Annotation of early-roguelike/arogue7/arogue77.html, Revision 1.1
1.1 ! rubenllo 1: <!-- Advanced Rogue -->
! 2: <!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T -->
! 3: <!-- All rights reserved. -->
! 4: <!-- -->
! 5: <!-- Based on "Rogue: Exploring the Dungeons of Doom" -->
! 6: <!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman -->
! 7: <!-- All rights reserved. -->
! 8: <!-- -->
! 9: <!-- See the file LICENSE.TXT for full copyright and licensing information. -->
! 10:
! 11: <!-- Creator : groff version 1.18.1 -->
! 12: <!-- CreationDate: Sat Jan 21 09:55:23 2006 -->
! 13:
! 14: <h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of Doom</a></h1>
! 15: <br>
! 16: <h2 align="center">Toolchest</h2>
! 17: <h3 align="center">http://roguelike.sourceforge.net/arogue77</h3>
! 18: <br>
! 19: <table border="0" cellpadding="3" cellspacing="3" style="border-collapse: collapse" id="table1" align=center>
! 20: <tr>
! 21: <td nowrap>
! 22: Advanced Rogue<br>
! 23: Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T<br>
! 24: All rights reserved.
! 25: </td>
! 26: </tr>
! 27: <tr>
! 28: <td nowrap>
! 29: Based on "Rogue: Exploring the Dungeons of Doom"<br>
! 30: Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br>
! 31: All rights reserved.
! 32: </td>
! 33: </tr>
! 34: </table>
! 35:
! 36: <p align="center">See the file LICENSE.TXT for full copyright and licensing information.</p>
! 37:
! 38: <h2 align="justify">1. Introduction</h2>
! 39:
! 40: <p align="justify">
! 41: Rogue is a screen-oriented fantasy game set in the
! 42: ever-changing Dungeons of Doom. The game comes complete
! 43: with monsters, spells, weapons, armor, potions, and other
! 44: magical items. The dungeon's geography changes with every
! 45: game, and although many magical items have certain
! 46: identifiable properties, such as turning the player
! 47: invisible, the physical manifestation of the magic changes
! 48: each game. A red potion, for example, will cause the same
! 49: reaction throughout a given game, but it may be a completely
! 50: different potion in a new game.
! 51: </p>
! 52:
! 53: <p align=justify>
! 54: Entering the dungeon with only a little food, armor,
! 55: and a weapon, the player must develop a good strategy of
! 56: when to fight, when to run, and how to best use any magical
! 57: items found in the dungeon. To make things interesting, the
! 58: player has a quest to return one of several unique
! 59: artifacts, rumored to lie deep in the dungeon's bowels.
! 60: Returning with this artifact brings great glory and the
! 61: title of Complete Winner. But even after finding the
! 62: artifact, the player may wish to continue further to match
! 63: wits with an arch-devil, demon prince, or even a deity found
! 64: far down in the dungeon. Defeating such a creature will
! 65: gain the player many experience points, the basis for
! 66: scoring in Rogue.
! 67: </p>
! 68:
! 69: <p align=justify>
! 70: It is very difficult to return from the Dungeons of
! 71: Doom. Few people ever make it out alive. Should this
! 72: unlikely event occur, the player would be proclaimed a
! 73: complete winner and handsomely rewarded for any booty
! 74: removed from the dungeon.
! 75: </p>
! 76:
! 77: <h3 align="justify">2. Character Classes</h3>
! 78:
! 79: <p align="justify">
! 80: Before placing the player in the dungeon, the game
! 81: requests the player to select what type of character they
! 82: would like to be: a fighter, a magic user, a cleric, a
! 83: druid, a thief, a paladin, a ranger, a monk, or an assassin.
! 84: </p>
! 85:
! 86: <p align="justify"><span style="font-variant: small-caps"><strong>2.1 The Fighter</strong></span></p>
! 87:
! 88: <p align="justify">
! 89: A fighter is very strong and will have a high strength
! 90: rating. This great strength gives a fighter the best odds
! 91: of winning a battle with a monster. At high experience
! 92: levels the fighter also gets to attack multiple times in a
! 93: single turn. This obviously further increases his chances
! 94: at winning battles. Intrinsic to the fighter class is a
! 95: robustness which results in 1 to 12 extra hit points for
! 96: every new experience level.
! 97: </p>
! 98:
! 99: <p align="justify"><span style="font-variant: small-caps"><strong>2.2 The Magician</strong></span></p>
! 100:
! 101: <p align="justify">
! 102: A Magician is able to "cast" spells. The number and
! 103: variety of spells increases as the magician gains experience
! 104: and intelligence. Magic users are not as hearty as
! 105: fighters; they receive 1 to 6 extra hit points for every new
! 106: experience level.</p>
! 107:
! 108: <p align="justify"><strong><span style="font-variant: small-caps">2.3 The Cleric</span></strong></p>
! 109:
! 110: <p align="justify">
! 111: A cleric is able to "pray" to his god for help. The
! 112: number and variety of prayers which the gods are willing to
! 113: grant to a cleric increase as the cleric gains experience
! 114: and wisdom.
! 115: </p>
! 116:
! 117: <p align=justify>
! 118: Because of their religious nature, clerics can also
! 119: affect the "undead" beings, like zombies and ghouls, which
! 120: became monsters after they died. If an "undead" creature is
! 121: next to a cleric, the cleric may try to turn it and cause it
! 122: to flee. If the cleric is sufficiently powerful relative to
! 123: the monster, the cleric will destroy it. This ability
! 124: increases as the character gains experience levels.
! 125: </p>
! 126:
! 127: <p align=justify>
! 128: Clerics can gain from 1 to 8 extra hit points on
! 129: reaching a new experience level.</p>
! 130:
! 131: <p align="justify"><strong><span style="font-variant: small-caps">2.4 The Druid</span></strong></p>
! 132:
! 133: <p align="justify">
! 134: The druid is a cleric of sorts but worships nature
! 135: rather than a god. The druid is able to "chant" and thereby
! 136: recieve certain types of spells. Most of the chants are
! 137: targeted more towards the elements and nature.
! 138: </p>
! 139:
! 140: <p align=justify>
! 141: Druids gain from 1 to 8 hit points when they gain an
! 142: experience level.
! 143: </p>
! 144:
! 145: <p align="justify"><strong><span style="font-variant: small-caps">2.5 The Thief</span></strong></p>
! 146:
! 147: <p align="justify">
! 148: A thief is exceptionally dextrous and has a good chance
! 149: to set a trap or rob a monster.
! 150: </p>
! 151:
! 152: <p align=justify>
! 153: By their nature, thieves can automatically detect all
! 154: the gold on the current level of the dungeon. They are also
! 155: good at detecting hidden traps. Because thieves slink
! 156: along, they are not as likely as other characters to wake
! 157: sleeping monsters. If a thief manages to sneak up on a
! 158: creature without waking it, he will get a chance to backstab
! 159: the monster. When this is done, the damage done by the thief
! 160: greatly increases based on his experience level.
! 161: </p>
! 162:
! 163: <p align=justify>
! 164: Thieves gain from 1 to 6 extra hit points from a new
! 165: experience level.
! 166: </p>
! 167:
! 168: <p align="justify"><strong><span style="font-variant: small-caps">2.6 The Paladin</span></strong></p>
! 169:
! 170: <p align="justify">
! 171: The paladin is a type of holy warrior. Somewhat of a
! 172: cross between a fighter and a cleric. He is able to pray and
! 173: turn undead as a cleric, (but to a lesser degree) but fights
! 174: as a fighter. He is on the side of all that is good and
! 175: righteous. Therefore he would never attack a creature that
! 176: would not attack him first. If he does kill a non-violent
! 177: creature inadvertantly he will feel "uneasy" and his god may
! 178: retaliate by making him a mere fighter.
! 179: </p>
! 180:
! 181: <p align=justify>
! 182: Paladins gain 1 to 10 hit points per experience level.
! 183: </p>
! 184:
! 185: <p align="justify"><strong><span style="font-variant: small-caps">2.7 The Ranger</span></strong></p>
! 186:
! 187: <p align="justify">
! 188: The ranger is somewhat of a cross between a druid and a
! 189: fighter. He too is on the side of righteousness and good.
! 190: Therefore, the same same restrictions apply to his as they
! 191: do to a paladin. The ranger can "chant" and "cast" but to a
! 192: lesser degree than the druid and magician.
! 193: </p>
! 194:
! 195: <p align=justify>
! 196: Rangers gain 1 to 8 hit points per experience level.
! 197: </p>
! 198:
! 199: <p align="justify"><strong><span style="font-variant: small-caps">2.8 The Monk</span></strong></p>
! 200:
! 201: <p align="justify">
! 202: The Monk is a martial arts expert. He wears no armor
! 203: but has an effective armor class based on his ability to
! 204: dodge attacks. He does not need a weapon in combat for his
! 205: hands and feet are a formidable weapon. His ability to dodge
! 206: and use his hands as weapons increases as he gains in level.
! 207: </p>
! 208:
! 209: <p align=justify>
! 210: Monks gain 1 to 6 hit points per experience level.
! 211: </p>
! 212:
! 213: <p align="justify"><strong><span style="font-variant: small-caps">2.9 The Assassin</span></strong></p>
! 214:
! 215: <p align="justify">
! 216: The assassin is a person trained in the art of killing
! 217: people by surprise. He has most of the abilities of the
! 218: thief except the "backstab". Instead, the assassin has the
! 219: chance to kill an opponent outright with one strike. He is
! 220: also a ruthless character and trained in the use of poison.
! 221: He can recognize poison on sight and can coat his weapon
! 222: with it thereby making his next attack an exceptionally
! 223: lethal one.
! 224: </p>
! 225:
! 226: <p align=justify>
! 227: Assassins gain 1 to 6 hit points per experience level.
! 228: </p>
! 229:
! 230: <h3 align="justify">3. ATTRIBUTES</h3>
! 231:
! 232: <p align="justify"><strong><span style="font-variant: small-caps">3.1 Intelligence</span></strong></p>
! 233:
! 234: <p align="justify">Intelligence is the primary attribute associated with
! 235: casting spells. With higher intelligence comes the knowledge
! 236: of more spells, the ability to cast more spells, and faster
! 237: recovery of spells that have been cast.
! 238:
! 239: </p>
! 240:
! 241: <p align="justify"><strong><span style="font-variant: small-caps">3.2 Strength</span></strong></p>
! 242: <p align="justify">This is, of course, the measure of a character's
! 243: physical strength. With higher strength a character can
! 244: carry more, cause more damage when striking, have a better
! 245: chance to strike an opponent, and move about more quickly
! 246: when carrying a load.
! 247:
! 248: </p>
! 249: <p align="justify"><strong><span style="font-variant: small-caps">3.3 Wisdom</span></strong></p>
! 250: <p align="justify">Wisdom is the primary attribute associated with Praying
! 251: to a god. With higher wisdom comes the knowledge of more
! 252: prayers, the ability to pray more often, and faster recovery
! 253: of prayer ability.
! 254:
! 255: </p>
! 256: <p align="justify"><strong><span style="font-variant: small-caps">3.4 Dexterity</span></strong></p>
! 257: <p align="justify">Dexterity is a measure of a character's agility. With
! 258: higher dexterity a character is harder to hit, can hit a
! 259: opponent more easily, and can move about more quickly when
! 260: carrying a load.
! 261:
! 262: </p>
! 263: <p align="justify"><strong><span style="font-variant: small-caps">3.5 Constitution</span></strong></p>
! 264: <p align="justify">Every character has a constitution rating. A character
! 265: with an exceptionally good constitution will gain more than
! 266: the normal amount of hit points associated with the
! 267: character's class when the character reaches a new
! 268: experience level. Exceptional constitution also provides
! 269: better protection versus poison-based attacks and diseases.
! 270:
! 271: </p>
! 272: <p align="justify"><strong><span style="font-variant: small-caps">3.6 Charisma</span></strong></p>
! 273: <p align="justify">Charisma is a measure of a characters looks and general
! 274: likeableness. It effects transactions when trying to
! 275: purchase things. </p>
! 276:
! 277: <p align="justify"><strong><span style="font-variant: small-caps">3.7 Experience Levels</span></strong></p>
! 278:
! 279: <p align="justify">
! 280: Characters gain experience for killing monsters,
! 281: stealing from monsters, and turning monsters. Each
! 282: character class has a set of thresholds associated with it.
! 283: When a character reaches a threshold, the character attains
! 284: the next experience level. This new level brings extra hit
! 285: points and a greater chance of success in performing the
! 286: abilities associated with the character's class. For
! 287: example, magicians receive new spells, and clerics receive
! 288: new prayers.
! 289: </p>
! 290:
! 291: <p align="justify">
! 292:
! 293: <strong><span style="font-variant: small-caps">3.8 Allocating Attributes</span></strong>
! 294: </p>
! 295: <p align="justify">
! 296: The player starts with 72 "attribute points" to create
! 297: a character and can distribute them in any manner among the
! 298: six attributes described above. When prompting the player
! 299: for each attribute, the game displays the minimum and
! 300: maximum allowable values for that attribute. The player can
! 301: type a backspace (control-H) to go back and change a value;
! 302: typing an escape (ESC) sets the remaining attributes to the
! 303: maximum value possible given the remaining attribute points.
! 304: </p>
! 305:
! 306: <h3 align="justify">
! 307: 4.0
! 308: THE SCREEN</h3>
! 309: <p align="justify">
! 310: During the normal course of play, the screen consists
! 311: of three separate sections: the top line of the terminal,
! 312: the bottom two lines of the terminal, and the remaining
! 313: middle lines. The top line reports actions which occur
! 314: during the game, the middle section depicts the dungeon, and
! 315: the bottom lines describe the player's current condition.
! 316: </p>
! 317:
! 318: <p align="justify"><strong><span style="font-variant: small-caps">4.1 The Top Line</span></strong>
! 319:
! 320: <p align="justify">
! 321: Whenever anything happens to the player, such as
! 322: finding a scroll or hitting or being hit by a monster, a
! 323: short report of the occurrence appears on the top line of
! 324: the screen. When such reports occur quickly, one right
! 325: after another, the game displays the notice followed by the
! 326: prompt '--More--.' After reading this notice, the player
! 327: can press a space to display the next message. At such a
! 328: point, the game ignores all commands until the player
! 329: presses a space.
! 330: </p>
! 331:
! 332: <p align="justify">
! 333: <strong><span style="font-variant: small-caps">4.2 The Dungeon Section</span></strong><p align="justify">
! 334: The large middle section of the screen displays the
! 335: player's surroundings using the following symbols:
! 336: </p>
! 337:
! 338: <p>
! 339: <table border="0" cellpadding="3" style="border-collapse: collapse" id="table3" cellspacing="3">
! 340: <tr>
! 341: <td align="center">|</td>
! 342: <td> </td>
! 343: <td>A wall of a room.</td>
! 344: </tr>
! 345: <tr>
! 346: <td align="center">-</td>
! 347: <td> </td>
! 348: <td>A wall of a room.</td>
! 349: </tr>
! 350: <tr>
! 351: <td align="center">*</td>
! 352: <td> </td>
! 353: <td>A pile of gold.</td>
! 354: </tr>
! 355: <tr>
! 356: <td align="center">%</td>
! 357: <td> </td>
! 358: <td>A way to another level.</td>
! 359: </tr>
! 360: <tr>
! 361: <td align="center">+</td>
! 362: <td> </td>
! 363: <td>A doorway.</td>
! 364: </tr>
! 365: <tr>
! 366: <td align="center">.</td>
! 367: <td> </td>
! 368: <td>The floor in a room</td>
! 369: </tr>
! 370: <tr>
! 371: <td align="center">@</td>
! 372: <td> </td>
! 373: <td>The player.</td>
! 374: </tr>
! 375: <tr>
! 376: <td align="center">_</td>
! 377: <td> </td>
! 378: <td>The player, when invisible.</td>
! 379: </tr>
! 380: <tr>
! 381: <td align="center">#</td>
! 382: <td> </td>
! 383: <td>The floor in a passageway</td>
! 384: </tr>
! 385: <tr>
! 386: <td align="center">!</td>
! 387: <td> </td>
! 388: <td>A flask containing a potion.</td>
! 389: </tr>
! 390: <tr>
! 391: <td align="center">?</td>
! 392: <td> </td>
! 393: <td>A sealed scroll.</td>
! 394: </tr>
! 395: <tr>
! 396: <td align="center">:</td>
! 397: <td> </td>
! 398: <td>Some food.</td>
! 399: </tr>
! 400: <tr>
! 401: <td align="center">)</td>
! 402: <td> </td>
! 403: <td>A weapon.</td>
! 404: </tr>
! 405: <tr>
! 406: <td align="center"> </td>
! 407: <td nowrap> </td>
! 408: <td nowrap>Solid rock (denoted by a space)</td>
! 409: </tr>
! 410: <tr>
! 411: <td align="center">]</td>
! 412: <td> </td>
! 413: <td>Some armor.</td>
! 414: </tr>
! 415: <tr>
! 416: <td align="center">;</td>
! 417: <td> </td>
! 418: <td>A miscellaneous magic item.</td>
! 419: </tr>
! 420: <tr>
! 421: <td align="center">,</td>
! 422: <td> </td>
! 423: <td>An artifact.</td>
! 424: </tr>
! 425: <tr>
! 426: <td align="center">=</td>
! 427: <td> </td>
! 428: <td>A ring.</td>
! 429: </tr>
! 430: <tr>
! 431: <td align="center">/</td>
! 432: <td> </td>
! 433: <td>A wand or a staff.</td>
! 434: </tr>
! 435: <tr>
! 436: <td align="center">^</td>
! 437: <td> </td>
! 438: <td>The entrance to a trading post.</td>
! 439: </tr>
! 440: <tr>
! 441: <td align="center">></td>
! 442: <td> </td>
! 443: <td>A trapdoor leading to the next level.</td>
! 444: </tr>
! 445: <tr>
! 446: <td align="center">{</td>
! 447: <td> </td>
! 448: <td>An arrow trap.</td>
! 449: </tr>
! 450: <tr>
! 451: <td align="center">$</td>
! 452: <td> </td>
! 453: <td>A sleeping gas trap.</td>
! 454: </tr>
! 455: <tr>
! 456: <td align="center">}</td>
! 457: <td> </td>
! 458: <td>A beartrap.</td>
! 459: </tr>
! 460: <tr>
! 461: <td align="center">~</td>
! 462: <td> </td>
! 463: <td>A trap that teleports you somewhere else.</td>
! 464: </tr>
! 465: <tr>
! 466: <td align="center">`</td>
! 467: <td> </td>
! 468: <td>A poison dart trap.</td>
! 469: </tr>
! 470: <tr>
! 471: <td align="center">"</td>
! 472: <td> </td>
! 473: <td>a shimmering magic pool.</td>
! 474: </tr>
! 475: <tr>
! 476: <td align="center">'</td>
! 477: <td> </td>
! 478: <td>An entrance to a maze.</td>
! 479: </tr>
! 480: <tr>
! 481: <td align="center">$</td>
! 482: <td> </td>
! 483: <td>Any magical item. (During magic detection)</td>
! 484: </tr>
! 485: <tr>
! 486: <td align="center">></td>
! 487: <td nowrap> </td>
! 488: <td nowrap>A blessed magical item. (Duriing magic detection)</td>
! 489: </tr>
! 490: <tr>
! 491: <td align="center"><</td>
! 492: <td> </td>
! 493: <td>A cursed magical item. (During magic detection)</td>
! 494: </tr>
! 495: <tr>
! 496: <td align="center">A letter</td>
! 497: <td> </td>
! 498: <td>A monster. Note that a given letter may signify<br>
! 499: multiple monsters, depending on the level of the<br>
! 500: dungeon. The player can always identify a current<br>
! 501: monster by using the identify command ('/').</td>
! 502: </tr>
! 503: </table>
! 504: </p>
! 505:
! 506: <p align="justify"><strong><span style="font-variant: small-caps">4.3 The Status Section</span></strong></p>
! 507:
! 508: <p align="justify">
! 509: The bottom two lines of the screen describe the
! 510: player's current status. The first line gives the player's
! 511: characteristics:
! 512: </p>
! 513:
! 514: <ul>
! 515: <li>
! 516: <p align="justify">Intelligence (Int)</li>
! 517: <li>
! 518: <p align="justify">Strength (Str)</li>
! 519: <li>
! 520: <p align="justify">Wisdom (Wis)</li>
! 521: <li>
! 522: <p align="justify">Dexterity (Dxt)</li>
! 523: <li>
! 524: <p align="justify">Constitution (Const)</li>
! 525: <li>
! 526: <p align="justify">Charisma (Char)</li>
! 527: <li>
! 528: <p align="justify">Encumberance (Carry)</li>
! 529: </ul>
! 530:
! 531: <p align=justify>
! 532: Intelligence, strength, wisdom, dexterity, charisma,
! 533: and constitution have a normal maximum of 25, but can be
! 534: higher when augmented by a ring. Encumberance is a
! 535: measurement of how much the player can carry versus how much
! 536: he is currently carrying. The more you carry relative to
! 537: your maximum causes you to use more food.
! 538: </p>
! 539:
! 540: <p align=justify>
! 541: The second status line provides the following
! 542: information:
! 543: </p>
! 544:
! 545: <ul>
! 546: <li>
! 547: <p align="justify">The current level (Lvl) in the dungeon. This number
! 548: increases as the player goes further down.
! 549: </li>
! 550: <li>
! 551: <p align="justify">The player's current number of hit points (Hp),
! 552: followed in parentheses by the player's current maximum
! 553: number of hit points. Hit points express the player's
! 554: health. As a player heals by resting, the player's
! 555: current hit points gradually increase until reaching
! 556: the current maximum. This maximum increases each time
! 557: a player attains a new experience level. If the
! 558: player's current hit points reach 0, the player dies.
! 559: </li>
! 560: <li>
! 561: <p align="justify">The player's armor class (Ac). This number describes
! 562: the amount of protection provided by the armor, cloaks,
! 563: and/or rings currently worn by the player. It is also
! 564: affected by high or low dexterity. Wearing no armor is
! 565: equivalent to an armor class of 10. The protection
! 566: level increases as the armor class decreases.
! 567: </li>
! 568: <li>
! 569: <p align="justify">The player's current experience level (Exp) followed by
! 570: the player's experience points. The player can gain
! 571: experience points by killing monsters, successfully
! 572: stealing from monsters, and turning monsters. When a
! 573: player gains enough experience points to surpass a
! 574: threshold that depends on the player's character type,
! 575: the player reaches a new experience level. A new
! 576: experience level brings extra hit points and possibly
! 577: added abilities, such as a new spell for a magician or
! 578: a new prayer for a cleric.
! 579: </li>
! 580: <li>
! 581: <p align="justify">A description of the player's character. This
! 582: description depends on the player's character type and
! 583: experience level.
! 584: </li>
! 585: </ul>
! 586:
! 587: <h3 align="justify">5.0 COMMANDS</h3>
! 588:
! 589: <p align="justify">
! 590: A player can invoke most Rogue commands by typing a
! 591: single character. Some commands, however, require a
! 592: direction, in which case the player types the command
! 593: character followed by a directional command. Many commands
! 594: can be prefaced by a number, indicating how many times the
! 595: command should be executed.
! 596: </p>
! 597:
! 598: <p align=justify>
! 599: When the player invokes a command referring to an item
! 600: in the player's pack (such as reading a scroll), the game
! 601: prompts for the item. The player should then type the
! 602: letter associated with the item, as displayed by the
! 603: inventory command. Typing a '*' at this point produces a
! 604: list of the eligible items.
! 605: </p>
! 606:
! 607: <p align=center><b><i>Rogue understands the following commands:</i></b></p>
! 608:
! 609: <p>
! 610: <table border="0" cellpadding="3" style="border-collapse: collapse" id="table4" cellspacing="3">
! 611: <tr>
! 612: <td align="center" valign="top">?</td>
! 613: <td> </td>
! 614: <td>Preceding a command by a '?' produces a brief explanation of the
! 615: command. The command '?*' gives an explanation of all the commands.</td>
! 616: </tr>
! 617: <tr>
! 618: <td align="center" valign="top">/</td>
! 619: <td> </td>
! 620: <td>Preceding a symbol by a '/' identifies the symbol.</td>
! 621: </tr>
! 622: <tr>
! 623: <td align="center" valign="top">=</td>
! 624: <td> </td>
! 625: <td>Clarify. After typing an '=' sign, the player can use the movement
! 626: keys to position the cursor anywhere on the current level. As long as
! 627: the player can normally see the selected position, Rogue will identify
! 628: whatever is at that space. Examples include a sleeping giant rat, a blue
! 629: potion, and a food ration.</td>
! 630: </tr>
! 631: <tr>
! 632: <td align="center" valign="top">h</td>
! 633: <td> </td>
! 634: <td>Move one position to the left.</td>
! 635: </tr>
! 636: <tr>
! 637: <td align="center" valign="top">j</td>
! 638: <td> </td>
! 639: <td>Move one position down.</td>
! 640: </tr>
! 641: <tr>
! 642: <td align="center" valign="top">k</td>
! 643: <td> </td>
! 644: <td>Move one position up.</td>
! 645: </tr>
! 646: <tr>
! 647: <td align="center" valign="top">l</td>
! 648: <td> </td>
! 649: <td>Move one position to the right.</td>
! 650: </tr>
! 651: <tr>
! 652: <td align="center" valign="top">y</td>
! 653: <td height="21"> </td>
! 654: <td height="21">Move one position to the top left.</td>
! 655: </tr>
! 656: <tr>
! 657: <td align="center" valign="top">u</td>
! 658: <td> </td>
! 659: <td>Move one position to the top right.</td>
! 660: </tr>
! 661: <tr>
! 662: <td align="center" valign="top">b</td>
! 663: <td> </td>
! 664: <td>Move one position to the bottom left.</td>
! 665: </tr>
! 666: <tr>
! 667: <td align="center" valign="top">n</td>
! 668: <td> </td>
! 669: <td>Move one position to the bottom right</td>
! 670: </tr>
! 671: <tr>
! 672: <td align="center" valign="top">H</td>
! 673: <td> </td>
! 674: <td>Run to the left until reaching something interesting.</td>
! 675: </tr>
! 676: <tr>
! 677: <td align="center" valign="top">J</td>
! 678: <td> </td>
! 679: <td>Run down until reaching something interesting.</td>
! 680: </tr>
! 681: <tr>
! 682: <td align="center" valign="top">K</td>
! 683: <td> </td>
! 684: <td>Run up until reaching something interesting.</td>
! 685: </tr>
! 686: <tr>
! 687: <td align="center" valign="top">L</td>
! 688: <td> </td>
! 689: <td>Run to the right until reaching something interesting.</td>
! 690: </tr>
! 691: <tr>
! 692: <td align="center" valign="top">Y</td>
! 693: <td> </td>
! 694: <td>Run to the top left until reaching something interesting.</td>
! 695: </tr>
! 696: <tr>
! 697: <td align="center" valign="top">U</td>
! 698: <td> </td>
! 699: <td>Run to the top right until reaching something interesting.</td>
! 700: </tr>
! 701: <tr>
! 702: <td align="center" valign="top">B</td>
! 703: <td> </td>
! 704: <td>Run to the bottom left until reaching something interesting.</td>
! 705: </tr>
! 706: <tr>
! 707: <td align="center" valign="top">N</td>
! 708: <td> </td>
! 709: <td>Run to the bottom right until reaching something interesting</td>
! 710: </tr>
! 711: <tr>
! 712: <td align="center" valign="top">t</td>
! 713: <td> </td>
! 714: <td>This command prompts for an object from the players pack. The player
! 715: then throws the object in the specified direction.</td>
! 716: </tr>
! 717: <tr>
! 718: <td align="center" valign="top">f</td>
! 719: <td> </td>
! 720: <td>When this command is preceded with a directional command, the player
! 721: moves in the specified direction until passing something interesting.</td>
! 722: </tr>
! 723: <tr>
! 724: <td align="center" valign="top">z</td>
! 725: <td> </td>
! 726: <td>This command prompts for a wand or staff from the player's pack and
! 727: zaps
! 728: it in the specified direction.</td>
! 729: </tr>
! 730: <tr>
! 731: <td align="center" valign="top">></td>
! 732: <td> </td>
! 733: <td>Go down to the next level.</td>
! 734: </tr>
! 735: <tr>
! 736: <td align="center" valign="top"><</td>
! 737: <td> </td>
! 738: <td>Go up to the next level.</td>
! 739: </tr>
! 740: <tr>
! 741: <td align="center" valign="top">s</td>
! 742: <td> </td>
! 743: <td>Search for a secret door or a trap in the circle surrounding the
! 744: player.</td>
! 745: </tr>
! 746: <tr>
! 747: <td align="center" valign="top">.</td>
! 748: <td> </td>
! 749: <td>This command (a dot) causes the player to rest a turn.</td>
! 750: </tr>
! 751: <tr>
! 752: <td align="center" valign="top">i</td>
! 753: <td> </td>
! 754: <td>Display an inventory of the player's pack.</td>
! 755: </tr>
! 756: <tr>
! 757: <td align="center" valign="top">I</td>
! 758: <td> </td>
! 759: <td>This command prompts for an item from the player's pack and displays
! 760: the inventory information for that item.</td>
! 761: </tr>
! 762: <tr>
! 763: <td align="center" valign="top">q</td>
! 764: <td> </td>
! 765: <td>Quaff a potion from the player's pack.</td>
! 766: </tr>
! 767: <tr>
! 768: <td align="center" valign="top">r</td>
! 769: <td> </td>
! 770: <td>Read a scroll from the player's pack.</td>
! 771: </tr>
! 772: <tr>
! 773: <td align="center" valign="top">e</td>
! 774: <td> </td>
! 775: <td>Eat some food from the player's pack.</td>
! 776: </tr>
! 777: <tr>
! 778: <td align="center" valign="top">w</td>
! 779: <td> </td>
! 780: <td>Wield a weapon from the player's pack.</td>
! 781: </tr>
! 782: <tr>
! 783: <td align="center" valign="top">W</td>
! 784: <td> </td>
! 785: <td>Wear some armor, ring, or a miscellaneous magic item from the
! 786: player's
! 787: pack. The player can wear a maximum of 8 rings.</td>
! 788: </tr>
! 789: <tr>
! 790: <td align="center" valign="top">T</td>
! 791: <td> </td>
! 792: <td>Take off whatever the player is wearing.</td>
! 793: </tr>
! 794: <tr>
! 795: <td align="center" valign="top">^U</td>
! 796: <td> </td>
! 797: <td>Use a magic item in the player's pack.</td>
! 798: </tr>
! 799: <tr>
! 800: <td align="center" valign="top">d</td>
! 801: <td> </td>
! 802: <td>Drop an item from the player's pack.</td>
! 803: </tr>
! 804: <tr>
! 805: <td align="center" valign="top">P</td>
! 806: <td> </td>
! 807: <td>Pick up the items currently under the player.</td>
! 808: </tr>
! 809: <tr>
! 810: <td align="center" valign="top">^N</td>
! 811: <td> </td>
! 812: <td>When the player types this command, Rogue prompts for a monster or
! 813: an item from the player's pack and a one-line name. For monsters, the
! 814: player can use the movement keys to position the cursor over the desired
! 815: monster, and Rogue will use the given name to refer to that<br>
! 816: monster. For items, Rogue gives all similar items (such as all the blue
! 817: potions) the specified name.</td>
! 818: </tr>
! 819: <tr>
! 820: <td align="center" valign="top">m</td>
! 821: <td> </td>
! 822: <td>When the player types this command, Rogue prompts for an item from
! 823: the player's pack and a one-line name. Rogue then marks the specified
! 824: item with the given name..</td>
! 825: </tr>
! 826: <tr>
! 827: <td align="center" valign="top">o</td>
! 828: <td> </td>
! 829: <td>Typing this command causes Rogue to display all the settable
! 830: options. The player can then merely examine the options or change any or
! 831: all of them.</td>
! 832: </tr>
! 833: <tr>
! 834: <td align="center" valign="top">C</td>
! 835: <td> </td>
! 836: <td>This command, restricted to magicians and rangers produces a listing
! 837: of the current supply of spells. The player can select one of the
! 838: displayed spells and, if the player's energy level is sufficiently high,
! 839: Cast it. The more complicated the spell, the more energy it takes.</td>
! 840: </tr>
! 841: <tr>
! 842: <td align="center" valign="top">c</td>
! 843: <td> </td>
! 844: <td>This command, restricted to druids and rangers produces a listing of
! 845: the current supply of chants. The player can select one of the displayed
! 846: chants and, if the player's energy level is sufficiently high, chant it.
! 847: The more complicated the spell, the more energy it takes.</td>
! 848: </tr>
! 849: <tr>
! 850: <td align="center" valign="top">p</td>
! 851: <td> </td>
! 852: <td>This command, restricted to clerics and paladins, produces a listing
! 853: of the character's known prayers. The player can then offer one of these
! 854: prayers to the character's deity. Deities are not known for favoring
! 855: characters which continually pray to them, and they are most likely to
! 856: answer the least "ambitious" prayers.</td>
! 857: </tr>
! 858: <tr>
! 859: <td align="center" valign="top">a</td>
! 860: <td> </td>
! 861: <td>This command is restricted to clerics and paladins must be followed
! 862: by a directional command. If there is an "undead" monster standing next
! 863: to the player in the specified direction, there is a chance the player
! 864: will affect the monster by causing it to flee or possibly even
! 865: destroying it.</td>
! 866: </tr>
! 867: <tr>
! 868: <td align="center" valign="top">*</td>
! 869: <td> </td>
! 870: <td>Count the gold in the player's pack.</td>
! 871: </tr>
! 872: <tr>
! 873: <td align="center" valign="top">^</td>
! 874: <td> </td>
! 875: <td>This command sets a trap and is limited to thieves and assassins. If
! 876: the character is successful, Rogue prompts the player for a type of trap
! 877: and sets it where the player is standing.</td>
! 878: </tr>
! 879: <tr>
! 880: <td align="center" valign="top">G</td>
! 881: <td> </td>
! 882: <td>This command is restricted to thieves and assassins. It causes Rogue
! 883: to display all the gold on the current level.</td>
! 884: </tr>
! 885: <tr>
! 886: <td align="center" valign="top">D</td>
! 887: <td> </td>
! 888: <td>Dip something into a magic pool.</td>
! 889: </tr>
! 890: <tr>
! 891: <td align="center" valign="top">^T</td>
! 892: <td height="22"> </td>
! 893: <td height="22">This command is restricted to thieves and assassins. It
! 894: must be followed by a directional command. If there is a monster
! 895: standing next to the player in the specified direction, the player tries
! 896: to steal an item from the monster's pack. If the player is successful,
! 897: the monster does not notice anything, but if the player is unsuccessful,
! 898: there is a chance the monster will wake up.</td>
! 899: </tr>
! 900: <tr>
! 901: <td align="center" valign="top">^L</td>
! 902: <td> </td>
! 903: <td>Redraw the screen.</td>
! 904: </tr>
! 905: <tr>
! 906: <td align="center" valign="top">^R</td>
! 907: <td> </td>
! 908: <td>Repeat the last message that was displayed on the top line of the
! 909: screen.</td>
! 910: </tr>
! 911: <tr>
! 912: <td align="center" valign="top">Escape (^[)</td>
! 913: <td> </td>
! 914: <td>Typing an escape will usually cause Rogue to cancel the current
! 915: command.</td>
! 916: </tr>
! 917: <tr>
! 918: <td align="center" valign="top">v</td>
! 919: <td> </td>
! 920: <td>Print the current Rogue version number.</td>
! 921: </tr>
! 922: <tr>
! 923: <td align="center" valign="top">!</td>
! 924: <td> </td>
! 925: <td>Escape to the shell level.</td>
! 926: </tr>
! 927: <tr>
! 928: <td align="center" valign="top">S</td>
! 929: <td> </td>
! 930: <td>Quit and save the game for resumption at a later time.</td>
! 931: </tr>
! 932: <tr>
! 933: <td align="center" valign="top">Q</td>
! 934: <td> </td>
! 935: <td>Quit without saving the game.</td>
! 936: </tr>
! 937: </table>
! 938: </p>
! 939:
! 940: <h3 align="justify">6. IMPLICIT COMMANDS</h3>
! 941:
! 942: <p align="justify">
! 943: There is no "attack" command. If a player wishes to
! 944: attack a monster, the player simply tries to move onto the
! 945: spot where the monster is standing. The game then assumes
! 946: that the player wishes to attack the monster with whatever
! 947: weapon the player is wielding.
! 948: </p>
! 949:
! 950: <p align=justify>
! 951: When the player moves onto an item, the game
! 952: automatically places the object into the player's pack. If
! 953: there is no room left in the pack, the game announces that
! 954: fact and leaves the item on the floor.
! 955: </p>
! 956:
! 957: <h3 align="justify">7. TIME</h3>
! 958:
! 959: <p align="justify">
! 960: All actions except for purely bookkeeping commands,
! 961: such as taking an inventory, take time. The amount of time
! 962: varies with the command. Swinging a weapon, for example,
! 963: takes more time than simply moving; so a monster could move
! 964: several spaces in the time it takes the player to make one
! 965: attack. The time it takes to swing a weapon also varies
! 966: based on the bulk of the weapon, and the time it takes to
! 967: simply move a space varies with the type of armor worn.
! 968: Movement is always faster when flying.
! 969: </p>
! 970:
! 971: <p align=justify>
! 972: Since actions take time, some of them can be disrupted.
! 973: If the player is casting a spell, for example, and gets hit
! 974: before finishing it, the spell is lost. Similarly, the
! 975: player might choke if hit while trying to eat. Of course,
! 976: the same rule applies when the player hits a monster.
! 977: </p>
! 978:
! 979: <p align=justify>
! 980: Magical hasting (or slowing) will decrease (or
! 981: increase) the time it takes to perform an action.
! 982: </p>
! 983:
! 984: <h3 align="justify">8.0 LIGHT</h3>
! 985:
! 986: <p align="justify">
! 987: Some rooms in the dungeon possess a natural light
! 988: source. In other rooms and in corridors the player can see
! 989: only those things within a one space radius from the player.
! 990: These dark rooms can be lit with magical light or by a fire
! 991: beetle.
! 992: </p>
! 993:
! 994: <h3 align="justify">9. WEAPONS AND ARMOR</h3>
! 995:
! 996: <p align="justify">
! 997: The player can wield exactly one weapon at a time.
! 998: When the player attacks a monster, the amount of damage
! 999: depends on the particular weapon the player is wielding. To
! 1000: fire a projectile weapon, such as a crossbow or a short bow,
! 1001: the player should wield the bow and "throw" the bolt or
! 1002: arrow at the monster.
! 1003: </p>
! 1004:
! 1005: <p align=justify>
! 1006: A weapon may be cursed or blessed, affecting the
! 1007: likelihood of hitting a monster with the weapon and the
! 1008: damage the weapon will inflict on the monster. If the
! 1009: player has identified a weapon, the "to hit" and "to damage"
! 1010: bonuses appear in that order before the weapon's name in an
! 1011: inventory listing. A positive bonus indicates a blessed
! 1012: weapon, and a negative bonus usually indicates a cursed
! 1013: weapon. The player cannot release a cursed weapon.
! 1014: </p>
! 1015:
! 1016: <p align=justify>
! 1017: Without any armor the player has an armor class of 10.
! 1018: The lower the player's armor class, the harder it is for a
! 1019: monster to hit the player, so wearing armor can improve the
! 1020: player's armor class. A cursed suit of armor, however,
! 1021: offers poor protection and may sometimes be worse than no
! 1022: armor at all.
! 1023: </p>
! 1024:
! 1025: <p align=justify>
! 1026: After the player has identified a suit of armor, the
! 1027: protection bonus appears before the armor's name in an
! 1028: inventory listing. If the bonus is positive the armor is
! 1029: blessed, and if it is negative, the armor is usually cursed.
! 1030: The player cannot remove a cursed suit of armor.
! 1031: </p>
! 1032:
! 1033: <p align=justify>
! 1034: Some monsters can corrode armor when they hit it. If
! 1035: such a monster hits the player when the player is wearing
! 1036: metal armor, the armor loses some of its protection value,
! 1037: but the corrosion does not curse the armor. This corrosive
! 1038: property can also apply to weapons when the player hits such
! 1039: a monster.
! 1040: </p>
! 1041:
! 1042:
! 1043: <h3 align="justify">10. POTIONS AND SCROLLS</h3>
! 1044:
! 1045: <p align="justify">
! 1046: The player can frequently find potions and scrolls in
! 1047: the dungeon. In any given dungeon, the player can
! 1048: distinguish among the different types of potions by a
! 1049: potion's color and among the different types of scrolls by a
! 1050: scroll's name. Quaffing a potion or reading a scroll
! 1051: usually causes some magical occurrence. Most potions and
! 1052: scrolls may be cursed or blessed.
! 1053: </p>
! 1054:
! 1055: <h3 align="justify">11. RINGS</h3>
! 1056:
! 1057: <p align="justify">
! 1058: The player can wear a maximum of eight rings, and they
! 1059: have a magical effect on the player as long as they are
! 1060: worn. Some rings also speed up the player's metabolism,
! 1061: making the player require food more often. Many rings can
! 1062: be cursed or blessed, and the player cannot remove a cursed
! 1063: ring. The player can distinguish among different types of
! 1064: rings by a ring's jewel.
! 1065: </p>
! 1066:
! 1067: <h3 align="justify">12. WANDS AND STAVES</h3>
! 1068:
! 1069: <p align="justify">
! 1070: Wands and staves affect the player's environment. The
! 1071: player can zap a wand or staff at something and perhaps
! 1072: shoot a bolt of lightning at it or teleport it away. All
! 1073: wands or staves of the same type are constructed with the
! 1074: same type of wood. Some wands and staves may be cursed or
! 1075: blessed.
! 1076: </p>
! 1077:
! 1078: <h3 align="justify">13. FOOD</h3>
! 1079:
! 1080: <p align=justify>
! 1081: The player must be careful not to run out of food since
! 1082: moving through the dungeon fighting monsters consumes a lot
! 1083: of energy. Starving results in the player's fainting for
! 1084: increasingly longer periods of time, during which any nearby
! 1085: monster can attack the player freely.
! 1086: </p>
! 1087:
! 1088: <p align=justify>
! 1089: Food comes in the form of standard rations and as a
! 1090: variety of berries. Some berries have side effects in
! 1091: addition to satisfying one's hunger.
! 1092: </p>
! 1093:
! 1094: <h3 align="justify">14. GOLD</h3>
! 1095:
! 1096: <p align=justify>
! 1097: Gold has one use in a dungeon: buying things. One can
! 1098: buy things in two ways, either in a trading post or from a
! 1099: quartermaster. A trading post is a place that sometimes
! 1100: occurs "between levels" of the dungeon and can be entered by
! 1101: stepping on the entrance. A quartermaster is a person who
! 1102: will sometimes appear and will try to sell the player some
! 1103: of his wares. These wares are never cursed and frequently
! 1104: blessed, though blessed goods cost more than normal goods.
! 1105: If the player chooses to buy one of the quartermaster's
! 1106: items, the quartermaster trades the item for the specified
! 1107: amount of gold and disappears. Attacking a quartermaster
! 1108: causes him to vanish without offering a trade.
! 1109: </p>
! 1110:
! 1111: <p align=justify>
! 1112: The player starts the game in a trading post with a
! 1113: class-dependent allotment of gold. Although there are
! 1114: restrictions on the use of some items (eg. only fighters,
! 1115: paladins, and rangers can wield two-handed swords), the
! 1116: market will happily sell the player anything that he can
! 1117: afford.
! 1118: </p>
! 1119:
! 1120: <h3 align="justify">15. MISCELLANEOUS MAGIC ITEMS</h3>
! 1121:
! 1122: <p align=justify>
! 1123: Miscellaneous items such as a pair of boots or a book
! 1124: may be found within the dungeon. These items can usually be
! 1125: used to the player's advantage (assuming they are not
! 1126: cursed). Some of these items can be worn, such as a cloak,
! 1127: while others are to be used, such as a book.
! 1128: </p>
! 1129:
! 1130: <h3 align="justify">16. ARTIFACTS</h3>
! 1131:
! 1132: <p align=justify>
! 1133: Some monsters down in the depths of the dungeon carry
! 1134: unique artifacts. The game begins as a quest to retrieve
! 1135: one of these items. Each artifact appears only on its
! 1136: owner's person. These items also can usually be used to the
! 1137: player's advantage. However, care must be taken when
! 1138: handling them for they are intelligent and will reject
! 1139: mishandling or abuse. These items consume food and merely
! 1140: carrying them will result in increased food use.
! 1141: </p>
! 1142:
! 1143: <h3 align="justify">17. TRAPS</h3>
! 1144:
! 1145: <p align=justify>
! 1146: A variety of traps, including trap doors, bear traps,
! 1147: and sleeping traps, are hidden in the dungeon. They remain
! 1148: hidden until sprung by a monster or the player. A sprung
! 1149: trap continues to function, but since it is visible, an
! 1150: intelligent monster is not likely to tread on it.
! 1151: </p>
! 1152:
! 1153: <h3 align="justify">18. THE MONSTERS</h3>
! 1154:
! 1155: <p align=justify>
! 1156: Each monster except for the merchant quartermaster
! 1157: appears in a limited range of dungeon levels. All monsters
! 1158: of the same type share the same abilities; all giant rats,
! 1159: for example, can give the player a disease, and all
! 1160: jackalweres can put the player to sleep. Monsters of the
! 1161: same type can vary, however, such that one kobold may be
! 1162: much more difficult to kill than another one. In general,
! 1163: the more difficult it is to kill a monster, the more
! 1164: experience points the monster is worth.
! 1165: </p>
! 1166:
! 1167: <p align=justify>
! 1168: Most monsters attack by biting and clawing, but some
! 1169: monsters carry weapons, including such projectile weapons as
! 1170: short bows and crossbows, and some monsters have breath
! 1171: weapons. Some monsters even use magical items, such as
! 1172: wands. Monsters with distance weapons or magic can attack
! 1173: the player from across a room or down a corridor.
! 1174: </p>
! 1175:
! 1176: <p align=justify>
! 1177: Some monsters are more intelligent than others, and the
! 1178: more intelligent a monster, the more likely that the monster
! 1179: will run away if it is about to die. A fleeing monster will
! 1180: not attack the player unless cornered.
! 1181: </p>
! 1182:
! 1183: <p align=justify>
! 1184: It is sometimes possible to enlist a monster's aid.
! 1185: Reading a charm monster scroll, for example, or singing a
! 1186: charm monster chant can make a monster believe the player is
! 1187: its friend. A charmed monster will fight hostile monsters
! 1188: for the player as long as they are not of its race.
! 1189: </p>
! 1190:
! 1191: <p align=justify>
! 1192: As the player moves down in the dungeon, the monsters
! 1193: get more powerful. Deep down in the dungeon there exist
! 1194: some one-of-a-kind monsters. These monsters are greatly
! 1195: feared. However, once a "unique monster" is killed, the
! 1196: player will not find another in the current dungeon.
! 1197: </p>
! 1198:
! 1199:
! 1200: <h3 align="justify">19. OPTIONS</h3>
! 1201:
! 1202: <p align="justify">
! 1203: Rogue has several options which may be set by the player:
! 1204: </p>
! 1205:
! 1206: <p>
! 1207: <table border="0" cellpadding="3" style="border-collapse: collapse" id="table5" cellspacing="3">
! 1208: <tr>
! 1209: <td valign="top">terse</td>
! 1210: <td> </td>
! 1211: <td>Setting this Boolean option results in shorter messages appearing on
! 1212: the top line of the screen.</td>
! 1213: </tr>
! 1214: <tr>
! 1215: <td valign="top">jump</td>
! 1216: <td> </td>
! 1217: <td>Setting this Boolean option results in waiting until the player has
! 1218: finished running to draw the player's path. Otherwise the game always
! 1219: displays the path one step at a time.</td>
! 1220: </tr>
! 1221: <tr>
! 1222: <td valign="top">step</td>
! 1223: <td> </td>
! 1224: <td>Setting this Boolean option results in most listings, such as an
! 1225: inventory, appearing one item at a time on the top line of the screen.
! 1226: When this option is not set, the game clears the screen, displays the
! 1227: list, and then redraws the dungeon.</td>
! 1228: </tr>
! 1229: <tr>
! 1230: <td valign="top">flush</td>
! 1231: <td> </td>
! 1232: <td>Setting this Boolean option results in flushing all typeahead
! 1233: (pending) commands when the player encounters a monster.</td>
! 1234: </tr>
! 1235: <tr>
! 1236: <td valign="top">askme</td>
! 1237: <td nowrap> </td>
! 1238: <td>Setting this Boolean option results in the game prompting the
! 1239: player for a name upon encountering a
! 1240: new type of scroll, potion, ring, staff, or wand.</td>
! 1241: </tr>
! 1242: <tr>
! 1243: <td valign="top">pickup</td>
! 1244: <td> </td>
! 1245: <td>This option specifies whether items should be picked up automatically
! 1246: as the rogue steps over them. In the non-automatic mode, the player may
! 1247: still pick up items via the pickup (P) command. The option defaults to
! 1248: true.</td>
! 1249: </tr>
! 1250: <tr>
! 1251: <td valign="top">name</td>
! 1252: <td> </td>
! 1253: <td>This string is the player's name and defaults to the player's
! 1254: account name.</td>
! 1255: </tr>
! 1256: <tr>
! 1257: <td valign="top">file</td>
! 1258: <td> </td>
! 1259: <td>This string, which defaults to arogue77.sav, specifies the file to
! 1260: use for saving the game.</td>
! 1261: </tr>
! 1262: <tr>
! 1263: <td valign="top">score</td>
! 1264: <td> </td>
! 1265: <td>This string identifies the top-twenty score file to use for the
! 1266: game.</td>
! 1267: </tr>
! 1268: <tr>
! 1269: <td valign="top">class</td>
! 1270: <td> </td>
! 1271: <td>This option specifies the character class of the rogue. It can be
! 1272: set only in the ROGUEOPTS<br>
! 1273: environment variable.</td>
! 1274: </tr>
! 1275: <tr>
! 1276: <td nowrap valign="top">quested item</td>
! 1277: <td> </td>
! 1278: <td>This option is set by the game at the start and cannot be reset by
! 1279: the player. It is merely listed<br>
! 1280: to remind the player of his quest.</td>
! 1281: </tr>
! 1282: </table>
! 1283: </p>
! 1284:
! 1285: <p align="justify">
! 1286: The player can set options at the beginning of a game via the
! 1287: ROGUEOPTS environment variable. Naming a Boolean option sets it, and preceding
! 1288: the Boolean option name by "no" clears it. The syntax "stringoption=name" sets a
! 1289: string option to "name." So setting ROGUEOPTS to "terse, jump, nostep, flush,
! 1290: askme, name=Ivan the Terrible" would set the terse, jump, flush, and askme
! 1291: Boolean options, clear the step Boolean option, set the player's name to "Ivan
! 1292: the Terrible," and use the defaults for the save file and the score file.
! 1293: </p>
! 1294:
! 1295: <p align="justify">
! 1296: The player may change an option at any time during the game via the option
! 1297: command, which results in a listing of the current options. Typing a new value
! 1298: changes the option, a RETURN moves to the next option, a '-' moves to the
! 1299: previous option, and an ESCAPE returns the player to the dungeon.
! 1300: </p>
! 1301:
! 1302: <h3 align="justify">20. SCORING</h3>
! 1303:
! 1304: <p align="justify">
! 1305: The player receives experience points for stealing items from monsters,
! 1306: turning monsters (a clerical ability),
! 1307: and killing monsters. When the player gets killed, the player's score equals the
! 1308: player's experience points. A
! 1309: player who quits gets a score equal to the player's experience points and gold.
! 1310: If the player makes it back up
! 1311: out of the dungeon, the player's score equals the player's experience points
! 1312: plus the gold the player carried and the gold received from selling the player's
! 1313: possessions.
! 1314: </p>
! 1315:
! 1316: <p align="justify">
! 1317: Rogue maintains a list of the top twenty scores to date, together with the name
! 1318: of the player obtaining the score, the level where the player finished, and the manner in which the player
! 1319: ended the game. As an installation option, the game may record only one entry per character type and login; this
! 1320: restriction encourages a greater number of different players in the scorechart.
! 1321: </p>
! 1322:
! 1323: <h3 align="justify">21. ACKNOWLEDGEMENTS</h3>
! 1324:
! 1325: <p align="justify">
! 1326: This version of Rogue is based on a version developed
! 1327: at the University of California.
! 1328: </p>
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