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Annotation of early-roguelike/xrogue/README.TXT, Revision 1.1

1.1     ! rubenllo    1:     Welcome to XRogue
        !             2:     http://roguelike.sourceforge.net/xrogue
        !             3:
        !             4:     XRogue: Expeditions into the Dungeons of Doom
        !             5:     Copyright (C) 1991 Robert Pietkivitch
        !             6:     All rights reserved.
        !             7:
        !             8:     Based on "Advanced Rogue"
        !             9:     Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&T
        !            10:     All rights reserved.
        !            11:
        !            12:     Based on "Rogue: Exploring the Dungeons of Doom"
        !            13:     Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman
        !            14:     All rights reserved.
        !            15:
        !            16:     See the file LICENSE.TXT for full copyright and licensing information.
        !            17:
        !            18:
        !            19: XRogue: Expeditions into the Dungeons of Doom
        !            20: ---------------------------------------------
        !            21:
        !            22: Introduction:
        !            23:
        !            24: Rogue was introduced at the University of California at Berkeley as a
        !            25: screen-oriented fantasy game.  The game had 26 types of monsters that
        !            26: the player could meet while exploring a Dungeon generated by the computer.
        !            27: Scrolls, potions, rings, wands, staves, armor, and weapons helped the
        !            28: player to battle these monsters and to gain gold, the basis for scoring.
        !            29:
        !            30: The version of rogue described in this guide has been expanded to include
        !            31: over 200 monsters with many new capabilities and has been renamed xrogue.
        !            32: Many of the monsters are intelligent and they, like the player, must avoid
        !            33: traps and decide when it is better to fight or to run.  There are also a
        !            34: number of new commands in this version not found in previous versions.
        !            35:
        !            36: The game contains monsters, spells, weapons, armor, potions, and other
        !            37: magical items that you will discover during your quest.  The Dungeon's
        !            38: geography changes with every game and although many magical items have
        !            39: certain identifiable properties, such as turning the player invisible,
        !            40: the physical manifestation of the magic changes each game.  A red potion,
        !            41: for example, will cause the same reaction throughout a given game but
        !            42: it may be a completely different potion in a new game.
        !            43:
        !            44: Entering the Dungeon with only a little food, armor, and a weapon, the
        !            45: player must develop a good strategy of when to fight, when to run, and
        !            46: how to best use any magical item found in the Dungeon.  To make things
        !            47: interesting the player has a quest to return one of several unique and
        !            48: magical artifacts which are rumored to lie deep within the Dungeon.
        !            49: Returning with this artifact to the surface brings great honor.
        !            50:
        !            51: However, after finding the artifact, the player may wish to continue
        !            52: his quest deeper into the Dungeon to match wits with an arch-devil, a
        !            53: demon-prince, or perhaps Charon the Boatman.  Defeating such a creature
        !            54: will gain the player many experience points which is the basis for
        !            55: scoring in xrogue.  It is very difficult to return from the Dungeons
        !            56: of Doom alive.  Very few players have won this game.
        !            57:
        !            58: Character Classes:
        !            59:
        !            60: Before placing the player in the Dungeon, the game requests that you
        !            61: select what type of character they would like to be: Fighter, Paladin,
        !            62: Ranger, Magic-User, Cleric, Thief, Assassin, Druid, or Monk.
        !            63:
        !            64:     The Fighter
        !            65:
        !            66: A Fighter has the best odds at winning battles with monsters.  At high
        !            67: experience levels, the Fighter is able to attack his opponent multiple
        !            68: times in a single turn.  Strength is the main attribute of the Fighter.
        !            69:
        !            70:     The Magic-User
        !            71:
        !            72: A Magic-User is able to cast spells.  Intelligence is the main attribute.
        !            73: The number of spells a Magic-User can cast increases as he gains in
        !            74: experience points and in intelligence.  His spell casting ability allows
        !            75: him to identify any item in the Dungeon.  16 spells.
        !            76:
        !            77:     The Cleric
        !            78:
        !            79: A Cleric is able to pray for assistance in battle.  Wisdom is the main
        !            80: attribute.  The number of prayers granted to the Cleric increases as he
        !            81: gains in experience points and in wisdom.  Clerics can affect (turn) the
        !            82: undead monsters to avoid battle.  Ie., zombies, ghouls, etc.  If the
        !            83: Cleric is very powerful relative to the undead monster, turning it will
        !            84: utterly destroy it.  16 prayers.
        !            85:
        !            86:     The Paladin
        !            87:
        !            88: A Paladin is a type of holy warrior, being a cross between a Cleric
        !            89: and a Fighter.  He is able to pray and affect the undead like the Cleric
        !            90: and fight like the Fighter, but both to a lesser extent.  He is on the
        !            91: side of all that is righteous and good and would never attack a monster
        !            92: that has not attacked him first.  If he happens to kill such a monster,
        !            93: inadvertantly or otherwise, he will begin to feel increasingly uneasy.
        !            94: If he kills too many such monsters, he will face karmic retaliation and
        !            95: be reduced to a mere Fighter, minus all of the Cleric's ability.
        !            96: Charisma is the main attribute with Wisdom second.
        !            97:
        !            98:     The Ranger
        !            99:
        !           100: A Ranger is a type of mystical warrior, being a cross between the
        !           101: Magic-User and Fighter.  Like the Paladin, he is on the side of all
        !           102: that is righteous and good and would never attack a monster that
        !           103: has not attacked him first.  A Ranger is able to cast spells like the
        !           104: Magic-User and fight like the Fighter, but both to a lesser extent.
        !           105: Charisma is the main attribute with Intelligence second.
        !           106:
        !           107:     The Thief
        !           108:
        !           109: A Thief is exceptionally dexterous and has great skill at being able
        !           110: to set a traps for and/or rob (steal) items from monsters.  Thieves have
        !           111: the ability to detect all the gold and hidden traps on each level of
        !           112: the Dungeon.  Their dexterous nature gives Thieves the ability to move
        !           113: very quietly, so they are not as likely as to wake up sleeping monsters
        !           114: as are the other character types.  If a Thief manages to sneak up on a
        !           115: creature without waking it he may be able to backstab the monster.  The
        !           116: damage from a backstab is greatly increased based upon the experience
        !           117: level.  Dexterity is the main attribute.
        !           118:
        !           119:     The Assassin
        !           120:
        !           121: An Assassin is a person trained in the art of killing monsters by
        !           122: surprise.  He has some of the abilities of the Thief, but he cannot
        !           123: sense traps or backstab.  Instead, the Assassin has the chance to kill
        !           124: an opponent outright with one deadly blow.  He can recognize and use
        !           125: poison found in the Dungeon on his weapon, thereby, making his next
        !           126: attack exceptionally lethal.  Dexterity is the main attribute.
        !           127:
        !           128:     The Druid
        !           129:
        !           130: A Druid is a type of magical warrior, being a cross between the Cleric
        !           131: and the Magic-User.  A Druid can chant both spells and prayers plus a
        !           132: few of his own.  The number of chants available to the Druid increases
        !           133: as he gains in experience points and in Wisdom.  Wisdom is the main
        !           134: attribute.  16 chants.
        !           135:
        !           136:     The Monk
        !           137:
        !           138: A Monk is trained in the martial arts.  He wears no armor and does not
        !           139: need a weapon (although using them is not forbidden).  As the Monk gains
        !           140: in experience points his natural defense or ability to dodge attackers
        !           141: increases.  The Mong is a cross between the Druid and Fighter, so he
        !           142: can chant and also fight like the Fighter, but both to a lesser extent.
        !           143: Constitution is the main attribute, with wisdom second.
        !           144:
        !           145: Attributes Of The Charaters:
        !           146:
        !           147: Strength - The primary attribute for encumberance.
        !           148:
        !           149: Intelligence - The primary attribute for casting spells.
        !           150:
        !           151: Wisdom - The primary attribute for prayers and chanting.
        !           152:
        !           153: Dexterity - The primary attribute for stealthiness.
        !           154:
        !           155: Charisma - The primary attribute for good will.  High Charisma also
        !           156:            affects the cost of objects when making transactions.
        !           157:
        !           158: Constitution - The primary attribute for health.  High Constitution
        !           159:                affects the amount of hit points you receive when
        !           160:                moving up in experience levels.
        !           161:
        !           162: Note: The Ranger, Paladin, and Monk do not receive their "special"
        !           163: magical abilities until they have advanced a few experience levels.
        !           164:
        !           165: Experience Levels:
        !           166:
        !           167: Characters gain experience points mostly from killing monsters.  Other
        !           168: actions, such as stealing items from monsters, backstabbing, and turning
        !           169: monsters, also add extra experience points.  Each character type gains
        !           170: experience points and moves up in experience levels at different rates.
        !           171: Moving up in experience levels adds extra hit points to the character
        !           172: which determines how many "hits" he can take before being killed.
        !           173:
        !           174: Allocating Attribute Points To The Characters:
        !           175:
        !           176: A player starts with 75 attribute points to distribute in to the character
        !           177: he has chosen to play.  When you are prompted to distribute the attribute
        !           178: points, the screen displays the minimum and maximum allowable values for
        !           179: that particular attribute.  The player can type a backspace (Ctrl-H) to go
        !           180: back and change a previous value and typing an escape (ESC) sets all the
        !           181: remaining attributes to the maximum value possible, given the number of
        !           182: remaining attribute points to be distributed.
        !           183:
        !           184: THE SCREEN
        !           185:
        !           186: During the normal course of play, the screen consists of three separate
        !           187: sections:  the top line, the bottom two lines, and the remaining screen
        !           188: in the middle.  The top line reports actions which occur during the game,
        !           189: the middle section depicts the Dungeon, and the bottom two lines describe
        !           190: the player's current condition.
        !           191:
        !           192: Whenever anything happens to the player, such as finding a scroll, hitting
        !           193: a monster, or being hit by a monster, a short report appears on the top
        !           194: line of the screen.  When you see the word 'More' on the top line, that
        !           195: means you must press the space key to continue.
        !           196:
        !           197: The following items may be found within the Dungeon. Some of them have
        !           198: more than one interpretation, depending upon whether your character
        !           199: recognizes them or not.
        !           200:
        !           201: |  A wall of a room.
        !           202: -  A wall of a room.
        !           203: *  A pile of gold.
        !           204: %  A way to another level.
        !           205: +  A doorway.
        !           206: .  The floor in a room.
        !           207: #  The floor in a passageway.
        !           208:     Solid rock (denoted by a space).
        !           209: ^  The entrance to a Trading Post
        !           210: @  The player.
        !           211: _  The player, when invisible.
        !           212: :  Some food.
        !           213: !  A flask containing a potion.
        !           214: ?  A sealed scroll.
        !           215: =  A ring.
        !           216: )  A weapon.
        !           217: ]  Some armor.
        !           218: ;  A miscellaneous magic item
        !           219: ,  An artifact
        !           220: /  A wand or a staff.
        !           221:  >  A trapdoor leading to the next level
        !           222: {  An arrow trap
        !           223: $  A sleeping gas trap
        !           224: }  A beartrap
        !           225: ~  A trap that teleports you somewhere else
        !           226: `  A poison dart trap
        !           227: "  A shimmering magic pool
        !           228: '  An entrance to a maze
        !           229: $  Any magical item. (During magic detection)
        !           230:  >  A blessed magical item. (During magic detection)
        !           231: <  A cursed magical item. (During magic detection)
        !           232:
        !           233: Monsters are depicted as letters of the alphabet.  Note that all letters
        !           234: denote multiple monsters, depending on which level of the Dungeon you are
        !           235: on.  The player may identify a current monster by using the identify
        !           236: command ('/') or the clarify command ('=').
        !           237:
        !           238: The bottom two lines of the screen describe the player's current status.
        !           239: The first line gives the player's characteristics:
        !           240:
        !           241: Intelligence, Strength, Wisdom, Dexterity, Charisma, and Constitution
        !           242: all have a normal maximum value of 50 points, but they can go higher if
        !           243: augmented by a ring.  Encumberance is a measurement of how much the player
        !           244: can carry versus how much he is currently carrying. The more you carry
        !           245: relative to your maximum encumberance causes you to use more food.  The
        !           246: attribute of Strength fortifies one's encumberance.
        !           247:
        !           248: The player's current number of hit points are denoted as (Hp) and it is
        !           249: followed in parentheses by the player's current maximum hit points.  Hit
        !           250: points express the player's survivability.  As a player heals by resting,
        !           251: using potions, or spells, the player's current hit points gradually increase
        !           252: until they reach the current maximum.  This maximum number will be increased
        !           253: each time a player goes up an experience level.  If the player's current hit
        !           254: points reach 0, the player becomes "metabolically challenged".
        !           255:
        !           256: The player's armor class is denoted as (Ac).  This number describes the
        !           257: amount of protection provided by the armor, cloaks, and/or rings currently
        !           258: worn by the player. It is also affected by high or low dexterity.  Wearing
        !           259: no armor is equivalent to an armor class of 10 (Monk excepted).  The lower
        !           260: the armor class number, the better.
        !           261:
        !           262: The player's current experience level is denoted as (Exp), followed by
        !           263: the player's experience points.  A new experience level brings extra hit
        !           264: points and possibly added abilities, such as new spells for a Magic-user,
        !           265: new prayers for a Cleric, and new chants for a Druid.  There are a total
        !           266: of 26 experience levels per character.
        !           267:
        !           268: Commands:
        !           269:
        !           270: A player can invoke most commands by typing in a single character.
        !           271: Some commands, however, require a direction, in which case the player
        !           272: types the command character followed by a directional letter.  Many
        !           273: commands can be prefaced by a number, indicating how many times the
        !           274: command should be executed.
        !           275:
        !           276: When the player invokes a command referring to an item in the player's
        !           277: pack (such as reading a scroll), the game prompts for the item.  The
        !           278: player can then type the letter associated with the item.  Typing a '*'
        !           279: will produce a list of eligible items.
        !           280:
        !           281: A list of basic games commands:
        !           282:
        !           283: ?  Preceding a command by a '?' produces a brief explanation of the
        !           284:     command.  The command '?*' gives an explanation of all the commands.
        !           285:     A '?@' gives information on things you encounter (rock, forest, etc).
        !           286: /  Preceding a symbol by a '/' identifies the symbol.
        !           287: =  Clarify.  After typing an '=' sign, the player can use the movement
        !           288:     keys to position the cursor anywhere on the current level.  As long
        !           289:     as the player can normally see the selected position, the game will
        !           290:     identify whatever is there.
        !           291: h  Move one position to the left.
        !           292: j  Move one position down.
        !           293: k  Move one position up.
        !           294: l  Move one position to the right.
        !           295: y  Move one position to the top left.
        !           296: u  Move one position to the top right.
        !           297: b  Move one position to the bottom left.
        !           298: n  Move one position to the bottom right.
        !           299: H  Run to the left until reaching something interesting.
        !           300: J  Run down until reaching something interesting.
        !           301: K  Run up until reaching something interesting.
        !           302: L  Run to the right until reaching something interesting.
        !           303: Y  Run to the top left until reaching something interesting.
        !           304: U  Run to the top right until reaching something interesting.
        !           305: B  Run to the bottom left until reaching something interesting.
        !           306: N  Run to the bottom right until reaching something interesting.
        !           307:
        !           308:  >  Go down the stairs to the next level or enter the outer region if you
        !           309:     are standing upon the wormhole trap (must be "flying" for this to work).
        !           310: <  Go up the stairs to the next level or enter the outer region if you are
        !           311:     standing upon the wormhole trap (must be "flying" for this to work).
        !           312:
        !           313: *  Count the gold in the player's pack.
        !           314: !  Escape to the shell level.
        !           315: $  Price an item at the Trading Post.
        !           316: #  Buy an item at the Trading Post.
        !           317: %  Sell an item at the Trading Post.
        !           318: .  This command (a period) causes the player to rest one turn.
        !           319: ^  This command sets traps and is limited to Thieves and Assassins.  If the
        !           320:     command is successful the game will ask the player for the trap type and
        !           321:     sets it where the player is standing.
        !           322: a  Affect the undead.  This command is restricted to Clerics and Paladins
        !           323:     and must be followed by a directional letter.
        !           324: A  Choose your quest item (at game startup only!).
        !           325: c  This command is restricted to Druids and Monks and it produces a list of
        !           326:     available chants.  The player can select one of the displayed chants and
        !           327:     if the player's energy level is sufficiently high, "chant" it.  The more
        !           328:     complicated the spell, the more energy it will take.
        !           329: C  This command is restricted to Magic-Users and Rangers and it produces a
        !           330:     list of available spells.  The player can select one of the displayed
        !           331:     spells and if the player's energy level is sufficiently high, "cast" it.
        !           332:     The more complicated the spell, the more energy it will take.
        !           333: d  Drop an item from the player's pack.
        !           334: D  Dip something into a magic pool.
        !           335: e  Eat some food from the player's pack.
        !           336: f  When this command is preceded with a directional command, the player will
        !           337:     move in the specified direction until he crosses something interesting.
        !           338: F  Frighten a monster.  Not available to all characters.  This command
        !           339:     loses it's power at around level 10.
        !           340: g  Give away or trade a slime-mold for food with a monster.
        !           341: G  This command is restricted to Thieves and Assassins.  It causes the game
        !           342:     to display all of the gold on the current level.
        !           343: i  Display an inventory of the player's pack.
        !           344: I  This command prompts for an item from the player's pack and displays
        !           345:     the inventory information for that item.
        !           346: m  When the player types this command, you are prompted to mark an item
        !           347:     with a one-line name.
        !           348: o  Typing this command causes the game to display all the settable options.
        !           349:     The player can then examine them or change (some of) them
        !           350: O  Display your current character type and quest item.
        !           351: p  This command is restricted to Clerics and Paladins and it produces a
        !           352:     list of available prayers.  The player can then select one of the
        !           353:     displayed prayers and if the player's energy level is sufficiently high,
        !           354:     "pray" it.  The more complicated the prayer, the more energy it will
        !           355: take.
        !           356: P  Pick up the items currently under the player.
        !           357: q  Quaff a potion from the player's pack.
        !           358: Q  Quit without saving the game.
        !           359: r  Read a scroll from the player's pack.
        !           360: s  Search for a secret door or a trap in the circle surrounding the player.
        !           361: S  Save your game to play at a later time.
        !           362: t  This command prompts for an object from the players pack.  The player
        !           363:     then can throw the object in the specified direction.
        !           364: T  Take off whatever the player is wearing.
        !           365: v  Print the current xrogue version number.
        !           366: w  Wield a weapon from the player's pack.
        !           367: W  Wear some armor, ring, or a miscellaneous magic item from the player's
        !           368:     pack.  The player can wear a maximum of 8 rings.
        !           369: X  This command is restricted to Thieves only.  It causes the game to
        !           370: display
        !           371:     all of the hidden traps on the current level.
        !           372: z  This command prompts for a wand or staff from the player's pack and zaps
        !           373:     it in the specified direction.
        !           374: +  Fortune cookie! (Note: if you play xrogue over a modem, typing three
        !           375:     consecutive '+' will tell your modem to enter "command" mode.  See your
        !           376:     modem manual on how to return from this mode).
        !           377:
        !           378: Escape  Pressing the Escape key will cancel the current command.
        !           379: Ctrl-B  Check your current score.  Scoring is based on experience points
        !           380:          and gold.  However, gold is not that important and 10% is hacked
        !           381:          off if a player is killed.
        !           382: Ctrl-E  Check your current food level.  This command is used when you want
        !           383:          to see just how much food you have remaining in your stomach.  A
        !           384:          full stomach is measured to be about 2000(2100).  As you play the
        !           385:          game, this level drops until you become hungry at about 200(2100).
        !           386:          A food level over 2000(2100) makes the character satiated, and a
        !           387:          level under 200(2100) makes the character hungry, then weak, and
        !           388:          finally fainting.  A level of 2000(2100) is the most the character
        !           389:          can eat, a full, satisfied stomach!
        !           390: Ctrl-L  Redraw the screen.
        !           391: Ctrl-N  When the player types this command, the game prompts you to type a
        !           392:          one-line name for a monster or for an item in the player's pack
        !           393:          To name a monster, position the cursor over the desired monster and
        !           394:          rename it.
        !           395: Ctrl-O  Display the current "affects" on the player (such as slow, phased,
        !           396:          confused, extra sight, flying, dancing, etc.).
        !           397: Ctrl-R  Repeat last message displayed on the top line of the screen.
        !           398: Ctrl-T  This command is restricted to Thieves and Assassins.  It must be
        !           399:          followed by a directional letter.  If a monster is standing next to
        !           400:          the player in the specified direction, the effect is to steal an
        !           401:          item from the monster's pack.  If successful, the monster does not
        !           402:          notice anything, but if the player is unsuccessful, there is a
        !           403: chance
        !           404:          the monster will suddenly wake up and attack.
        !           405: Ctrl-U  Use a magic item in the player's pack.
        !           406:
        !           407: There is no explicit attack command.  If a player wishes to do battle with a
        !           408: monster, the player simply moves onto the spot where the monster is
        !           409: standing.
        !           410: Whatever the player is wielding will be used as the player's weapon.
        !           411:
        !           412: As the player moves across items, the game automatically picks them up and
        !           413: places them into the player's pack.  If there is no room left in the pack,
        !           414: the item is left on the floor.  Setting the "pickup" option to "NO" will
        !           415: allow the player to pick up items at will using the 'P' command.
        !           416:
        !           417: All actions except for bookkeeping commands, such as taking an inventory,
        !           418: take time.  The amount of time varies with the command.  Swinging a weapon,
        !           419: for example, takes more time than simply moving; so a monster could move
        !           420: several spaces in the time it takes the player to make one attack.  The
        !           421: time it takes to swing a weapon also varies based on the bulk of the weapon,
        !           422: and the time it takes to simply move one space varies with the type of armor
        !           423: worn and the player's level of encumberance.  Movement is always faster when
        !           424: the player is "flying".
        !           425:
        !           426: Actions also take time and some of them can be disrupted.  If the player is
        !           427: casting a spell for example, and gets hit before finishing it, the spell is
        !           428: lost.  Similarly, the player might choke if hit while trying to eat.  These
        !           429: same rules apply to monsters as well.
        !           430:
        !           431: Some of the rooms in the Dungeon possess a natural light source.  In most
        !           432: other rooms and in corridors, the player can see only those things within
        !           433: a one-space radius around the player.  Dark rooms can be lit with magical
        !           434: light or by fire beetles and other monsters.
        !           435:
        !           436: The player can wield only one weapon at a time.  When a player attacks
        !           437: a monster, the amount of damage depends on the particular weapon he is
        !           438: wielding.  To fire a projectile weapon, such as a crossbow or a short bow,
        !           439: the player should wield the bow and throw the bolt or arrow at the monster.
        !           440:
        !           441: A weapon may be cursed or blessed which will affect the likelihood of you
        !           442: hitting a monster with it and the damage that it will inflict on the
        !           443: monster.
        !           444: If the player has identified the weapon he is using, the "to hit" and the
        !           445: "to damage" bonuses appear (in that order) before the weapons name in the
        !           446: inventory listing.  A positive bonus indicates a blessed weapon, and a
        !           447: negative bonus usually indicates a cursed or misguided weapon.  A player
        !           448: cannot release a cursed weapon until a remove curse scroll is read or cast
        !           449: by magical means.
        !           450:
        !           451: After the player has identified a suit of armor, the protection bonus
        !           452: appears
        !           453: before the armors name in the inventory listing.  If the bonus is positive
        !           454: the armor is blessed but if it is negative, the armor is probably cursed.
        !           455: The player cannot remove a cursed suit of armor until a remove curse scroll
        !           456: is read or cast by magical means.
        !           457:
        !           458: Some monsters can corrode your armor!  If such a monster hits a player
        !           459: when the player is wearing metal armor, the armor will lose some of its
        !           460: protective value.  This same corrosive property also applies to weapons
        !           461: when a player hits a monster with this ability.  Search for a scroll of
        !           462: "protection" to guard against corrosion of your armor and weapon.
        !           463:
        !           464: A player will find many potions and scrolls in the Dungeon.  Reading a
        !           465: scroll or quaffing a potion will usually cause some magical occurrence.
        !           466: Potions and scrolls may be either cursed or blessed.  In this version of
        !           467: xrogue, Monster Confusion scrolls will turn your hands a variety of colors.
        !           468: A blessed Magic Mapping scroll shows very detailed maps.  A scroll of
        !           469: Genocide works within the dungeon as well as in the outer region.  A
        !           470: scroll of blessed Teleportation will teleport you "upward" a few levels.
        !           471: Blessed Remove Curse will cause certain monsters to panic if the scroll
        !           472: is read near them.  Charm Monster will let you charm several monsters.
        !           473:
        !           474: The player can wear a maximum of eight rings.  Some of them have a magical
        !           475: effect on the player as long as they are worn.  Some rings also speed up
        !           476: the player's metabolism, making the player require food more often.  Rings
        !           477: can be cursed or blessed and the player cannot remove a cursed ring until
        !           478: a remove curse scroll is read or cast.
        !           479:
        !           480: Wands, rods, and staves help a player in battle and affect the Dungeon.
        !           481: A player uses the "z" (zap) command to use a wand either to shoot at a
        !           482: monster, teleport, or to light up a dark room.  Wands can be cursed or
        !           483: blessed.
        !           484:
        !           485: A player must be frugal with his food.  Both moving and searching through
        !           486: the Dungeon, and fighting monsters, consumes energy.  Starving results in
        !           487: the player's fainting for increasingly longer periods of time, during which
        !           488: any nearby monster can attack the player at will.  Food comes in the form
        !           489: of standard rations and as a variety of berries.  Some berries have side
        !           490: effects in addition to satisfying one's hunger.  Slime-Molds are monster
        !           491: food and if you have one, you may be able to trade it for a regular food
        !           492: ration, if the monster is of "friendly" persuasion.
        !           493:
        !           494: Gold has a couple of uses in the Dungeon.  The first use of gold is to buy
        !           495: things, either at a Trading Post or from a Quartermaster.  The Trading Post
        !           496: when found, is entered via the '>' command, like going down a stairway.
        !           497: A Quartermaster ('q') is a Dungeon vendor who appears at certain times and
        !           498: will try to sell the player some of his wares.  The Quartermaster's wares
        !           499: are never cursed but they can be blessed, though blessed goods do cost more
        !           500: than normal goods.  If the player chooses to buy something offered by a
        !           501: Quartermaster, he will make the transaction for the specified amount of gold
        !           502: and then disappear.  Attacking a Quartermaster causes him to vanish in
        !           503: haste!  You can sometimes find gold at the bottom of "magic pools".  Use
        !           504: the ">" command to dive for the gold, but be careful you don't drown!
        !           505:
        !           506: When beginning a new game, a player is placed in the Trading Post with
        !           507: an allotment of gold based upon the type of character chosen to play.
        !           508: There are some restrictions on the use of certain items by character.
        !           509: For example, only Fighters, Paladins, and Rangers can wield two-handed
        !           510: swords while Thieves and Assassins can not wear certain types of armor.
        !           511: However, the Trading Post (and Quartermaster) will happily sell a player
        !           512: anything that he can afford, whether you need it or not.
        !           513:
        !           514: Miscellaneous magical items such as a Pair of Boots or a Book are numerous
        !           515: within the Dungeon.  These items are usually used to a player's advantage,
        !           516: assuming they are not cursed.  Some of these items can be worn, such as a
        !           517: Cloak, while others are to be used, such as a Book, Beaker, or Ointment.
        !           518: The Medicine Crystal will heal you, remove all curses, heal you, and may
        !           519: cause panic in some monsters.
        !           520:
        !           521: There are a number of unique monsters deep within the depths of the Dungeon
        !           522: that carry very special magical items or artifacts.  When you begin the
        !           523: game,
        !           524: you are asked to choose a "quest item" to retrieve from the Dungeon.  Most
        !           525: of these items can be used to the player's advantage, even if they are not
        !           526: one's own personal quest item during the game.  However, care must be taken
        !           527: when handling some of them for they have intelligence and some will reject
        !           528: mishandling or abuse.  These items consume your food (and your gold) so
        !           529: carrying them around results in increased food use.  Some of these items
        !           530: will
        !           531: kill you outright if you happen to pick them up while wielding another
        !           532: artifact as your weapon.  Don't be too greedy with the artifacts!  Quest
        !           533: items begin appearing in xrogue between levels 40-50.  The less traumatic
        !           534: quest items appear earlier while the more severe ones appear later.  Once
        !           535: a unique monster is killed, you will not encounter another one like it in
        !           536: the Dungeon.
        !           537:
        !           538: A variety of traps exist within the Dungeon, including trap doors, bear
        !           539: traps, and sleeping traps.  Sometimes they are hidden from sight until
        !           540: sprung by a monster or by the player.  A sprung trap continues to function,
        !           541: but since it is visible, an intelligent monster is not likely to tread on
        !           542: it.
        !           543: A trap called the Wormhole trap, will transport you to the "outer region"
        !           544: of the dungeon.  There you will fight strange dinosaurs until you can make
        !           545: your way back to a starwell, and promptly return from whence you came.
        !           546:
        !           547: Each monster except for the Quartermaster appears in a limited range of
        !           548: Dungeon levels.  All monsters of the same type share the same abilities.
        !           549: All giant rats, for example, can give the player a disease, and all
        !           550: jackalweres can put the player to sleep.  Monsters of the same type will
        !           551: vary however, in strength and intelligence.  For example, one kobold may
        !           552: be much more difficult to kill off than another.  In general, the more
        !           553: difficult it is to kill a monster, the more experience points the monster
        !           554: is worth.
        !           555:
        !           556: Most monsters attack by biting and clawing, but some monsters carry weapons
        !           557: and can use their breath as a weapon.  Some monsters can even use magical
        !           558: items, such as wands and artifacts.  Monsters with distance weapons or magic
        !           559: can sometimes attack a player from across a room or from down a corridor.
        !           560:
        !           561: Some monsters are more intelligent than others, and the more intelligent
        !           562: a monster is, the more likely it will run away if it is about to die.
        !           563: A fleeing monster will not attack the player unless it is cornered.
        !           564:
        !           565: It is sometimes possible to enlist a monster's aid.  Reading a charm monster
        !           566: scroll, for example, or singing a charm monster chants can make a monster
        !           567: believe that the player is its friend.  A charmed monster will fight hostile
        !           568: monsters for the player as long as they are not of its own race.  Be sure
        !           569: your charmed monsters are in the same room with you when you enter the next
        !           570: level, or they will be lost.
        !           571:
        !           572: Options:
        !           573:
        !           574: The game has several options, some of which can only be set by the player
        !           575: at the beginning of the game and others during the course of play.
        !           576:
        !           577:       default - Play the character with "default" attribute settings.
        !           578:         terse - Shorten messages at top of screen.
        !           579:          jump - Speed up the display of the player's movement
        !           580:          step - Lists all inventories one line at a time.
        !           581:       overlay - Allows listings of inventories to overlay the currnt screen.
        !           582:         flush - Supposed to flush all typed-ahead characters.
        !           583:         askme - Prompt the player to name new types of scrolls, potions,
        !           584: etc.
        !           585:        pickup - Pick up items automatically as you move across them
        !           586:          name - The player's name.
        !           587:          file - Saved game filename.  Defaults to xrogue.sav.
        !           588:         score - Identifies the location of the game scorefile.
        !           589:          type - Specifies the character type (unchangable).
        !           590: quested item - Set at start up (unchangeable).
        !           591:
        !           592: A player can set the game options at the beginning of a game via the
        !           593: ROGUEOPTS environment variable.
        !           594:
        !           595: Some examples:
        !           596:
        !           597:   ROGUEOPTS="default nopickup, nooverlay, name=Corwin, class=magician"
        !           598:   ROGUEOPTS="pickup, overlay, file=xrg.sav, score=/home/games/scorefile"
        !           599:
        !           600: The player may change an option at any time during the game via the 'o'
        !           601: (option) command.  On the options menu, typing a new value changes the
        !           602: option and a RETURN moves to the next option in the list.  Typing an '-'
        !           603: moves you to the previous option and an ESCAPE returns you to the Dungeon.
        !           604:
        !           605: A new option called "default" was added in xrogue.  When you put the word
        !           606: "default" into your ROGUEOPTS environment variable your character will be
        !           607: created with "default" attribute settings, armor, weapon, quest item, and
        !           608: some food.
        !           609:
        !           610: Setting "default" will force the game to skip over the beginning screen
        !           611: where you can choose/distribute your attribute points and it also skips
        !           612: over the beginning "equippage screen" where you can choose your armor,
        !           613: weapon, quest item, and etc.
        !           614:
        !           615: If you use the "class" option with "default" in ROGUEOPTS, you will
        !           616: start the game immediately at level 1 with the default selections
        !           617: for your character.
        !           618:
        !           619: Here is a list of the main and secondary attributes, special ability,
        !           620: and quest item ("default" settings) for each character type:
        !           621:
        !           622:   Character Main Attr.    Secondary     Specialties       Def. Quest Item
        !           623:   -------------------------------------------------------------------------
        !           624:   Fighter   strength      constitution  sense gold        Axe of Aklad
        !           625:   Ranger    charisma      intelligence  cast spells       Mandolin of Brian
        !           626:   Paladin   charisma      wisdom        affect undead     Ankh of Heil
        !           627:   Cleric    wisdom        dexterity     prayer spells     Horn of Geryon
        !           628:   Magician  intelligence  dexterity     cast spells       Stonebones Amulet
        !           629:   Thief     dexterity     strength      sense traps       Musty Daggers
        !           630:   Assassin  dexterity     strength      steal/use poison  Eye of Vecna
        !           631:   Druid     wisdom        dexterity     chant spells      Quill of Nagrom
        !           632:   Monk      constitution  dexterity     chant spells      Emori Cloak
        !           633:
        !           634: A different quest item may be chosen ONLY while you are in the beginning
        !           635: Trading Post (if you have NOT set the "default" option via ROGUEOPTS).
        !           636:
        !           637: When a player is killed, his score will be equal to the amount of his
        !           638: experience points gained, plus his gold (minus 10%).  A player that
        !           639: quits the game will not lose 10% of his gold.  If a player makes it back
        !           640: up and out of the Dungeon alive, his score will be equal to the amount
        !           641: of experience points, plus the gold, plus additional gold received from
        !           642: selling all of the items in his pack.
        !           643:
        !           644: The game maintains a top-twenty player scorefile.  As an installation
        !           645: option, the game may be compiled so as to record only three entries per
        !           646: character type and name.

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