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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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