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

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