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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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