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/*
* rnotes: Rog-O-Matic XIV (CMU) Sun Feb 10 22:21:03 1985 - mlm
* Copyright (C) 1985 by A. Appel, G. Jacobson, L. Hamey, and M. Mauldin
*/
Purpose: Notes on the Rogue Game for Rog-O-Matic XIV Development
Author: Michael L. Mauldin
This file contains information about various objects and
threats in the game of Rogue. Some of these facts were
gleaned by human experience, some by observation, and
a few by statistics kept by earlier versions of Rog-O-Matic.
These apply to version 3.6, 5.2, and 5.3 of Rogue.
Potions
confusion
paralysis
poison
gain strength
see invisible apricot juice
healing
monster detection
magic detection
raise level feel skillful
extra healing
haste self
restore strength
blindness
thirst quenching
Scrolls
monster confusion your hands glow red
magic mapping
light
hold monster
sleep
enchant armor
identify
scare monster you hear maniacal laughter
gold detection strange feeling, then it passes
teleportation
enchant weapon weapon glows blue
create monster
remove curse you feel as if someone was watching
aggravate monsters you hear a high pitched humming
blank paper
genocide
Rings
protection
add strength
sustain strength
searching
see invisible
adornment
aggravate monster
dexterity
increase damage
regeneration
slow digestion
teleportation
stealth
Monsters
Name Carry Flag Exp Lvl Amr Dmg
giant ant 0 mean 10 2 3 1d6
bat 0 0 1 1 3 1d2
centaur 15 0 15 4 4 1d6/1d6
dragon 100 mean 9000 10 -1 1d8/1d8/3d10
floating eye 0 0 5 1 9 0d0
violet fungi 0 mean 85 8 3 000d0
gnome 10 0 8 1 5 1d6
hobgoblin 0 mean 3 1 5 1d8
invisible stalker 0 invis 120 8 3 4d4
jackal 0 mean 2 1 7 1d2
kobold 0 mean 1 1 7 1d4
leprechaun 0 0 10 3 8 1d1
mimic 30 0 140 7 7 3d4
nymph 100 0 40 3 9 0d0
orc 15 block 5 1 6 1d8
purple worm 70 0 7000 15 6 2d12/2d4
quasit 30 mean 35 3 2 1d2/1d2/1d4
rust monster 0 mean 25 5 2 0d0/0d0
snake 0 mean 3 1 5 1d3
troll 50 regen,mean 55 6 4 1d8/1d8/2d6
umber hulk 40 mean 130 8 2 3d4/3d4/2d5
vampire 20 regen,mean 380 8 1 1d10
wraith 0 0 55 5 4 1d6
xorn 0 mean 120 7 -2 1d3/1d3/1d3/4d6
yeti 30 0 50 4 6 1d6/1d6
zombie 0 mean 7 2 8 1d8
Weapons (3.6):
Type Hit Hurled Thrown by Features
Mace 2d4 1d3 NONE 0
Long sword 1d10 1d2 NONE 0
Bow 1d1 1d1 NONE 0
Arrow 1d1 1d6 BOW ISMANY|ISMISL
Dagger 1d6 1d4 NONE ISMISL
Rock 1d2 1d4 SLING ISMANY|ISMISL
2h sword 3d6 1d2 NONE 0
Sling 0d0 0d0 NONE 0
Dart 1d1 1d3 NONE ISMANY|ISMISL
Crossbow 1d1 1d1 NONE 0
Crossbow bolt 1d2 1d10 CROSSBOW ISMANY|ISMISL
Spear 1d8 1d6 NONE ISMISL
Armor:
leather armor 8
ring mail 7
studded leather armor 7
scale mail 6
chain mail 5
splint mail 4
banded mail 4
plate mail 3
: (food)
0 - food
1 - fruit
) (weapon)
0 - mace
1 - long sword
2 - short bow
3 - arrow
4 - dagger
5 - rock
6 - two handed sword
7 - sling
8 - dart
9 - crossbow
a - crossbow bolt
b - spear
] (armor)
0 "leather armor",
1 "ring mail",
2 "studded leather armor",
3 "scale mail",
4 "chain mail",
5 "splint mail",
6 "banded mail",
7 "plate mail",
? (scroll)
0 - monster confusion 8, 170
1 - magic mapping 5, 180
2 - light 10, 100
3 - hold monster 2, 200
4 - sleep 5, 50
5 - enchant armor 8, 130
6 - identify 21, 100
7 - scare monster 4, 180
8 - gold detection 4, 110
9 - teleportation 7, 175
a - enchant weapon 10, 150
b - create monster 5, 75
c - remove curse 8, 105
d - aggravate monsters 1, 60
e - blank paper 1, 50
f - genocide 1, 200
! (potion)
0 - confusion 8, 50
1 - paralysis 10, 50
2 - poison 8, 50
3 - gain strength 15, 150
4 - see invisible 2, 170
5 - healing 15, 130
6 - monster detection 6, 120
7 - magic detection 6, 105
8 - raise level 2, 220
9 - extra healing 5, 180
a - haste self 4, 200
b - restore strength 14, 120
c - blindness 4, 50
d - thirst quenching 1, 50
= (ring)
0 - protection 9, 200
1 - add strength 9, 200
2 - sustain strength 5, 180
3 - searching 10, 200
4 - see invisible 10, 175
5 - adornment 1, 100
6 - aggravate monster 11, 100
7 - dexterity 8, 220
8 - increase damage 8, 220
9 - regeneration 4, 260
a - slow digestion 9, 240
b - telportation 9, 100
c - stealth 7, 100
d - maintain only in 5.2
/ (wand)
0 - light 12, 120 "the room is lit", "the corridor..."
1 - striking 9, 115 "you [hit/miss]" with no projectile
2 - lightning 3, 200 "bolt misses", "the bolt hits..."
3 - fire 3, 200 "flame misses", "the flame hits..."
4 - cold 3, 200 "ice misses", "the ice hits..."
5 - polymorph 15, 210
6 - magic missile 10, 170 "missile vanishes", "you hit"
7 - haste monster 9, 50
8 - slow monster 11, 220
9 - drain life 9, 210 "you have a tingling feeling"
a - nothing 1, 70
b - teleport away 5, 140
c - teleport to 5, 60
d - cancellation 5, 130
Note: A wand of 'teleport to' is useful in that it will unstick you
from a violet fungus!
Suggested algorithm for wand usage:
If you have never fired a wand, stand 3 or 4 paces from a wall and
fire the wand at it, making certain that no monsters are around (thus
the room should be lit). Depending on the message you get, you have
one of the following wands (46% of the time):
"the room is lit" light
"missile vanishes" magic missile
"bolt bounces" lightening
"flame bounces" fire
"ice bounces" cold
"you have a tingling feeling" drain life
If none of these messages appear, then there are five wands you would
like to get and three you wouldn't.
Alternate algorithm:
Find some congenial monster in a lit room. Stand three paces
from him and fire the wand. Easiest is to find some sleeping
monster besides a bat and stand four paces away, then hit him
with an arrow to wake him up. Note that he must be awake. Use
the following results:
"the room is lit" light
"you hit" with one of -\|/ lightening/fire/cold
different monster now two away polymorph
"you hit" with * magic missile
monster now adjacent haste monster/teleport to
you take hits drain life
monster disappears (not killed) teleport away
monster now two paces away, sit for one turn
still two paces away slow monster
now adjacent nothing/cancellation/striking
This tells you almost everything you need to know, but you must
get the monster into the right place. Striking only works on
adjacent monsters, so this won't disambiguate it very well.
Also, you should probably assume the bolt weapon is fire, since
that way you won't be surprised by a dragon later.
Special Attacks:
These variables can be affected by monsters and magic items:
Hp Most monsters
Maxhp Vampires, Wraiths
Gold Leprechauns
Strength Ant, Rattlesnake
Ac Rust monster
Explev Wraith
Confused Umber hulk
Beingheld Fungi
Paralyzed Eye, Ice monster
Pack Nymph
Monster table: [Rogue 5.3]
A: aquator (1,1) [3] N: nymph (0,0) [4]
B: bat (8,3) [4] O: orc (24,8) [3]
C: centaur (46,13) [4] P: phantom (65,13)
D: dragon <13> Q: quagga (33,9) [5]
E: emu (8,3) [3] R: rattlesnake (9,8) [4]
F: venus flytrap (28,9) S: snake (11,4) [4]
G: griffin (28,15) T: troll (98,24) [4]
H: hobgoblin (23,9) [4] U: black unicorn (129,24)
I: ice monster (1,1) [3] V: vampire (34,10) [4]
J: jabberwock <1> W: wraith (23,6)
K: kestrel (13,6) [3] X: xeroc (77,18)
L: leprechaun (6,12) [5] Y: yeti (39,12) [10]
M: medusa (111,24) Z: zombie (24,10) [2]
Levels on which monsters first appear: Rogue 5.3
Level 1: KEBSH Level 2: I
Level 3: R Level 4: O
Level 5: Z Level 6: L
Level 7: C Level 8: Q
Level 9: A Level 10: N
Level 11: Y Level 12: F
Level 13: T Level 14: W
Level 15: P Level 16: X
Level 17: U Level 18: M
Level 19: V Level 20: G
Level 21: J Level 22: D
Monster table: [Rogue 5.2, Rogue 3.6]
A: giant ant (8,4) N: nymph <4>
B: bat (6,2) [4] O: orc <4>
C: centaur (30,5) P: purple worm <4>
D: dragon <5> Q: quasit <4>
E: floating eye <5> [4] R: rust monster <4>
F: violet fungi <5> S: snake (6,3)
G: gnome (30,5) T: troll <3>
H: hobgoblin (30,7) [4] U: umber hulk <3>
I: invisible stalker <7> V: vampire <3>
J: jackal (30,2) [4] W: wraith <3>
K: kobold (30,4) [4] X: xorn <3>
L: leprechaun <4> Y: yeti <3>
M: mimic <4> Z: zombie (6,7)
Levels on which monsters first appear: Rogue 5.2, Rogue 3.6
Level 1: KJBSH Level 2: E
Level 3: A Level 4: O
Level 5: Z Level 6: G
Level 7: L Level 8: C
Level 9: R Level 10: Q
Level 11: N Level 12: Y
Level 13: T Level 14: W
Level 15: F Level 16: I
Level 17: X Level 18: U
Level 19: M Level 20: V
Level 21: P Level 22: D