<!-- Advanced Rogue -->
<!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T -->
<!-- All rights reserved. -->
<!-- -->
<!-- Based on "Rogue: Exploring the Dungeons of Doom" -->
<!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman -->
<!-- All rights reserved. -->
<!-- -->
<!-- See the file LICENSE.TXT for full copyright and licensing information. -->
<!-- Creator : groff version 1.18.1 -->
<!-- CreationDate: Sat Jan 21 09:55:23 2006 -->
<h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of
Doom</a></h1>
<br>
<h2 align="center">AT&T Bell Laboratories</h2>
<h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3>
<br>
<table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center">
<tr>
<td nowrap>
Advanced Rogue<br>
Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T<br>
All rights reserved.
</td>
</tr>
<tr>
<td nowrap>
Based on "Rogue: Exploring the Dungeons of Doom"<br>
Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br>
All rights reserved.
</td>
</tr>
</table>
<p align="center">See the file LICENSE.TXT for full copyright and licensing
information.</p>
<p align="center"> </p>
<p align="center"><b>ABSTRACT</b></p>
<blockquote>
<blockquote>
<p align="justify">Rogue was first introduced by Michael Toy at the
University of California at Berkeley as a screen-oriented fantasy game.
The game had 26 types of monsters that the player could meet while
exploring a dungeon generated by the computer. Scrolls, potions, rings,
wands, staves, armor, and weapons helped the player to battle these
monsters and to gain gold, the basis for scoring.</p>
<p align="justify">The version of Rogue described in this guide has been
expanded to include over 110 monsters with many new capabilities. Many
of the monsters are intelligent, and they, like the player, must avoid
traps and decide when it is better to fight or to run. The player
chooses a character class at the beginning of the game which defines the
player's abilities. Experience, rather than gold, decides the player's
score.</p>
</blockquote>
</blockquote>
<h2 align="justify"> </h2>
<h3 align="justify">1. INTRODUCTION</h3>
<p align="justify">
Rogue is a screen-oriented fantasy game set in the ever-changing Dungeons of
Doom. The game comes complete with monsters, spells, weapons, armor,
potions, and other magical items. The dungeon's geography changes with every
game, and although many magical items have certain identifiable properties,
such as turning the player invisible, the physical manifestation of the
magic changes each game. A red potion, for example, will cause the same
reaction throughout a given game, but it may be a completely different
potion in a new game.</p>
<p align="justify">
Entering the dungeon with only a little food, armor, and a weapon, the
player must develop a good strategy of when to fight, when to run, and how
to best use any magical items found in the dungeon. To make things
interesting, the player has a quest to return one of several unique
artifacts, rumored to lie deep in the dungeon's bowels. Returning with this
artifact brings great glory and the title of Complete Winner. But even after
finding the artifact, the player may wish to continue further to match wits
with an arch-devil, demon prince, or even a deity found far down in the
dungeon. Defeating such a creature will gain the player many experience
points, the basis for scoring in Rogue.</p>
<p align="justify">
It is very difficult to return from the Dungeons of Doom. Few people ever
make it out alive. Should this unlikely event occur, the player would be
proclaimed a complete winner and handsomely rewarded for any booty removed
from the dungeon.</p>
<h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3>
<p align="justify">
Before placing the player in the dungeon, the game requests the player to
select a character class: a fighter, a magic user, a cleric, or a thief.</p>
<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p>
<p align="justify">
A fighter is very strong and will have a high strength rating. This great
strength gives a fighter the best odds of winning a battle with a monster.
At high experience levels the fighter also gets to attack multiple times in
a single turn. This obviously further increases his chances at winning
battles. Intrinsic to the fighter class is a robustness which results in 1
to 10 extra hit points for every new experience level.</p>
<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p>
<p align="justify">
A magician's major attribute is intelligence, which enables the magician to
cast spells. The number and variety of spells increases as the magician
gains experience and intelligence. Other types of characters can cast
spells, but only if they manage to gain extraordinarily high intelligence.
Magic users are not as hearty as fighters; they receive 1 to 8 extra hit
points for every new experience level.</p>
<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p>
<p align="justify">
A cleric has a high wisdom rating and can thus pray. The number and variety
of prayers which the gods are willing to grant to a cleric increase as the
cleric gains experience and wisdom. Other character types can pray only if
they manage to gain extraordinary wisdom.</p>
<p align="justify">
Because of their religious nature, clerics can also affect the "undead"
beings, like zombies and ghouls, which became monsters after they died. If
an "undead" creature is next to a cleric, the cleric may try to turn it and
cause it to flee. If the cleric is sufficiently powerful relative to the
monster, the cleric will destroy it. This ability increases as the character
gains experience levels.</p>
<p align="justify">
Clerics can gain from 1 to 8 extra hit points on reaching a new experience
level.</p>
<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.4 The Thief</span></strong></p>
<p align="justify">
A thief is exceptionally dextrous and has a good chance to set a trap or rob
a monster. Any type of character can try to set a trap or steal from a
monster standing next to the character, but the chances of success are low
compared to a thief's chances.
</p>
<p align="justify">
By their nature, thieves can automatically detect all the gold on the
current level of the dungeon. They are also good at detecting hidden traps.
Because thieves slink along, they are not as likely as other characters to
wake sleeping monsters. If a thief manages to sneak up on a creature without
waking it, he will get a chance to backstab the monster. When this is done,
the damage done by the thief greatly increases based on his experience
level.</p>
<p align="justify">
Thieves gain from 1 to 6 extra hit points from a new experience level.
</p>
<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.5
CONSTITUTION</span></strong></p>
<p align="justify">Every character has a constitution rating. A character with
an exceptionally good constitution will gain more than the normal amount of hit
points associated with the character's class when the character reaches a new
experience level. Exceptional constitution also provides better protection
versus poison-based attacks and diseases.</p>
<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.6 Experience Levels</span></strong></p>
<p align="justify">
Characters gain experience for killing monsters, stealing from monsters, and
turning monsters. Each character class has a set of thresholds associated
with it. When a character reaches a threshold, the character attains the
next experience level. This new level brings extra hit points and a greater
chance of success in performing the abilities associated with the
character's class. Magicians receive new spells, and clerics receive new
prayers.</p>
<p align="justify">
Thieves have the lowest threshold for gaining experience levels, followed by
clerics. Fighters are next, and magicians have the highest threshold.</p>
<h3 align="justify">
3. THE SCREEN</h3>
<p align="justify">
During the normal course of play, the screen consists of three separate
sections: the top line of the terminal, the bottom two lines of the
terminal, and the remaining middle lines. The top line reports actions which
occur during the game, the middle section depicts the dungeon, and the
bottom lines describe the player's current condition.</p>
<p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.1 The Top Line</span></strong>
<p align="justify">
Whenever anything happens to the player, such as finding a scroll or hitting
or being hit by a monster, a short report of the occurrence appears on the
top line of the screen. When such reports occur quickly, one right after
another, the game displays the notice followed by the prompt '--More--.'
After reading this notice, the player can press a space to display the next
message. At such a point, the game ignores all commands until the player
presses a space.</p>
<p align="justify">
<strong>
<span style="FONT-VARIANT: small-caps">3.2 The Dungeon Section</span></strong>
<p align="justify">
The large middle section of the screen displays the player's surroundings using
the following symbols:
</p>
<p>
<table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table3" cellspacing="3">
<tr>
<td align="middle">|</td>
<td>
</td>
<td>A wall of a room.</td>
</tr>
<tr>
<td align="middle">-</td>
<td> </td>
<td>A wall of a room.</td>
</tr>
<tr>
<td align="middle">*</td>
<td> </td>
<td>A pile of gold.</td>
</tr>
<tr>
<td align="middle">%</td>
<td> </td>
<td>A way to the next level.</td>
</tr>
<tr>
<td align="middle">+</td>
<td> </td>
<td>A doorway.</td>
</tr>
<tr>
<td align="middle">.</td>
<td> </td>
<td>The floor in a room.</td>
</tr>
<tr>
<td align="middle">@</td>
<td> </td>
<td>The player.</td>
</tr>
<tr>
<td align="middle">_</td>
<td> </td>
<td>The player, when invisible.</td>
</tr>
<tr>
<td align="middle">#</td>
<td> </td>
<td>The floor in a passageway.</td>
</tr>
<tr>
<td align="middle">!</td>
<td> </td>
<td>A flask containing a potion.</td>
</tr>
<tr>
<td align="middle">?</td>
<td> </td>
<td>A sealed scroll.</td>
</tr>
<tr>
<td align="middle">:</td>
<td> </td>
<td>Some food.</td>
</tr>
<tr>
<td align="middle">)</td>
<td> </td>
<td>A weapon.</td>
</tr>
<tr>
<td align="middle"> </td>
<td nowrap> </td>
<td nowrap>Solid rock (denoted by a space).</td>
</tr>
<tr>
<td align="middle">]</td>
<td> </td>
<td>Some armor.</td>
</tr>
<tr>
<td align="middle">;</td>
<td> </td>
<td>A miscellaneous magic item.</td>
</tr>
<tr>
<td align="middle">,</td>
<td> </td>
<td>An artifact.</td>
</tr>
<tr>
<td align="middle">=</td>
<td> </td>
<td>A ring.</td>
</tr>
<tr>
<td align="middle">/</td>
<td> </td>
<td>A wand or a staff.</td>
</tr>
<tr>
<td align="middle">^</td>
<td> </td>
<td>The entrance to a trading post.</td>
</tr>
<tr>
<td align="middle">></td>
<td> </td>
<td>A trapdoor leading to the next level</td>
</tr>
<tr>
<td align="middle">{</td>
<td> </td>
<td>An arrow trap</td>
</tr>
<tr>
<td align="middle">$</td>
<td> </td>
<td>A sleeping gas trap</td>
</tr>
<tr>
<td align="middle">}</td>
<td> </td>
<td>A beartrap</td>
</tr>
<tr>
<td align="middle">~</td>
<td> </td>
<td>A trap that teleports you somewhere else</td>
</tr>
<tr>
<td align="middle">`</td>
<td> </td>
<td>A poison dart trap</td>
</tr>
<tr>
<td align="middle">"</td>
<td> </td>
<td>a shimmering magic pool</td>
</tr>
<tr>
<td align="middle">'</td>
<td> </td>
<td>An entrance to a maze</td>
</tr>
<tr>
<td align="middle">$</td>
<td> </td>
<td>Any magical item. (During magic detection)</td>
</tr>
<tr>
<td align="middle">></td>
<td nowrap> </td>
<td nowrap>A blessed magical item. (During magic detection)</td>
</tr>
<tr>
<td align="middle"><</td>
<td> </td>
<td>A cursed magical item. (During magic detection)</td>
</tr>
<tr>
<td align="middle">A letter</td>
<td> </td>
<td>A monster. Note that a given letter may signify<br>
multiple monsters, depending on the level of the<br>
dungeon. The player can always identify a current<br>
monster by using the identify command ('/').</td>
</tr>
</table>
</p>
<p align="justify"><strong><span style="FONT-VARIANT: small-caps">3.3 The Status Section</span></strong></p>
<p align="justify">
The bottom two lines of the screen describe the player's current status. The
first line gives the player's characteristics:
</p>
<ul>
<li>
<p align="justify">Intelligence (Int)</p>
<li>
<p align="justify">Strength (Str)</p>
<li>
<p align="justify">Wisdom (Wis)</p>
<li>
<p align="justify">Dexterity (Dxt)</p>
<li>
<p align="justify">Constitution (Const)</p>
<li>
<p align="justify">Charisma (Char)</p>
<li>
<p align="justify">Encumbrance (Carry)</p>
</li>
</ul>
<p align="justify">
Intelligence, strength, wisdom, dexterity, and constitution have a normal
maximum of 25, but can be higher when augmented by a ring. Encumbrance is a
measurement of how much the player can carry versus how much he is currently
carrying. The more you carry relative to your maximum causes you to use more
food.</p>
<p align="justify">
The second status line provides the following information:
</p>
<ul>
<li>
<p align="justify">The current level (Lvl) in the dungeon. This number
increases as the player goes further down.</p>
<li>
<p align="justify">How much gold (Au) the player is carrying.</p>
<li>
<p align="justify">The player's current number of hit points (Hp), followed
in parentheses by the player's current maximum number of hit points. Hit
points express the player's health. As a player heals by resting, the
player's current hit points gradually increase until reaching the current
maximum. This maximum increases each time a player attains a new experience
level. If the player's current hit points reach 0, the player dies.</p>
<li>
<p align="justify">The player's armor class (Ac). This number describes the
amount of protection provided by the armor and rings currently worn by the
player. Wearing no armor is equivalent to an armor class of 10. The
protection level increases as the armor class decreases.</p>
<li>
<p align="justify">The player's current experience level (Exp) followed by
the player's experience points. The player can gain experience points by
killing monsters, successfully stealing from monsters, and turning monsters.
When a player gains enough experience points to surpass a threshold that
depends on the player's character type, the player reaches a new experience
level. A new experience level brings extra hit points and possibly added
abilities, such as a new spell for a magician or a new prayer for a cleric.</p>
<li>
<p align="justify">A description of the player's character. This description
depends on the player's character type and experience level.</p>
</li>
</ul>
<h3 align="justify">4. COMMANDS</h3>
<p align="justify">
A player can invoke most Rogue commands by typing a single character. Some
commands, however, require a direction, in which case the player types the
command character followed by a directional command. Many commands can be
prefaced by a number, indicating how many times the command should be
executed.</p>
<p align="justify">
When the player invokes a command referring to an item in the player's pack
(such as reading a scroll), the game prompts for the item. The player should
then type the letter associated with the item, as displayed by the inventory
command. Typing a '*' at this point produces a list of the eligible items.</p>
<p align="center"><b><i>Rogue understands the following commands:</i></b></p>
<p>
<table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table4" cellspacing="3">
<tr>
<td align="middle" valign="top">?</td>
<td> </td>
<td>Preceding a command by a '?' produces a brief explanation of the command. The
command '?*' gives an explanation of all the commands.</td>
</tr>
<tr>
<td align="middle" valign="top">/</td>
<td> </td>
<td>Preceding a symbol by a '/' identifies the symbol.</td>
</tr>
<tr>
<td align="middle" valign="top">h</td>
<td> </td>
<td>Move one position to the left.</td>
</tr>
<tr>
<td align="middle" valign="top">j</td>
<td> </td>
<td>Move one position down.</td>
</tr>
<tr>
<td align="middle" valign="top">k</td>
<td> </td>
<td>Move one position up.</td>
</tr>
<tr>
<td align="middle" valign="top">l</td>
<td> </td>
<td>Move one position to the right.</td>
</tr>
<tr>
<td align="middle" valign="top">y</td>
<td height="21"> </td>
<td height="21">Move one position to the top left.</td>
</tr>
<tr>
<td align="middle" valign="top">u</td>
<td> </td>
<td>Move one position to the top right.</td>
</tr>
<tr>
<td align="middle" valign="top">b</td>
<td> </td>
<td>Move one position to the bottom left.</td>
</tr>
<tr>
<td align="middle" valign="top">n</td>
<td> </td>
<td>Move one position to the bottom right</td>
</tr>
<tr>
<td align="middle" valign="top">H</td>
<td> </td>
<td>Run to the left until reaching something interesting.</td>
</tr>
<tr>
<td align="middle" valign="top">J</td>
<td> </td>
<td>Run down until reaching something interesting.</td>
</tr>
<tr>
<td align="middle" valign="top">K</td>
<td> </td>
<td>Run up until reaching something interesting.</td>
</tr>
<tr>
<td align="middle" valign="top">L</td>
<td> </td>
<td>Run to the right until reaching something interesting.</td>
</tr>
<tr>
<td align="middle" valign="top">Y</td>
<td> </td>
<td>Run to the top left until reaching something interesting.</td>
</tr>
<tr>
<td align="middle" valign="top">U</td>
<td> </td>
<td>Run to the top right until reaching something interesting.</td>
</tr>
<tr>
<td align="middle" valign="top">B</td>
<td> </td>
<td>Run to the bottom left until reaching something interesting.</td>
</tr>
<tr>
<td align="middle" valign="top">N</td>
<td> </td>
<td>Run to the bottom right until reaching something interesting</td>
</tr>
<tr>
<td align="middle" valign="top">t</td>
<td> </td>
<td>This command, followed by a directional command, prompts for an
object from the players pack. The player then throws the object in the
specified direction.</td>
</tr>
<tr>
<td align="middle" valign="top">f</td>
<td> </td>
<td>When this command precedes a directional command, the player moves
in the specified direction until passing something interesting.</td>
</tr>
<tr>
<td align="middle" valign="top">z</td>
<td> </td>
<td>This command must be followed by a directional command. Rogue then
prompts for a wand or staff from the player's pack and zaps it in the
specified direction.</td>
</tr>
<tr>
<td align="middle" valign="top">></td>
<td> </td>
<td>Go down to the next level.</td>
</tr>
<tr>
<td align="middle" valign="top"><</td>
<td> </td>
<td>Go up to the next level.</td>
</tr>
<tr>
<td align="middle" valign="top">s</td>
<td> </td>
<td>Search for a secret door or a trap in the circle surrounding the player.</td>
</tr>
<tr>
<td align="middle" valign="top">.</td>
<td> </td>
<td>This command (a dot) causes the player to rest a turn.</td>
</tr>
<tr>
<td align="middle" valign="top">i</td>
<td> </td>
<td>Display an inventory of the player's pack.</td>
</tr>
<tr>
<td align="middle" valign="top">I</td>
<td> </td>
<td>This command prompts for an item from the player's pack and displays
the inventory information for that item.</td>
</tr>
<tr>
<td align="middle" valign="top">q</td>
<td> </td>
<td>Quaff a potion from the player's pack.</td>
</tr>
<tr>
<td align="middle" valign="top">r</td>
<td> </td>
<td>Read a scroll from the player's pack.</td>
</tr>
<tr>
<td align="middle" valign="top">e</td>
<td> </td>
<td>Eat some food from the player's pack.</td>
</tr>
<tr>
<td align="middle" valign="top">w</td>
<td> </td>
<td>Wield a weapon from the player's pack.</td>
</tr>
<tr>
<td align="middle" valign="top">W</td>
<td> </td>
<td>Wear some armor or miscellaneous magic item from the player's pack.</td>
</tr>
<tr>
<td align="middle" valign="top">T</td>
<td> </td>
<td>Take off whatever the player is wearing.</td>
</tr>
<tr>
<td align="middle" valign="top">P</td>
<td> </td>
<td>Put on a ring from the player's pack. The player can wear a maximum
of eight rings.</td>
</tr>
<tr>
<td align="middle" valign="top">R</td>
<td> </td>
<td>Remove a ring from the player's hand.</td>
</tr>
<tr>
<td align="middle" valign="top">^U</td>
<td> </td>
<td>Use a miscellaneous magic item in the player's pack.</td>
</tr>
<tr>
<td align="middle" valign="top">d</td>
<td> </td>
<td>Drop an item from the player's pack.</td>
</tr>
<tr>
<td align="middle" valign="top">c</td>
<td> </td>
<td>When the player types this command, Rogue prompts for an item from
the player's pack and a one-line name. Rogue then calls all similar
items (such as all the blue potions) by the specified name.</td>
</tr>
<tr>
<td align="middle" valign="top">m</td>
<td> </td>
<td>When the player types this command, Rogue prompts for an item from
the player's pack and a one-line name. Rogue then marks the specified
item with the given name.</td>
</tr>
<tr>
<td align="middle" valign="top">o</td>
<td> </td>
<td>Typing this command causes Rogue to display all the settable
options. The player can then merely examine the options or change any or
all of them.</td>
</tr>
<tr>
<td align="middle" valign="top">C</td>
<td> </td>
<td>This command, restricted to magicians and characters with
exceptionally high intelligence, produces a listing of the magician's
current supply of spells. The player can select one of the displayed
spells and, if the player's energy level is sufficiently high, cast it.
The more complicated the spell, the more energy it takes.</td>
</tr>
<tr>
<td align="middle" valign="top">p</td>
<td> </td>
<td>This command, restricted to clerics and characters with
exceptionally high wisdom, produces a listing of the cleric's known
prayers. The player can then offer one of these prayers to the
character's deity. Deities are not known for favoring characters which
continually pray to them, and they are most likely to answer the least
"ambitious" prayers.</td>
</tr>
<tr>
<td align="middle" valign="top">a</td>
<td> </td>
<td>This command is restricted to clerics and characters with
exceptionally high wisdom and must be followed by a directional command.
If there is an "undead" monster standing next to the player in the
specified direction, there is a chance the player will affect the
monster by causing it to flee or possibly even destroying it.</td>
</tr>
<tr>
<td align="middle" valign="top">^</td>
<td> </td>
<td>This command sets a trap and is most likely to succeed for a
character with a high dexterity, such as a thief. If the character is
successful, Rogue prompts the player for a type of trap and sets it
where the player is standing.</td>
</tr>
<tr>
<td align="middle" valign="top">G</td>
<td> </td>
<td>This command is restricted to thieves. It causes Rogue to display
all the gold on the current level.</td>
</tr>
<tr>
<td align="middle" valign="top">D</td>
<td> </td>
<td>Dip something into a magic pool.</td>
</tr>
<tr>
<td align="middle" valign="top">^T</td>
<td height="22"> </td>
<td height="22">This command is most likely to succeed for a character
with a high dexterity, such as a thief, and it must be followed by a
directional command. If there is a monster standing next to the player
in the specified direction, the player tries to steal an item from the
monster's pack. If the player is successful, the monster does not notice
anything, but if the player is unsuccessful, there is a chance the
monster will wake up.</td>
</tr>
<tr>
<td align="middle" valign="top">^L</td>
<td> </td>
<td>Redraw the screen.</td>
</tr>
<tr>
<td align="middle" valign="top">^R</td>
<td> </td>
<td>Repeat the last message that was displayed on the top line of the screen.</td>
</tr>
<tr>
<td align="middle" valign="top">Escape (^[)</td>
<td> </td>
<td>Typing an escape will usually cause Rogue to cancel the current command.</td>
</tr>
<tr>
<td align="middle" valign="top">v</td>
<td> </td>
<td>Print the current Rogue version number.</td>
</tr>
<tr>
<td align="middle" valign="top">!</td>
<td> </td>
<td>Escape to the shell level.</td>
</tr>
<tr>
<td align="middle" valign="top">S</td>
<td> </td>
<td>Quit and save the game for resumption at a later time.</td>
</tr>
<tr>
<td align="middle" valign="top">Q</td>
<td> </td>
<td>Quit without saving the game.</td>
</tr>
</table>
</p>
<h3 align="justify">5. IMPLICIT COMMANDS</h3>
<p align="justify">
There is no "attack" command. If a player wishes to attack a monster, the
player simply tries to move onto the spot where the monster is standing. The
game then assumes that the player wishes to attack the monster with whatever
weapon the player is wielding.</p>
<p align="justify">
When the player moves onto an item, the game automatically places the object
into the player's pack. If there is no room left in the pack, the game
announces that fact and leaves the item on the floor.</p>
<h3 align="justify">6. LIGHT</h3>
<p align="justify">
Some rooms in the dungeon possess a natural light source. In other rooms and
in corridors the player can see only those things within a one space radius
from the player. These dark rooms can be lit with magical light or by a fire
beetle.</p>
<h3 align="justify">7. WEAPONS AND ARMOR</h3>
<p align="justify">
The player can wield exactly one weapon at a time. When the player attacks a
monster, the amount of damage depends on the particular weapon the player is
wielding. To fire a projectile weapon, such as a crossbow or a short bow,
the player should wield the bow and "throw" the bolt or arrow at the
monster.</p>
<p align="justify">
A weapon may be cursed or blessed, affecting the likelihood of hitting a
monster with the weapon and the damage the weapon will inflict on the
monster. If the player has identified a weapon, the "to hit" and "to damage"
bonuses appear in that order before the weapon's name in an inventory
listing. A positive bonus indicates a blessed weapon, and a negative bonus
usually indicates a cursed weapon. The player cannot release a cursed
weapon.</p>
<p align="justify">
Without any armor the player has an armor class of 10. The lower the
player's armor class, the harder it is for a monster to hit the player, so
wearing armor can improve the player's armor class. A cursed suit of armor,
however, offers poor protection and may sometimes be worse than no armor at
all.</p>
<p align="justify">
After the player has identified a suit of armor, the protection bonus
appears before the armor's name in an inventory listing. If the bonus is
positive the armor is blessed, and if it is negative, the armor is usually
cursed. The player cannot remove a cursed suit of armor.</p>
<p align="justify">
Some monsters can corrode armor when they hit it. If such a monster hits the
player when the player is wearing metal armor, the armor loses some of its
protection value, but the corrosion does not curse the armor.</p>
<h3 align="justify">8. POTIONS AND SCROLLS</h3>
<p align="justify">
The player can frequently find potions and scrolls in the dungeon. In any
given dungeon, the player can distinguish among the different types of
potions by a potion's color and among the different types of scrolls by a
scroll's name. Quaffing a potion or reading a scroll usually causes some
magical occurrence. Most potions and scrolls may be cursed or blessed.</p>
<h3 align="justify">9. RINGS</h3>
<p align="justify">
The player can wear a maximum of eight rings, and they have a magical effect
on the player as long as they are worn. Some rings also speed up the
player's metabolism, making the player require food more often. Many rings
can be cursed or blessed, and the player cannot remove a cursed ring. The
player can distinguish among different types of rings by a ring's jewel.</p>
<h3 align="justify">10. WANDS AND STAVES</h3>
<p align="justify">
Wands and staves affect the player's environment. The player can zap a wand
or staff at something and perhaps shoot a bolt of lightning at it or
teleport it away. All wands or staves of the same type are constructed with
the same type of wood. Some wands and staves may be cursed or blessed.</p>
<h3 align="justify">11. FOOD</h3>
<p>The player must be careful not to run out of food since moving through the
dungeon fighting monsters consumes a lot of energy. Starving results in the
player's fainting for increasingly longer periods of time, during which any
nearby monster can attack the player freely. </p>
<h3 align="justify">12. GOLD</h3>
<p>Gold has one use in a dungeon: buying things. One can buy things in two ways,
either in a trading post or from a quartermaster. A trading post is a place
"between levels" of the dungeon and can be entered by stepping on the entrance.
A quartermaster is a person who will sometimes appear and will try to sell the
player some of his wares. These wares are never cursed and frequently blessed,
though blessed goods cost more than normal goods. If the player chooses to buy
one of the quartermaster's items, the quartermaster trades the item for the
specified amount of gold and disappears. Attacking a quartermaster causes him to
vanish without offering a trade. </p>
<h3 align="justify">13. MISCELLANEOUS MAGIC ITEMS</h3>
<p align="justify">
Miscellaneous items such as a pair of boots or a book may be found within
the dungeon. These items can usually be used to the player's advantage
(assuming they are not cursed). Some of these items can be worn, such as a
cloak, while others are to be used, such as a book.</p>
<h3 align="justify">14. ARTIFACTS</h3>
<p align="justify">
Some monsters down in the depths of the dungeon carry unique artifacts. The
game begins as a quest to retrieve one of these items. Each artifact appears
only on its owner's person.</p>
<h3 align="justify">15. TRAPS</h3>
<p align="justify">
A variety of traps, including trap doors, bear traps, and sleeping
traps, are hidden in the dungeon. They remain hidden until sprung by a
monster or the player. A sprung trap continues to function, but since it is
visible, an intelligent monster is not likely to tread on it.</p>
<h3 align="justify">16. THE MONSTERS</h3>
<p align="justify">
Each monster except for the merchant quartermaster appears in a limited
range of dungeon levels. All monsters of the same type share the same
abilities; all giant rats, for example, can give the player a disease, and
all jackalweres can put the player to sleep. Monsters of the same type can
vary, however, such that one kobold may be much more difficult to kill than
another one. In general, the more difficult it is to kill a monster, the
more experience points the monster is worth.</p>
<p align="justify">
Most monsters attack by biting and clawing, but some monsters carry weapons,
including such projectile weapons as short bows and crossbows, and some
monsters have breath weapons. These latter monsters can attack the player
from across a room or down a corridor.</p>
<p align="justify">
Some monsters are more intelligent than others, and the more intelligent a
monster, the more likely that the monster will run away if it is about to
die. A fleeing monster will not attack the player unless cornered.</p>
<p align="justify">As the player moves down in the dungeon, the monsters get
more powerful. Deep down in the dungeon there exist some one-of-a-kind monsters.
These monsters are greatly feared. However, once a "unique monster" is killed,
the player will not find another in the current dungeon.</p>
<h3 align="justify">17. OPTIONS</h3>
<p align="justify">
Rogue has several options which may be set by the player:
</p>
<p>
<table border="0" cellpadding="3" style="BORDER-COLLAPSE: collapse" id="table5" cellspacing="3">
<tr>
<td valign="top">terse</td>
<td> </td>
<td>Setting this Boolean option results in shorter messages appearing on
the top line of the screen.</td>
</tr>
<tr>
<td valign="top">jump</td>
<td> </td>
<td>Setting this Boolean option results in waiting until the player has
finished running to draw the player's path. Otherwise the game always
displays the path one step at a time.</td>
</tr>
<tr>
<td valign="top">step</td>
<td> </td>
<td>Setting this Boolean option results in most listings, such as an
inventory, appearing one item at a time on the top line of the screen.
When this option is not set, the game clears the screen, displays the
list, and then redraws the dungeon.</td>
</tr>
<tr>
<td valign="top">flush</td>
<td> </td>
<td>Setting this Boolean option results in flushing all type ahead
(pending) commands when the player encounters a monster.</td>
</tr>
<tr>
<td valign="top">askme</td>
<td nowrap> </td>
<td>Setting this Boolean option results in the game prompting the player
for a name upon encountering a new type of scroll, potion, ring, staff,
or wand.</td>
</tr>
<tr>
<td valign="top">name</td>
<td> </td>
<td>This string is the player's name and defaults to the player's
account name.</td>
</tr>
<tr>
<td valign="top">fruit</td>
<td> </td>
<td>This string identifies the player's favorite fruit, sometimes
encountered in the dungeon. It defaults to slime-mold.</td>
</tr>
<tr>
<td valign="top">file</td>
<td> </td>
<td>This string, which defaults to rogue.save, specifies the file to use
for saving the game.</td>
</tr>
<tr>
<td valign="top">score</td>
<td> </td>
<td>This string identifies the top-ten score file to use for the game.</td>
</tr>
<tr>
<td valign="top">class</td>
<td> </td>
<td>This option specifies the character class of the rogue. It can be
set only in the ROGUEOPTS environment variable.</td>
</tr>
</table>
</p>
<p align="justify">
The player can set options at the beginning of a game via the ROGUEOPTS
environment variable. Naming a Boolean option sets it, and preceding the
Boolean option name by "no" clears it. The syntax "stringoption=name" sets a
string option to "name." So setting ROGUEOPTS to "terse, jump, nostep,
flush, askme, name=Ivan the Terrible, fruit=pomegranate" would set the
terse, jump, flush, and askme Boolean options, clear the step Boolean
option, set the player's name to "Ivan the Terrible," set the player's
favorite fruit to a pomegranate, and use the defaults for the save file and
the score file.</p>
<p align="justify">
The player may change an option at any time during the game via the option
command, which results in a listing of the current options. Typing a new
value changes the option, a RETURN moves to the next option, a '-' moves to
the previous option, and an ESCAPE returns the player to the dungeon.</p>
<h3 align="justify">18. SCORING</h3>
<p>The player receives experience points for stealing items from monsters,
turning monsters (a clerical ability), and killing monsters. When the player
gets killed, the player's score equals the player's experience points. A player
who quits gets a score equal to the player's experience points and gold. If the
player makes it back up out of the dungeon, the player's score equals the
player's experience points plus the gold the player carried and the gold
received from selling the player's possessions. Rogue maintains a list of the
top ten scores to date, together with the name of the player obtaining the
score, the level where the player finished, and the manner in which the player
ended the game.</p>
<h3 align="justify">19. ACKNOWLEDGEMENTS</h3>
<p align="justify">
This version of Rogue is based on a version developed at the University of
California at Berkeley by Michael Toy and Ken Arnold.</p>