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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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