Commit | Line | Data |
---|---|---|
ad787160 C |
1 | .\" Copyright (c) 1986, 1993 |
2 | .\" The Regents of the University of California. All rights reserved. | |
47097425 | 3 | .\" |
ad787160 C |
4 | .\" Redistribution and use in source and binary forms, with or without |
5 | .\" modification, are permitted provided that the following conditions | |
6 | .\" are met: | |
7 | .\" 1. Redistributions of source code must retain the above copyright | |
8 | .\" notice, this list of conditions and the following disclaimer. | |
9 | .\" 2. Redistributions in binary form must reproduce the above copyright | |
10 | .\" notice, this list of conditions and the following disclaimer in the | |
11 | .\" documentation and/or other materials provided with the distribution. | |
12 | .\" 3. All advertising materials mentioning features or use of this software | |
13 | .\" must display the following acknowledgement: | |
14 | .\" This product includes software developed by the University of | |
15 | .\" California, Berkeley and its contributors. | |
16 | .\" 4. Neither the name of the University nor the names of its contributors | |
17 | .\" may be used to endorse or promote products derived from this software | |
18 | .\" without specific prior written permission. | |
fd29bfdf | 19 | .\" |
ad787160 C |
20 | .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND |
21 | .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE | |
22 | .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE | |
23 | .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE | |
24 | .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL | |
25 | .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS | |
26 | .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) | |
27 | .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT | |
28 | .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY | |
29 | .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF | |
30 | .\" SUCH DAMAGE. | |
31 | .\" | |
32 | .\" @(#)rogue.me 8.1 (Berkeley) 6/8/93 | |
47097425 KM |
33 | .\" |
34 | .ds E \s-2<ESCAPE>\s0 | |
35 | .ds R \s-2<RETURN>\s0 | |
36 | .ds U \s-2UNIX\s0 | |
37 | .ie t .ds _ \d\(mi\u | |
38 | .el .ds _ _ | |
39 | .de Cs | |
40 | \&\\$3\*(lq\\$1\*(rq\\$2 | |
41 | .. | |
42 | .sp 5 | |
43 | .ce 1000 | |
44 | .ps +4 | |
45 | .vs +4p | |
46 | .b | |
47 | A Guide to the Dungeons of Doom | |
48 | .r | |
49 | .vs | |
50 | .ps | |
51 | .sp 2 | |
52 | .i | |
53 | Michael C. Toy | |
54 | Kenneth C. R. C. Arnold | |
55 | .r | |
56 | .sp 2 | |
57 | Computer Systems Research Group | |
58 | Department of Electrical Engineering and Computer Science | |
59 | University of California | |
60 | Berkeley, California 94720 | |
61 | .sp 4 | |
62 | .i ABSTRACT | |
63 | .ce 0 | |
64 | .(b I F | |
65 | .bi Rogue | |
66 | is a visual CRT based fantasy game | |
67 | which runs under the \*U\(dg timesharing system. | |
68 | .(f | |
69 | \fR\(dg\*U is a trademark of Bell Laboratories\fP | |
70 | .)f | |
71 | This paper describes how to play rogue, | |
72 | and gives a few hints | |
73 | for those who might otherwise get lost in the Dungeons of Doom. | |
74 | .)b | |
96c6f9c2 KM |
75 | \".he '''\fBA Guide to the Dungeons of Doom\fP' |
76 | \" .fo ''- % -'' | |
ad787160 C |
77 | .eh 'USD:30-%''A Guide to the Dungeons of Doom' |
78 | .oh 'A Guide to the Dungeons of Doom''USD:30-%' | |
47097425 KM |
79 | .sh 1 Introduction |
80 | .pp | |
81 | You have just finished your years as a student at the local fighter's guild. | |
82 | After much practice and sweat you have finally completed your training | |
83 | and are ready to embark upon a perilous adventure. | |
84 | As a test of your skills, | |
85 | the local guildmasters have sent you into the Dungeons of Doom. | |
86 | Your task is to return with the Amulet of Yendor. | |
87 | Your reward for the completion of this task | |
88 | will be a full membership in the local guild. | |
89 | In addition, | |
90 | you are allowed to keep all the loot you bring back from the dungeons. | |
91 | .pp | |
92 | In preparation for your journey, | |
93 | you are given an enchanted mace, | |
94 | a bow, and a quiver of arrows | |
95 | taken from a dragon's hoard in the far off Dark Mountains. | |
96 | You are also outfitted with elf-crafted armor | |
97 | and given enough food to reach the dungeons. | |
98 | You say goodbye to family and friends for what may be the last time | |
99 | and head up the road. | |
100 | .pp | |
101 | You set out on your way to the dungeons | |
102 | and after several days of uneventful travel, | |
103 | you see the ancient ruins | |
104 | that mark the entrance to the Dungeons of Doom. | |
105 | It is late at night, | |
106 | so you make camp at the entrance | |
107 | and spend the night sleeping under the open skies. | |
96745a3d | 108 | In the morning you gather your weapons, |
47097425 KM |
109 | put on your armor, |
110 | eat what is almost your last food, | |
111 | and enter the dungeons. | |
112 | .sh 1 "What is going on here?" | |
113 | .pp | |
114 | You have just begun a game of rogue. | |
115 | Your goal is to grab as much treasure as you can, | |
116 | find the Amulet of Yendor, | |
117 | and get out of the Dungeons of Doom alive. | |
118 | On the screen, | |
119 | a map of where you have been | |
120 | and what you have seen on the current dungeon level is kept. | |
121 | As you explore more of the level, | |
122 | it appears on the screen in front of you. | |
123 | .pp | |
124 | Rogue differs from most computer fantasy games in that it is screen oriented. | |
125 | Commands are all one or two keystrokes\** | |
126 | .(f | |
127 | \** As opposed to pseudo English sentences. | |
128 | .)f | |
129 | and the results of your commands | |
130 | are displayed graphically on the screen rather | |
96745a3d KM |
131 | than being explained in words.\** |
132 | .(f | |
133 | \** A minimum screen size of 24 lines by 80 columns is required. | |
134 | If the screen is larger, only the 24x80 section will be used | |
135 | for the map. | |
136 | .)f | |
47097425 KM |
137 | .pp |
138 | Another major difference between rogue and other computer fantasy games | |
139 | is that once you have solved all the puzzles in a standard fantasy game, | |
140 | it has lost most of its excitement and it ceases to be fun. | |
141 | Rogue, | |
142 | on the other hand, | |
143 | generates a new dungeon every time you play it | |
144 | and even the author finds it an entertaining and exciting game. | |
145 | .sh 1 "What do all those things on the screen mean?" | |
146 | .pp | |
147 | In order to understand what is going on in rogue | |
148 | you have to first get some grasp of what rogue is doing with the screen. | |
149 | The rogue screen is intended | |
150 | to replace the \*(lqYou can see ...\*(rq descriptions | |
151 | of standard fantasy games. | |
152 | Figure 1 is a sample of what a rogue screen might look like. | |
153 | .(z | |
154 | .hl | |
155 | .nf | |
156 | .TS | |
157 | center; | |
158 | ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce0 ce. | |
159 | - - - - - - - - - - - - | |
160 | | . . . . . . . . . . + | |
161 | | . . @ . . . . ] . . | | |
162 | | . . . . B . . . . . | | |
163 | | . . . . . . . . . . | | |
164 | - - - - - + - - - - - - | |
165 | .TE | |
166 | ||
167 | ||
168 | .ce 1000 | |
96c6f9c2 | 169 | Level: 1 Gold: 0 Hp: 12(12) Str: 16(16) Arm: 4 Exp: 1/0 |
47097425 KM |
170 | |
171 | Figure 1 | |
172 | .ce | |
173 | .hl | |
174 | .)z | |
175 | .sh 2 "The bottom line" | |
176 | .pp | |
177 | At the bottom line of the screen | |
178 | are a few pieces of cryptic information | |
179 | describing your current status. | |
180 | Here is an explanation of what these things mean: | |
181 | .ip Level \w'Level\ \ 'u | |
182 | This number indicates how deep you have gone in the dungeon. | |
183 | It starts at one and goes up as you go deeper into the dungeon. | |
184 | .ip Gold \w'Level\ \ 'u | |
185 | The number of gold pieces you have managed to find | |
186 | and keep with you so far. | |
187 | .ip Hp \w'Level\ \ 'u | |
96c6f9c2 KM |
188 | Your current and maximum health points. |
189 | Health points indicate how much damage you can take before you die. | |
47097425 KM |
190 | The more you get hit in a fight, |
191 | the lower they get. | |
96c6f9c2 | 192 | You can regain health points by resting. |
47097425 | 193 | The number in parentheses |
96c6f9c2 | 194 | is the maximum number your health points can reach. |
47097425 | 195 | .ip Str \w'Level\ \ 'u |
96745a3d | 196 | Your current strength and maximum ever strength. |
a921ee29 KM |
197 | This can be any integer less than or equal to 99, |
198 | or greater than or equal to 1. | |
47097425 KM |
199 | The higher the number, |
200 | the stronger you are. | |
96745a3d KM |
201 | The number in the parentheses |
202 | is the maximum strength you have attained so far this game. | |
96c6f9c2 KM |
203 | .ip Arm \w'Level\ \ 'u |
204 | Your current armor protection. | |
47097425 KM |
205 | This number indicates how effective your armor is |
206 | in stopping blows from unfriendly creatures. | |
96c6f9c2 | 207 | The higher this number is, |
47097425 KM |
208 | the more effective the armor. |
209 | .ip Exp \w'Level\ \ 'u | |
210 | These two numbers give your current experience level | |
211 | and experience points. | |
212 | As you do things, | |
213 | you gain experience points. | |
214 | At certain experience point totals, | |
215 | you gain an experience level. | |
216 | The more experienced you are, | |
217 | the better you are able to fight and to withstand magical attacks. | |
218 | .sh 2 "The top line" | |
219 | .pp | |
220 | The top line of the screen is reserved | |
221 | for printing messages that describe things | |
222 | that are impossible to represent visually. | |
223 | If you see a \*(lq--More--\*(rq on the top line, | |
224 | this means that rogue wants to print another message on the screen, | |
225 | but it wants to make certain | |
226 | that you have read the one that is there first. | |
227 | To read the next message, | |
228 | just type a space. | |
229 | .sh 2 "The rest of the screen" | |
230 | .pp | |
231 | The rest of the screen is the map of the level | |
232 | as you have explored it so far. | |
233 | Each symbol on the screen represents something. | |
234 | Here is a list of what the various symbols mean: | |
235 | .ip @ | |
236 | This symbol represents you, the adventurer. | |
237 | .ip "-\^|" | |
238 | These symbols represent the walls of rooms. | |
239 | .ip + | |
240 | A door to/from a room. | |
241 | .ip . | |
242 | The floor of a room. | |
243 | .ip # | |
244 | The floor of a passage between rooms. | |
245 | .ip * | |
246 | A pile or pot of gold. | |
247 | .ip ) | |
248 | A weapon of some sort. | |
249 | .ip ] | |
250 | A piece of armor. | |
251 | .ip ! | |
252 | A flask containing a magic potion. | |
253 | .ip ? | |
254 | A piece of paper, usually a magic scroll. | |
255 | .ip = | |
256 | A ring with magic properties | |
257 | .ip / | |
258 | A magical staff or wand | |
259 | .ip ^ | |
260 | A trap, watch out for these. | |
261 | .ip % | |
262 | A staircase to other levels | |
263 | .ip : | |
264 | A piece of food. | |
265 | .ip A-Z | |
266 | The uppercase letters | |
267 | represent the various inhabitants of the Dungeons of Doom. | |
268 | Watch out, they can be nasty and vicious. | |
269 | .sh 1 Commands | |
270 | .pp | |
271 | Commands are given to rogue by typing one or two characters. | |
272 | Most commands can be preceded by a count to repeat them | |
273 | (e.g. typing | |
274 | .Cs 10s | |
275 | will do ten searches). | |
276 | Commands for which counts make no sense | |
277 | have the count ignored. | |
278 | To cancel a count or a prefix, | |
279 | type \*E. | |
280 | The list of commands is rather long, | |
281 | but it can be read at any time during the game with the | |
282 | .Cs ? | |
283 | command. | |
284 | Here it is for reference, | |
285 | with a short explanation of each command. | |
286 | .ip ? | |
287 | The help command. | |
288 | Asks for a character to give help on. | |
289 | If you type a | |
290 | .Cs * , | |
291 | it will list all the commands, | |
292 | otherwise it will explain what the character you typed does. | |
293 | .ip / | |
294 | This is the \*(lqWhat is that on the screen?\*(rq command. | |
295 | A | |
296 | .Cs / | |
297 | followed by any character that you see on the level, | |
298 | will tell you what that character is. | |
299 | For instance, | |
300 | typing | |
301 | .Cs /@ | |
302 | will tell you that the | |
303 | .Cs @ | |
304 | symbol represents you, the player. | |
96745a3d | 305 | .ip "h, H, ^H" |
47097425 KM |
306 | Move left. |
307 | You move one space to the left. | |
308 | If you use upper case | |
309 | .Cs h , | |
310 | you will continue to move left until you run into something. | |
311 | This works for all movement commands | |
312 | (e.g. | |
313 | .Cs L | |
314 | means run in direction | |
315 | .Cs l ) | |
96745a3d KM |
316 | If you use the \*(lqcontrol\*(rq |
317 | .Cs h , | |
318 | you will continue moving in the specified direction | |
319 | until you pass something interesting or run into a wall. | |
320 | You should experiment with this, | |
321 | since it is a very useful command, | |
322 | but very difficult to describe. | |
323 | This also works for all movement commands. | |
47097425 KM |
324 | .ip j |
325 | Move down. | |
326 | .ip k | |
327 | Move up. | |
328 | .ip l | |
329 | Move right. | |
330 | .ip y | |
331 | Move diagonally up and left. | |
332 | .ip u | |
333 | Move diagonally up and right. | |
334 | .ip b | |
335 | Move diagonally down and left. | |
336 | .ip n | |
337 | Move diagonally down and right. | |
338 | .ip t | |
339 | Throw an object. | |
340 | This is a prefix command. | |
341 | When followed with a direction | |
342 | it throws an object in the specified direction. | |
343 | (e.g. type | |
344 | .Cs th | |
345 | to throw | |
346 | something to the left.) | |
347 | .ip f | |
96745a3d KM |
348 | Fight until someone dies. |
349 | When followed with a direction | |
350 | this will force you to fight the creature in that direction | |
351 | until either you or it bites the big one. | |
352 | .ip m | |
353 | Move onto something without picking it up. | |
354 | This will move you one space in the direction you specify and, | |
355 | if there is an object there you can pick up, | |
356 | it won't do it. | |
47097425 KM |
357 | .ip z |
358 | Zap prefix. | |
359 | Point a staff or wand in a given direction | |
360 | and fire it. | |
361 | Even non-directional staves must be pointed in some direction | |
362 | to be used. | |
363 | .ip ^ | |
364 | Identify trap command. | |
365 | If a trap is on your map | |
366 | and you can't remember what type it is, | |
367 | you can get rogue to remind you | |
368 | by getting next to it and typing | |
369 | .Cs ^ | |
370 | followed by the direction that would move you on top of it. | |
371 | .ip s | |
372 | Search for traps and secret doors. | |
373 | Examine each space immediately adjacent to you | |
374 | for the existence of a trap or secret door. | |
375 | There is a large chance that even if there is something there, | |
376 | you won't find it, | |
377 | so you might have to search a while before you find something. | |
378 | .ip > | |
379 | Climb down a staircase to the next level. | |
380 | Not surprisingly, this can only be done if you are standing on staircase. | |
381 | .ip < | |
382 | Climb up a staircase to the level above. | |
383 | This can't be done without the Amulet of Yendor in your possession. | |
384 | .ip "." | |
385 | Rest. | |
386 | This is the \*(lqdo nothing\*(rq command. | |
387 | This is good for waiting and healing. | |
96c6f9c2 KM |
388 | .ip , |
389 | Pick up something. | |
390 | This picks up whatever you are currently standing on, | |
391 | if you are standing on anything at all. | |
392 | .ip i | |
47097425 KM |
393 | Inventory. |
394 | List what you are carrying in your pack. | |
395 | .ip I | |
396 | Selective inventory. | |
397 | Tells you what a single item in your pack is. | |
398 | .ip q | |
399 | Quaff one of the potions you are carrying. | |
400 | .ip r | |
401 | Read one of the scrolls in your pack. | |
402 | .ip e | |
403 | Eat food from your pack. | |
404 | .ip w | |
405 | Wield a weapon. | |
406 | Take a weapon out of your pack and carry it for use in combat, | |
407 | replacing the one you are currently using (if any). | |
408 | .ip W | |
409 | Wear armor. | |
410 | You can only wear one suit of armor at a time. | |
411 | This takes extra time. | |
412 | .ip T | |
413 | Take armor off. | |
414 | You can't remove armor that is cursed. | |
415 | This takes extra time. | |
416 | .ip P | |
417 | Put on a ring. | |
418 | You can wear only two rings at a time | |
419 | (one on each hand). | |
420 | If you aren't wearing any rings, | |
421 | this command will ask you which hand you want to wear it on, | |
422 | otherwise, it will place it on the unused hand. | |
423 | The program assumes that you wield your sword in your right hand. | |
424 | .ip R | |
425 | Remove a ring. | |
426 | If you are only wearing one ring, | |
427 | this command takes it off. | |
428 | If you are wearing two, | |
429 | it will ask you which one you wish to remove, | |
430 | .ip d | |
431 | Drop an object. | |
432 | Take something out of your pack and leave it lying on the floor. | |
433 | Only one object can occupy each space. | |
434 | You cannot drop a cursed object at all | |
435 | if you are wielding or wearing it. | |
436 | .ip c | |
437 | Call an object something. | |
438 | If you have a type of object in your pack | |
439 | which you wish to remember something about, | |
440 | you can use the call command to give a name to that type of object. | |
441 | This is usually used when you figure out what a | |
442 | potion, scroll, ring, or staff is | |
a921ee29 KM |
443 | after you pick it up but before it is truly identified. Each type of |
444 | scroll and potion will become identified after its first use. | |
47097425 KM |
445 | .ip o |
446 | Examine and set options. | |
447 | This command is further explained in the section on options. | |
96745a3d | 448 | .ip ^R |
47097425 KM |
449 | Redraws the screen. |
450 | Useful if spurious messages or transmission errors | |
451 | have messed up the display. | |
96745a3d KM |
452 | .ip ^P |
453 | Print last message. | |
47097425 | 454 | Useful when a message disappears before you can read it. |
a921ee29 KM |
455 | Consecutive repetitions of this command will reveal the last |
456 | five messages. | |
47097425 KM |
457 | .ip \*E |
458 | Cancel a command, prefix, or count. | |
459 | .ip ! | |
460 | Escape to a shell for some commands. | |
461 | .ip Q | |
462 | Quit. | |
463 | Leave the game. | |
464 | .ip S | |
465 | Save the current game in a file. | |
466 | It will ask you whether you wish to use the default save file. | |
467 | .i Caveat : | |
468 | Rogue won't let you start up a copy of a saved game, | |
469 | and it removes the save file as soon as you start up a restored game. | |
470 | This is to prevent people from saving a game just before a dangerous position | |
471 | and then restarting it if they die. | |
472 | To restore a saved game, | |
473 | give the file name as an argument to rogue. | |
474 | As in | |
475 | .ti +1i | |
476 | .nf | |
477 | % rogue \fIsave\*_file\fP | |
47097425 KM |
478 | .ip v |
479 | Prints the program version number. | |
96745a3d KM |
480 | .ip ) |
481 | Print the weapon you are currently wielding | |
482 | .ip ] | |
483 | Print the armor you are currently wearing | |
484 | .ip = | |
485 | Print the rings you are currently wearing | |
47097425 KM |
486 | .sh 1 Rooms |
487 | .pp | |
a921ee29 | 488 | Rooms in the dungeons are lit as you enter them. |
47097425 | 489 | Upon leaving a room, |
a921ee29 KM |
490 | all monsters inside the room are erased from the screen. |
491 | In the darkness of a corridor, you can only see one space | |
47097425 | 492 | in all directions around you. |
47097425 KM |
493 | .sh 1 Fighting |
494 | .pp | |
495 | If you see a monster and you wish to fight it, | |
496 | just attempt to run into it. | |
497 | Many times a monster you find will mind its own business | |
498 | unless you attack it. | |
499 | It is often the case that discretion is the better part of valor. | |
500 | .sh 1 "Objects you can find" | |
501 | .pp | |
502 | When you find something in the dungeon, | |
503 | it is common to want to pick the object up. | |
96745a3d KM |
504 | This is accomplished in rogue by walking over the object |
505 | (unless you use the | |
506 | .Cs m | |
507 | prefix, see above). | |
47097425 KM |
508 | If you are carrying too many things, |
509 | the program will tell you and it won't pick up the object, | |
510 | otherwise it will add it to your pack | |
511 | and tell you what you just picked up. | |
512 | .pp | |
513 | Many of the commands that operate on objects must prompt you | |
514 | to find out which object you want to use. | |
515 | If you change your mind and don't want to do that command after all, | |
516 | just type an \*E and the command will be aborted. | |
517 | .pp | |
518 | Some objects, like armor and weapons, | |
519 | are easily differentiated. | |
520 | Others, like scrolls and potions, | |
521 | are given labels which vary according to type. | |
522 | During a game, | |
523 | any two of the same kind of object | |
524 | with the same label | |
525 | are the same type. | |
526 | However, | |
527 | the labels will vary from game to game. | |
528 | .pp | |
529 | When you use one of these labeled objects, | |
a921ee29 KM |
530 | if its effect may be obvious. Potions or scrolls will |
531 | become identified at this point, but not other items. | |
532 | You may want to call these other items something | |
96745a3d | 533 | so you will recognize it later, |
a921ee29 | 534 | you can use the |
47097425 KM |
535 | .Cs call |
536 | command | |
96745a3d | 537 | (see above). |
47097425 KM |
538 | .sh 2 Weapons |
539 | .pp | |
540 | Some weapons, | |
541 | like arrows, | |
542 | come in bunches, | |
543 | but most come one at a time. | |
544 | In order to use a weapon, | |
545 | you must wield it. | |
546 | To fire an arrow out of a bow, | |
547 | you must first wield the bow, | |
548 | then throw the arrow. | |
549 | You can only wield one weapon at a time, | |
550 | but you can't change weapons if the one | |
551 | you are currently wielding is cursed. | |
96745a3d KM |
552 | The commands to use weapons are |
553 | .Cs w | |
554 | (wield) | |
555 | and | |
556 | .Cs t | |
557 | (throw). | |
47097425 KM |
558 | .sh 2 Armor |
559 | .pp | |
560 | There are various sorts of armor lying around in the dungeon. | |
561 | Some of it is enchanted, | |
562 | some is cursed, | |
563 | and some is just normal. | |
96c6f9c2 KM |
564 | Different armor types have different armor protection. |
565 | The higher the armor protection, | |
47097425 | 566 | the more protection the armor affords against the blows of monsters. |
96c6f9c2 | 567 | Here is a list of the various armor types and their normal armor protection: |
47097425 KM |
568 | .(b |
569 | .TS | |
96745a3d | 570 | box center; |
47097425 | 571 | l r. |
96c6f9c2 KM |
572 | \ \ \fIType Protection\fP |
573 | None 0 | |
574 | Leather armor 2 | |
575 | Studded leather / Ring mail 3 | |
576 | Scale mail 4 | |
47097425 | 577 | Chain mail 5 |
96c6f9c2 KM |
578 | Banded mail / Splint mail 6 |
579 | Plate mail 7 | |
47097425 KM |
580 | .TE |
581 | .)b | |
582 | .lp | |
583 | If a piece of armor is enchanted, | |
96c6f9c2 | 584 | its armor protection will be higher than normal. |
47097425 | 585 | If a suit of armor is cursed, |
96c6f9c2 | 586 | its armor protection will be lower, |
47097425 | 587 | and you will not be able to remove it. |
96c6f9c2 | 588 | However, not all armor with a protection that is lower than normal is cursed. |
96745a3d KM |
589 | .pp |
590 | The commands to use weapons are | |
591 | .Cs W | |
592 | (wear) | |
593 | and | |
594 | .Cs T | |
595 | (take off). | |
47097425 KM |
596 | .sh 2 Scrolls |
597 | .pp | |
96745a3d KM |
598 | Scrolls come with titles in an unknown tongue\**. |
599 | .(f | |
600 | \** Actually, it's a dialect spoken only by the twenty-seven members | |
601 | of a tribe in Outer Mongolia, | |
602 | but you're not supposed to | |
603 | .i know | |
604 | that. | |
605 | .)f | |
47097425 KM |
606 | After you read a scroll, |
607 | it disappears from your pack. | |
96745a3d KM |
608 | The command to use a scroll is |
609 | .Cs r | |
610 | (read). | |
47097425 KM |
611 | .sh 2 Potions |
612 | .pp | |
613 | Potions are labeled by the color of the liquid inside the flask. | |
614 | They disappear after being quaffed. | |
96745a3d KM |
615 | The command to use a scroll is |
616 | .Cs q | |
617 | (quaff). | |
47097425 KM |
618 | .sh 2 "Staves and Wands" |
619 | .pp | |
620 | Staves and wands do the same kinds of things. | |
621 | Staves are identified by a type of wood; | |
622 | wands by a type of metal or bone. | |
623 | They are generally things you want to do to something | |
624 | over a long distance, | |
625 | so you must point them at what you wish to affect | |
626 | to use them. | |
627 | Some staves are not affected by the direction they are pointed, though. | |
628 | Staves come with multiple magic charges, | |
629 | the number being random, | |
630 | and when they are used up, | |
631 | the staff is just a piece of wood or metal. | |
96745a3d KM |
632 | .pp |
633 | The command to use a wand or staff is | |
634 | .Cs z | |
635 | (zap) | |
47097425 KM |
636 | .sh 2 Rings |
637 | .pp | |
638 | Rings are very useful items, | |
639 | since they are relatively permanent magic, | |
640 | unlike the usually fleeting effects of potions, scrolls, and staves. | |
641 | Of course, | |
642 | the bad rings are also more powerful. | |
643 | Most rings also cause you to use up food more rapidly, | |
644 | the rate varying with the type of ring. | |
645 | Rings are differentiated by their stone settings. | |
96745a3d KM |
646 | The commands to use rings are |
647 | .Cs P | |
648 | (put on) | |
649 | and | |
650 | .Cs R | |
651 | (remove). | |
652 | .sh 2 Food | |
653 | .pp | |
654 | Food is necessary to keep you going. | |
655 | If you go too long without eating you will faint, | |
656 | and eventually die of starvation. | |
657 | The command to use food is | |
658 | .Cs e | |
659 | (eat). | |
47097425 KM |
660 | .sh 1 Options |
661 | .pp | |
662 | Due to variations in personal tastes | |
663 | and conceptions of the way rogue should do things, | |
664 | there are a set of options you can set | |
665 | that cause rogue to behave in various different ways. | |
666 | .sh 2 "Setting the options" | |
667 | .pp | |
668 | There are two ways to set the options. | |
669 | The first is with the | |
670 | .Cs o | |
671 | command of rogue; | |
672 | the second is with the | |
673 | .Cs ROGUEOPTS | |
674 | environment variable\**. | |
675 | .(f | |
676 | \** On Version 6 systems, | |
677 | there is no equivalent of the ROGUEOPTS feature. | |
678 | .br | |
679 | .)f | |
680 | .br | |
681 | .sh 3 "Using the `o' command" | |
682 | .pp | |
683 | When you type | |
684 | .Cs o | |
685 | in rogue, | |
686 | it clears the screen | |
687 | and displays the current settings for all the options. | |
688 | It then places the cursor by the value of the first option | |
689 | and waits for you to type. | |
690 | You can type a \*R | |
691 | which means to go to the next option, | |
692 | a | |
693 | .Cs \- | |
694 | which means to go to the previous option, | |
695 | an \*E | |
696 | which means to return to the game, | |
697 | or you can give the option a value. | |
698 | For boolean options this merely involves typing | |
699 | .Cs t | |
700 | for true or | |
701 | .Cs f | |
702 | for false. | |
703 | For string options, | |
704 | type the new value followed by a \*R. | |
705 | .sh 3 "Using the ROGUEOPTS variable" | |
706 | .pp | |
707 | The ROGUEOPTS variable is a string | |
708 | containing a comma separated list of initial values | |
709 | for the various options. | |
710 | Boolean variables can be turned on by listing their name | |
711 | or turned off by putting a | |
712 | .Cs no | |
713 | in front of the name. | |
714 | Thus to set up an environment variable so that | |
715 | .b jump | |
716 | is on, | |
a921ee29 | 717 | .b passgo |
47097425 KM |
718 | is off, |
719 | and the | |
720 | .b name | |
721 | is set to \*(lqBlue Meanie\*(rq, | |
722 | use the command | |
723 | .nf | |
724 | .ti +3n | |
a921ee29 | 725 | % setenv ROGUEOPTS "jump,nopassgo,name=Blue Meanie"\** |
47097425 KM |
726 | .fi |
727 | .(f | |
728 | \** | |
96c6f9c2 | 729 | For those of you who use the Bourne shell sh (1), the commands would be |
47097425 KM |
730 | .in +3 |
731 | .nf | |
a921ee29 | 732 | $ ROGUEOPTS="jump,nopassgo,name=Blue Meanie" |
47097425 KM |
733 | $ export ROGUEOPTS |
734 | .fi | |
735 | .in +0 | |
736 | .)f | |
737 | .sh 2 "Option list" | |
738 | .pp | |
739 | Here is a list of the options | |
740 | and an explanation of what each one is for. | |
741 | The default value for each is enclosed in square brackets. | |
96745a3d | 742 | For character string options, |
a921ee29 | 743 | input over forty characters will be ignored. |
47097425 KM |
744 | .ip "\fBjump\fP [\fI\^nojump\^\fP]" |
745 | If this option is set, | |
746 | running moves will not be displayed | |
747 | until you reach the end of the move. | |
748 | This saves considerable cpu and display time. | |
749 | This option defaults to | |
96745a3d | 750 | .i jump |
47097425 | 751 | if you are using a slow terminal. |
47097425 KM |
752 | .ip "\fBpassgo\fP [\fI\^nopassgo\^\fP]" |
753 | Follow turnings in passageways. | |
754 | If you run in a passage | |
755 | and you run into stone or a wall, | |
756 | rogue will see if it can turn to the right or left. | |
757 | If it can only turn one way, | |
758 | it will turn that way. | |
759 | If it can turn either or neither, | |
760 | it will stop. | |
4401d74e KM |
761 | This algorithm can sometimes lead to slightly confusing occurrences |
762 | which is why it defaults to \fInopassgo\fP. | |
a921ee29 KM |
763 | .ip "\fBskull\fP [\fI\^skull\^\fP]" |
764 | Print out the skull at the end if you get killed. | |
96745a3d | 765 | This is nice but slow, so you can turn it off if you like. |
47097425 KM |
766 | .ip "\fBname\fP [account name]" |
767 | This is the name of your character. | |
768 | It is used if you get on the top ten scorer's list. | |
47097425 KM |
769 | .ip "\fBfruit\fP [\fI\^slime-mold\^\fP]" |
770 | This should hold the name of a fruit that you enjoy eating. | |
96745a3d | 771 | It is basically a whimsey that rogue uses in a couple of places. |
47097425 KM |
772 | .ip "\fBfile\fP [\fI\^~/rogue.save\^\fP]" |
773 | The default file name for saving the game. | |
774 | If your phone is hung up by accident, | |
775 | rogue will automatically save the game in this file. | |
96745a3d | 776 | The file name may start with the special character |
47097425 KM |
777 | .Cs ~ |
778 | which expands to be your home directory. | |
779 | .sh 1 Scoring | |
780 | .pp | |
a921ee29 | 781 | Rogue maintains a list |
96745a3d | 782 | of the top scoring people or scores on your machine. |
47097425 KM |
783 | If you score higher than someone else on this list, |
784 | or better your previous score on the list, | |
785 | you will be inserted in the proper place | |
786 | under your current name. | |
787 | .pp | |
788 | If you quit the game, you get out with all of your gold intact. | |
789 | If, however, you get killed in the Dungeons of Doom, | |
790 | your body is forwarded to your next-of-kin, | |
791 | along with 90% of your gold; | |
96745a3d KM |
792 | ten percent of your gold is kept by the Dungeons' wizard as a fee\**. |
793 | .(f | |
794 | \** The Dungeon's wizard is named Wally the Wonder Badger. | |
96c6f9c2 | 795 | Invocations should be accompanied by a sizable donation. |
96745a3d | 796 | .)f |
47097425 KM |
797 | This should make you consider whether you want to take one last hit |
798 | at that monster and possibly live, | |
799 | or quit and thus stop with whatever you have. | |
800 | If you quit, you do get all your gold, | |
801 | but if you swing and live, you might find more. | |
802 | .pp | |
96745a3d | 803 | If you just want to see what the current top players/games list is, |
47097425 KM |
804 | you can type |
805 | .ti +1i | |
806 | .nf | |
807 | % rogue \-s | |
808 | .br | |
809 | .sh 1 Acknowledgements | |
810 | .pp | |
811 | Rogue was originally conceived of by Glenn Wichman and Michael Toy. | |
812 | Ken Arnold and Michael Toy then smoothed out the user interface, | |
813 | and added jillions of new features. | |
814 | We would like to thank | |
815 | Bob Arnold, | |
816 | Michelle Busch, | |
817 | Andy Hatcher, | |
818 | Kipp Hickman, | |
819 | Mark Horton, | |
820 | Daniel Jensen, | |
821 | Bill Joy, | |
822 | Joe Kalash, | |
823 | Steve Maurer, | |
824 | Marty McNary, | |
825 | Jan Miller, | |
826 | and | |
827 | Scott Nelson | |
96745a3d | 828 | for their ideas and assistance; |
47097425 KM |
829 | and also the teeming multitudes |
830 | who graciously ignored work, school, and social life to play rogue | |
831 | and send us bugs, complaints, suggestions, and just plain flames. | |
832 | And also Mom. | |
a921ee29 KM |
833 | .pp |
834 | The public domain version of rogue now distributed with Berkeley UNIX | |
835 | was written by Timothy Stoehr. |