320: <td>An entrance to a maze</td>
! 321: </tr>
! 322: <tr>
! 323: <td align="middle">$</td>
! 324: <td> </td>
! 325: <td>Any magical item. (During magic detection)</td>
! 326: </tr>
! 327: <tr>
! 328: <td align="middle">></td>
! 329: <td nowrap> </td>
! 330: <td nowrap>A blessed magical item. (During magic detection)</td>
! 331: </tr>
! 332: <tr>
! 333: <td align="middle"><</td>
! 334: <td> </td>
! 335: <td>A cursed magical item. (During magic detection)</td>
! 336: </tr>
! 337: <tr>
! 338: <td align="middle">A letter</td>
! 339: <td> </td>
! 340: <td>A monster. Note that a given letter may signify<br>
! 341: multiple monsters, depending on the level of the<br>
! 342: dungeon. The player can always identify a current<br>
! 343: monster by using the identify command ('/').</td>
! 344: </tr>
! 345: </table>
! 346: </p>
! 347: <p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.3 The Status Section</span></strong></p>
! 348: <p align="justify">
! 349: The bottom two lines of the screen describe the player's current status. The
! 350: first line gives the player's characteristics:
! 351: </p>
! 352: <ul>
! 353: <li>
! 354: <p align="justify">Intelligence (Int)</p>
! 355: <li>
! 356: <p align="justify">Strength (Str)</p>
! 357: <li>
! 358: <p align="justify">Wisdom (Wis)</p>
! 359: <li>
! 360: <p align="justify">Dexterity (Dxt)</p>
! 361: <li>
! 362: <p align="justify">Constitution (Const)</p>
! 363: <li>
! 364: <p align="justify">Charisma (Char)</p>
! 365: <li>
! 366: <p align="justify">Encumbrance (Carry)</p>
! 367: </li>
! 368: </ul>
! 369: <p align="justify">
! 370: Intelligence, strength, wisdom, dexterity, and constitution have a normal
! 371: maximum of 25, but can be higher when augmented by a ring. Encumbrance is a
! 372: measurement of how much the player can carry versus how much he is currently
! 373: carrying. The more you carry relative to your maximum causes you to use more
! 374: food.</p>
! 375: <p align="justify">
! 376: The second status line provides the following information:
! 377: </p>
! 378: <ul>
! 379: <li>
! 380: <p align="justify">The current level (Lvl) in the dungeon. This number
! 381: increases as the player goes further down.</p>
! 382: <li>
! 383: <p align="justify">How much gold (Au) the player is carrying.</p>
! 384: <li>
! 385: <p align="justify">The player's current number of hit points (Hp), followed
! 386: in parentheses by the player's current maximum number of hit points. Hit
! 387: points express the player's health. As a player heals by resting, the
! 388: player's current hit points gradually increase until reaching the current
! 389: maximum. This maximum increases each time a player attains a new experience
! 390: level. If the player's current hit points reach 0, the player dies.</p>
! 391: <li>
! 392: <p align="justify">The player's armor class (Ac). This number describes the
! 393: amount of protection provided by the armor and rings currently worn by the
! 394: player. Wearing no armor is equivalent to an armor class of 10. The
! 395: protection level increases as the armor class decreases.</p>
! 396: <li>
! 397: <p align="justify">The player's current experience level (Exp) followed by
! 398: the player's experience points. The player can gain experience points by
! 399: killing monsters, successfully stealing from monsters, and turning monsters.
! 400: When a player gains enough experience points to surpass a threshold that
! 401: depends on the player's character type, the player reaches a new experience
! 402: level. A new experience level brings extra hit points and possibly added
! 403: abilities, such as a new spell for a magician or a new prayer for a cleric.</p>
! 404: <li>
! 405: <p align="justify">A description of the player's character. This description
! 406: depends on the player's character type and experience level.</p>
! 407: </li>
! 408: </ul>
! 409: <h3 align="justify">4. COMMANDS</h3>
! 410: <p align="justify">
! 411: A player can invoke most Rogue commands by typing a single character. Some
! 412: commands, however, require a direction, in which case the player types the
! 413: command character followed by a directional command. Many commands can be
! 414: prefaced by a number, indicating how many times the command should be
! 415: executed.</p>
! 416: <p align="justify">
! 417: When the player invokes a command referring to an item in the player's pack
! 418: (such as reading a scroll), the game prompts for the item. The player should
! 419: then type the letter associated with the item, as displayed by the inventory
! 420: command. Typing a '*' at this point produces a list of the eligible items.</p>
! 421: <p align="center"><b><i>Rogue understands the following commands:</i></b></p>
! 422: <p>
! 423: <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table4" cellspacing="3">
! 424: <tr>
! 425: <td align="middle" valign="top">?</td>
! 426: <td> </td>
! 427: <td>Preceding a command by a '?' produces a brief explanation of the command. The
! 428: command '?*' gives an explanation of all the commands.</td>
! 429: </tr>
! 430: <tr>
! 431: <td align="middle" valign="top">/</td>
! 432: <td> </td>
! 433: <td>Preceding a symbol by a '/' identifies the symbol.</td>
! 434: </tr>
! 435: <tr>
! 436: <td align="middle" valign="top">h</td>
! 437: <td> </td>
! 438: <td>Move one position to the left.</td>
! 439: </tr>
! 440: <tr>
! 441: <td align="middle" valign="top">j</td>
! 442: <td> </td>
! 443: <td>Move one position down.</td>
! 444: </tr>
! 445: <tr>
! 446: <td align="middle" valign="top">k</td>
! 447: <td> </td>
! 448: <td>Move one position up.</td>
! 449: </tr>
! 450: <tr>
! 451: <td align="middle" valign="top">l</td>
! 452: <td> </td>
! 453: <td>Move one position to the right.</td>
! 454: </tr>
! 455: <tr>
! 456: <td align="middle" valign="top">y</td>
! 457: <td height="21"> </td>
! 458: <td height="21">Move one position to the top left.</td>
! 459: </tr>
! 460: <tr>
! 461: <td align="middle" valign="top">u</td>
! 462: <td> </td>
! 463: <td>Move one position to the top right.</td>
! 464: </tr>
! 465: <tr>
! 466: <td align="middle" valign="top">b</td>
! 467: <td> </td>
! 468: <td>Move one position to the bottom left.</td>
! 469: </tr>
! 470: <tr>
! 471: <td align="middle" valign="top">n</td>
! 472: <td> </td>
! 473: <td>Move one position to the bottom right</td>
! 474: </tr>
! 475: <tr>
! 476: <td align="middle" valign="top">H</td>
! 477: <td> </td>
! 478: <td>Run to the left until reaching something interesting.</td>
! 479: </tr>
! 480: <tr>
! 481: <td align="middle" valign="top">J</td>
! 482: <td> </td>
! 483: <td>Run down until reaching something interesting.</td>
! 484: </tr>
! 485: <tr>
! 486: <td align="middle" valign="top">K</td>
! 487: <td> </td>
! 488: <td>Run up until reaching something interesting.</td>
! 489: </tr>
! 490: <tr>
! 491: <td align="middle" valign="top">L</td>
! 492: <td> </td>
! 493: <td>Run to the right until reaching something interesting.</td>
! 494: </tr>
! 495: <tr>
! 496: <td align="middle" valign="top">Y</td>
! 497: <td> </td>
! 498: <td>Run to the top left until reaching something interesting.</td>
! 499: </tr>
! 500: <tr>
! 501: <td align="middle" valign="top">U</td>
! 502: <td> </td>
! 503: <td>Run to the top right until reaching something interesting.</td>
! 504: </tr>
! 505: <tr>
! 506: <td align="middle" valign="top">B</td>
! 507: <td> </td>
! 508: <td>Run to the bottom left until reaching something interesting.</td>
! 509: </tr>
! 510: <tr>
! 511: <td align="middle" valign="top">N</td>
! 512: <td> </td>
! 513: <td>Run to the bottom right until reaching something interesting</td>
! 514: </tr>
! 515: <tr>
! 516: <td align="middle" valign="top">t</td>
! 517: <td> </td>
! 518: <td>This command, followed by a directional command, prompts for an
! 519: object from the players pack. The player then throws the object in the
! 520: specified direction.</td>
! 521: </tr>
! 522: <tr>
! 523: <td align="middle" valign="top">f</td>
! 524: <td> </td>
! 525: <td>When this command precedes a directional command, the player moves
! 526: in the specified direction until passing something interesting.</td>
! 527: </tr>
! 528: <tr>
! 529: <td align="middle" valign="top">z</td>
! 530: <td> </td>
! 531: <td>This command must be followed by a directional command. Rogue then
! 532: prompts for a wand or staff from the player's pack and zaps it in the
! 533: specified direction.</td>
! 534: </tr>
! 535: <tr>
! 536: <td align="middle" valign="top">></td>
! 537: <td> </td>
! 538: <td>Go down to the next level.</td>
! 539: </tr>
! 540: <tr>
! 541: <td align="middle" valign="top"><</td>
! 542: <td> </td>
! 543: <td>Go up to the next level.</td>
! 544: </tr>
! 545: <tr>
! 546: <td align="middle" valign="top">s</td>
! 547: <td> </td>
! 548: <td>Search for a secret door or a trap in the circle surrounding the player.</td>
! 549: </tr>
! 550: <tr>
! 551: <td align="middle" valign="top">.</td>
! 552: <td> </td>
! 553: <td>This command (a dot) causes the player to rest a turn.</td>
! 554: </tr>
! 555: <tr>
! 556: <td align="middle" valign="top">i</td>
! 557: <td> </td>
! 558: <td>Display an inventory of the player's pack.</td>
! 559: </tr>
! 560: <tr>
! 561: <td align="middle" valign="top">I</td>
! 562: <td> </td>
! 563: <td>This command prompts for an item from the player's pack and displays
! 564: the inventory information for that item.</td>
! 565: </tr>
! 566: <tr>
! 567: <td align="middle" valign="top">q</td>
! 568: <td> </td>
! 569: <td>Quaff a potion from the player's pack.</td>
! 570: </tr>
! 571: <tr>
! 572: <td align="middle" valign="top">r</td>
! 573: <td> </td>
! 574: <td>Read a scroll from the player's pack.</td>
! 575: </tr>
! 576: <tr>
! 577: <td align="middle" valign="top">e</td>
! 578: <td> </td>
! 579: <td>Eat some food from the player's pack.</td>
! 580: </tr>
! 581: <tr>
! 582: <td align="middle" valign="top">w</td>
! 583: <td> </td>
! 584: <td>Wield a weapon from the player's pack.</td>
! 585: </tr>
! 586: <tr>
! 587: <td align="middle" valign="top">W</td>
! 588: <td> </td>
! 589: <td>Wear some armor or miscellaneous magic item from the player's pack.</td>
! 590: </tr>
! 591: <tr>
! 592: <td align="middle" valign="top">T</td>
! 593: <td> </td>
! 594: <td>Take off whatever the player is wearing.</td>
! 595: </tr>
! 596: <tr>
! 597: <td align="middle" valign="top">P</td>
! 598: <td> </td>
! 599: <td>Put on a ring from the player's pack. The player can wear a maximum
! 600: of eight rings.</td>
! 601: </tr>
! 602: <tr>
! 603: <td align="middle" valign="top">R</td>
! 604: <td> </td>
! 605: <td>Remove a ring from the player's hand.</td>
! 606: </tr>
! 607: <tr>
! 608: <td align="middle" valign="top">^U</td>
! 609: <td> </td>
! 610: <td>Use a miscellaneous magic item in the player's pack.</td>
! 611: </tr>
! 612: <tr>
! 613: <td align="middle" valign="top">d</td>
! 614: <td> </td>
! 615: <td>Drop an item from the player's pack.</td>
! 616: </tr>
! 617: <tr>
! 618: <td align="middle" valign="top">c</td>
! 619: <td> </td>
! 620: <td>When the player types this command, Rogue prompts for an item from
! 621: the player's pack and a one-line name. Rogue then calls all similar
! 622: items (such as all the blue potions) by the specified name.</td>
! 623: </tr>
! 624: <tr>
! 625: <td align="middle" valign="top">m</td>
! 626: <td> </td>
! 627: <td>When the player types this command, Rogue prompts for an item from
! 628: the player's pack and a one-line name. Rogue then marks the specified
! 629: item with the given name.</td>
! 630: </tr>
! 631: <tr>
! 632: <td align="middle" valign="top">o</td>
! 633: <td> </td>
! 634: <td>Typing this command causes Rogue to display all the settable
! 635: options. The player can then merely examine the options or change any or
! 636: all of them.</td>
! 637: </tr>
! 638: <tr>
! 639: <td align="middle" valign="top">C</td>
! 640: <td> </td>
! 641: <td>This command, restricted to magicians and characters with
! 642: exceptionally high intelligence, produces a listing of the magician's
! 643: current supply of spells. The player can select one of the displayed
! 644: spells and, if the player's energy level is sufficiently high, cast it.
! 645: The more complicated the spell, the more energy it takes.</td>
! 646: </tr>
! 647: <tr>
! 648: <td align="middle" valign="top">p</td>
! 649: <td> </td>
! 650: <td>This command, restricted to clerics and characters with
! 651: exceptionally high wisdom, produces a listing of the cleric's known
! 652: prayers. The player can then offer one of these prayers to the
! 653: character's deity. Deities are not known for favoring characters which
! 654: continually pray to them, and they are most likely to answer the least
! 655: "ambitious" prayers.</td>
! 656: </tr>
! 657: <tr>
! 658: <td align="middle" valign="top">a</td>
! 659: <td> </td>
! 660: <td>This command is restricted to clerics and characters with
! 661: exceptionally high wisdom and must be followed by a directional command.
! 662: If there is an "undead" monster standing next to the player in the
! 663: specified direction, there is a chance the player will affect the
! 664: monster by causing it to flee or possibly even destroying it.</td>
! 665: </tr>
! 666: <tr>
! 667: <td align="middle" valign="top">^</td>
! 668: <td> </td>
! 669: <td>This command sets a trap and is most likely to succeed for a
! 670: character with a high dexterity, such as a thief. If the character is
! 671: successful, Rogue prompts the player for a type of trap and sets it
! 672: where the player is standing.</td>
! 673: </tr>
! 674: <tr>
! 675: <td align="middle" valign="top">G</td>
! 676: <td> </td>
! 677: <td>This command is restricted to thieves. It causes Rogue to display
! 678: all the gold on the current level.</td>
! 679: </tr>
! 680: <tr>
! 681: <td align="middle" valign="top">D</td>
! 682: <td> </td>
! 683: <td>Dip something into a magic pool.</td>
! 684: </tr>
! 685: <tr>
! 686: <td align="middle" valign="top">^T</td>
! 687: <td height="22"> </td>
! 688: <td height="22">This command is most likely to succeed for a character
! 689: with a high dexterity, such as a thief, and it must be followed by a
! 690: directional command. If there is a monster standing next to the player
! 691: in the specified direction, the player tries to steal an item from the
! 692: monster's pack. If the player is successful, the monster does not notice
! 693: anything, but if the player is unsuccessful, there is a chance the
! 694: monster will wake up.</td>
! 695: </tr>
! 696: <tr>
! 697: <td align="middle" valign="top">^L</td>
! 698: <td> </td>
! 699: <td>Redraw the screen.</td>
! 700: </tr>
! 701: <tr>
! 702: <td align="middle" valign="top">^R</td>
! 703: <td> </td>
! 704: <td>Repeat the last message that was displayed on the top line of the screen.</td>
! 705: </tr>
! 706: <tr>
! 707: <td align="middle" valign="top">Escape (^[)</td>
! 708: <td> </td>
! 709: <td>Typing an escape will usually cause Rogue to cancel the current command.</td>
! 710: </tr>
! 711: <tr>
! 712: <td align="middle" valign="top">v</td>
! 713: <td> </td>
! 714: <td>Print the current Rogue version number.</td>
! 715: </tr>
! 716: <tr>
! 717: <td align="middle" valign="top">!</td>
! 718: <td> </td>
! 719: <td>Escape to the shell level.</td>
! 720: </tr>
! 721: <tr>
! 722: <td align="middle" valign="top">S</td>
! 723: <td> </td>
! 724: <td>Quit and save the game for resumption at a later time.</td>
! 725: </tr>
! 726: <tr>
! 727: <td align="middle" valign="top">Q</td>
! 728: <td> </td>
! 729: <td>Quit without saving the game.</td>
! 730: </tr>
! 731: </table>
! 732: </p>
! 733: <h3 align="justify">5. IMPLICIT COMMANDS</h3>
! 734: <p align="justify">
! 735: There is no "attack" command. If a player wishes to attack a monster, the
! 736: player simply tries to move onto the spot where the monster is standing. The
! 737: game then assumes that the player wishes to attack the monster with whatever
! 738: weapon the player is wielding.</p>
! 739: <p align="justify">
! 740: When the player moves onto an item, the game automatically places the object
! 741: into the player's pack. If there is no room left in the pack, the game
! 742: announces that fact and leaves the item on the floor.</p>
! 743: <h3 align="justify">6. LIGHT</h3>
! 744: <p align="justify">
! 745: Some rooms in the dungeon possess a natural light source. In other rooms and
! 746: in corridors the player can see only those things within a one space radius
! 747: from the player. These dark rooms can be lit with magical light or by a fire
! 748: beetle.</p>
! 749: <h3 align="justify">7. WEAPONS AND ARMOR</h3>
! 750: <p align="justify">
! 751: The player can wield exactly one weapon at a time. When the player attacks a
! 752: monster, the amount of damage depends on the particular weapon the player is
! 753: wielding. To fire a projectile weapon, such as a crossbow or a short bow,
! 754: the player should wield the bow and "throw" the bolt or arrow at the
! 755: monster.</p>
! 756: <p align="justify">
! 757: A weapon may be cursed or blessed, affecting the likelihood of hitting a
! 758: monster with the weapon and the damage the weapon will inflict on the
! 759: monster. If the player has identified a weapon, the "to hit" and "to damage"
! 760: bonuses appear in that order before the weapon's name in an inventory
! 761: listing. A positive bonus indicates a blessed weapon, and a negative bonus
! 762: usually indicates a cursed weapon. The player cannot release a cursed
! 763: weapon.</p>
! 764: <p align="justify">
! 765: Without any armor the player has an armor class of 10. The lower the
! 766: player's armor class, the harder it is for a monster to hit the player, so
! 767: wearing armor can improve the player's armor class. A cursed suit of armor,
! 768: however, offers poor protection and may sometimes be worse than no armor at
! 769: all.</p>
! 770: <p align="justify">
! 771: After the player has identified a suit of armor, the protection bonus
! 772: appears before the armor's name in an inventory listing. If the bonus is
! 773: positive the armor is blessed, and if it is negative, the armor is usually
! 774: cursed. The player cannot remove a cursed suit of armor.</p>
! 775: <p align="justify">
! 776: Some monsters can corrode armor when they hit it. If such a monster hits the
! 777: player when the player is wearing metal armor, the armor loses some of its
! 778: protection value, but the corrosion does not curse the armor.</p>
! 779: <h3 align="justify">8. POTIONS AND SCROLLS</h3>
! 780: <p align="justify">
! 781: The player can frequently find potions and scrolls in the dungeon. In any
! 782: given dungeon, the player can distinguish among the different types of
! 783: potions by a potion's color and among the different types of scrolls by a
! 784: scroll's name. Quaffing a potion or reading a scroll usually causes some
! 785: magical occurrence. Most potions and scrolls may be cursed or blessed.</p>
! 786: <h3 align="justify">9. RINGS</h3>
! 787: <p align="justify">
! 788: The player can wear a maximum of eight rings, and they have a magical effect
! 789: on the player as long as they are worn. Some rings also speed up the
! 790: player's metabolism, making the player require food more often. Many rings
! 791: can be cursed or blessed, and the player cannot remove a cursed ring. The
! 792: player can distinguish among different types of rings by a ring's jewel.</p>
! 793: <h3 align="justify">10. WANDS AND STAVES</h3>
! 794: <p align="justify">
! 795: Wands and staves affect the player's environment. The player can zap a wand
! 796: or staff at something and perhaps shoot a bolt of lightning at it or
! 797: teleport it away. All wands or staves of the same type are constructed with
! 798: the same type of wood. Some wands and staves may be cursed or blessed.</p>
! 799: <h3 align="justify">11. FOOD</h3>
! 800: <p>The player must be careful not to run out of food since moving through the
! 801: dungeon fighting monsters consumes a lot of energy. Starving results in the
! 802: player's fainting for increasingly longer periods of time, during which any
! 803: nearby monster can attack the player freely. </p>
! 804: <h3 align="justify">12. GOLD</h3>
! 805: <p>Gold has one use in a dungeon: buying things. One can buy things in two ways,
! 806: either in a trading post or from a quartermaster. A trading post is a place
! 807: "between levels" of the dungeon and can be entered by stepping on the entrance.
! 808: A quartermaster is a person who will sometimes appear and will try to sell the
! 809: player some of his wares. These wares are never cursed and frequently blessed,
! 810: though blessed goods cost more than normal goods. If the player chooses to buy
! 811: one of the quartermaster's items, the quartermaster trades the item for the
! 812: specified amount of gold and disappears. Attacking a quartermaster causes him to
! 813: vanish without offering a trade. </p>
! 814: <h3 align="justify">13. MISCELLANEOUS MAGIC ITEMS</h3>
! 815: <p align="justify">
! 816: Miscellaneous items such as a pair of boots or a book may be found within
! 817: the dungeon. These items can usually be used to the player's advantage
! 818: (assuming they are not cursed). Some of these items can be worn, such as a
! 819: cloak, while others are to be used, such as a book.</p>
! 820: <h3 align="justify">14. ARTIFACTS</h3>
! 821: <p align="justify">
! 822: Some monsters down in the depths of the dungeon carry unique artifacts. The
! 823: game begins as a quest to retrieve one of these items. Each artifact appears
! 824: only on its owner's person.</p>
! 825: <h3 align="justify">15. TRAPS</h3>
! 826: <p align="justify">
! 827: A variety of traps, including trap doors, bear traps, and sleeping
! 828: traps, are hidden in the dungeon. They remain hidden until sprung by a
! 829: monster or the player. A sprung trap continues to function, but since it is
! 830: visible, an intelligent monster is not likely to tread on it.</p>
! 831: <h3 align="justify">16. THE MONSTERS</h3>
! 832: <p align="justify">
! 833: Each monster except for the merchant quartermaster appears in a limited
! 834: range of dungeon levels. All monsters of the same type share the same
! 835: abilities; all giant rats, for example, can give the player a disease, and
! 836: all jackalweres can put the player to sleep. Monsters of the same type can
! 837: vary, however, such that one kobold may be much more difficult to kill than
! 838: another one. In general, the more difficult it is to kill a monster, the
! 839: more experience points the monster is worth.</p>
! 840: <p align="justify">
! 841: Most monsters attack by biting and clawing, but some monsters carry weapons,
! 842: including such projectile weapons as short bows and crossbows, and some
! 843: monsters have breath weapons. These latter monsters can attack the player
! 844: from across a room or down a corridor.</p>
! 845: <p align="justify">
! 846: Some monsters are more intelligent than others, and the more intelligent a
! 847: monster, the more likely that the monster will run away if it is about to
! 848: die. A fleeing monster will not attack the player unless cornered.</p>
! 849: <p align="justify">As the player moves down in the dungeon, the monsters get
! 850: more powerful. Deep down in the dungeon there exist some one-of-a-kind monsters.
! 851: These monsters are greatly feared. However, once a "unique monster" is killed,
! 852: the player will not find another in the current dungeon.</p>
! 853: <h3 align="justify">17. OPTIONS</h3>
! 854: <p align="justify">
! 855: Rogue has several options which may be set by the player:
! 856: </p>
! 857: <p>
! 858: <table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table5" cellspacing="3">
! 859: <tr>
! 860: <td valign="top">terse</td>
! 861: <td> </td>
! 862: <td>Setting this Boolean option results in shorter messages appearing on
! 863: the top line of the screen.</td>
! 864: </tr>
! 865: <tr>
! 866: <td valign="top">jump</td>
! 867: <td> </td>
! 868: <td>Setting this Boolean option results in waiting until the player has
! 869: finished running to draw the player's path. Otherwise the game always
! 870: displays the path one step at a time.</td>
! 871: </tr>
! 872: <tr>
! 873: <td valign="top">step</td>
! 874: <td> </td>
! 875: <td>Setting this Boolean option results in most listings, such as an
! 876: inventory, appearing one item at a time on the top line of the screen.
! 877: When this option is not set, the game clears the screen, displays the
! 878: list, and then redraws the dungeon.</td>
! 879: </tr>
! 880: <tr>
! 881: <td valign="top">flush</td>
! 882: <td> </td>
! 883: <td>Setting this Boolean option results in flushing all type ahead
! 884: (pending) commands when the player encounters a monster.</td>
! 885: </tr>
! 886: <tr>
! 887: <td valign="top">askme</td>
! 888: <td nowrap> </td>
! 889: <td>Setting this Boolean option results in the game prompting the player
! 890: for a name upon encountering a new type of scroll, potion, ring, staff,
! 891: or wand.</td>
! 892: </tr>
! 893: <tr>
! 894: <td valign="top">name</td>
! 895: <td> </td>
! 896: <td>This string is the player's name and defaults to the player's
! 897: account name.</td>
! 898: </tr>
! 899: <tr>
! 900: <td valign="top">fruit</td>
! 901: <td> </td>
! 902: <td>This string identifies the player's favorite fruit, sometimes
! 903: encountered in the dungeon. It defaults to slime-mold.</td>
! 904: </tr>
! 905: <tr>
! 906: <td valign="top">file</td>
! 907: <td> </td>
! 908: <td>This string, which defaults to rogue.save, specifies the file to use
! 909: for saving the game.</td>
! 910: </tr>
! 911: <tr>
! 912: <td valign="top">score</td>
! 913: <td> </td>
! 914: <td>This string identifies the top-ten score file to use for the game.</td>
! 915: </tr>
! 916: <tr>
! 917: <td valign="top">class</td>
! 918: <td> </td>
! 919: <td>This option specifies the character class of the rogue. It can be
! 920: set only in the ROGUEOPTS environment variable.</td>
! 921: </tr>
! 922: </table>
! 923: </p>
! 924: <p align="justify">
! 925: The player can set options at the beginning of a game via the ROGUEOPTS
! 926: environment variable. Naming a Boolean option sets it, and preceding the
! 927: Boolean option name by "no" clears it. The syntax "stringoption=name" sets a
! 928: string option to "name." So setting ROGUEOPTS to "terse, jump, nostep,
! 929: flush, askme, name=Ivan the Terrible, fruit=pomegranate" would set the
! 930: terse, jump, flush, and askme Boolean options, clear the step Boolean
! 931: option, set the player's name to "Ivan the Terrible," set the player's
! 932: favorite fruit to a pomegranate, and use the defaults for the save file and
! 933: the score file.</p>
! 934: <p align="justify">
! 935: The player may change an option at any time during the game via the option
! 936: command, which results in a listing of the current options. Typing a new
! 937: value changes the option, a RETURN moves to the next option, a '-' moves to
! 938: the previous option, and an ESCAPE returns the player to the dungeon.</p>
! 939: <h3 align="justify">18. SCORING</h3>
! 940: <p>The player receives experience points for stealing items from monsters,
! 941: turning monsters (a clerical ability), and killing monsters. When the player
! 942: gets killed, the player's score equals the player's experience points. A player
! 943: who quits gets a score equal to the player's experience points and gold. If the
! 944: player makes it back up out of the dungeon, the player's score equals the
! 945: player's experience points plus the gold the player carried and the gold
! 946: received from selling the player's possessions. Rogue maintains a list of the
! 947: top ten scores to date, together with the name of the player obtaining the
! 948: score, the level where the player finished, and the manner in which the player
! 949: ended the game.</p>
! 950: <h3 align="justify">19. ACKNOWLEDGEMENTS</h3>
! 951: <p align="justify">
! 952: This version of Rogue is based on a version developed at the University of
! 953: California at Berkeley by Michael Toy and Ken Arnold.</p>
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