<!-- Advanced Rogue -->
<!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T -->
<!-- All rights reserved. -->
<!-- -->
<!-- Based on "Rogue: Exploring the Dungeons of Doom" -->
<!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman -->
<!-- All rights reserved. -->
<!-- -->
<!-- See the file LICENSE.TXT for full copyright and licensing information. -->
<!-- Creator : groff version 1.18.1 -->
<!-- CreationDate: Sat Jan 21 09:55:23 2006 -->
<h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of Doom</a></h1>
<br>
<h2 align="center">Toolchest</h2>
<h3 align="center">http://roguelike.sourceforge.net/arogue77</h3>
<br>
<table border="0" cellpadding="3" cellspacing="3" style="border-collapse: collapse" id="table1" align=center>
<tr>
<td nowrap>
Advanced Rogue<br>
Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T<br>
All rights reserved.
</td>
</tr>
<tr>
<td nowrap>
Based on "Rogue: Exploring the Dungeons of Doom"<br>
Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br>
All rights reserved.
</td>
</tr>
</table>
<p align="center">See the file LICENSE.TXT for full copyright and licensing information.</p>
<h2 align="justify">1. Introduction</h2>
<p align="justify">
Rogue is a screen-oriented fantasy game set in the
ever-changing Dungeons of Doom. The game comes complete
with monsters, spells, weapons, armor, potions, and other
magical items. The dungeon's geography changes with every
game, and although many magical items have certain
identifiable properties, such as turning the player
invisible, the physical manifestation of the magic changes
each game. A red potion, for example, will cause the same
reaction throughout a given game, but it may be a completely
different potion in a new game.
</p>
<p align=justify>
Entering the dungeon with only a little food, armor,
and a weapon, the player must develop a good strategy of
when to fight, when to run, and how to best use any magical
items found in the dungeon. To make things interesting, the
player has a quest to return one of several unique
artifacts, rumored to lie deep in the dungeon's bowels.
Returning with this artifact brings great glory and the
title of Complete Winner. But even after finding the
artifact, the player may wish to continue further to match
wits with an arch-devil, demon prince, or even a deity found
far down in the dungeon. Defeating such a creature will
gain the player many experience points, the basis for
scoring in Rogue.
</p>
<p align=justify>
It is very difficult to return from the Dungeons of
Doom. Few people ever make it out alive. Should this
unlikely event occur, the player would be proclaimed a
complete winner and handsomely rewarded for any booty
removed from the dungeon.
</p>
<h3 align="justify">2. Character Classes</h3>
<p align="justify">
Before placing the player in the dungeon, the game
requests the player to select what type of character they
would like to be: a fighter, a magic user, a cleric, a
druid, a thief, a paladin, a ranger, a monk, or an assassin.
</p>
<p align="justify"><span style="font-variant: small-caps"><strong>2.1 The Fighter</strong></span></p>
<p align="justify">
A fighter is very strong and will have a high strength
rating. This great strength gives a fighter the best odds
of winning a battle with a monster. At high experience
levels the fighter also gets to attack multiple times in a
single turn. This obviously further increases his chances
at winning battles. Intrinsic to the fighter class is a
robustness which results in 1 to 12 extra hit points for
every new experience level.
</p>
<p align="justify"><span style="font-variant: small-caps"><strong>2.2 The Magician</strong></span></p>
<p align="justify">
A Magician is able to "cast" spells. The number and
variety of spells increases as the magician gains experience
and intelligence. Magic users are not as hearty as
fighters; they receive 1 to 6 extra hit points for every new
experience level.</p>
<p align="justify"><strong><span style="font-variant: small-caps">2.3 The Cleric</span></strong></p>
<p align="justify">
A cleric is able to "pray" to his god for help. The
number and variety of prayers which the gods are willing to
grant to a cleric increase as the cleric gains experience
and wisdom.
</p>
<p align=justify>
Because of their religious nature, clerics can also
affect the "undead" beings, like zombies and ghouls, which
became monsters after they died. If an "undead" creature is
next to a cleric, the cleric may try to turn it and cause it
to flee. If the cleric is sufficiently powerful relative to
the monster, the cleric will destroy it. This ability
increases as the character gains experience levels.
</p>
<p align=justify>
Clerics can gain from 1 to 8 extra hit points on
reaching a new experience level.</p>
<p align="justify"><strong><span style="font-variant: small-caps">2.4 The Druid</span></strong></p>
<p align="justify">
The druid is a cleric of sorts but worships nature
rather than a god. The druid is able to "chant" and thereby
recieve certain types of spells. Most of the chants are
targeted more towards the elements and nature.
</p>
<p align=justify>
Druids gain from 1 to 8 hit points when they gain an
experience level.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">2.5 The Thief</span></strong></p>
<p align="justify">
A thief is exceptionally dextrous and has a good chance
to set a trap or rob a monster.
</p>
<p align=justify>
By their nature, thieves can automatically detect all
the gold on the current level of the dungeon. They are also
good at detecting hidden traps. Because thieves slink
along, they are not as likely as other characters to wake
sleeping monsters. If a thief manages to sneak up on a
creature without waking it, he will get a chance to backstab
the monster. When this is done, the damage done by the thief
greatly increases based on his experience level.
</p>
<p align=justify>
Thieves gain from 1 to 6 extra hit points from a new
experience level.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">2.6 The Paladin</span></strong></p>
<p align="justify">
The paladin is a type of holy warrior. Somewhat of a
cross between a fighter and a cleric. He is able to pray and
turn undead as a cleric, (but to a lesser degree) but fights
as a fighter. He is on the side of all that is good and
righteous. Therefore he would never attack a creature that
would not attack him first. If he does kill a non-violent
creature inadvertantly he will feel "uneasy" and his god may
retaliate by making him a mere fighter.
</p>
<p align=justify>
Paladins gain 1 to 10 hit points per experience level.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">2.7 The Ranger</span></strong></p>
<p align="justify">
The ranger is somewhat of a cross between a druid and a
fighter. He too is on the side of righteousness and good.
Therefore, the same same restrictions apply to his as they
do to a paladin. The ranger can "chant" and "cast" but to a
lesser degree than the druid and magician.
</p>
<p align=justify>
Rangers gain 1 to 8 hit points per experience level.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">2.8 The Monk</span></strong></p>
<p align="justify">
The Monk is a martial arts expert. He wears no armor
but has an effective armor class based on his ability to
dodge attacks. He does not need a weapon in combat for his
hands and feet are a formidable weapon. His ability to dodge
and use his hands as weapons increases as he gains in level.
</p>
<p align=justify>
Monks gain 1 to 6 hit points per experience level.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">2.9 The Assassin</span></strong></p>
<p align="justify">
The assassin is a person trained in the art of killing
people by surprise. He has most of the abilities of the
thief except the "backstab". Instead, the assassin has the
chance to kill an opponent outright with one strike. He is
also a ruthless character and trained in the use of poison.
He can recognize poison on sight and can coat his weapon
with it thereby making his next attack an exceptionally
lethal one.
</p>
<p align=justify>
Assassins gain 1 to 6 hit points per experience level.
</p>
<h3 align="justify">3. ATTRIBUTES</h3>
<p align="justify"><strong><span style="font-variant: small-caps">3.1 Intelligence</span></strong></p>
<p align="justify">Intelligence is the primary attribute associated with
casting spells. With higher intelligence comes the knowledge
of more spells, the ability to cast more spells, and faster
recovery of spells that have been cast.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">3.2 Strength</span></strong></p>
<p align="justify">This is, of course, the measure of a character's
physical strength. With higher strength a character can
carry more, cause more damage when striking, have a better
chance to strike an opponent, and move about more quickly
when carrying a load.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">3.3 Wisdom</span></strong></p>
<p align="justify">Wisdom is the primary attribute associated with Praying
to a god. With higher wisdom comes the knowledge of more
prayers, the ability to pray more often, and faster recovery
of prayer ability.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">3.4 Dexterity</span></strong></p>
<p align="justify">Dexterity is a measure of a character's agility. With
higher dexterity a character is harder to hit, can hit a
opponent more easily, and can move about more quickly when
carrying a load.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">3.5 Constitution</span></strong></p>
<p align="justify">Every character has a constitution rating. A character
with an exceptionally good constitution will gain more than
the normal amount of hit points associated with the
character's class when the character reaches a new
experience level. Exceptional constitution also provides
better protection versus poison-based attacks and diseases.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">3.6 Charisma</span></strong></p>
<p align="justify">Charisma is a measure of a characters looks and general
likeableness. It effects transactions when trying to
purchase things. </p>
<p align="justify"><strong><span style="font-variant: small-caps">3.7 Experience Levels</span></strong></p>
<p align="justify">
Characters gain experience for killing monsters,
stealing from monsters, and turning monsters. Each
character class has a set of thresholds associated with it.
When a character reaches a threshold, the character attains
the next experience level. This new level brings extra hit
points and a greater chance of success in performing the
abilities associated with the character's class. For
example, magicians receive new spells, and clerics receive
new prayers.
</p>
<p align="justify">
<strong><span style="font-variant: small-caps">3.8 Allocating Attributes</span></strong>
</p>
<p align="justify">
The player starts with 72 "attribute points" to create
a character and can distribute them in any manner among the
six attributes described above. When prompting the player
for each attribute, the game displays the minimum and
maximum allowable values for that attribute. The player can
type a backspace (control-H) to go back and change a value;
typing an escape (ESC) sets the remaining attributes to the
maximum value possible given the remaining attribute points.
</p>
<h3 align="justify">
4.0
THE SCREEN</h3>
<p align="justify">
During the normal course of play, the screen consists
of three separate sections: the top line of the terminal,
the bottom two lines of the terminal, and the remaining
middle lines. The top line reports actions which occur
during the game, the middle section depicts the dungeon, and
the bottom lines describe the player's current condition.
</p>
<p align="justify"><strong><span style="font-variant: small-caps">4.1 The Top Line</span></strong>
<p align="justify">
Whenever anything happens to the player, such as
finding a scroll or hitting or being hit by a monster, a
short report of the occurrence appears on the top line of
the screen. When such reports occur quickly, one right
after another, the game displays the notice followed by the
prompt '--More--.' After reading this notice, the player
can press a space to display the next message. At such a
point, the game ignores all commands until the player
presses a space.
</p>
<p align="justify">
<strong><span style="font-variant: small-caps">4.2 The Dungeon Section</span></strong><p align="justify">
The large middle section of the screen displays the
player's surroundings using the following symbols:
</p>
<p>
<table border="0" cellpadding="3" style="border-collapse: collapse" id="table3" cellspacing="3">
<tr>
<td align="center">|</td>
<td> </td>
<td>A wall of a room.</td>
</tr>
<tr>
<td align="center">-</td>
<td> </td>
<td>A wall of a room.</td>
</tr>
<tr>
<td align="center">*</td>
<td> </td>
<td>A pile of gold.</td>
</tr>
<tr>
<td align="center">%</td>
<td> </td>
<td>A way to another level.</td>
</tr>
<tr>
<td align="center">+</td>
<td> </td>
<td>A doorway.</td>
</tr>
<tr>
<td align="center">.</td>
<td> </td>
<td>The floor in a room</td>
</tr>
<tr>
<td align="center">@</td>
<td> </td>
<td>The player.</td>
</tr>
<tr>
<td align="center">_</td>
<td> </td>
<td>The player, when invisible.</td>
</tr>
<tr>
<td align="center">#</td>
<td> </td>
<td>The floor in a passageway</td>
</tr>
<tr>
<td align="center">!</td>
<td> </td>
<td>A flask containing a potion.</td>
</tr>
<tr>
<td align="center">?</td>
<td> </td>
<td>A sealed scroll.</td>
</tr>
<tr>
<td align="center">:</td>
<td> </td>
<td>Some food.</td>
</tr>
<tr>
<td align="center">)</td>
<td> </td>
<td>A weapon.</td>
</tr>
<tr>
<td align="center"> </td>
<td nowrap> </td>
<td nowrap>Solid rock (denoted by a space)</td>
</tr>
<tr>
<td align="center">]</td>
<td> </td>
<td>Some armor.</td>
</tr>
<tr>
<td align="center">;</td>
<td> </td>
<td>A miscellaneous magic item.</td>
</tr>
<tr>
<td align="center">,</td>
<td> </td>
<td>An artifact.</td>
</tr>
<tr>
<td align="center">=</td>
<td> </td>
<td>A ring.</td>
</tr>
<tr>
<td align="center">/</td>
<td> </td>
<td>A wand or a staff.</td>
</tr>
<tr>
<td align="center">^</td>
<td> </td>
<td>The entrance to a trading post.</td>
</tr>
<tr>
<td align="center">></td>
<td> </td>
<td>A trapdoor leading to the next level.</td>
</tr>
<tr>
<td align="center">{</td>
<td> </td>
<td>An arrow trap.</td>
</tr>
<tr>
<td align="center">$</td>
<td> </td>
<td>A sleeping gas trap.</td>
</tr>
<tr>
<td align="center">}</td>
<td> </td>
<td>A beartrap.</td>
</tr>
<tr>
<td align="center">~</td>
<td> </td>
<td>A trap that teleports you somewhere else.</td>
</tr>
<tr>
<td align="center">`</td>
<td> </td>
<td>A poison dart trap.</td>
</tr>
<tr>
<td align="center">"</td>
<td> </td>
<td>a shimmering magic pool.</td>
</tr>
<tr>
<td align="center">'</td>
<td> </td>
<td>An entrance to a maze.</td>
</tr>
<tr>
<td align="center">$</td>
<td> </td>
<td>Any magical item. (During magic detection)</td>
</tr>
<tr>
<td align="center">></td>
<td nowrap> </td>
<td nowrap>A blessed magical item. (Duriing magic detection)</td>
</tr>
<tr>
<td align="center"><</td>
<td> </td>
<td>A cursed magical item. (During magic detection)</td>
</tr>
<tr>
<td align="center">A letter</td>
<td> </td>
<td>A monster. Note that a given letter may signify<br>
multiple monsters, depending on the level of the<br>
dungeon. The player can always identify a current<br>
monster by using the identify command ('/').</td>
</tr>
</table>
</p>
<p align="justify"><strong><span style="font-variant: small-caps">4.3 The Status Section</span></strong></p>
<p align="justify">
The bottom two lines of the screen describe the
player's current status. The first line gives the player's
characteristics:
</p>
<ul>
<li>
<p align="justify">Intelligence (Int)</li>
<li>
<p align="justify">Strength (Str)</li>
<li>
<p align="justify">Wisdom (Wis)</li>
<li>
<p align="justify">Dexterity (Dxt)</li>
<li>
<p align="justify">Constitution (Const)</li>
<li>
<p align="justify">Charisma (Char)</li>
<li>
<p align="justify">Encumberance (Carry)</li>
</ul>
<p align=justify>
Intelligence, strength, wisdom, dexterity, charisma,
and constitution have a normal maximum of 25, but can be
higher when augmented by a ring. Encumberance is a
measurement of how much the player can carry versus how much
he is currently carrying. The more you carry relative to
your maximum causes you to use more food.
</p>
<p align=justify>
The second status line provides the following
information:
</p>
<ul>
<li>
<p align="justify">The current level (Lvl) in the dungeon. This number
increases as the player goes further down.
</li>
<li>
<p align="justify">The player's current number of hit points (Hp),
followed in parentheses by the player's current maximum
number of hit points. Hit points express the player's
health. As a player heals by resting, the player's
current hit points gradually increase until reaching
the current maximum. This maximum increases each time
a player attains a new experience level. If the
player's current hit points reach 0, the player dies.
</li>
<li>
<p align="justify">The player's armor class (Ac). This number describes
the amount of protection provided by the armor, cloaks,
and/or rings currently worn by the player. It is also
affected by high or low dexterity. Wearing no armor is
equivalent to an armor class of 10. The protection
level increases as the armor class decreases.
</li>
<li>
<p align="justify">The player's current experience level (Exp) followed by
the player's experience points. The player can gain
experience points by killing monsters, successfully
stealing from monsters, and turning monsters. When a
player gains enough experience points to surpass a
threshold that depends on the player's character type,
the player reaches a new experience level. A new
experience level brings extra hit points and possibly
added abilities, such as a new spell for a magician or
a new prayer for a cleric.
</li>
<li>
<p align="justify">A description of the player's character. This
description depends on the player's character type and
experience level.
</li>
</ul>
<h3 align="justify">5.0 COMMANDS</h3>
<p align="justify">
A player can invoke most Rogue commands by typing a
single character. Some commands, however, require a
direction, in which case the player types the command
character followed by a directional command. Many commands
can be prefaced by a number, indicating how many times the
command should be executed.
</p>
<p align=justify>
When the player invokes a command referring to an item
in the player's pack (such as reading a scroll), the game
prompts for the item. The player should then type the
letter associated with the item, as displayed by the
inventory command. Typing a '*' at this point produces a
list of the eligible items.
</p>
<p align=center><b><i>Rogue understands the following commands:</i></b></p>
<p>
<table border="0" cellpadding="3" style="border-collapse: collapse" id="table4" cellspacing="3">
<tr>
<td align="center" valign="top">?</td>
<td> </td>
<td>Preceding a command by a '?' produces a brief explanation of the
command. The command '?*' gives an explanation of all the commands.</td>
</tr>
<tr>
<td align="center" valign="top">/</td>
<td> </td>
<td>Preceding a symbol by a '/' identifies the symbol.</td>
</tr>
<tr>
<td align="center" valign="top">=</td>
<td> </td>
<td>Clarify. After typing an '=' sign, the player can use the movement
keys to position the cursor anywhere on the current level. As long as
the player can normally see the selected position, Rogue will identify
whatever is at that space. Examples include a sleeping giant rat, a blue
potion, and a food ration.</td>
</tr>
<tr>
<td align="center" valign="top">h</td>
<td> </td>
<td>Move one position to the left.</td>
</tr>
<tr>
<td align="center" valign="top">j</td>
<td> </td>
<td>Move one position down.</td>
</tr>
<tr>
<td align="center" valign="top">k</td>
<td> </td>
<td>Move one position up.</td>
</tr>
<tr>
<td align="center" valign="top">l</td>
<td> </td>
<td>Move one position to the right.</td>
</tr>
<tr>
<td align="center" valign="top">y</td>
<td height="21"> </td>
<td height="21">Move one position to the top left.</td>
</tr>
<tr>
<td align="center" valign="top">u</td>
<td> </td>
<td>Move one position to the top right.</td>
</tr>
<tr>
<td align="center" valign="top">b</td>
<td> </td>
<td>Move one position to the bottom left.</td>
</tr>
<tr>
<td align="center" valign="top">n</td>
<td> </td>
<td>Move one position to the bottom right</td>
</tr>
<tr>
<td align="center" valign="top">H</td>
<td> </td>
<td>Run to the left until reaching something interesting.</td>
</tr>
<tr>
<td align="center" valign="top">J</td>
<td> </td>
<td>Run down until reaching something interesting.</td>
</tr>
<tr>
<td align="center" valign="top">K</td>
<td> </td>
<td>Run up until reaching something interesting.</td>
</tr>
<tr>
<td align="center" valign="top">L</td>
<td> </td>
<td>Run to the right until reaching something interesting.</td>
</tr>
<tr>
<td align="center" valign="top">Y</td>
<td> </td>
<td>Run to the top left until reaching something interesting.</td>
</tr>
<tr>
<td align="center" valign="top">U</td>
<td> </td>
<td>Run to the top right until reaching something interesting.</td>
</tr>
<tr>
<td align="center" valign="top">B</td>
<td> </td>
<td>Run to the bottom left until reaching something interesting.</td>
</tr>
<tr>
<td align="center" valign="top">N</td>
<td> </td>
<td>Run to the bottom right until reaching something interesting</td>
</tr>
<tr>
<td align="center" valign="top">t</td>
<td> </td>
<td>This command prompts for an object from the players pack. The player
then throws the object in the specified direction.</td>
</tr>
<tr>
<td align="center" valign="top">f</td>
<td> </td>
<td>When this command is preceded with a directional command, the player
moves in the specified direction until passing something interesting.</td>
</tr>
<tr>
<td align="center" valign="top">z</td>
<td> </td>
<td>This command prompts for a wand or staff from the player's pack and
zaps
it in the specified direction.</td>
</tr>
<tr>
<td align="center" valign="top">></td>
<td> </td>
<td>Go down to the next level.</td>
</tr>
<tr>
<td align="center" valign="top"><</td>
<td> </td>
<td>Go up to the next level.</td>
</tr>
<tr>
<td align="center" valign="top">s</td>
<td> </td>
<td>Search for a secret door or a trap in the circle surrounding the
player.</td>
</tr>
<tr>
<td align="center" valign="top">.</td>
<td> </td>
<td>This command (a dot) causes the player to rest a turn.</td>
</tr>
<tr>
<td align="center" valign="top">i</td>
<td> </td>
<td>Display an inventory of the player's pack.</td>
</tr>
<tr>
<td align="center" valign="top">I</td>
<td> </td>
<td>This command prompts for an item from the player's pack and displays
the inventory information for that item.</td>
</tr>
<tr>
<td align="center" valign="top">q</td>
<td> </td>
<td>Quaff a potion from the player's pack.</td>
</tr>
<tr>
<td align="center" valign="top">r</td>
<td> </td>
<td>Read a scroll from the player's pack.</td>
</tr>
<tr>
<td align="center" valign="top">e</td>
<td> </td>
<td>Eat some food from the player's pack.</td>
</tr>
<tr>
<td align="center" valign="top">w</td>
<td> </td>
<td>Wield a weapon from the player's pack.</td>
</tr>
<tr>
<td align="center" valign="top">W</td>
<td> </td>
<td>Wear some armor, ring, or a miscellaneous magic item from the
player's
pack. The player can wear a maximum of 8 rings.</td>
</tr>
<tr>
<td align="center" valign="top">T</td>
<td> </td>
<td>Take off whatever the player is wearing.</td>
</tr>
<tr>
<td align="center" valign="top">^U</td>
<td> </td>
<td>Use a magic item in the player's pack.</td>
</tr>
<tr>
<td align="center" valign="top">d</td>
<td> </td>
<td>Drop an item from the player's pack.</td>
</tr>
<tr>
<td align="center" valign="top">P</td>
<td> </td>
<td>Pick up the items currently under the player.</td>
</tr>
<tr>
<td align="center" valign="top">^N</td>
<td> </td>
<td>When the player types this command, Rogue prompts for a monster or
an item from the player's pack and a one-line name. For monsters, the
player can use the movement keys to position the cursor over the desired
monster, and Rogue will use the given name to refer to that<br>
monster. For items, Rogue gives all similar items (such as all the blue
potions) the specified name.</td>
</tr>
<tr>
<td align="center" valign="top">m</td>
<td> </td>
<td>When the player types this command, Rogue prompts for an item from
the player's pack and a one-line name. Rogue then marks the specified
item with the given name..</td>
</tr>
<tr>
<td align="center" valign="top">o</td>
<td> </td>
<td>Typing this command causes Rogue to display all the settable
options. The player can then merely examine the options or change any or
all of them.</td>
</tr>
<tr>
<td align="center" valign="top">C</td>
<td> </td>
<td>This command, restricted to magicians and rangers produces a listing
of the current supply of spells. The player can select one of the
displayed spells and, if the player's energy level is sufficiently high,
Cast it. The more complicated the spell, the more energy it takes.</td>
</tr>
<tr>
<td align="center" valign="top">c</td>
<td> </td>
<td>This command, restricted to druids and rangers produces a listing of
the current supply of chants. The player can select one of the displayed
chants and, if the player's energy level is sufficiently high, chant it.
The more complicated the spell, the more energy it takes.</td>
</tr>
<tr>
<td align="center" valign="top">p</td>
<td> </td>
<td>This command, restricted to clerics and paladins, produces a listing
of the character's known prayers. The player can then offer one of these
prayers to the character's deity. Deities are not known for favoring
characters which continually pray to them, and they are most likely to
answer the least "ambitious" prayers.</td>
</tr>
<tr>
<td align="center" valign="top">a</td>
<td> </td>
<td>This command is restricted to clerics and paladins must be followed
by a directional command. If there is an "undead" monster standing next
to the player in the specified direction, there is a chance the player
will affect the monster by causing it to flee or possibly even
destroying it.</td>
</tr>
<tr>
<td align="center" valign="top">*</td>
<td> </td>
<td>Count the gold in the player's pack.</td>
</tr>
<tr>
<td align="center" valign="top">^</td>
<td> </td>
<td>This command sets a trap and is limited to thieves and assassins. If
the character is successful, Rogue prompts the player for a type of trap
and sets it where the player is standing.</td>
</tr>
<tr>
<td align="center" valign="top">G</td>
<td> </td>
<td>This command is restricted to thieves and assassins. It causes Rogue
to display all the gold on the current level.</td>
</tr>
<tr>
<td align="center" valign="top">D</td>
<td> </td>
<td>Dip something into a magic pool.</td>
</tr>
<tr>
<td align="center" valign="top">^T</td>
<td height="22"> </td>
<td height="22">This command is restricted to thieves and assassins. It
must be followed by a directional command. If there is a monster
standing next to the player in the specified direction, the player tries
to steal an item from the monster's pack. If the player is successful,
the monster does not notice anything, but if the player is unsuccessful,
there is a chance the monster will wake up.</td>
</tr>
<tr>
<td align="center" valign="top">^L</td>
<td> </td>
<td>Redraw the screen.</td>
</tr>
<tr>
<td align="center" valign="top">^R</td>
<td> </td>
<td>Repeat the last message that was displayed on the top line of the
screen.</td>
</tr>
<tr>
<td align="center" valign="top">Escape (^[)</td>
<td> </td>
<td>Typing an escape will usually cause Rogue to cancel the current
command.</td>
</tr>
<tr>
<td align="center" valign="top">v</td>
<td> </td>
<td>Print the current Rogue version number.</td>
</tr>
<tr>
<td align="center" valign="top">!</td>
<td> </td>
<td>Escape to the shell level.</td>
</tr>
<tr>
<td align="center" valign="top">S</td>
<td> </td>
<td>Quit and save the game for resumption at a later time.</td>
</tr>
<tr>
<td align="center" valign="top">Q</td>
<td> </td>
<td>Quit without saving the game.</td>
</tr>
</table>
</p>
<h3 align="justify">6. IMPLICIT COMMANDS</h3>
<p align="justify">
There is no "attack" command. If a player wishes to
attack a monster, the player simply tries to move onto the
spot where the monster is standing. The game then assumes
that the player wishes to attack the monster with whatever
weapon the player is wielding.
</p>
<p align=justify>
When the player moves onto an item, the game
automatically places the object into the player's pack. If
there is no room left in the pack, the game announces that
fact and leaves the item on the floor.
</p>
<h3 align="justify">7. TIME</h3>
<p align="justify">
All actions except for purely bookkeeping commands,
such as taking an inventory, take time. The amount of time
varies with the command. Swinging a weapon, for example,
takes more time than simply moving; so a monster could move
several spaces in the time it takes the player to make one
attack. The time it takes to swing a weapon also varies
based on the bulk of the weapon, and the time it takes to
simply move a space varies with the type of armor worn.
Movement is always faster when flying.
</p>
<p align=justify>
Since actions take time, some of them can be disrupted.
If the player is casting a spell, for example, and gets hit
before finishing it, the spell is lost. Similarly, the
player might choke if hit while trying to eat. Of course,
the same rule applies when the player hits a monster.
</p>
<p align=justify>
Magical hasting (or slowing) will decrease (or
increase) the time it takes to perform an action.
</p>
<h3 align="justify">8.0 LIGHT</h3>
<p align="justify">
Some rooms in the dungeon possess a natural light
source. In other rooms and in corridors the player can see
only those things within a one space radius from the player.
These dark rooms can be lit with magical light or by a fire
beetle.
</p>
<h3 align="justify">9. WEAPONS AND ARMOR</h3>
<p align="justify">
The player can wield exactly one weapon at a time.
When the player attacks a monster, the amount of damage
depends on the particular weapon the player is wielding. To
fire a projectile weapon, such as a crossbow or a short bow,
the player should wield the bow and "throw" the bolt or
arrow at the monster.
</p>
<p align=justify>
A weapon may be cursed or blessed, affecting the
likelihood of hitting a monster with the weapon and the
damage the weapon will inflict on the monster. If the
player has identified a weapon, the "to hit" and "to damage"
bonuses appear in that order before the weapon's name in an
inventory listing. A positive bonus indicates a blessed
weapon, and a negative bonus usually indicates a cursed
weapon. The player cannot release a cursed weapon.
</p>
<p align=justify>
Without any armor the player has an armor class of 10.
The lower the player's armor class, the harder it is for a
monster to hit the player, so wearing armor can improve the
player's armor class. A cursed suit of armor, however,
offers poor protection and may sometimes be worse than no
armor at all.
</p>
<p align=justify>
After the player has identified a suit of armor, the
protection bonus appears before the armor's name in an
inventory listing. If the bonus is positive the armor is
blessed, and if it is negative, the armor is usually cursed.
The player cannot remove a cursed suit of armor.
</p>
<p align=justify>
Some monsters can corrode armor when they hit it. If
such a monster hits the player when the player is wearing
metal armor, the armor loses some of its protection value,
but the corrosion does not curse the armor. This corrosive
property can also apply to weapons when the player hits such
a monster.
</p>
<h3 align="justify">10. POTIONS AND SCROLLS</h3>
<p align="justify">
The player can frequently find potions and scrolls in
the dungeon. In any given dungeon, the player can
distinguish among the different types of potions by a
potion's color and among the different types of scrolls by a
scroll's name. Quaffing a potion or reading a scroll
usually causes some magical occurrence. Most potions and
scrolls may be cursed or blessed.
</p>
<h3 align="justify">11. RINGS</h3>
<p align="justify">
The player can wear a maximum of eight rings, and they
have a magical effect on the player as long as they are
worn. Some rings also speed up the player's metabolism,
making the player require food more often. Many rings can
be cursed or blessed, and the player cannot remove a cursed
ring. The player can distinguish among different types of
rings by a ring's jewel.
</p>
<h3 align="justify">12. WANDS AND STAVES</h3>
<p align="justify">
Wands and staves affect the player's environment. The
player can zap a wand or staff at something and perhaps
shoot a bolt of lightning at it or teleport it away. All
wands or staves of the same type are constructed with the
same type of wood. Some wands and staves may be cursed or
blessed.
</p>
<h3 align="justify">13. FOOD</h3>
<p align=justify>
The player must be careful not to run out of food since
moving through the dungeon fighting monsters consumes a lot
of energy. Starving results in the player's fainting for
increasingly longer periods of time, during which any nearby
monster can attack the player freely.
</p>
<p align=justify>
Food comes in the form of standard rations and as a
variety of berries. Some berries have side effects in
addition to satisfying one's hunger.
</p>
<h3 align="justify">14. GOLD</h3>
<p align=justify>
Gold has one use in a dungeon: buying things. One can
buy things in two ways, either in a trading post or from a
quartermaster. A trading post is a place that sometimes
occurs "between levels" of the dungeon and can be entered by
stepping on the entrance. A quartermaster is a person who
will sometimes appear and will try to sell the player some
of his wares. These wares are never cursed and frequently
blessed, though blessed goods cost more than normal goods.
If the player chooses to buy one of the quartermaster's
items, the quartermaster trades the item for the specified
amount of gold and disappears. Attacking a quartermaster
causes him to vanish without offering a trade.
</p>
<p align=justify>
The player starts the game in a trading post with a
class-dependent allotment of gold. Although there are
restrictions on the use of some items (eg. only fighters,
paladins, and rangers can wield two-handed swords), the
market will happily sell the player anything that he can
afford.
</p>
<h3 align="justify">15. MISCELLANEOUS MAGIC ITEMS</h3>
<p align=justify>
Miscellaneous items such as a pair of boots or a book
may be found within the dungeon. These items can usually be
used to the player's advantage (assuming they are not
cursed). Some of these items can be worn, such as a cloak,
while others are to be used, such as a book.
</p>
<h3 align="justify">16. ARTIFACTS</h3>
<p align=justify>
Some monsters down in the depths of the dungeon carry
unique artifacts. The game begins as a quest to retrieve
one of these items. Each artifact appears only on its
owner's person. These items also can usually be used to the
player's advantage. However, care must be taken when
handling them for they are intelligent and will reject
mishandling or abuse. These items consume food and merely
carrying them will result in increased food use.
</p>
<h3 align="justify">17. TRAPS</h3>
<p align=justify>
A variety of traps, including trap doors, bear traps,
and sleeping traps, are hidden in the dungeon. They remain
hidden until sprung by a monster or the player. A sprung
trap continues to function, but since it is visible, an
intelligent monster is not likely to tread on it.
</p>
<h3 align="justify">18. THE MONSTERS</h3>
<p align=justify>
Each monster except for the merchant quartermaster
appears in a limited range of dungeon levels. All monsters
of the same type share the same abilities; all giant rats,
for example, can give the player a disease, and all
jackalweres can put the player to sleep. Monsters of the
same type can vary, however, such that one kobold may be
much more difficult to kill than another one. In general,
the more difficult it is to kill a monster, the more
experience points the monster is worth.
</p>
<p align=justify>
Most monsters attack by biting and clawing, but some
monsters carry weapons, including such projectile weapons as
short bows and crossbows, and some monsters have breath
weapons. Some monsters even use magical items, such as
wands. Monsters with distance weapons or magic can attack
the player from across a room or down a corridor.
</p>
<p align=justify>
Some monsters are more intelligent than others, and the
more intelligent a monster, the more likely that the monster
will run away if it is about to die. A fleeing monster will
not attack the player unless cornered.
</p>
<p align=justify>
It is sometimes possible to enlist a monster's aid.
Reading a charm monster scroll, for example, or singing a
charm monster chant can make a monster believe the player is
its friend. A charmed monster will fight hostile monsters
for the player as long as they are not of its race.
</p>
<p align=justify>
As the player moves down in the dungeon, the monsters
get more powerful. Deep down in the dungeon there exist
some one-of-a-kind monsters. These monsters are greatly
feared. However, once a "unique monster" is killed, the
player will not find another in the current dungeon.
</p>
<h3 align="justify">19. OPTIONS</h3>
<p align="justify">
Rogue has several options which may be set by the player:
</p>
<p>
<table border="0" cellpadding="3" style="border-collapse: collapse" id="table5" cellspacing="3">
<tr>
<td valign="top">terse</td>
<td> </td>
<td>Setting this Boolean option results in shorter messages appearing on
the top line of the screen.</td>
</tr>
<tr>
<td valign="top">jump</td>
<td> </td>
<td>Setting this Boolean option results in waiting until the player has
finished running to draw the player's path. Otherwise the game always
displays the path one step at a time.</td>
</tr>
<tr>
<td valign="top">step</td>
<td> </td>
<td>Setting this Boolean option results in most listings, such as an
inventory, appearing one item at a time on the top line of the screen.
When this option is not set, the game clears the screen, displays the
list, and then redraws the dungeon.</td>
</tr>
<tr>
<td valign="top">flush</td>
<td> </td>
<td>Setting this Boolean option results in flushing all typeahead
(pending) commands when the player encounters a monster.</td>
</tr>
<tr>
<td valign="top">askme</td>
<td nowrap> </td>
<td>Setting this Boolean option results in the game prompting the
player for a name upon encountering a
new type of scroll, potion, ring, staff, or wand.</td>
</tr>
<tr>
<td valign="top">pickup</td>
<td> </td>
<td>This option specifies whether items should be picked up automatically
as the rogue steps over them. In the non-automatic mode, the player may
still pick up items via the pickup (P) command. The option defaults to
true.</td>
</tr>
<tr>
<td valign="top">name</td>
<td> </td>
<td>This string is the player's name and defaults to the player's
account name.</td>
</tr>
<tr>
<td valign="top">file</td>
<td> </td>
<td>This string, which defaults to arogue77.sav, specifies the file to
use for saving the game.</td>
</tr>
<tr>
<td valign="top">score</td>
<td> </td>
<td>This string identifies the top-twenty score file to use for the
game.</td>
</tr>
<tr>
<td valign="top">class</td>
<td> </td>
<td>This option specifies the character class of the rogue. It can be
set only in the ROGUEOPTS<br>
environment variable.</td>
</tr>
<tr>
<td nowrap valign="top">quested item</td>
<td> </td>
<td>This option is set by the game at the start and cannot be reset by
the player. It is merely listed<br>
to remind the player of his quest.</td>
</tr>
</table>
</p>
<p align="justify">
The player can set options at the beginning of a game via the
ROGUEOPTS environment variable. Naming a Boolean option sets it, and preceding
the Boolean option name by "no" clears it. The syntax "stringoption=name" sets a
string option to "name." So setting ROGUEOPTS to "terse, jump, nostep, flush,
askme, name=Ivan the Terrible" would set the terse, jump, flush, and askme
Boolean options, clear the step Boolean option, set the player's name to "Ivan
the Terrible," and use the defaults for the save file and the score file.
</p>
<p align="justify">
The player may change an option at any time during the game via the option
command, which results in a listing of the current options. Typing a new value
changes the option, a RETURN moves to the next option, a '-' moves to the
previous option, and an ESCAPE returns the player to the dungeon.
</p>
<h3 align="justify">20. SCORING</h3>
<p align="justify">
The player receives experience points for stealing items from monsters,
turning monsters (a clerical ability),
and killing monsters. When the player gets killed, the player's score equals the
player's experience points. A
player who quits gets a score equal to the player's experience points and gold.
If the player makes it back up
out of the dungeon, the player's score equals the player's experience points
plus the gold the player carried and the gold received from selling the player's
possessions.
</p>
<p align="justify">
Rogue maintains a list of the top twenty scores to date, together with the name
of the player obtaining the score, the level where the player finished, and the manner in which the player
ended the game. As an installation option, the game may record only one entry per character type and login; this
restriction encourages a greater number of different players in the scorechart.
</p>
<h3 align="justify">21. ACKNOWLEDGEMENTS</h3>
<p align="justify">
This version of Rogue is based on a version developed
at the University of California.
</p>