Here are my rogue hints..... Most information is based on Version 3.6 Rogue, with some hints from other people about 5.2 Rogue. All % chance to find are based on 5.2, not 3.6 Feel free to distribute this any way you like! (signed) Merlyn Leroy @ you - wall of a room | wall of a room -------+--------- . room floor |...@......:....| + door |H.....*........+###### # passage |..............!| # % passage leading down |%....).........| # ^ trap |.......=......,| # * gold ---+------------- # : food ###### #### ) weapon # # ] armor ------------ # ! potion |../...]...| # ? scroll |.........^+########## / wand or staff |?.........| = ring ------------ , The Amulet of Yendor the rest is solid rock Commands: ? prints help s search for trap/secret door / identify object (space) rest for a while h left i inventory j down I inventory single item k up q quaff potion l right r read paper y up & left e eat food u up & right w wield a weapon b down & left W wear armor n down & right T take armor off H run left P put on ring J run down R remove ring K run up d drop object L run right c call object Y run up & left o examine/set options U run up & right ^L redraw screen B run down & left ^R repeat last message N run down & right ^[ cancel command t throw something v print program version number f forward until find something ! shell escape p zap a wand in a direction S save game z zap a wand or staff Q quit > go down a staircase < go up a staircase Wizard commands: ^P Wizard's password ^A Number of items carried ^P Toggle wizard mode off ^C Show corridors ^T Teleport ^D Go down 1 level ^W Identify what something is ^E How long until you have to eat ^X Show location of monsters ^F Floor plan + items A Before & after draw (debug?) ^H Raise skill 9 levels (max 20) C Create any object =?/! etc.. ^I Inventory of items on this level @ Show x,y coordinates ^N Add new charges to wand/staff & represents hidden doors in corridor plan ^H also gives you +8 plate mail and a +1,+1 two handed sword C (create) commands: potion '!' scroll '?' staff '/' ring '=' armor ']' weapon ')' 0 confusion conf. mons. light +-protect leather mace 1 paralysis magic map striking +-strength ring mail long sword 2 poison light lightning sustain str studded l. short bow 3 +1 strength hold mons. fire searching scale mail arrows 4 see invis. sleep cold see invis. chain mail dagger 5 healing +1 armor polymorph adornment splint mail rocks 6 sense mons. identify mag. missl. aggr. mons. banded mail 2 hand sword 7 sense magic scare mons. haste mons. +-dexterity plate mail sling 8 raise level sense gold slow mons. +-damage - darts 9 extra heal teleport drain life regenerate - crossbow a haste +1 weapon nothing slow digest - cr. bolts b restore str create mon. tele away teleport - spear c blindness uncurse tele to stealth - - d dull aggr. mons. cancel - - - e - blank - - - - f - genocide - - - - Version 5.2 Rogue has ring of maintain armor, and no scroll of light, nor slings & rocks. DON'T select an item out of range - the program may crash If you can adb the binary code, you will find two sets of an encrypted password string and its seed of the form: RO0JCdqveU.Vc RO (or a similar 'looking' encrypted string; do "strings -2 rogue") Change BOTH SETS to the values above and the Wizard's password is now 'wizard' Monsters Where to meet them & approx. order of dangerousity: level 1 5 10 15 20 25 | | | | | | KJBSHEAOZGLCRQNYTWFIXUMVDP <--This is the first level they appear on (KJB)SHEAOZGLCRQNYTWFI <--This is the last level (KJB all stop on 8) KJBSH AOZG CRQ Y W IXU V <--These monsters are the only ones that wander B E O GLC NY W I M P <--These will be asleep if room has no treasure ch %i AC monster exp/#d8 attack comments A 0 3 giant ant 10/2 1d6 May sting you and reduce strength by 1 B 0 3 bat 1/1 1d2 Might move randomly instead of hitting C 15 4 centaur 15/4 1d6/1d6 D 100 -1 dragon 9000/10 1d8/1d8/3d10 Will guard gold & has items E 0 9 floating eye 5/1 0d0 Does not hit or attack; transfixes you F 0 3 violet fungi 85/8 var. Holds you; you can't hit other monsters G 10 5 gnome 8/1 1d6 H 0 5 hobgoblin 3/1 1d8 I 0 3 invis. stalker 120/8 4d4 Invisible; sometimes moves randomly J 0 7 jackal 2/1 1d2 K 0 7 kobold 1/1 1d4 L 0 8 leprechaun 10/3 1d1 Doesn't attack; possesses & steals gold M 30 7 mimic 140/7 3d4 Looks like rings, stairs, etc. until hit N 100 9 nymph 40/3 0d0 Doesn't attack; possesses & steals items O 15 6 orc 5/1 1d8 P 70 6 purple worm 7000/15 2d12/2d4 Q 30 2 quasit 35/3 1d2/1d2/1d4 R 0 2 rust monster 25/5 0d0/0d0 Doesn't injure; -1 on any armor each hit S 0 5 snake 3/1 1d3 T 50 4 troll 55/6 1d8/1d8/2d6 U 40 2 umber hulk 130/8 3d4/3d4/2d5 Gaze can confuse you V 20 1 vampire 380/8 1d10 Can drain max. hit points (Ver. 5.2) W 0 4 wraith 55/5 1d6 Sometimes drains a level when it hits X 0 -2 xorn 120/7 1d3/1d3/1d3/4d6 Y 30 6 yeti 50/4 1d6/1d6 Z 0 8 zombie 7/2 1d8 Fungus reduces your strength by a little each time, whether it hits or misses. It seems to damage you by X each time, where X is the number of 'hits' so far. Dragons can breath fire in Version 5.2 (so I hear). Experience points in 5.2 are slightly different from those listed above. In 3.6, rust monsters can rust leather armor, but in 5.2 they can't. When you see a rust monster, remove your armor. ch = letter used to represent monster %i = % chance monster is carrying an item AC = armor class exp = experience points you get for killing monster #d8 = hits needed to kill (3d8=sum of 3 random numbers, each 1..8 = 3 to 24) attack = how hard it hits you (xorn=1d3/1d3/1d3/4d6 = 7 to 33) you go up one level every 10,20,40,80... experience points Potions There are 15 different kinds of potions in 24 decorator colors. Red Blue Green Yellow Black Brown Orange Pink Purple Grey White Silver Gold Violet Clear Vermilion Ecru Turquoise Magenta Amber Topaz Plaid Tan Tangerine Four are bad: 8% confusion Wait, what's going on here. Huh? What? Who? 10% paralysis You can't move. 8% poison You feel very sick now. (if wearing retain str) You feel momentarily sick 4% blindness A cloak of darkness falls around you. (takes approx. 800 moves to wear off; either healing potion or see invisible will cure it. You can't be transfixed or confused by umber hulks while blind, though) Ten are good: 15% healing You begin to feel better. (if healthy, raises hit pts) 5% extra healing You begin to feel much better. (also +1 to max. hit pts) 2% raise level You suddenly feel much more skillful 15% gain strength You feel stronger, now. What bulging muscles! 14% restore strength Hey, this tastes great. It make you feel warm all over. 2% see invisible This potion tastes like (slime-mold) juice. 4% haste self You feel yourself moving much faster. 6% monster detection You begin to sense the presence of monsters. 6% magic detection You sense the presence of magic on this level. (if nothing to detect) You have a strange feeling for a moment, then it passes. And one is dull: 1% thirst quenching This potion tastes extremely dull. If you manage to find two haste potions, drink them both when you are alone. You will faint from exhaustion, but when you wake up, you will be PERMANENTLY hasted! Scrolls There are 16 different kinds of scrolls. Three are bad: 5% sleep You fall asleep. 4% aggravate monsters You hear a high pitched humming noise. 5% create monster (A monster appears next to you) (or, if no more room) You hear a faint cry of anguish in the distance. Twelve are good: 27% identify This scroll is an identify scroll 5% magic mapping Oh, now this scroll has a map on it. 8% remove curse You feel as if somebody is watching over you. 7% teleportation (You go somewhere else) 1% genocide You have been granted the boon of genocide 4% gold detection You begin to feel greedy and you sense gold. (of if no gold left) You begin to feel a pull downward ?% light (not in 5.2) The room is lit (or if in a hallway) The corridor glows and then fades 8% enchant armor Your armor glows faintly for a moment 10% enchant weapon Your weapon glows blue for a moment. (if nothing to enchant) You feel a strange sense of loss. 8% monster confusion Your hands begin to glow red (hit monster to confuse it) 3% hold monster (monsters stop attacking you until attacked) 4% scare monster You hear maniacal laughter in the distance. (DROP this one, don't read it!) And one is worthless: 1% blank paper This scroll seems to be blank. Version 5.2 has no scroll of light; % chance for Version 3.6 is unknown. Wands and Staves There are 14 different kinds of wands and staves. There are 11 metal wands and 22 wood staves. Aluminium Bone Brass Bronze Copper Iron Lead Pewter Steel Tin Zinc Avocado-wood Balsa Banyan Birch Cedar Cherry Cinnibar Driftwood Ebony Eucalyptus Hemlock Ironwood Mahogany Manzanita Maple Oak Persimmon-wood Redwood Rosewood Teak Walnut Zebra-wood Two are bad: 9% haste monster Monster hits you twice 5% teleport to Teleports monster to you One is so-so: 15% polymorph Changes monster (might be worse, though) Ten are good: bolt damage (beware of bouncing bolts) 3% lightning 6d6 3% fire 6d6 These three bolt weapons travel 5 squares total 3% cold 6d6 10% magic missile 3d8 Missile is an * and does not bounce; infinite range 9% striking 2d3 Not a missile; must be adjacent to monster 12% light Lights room (or hallway, momentarily) 11% slow monster Monster only hits every other round 9% drain life Drains half your remaining hit points for your damage (does not have to be pointed, drains all surrounding monsters, and won't wake up sleeping monsters) (if no monster present) You get a tingling feeling, then it passes 5% teleport away Teleports monster away from you 5% cancellation Cancels special monster attack (wraith drain, ant sting, nymph steal, etc. does NOT reveal mimics or invisible stalkers; throw something at objects to reveal mimics) And one is a dud: 1% nothing What a bizzare schtick! haste, slow, cancel, tele to & tele away work any unblocked distance. Caution: bolt weapons may bounce off walls & doors. If you are standing in a doorway, the bolt will bounce immediately (point it away from the target). Fire bounces off dragons. Rings There are 13 different kinds of rings in 20 styles. Agate Alexandrite Amethyst Carnelian Diamond Emerald Granite Jade Kryptonite Lapus-lazuli Moonstone Obsidian Onyx Opal Pearl Ruby Saphire Tiger-eye Topaz Turquoise Two are bad: 10% aggravate monster Monsters will attack you 5% telportation You will teleport at random times (works if uncursed) Six are good: 5% sustain strength Can't lose strength by ants, darts, or poison (+1H)* 10% searching Finds traps & secret doors (+1/3H)* 4% regeneration Restores 1 hit point per move (+2H)* 9% slow digestion You eat less (-1/2H)* 10% see invisible Can see the invisible stalker (+1/5H) 7% stealth Monsters are usually asleep when you find them (+1H) Four are either: 8% +- dexterity Better/worse chance to hit (+1/3H) 8% +- increase damage Better/worse damage when hit (+1/3H) 9% +- add strength More/less strength (+1H) 9% +- protection Better/worse virtual armor class (+1H) Also seems to protect against U confuse, L steal, D flame. And one is just for looks: 1% adornment Version 5.2 also has: 5% maintain armor Rust monsters can't weaken armor (+1H) The (+1/3H) are the 'hunger factors' of the various rings. You normally consume 1 hunger factor/move, but good rings increase your food intake by the amounts shown. (Slow digestion, of course, is negative). Only the hunger factors marked with an * apply in Version 3.6 Rogue. Armor: Armor class 20% leather armor 8 15% ring mail 7 15% studded l. armor 7 13% scale mail 6 12% chain mail 5 10% splint mail 4 10% banded mail 4 5% plate mail 3 20% of armor is cursed, 8% is enchanted, 72% normal. Enchanted/cursed armor will be +-1, 2, or 3 (equal probabilities) Weapons: Ver. 3.6 Ver. 5.2 Hand weapons: wielded thrown wielded thrown two handed sword 3d6 1d2 4d4 1d2 long sword 1d10 1d2 3d4 1d2 mace 2d4 1d3 2d4 1d3 dagger 1d6 1d4 1d6 1d4 Missile weapons: wielded thrown wielded thrown spear 1d8 1d6 2d3 1d6 dart 1d1 1d3 1d1 1d3 Hand & missile weapons: wielded/thrown shot wielded/thrown shot crossbow 1d1 1d1 crossbow bolt 1d2 1d10 1d2 2d5 short bow 1d1 1d1 arrow 1d1 1d6 1d1 2d3 sling 0d0 rock 1d2 1d4 No slings or rocks All weapons are found with equal probability. 10% are cursed, 5% are enchanted, 85% normal. Enchanted/cursed weapons will be +-1, 2, or 3 to dexterity (equal probabilities), +0 to damage (always) Modifiers for strength (Ver. 5.2) experience healing average Strength Dexterity Damage level (HP/move) healing/move 0-6 str-7 str-7 1 1 / 19 .053 7-15 +0 +0 2 1 / 17 .059 16 +0 +1 3 1 / 15 .067 17 +1 +1 4 1 / 13 .077 18 +1 +2 5 1 / 11 .091 19-20 +1 +3 6 1 / 9 .111 21 +2 +4 7 1 / 7 .143 22-30 +2 +5 8 1 / 3 .333 31 +3 +6 9 1-2 / 3 .500 10 2-3 / 3 .667 11 2-3 / 3 .833 12 3 / 3 1.000 Traps: a trapdoor. Makes you go down one level a beartrap. Holds you for 5 moves (you can't hit monsters, either) a sleeping gas trap. You sleep for a while a teleport trap. Teleports you somewhere else on the same level an arrow trap. Hits you a poison dart trap. Hits you a little, and drains 1 strength point After you find the Amulet of Yendor (on level 26 or below), you may go up stairs using '<'. Be careful! Upper levels will NOT have ANY items lying around! (You must get them from monsters) Any items you 'see' will be mimics. Fortunately, after you find the amulet, you do not have to eat anymore (unless you are wearing rings that have positive 'hunger factors'). If you get killed, you lose 10% of your gold as a burial fee. When you finally leave, you sell all your items. DON'T carry any armor or weapons that have '-' in them or it will cost you money! Price List: (Ver. 3.6) potion '!' scroll '?' staff '/' -1/ +1/+2 ring '=' 50 confusion 170 conf. mons. 120 light 50/220/240 +-protect 50 paralysis 180 magic map 115 striking 50/220/240 +-strength 50 poison 100 light 200 lightning 180 sustain str 150 +1 strength 200 hold mons. 200 fire 200 searching 170 see invis. 50 sleep 200 cold 175 see invis. 130 healing 130 +1 armor 210 polymorph 100 adornment 120 sense mons. 100 identify 170 mag. missl. 100 aggr. mons. 105 sense magic 180 scare mons. 50 haste mons. 50/240/260 +-dexterity 220 raise level 110 sense gold 220 slow mons. 50/240/260 +-damage 180 extra heal 175 teleport 210 drain life 260 regenerate 200 haste 150 +1 weapon 70 nothing 240 slow digest 120 restore str 75 create mon. 140 tele away 100 teleport 50 blindness 105 uncurse 60 tele to 100 stealth 50 dull 60 aggr. mons. 130 cancel 50 blank 200 genocide armor ']' weapon ')' 5 leather 8 mace 30 ring mail 15 long sword 15 studded l. 75 bow 3 scale 1 arrow 75 chain 2 dagger 80 splint 1 rock 90 banded 30 2 handed sword 400 plate 1 sling 1 dart 15 crossbow 2 food 1 cr. bolt 2 slime-mold 2 spear The Amulet of Yendor is worth 1000 gold pieces Price adjustments: Each + or - on armor or weapons is worth ten times the base price of the item, e.g. +1 plate is worth 4400, while a -1,-1 bow will COST you -1425! Each charge remaining in a wand or staff is worth 20. OPTIONS Terse output: T/F Flush typeahead during battle: T/F Show position only at end of run: T/F Do inventories one line at a time: T/F Ask me about unidentified things: T/F Name: Your Name Fruit: Your Fruit Save file: usr/name/roguefile terse=on, flush=off, jump=on, step=on, askme=off, name=me, fruit=apple, file=fn Version 5.2 uses terse/noterse, jump/nojump, etc. plus passgo/nopassgo and overwrite/slow/clear for inventory To set up options in your environment: setenv ROGUEOPTS="terse=on, name=Fred the Brave" __________ / \ / REST \ / IN \ / PEACE \ / \ | Your Name Here | | 000 Au | | killed by a | | monster | | 1984 | *| * * * | * ________)/\\_//(\/(/\)/\//\/|_)_______ @ @ @ @ @ @@@ @ @ @ @ @@ @@ @ @ @ @ @ @ @@@ @ @ @ @ @ @@@ @@@@ @@@ @ @@@ @ @@@@ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @ @@@@ @ @ @@@@@ @ @ @ @ @ @ @ @ @@ @ @ @ @ @ @ @ @ @ @ @@@ @@@ @@ @ @ @ @@@@ @@@@ @@@ @@@ @@ @ Congratulations, you have made it to the light of day! You have joined the elite ranks of those who have escaped the Dungeons of Doom alive. You journey home and sell all your loot at a great profit and are admitted to the fighters guild. HINTS Genocide Rust monsters if you have good armor, or Umber hulks if you are down deep. Save staffs of teleport away, polymorph, drain life, and slow monster for Umber hulks, Xorns, etc. When you get to level 17 (Xorns start) or 18 (Umber hulks) go down every chance you get! The amulet is on level 26 and if you wander around too much you will get killed! The only thing to do is to run for it! Kill purple worms (level 22) & dragons (21) to go up beyond level 10. They are worth FAR MORE than any other monsters in experience points, and dragons always carry something. When you first enter a room with a dragon, it will move to cover any gold lying around, then fall asleep. Shoot it from a distance, slow it from a distance, drain it (it won't wake up), or whatever. It it VERY hard to hit, though - good armor. Monsters will never step on a scare monster scroll, even if you haven't picked it up yet. (They can be created on top of a scare scroll, though). If you see a monster step onto a scroll, it can't be scare monster. An interesting trick is to wait for a monster to attack you, then drop a scare monster scroll & polymorph it until you get a dragon or purple worm. It will sit there and be unable to attack you while you chip away at it until it dies, and you go up to level 11! This idea works, but polymorph & scare monster are too valuable to waste like this. Invisible stalkers are hard to hit until you learn how to hit them with regularity. Fall back into a hallway, then move forward & backward to hit it. If it hits you, you can hit it. If you hit it but it doesn't hit back, it has moved back. When this happens, press 1 space, then try again. It has probably returned, and you can hit it. Practice with bats in hallways. Careful wielding unidentified weapons! If it is cursed, you can't 'unwield' it. Beware of cursed crossbows, bows, and slings especially! You will be unable to cause much damage to anything when you run out of (bolts/arrows/rocks) for it. Careful lighting rooms below level 18. If you can SEE an Umber hulk, you can be confused by it. BUGS Strength rings interfere with potions. When you quaff a potion of increase strength, your total strength is recorded as your maximum for a restore strength potion. But, if you are wearing +str rings, their pluses are also recorded. As a result, DON'T wear +rings when quaffing a restore strength; wear -str rings if possible. Your strength will be restored to whatever is the maximum, removing -str rings will kick it up more, and wearing +str rings even more! Also, if you quaff a +str potion at this point, your very large strength is now recorded as your highest strength! Nymphs do not steal cursed items correctly; the stolen item is still 'present' and cursed, e.g. if you are wearing a ring of -dex, and a Nymph steals it, you still won't be able to wear anything on that finger! You must go through the remove curse routine. Also, polymorphed Nymphs don't possess any items, and they might not steal items correctly. Nymphs also don't steal +str rings correctly; your strength is not reduced UNTIL YOU REMOVE THE IMAGINARY RING! This is probably true for dexterity, protection, and damage rings as well. Cursed weapons and armor COST YOU MONEY if you bring them back up to the surface with you. Wraiths don't drain you a complete level; they drain you to 1 point above the minimum level you are at now. If a wraith only drains you once, you will return to your old level when you kill it (but NOT your old exp. point level) Rust monsters can 'rust' leather armor in Ver. 3.6 (not in 5.2, though). When you are 'blind', you can still read scrolls, tell the color of potions, etc. Fri 17-Feb-1984 11:29 EST