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1.1     ! rubenllo    1: .\"
        !             2: .\" aguide.mm
        !             3: .\"
        !             4: .\" Advanced Rogue
        !             5: .\" Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T
        !             6: .\" All rights reserved.
        !             7: .\"
        !             8: .\" Based on "Rogue: Exploring the Dungeons of Doom"
        !             9: .\" Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
        !            10: .\" All rights reserved.
        !            11: .\"
        !            12: .\" See the file LICENSE.TXT for full copyright and licensing information.
        !            13: .\"
        !            14: .tr ~
        !            15: .nr Pt 1
        !            16: .ds HF 3 2 2 2 2 2 2
        !            17: .TL
        !            18: The Dungeons of Doom
        !            19: .AF Toolchest
        !            20: .AU " "
        !            21: .AS 1
        !            22: .P
        !            23: Rogue was introduced at the University of California at Berkeley as a
        !            24: screen-oriented fantasy game.
        !            25: The game had 26 types of monsters that the player could meet while
        !            26: exploring a dungeon generated by the computer.
        !            27: Scrolls, potions, rings, wands, staves, armor, and weapons helped the
        !            28: player to battle these monsters and to gain gold, the basis for scoring.
        !            29: .P
        !            30: The version of Rogue described in this guide has been expanded to include
        !            31: over 110 monsters with many new capabilities.
        !            32: Many of the monsters are intelligent, and they, like the player, must avoid
        !            33: traps and decide when it is better to fight or to run.
        !            34: The player chooses a character class at the beginning of the game which
        !            35: defines the player's abilities.
        !            36: Experience, rather than gold, decides the player's score.
        !            37: .AE
        !            38: .MT 4
        !            39: .H 1 INTRODUCTION
        !            40: Rogue is a screen-oriented fantasy game set in the ever-changing
        !            41: \fIDungeons of Doom\fR.
        !            42: The game comes complete with monsters, spells, weapons, armor, potions,
        !            43: and other magical items.
        !            44: The dungeon's geography changes with every game, and although many magical
        !            45: items have certain identifiable properties, such as turning the player
        !            46: invisible, the physical manifestation of the magic changes each game.
        !            47: A red potion, for example, will cause the same reaction throughout
        !            48: a given game, but it may be a completely different potion in a new game.
        !            49: .P
        !            50: Entering the dungeon with only a little food, armor, and a weapon, the player
        !            51: must develop a good strategy of when
        !            52: to fight, when to run, and how to best use any magical items found
        !            53: in the dungeon.
        !            54: To make things interesting, the player has a quest to return one of
        !            55: several unique artifacts, rumored to lie deep in the dungeon's bowels.
        !            56: Returning with this artifact brings great glory and the title of
        !            57: \fIComplete Winner\fR.
        !            58: But even after finding the artifact, the player may wish to continue
        !            59: further to match wits with an \fIarch-devil\fR, \fIdemon prince\fR, or even a
        !            60: \fIdeity\fR found far down in the dungeon.
        !            61: Defeating such a creature will gain the player many experience points,
        !            62: the basis for scoring in Rogue.
        !            63: .P
        !            64: It is very difficult to return from the \fIDungeons of Doom\fR.
        !            65: Few people ever make it out alive.
        !            66: Should this unlikely event occur, the player would be proclaimed a
        !            67: complete winner and handsomely rewarded for any booty removed from the
        !            68: dungeon.
        !            69: .H 1 "CHARACTER CLASSES"
        !            70: Before placing the player in the dungeon, the game requests the player
        !            71: to select what type of character they would like to be:~ a fighter, a magic user, a cleric,
        !            72: a druid, a thief, a paladin, a ranger, a monk, or an assassin.
        !            73: .H 2 "The Fighter"
        !            74: A fighter is very strong and will have a high strength rating.
        !            75: This great strength gives a fighter the best odds of
        !            76: winning a battle with a monster.
        !            77: At high experience levels the \fIfighter\fR also gets to attack
        !            78: multiple times in a single turn.
        !            79: This obviously further increases his chances at winning battles.
        !            80: Intrinsic to the fighter class is a robustness which results in
        !            81: 1 to 12 extra hit points for every new experience
        !            82: level.
        !            83: .H 2 "The Magician"
        !            84: A Magician is able to "cast" spells.
        !            85: The number and variety of spells increases as
        !            86: the magician gains experience and intelligence.
        !            87: Magic users are not as hearty as fighters;
        !            88: they receive 1 to 6 extra hit
        !            89: points for every new experience level.
        !            90: .H 2 "The Cleric"
        !            91: A cleric is able to "pray" to his god for help.
        !            92: The number and variety of prayers which the gods are willing to grant to
        !            93: a cleric increase as the cleric gains experience and wisdom.
        !            94: .P
        !            95: Because of their religious nature, clerics can also affect the "undead"
        !            96: beings, like \fIzombies\fR and \fIghouls\fR, which became monsters after they
        !            97: died.
        !            98: If an "undead" creature is next to a cleric, the cleric may try
        !            99: to turn it and cause it to flee.
        !           100: If the cleric is sufficiently powerful relative to the monster,
        !           101: the cleric will destroy it.
        !           102: This ability increases as the character gains experience levels.
        !           103: .P
        !           104: Clerics can gain from 1 to 8 extra hit points on
        !           105: reaching a new experience level.
        !           106: .H 2 "The Druid"
        !           107: The druid is a cleric of sorts but worships nature rather than a god.
        !           108: The druid is able to "chant" and thereby recieve certain types
        !           109: of spells. Most of the chants are targeted more towards the
        !           110: elements and nature.
        !           111: .P
        !           112: Druids gain from 1 to 8 hit points when they gain an experience level.
        !           113: .H 2 "The Thief"
        !           114: A thief is exceptionally dextrous and has a good chance to
        !           115: set a trap or rob a monster.
        !           116: .P
        !           117: By their nature, thieves can automatically detect all the gold on the
        !           118: current level of the dungeon.
        !           119: They are also good at detecting hidden traps.
        !           120: Because thieves slink along, they are not as likely as other characters
        !           121: to wake sleeping monsters.
        !           122: If a \fIthief\fR manages to sneak up on a creature without waking it, he
        !           123: will get a chance to \fIbackstab\fR the monster. When this is done,
        !           124: the damage done by the \fIthief\fR greatly increases based on his experience
        !           125: level.
        !           126: .P
        !           127: Thieves gain from 1 to 6 extra hit points from a new experience level.
        !           128: .H 2 "The Paladin"
        !           129: The paladin is a type of holy warrior. Somewhat of a cross between a
        !           130: fighter and a cleric. He is able to pray and turn undead as a cleric,
        !           131: (but to a lesser degree) but fights as a fighter. He is on the side of
        !           132: all that is good and righteous. Therefore he would never attack a
        !           133: creature that would not attack him first. If he does kill a non-violent
        !           134: creature inadvertantly he will feel "uneasy" and his god may retaliate
        !           135: by making him a mere fighter.
        !           136: .P
        !           137: Paladins gain 1 to 10 hit points per experience level.
        !           138: .H 2 "The Ranger"
        !           139: The ranger is somewhat of a cross between a druid and a fighter. He
        !           140: too is on the side of righteousness and good. Therefore, the same
        !           141: same restrictions apply to his as they do to a paladin. The ranger
        !           142: can "chant" and "cast" but to a lesser degree than the druid and
        !           143: magician.
        !           144: .P
        !           145: Rangers gain 1 to 8 hit points per experience level.
        !           146: .H 2 "The Monk"
        !           147: The Monk is a martial arts expert. He wears no armor but has
        !           148: an effective armor class based on his ability to dodge attacks.
        !           149: He does not need a weapon in combat for his hands and feet are
        !           150: a formidable weapon. His ability to dodge and use his hands
        !           151: as weapons increases as he gains in level.
        !           152: .P
        !           153: Monks gain 1 to 6 hit points per experience level.
        !           154: .H 2 "The Assassin"
        !           155: The assassin is a person trained in the art of killing people
        !           156: by surprise. He has most of the abilities of the thief except
        !           157: the "backstab". Instead, the assassin has the chance to kill
        !           158: an opponent outright with one strike. He is also a ruthless
        !           159: character and trained in the use of poison. He can recognize
        !           160: poison on sight and can coat his weapon with it thereby making
        !           161: his next attack an exceptionally lethal one.
        !           162: .P
        !           163: Assassins gain 1 to 6 hit points per experience level.
        !           164: .H 1 "ATTRIBUTES"
        !           165: .H 2 "Intelligence"
        !           166: Intelligence is the primary attribute associated with casting
        !           167: spells. With higher intelligence comes the knowledge of more
        !           168: spells, the ability to cast more spells, and faster recovery
        !           169: of spells that have been cast.
        !           170: .H 2 "Strength"
        !           171: This is, of course, the measure of a character's physical strength.
        !           172: With higher strength a character can carry more, cause more damage
        !           173: when striking, have a better chance to strike an opponent, and
        !           174: move about more quickly when carrying a load.
        !           175: .H 2 "Wisdom"
        !           176: Wisdom is the primary attribute associated with Praying
        !           177: to a god. With higher wisdom comes the knowledge of more
        !           178: prayers, the ability to pray more often, and faster recovery
        !           179: of prayer ability.
        !           180: .H 2 "Dexterity"
        !           181: Dexterity is a measure of a character's agility. With higher dexterity
        !           182: a character is harder to hit, can hit a opponent more easily, and
        !           183: can move about more quickly when carrying a load.
        !           184: .H 2 Constitution
        !           185: Every character has a constitution rating.
        !           186: A character with an exceptionally good constitution will gain more than
        !           187: the normal amount of hit points associated with the character's class
        !           188: when the character reaches a new experience level. Exceptional constitution
        !           189: also provides better protection versus poison-based attacks and diseases.
        !           190: .H 2 "Charisma"
        !           191: Charisma is a measure of a characters looks and general likeableness.
        !           192: It effects transactions when trying to purchase things.
        !           193: .H 2 "Experience Levels"
        !           194: Characters gain experience for killing monsters, stealing from monsters,
        !           195: and turning monsters.
        !           196: Each character class has a set of thresholds associated with it.
        !           197: When a character reaches a threshold, the character attains the next
        !           198: experience level.
        !           199: This new level brings extra hit points and a greater chance of success
        !           200: in performing the abilities associated with the character's class.
        !           201: For example, magicians receive new spells, and clerics receive new prayers.
        !           202: .P
        !           203: .H 2 "Allocating Attributes"
        !           204: The player starts with 72 "attribute points" to create a character and
        !           205: can distribute them in any manner among the six attributes described
        !           206: above.
        !           207: When prompting the player for each attribute, the game displays the
        !           208: minimum and maximum allowable values for that attribute.
        !           209: The player can type a backspace (control-H) to go back and change
        !           210: a value; typing an escape (ESC) sets the remaining attributes to
        !           211: the maximum value possible given the remaining attribute points.
        !           212: .H 1 "THE SCREEN"
        !           213: During the normal course of play, the screen consists of three separate
        !           214: sections:~ the top line of the terminal, the bottom two lines of the
        !           215: terminal, and the remaining middle lines.
        !           216: The top line reports actions which occur during the game, the middle
        !           217: section depicts the dungeon, and the bottom lines describe the player's
        !           218: current condition.
        !           219: .H 2 "The Top Line"
        !           220: Whenever anything happens to the player, such as finding a scroll or
        !           221: hitting or being hit by a monster, a short report of the occurrence
        !           222: appears on the top line of the screen.
        !           223: When such reports occur quickly, one right after another,
        !           224: the game displays the notice followed by the prompt '\(emMore\(em.'~
        !           225: After reading this notice, the player can press a space to display
        !           226: the next message.
        !           227: At such a point, the game ignores all commands until the player presses
        !           228: a space.
        !           229: .H 2 "The Dungeon Section"
        !           230: The large middle section of the screen displays the player's surroundings using
        !           231: the following symbols:
        !           232: .tr ~~
        !           233: .VL 10
        !           234: .LI |
        !           235: A wall of a room.
        !           236: .LI -
        !           237: A wall of a room.
        !           238: .LI *
        !           239: A pile of gold.
        !           240: .LI %
        !           241: A way to the next level.
        !           242: .LI +
        !           243: A doorway.
        !           244: .LI .
        !           245: The floor in a room.
        !           246: .LI @
        !           247: The player.
        !           248: .LI _
        !           249: The player, when invisible.
        !           250: .LI #
        !           251: The floor in a passageway.
        !           252: .LI !
        !           253: A flask containing a potion.
        !           254: .LI ?
        !           255: A sealed scroll.
        !           256: .LI :
        !           257: Some food.
        !           258: .LI )
        !           259: A weapon.
        !           260: .LI \
        !           261: Solid rock (denoted by a space).
        !           262: .LI ]
        !           263: Some armor.
        !           264: .LI ;
        !           265: A miscellaneous magic item
        !           266: .LI ,
        !           267: An artifact
        !           268: .LI =
        !           269: A ring.
        !           270: .LI /
        !           271: A wand or a staff.
        !           272: .LI ^
        !           273: The entrance to a trading post
        !           274: .LI >
        !           275: A trapdoor leading to the next level
        !           276: .LI {
        !           277: An arrow trap
        !           278: .LI $
        !           279: A sleeping gas trap
        !           280: .LI }
        !           281: A beartrap
        !           282: .LI ~
        !           283: A trap that teleports you somewhere else
        !           284: .LI \`
        !           285: A poison dart trap
        !           286: .LI \fR"\fR
        !           287: A shimmering magic pool
        !           288: .LI \'
        !           289: An entrance to a maze
        !           290: .LI $
        !           291: Any magical item. (During magic detection)
        !           292: .LI >
        !           293: A blessed magical item. (During magic detection)
        !           294: .LI <
        !           295: A cursed magical item. (During magic detection)
        !           296: .LI A\ letter
        !           297: A monster.
        !           298: Note that a given letter may signify multiple monsters,
        !           299: depending on the level of the dungeon.
        !           300: The player can always identify a current monster by using
        !           301: the identify command ('\fB/\fR').
        !           302: .LE
        !           303: .tr ~
        !           304: .H 2 "The Status Section"
        !           305: The bottom two lines of the screen describe the player's current status.
        !           306: The first line gives the player's characteristics:
        !           307: .BL
        !           308: .LI
        !           309: Intelligence (\fBInt\fR)
        !           310: .LI
        !           311: Strength (\fBStr\fR)
        !           312: .LI
        !           313: Wisdom (\fBWis\fR)
        !           314: .LI
        !           315: Dexterity (\fBDxt\fR)
        !           316: .LI
        !           317: Constitution (\fBConst\fR)
        !           318: .LI
        !           319: Charisma (\fBChar\fR)
        !           320: .LI
        !           321: Encumberance (\fBCarry\fR)
        !           322: .LE
        !           323: .P
        !           324: Intelligence, strength, wisdom, dexterity, charisma, and constitution have a
        !           325: normal maximum of 25, but can be higher when augmented by a ring.
        !           326: Encumberance is a measurement of how much the player can carry versus
        !           327: how much he is currently carrying. The more you carry relative to your
        !           328: maximum causes you to use more food.
        !           329: .P
        !           330: The second status line provides the following information:
        !           331: .BL
        !           332: .LI
        !           333: The current level (\fBLvl\fR) in the dungeon.  This number increases as the
        !           334: player goes further down.
        !           335: .LI
        !           336: The player's current number of hit points (\fBHp\fR), followed in parentheses
        !           337: by the player's current maximum number of hit points.
        !           338: Hit points express the player's health.
        !           339: As a player heals by resting, the player's current hit points gradually
        !           340: increase until reaching the current maximum.
        !           341: This maximum increases each time a player attains a new experience level.
        !           342: If the player's current hit points reach 0, the player dies.
        !           343: .LI
        !           344: The player's armor class (\fBAc\fR).
        !           345: This number describes the amount of protection provided by the armor, cloaks,
        !           346: and/or rings currently worn by the player.
        !           347: It is also affected by high or low dexterity.
        !           348: Wearing no armor is equivalent to an armor class of 10.
        !           349: The protection level increases as the armor class decreases.
        !           350: .LI
        !           351: The player's current experience level (\fBExp\fR) followed by the player's
        !           352: experience points.
        !           353: The player can gain experience points by killing monsters, successfully
        !           354: stealing from monsters, and turning monsters.
        !           355: When a player gains enough experience points to surpass a threshold that
        !           356: depends on the player's character type, the player reaches a new
        !           357: experience level.
        !           358: A new experience level brings extra hit points and possibly added
        !           359: abilities, such as a new spell for a magician or a new prayer for
        !           360: a cleric.
        !           361: .LI
        !           362: A description of the player's character.
        !           363: This description depends on the player's character type and experience
        !           364: level.
        !           365: .LE
        !           366: .H 1 COMMANDS
        !           367: A player can invoke most Rogue commands by typing a single character.
        !           368: Some commands, however, require a direction, in which case the player
        !           369: types the command character followed by a directional command.
        !           370: Many commands can be prefaced by a number, indicating how many times
        !           371: the command should be executed.
        !           372: .P
        !           373: When the player invokes a command referring to an item in the player's
        !           374: pack (such as reading a scroll), the game prompts for the item.
        !           375: The player should then type the letter associated with the item, as
        !           376: displayed by the \fBinventory\fR command.
        !           377: Typing a '*' at this point produces a list of the eligible items.
        !           378: .P
        !           379: Rogue understands the following commands:~
        !           380: .VL 4
        !           381: .LI ?
        !           382: Preceding a command by a '\fB?\fR' produces a brief explanation of the command.
        !           383: The command '\fB?*\fR' gives an explanation of all the commands.
        !           384: .LI /
        !           385: Preceding a symbol by a '\fB/\fR' identifies the symbol.
        !           386: .LI =
        !           387: Clarify.
        !           388: After typing an '\fB=\fR' sign, the player can use the movement keys to
        !           389: position the cursor anywhere on the current level.
        !           390: As long as the player can normally see the selected position, Rogue will
        !           391: identify whatever is at that space.
        !           392: Examples include a \fIsleeping giant rat\fR, a \fIblue potion\fR, and a \fIfood
        !           393: ration\fR.
        !           394: .LI h
        !           395: Move one position to the left.
        !           396: .LI j
        !           397: Move one position down.
        !           398: .LI k
        !           399: Move one position up.
        !           400: .LI l
        !           401: Move one position to the right.
        !           402: .LI y
        !           403: Move one position to the top left.
        !           404: .LI u
        !           405: Move one position to the top right.
        !           406: .LI b
        !           407: Move one position to the bottom left.
        !           408: .LI n
        !           409: Move one position to the bottom right.
        !           410: .LI H
        !           411: Run to the left until reaching something interesting.
        !           412: .LI J
        !           413: Run down until reaching something interesting.
        !           414: .LI K
        !           415: Run up until reaching something interesting.
        !           416: .LI L
        !           417: Run to the right until reaching something interesting.
        !           418: .LI Y
        !           419: Run to the top left until reaching something interesting.
        !           420: .LI U
        !           421: Run to the top right until reaching something interesting.
        !           422: .LI B
        !           423: Run to the bottom left until reaching something interesting.
        !           424: .LI N
        !           425: Run to the bottom right until reaching something interesting.
        !           426: .LI t
        !           427: This command prompts for an object from the players pack.
        !           428: The player then \fBt\fRhrows the object in the specified direction.
        !           429: .LI f
        !           430: When this command precedes a directional command, the player moves
        !           431: in the specified direction until passing something interesting.
        !           432: .LI z
        !           433: This command prompts for a wand or staff from the player's pack and
        !           434: \fBz\fRaps it in the specified direction.
        !           435: .LI >
        !           436: Go down to the next level.
        !           437: .LI <
        !           438: Go up to the next level.
        !           439: .LI s
        !           440: \fBS\fRearch for a secret door or a trap in the circle surrounding the player.
        !           441: .LI .
        !           442: This command (a dot) causes the player to rest a turn.
        !           443: .LI i
        !           444: Display an \fBi\fRnventory of the player's pack.
        !           445: .LI I
        !           446: This command prompts for an item from the player's pack and displays
        !           447: the \fBi\fRnventory information for that item.
        !           448: .LI q
        !           449: \fBQ\fRuaff a potion from the player's pack.
        !           450: .LI r
        !           451: \fBR\fRead a scroll from the player's pack.
        !           452: .LI e
        !           453: \fBE\fRat some food from the player's pack.
        !           454: .LI w
        !           455: \fBW\fRield a weapon from the player's pack.
        !           456: .LI W
        !           457: \fBW\fRear some armor, ring, or miscellaneous magic item from the player's pack.
        !           458: The player can wear a maximum of eight rings.
        !           459: .LI T
        !           460: \fBT\fRake off whatever the player is wearing.
        !           461: .LI ^U
        !           462: \fBU\fRse a magic item in the player's pack.
        !           463: .LI d
        !           464: \fBD\fRrop an item from the player's pack.
        !           465: .LI P
        !           466: \fBP\fRick up the items currently under the player.
        !           467: .LI ^N
        !           468: When the player types this command, Rogue prompts for a monster or an item
        !           469: from the player's pack and a one-line \fBn\fRame.
        !           470: For monsters, the player can use the movement keys to position the cursor
        !           471: over the desired monster, and Rogue will use the given \fBn\fRame to refer
        !           472: to that monster.
        !           473: For items, Rogue gives all similar items (such as all the blue potions)
        !           474: the specified \fBn\fRame.
        !           475: .LI m
        !           476: When the player types this command, Rogue prompts for an item from the
        !           477: player's pack and a one-line name.
        !           478: Rogue then \fBm\fRarks the specified item with the given name.
        !           479: .LI o
        !           480: Typing this command causes Rogue to display all the settable \fBo\fRptions.
        !           481: The player can then merely examine the options or change any or all of them.
        !           482: .LI C
        !           483: This command, restricted to magicians and rangers
        !           484: produces a listing of the current supply of spells.
        !           485: The player can select one of the displayed spells and, if the player's
        !           486: energy level is sufficiently high, \fBC\fRast it.
        !           487: The more complicated the spell, the more energy it takes.
        !           488: .LI c
        !           489: This command, restricted to druids and rangers
        !           490: produces a listing of the current supply of chants.
        !           491: The player can select one of the displayed chants and, if the player's
        !           492: energy level is sufficiently high, \fBc\fRhant it.
        !           493: The more complicated the spell, the more energy it takes.
        !           494: .LI p
        !           495: This command, restricted to clerics and paladins,
        !           496: produces a listing of the character's known \fBp\fRrayers.
        !           497: The player can then offer one of these prayers to the character's deity.
        !           498: Deities are not known for favoring characters which continually pray
        !           499: to them, and they are most likely to answer the least "ambitious" prayers.
        !           500: .LI a
        !           501: This command is restricted to clerics and paladins
        !           502: must be followed by a directional command.
        !           503: If there is an "undead" monster standing next to the player in the
        !           504: specified direction, there is a chance the player will \fBa\fRffect the
        !           505: monster by causing it to flee or possibly even destroying it.
        !           506: .LI *
        !           507: Count the gold in the player's pack.
        !           508: .LI ^
        !           509: This command sets a trap and is limited to thieves and assassins.
        !           510: If the character is successful, Rogue prompts the player for a type of trap
        !           511: and sets it where the player is standing.
        !           512: .LI G
        !           513: This command is restricted to thieves and assassins.
        !           514: It causes Rogue to display all the gold on the current level.
        !           515: .LI D
        !           516: \fBD\fRip something into a magic pool.
        !           517: .LI ^T
        !           518: This command is restricted to thieves and assassins.
        !           519: It must be followed by a directional command.
        !           520: If there is a monster standing next to the player in the specified direction,
        !           521: the player tries to \fBs\fRteal an item from the monster's pack.
        !           522: If the player is successful, the monster does not notice anything, but if
        !           523: the player is unsuccessful, there is a chance the monster will wake up.
        !           524: .LI ^L
        !           525: Redraw the screen.
        !           526: .LI ^R
        !           527: \fBR\fRepeat the last message that was displayed on the top line of the screen.
        !           528: .LI ^[
        !           529: Typing an escape will usually cause Rogue to cancel the current command.
        !           530: .LI v
        !           531: Print the current Rogue \fBv\fRersion number.
        !           532: .LI !
        !           533: Escape to the shell.
        !           534: .LI S
        !           535: Quit and \fBs\fRave the game for resumption at a later time.
        !           536: .LI Q
        !           537: \fBQ\fRuit without saving the game.
        !           538: .LE
        !           539: .H 1 "IMPLICIT COMMANDS"
        !           540: There is no "attack" command.
        !           541: If a player wishes to attack a monster, the player simply tries to
        !           542: move onto the spot where the monster is standing.
        !           543: The game then assumes that the player wishes to attack the monster
        !           544: with whatever weapon the player is wielding.
        !           545: .P
        !           546: When the player moves onto an item, the game automatically places the
        !           547: object into the player's pack.
        !           548: If there is no room left in the pack, the game announces that fact and
        !           549: leaves the item on the floor.
        !           550: .H 1 TIME
        !           551: All actions except for purely bookkeeping commands, such as taking an
        !           552: inventory, take time.
        !           553: The amount of time varies with the command.
        !           554: Swinging a weapon, for example, takes more time than simply moving;
        !           555: so a monster could move several spaces in the time it takes the player
        !           556: to make one attack.
        !           557: The time it takes to swing a weapon also varies based on the bulk of the
        !           558: weapon, and the time it takes to simply move a space varies with the type
        !           559: of armor worn.
        !           560: Movement is always faster when flying.
        !           561: .P
        !           562: Since actions take time, some of them can be disrupted.
        !           563: If the player is casting a spell, for example, and gets hit before finishing
        !           564: it, the spell is lost.
        !           565: Similarly, the player might choke if hit while trying to eat.
        !           566: Of course, the same rule applies when the player hits a monster.
        !           567: .P
        !           568: Magical hasting (or slowing) will decrease (or increase) the time it takes
        !           569: to perform an action.
        !           570: .H 1 LIGHT
        !           571: Some rooms in the dungeon possess a natural light source.
        !           572: In other rooms and in corridors the player can see only those things
        !           573: within a one space radius from the player.
        !           574: These dark rooms can be lit with magical light or by a \fIfire beetle\fR.
        !           575: .H 1 "WEAPONS AND ARMOR"
        !           576: The player can wield exactly one weapon at a time.
        !           577: When the player attacks a monster, the amount of damage depends on the
        !           578: particular weapon the player is wielding.
        !           579: To fire a projectile weapon, such as a crossbow or a short bow, the player
        !           580: should wield the bow and "throw" the bolt or arrow at the monster.
        !           581: .P
        !           582: A weapon may be cursed or blessed, affecting the likelihood of hitting a
        !           583: monster with the weapon and the damage the weapon will inflict on the monster.
        !           584: If the player has identified a weapon, the "to hit" and "to damage" bonuses
        !           585: appear in that order before the weapon's name in an inventory listing.
        !           586: A positive bonus indicates a blessed weapon, and a negative bonus usually
        !           587: indicates a cursed weapon.
        !           588: The player cannot release a cursed weapon.
        !           589: .P
        !           590: Without any armor the player has an armor class of 10.
        !           591: The lower the player's armor class, the harder it is for a monster to hit
        !           592: the player, so
        !           593: wearing armor can improve the player's armor class.
        !           594: A cursed suit of armor, however, offers poor protection and may sometimes be
        !           595: worse than no armor at all.
        !           596: .P
        !           597: After the player has identified a suit of armor, the protection bonus appears
        !           598: before the armor's name in an inventory listing.
        !           599: If the bonus is positive the armor is blessed, and if it is negative, the
        !           600: armor is usually cursed.
        !           601: The player cannot remove a cursed suit of armor.
        !           602: .P
        !           603: Some monsters can corrode armor when they hit it.
        !           604: If such a monster hits the player when the player is wearing metal armor,
        !           605: the armor loses some of its protection value, but the corrosion does not
        !           606: curse the armor.
        !           607: This corrosive property can also apply to weapons when the player hits
        !           608: such a monster.
        !           609: .H 1 "POTIONS AND SCROLLS"
        !           610: The player can frequently find potions and scrolls in the dungeon.
        !           611: In any given dungeon, the player can distinguish among the different types
        !           612: of potions by a potion's color and among the different types of scrolls
        !           613: by a scroll's name.
        !           614: Quaffing a potion or reading a scroll usually causes some magical occurrence.
        !           615: Most potions and scrolls may be cursed or blessed.
        !           616: .H 1 RINGS
        !           617: The player can wear a maximum of eight rings, and
        !           618: they have a magical effect on the player as long as they are worn.
        !           619: Some rings also speed up the player's metabolism, making the player require
        !           620: food more often.
        !           621: Many rings can be cursed or blessed, and the player cannot remove a
        !           622: cursed ring.
        !           623: The player can distinguish among different types of rings by a ring's jewel.
        !           624: .H 1 "WANDS AND STAVES"
        !           625: Wands and staves affect the player's environment.
        !           626: The player can zap a wand or staff at something and perhaps shoot a bolt
        !           627: of lightning at it or teleport it away.
        !           628: All wands or staves of the same type are constructed with the same type of wood.
        !           629: Some wands and staves may be cursed or blessed.
        !           630: .H 1 FOOD
        !           631: The player must be careful not to run out of food since moving through the
        !           632: dungeon fighting monsters consumes a lot of energy.
        !           633: Starving results in the player's fainting for increasingly longer periods
        !           634: of time, during which any nearby monster can attack the player freely.
        !           635: .P
        !           636: Food comes in the form of standard rations and as a variety of berries.
        !           637: Some berries have side effects in addition to satisfying one's hunger.
        !           638: .H 1 GOLD
        !           639: Gold has one use in a dungeon:~ buying things.
        !           640: One can buy things in two ways, either in a \fItrading post\fR or from a
        !           641: \fIquartermaster\fR.
        !           642: A trading post is a place that sometimes occurs "between levels" of the
        !           643: dungeon and can be entered by stepping on the entrance.
        !           644: A quartermaster is a person who will sometimes appear and
        !           645: will try to sell the player some of his wares.
        !           646: These wares are never cursed and frequently blessed, though blessed goods
        !           647: cost more than normal goods.
        !           648: If the player chooses to buy one of the quartermaster's items, the
        !           649: quartermaster trades the item for the specified amount of gold and
        !           650: disappears.
        !           651: Attacking a quartermaster causes him to vanish without offering
        !           652: a trade.
        !           653: .P
        !           654: The player starts the game in a trading post with a class-dependent allotment
        !           655: of gold.
        !           656: Although there are restrictions on the use of some items (eg. only fighters,
        !           657: paladins, and rangers can wield two-handed swords), the market will happily
        !           658: sell the player anything that he can afford.
        !           659:
        !           660: .H 1 "MISCELLANEOUS MAGIC ITEMS"
        !           661: Miscellaneous items such as a pair of boots or a book may be found within the
        !           662: dungeon.
        !           663: These items can usually be used to the player's advantage (assuming they are
        !           664: not cursed).
        !           665: Some of these items can be worn, such as a cloak, while others are to be used,
        !           666: such as a book.
        !           667: .H 1 "ARTIFACTS"
        !           668: Some monsters down in the depths of the dungeon carry unique artifacts.
        !           669: The game begins as a quest to retrieve one of these items.
        !           670: Each artifact appears only on its owner's person.
        !           671: These items also can usually be used to the player's advantage. However,
        !           672: care must be taken when handling them for they are intelligent and will
        !           673: reject mishandling or abuse. These items consume food and merely carrying
        !           674: them will result in increased food use.
        !           675: .H 1 TRAPS
        !           676: A variety of traps, including trap doors, bear traps, and sleeping traps, are
        !           677: hidden in the dungeon.
        !           678: They remain hidden until sprung by a monster or the player.
        !           679: A sprung trap continues to function, but since it is visible, an intelligent
        !           680: monster is not likely to tread on it.
        !           681: .H 1 "THE MONSTERS"
        !           682: Each monster except for the merchant \fIquartermaster\fR appears in
        !           683: a limited range of dungeon levels.
        !           684: All monsters of the same type share the same abilities;
        !           685: all \fIgiant rats\fR, for example, can give the player a disease, and
        !           686: all \fIjackalweres\fR can put the player to sleep.
        !           687: Monsters of the same type can vary, however, such that one \fIkobold\fR
        !           688: may be much more difficult to kill than another one.
        !           689: In general, the more difficult it is to kill a monster, the more
        !           690: experience points the monster is worth.
        !           691: .P
        !           692: Most monsters attack by biting and clawing, but some monsters carry
        !           693: weapons, including such projectile weapons as short bows and crossbows,
        !           694: and some monsters have breath weapons.
        !           695: Some monsters even use magical items, such as wands.
        !           696: Monsters with distance weapons or magic can attack the player from across a room
        !           697: or down a corridor.
        !           698: .P
        !           699: Some monsters are more intelligent than others, and the more intelligent
        !           700: a monster, the more likely that the monster will run away if it is about
        !           701: to die.
        !           702: A fleeing monster will not attack the player unless cornered.
        !           703: .P
        !           704: It is sometimes possible to enlist a monster's aid.
        !           705: Reading a \fIcharm monster\fR scroll, for example, or singing a \fIcharm
        !           706: monster\fR chant can make a monster believe the player is its friend.
        !           707: A charmed monster will fight hostile monsters for the player as long as they are
        !           708: not of its race.
        !           709: .P
        !           710: As the player moves down in the dungeon, the monsters get more powerful.
        !           711: Deep down in the dungeon there exist some one-of-a-kind monsters.
        !           712: These monsters are greatly feared.
        !           713: However, once a "unique monster" is killed, the player will not find
        !           714: another in the current dungeon.
        !           715: .H 1 OPTIONS
        !           716: Rogue has several options which may be set by the player:~
        !           717: .VL 7
        !           718: .LI \fBterse\fR
        !           719: Setting this Boolean option results in shorter messages appearing on
        !           720: the top line of the screen.
        !           721: .LI \fBjump\fR
        !           722: Setting this Boolean option results in waiting until the player has
        !           723: finished running to draw the player's path.
        !           724: Otherwise the game always displays the path one step at a time.
        !           725: .LI \fBstep\fR
        !           726: Setting this Boolean option results in most listings, such as an inventory,
        !           727: appearing one item at a time on the top line of the screen.
        !           728: When this option is not set, the game clears the screen, displays the
        !           729: list, and then redraws the dungeon.
        !           730: .LI \fBflush\fR
        !           731: Setting this Boolean option results in flushing all typeahead (pending) commands
        !           732: when the player encounters a monster.
        !           733: .LI \fBaskme\fR
        !           734: Setting this Boolean option results in the game prompting the player for a
        !           735: name upon encountering a new type of scroll, potion, ring, staff, or wand.
        !           736: .LI \fBpickup\fR
        !           737: This option specifys whether items should be picked up automatically as the
        !           738: rogue steps over them.
        !           739: In the non-automatic mode, the player may still pick up items via the
        !           740: pickup (P) command.
        !           741: The option defaults to true.
        !           742: .LI \fBname\fR
        !           743: This string is the player's name and defaults to the player's account name.
        !           744: .LI \fBfile\fR
        !           745: This string, which defaults to rogue.save, specifies the file to use for
        !           746: saving the game.
        !           747: .LI \fBscore\fR
        !           748: This string identifies the top-twenty score file to use for the game.
        !           749: .LI \fBclass\fR
        !           750: This option specifies the character class of the rogue.
        !           751: It can be set only in the ROGUEOPTS environment variable.
        !           752: .LI \fBquested~item\fR
        !           753: .br
        !           754: This option is set by the game at the start and cannot be reset by the player.
        !           755: It is merely listed to remind the player of his quest.
        !           756: .LE
        !           757: .P
        !           758: The player can set options at the beginning of a game via the ROGUEOPTS
        !           759: environment variable.
        !           760: Naming a Boolean option sets it, and preceding the Boolean option name by
        !           761: "no" clears it.
        !           762: The syntax "stringoption=name" sets a string option to "name."~
        !           763: So setting ROGUEOPTS to
        !           764: "terse, jump, nostep, flush, askme, name=Ivan~the~Terrible"
        !           765: would set the \fIterse, jump, flush\fR, and \fIaskme\fR Boolean options,
        !           766: clear the \fIstep\fR Boolean option, set the player's
        !           767: \fIname\fR to "Ivan the Terrible," and use the defaults for
        !           768: the \fIsave file\fR and the \fIscore file\fR.
        !           769: .P
        !           770: The player may change an option at any time during the game
        !           771: via the \fBoption\fR command, which results in a listing of
        !           772: the current options.
        !           773: Typing a new value changes the option, a RETURN moves to the
        !           774: next option, a '-' moves to the previous option, and an ESCAPE
        !           775: returns the player to the dungeon.
        !           776: .H 1 SCORING
        !           777: The player receives experience points for stealing items from
        !           778: monsters, turning monsters (a clerical ability), and killing
        !           779: monsters.
        !           780: When the player gets killed, the player's score equals the player's
        !           781: experience points.
        !           782: A player who quits gets a score equal to the player's experience
        !           783: points and gold.
        !           784: If the player makes it back up out of the dungeon, the player's
        !           785: score equals the player's experience points plus the gold the
        !           786: player carried and the gold received from selling the player's
        !           787: possessions.
        !           788: .P
        !           789: Rogue maintains a list of the top twenty scores to date, together
        !           790: with the name of the player obtaining the score, the level where
        !           791: the player finished, and the manner in which the player ended the
        !           792: game.
        !           793: As an installation option, the game may record only one entry per
        !           794: character type and login;
        !           795: this restriction encourages a greater number of different players
        !           796: in the scorechart.
        !           797: .H 1 ACKNOWLEDGEMENTS
        !           798: This version of Rogue is based on a version developed at the
        !           799: University of California.

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