Annotation of early-roguelike/arogue5/arogue58.html, Revision 1.1.1.1
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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