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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&amp;T<br>
        !            24:                All rights reserved.
        !            25:        </td>
        !            26: </tr>
        !            27: <tr>
        !            28:        <td nowrap>
        !            29:                Based on &quot;Rogue: Exploring the Dungeons of Doom&quot;<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>&nbsp;&nbsp;&nbsp;&nbsp; </td>
        !           343:                <td>A wall of a room.</td>
        !           344:        </tr>
        !           345:        <tr>
        !           346:                <td align="center">-</td>
        !           347:                <td>&nbsp;</td>
        !           348:                <td>A wall of a room.</td>
        !           349:        </tr>
        !           350:        <tr>
        !           351:                <td align="center">*</td>
        !           352:                <td>&nbsp;</td>
        !           353:                <td>A pile of gold.</td>
        !           354:        </tr>
        !           355:        <tr>
        !           356:                <td align="center">%</td>
        !           357:                <td>&nbsp;</td>
        !           358:                <td>A way to another level.</td>
        !           359:        </tr>
        !           360:        <tr>
        !           361:                <td align="center">+</td>
        !           362:                <td>&nbsp;</td>
        !           363:                <td>A doorway.</td>
        !           364:        </tr>
        !           365:        <tr>
        !           366:                <td align="center">.</td>
        !           367:                <td>&nbsp;</td>
        !           368:                <td>The floor in a room</td>
        !           369:        </tr>
        !           370:        <tr>
        !           371:                <td align="center">@</td>
        !           372:                <td>&nbsp;</td>
        !           373:                <td>The player.</td>
        !           374:        </tr>
        !           375:        <tr>
        !           376:                <td align="center">_</td>
        !           377:                <td>&nbsp;</td>
        !           378:                <td>The player, when invisible.</td>
        !           379:        </tr>
        !           380:        <tr>
        !           381:                <td align="center">#</td>
        !           382:                <td>&nbsp;</td>
        !           383:                <td>The floor in a passageway</td>
        !           384:        </tr>
        !           385:        <tr>
        !           386:                <td align="center">!</td>
        !           387:                <td>&nbsp;</td>
        !           388:                <td>A flask containing a potion.</td>
        !           389:        </tr>
        !           390:        <tr>
        !           391:                <td align="center">?</td>
        !           392:                <td>&nbsp;</td>
        !           393:                <td>A sealed scroll.</td>
        !           394:        </tr>
        !           395:        <tr>
        !           396:                <td align="center">:</td>
        !           397:                <td>&nbsp;</td>
        !           398:                <td>Some food.</td>
        !           399:        </tr>
        !           400:        <tr>
        !           401:                <td align="center">)</td>
        !           402:                <td>&nbsp;</td>
        !           403:                <td>A weapon.</td>
        !           404:        </tr>
        !           405:        <tr>
        !           406:                <td align="center">&nbsp;</td>
        !           407:                <td nowrap>&nbsp;</td>
        !           408:                <td nowrap>Solid rock (denoted by a space)</td>
        !           409:        </tr>
        !           410:        <tr>
        !           411:                <td align="center">]</td>
        !           412:                <td>&nbsp;</td>
        !           413:                <td>Some armor.</td>
        !           414:        </tr>
        !           415:        <tr>
        !           416:                <td align="center">;</td>
        !           417:                <td>&nbsp;</td>
        !           418:                <td>A miscellaneous magic item.</td>
        !           419:        </tr>
        !           420:        <tr>
        !           421:                <td align="center">,</td>
        !           422:                <td>&nbsp;</td>
        !           423:                <td>An artifact.</td>
        !           424:        </tr>
        !           425:        <tr>
        !           426:                <td align="center">=</td>
        !           427:                <td>&nbsp;</td>
        !           428:                <td>A ring.</td>
        !           429:        </tr>
        !           430:        <tr>
        !           431:                <td align="center">/</td>
        !           432:                <td>&nbsp;</td>
        !           433:                <td>A wand or a staff.</td>
        !           434:        </tr>
        !           435:        <tr>
        !           436:                <td align="center">^</td>
        !           437:                <td>&nbsp;</td>
        !           438:                <td>The entrance to a trading post.</td>
        !           439:        </tr>
        !           440:        <tr>
        !           441:                <td align="center">&gt;</td>
        !           442:                <td>&nbsp;</td>
        !           443:                <td>A trapdoor leading to the next level.</td>
        !           444:        </tr>
        !           445:        <tr>
        !           446:                <td align="center">{</td>
        !           447:                <td>&nbsp;</td>
        !           448:                <td>An arrow trap.</td>
        !           449:        </tr>
        !           450:        <tr>
        !           451:                <td align="center">$</td>
        !           452:                <td>&nbsp;</td>
        !           453:                <td>A sleeping gas trap.</td>
        !           454:        </tr>
        !           455:        <tr>
        !           456:                <td align="center">}</td>
        !           457:                <td>&nbsp;</td>
        !           458:                <td>A beartrap.</td>
        !           459:        </tr>
        !           460:        <tr>
        !           461:                <td align="center">~</td>
        !           462:                <td>&nbsp;</td>
        !           463:                <td>A trap that teleports you somewhere else.</td>
        !           464:        </tr>
        !           465:        <tr>
        !           466:                <td align="center">`</td>
        !           467:                <td>&nbsp;</td>
        !           468:                <td>A poison dart trap.</td>
        !           469:        </tr>
        !           470:        <tr>
        !           471:                <td align="center">&quot;</td>
        !           472:                <td>&nbsp;</td>
        !           473:                <td>a shimmering magic pool.</td>
        !           474:        </tr>
        !           475:        <tr>
        !           476:                <td align="center">'</td>
        !           477:                <td>&nbsp;</td>
        !           478:                <td>An entrance to a maze.</td>
        !           479:        </tr>
        !           480:        <tr>
        !           481:                <td align="center">$</td>
        !           482:                <td>&nbsp;</td>
        !           483:                <td>Any magical item. (During magic detection)</td>
        !           484:        </tr>
        !           485:        <tr>
        !           486:                <td align="center">&gt;</td>
        !           487:                <td nowrap>&nbsp;</td>
        !           488:                <td nowrap>A blessed magical item. (Duriing magic detection)</td>
        !           489:        </tr>
        !           490:        <tr>
        !           491:                <td align="center">&lt;</td>
        !           492:                <td>&nbsp;</td>
        !           493:                <td>A cursed magical item. (During magic detection)</td>
        !           494:        </tr>
        !           495:        <tr>
        !           496:                <td align="center">A letter</td>
        !           497:                <td>&nbsp;</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>&nbsp;&nbsp;&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</td>
        !           634:                <td>Move one position to the left.</td>
        !           635:        </tr>
        !           636:        <tr>
        !           637:                <td align="center" valign="top">j</td>
        !           638:                <td>&nbsp;</td>
        !           639:                <td>Move one position down.</td>
        !           640:        </tr>
        !           641:        <tr>
        !           642:                <td align="center" valign="top">k</td>
        !           643:                <td>&nbsp;</td>
        !           644:                <td>Move one position up.</td>
        !           645:        </tr>
        !           646:        <tr>
        !           647:                <td align="center" valign="top">l</td>
        !           648:                <td>&nbsp;</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">&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</td>
        !           679:                <td>Run down until reaching something interesting.</td>
        !           680:        </tr>
        !           681:        <tr>
        !           682:                <td align="center" valign="top">K</td>
        !           683:                <td>&nbsp;</td>
        !           684:                <td>Run up until reaching something interesting.</td>
        !           685:        </tr>
        !           686:        <tr>
        !           687:                <td align="center" valign="top">L</td>
        !           688:                <td>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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">&gt;</td>
        !           732:                <td>&nbsp;</td>
        !           733:                <td>Go down to the next level.</td>
        !           734:        </tr>
        !           735:        <tr>
        !           736:                <td align="center" valign="top">&lt;</td>
        !           737:                <td>&nbsp;</td>
        !           738:                <td>Go up to the next level.</td>
        !           739:        </tr>
        !           740:        <tr>
        !           741:                <td align="center" valign="top">s</td>
        !           742:                <td>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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 &quot;ambitious&quot; prayers.</td>
        !           857:        </tr>
        !           858:        <tr>
        !           859:                <td align="center" valign="top">a</td>
        !           860:                <td>&nbsp;</td>
        !           861:                <td>This command is restricted to clerics and paladins must be followed
        !           862:                by a directional command. If there is an &quot;undead&quot; 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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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">&nbsp;</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>&nbsp;</td>
        !           903:                <td>Redraw the screen.</td>
        !           904:        </tr>
        !           905:        <tr>
        !           906:                <td align="center" valign="top">^R</td>
        !           907:                <td>&nbsp;</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>&nbsp;</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>&nbsp;</td>
        !           920:                <td>Print the current Rogue version number.</td>
        !           921:        </tr>
        !           922:        <tr>
        !           923:                <td align="center" valign="top">!</td>
        !           924:                <td>&nbsp;</td>
        !           925:                <td>Escape to the shell level.</td>
        !           926:        </tr>
        !           927:        <tr>
        !           928:                <td align="center" valign="top">S</td>
        !           929:                <td>&nbsp;</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>&nbsp;</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>&nbsp;&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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>&nbsp;</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 &quot;no&quot; clears it. The syntax &quot;stringoption=name&quot; sets a
        !          1289: string option to &quot;name.&quot; So setting ROGUEOPTS to &quot;terse, jump, nostep, flush,
        !          1290: askme, name=Ivan the Terrible&quot; would set the terse, jump, flush, and askme
        !          1291: Boolean options, clear the step Boolean option, set the player's name to &quot;Ivan
        !          1292: the Terrible,&quot; 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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