[net.games.rogue] TON-O-ROGUE, PART 1 "The Official Memo"

ndsss@ihuxx.UUCP (Al R. Zantow) (10/20/84)

--You suddenly feel in over your head--   --MORE--

	Well at long last I will come across with my promised
TON-O-ROGUE.  I had a devil of a time getting the 20 rings of
lethergy of my fingers and toes, but now I am wearing my blessed
pair of +17 hip-waders and weilding my +13,+24 chainsaw
I have got PART 1 "The Official Memo" out onto the net.  The
rest should follow at one week intervals, and will be broken
into various topics.

PART 1, "The offical Memo" is a cleaned up copy of the version
we have on the machines here at AT&T-Bell Labs in Naperville, Il.,
And is based on SuperRogue 9.0, but should be similar in most
respects to earlier versions.  On some systems the names of the
monsters are diffrent, but seem to act like the ones listed below.
It probably will not give hardened Rougers any new info., but
will be of help to new players, and is handy to have around to
look up various things.

Next week I will put out part 2, which will cover in greater detail
RINGS, SCROLLS, POTIONS, WANDS, and ARMOR.  Part 3, which I hope
will follow the following week (week of 10-30-84) will go into
more detail on the monsters, and possibly hints and tips I have
collected from the net and/or experience.  I might break hints and
tips into a part 4 if it gets to huge.


--------------------------------------------------------------------

Subject: Super-Rogue Version 9.0

Date: October 18, 1984

Author: Robert D. Kindelberger
ihuxa!rdk

       A_Tutorial_on_the_Visual_Game_of_Rogue_-_Version_9.0



Rogue is a visual CRT based fantasy game which runs under the UNIX(1)
timesharing  system.   This  paper  describes how to play rogue and
gives a few hints for  those  who  might  otherwise  get  lost  (or
killed) in the Dungeons of Doom.


1.  INTRODUCTION

You have just finished  your  years  as  a  student  at  the  local
fighter's  guild.   After  much practice and sweat you have finally
completed your training and are ready to  embark  upon  a  perilous
adventure.   As  a test of your skills, the local guildmasters have
sent you into the Dungeons of Doom.  Your task is  to  return  with
the  Amulet  of Yendor. Your reward for the completion of this task
will be a full membership in the local guild. In addition, you  are
allowed to keep all the loot you bring back from the dungeons.

In preparation for your journey, you are given an enchanted weapon,
taken  from a dragon's hoard in the far off Dark Mountains. You are
also outfitted with elf-crafted armor  and  given  enough  food  to
reach the dungeons.  You say goodbye to family and friends for what
may be the last time and head up the road.

You set out on your way to the dungeons and after several  days  of
uneventful travel, you see the ancient ruins that mark the entrance
to the Dungeons of Doom.  It is late at night so you make  camp  at
the entrance and spend the night sleeping under the open skies.  In
the morning you gather your weapon, put on your armor, eat what  is
almost your last food and enter the dungeons.

 (1). UNIX is a trademark of AT&T Bell Laboratories.


2.  WHAT_IS_GOING_ON_HERE?

You have just begun a game of rogue. Your goal is to grab  as  much
treasure  as you can, find the Amulet of Yendor, and get out of the
Dungeons of Doom alive. On the screen, a map of where you have been
and  what  you  have seen on the current dungeon level is kept.  As
you explore more of the level, it appears on the screen in front of
you.

Rogue differs from most computer fantasy games in that it is screen
oriented.  Commands are all one or two keystrokes and the  results
of  your  commands  are  displayed graphically on the screen rather
than being explained in words.

Another major difference between rogue and other  computer  fantasy
games  is  that  once you have solved all the puzzles in a standard
fantasy game, it has lost most of its excitement and it  ceases  to
be fun.  Rogue on the other hand generates a new dungeon every time
you play it and even  the  author  finds  it  an  entertaining  and
exciting game.


3.  WHAT_DO_ALL_THOSE_THINGS_ON_THE_SCREEN_MEAN?

In order to understand what is going on in rogue you have to  first
get  some  grasp of what rogue is doing with the screen.  The rogue
screen is intended to replace the You can see ...  descriptions  of
standard  fantasy  games.   Here is a sample of what a rogue screen
might look like:

                  ---------------------
                  |...................+###########+
                  |...@...........[...|
                  |........H..........|
                  |...................|
                  --------+------------
                          ####
                             +

Level: 1   Gold: 0    Hp:12(12)  Ac: 6      Exp:1/0    Vol:36%
Str:16(16) Exp:12(12) Dex:11(11) Wis:14(14) Con:18(18) Carry:50/170


4.  THE_BOTTOM_LINES

At the bottom line of  the  screen  is  a  few  pieces  of  cryptic
information,   describing   your   current   status.   Here  is  an
explanation of what these things mean:


4.1  LEVEL

This number indicates how deep you have gone in  the  dungeon.   It
starts at one and goes up forever.(3)

4.2  GOLD

The number of gold pieces you have managed to attain.

4.3  HP

Your current and maximum hit points.  Hit points indicate how  much
damage  you  can  take  before  you die.  The more you get hit in a
fight, the lower they get.  You can regain  hit  points  by  moving
around.  The  number  in  parentheses  is the maximum number of hit
points you can regain.

4.4  AC

Your current armor class.  This number indicates how effective your
armor  is  in  stopping blows from unfriendly creatures.  The lower
this number is, the more effective the armor.  Armor class can  get
lower than zero.

4.5  EXP

These two numbers give your current experience level and experience
points.   As  you  kill  monsters,  you gain experience points.  At
certain experience point totals, you gain an experience level.  The
more  experienced  you are, the better you are able to fight and to
withstand magical attacks. You must gain 10  experience  points  to
advance  to  the  2nd  experience  level.   Now you must double the
previous experience point total to advance to the  next  experience
level.  (i.e.  20  to  get  to  level 3, 40 to 4...) Every time you
advance to a new experience level, your hit points  will  increase.
This is random, so don't expect a lot every time.

4.6  VOL

This is the percentage of what your pack contains.  100% means that
your pack is full.

4.7  STR

Your current strength.  This can be any integer from 0 to 24.   The
larger the number, the stronger you are.

 (3). Or until you get killed or decide to quit.  Level 500 is really
    the maximum, but almost impossible.


4.8  DEX

This is your dexterity.  Dexterity gives you the ability  to  dodge
arrow  and  dart  traps  more  effectively.   It also gives you the
ability to dodge attacks from monsters (maximum of 18).

4.9  WIS

This is your wisdom.  If you are smarter than  the  monsters,  then
you have a better chance of defeating them (maximum of 18).

4.10  CON

This is your constitution.  Constitution makes up your  ability  to
regain  your  hit  points, once you have been battered.  The higher
your constitution (maximum of 18), the faster you  will  gain  back
the hit points you have lost.

4.11  CARRY

This is similar to your volume, but tells you the maximum  of  what
you can carry and what you are currently carrying in weight.


5.  THE_TOP_LINE

The top line of the screen is reserved for printing  messages  that
describe  things that are impossible to represent visually.  If you
see a -- More -- on the top line, this means that  rogue  wants  to
print  another  message on the screen, but it wants to make certain
that you have read the one that is there first.  To read  the  next
message, just press a space.


6.  THE_REST_OF_THE_SCREEN

The rest of the screen is the map of the level as you have explored
it  so  far.  Each symbol on the screen represents something.  Here
is a list of what the various symbols mean:


  @   This symbol represents you, the adventurer.

  |   A wall running north/south.

  -   A wall running east/west.

  +   A door to/from a room.

  .   The floor of a room.

  #   The floor of a passage between rooms.

  *   A pile or pot of gold.

  )   A weapon of some sort.

  ]   A suit of armor.

  !   A flask containing a magic potion.

  ?   A piece of paper, usually a magic scroll.

  /   A wand or staff of magic.

  =   A magical ring.  Can be good or bad.

  {   An arrow trap.  Loss of hit points.

  }   A bear trap.  Holds you for awhile.

  ~   A teleportation trap.  Teleports you to a random room.

  `   A dart trap.  Loss of strength.

  $   A sleeping gas trap, watch out for these.

  >   A trap door leading down to the next level.

  ^   A flee market to exchange gold for objects, or vice-versa.

  \   A trap door that leads down to an invisible maze.

  "   A magical pool that does strange things to wielded objects.

  %   The staircase leading down to the next level.

  :   A piece of food or zany fruit.

  ,   AMULET OF YENDOR.

  a-Z There are 52 inhabitants of the Dungeons of Doom.


7.  COMMANDS

Commands are given to  rogue  by  pressing  single  letters.   Some
commands can be preceded by a count to repeat them (i.e. typing 10s
will do ten searches) The list of commands is rather long,  but  it
can  be  read at any time during the game with the ? command.  Here
it is for reference, with a short explanation of each command:

?       The help command.  Asks for a character to give help on.
        If you type a *, it will list all the commands, otherwise
        it will explain what the character you type does.

/       This is the What is that on the screen? command.
        A / followed by any character that you see on the level,
        will tell you what that character is.  For instance, typing
        /@ will tell you that the @ symbol represents you,
        the player.

h, H    Move left.  You move one space to the left.  If you use
        upper case, H, you will continue to move left until you
        run into something.  This works for all movement commands.
        (i.e. L means run in direction l)

j, J    Move down.

k, K    Move up.

l, L    Move right.

y, Y    Move diagonally up and left.

u, U    Move diagonally up and right.

b, B    Move diagonally down and left.

n, N    Move diagonally down and right.

f       Find prefix.  When followed by a direction it means to
        continue moving in the specified direction until you pass
        something interesting or run into a wall.

t       Throw an object.  This is a prefix command.  Follow it
        with a direction and you throw an object in the specified
        direction.  (i.e. type th to throw something left.)

p       Zap an object with a staff or wand.  This is a prefix
        command.  Follow it with a direction and you will zap in the
        specified direction.  (i.e. type ph to zap something left.)


z       Zap an object with no direction.  This means that you
        could be zapped with it as well.

D       Dip an object in the magic pool.

>       If you are standing over the passage down to the next
        level, this command means to climb down.

<       If you have found the Amulet of Yendor, then
        you have the ability to climb back up a level, hopefully on
        your way out.

s       Search for traps and secret doors.  Examine each space
        immediately adjacent to you for the existence of a trap or
        secret door.  There is a large chance that even if there is
        something there, you won't find it so you might have to
        search a while before you find something.

.       Rest.  This is the do nothing command.  This is
        good for waiting and healing."

i       Inventory.  List what you are carrying in your pack.

I       Selective inventory.  Tells you what a single item in
        your pack is.

q       Quaff.  Drink one of the potions you are carrying.

r       Read.  Read one of the scrolls in your pack.

e       Eat food.  Take some food out of your pack and eat it.

w       Wield a weapon. Take a weapon out of your pack and carry
        it.  You must be wielding a weapon to use it (except to
        throw things).  To fire an arrow, you must wield the bow.
        You can only wield one weapon at a time.

W       Wear armor.  Take a piece of armor out of your pack and
        put it on.  You can only wear one suit of armor at a time.

T       Take armor off.  You can't remove armor that is cursed.

P       Put a ring on your finger.  You can only wear two rings
        at a time.

R       Remove a ring from your finger.  Cursed rings are hard
        to remove.

d       Drop an object.  Take something out of your pack and
        leave it lying on the floor.  Only one object can occupy
        each space.


O       Examine and set options.  This command is further
        explained in the section on options.

^l      Redraws the screen.  Useful if spurious messages or
        transmission errors have messed up the display.

^r      Repeat last message.  Useful when a message disappears
        before you can read it.

^[      This is the escape key.  This will cancel the last command.

a       Reports your encumbrance.  This is the weight factor of
        your pack.  The heavier your pack is weighted down with
        objects, the less effective you are in an attack and the
        more food you'll eat.

c       Call an object.  You can call an object anything you like.

v       Prints the program version number.

Q       Quit.  Leave the game.  This is the chicken-way out.

!       This is the shell escape key.  Use this to get back to
        shell level.  To get back to the game, just hit ^d.

S       Save the current game in a file.  Rogue won't let
        you start up a copy of a saved game, and it removes the
        save file as soon as you start up a restored game.  This
        is to prevent people from saving a game just before a
        dangerous position and then restarting it, if they die.
        Sorry no linking, copying, moving, or anything.


8.  DEALING_WITH_OBJECTS

When you find something in the dungeon, it is  common  to  want  to
pick  the object up.  This is accomplished in rogue by walking over
the object.  If you are carrying too many things, you won't be able
to pick the object up.  Otherwise, the object will be added to your
pack and you will be notified of what you just picked up.

Many of the commands that operate on objects  must  prompt  you  to
find  out which object you want to use. If you change your mind and
don't want to do that command after all, just press an  escape  key
and the command will be aborted.


9.  ROOMS

Rooms in the dungeons are either lit or dark. If you  walk  into  a
lit  room,  the  entire room will be drawn on the screen as soon as
you enter.  If you walk into a dark room, you will only be able  to
see  the spaces immediately next to you.  Upon leaving a dark room,
all objects inside the room are removed from the screen.


10.  FIGHTING

If you see a monster and you wish to fight it, just attempt to  run
into  it.  You also may throw things at it or zap it with a wand or
staff.  Many times a monster you find will mind  its  own  business
unless  you attack it.  It is often the case that discretion is the
better part of valor.

Smart monsters have the ability to run when they realize that their
lives  are  endangered.  This will be denoted that you have wounded
the monster.

Monsters will avoid lit traps.  You can use this to your advantage,
if  you  figure  out  how.  If the traps are not lit, they can fall
through them as you would.  The hard part is trying to get them  to
fall through a trap that you don't know is there.


11.  ARMOR

There are various sorts of armor lying around in the dungeon.  Some
of  it  is  enchanted,  some  is  cursed  and  some is just normal.
Different armor types have different armor classes.  The lower  the
armor  class,  the  more  protection  the armor affords against the
blows of monsters.  If a piece of armor is enchanted or cursed, its
armor class will be higher or lower than normal.  Here is a list of
the various armor types and their normal armor class:

TYPE			CLASS

LEATHER ARMOR		8
RING MAIL		7
STUDDED LEATHER ARMOR	7
SCALE MAIL		6
PADDED ARMOR		6
CHAIN MAIL		5
SPLINT MAIL		4
BANDED MAIL		4
PLATE MAIL		3
PLATE ARMOR		2

12.  WEAPONS

There may be many different types of weapons lying around in the
dungeon, probably left there when their previous owners ran into a
monster they couldn't handle.  In order to fire arrows and crossbow
bolts you must be wielding the bow or the crossbow.  Rocks are
effective when thrown but can be even more dangerous when hurled
with a sling.  Daggers can be used as stabbing weapons or they can
be thrown.  Beware of cursed weapons, they will not work as well as
normal or enchanted weapons and once you wield them, you will be
stuck with them until you can get the curse removed.  Staffs and
wands are special weapons.  They need not be wielded for you to use
them.


13.  POTIONS AND SCROLLS

Left by the wizard Yendor, the potions and scrolls found in the
dungeon constitute a mixed blessing.  By drinking or reading these
magical items, the intelligent adventurer can greatly increase his
chances of survival.  A few of them can backfire on the unwary
rogue, causing everything from a weakening sickness to the creation
of an angry monster.


14.  OPTIONS

Due to variations in personal tastes and conceptions of the way
rogue should do things, there are a set of options you can set that
cause rogue to behave in various different ways.

14.1  SETTING THE OPTIONS

There are basically two ways to set the options.  The first is with
the O command of rogue, the second is with the ROGUEOPTS
environment variable.

14.2  USING THE O COMMAND

When you press O in rogue, it clears the screen and displays the
current settings for all the options. It then places the cursor by
the value of the first option and waits for you to type. You can
type a RETURN which means to go to the next option, a - which means
to go to the previous option, an escape which means to return to
the game, or you can give the option a value.  For string options,
type the new value followed by a return.

14.3  USING THE ROGUEOPTS VARIABLE

The ROGUEOPTS variable is a string containing a comma separated
list of initial values for the various options.  Thus to set up an
environment variable so that the name is set to Rapid Robert, the
fruit is cherry, and your save file is fun, use the command:


ROGUEOPTS="name=Rapid Robert,fruit=cherry,file=fun"
export ROGUEOPTS


14.4  OPTION LIST

Here is a list of the options and an explanation for each one.  The
default value for each is enclosed in square brackets:

   W NAME [LOGIN NAME] This is the name of your character.  It is
     used if you get on the top ten scorer's list.  It should be
     less than eighty characters long.

   W FRUIT [JUICY-FRUIT] This should hold the name of a fruit that
     you enjoy eating.  It is basically a whimsy that the program
     uses in a couple of places.

   W FILE [.ROGUE.SAVE] The default file name for saving the game.
     If your phone is hung up by accident, rogue will automatically
     save the game in this file.  The file name may contain the
     special character ~ which expands to be your home directory.


15.  SAVED GAMES

This is how one would restore a saved game:

     rogue .rogue.save

This is how one would read the top ten score list of rogue:

     rogue -s


16.  SYNOPSIS

Rogue is a video oriented game with the object being to survive the
attacks of various monsters and gather a lot of gold.  To get
started, you really only need to know two commands.  The command ?
will give you a list of the available commands and the command /
will identify the things you see on the screen.

To win the game (as opposed to merely playing to beat other people
high scores) you must locate the Amulet of Yendor which is
somewhere below the 35th level of the dungeon and get it out.

When the game ends, either by your death, when you chicken-out by
quitting, or if you (by some miracle) manage to win, rogue will
give you a list of what was in your pack and will give you a list
of the top ten scorers.  The scoring is based upon how much gold
you get.  If for some reason you manage to win, then the stuff in
your pack is also worth points.  The better the stuff, the more
points you'll get.  There is a 10% penalty for getting yourself
killed.


17.  ACKNOWLEDGEMENTS

Rogue was originally conceived of by Glenn Wichman and Michael Toy.
The version of Super-Rogue 9.0 has been established through the
persistence of a co-worker, who would like to remain nameless.  He
conceived the idea of 52 monsters, magic pools, the Flea Market,
and mazes.  Many bug fixes and joys of Super-Rogue 9.0 wouldn't be
here without the savage attack that he has put on this game.


18.  FILES

   W /usr/games/rogue:             Rogue game (object)

   W /usr/games/lib/rogue_score:   Score file

   W rogue.save or .rogue.save:    Rogue save file


19.  BUGS

As of the release of this memo, there are no known bugs.  Going
past level 500 would be suicidal.


20.  SHORT REFERENCE OF COMMANDS

 ?       prints help               /       identify object
 h       left                      H       run left
 j       down                      J       run down
 k       up                        K       run up
 l       right                     L       run right
 y       up & left                 Y       run up & left
 u       up & right                U       run up & right
 b       down & left               B       run down & left
 n       down & right              N       run down & right
 i       inventory pack            I       one item inventory
 w       wield a weapon            W       wear armor
 a       encumberence              O       examine/set options
 c       call object               R       remove ring
 d       drop object               P       put on ring
 e       eat food                  T       take armor off
 q       quaff potion              Q       quit game
 r       read a scroll             S       save game
 v       program version number    D       dip object in magic pool
 z       zap a wand or staff       s       search for traps
 t <dir> throw something           f <dir> forward until find
 p <dir> directional zap           .       rest for a while
 >       go down a staircase       <       go up a staircase
^r       repeat last message      ^l       redraw screen
^[       cancel last command      ^d       return from shell
 !       escape to shell


================================================================

ROGUE Reference Sheet

This is a list that describes the chances of finding various
items in the Dungons of Doom.

Potions

8 %	Confusion
10 %	Paralysis
8 %	Poison
15 %	Gain Strength
2 %	See Invisible
15 %	Healing
6 % 	Monster Detection
6 %	Magic Detection
2 %	Raise Level
5 %	Extra Healing
4 %	Haste Self
14 %	Restore Strength
4 %	Blindness
1 %	Thirst Quenching

Scrolls

8 %	Monster Confusion
5 %	Magic Mapping
3 %	Hold Monster
5 %	Sleep
8 %	Enchant Armor
27 %	Identify
4 %	Scare Monster
4 %	Gold Detection
7 %	Teleportation
10 %	Enchant Weapon
5 %	Create Monster
8 %	Remove Curse
4 %	Aggravate Monsters
1 %	Blank
1 %	Genocide

Staffs and Wands

12 %	Light
9 %	Striking
3 %	Lightning
3 %	Fire
3 %	Cold
15 %	Polymorph
10 %	Magic Missile
9 %	Haste Monster
11 %	Slow Monster
9 %	Drain Life
1 %	Nothing
5 %	Teleport Away
5 %	Teleport To
5 %	Cancellation

Rings
Note:  +/- indicates that this ring may be enchanted, normal, 
or cursed.

9 %	+/-Protection (+1 Hunger)
9 %	+/-Add Strength (+1 Hunger)
5 %	Sustain Strength (+1 Hunger)
10 %	Searching (+ 1/3 Hunger)
10 %	See Invisible (+ 1/5 Hunger)
1 %	Adornment 
10 %	Aggravate Monsters
8 %	+/-Dexterity (+ 1/3 Hunger)
8 %	+/-Increase Damage (+ 1/3 Hunger)
4 %	Regeneration (+2 Hunger)
9 %	Slow Digestion (- 1/2 Hunger)
5 %	Teleport
7 %	Stealth (+1 Hunger)
5 %	Maintain Armor (+1 Hunger)


Armor

20%	leather armor
15%	ring mail
15%	studded leather armor
13%	scail mail
12%	chain mail
10%	splint mail
10%	banded mail
5%	plate mail

20% of armor is cursed, 8% is enchanted, and the other 72% is normal.
Enchanted/Cursed armor will be + or - 1,2, or 3 (equal probabilities).
You can enchant armor (with scrolls) beyond the best "found" armor
of +3 "X" mail/armor.

Monsters

Name          Damage           EP    AC  EL
                                             
Ant           1d6              9     3   2   
Bat           1d2              1     3   1   
Centaur       1d6/1d6          15    4   4   
Dragon        1d8/1d8/3d10     6800  -1  10  
Eye           0d0              5     9   1   
Fungi         var              80    3   8   
Gnome         1d6              7     5   1   
Hobgoblin     1d8              3     5   1   
Invis Stlkr   4d4              120   3   8   
Jackal        1d2              2     7   1   
Kobold        1d4              1     7   1   
Leprechaun    1d1              10    8   3   
Mimic         3d4              100   7   7   
Nymph         0d0              37    9   3 
Orc           1d8              5     6   1 
Purple Worm   2d12/2d4         4000  6   15
Quasit        1d2/1d2/1d4      32    2   3 
Rust Monster  0d0/0d0          20    2   5 
Snake         1d3              2     5   1 
Troll         1d8/1d8/2d6      120   4   6 
Umber Hulk    3d4/3d4/2d5      200   2   8 
Vampire       1d10             350   1   8 
Wraith        1d6              55    4   5 
Xorn          1d3/1d3/1d3/4d6  190   -2  7 
Yeti          1d6/1d6          50    6   4 
Zombie        1d8              6     8   2 

The following were not in the original memo, I dug them out
of a saved game.  The rest of the data will be in a later
posting to the net, if I can get it. (arz)


anhkheg         3d6              ?     ?   ? 
giant beetle    4d4              ?     ?   ? 
cockatrice      1d3              ?     ?   ? 
bone devil      5d4              ?     ?   ? 
elasmosaurus    4d6              ?     ?   ? 
killer frog     2d3/1d4          ?     ?   ? 
green dragon    1d6/1d6/2d10     ?     ?   ? 
hell hound      1d10             ?     ?   ? 
imp             1d4              ?     ?   ? 
jaguar          2d3/2d5          ?     ?   ? 
koppleganger    1d12             ?     ?   ? 
lonchu          1d4/1d4          ?     ?   ? 
minotaur        1d3/2d4          ?     ?   ? 
neotyugh        1d8/1d8/2d3      ?     ?   ? 
ogre            2d6              ?     ?   ? 
pseudo dragon   2d3/1d6          ?     ?   ? 
quellit         2d10/2d6         ?     ?   ? 
rhynosphinx     2d10/2d8         ?     ?   ? 
shadow          1d6              ?     ?   ? 
titanothere     2d8/1d6          ?     ?   ? 
ulodyte         1d3/1d3          ?     ?   ? 
vrock           1d4/1d6          ?     ?   ? 
wuccumbi        1d4/1d10         ?     ?   ? 
xonoclon        3d8              ?     ?   ? 
yeenoghu        3d6              ?     ?   ? 
zemure          1d4              ?     ?   ? 
DEVIL ASMODEUS  4d10/4d10        ?     ?   ? 

The DEVIL ASNODEUS appears if you genocide the majority of the
monsters in the Dungeons of Doom.  I hope to be able to fill in
more details on this dude in later postings. (arz)

DAMAGE:
Damage is calculated as XdY, which means that the hit points
the monster will take from you are X multiplied by a random
number from 1 to Y.  When the damage list is X1dY1/X2dY2/... the
total damage is X1dY1 + X2dY2 + ... 

EP:
This is the Experience points you gain when you defeat the monster.

AC:
This is the efective class of armor the monster is wearing.

EL:
This is the experience level of the monster.  You can generaly defeat
it if you have the same or higher EL rating, if you have lower it is
more dificult to stay alive.  
REMEMBER:  your EL rating goes up as you DOUBLE your EP rating, thus:

EP	EL

0	1
10	2
20	3
40	4
80	5
160	6
320	7
640	8
1280	9
2560	10
5120	11
10240	12
... 

As you can see, around EL 18 you would need over a million experience
points (1,310,720 to be exact) to get to level 19.  Thus defeating 1
Purple Worm will get you the same Experence points as defeating 20
Umber Hulks, making you jumps in Experience level much quicker.

---------------------------------------------------------------------

This completes the "official memo" as we have it here at ihuxx.

	Thanks to all the people who have sent me articles and
support for this undertaking.  Once again I apologize for the
massive delay in getting this going, but you know those darned
rings of Lethergy -:).


		K I C K E R    O F   B U T T S

		!ihuxx!ndsss

ksl@hou2e.UUCP (K.LIU) (10/21/84)

Please, next time I suggest deletion of percents...

   the chance of finding a cursed type of armor is different from another
   (as stated in source)

Also, I think the posting was unneccesary.  Anyone who has
SuperRogue 9.0 will have the instructions in a file /usr/games/lib/rogue_inst
or a similar name.

Oh, how can ANYONE say "...no bugs found..." about SuperRogue?

Gandalf

"I can't kill you, Mister Xonoclon, it's against my religion"