Annotation of early-roguelike/arogue7/arogue77.html, Revision 1.1.1.1
1.1 rubenllo 1: <!-- Advanced Rogue -->
2: <!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T -->
3: <!-- All rights reserved. -->
4: <!-- -->
5: <!-- Based on "Rogue: Exploring the Dungeons of Doom" -->
6: <!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman -->
7: <!-- All rights reserved. -->
8: <!-- -->
9: <!-- See the file LICENSE.TXT for full copyright and licensing information. -->
10:
11: <!-- Creator : groff version 1.18.1 -->
12: <!-- CreationDate: Sat Jan 21 09:55:23 2006 -->
13:
14: <h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of Doom</a></h1>
15: <br>
16: <h2 align="center">Toolchest</h2>
17: <h3 align="center">http://roguelike.sourceforge.net/arogue77</h3>
18: <br>
19: <table border="0" cellpadding="3" cellspacing="3" style="border-collapse: collapse" id="table1" align=center>
20: <tr>
21: <td nowrap>
22: Advanced Rogue<br>
23: Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T<br>
24: All rights reserved.
25: </td>
26: </tr>
27: <tr>
28: <td nowrap>
29: Based on "Rogue: Exploring the Dungeons of Doom"<br>
30: Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br>
31: All rights reserved.
32: </td>
33: </tr>
34: </table>
35:
36: <p align="center">See the file LICENSE.TXT for full copyright and licensing information.</p>
37:
38: <h2 align="justify">1. Introduction</h2>
39:
40: <p align="justify">
41: Rogue is a screen-oriented fantasy game set in the
42: ever-changing Dungeons of Doom. The game comes complete
43: with monsters, spells, weapons, armor, potions, and other
44: magical items. The dungeon's geography changes with every
45: game, and although many magical items have certain
46: identifiable properties, such as turning the player
47: invisible, the physical manifestation of the magic changes
48: each game. A red potion, for example, will cause the same
49: reaction throughout a given game, but it may be a completely
50: different potion in a new game.
51: </p>
52:
53: <p align=justify>
54: Entering the dungeon with only a little food, armor,
55: and a weapon, the player must develop a good strategy of
56: when to fight, when to run, and how to best use any magical
57: items found in the dungeon. To make things interesting, the
58: player has a quest to return one of several unique
59: artifacts, rumored to lie deep in the dungeon's bowels.
60: Returning with this artifact brings great glory and the
61: title of Complete Winner. But even after finding the
62: artifact, the player may wish to continue further to match
63: wits with an arch-devil, demon prince, or even a deity found
64: far down in the dungeon. Defeating such a creature will
65: gain the player many experience points, the basis for
66: scoring in Rogue.
67: </p>
68:
69: <p align=justify>
70: It is very difficult to return from the Dungeons of
71: Doom. Few people ever make it out alive. Should this
72: unlikely event occur, the player would be proclaimed a
73: complete winner and handsomely rewarded for any booty
74: removed from the dungeon.
75: </p>
76:
77: <h3 align="justify">2. Character Classes</h3>
78:
79: <p align="justify">
80: Before placing the player in the dungeon, the game
81: requests the player to select what type of character they
82: would like to be: a fighter, a magic user, a cleric, a
83: druid, a thief, a paladin, a ranger, a monk, or an assassin.
84: </p>
85:
86: <p align="justify"><span style="font-variant: small-caps"><strong>2.1 The Fighter</strong></span></p>
87:
88: <p align="justify">
89: A fighter is very strong and will have a high strength
90: rating. This great strength gives a fighter the best odds
91: of winning a battle with a monster. At high experience
92: levels the fighter also gets to attack multiple times in a
93: single turn. This obviously further increases his chances
94: at winning battles. Intrinsic to the fighter class is a
95: robustness which results in 1 to 12 extra hit points for
96: every new experience level.
97: </p>
98:
99: <p align="justify"><span style="font-variant: small-caps"><strong>2.2 The Magician</strong></span></p>
100:
101: <p align="justify">
102: A Magician is able to "cast" spells. The number and
103: variety of spells increases as the magician gains experience
104: and intelligence. Magic users are not as hearty as
105: fighters; they receive 1 to 6 extra hit points for every new
106: experience level.</p>
107:
108: <p align="justify"><strong><span style="font-variant: small-caps">2.3 The Cleric</span></strong></p>
109:
110: <p align="justify">
111: A cleric is able to "pray" to his god for help. The
112: number and variety of prayers which the gods are willing to
113: grant to a cleric increase as the cleric gains experience
114: and wisdom.
115: </p>
116:
117: <p align=justify>
118: Because of their religious nature, clerics can also
119: affect the "undead" beings, like zombies and ghouls, which
120: became monsters after they died. If an "undead" creature is
121: next to a cleric, the cleric may try to turn it and cause it
122: to flee. If the cleric is sufficiently powerful relative to
123: the monster, the cleric will destroy it. This ability
124: increases as the character gains experience levels.
125: </p>
126:
127: <p align=justify>
128: Clerics can gain from 1 to 8 extra hit points on
129: reaching a new experience level.</p>
130:
131: <p align="justify"><strong><span style="font-variant: small-caps">2.4 The Druid</span></strong></p>
132:
133: <p align="justify">
134: The druid is a cleric of sorts but worships nature
135: rather than a god. The druid is able to "chant" and thereby
136: recieve certain types of spells. Most of the chants are
137: targeted more towards the elements and nature.
138: </p>
139:
140: <p align=justify>
141: Druids gain from 1 to 8 hit points when they gain an
142: experience level.
143: </p>
144:
145: <p align="justify"><strong><span style="font-variant: small-caps">2.5 The Thief</span></strong></p>
146:
147: <p align="justify">
148: A thief is exceptionally dextrous and has a good chance
149: to set a trap or rob a monster.
150: </p>
151:
152: <p align=justify>
153: By their nature, thieves can automatically detect all
154: the gold on the current level of the dungeon. They are also
155: good at detecting hidden traps. Because thieves slink
156: along, they are not as likely as other characters to wake
157: sleeping monsters. If a thief manages to sneak up on a
158: creature without waking it, he will get a chance to backstab
159: the monster. When this is done, the damage done by the thief
160: greatly increases based on his experience level.
161: </p>
162:
163: <p align=justify>
164: Thieves gain from 1 to 6 extra hit points from a new
165: experience level.
166: </p>
167:
168: <p align="justify"><strong><span style="font-variant: small-caps">2.6 The Paladin</span></strong></p>
169:
170: <p align="justify">
171: The paladin is a type of holy warrior. Somewhat of a
172: cross between a fighter and a cleric. He is able to pray and
173: turn undead as a cleric, (but to a lesser degree) but fights
174: as a fighter. He is on the side of all that is good and
175: righteous. Therefore he would never attack a creature that
176: would not attack him first. If he does kill a non-violent
177: creature inadvertantly he will feel "uneasy" and his god may
178: retaliate by making him a mere fighter.
179: </p>
180:
181: <p align=justify>
182: Paladins gain 1 to 10 hit points per experience level.
183: </p>
184:
185: <p align="justify"><strong><span style="font-variant: small-caps">2.7 The Ranger</span></strong></p>
186:
187: <p align="justify">
188: The ranger is somewhat of a cross between a druid and a
189: fighter. He too is on the side of righteousness and good.
190: Therefore, the same same restrictions apply to his as they
191: do to a paladin. The ranger can "chant" and "cast" but to a
192: lesser degree than the druid and magician.
193: </p>
194:
195: <p align=justify>
196: Rangers gain 1 to 8 hit points per experience level.
197: </p>
198:
199: <p align="justify"><strong><span style="font-variant: small-caps">2.8 The Monk</span></strong></p>
200:
201: <p align="justify">
202: The Monk is a martial arts expert. He wears no armor
203: but has an effective armor class based on his ability to
204: dodge attacks. He does not need a weapon in combat for his
205: hands and feet are a formidable weapon. His ability to dodge
206: and use his hands as weapons increases as he gains in level.
207: </p>
208:
209: <p align=justify>
210: Monks gain 1 to 6 hit points per experience level.
211: </p>
212:
213: <p align="justify"><strong><span style="font-variant: small-caps">2.9 The Assassin</span></strong></p>
214:
215: <p align="justify">
216: The assassin is a person trained in the art of killing
217: people by surprise. He has most of the abilities of the
218: thief except the "backstab". Instead, the assassin has the
219: chance to kill an opponent outright with one strike. He is
220: also a ruthless character and trained in the use of poison.
221: He can recognize poison on sight and can coat his weapon
222: with it thereby making his next attack an exceptionally
223: lethal one.
224: </p>
225:
226: <p align=justify>
227: Assassins gain 1 to 6 hit points per experience level.
228: </p>
229:
230: <h3 align="justify">3. ATTRIBUTES</h3>
231:
232: <p align="justify"><strong><span style="font-variant: small-caps">3.1 Intelligence</span></strong></p>
233:
234: <p align="justify">Intelligence is the primary attribute associated with
235: casting spells. With higher intelligence comes the knowledge
236: of more spells, the ability to cast more spells, and faster
237: recovery of spells that have been cast.
238:
239: </p>
240:
241: <p align="justify"><strong><span style="font-variant: small-caps">3.2 Strength</span></strong></p>
242: <p align="justify">This is, of course, the measure of a character's
243: physical strength. With higher strength a character can
244: carry more, cause more damage when striking, have a better
245: chance to strike an opponent, and move about more quickly
246: when carrying a load.
247:
248: </p>
249: <p align="justify"><strong><span style="font-variant: small-caps">3.3 Wisdom</span></strong></p>
250: <p align="justify">Wisdom is the primary attribute associated with Praying
251: to a god. With higher wisdom comes the knowledge of more
252: prayers, the ability to pray more often, and faster recovery
253: of prayer ability.
254:
255: </p>
256: <p align="justify"><strong><span style="font-variant: small-caps">3.4 Dexterity</span></strong></p>
257: <p align="justify">Dexterity is a measure of a character's agility. With
258: higher dexterity a character is harder to hit, can hit a
259: opponent more easily, and can move about more quickly when
260: carrying a load.
261:
262: </p>
263: <p align="justify"><strong><span style="font-variant: small-caps">3.5 Constitution</span></strong></p>
264: <p align="justify">Every character has a constitution rating. A character
265: with an exceptionally good constitution will gain more than
266: the normal amount of hit points associated with the
267: character's class when the character reaches a new
268: experience level. Exceptional constitution also provides
269: better protection versus poison-based attacks and diseases.
270:
271: </p>
272: <p align="justify"><strong><span style="font-variant: small-caps">3.6 Charisma</span></strong></p>
273: <p align="justify">Charisma is a measure of a characters looks and general
274: likeableness. It effects transactions when trying to
275: purchase things. </p>
276:
277: <p align="justify"><strong><span style="font-variant: small-caps">3.7 Experience Levels</span></strong></p>
278:
279: <p align="justify">
280: Characters gain experience for killing monsters,
281: stealing from monsters, and turning monsters. Each
282: character class has a set of thresholds associated with it.
283: When a character reaches a threshold, the character attains
284: the next experience level. This new level brings extra hit
285: points and a greater chance of success in performing the
286: abilities associated with the character's class. For
287: example, magicians receive new spells, and clerics receive
288: new prayers.
289: </p>
290:
291: <p align="justify">
292:
293: <strong><span style="font-variant: small-caps">3.8 Allocating Attributes</span></strong>
294: </p>
295: <p align="justify">
296: The player starts with 72 "attribute points" to create
297: a character and can distribute them in any manner among the
298: six attributes described above. When prompting the player
299: for each attribute, the game displays the minimum and
300: maximum allowable values for that attribute. The player can
301: type a backspace (control-H) to go back and change a value;
302: typing an escape (ESC) sets the remaining attributes to the
303: maximum value possible given the remaining attribute points.
304: </p>
305:
306: <h3 align="justify">
307: 4.0
308: THE SCREEN</h3>
309: <p align="justify">
310: During the normal course of play, the screen consists
311: of three separate sections: the top line of the terminal,
312: the bottom two lines of the terminal, and the remaining
313: middle lines. The top line reports actions which occur
314: during the game, the middle section depicts the dungeon, and
315: the bottom lines describe the player's current condition.
316: </p>
317:
318: <p align="justify"><strong><span style="font-variant: small-caps">4.1 The Top Line</span></strong>
319:
320: <p align="justify">
321: Whenever anything happens to the player, such as
322: finding a scroll or hitting or being hit by a monster, a
323: short report of the occurrence appears on the top line of
324: the screen. When such reports occur quickly, one right
325: after another, the game displays the notice followed by the
326: prompt '--More--.' After reading this notice, the player
327: can press a space to display the next message. At such a
328: point, the game ignores all commands until the player
329: presses a space.
330: </p>
331:
332: <p align="justify">
333: <strong><span style="font-variant: small-caps">4.2 The Dungeon Section</span></strong><p align="justify">
334: The large middle section of the screen displays the
335: player's surroundings using the following symbols:
336: </p>
337:
338: <p>
339: <table border="0" cellpadding="3" style="border-collapse: collapse" id="table3" cellspacing="3">
340: <tr>
341: <td align="center">|</td>
342: <td> </td>
343: <td>A wall of a room.</td>
344: </tr>
345: <tr>
346: <td align="center">-</td>
347: <td> </td>
348: <td>A wall of a room.</td>
349: </tr>
350: <tr>
351: <td align="center">*</td>
352: <td> </td>
353: <td>A pile of gold.</td>
354: </tr>
355: <tr>
356: <td align="center">%</td>
357: <td> </td>
358: <td>A way to another level.</td>
359: </tr>
360: <tr>
361: <td align="center">+</td>
362: <td> </td>
363: <td>A doorway.</td>
364: </tr>
365: <tr>
366: <td align="center">.</td>
367: <td> </td>
368: <td>The floor in a room</td>
369: </tr>
370: <tr>
371: <td align="center">@</td>
372: <td> </td>
373: <td>The player.</td>
374: </tr>
375: <tr>
376: <td align="center">_</td>
377: <td> </td>
378: <td>The player, when invisible.</td>
379: </tr>
380: <tr>
381: <td align="center">#</td>
382: <td> </td>
383: <td>The floor in a passageway</td>
384: </tr>
385: <tr>
386: <td align="center">!</td>
387: <td> </td>
388: <td>A flask containing a potion.</td>
389: </tr>
390: <tr>
391: <td align="center">?</td>
392: <td> </td>
393: <td>A sealed scroll.</td>
394: </tr>
395: <tr>
396: <td align="center">:</td>
397: <td> </td>
398: <td>Some food.</td>
399: </tr>
400: <tr>
401: <td align="center">)</td>
402: <td> </td>
403: <td>A weapon.</td>
404: </tr>
405: <tr>
406: <td align="center"> </td>
407: <td nowrap> </td>
408: <td nowrap>Solid rock (denoted by a space)</td>
409: </tr>
410: <tr>
411: <td align="center">]</td>
412: <td> </td>
413: <td>Some armor.</td>
414: </tr>
415: <tr>
416: <td align="center">;</td>
417: <td> </td>
418: <td>A miscellaneous magic item.</td>
419: </tr>
420: <tr>
421: <td align="center">,</td>
422: <td> </td>
423: <td>An artifact.</td>
424: </tr>
425: <tr>
426: <td align="center">=</td>
427: <td> </td>
428: <td>A ring.</td>
429: </tr>
430: <tr>
431: <td align="center">/</td>
432: <td> </td>
433: <td>A wand or a staff.</td>
434: </tr>
435: <tr>
436: <td align="center">^</td>
437: <td> </td>
438: <td>The entrance to a trading post.</td>
439: </tr>
440: <tr>
441: <td align="center">></td>
442: <td> </td>
443: <td>A trapdoor leading to the next level.</td>
444: </tr>
445: <tr>
446: <td align="center">{</td>
447: <td> </td>
448: <td>An arrow trap.</td>
449: </tr>
450: <tr>
451: <td align="center">$</td>
452: <td> </td>
453: <td>A sleeping gas trap.</td>
454: </tr>
455: <tr>
456: <td align="center">}</td>
457: <td> </td>
458: <td>A beartrap.</td>
459: </tr>
460: <tr>
461: <td align="center">~</td>
462: <td> </td>
463: <td>A trap that teleports you somewhere else.</td>
464: </tr>
465: <tr>
466: <td align="center">`</td>
467: <td> </td>
468: <td>A poison dart trap.</td>
469: </tr>
470: <tr>
471: <td align="center">"</td>
472: <td> </td>
473: <td>a shimmering magic pool.</td>
474: </tr>
475: <tr>
476: <td align="center">'</td>
477: <td> </td>
478: <td>An entrance to a maze.</td>
479: </tr>
480: <tr>
481: <td align="center">$</td>
482: <td> </td>
483: <td>Any magical item. (During magic detection)</td>
484: </tr>
485: <tr>
486: <td align="center">></td>
487: <td nowrap> </td>
488: <td nowrap>A blessed magical item. (Duriing magic detection)</td>
489: </tr>
490: <tr>
491: <td align="center"><</td>
492: <td> </td>
493: <td>A cursed magical item. (During magic detection)</td>
494: </tr>
495: <tr>
496: <td align="center">A letter</td>
497: <td> </td>
498: <td>A monster. Note that a given letter may signify<br>
499: multiple monsters, depending on the level of the<br>
500: dungeon. The player can always identify a current<br>
501: monster by using the identify command ('/').</td>
502: </tr>
503: </table>
504: </p>
505:
506: <p align="justify"><strong><span style="font-variant: small-caps">4.3 The Status Section</span></strong></p>
507:
508: <p align="justify">
509: The bottom two lines of the screen describe the
510: player's current status. The first line gives the player's
511: characteristics:
512: </p>
513:
514: <ul>
515: <li>
516: <p align="justify">Intelligence (Int)</li>
517: <li>
518: <p align="justify">Strength (Str)</li>
519: <li>
520: <p align="justify">Wisdom (Wis)</li>
521: <li>
522: <p align="justify">Dexterity (Dxt)</li>
523: <li>
524: <p align="justify">Constitution (Const)</li>
525: <li>
526: <p align="justify">Charisma (Char)</li>
527: <li>
528: <p align="justify">Encumberance (Carry)</li>
529: </ul>
530:
531: <p align=justify>
532: Intelligence, strength, wisdom, dexterity, charisma,
533: and constitution have a normal maximum of 25, but can be
534: higher when augmented by a ring. Encumberance is a
535: measurement of how much the player can carry versus how much
536: he is currently carrying. The more you carry relative to
537: your maximum causes you to use more food.
538: </p>
539:
540: <p align=justify>
541: The second status line provides the following
542: information:
543: </p>
544:
545: <ul>
546: <li>
547: <p align="justify">The current level (Lvl) in the dungeon. This number
548: increases as the player goes further down.
549: </li>
550: <li>
551: <p align="justify">The player's current number of hit points (Hp),
552: followed in parentheses by the player's current maximum
553: number of hit points. Hit points express the player's
554: health. As a player heals by resting, the player's
555: current hit points gradually increase until reaching
556: the current maximum. This maximum increases each time
557: a player attains a new experience level. If the
558: player's current hit points reach 0, the player dies.
559: </li>
560: <li>
561: <p align="justify">The player's armor class (Ac). This number describes
562: the amount of protection provided by the armor, cloaks,
563: and/or rings currently worn by the player. It is also
564: affected by high or low dexterity. Wearing no armor is
565: equivalent to an armor class of 10. The protection
566: level increases as the armor class decreases.
567: </li>
568: <li>
569: <p align="justify">The player's current experience level (Exp) followed by
570: the player's experience points. The player can gain
571: experience points by killing monsters, successfully
572: stealing from monsters, and turning monsters. When a
573: player gains enough experience points to surpass a
574: threshold that depends on the player's character type,
575: the player reaches a new experience level. A new
576: experience level brings extra hit points and possibly
577: added abilities, such as a new spell for a magician or
578: a new prayer for a cleric.
579: </li>
580: <li>
581: <p align="justify">A description of the player's character. This
582: description depends on the player's character type and
583: experience level.
584: </li>
585: </ul>
586:
587: <h3 align="justify">5.0 COMMANDS</h3>
588:
589: <p align="justify">
590: A player can invoke most Rogue commands by typing a
591: single character. Some commands, however, require a
592: direction, in which case the player types the command
593: character followed by a directional command. Many commands
594: can be prefaced by a number, indicating how many times the
595: command should be executed.
596: </p>
597:
598: <p align=justify>
599: When the player invokes a command referring to an item
600: in the player's pack (such as reading a scroll), the game
601: prompts for the item. The player should then type the
602: letter associated with the item, as displayed by the
603: inventory command. Typing a '*' at this point produces a
604: list of the eligible items.
605: </p>
606:
607: <p align=center><b><i>Rogue understands the following commands:</i></b></p>
608:
609: <p>
610: <table border="0" cellpadding="3" style="border-collapse: collapse" id="table4" cellspacing="3">
611: <tr>
612: <td align="center" valign="top">?</td>
613: <td> </td>
614: <td>Preceding a command by a '?' produces a brief explanation of the
615: command. The command '?*' gives an explanation of all the commands.</td>
616: </tr>
617: <tr>
618: <td align="center" valign="top">/</td>
619: <td> </td>
620: <td>Preceding a symbol by a '/' identifies the symbol.</td>
621: </tr>
622: <tr>
623: <td align="center" valign="top">=</td>
624: <td> </td>
625: <td>Clarify. After typing an '=' sign, the player can use the movement
626: keys to position the cursor anywhere on the current level. As long as
627: the player can normally see the selected position, Rogue will identify
628: whatever is at that space. Examples include a sleeping giant rat, a blue
629: potion, and a food ration.</td>
630: </tr>
631: <tr>
632: <td align="center" valign="top">h</td>
633: <td> </td>
634: <td>Move one position to the left.</td>
635: </tr>
636: <tr>
637: <td align="center" valign="top">j</td>
638: <td> </td>
639: <td>Move one position down.</td>
640: </tr>
641: <tr>
642: <td align="center" valign="top">k</td>
643: <td> </td>
644: <td>Move one position up.</td>
645: </tr>
646: <tr>
647: <td align="center" valign="top">l</td>
648: <td> </td>
649: <td>Move one position to the right.</td>
650: </tr>
651: <tr>
652: <td align="center" valign="top">y</td>
653: <td height="21"> </td>
654: <td height="21">Move one position to the top left.</td>
655: </tr>
656: <tr>
657: <td align="center" valign="top">u</td>
658: <td> </td>
659: <td>Move one position to the top right.</td>
660: </tr>
661: <tr>
662: <td align="center" valign="top">b</td>
663: <td> </td>
664: <td>Move one position to the bottom left.</td>
665: </tr>
666: <tr>
667: <td align="center" valign="top">n</td>
668: <td> </td>
669: <td>Move one position to the bottom right</td>
670: </tr>
671: <tr>
672: <td align="center" valign="top">H</td>
673: <td> </td>
674: <td>Run to the left until reaching something interesting.</td>
675: </tr>
676: <tr>
677: <td align="center" valign="top">J</td>
678: <td> </td>
679: <td>Run down until reaching something interesting.</td>
680: </tr>
681: <tr>
682: <td align="center" valign="top">K</td>
683: <td> </td>
684: <td>Run up until reaching something interesting.</td>
685: </tr>
686: <tr>
687: <td align="center" valign="top">L</td>
688: <td> </td>
689: <td>Run to the right until reaching something interesting.</td>
690: </tr>
691: <tr>
692: <td align="center" valign="top">Y</td>
693: <td> </td>
694: <td>Run to the top left until reaching something interesting.</td>
695: </tr>
696: <tr>
697: <td align="center" valign="top">U</td>
698: <td> </td>
699: <td>Run to the top right until reaching something interesting.</td>
700: </tr>
701: <tr>
702: <td align="center" valign="top">B</td>
703: <td> </td>
704: <td>Run to the bottom left until reaching something interesting.</td>
705: </tr>
706: <tr>
707: <td align="center" valign="top">N</td>
708: <td> </td>
709: <td>Run to the bottom right until reaching something interesting</td>
710: </tr>
711: <tr>
712: <td align="center" valign="top">t</td>
713: <td> </td>
714: <td>This command prompts for an object from the players pack. The player
715: then throws the object in the specified direction.</td>
716: </tr>
717: <tr>
718: <td align="center" valign="top">f</td>
719: <td> </td>
720: <td>When this command is preceded with a directional command, the player
721: moves in the specified direction until passing something interesting.</td>
722: </tr>
723: <tr>
724: <td align="center" valign="top">z</td>
725: <td> </td>
726: <td>This command prompts for a wand or staff from the player's pack and
727: zaps
728: it in the specified direction.</td>
729: </tr>
730: <tr>
731: <td align="center" valign="top">></td>
732: <td> </td>
733: <td>Go down to the next level.</td>
734: </tr>
735: <tr>
736: <td align="center" valign="top"><</td>
737: <td> </td>
738: <td>Go up to the next level.</td>
739: </tr>
740: <tr>
741: <td align="center" valign="top">s</td>
742: <td> </td>
743: <td>Search for a secret door or a trap in the circle surrounding the
744: player.</td>
745: </tr>
746: <tr>
747: <td align="center" valign="top">.</td>
748: <td> </td>
749: <td>This command (a dot) causes the player to rest a turn.</td>
750: </tr>
751: <tr>
752: <td align="center" valign="top">i</td>
753: <td> </td>
754: <td>Display an inventory of the player's pack.</td>
755: </tr>
756: <tr>
757: <td align="center" valign="top">I</td>
758: <td> </td>
759: <td>This command prompts for an item from the player's pack and displays
760: the inventory information for that item.</td>
761: </tr>
762: <tr>
763: <td align="center" valign="top">q</td>
764: <td> </td>
765: <td>Quaff a potion from the player's pack.</td>
766: </tr>
767: <tr>
768: <td align="center" valign="top">r</td>
769: <td> </td>
770: <td>Read a scroll from the player's pack.</td>
771: </tr>
772: <tr>
773: <td align="center" valign="top">e</td>
774: <td> </td>
775: <td>Eat some food from the player's pack.</td>
776: </tr>
777: <tr>
778: <td align="center" valign="top">w</td>
779: <td> </td>
780: <td>Wield a weapon from the player's pack.</td>
781: </tr>
782: <tr>
783: <td align="center" valign="top">W</td>
784: <td> </td>
785: <td>Wear some armor, ring, or a miscellaneous magic item from the
786: player's
787: pack. The player can wear a maximum of 8 rings.</td>
788: </tr>
789: <tr>
790: <td align="center" valign="top">T</td>
791: <td> </td>
792: <td>Take off whatever the player is wearing.</td>
793: </tr>
794: <tr>
795: <td align="center" valign="top">^U</td>
796: <td> </td>
797: <td>Use a magic item in the player's pack.</td>
798: </tr>
799: <tr>
800: <td align="center" valign="top">d</td>
801: <td> </td>
802: <td>Drop an item from the player's pack.</td>
803: </tr>
804: <tr>
805: <td align="center" valign="top">P</td>
806: <td> </td>
807: <td>Pick up the items currently under the player.</td>
808: </tr>
809: <tr>
810: <td align="center" valign="top">^N</td>
811: <td> </td>
812: <td>When the player types this command, Rogue prompts for a monster or
813: an item from the player's pack and a one-line name. For monsters, the
814: player can use the movement keys to position the cursor over the desired
815: monster, and Rogue will use the given name to refer to that<br>
816: monster. For items, Rogue gives all similar items (such as all the blue
817: potions) the specified name.</td>
818: </tr>
819: <tr>
820: <td align="center" valign="top">m</td>
821: <td> </td>
822: <td>When the player types this command, Rogue prompts for an item from
823: the player's pack and a one-line name. Rogue then marks the specified
824: item with the given name..</td>
825: </tr>
826: <tr>
827: <td align="center" valign="top">o</td>
828: <td> </td>
829: <td>Typing this command causes Rogue to display all the settable
830: options. The player can then merely examine the options or change any or
831: all of them.</td>
832: </tr>
833: <tr>
834: <td align="center" valign="top">C</td>
835: <td> </td>
836: <td>This command, restricted to magicians and rangers produces a listing
837: of the current supply of spells. The player can select one of the
838: displayed spells and, if the player's energy level is sufficiently high,
839: Cast it. The more complicated the spell, the more energy it takes.</td>
840: </tr>
841: <tr>
842: <td align="center" valign="top">c</td>
843: <td> </td>
844: <td>This command, restricted to druids and rangers produces a listing of
845: the current supply of chants. The player can select one of the displayed
846: chants and, if the player's energy level is sufficiently high, chant it.
847: The more complicated the spell, the more energy it takes.</td>
848: </tr>
849: <tr>
850: <td align="center" valign="top">p</td>
851: <td> </td>
852: <td>This command, restricted to clerics and paladins, produces a listing
853: of the character's known prayers. The player can then offer one of these
854: prayers to the character's deity. Deities are not known for favoring
855: characters which continually pray to them, and they are most likely to
856: answer the least "ambitious" prayers.</td>
857: </tr>
858: <tr>
859: <td align="center" valign="top">a</td>
860: <td> </td>
861: <td>This command is restricted to clerics and paladins must be followed
862: by a directional command. If there is an "undead" monster standing next
863: to the player in the specified direction, there is a chance the player
864: will affect the monster by causing it to flee or possibly even
865: destroying it.</td>
866: </tr>
867: <tr>
868: <td align="center" valign="top">*</td>
869: <td> </td>
870: <td>Count the gold in the player's pack.</td>
871: </tr>
872: <tr>
873: <td align="center" valign="top">^</td>
874: <td> </td>
875: <td>This command sets a trap and is limited to thieves and assassins. If
876: the character is successful, Rogue prompts the player for a type of trap
877: and sets it where the player is standing.</td>
878: </tr>
879: <tr>
880: <td align="center" valign="top">G</td>
881: <td> </td>
882: <td>This command is restricted to thieves and assassins. It causes Rogue
883: to display all the gold on the current level.</td>
884: </tr>
885: <tr>
886: <td align="center" valign="top">D</td>
887: <td> </td>
888: <td>Dip something into a magic pool.</td>
889: </tr>
890: <tr>
891: <td align="center" valign="top">^T</td>
892: <td height="22"> </td>
893: <td height="22">This command is restricted to thieves and assassins. It
894: must be followed by a directional command. If there is a monster
895: standing next to the player in the specified direction, the player tries
896: to steal an item from the monster's pack. If the player is successful,
897: the monster does not notice anything, but if the player is unsuccessful,
898: there is a chance the monster will wake up.</td>
899: </tr>
900: <tr>
901: <td align="center" valign="top">^L</td>
902: <td> </td>
903: <td>Redraw the screen.</td>
904: </tr>
905: <tr>
906: <td align="center" valign="top">^R</td>
907: <td> </td>
908: <td>Repeat the last message that was displayed on the top line of the
909: screen.</td>
910: </tr>
911: <tr>
912: <td align="center" valign="top">Escape (^[)</td>
913: <td> </td>
914: <td>Typing an escape will usually cause Rogue to cancel the current
915: command.</td>
916: </tr>
917: <tr>
918: <td align="center" valign="top">v</td>
919: <td> </td>
920: <td>Print the current Rogue version number.</td>
921: </tr>
922: <tr>
923: <td align="center" valign="top">!</td>
924: <td> </td>
925: <td>Escape to the shell level.</td>
926: </tr>
927: <tr>
928: <td align="center" valign="top">S</td>
929: <td> </td>
930: <td>Quit and save the game for resumption at a later time.</td>
931: </tr>
932: <tr>
933: <td align="center" valign="top">Q</td>
934: <td> </td>
935: <td>Quit without saving the game.</td>
936: </tr>
937: </table>
938: </p>
939:
940: <h3 align="justify">6. IMPLICIT COMMANDS</h3>
941:
942: <p align="justify">
943: There is no "attack" command. If a player wishes to
944: attack a monster, the player simply tries to move onto the
945: spot where the monster is standing. The game then assumes
946: that the player wishes to attack the monster with whatever
947: weapon the player is wielding.
948: </p>
949:
950: <p align=justify>
951: When the player moves onto an item, the game
952: automatically places the object into the player's pack. If
953: there is no room left in the pack, the game announces that
954: fact and leaves the item on the floor.
955: </p>
956:
957: <h3 align="justify">7. TIME</h3>
958:
959: <p align="justify">
960: All actions except for purely bookkeeping commands,
961: such as taking an inventory, take time. The amount of time
962: varies with the command. Swinging a weapon, for example,
963: takes more time than simply moving; so a monster could move
964: several spaces in the time it takes the player to make one
965: attack. The time it takes to swing a weapon also varies
966: based on the bulk of the weapon, and the time it takes to
967: simply move a space varies with the type of armor worn.
968: Movement is always faster when flying.
969: </p>
970:
971: <p align=justify>
972: Since actions take time, some of them can be disrupted.
973: If the player is casting a spell, for example, and gets hit
974: before finishing it, the spell is lost. Similarly, the
975: player might choke if hit while trying to eat. Of course,
976: the same rule applies when the player hits a monster.
977: </p>
978:
979: <p align=justify>
980: Magical hasting (or slowing) will decrease (or
981: increase) the time it takes to perform an action.
982: </p>
983:
984: <h3 align="justify">8.0 LIGHT</h3>
985:
986: <p align="justify">
987: Some rooms in the dungeon possess a natural light
988: source. In other rooms and in corridors the player can see
989: only those things within a one space radius from the player.
990: These dark rooms can be lit with magical light or by a fire
991: beetle.
992: </p>
993:
994: <h3 align="justify">9. WEAPONS AND ARMOR</h3>
995:
996: <p align="justify">
997: The player can wield exactly one weapon at a time.
998: When the player attacks a monster, the amount of damage
999: depends on the particular weapon the player is wielding. To
1000: fire a projectile weapon, such as a crossbow or a short bow,
1001: the player should wield the bow and "throw" the bolt or
1002: arrow at the monster.
1003: </p>
1004:
1005: <p align=justify>
1006: A weapon may be cursed or blessed, affecting the
1007: likelihood of hitting a monster with the weapon and the
1008: damage the weapon will inflict on the monster. If the
1009: player has identified a weapon, the "to hit" and "to damage"
1010: bonuses appear in that order before the weapon's name in an
1011: inventory listing. A positive bonus indicates a blessed
1012: weapon, and a negative bonus usually indicates a cursed
1013: weapon. The player cannot release a cursed weapon.
1014: </p>
1015:
1016: <p align=justify>
1017: Without any armor the player has an armor class of 10.
1018: The lower the player's armor class, the harder it is for a
1019: monster to hit the player, so wearing armor can improve the
1020: player's armor class. A cursed suit of armor, however,
1021: offers poor protection and may sometimes be worse than no
1022: armor at all.
1023: </p>
1024:
1025: <p align=justify>
1026: After the player has identified a suit of armor, the
1027: protection bonus appears before the armor's name in an
1028: inventory listing. If the bonus is positive the armor is
1029: blessed, and if it is negative, the armor is usually cursed.
1030: The player cannot remove a cursed suit of armor.
1031: </p>
1032:
1033: <p align=justify>
1034: Some monsters can corrode armor when they hit it. If
1035: such a monster hits the player when the player is wearing
1036: metal armor, the armor loses some of its protection value,
1037: but the corrosion does not curse the armor. This corrosive
1038: property can also apply to weapons when the player hits such
1039: a monster.
1040: </p>
1041:
1042:
1043: <h3 align="justify">10. POTIONS AND SCROLLS</h3>
1044:
1045: <p align="justify">
1046: The player can frequently find potions and scrolls in
1047: the dungeon. In any given dungeon, the player can
1048: distinguish among the different types of potions by a
1049: potion's color and among the different types of scrolls by a
1050: scroll's name. Quaffing a potion or reading a scroll
1051: usually causes some magical occurrence. Most potions and
1052: scrolls may be cursed or blessed.
1053: </p>
1054:
1055: <h3 align="justify">11. RINGS</h3>
1056:
1057: <p align="justify">
1058: The player can wear a maximum of eight rings, and they
1059: have a magical effect on the player as long as they are
1060: worn. Some rings also speed up the player's metabolism,
1061: making the player require food more often. Many rings can
1062: be cursed or blessed, and the player cannot remove a cursed
1063: ring. The player can distinguish among different types of
1064: rings by a ring's jewel.
1065: </p>
1066:
1067: <h3 align="justify">12. WANDS AND STAVES</h3>
1068:
1069: <p align="justify">
1070: Wands and staves affect the player's environment. The
1071: player can zap a wand or staff at something and perhaps
1072: shoot a bolt of lightning at it or teleport it away. All
1073: wands or staves of the same type are constructed with the
1074: same type of wood. Some wands and staves may be cursed or
1075: blessed.
1076: </p>
1077:
1078: <h3 align="justify">13. FOOD</h3>
1079:
1080: <p align=justify>
1081: The player must be careful not to run out of food since
1082: moving through the dungeon fighting monsters consumes a lot
1083: of energy. Starving results in the player's fainting for
1084: increasingly longer periods of time, during which any nearby
1085: monster can attack the player freely.
1086: </p>
1087:
1088: <p align=justify>
1089: Food comes in the form of standard rations and as a
1090: variety of berries. Some berries have side effects in
1091: addition to satisfying one's hunger.
1092: </p>
1093:
1094: <h3 align="justify">14. GOLD</h3>
1095:
1096: <p align=justify>
1097: Gold has one use in a dungeon: buying things. One can
1098: buy things in two ways, either in a trading post or from a
1099: quartermaster. A trading post is a place that sometimes
1100: occurs "between levels" of the dungeon and can be entered by
1101: stepping on the entrance. A quartermaster is a person who
1102: will sometimes appear and will try to sell the player some
1103: of his wares. These wares are never cursed and frequently
1104: blessed, though blessed goods cost more than normal goods.
1105: If the player chooses to buy one of the quartermaster's
1106: items, the quartermaster trades the item for the specified
1107: amount of gold and disappears. Attacking a quartermaster
1108: causes him to vanish without offering a trade.
1109: </p>
1110:
1111: <p align=justify>
1112: The player starts the game in a trading post with a
1113: class-dependent allotment of gold. Although there are
1114: restrictions on the use of some items (eg. only fighters,
1115: paladins, and rangers can wield two-handed swords), the
1116: market will happily sell the player anything that he can
1117: afford.
1118: </p>
1119:
1120: <h3 align="justify">15. MISCELLANEOUS MAGIC ITEMS</h3>
1121:
1122: <p align=justify>
1123: Miscellaneous items such as a pair of boots or a book
1124: may be found within the dungeon. These items can usually be
1125: used to the player's advantage (assuming they are not
1126: cursed). Some of these items can be worn, such as a cloak,
1127: while others are to be used, such as a book.
1128: </p>
1129:
1130: <h3 align="justify">16. ARTIFACTS</h3>
1131:
1132: <p align=justify>
1133: Some monsters down in the depths of the dungeon carry
1134: unique artifacts. The game begins as a quest to retrieve
1135: one of these items. Each artifact appears only on its
1136: owner's person. These items also can usually be used to the
1137: player's advantage. However, care must be taken when
1138: handling them for they are intelligent and will reject
1139: mishandling or abuse. These items consume food and merely
1140: carrying them will result in increased food use.
1141: </p>
1142:
1143: <h3 align="justify">17. TRAPS</h3>
1144:
1145: <p align=justify>
1146: A variety of traps, including trap doors, bear traps,
1147: and sleeping traps, are hidden in the dungeon. They remain
1148: hidden until sprung by a monster or the player. A sprung
1149: trap continues to function, but since it is visible, an
1150: intelligent monster is not likely to tread on it.
1151: </p>
1152:
1153: <h3 align="justify">18. THE MONSTERS</h3>
1154:
1155: <p align=justify>
1156: Each monster except for the merchant quartermaster
1157: appears in a limited range of dungeon levels. All monsters
1158: of the same type share the same abilities; all giant rats,
1159: for example, can give the player a disease, and all
1160: jackalweres can put the player to sleep. Monsters of the
1161: same type can vary, however, such that one kobold may be
1162: much more difficult to kill than another one. In general,
1163: the more difficult it is to kill a monster, the more
1164: experience points the monster is worth.
1165: </p>
1166:
1167: <p align=justify>
1168: Most monsters attack by biting and clawing, but some
1169: monsters carry weapons, including such projectile weapons as
1170: short bows and crossbows, and some monsters have breath
1171: weapons. Some monsters even use magical items, such as
1172: wands. Monsters with distance weapons or magic can attack
1173: the player from across a room or down a corridor.
1174: </p>
1175:
1176: <p align=justify>
1177: Some monsters are more intelligent than others, and the
1178: more intelligent a monster, the more likely that the monster
1179: will run away if it is about to die. A fleeing monster will
1180: not attack the player unless cornered.
1181: </p>
1182:
1183: <p align=justify>
1184: It is sometimes possible to enlist a monster's aid.
1185: Reading a charm monster scroll, for example, or singing a
1186: charm monster chant can make a monster believe the player is
1187: its friend. A charmed monster will fight hostile monsters
1188: for the player as long as they are not of its race.
1189: </p>
1190:
1191: <p align=justify>
1192: As the player moves down in the dungeon, the monsters
1193: get more powerful. Deep down in the dungeon there exist
1194: some one-of-a-kind monsters. These monsters are greatly
1195: feared. However, once a "unique monster" is killed, the
1196: player will not find another in the current dungeon.
1197: </p>
1198:
1199:
1200: <h3 align="justify">19. OPTIONS</h3>
1201:
1202: <p align="justify">
1203: Rogue has several options which may be set by the player:
1204: </p>
1205:
1206: <p>
1207: <table border="0" cellpadding="3" style="border-collapse: collapse" id="table5" cellspacing="3">
1208: <tr>
1209: <td valign="top">terse</td>
1210: <td> </td>
1211: <td>Setting this Boolean option results in shorter messages appearing on
1212: the top line of the screen.</td>
1213: </tr>
1214: <tr>
1215: <td valign="top">jump</td>
1216: <td> </td>
1217: <td>Setting this Boolean option results in waiting until the player has
1218: finished running to draw the player's path. Otherwise the game always
1219: displays the path one step at a time.</td>
1220: </tr>
1221: <tr>
1222: <td valign="top">step</td>
1223: <td> </td>
1224: <td>Setting this Boolean option results in most listings, such as an
1225: inventory, appearing one item at a time on the top line of the screen.
1226: When this option is not set, the game clears the screen, displays the
1227: list, and then redraws the dungeon.</td>
1228: </tr>
1229: <tr>
1230: <td valign="top">flush</td>
1231: <td> </td>
1232: <td>Setting this Boolean option results in flushing all typeahead
1233: (pending) commands when the player encounters a monster.</td>
1234: </tr>
1235: <tr>
1236: <td valign="top">askme</td>
1237: <td nowrap> </td>
1238: <td>Setting this Boolean option results in the game prompting the
1239: player for a name upon encountering a
1240: new type of scroll, potion, ring, staff, or wand.</td>
1241: </tr>
1242: <tr>
1243: <td valign="top">pickup</td>
1244: <td> </td>
1245: <td>This option specifies whether items should be picked up automatically
1246: as the rogue steps over them. In the non-automatic mode, the player may
1247: still pick up items via the pickup (P) command. The option defaults to
1248: true.</td>
1249: </tr>
1250: <tr>
1251: <td valign="top">name</td>
1252: <td> </td>
1253: <td>This string is the player's name and defaults to the player's
1254: account name.</td>
1255: </tr>
1256: <tr>
1257: <td valign="top">file</td>
1258: <td> </td>
1259: <td>This string, which defaults to arogue77.sav, specifies the file to
1260: use for saving the game.</td>
1261: </tr>
1262: <tr>
1263: <td valign="top">score</td>
1264: <td> </td>
1265: <td>This string identifies the top-twenty score file to use for the
1266: game.</td>
1267: </tr>
1268: <tr>
1269: <td valign="top">class</td>
1270: <td> </td>
1271: <td>This option specifies the character class of the rogue. It can be
1272: set only in the ROGUEOPTS<br>
1273: environment variable.</td>
1274: </tr>
1275: <tr>
1276: <td nowrap valign="top">quested item</td>
1277: <td> </td>
1278: <td>This option is set by the game at the start and cannot be reset by
1279: the player. It is merely listed<br>
1280: to remind the player of his quest.</td>
1281: </tr>
1282: </table>
1283: </p>
1284:
1285: <p align="justify">
1286: The player can set options at the beginning of a game via the
1287: ROGUEOPTS environment variable. Naming a Boolean option sets it, and preceding
1288: the Boolean option name by "no" clears it. The syntax "stringoption=name" sets a
1289: string option to "name." So setting ROGUEOPTS to "terse, jump, nostep, flush,
1290: askme, name=Ivan the Terrible" would set the terse, jump, flush, and askme
1291: Boolean options, clear the step Boolean option, set the player's name to "Ivan
1292: the Terrible," and use the defaults for the save file and the score file.
1293: </p>
1294:
1295: <p align="justify">
1296: The player may change an option at any time during the game via the option
1297: command, which results in a listing of the current options. Typing a new value
1298: changes the option, a RETURN moves to the next option, a '-' moves to the
1299: previous option, and an ESCAPE returns the player to the dungeon.
1300: </p>
1301:
1302: <h3 align="justify">20. SCORING</h3>
1303:
1304: <p align="justify">
1305: The player receives experience points for stealing items from monsters,
1306: turning monsters (a clerical ability),
1307: and killing monsters. When the player gets killed, the player's score equals the
1308: player's experience points. A
1309: player who quits gets a score equal to the player's experience points and gold.
1310: If the player makes it back up
1311: out of the dungeon, the player's score equals the player's experience points
1312: plus the gold the player carried and the gold received from selling the player's
1313: possessions.
1314: </p>
1315:
1316: <p align="justify">
1317: Rogue maintains a list of the top twenty scores to date, together with the name
1318: of the player obtaining the score, the level where the player finished, and the manner in which the player
1319: ended the game. As an installation option, the game may record only one entry per character type and login; this
1320: restriction encourages a greater number of different players in the scorechart.
1321: </p>
1322:
1323: <h3 align="justify">21. ACKNOWLEDGEMENTS</h3>
1324:
1325: <p align="justify">
1326: This version of Rogue is based on a version developed
1327: at the University of California.
1328: </p>
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