ksl@hou2e.UUCP (K.LIU) (09/07/84)
This SHOULD print on every terminal, unless your
terminal's sequence for back-space in NOT control-H(^H).
If it is not, please mail to me, and I'll give you
a copy with ALL BACKSPACES DELETED.
allegra \
ihnp4 > !hou2e!ksl
ihnss /
Type "q" to quit
Type <space> to continue
Volume 1 October 1984 Isuue 1
-----------------
ROGUE NEWS 1984
_G_a_n_d_a_l_f _t_h_e _G_r_e_y
-----------------
_U_m_b_e_r__H_u_l_k_s_,__C_a_n_'_t__Y_o_u__K_i_l_l__T_h_e_n__W_i_t_h__+_8_8_,_0_0_5__a_r_r_o_w_s_?
Playing 3.7 the other day, I was knocking them dead, so to
speak, with my +88005,+88005 arrow. One tap and they're
gone. I had decent armor and some other misc stuff. My
level was ~12 or so on dungeon level 20. Unfortunately I
had not been lucky in HPs, only 65 with ~75 (inc. healing)
average. But still no problem. Right? WRONG! Ready to
head down, about 10 steps away from the stairs, what do I
see but an Umber Hulk. Well, still OK. I ought to get it
once out of 5 or 6 shots. 7 missteps later I was dead. Oh
for a genocide... --_T_h_e _S_m_a_s_h_e_r
_A__L_o_o_k__A_t__5_._3__-__A_n_d__P_l_a_y_i_n_g__T_h_e__O_b_j_e_c_t__C_o_d_e
No, I haven't got any wizards password yet, but I did play
with the object file (I can edit it with emacs) and I came
up with some really wonderful information. You know the
lists of damage? In the binary? The ones without any lis-
ting after them use previous damages. Weapons use these
damages also. I found this out by setting all the monsters
damages to 0x0, thus I thought I would be able to stomp on
the monsters without fear of reprisal. No dice. It turned
out that I then did no damage (with the possible exception
of a strength bonus for 16+ strength), so monsters took a
long time to kill if I had a strength bonus, and once I lost
a point of strength, I did no damage, so I could melee a
monster forever and die of starvation. This wasn't such a
good situation. Next I figured that one of the monsters
damages was my mace, and I knew it did 2x4, and the jab-
berwock last strike did that, so I changed that damage back
to normal, and lo and behold, it worked. I worked my way
down to low levels and found that the monsters that would
hurt me were rattlesnakes did no damage, just poison,
leprechauns, nymphs, ice monsters did no damage for the
same type of reason, venus flytraps, I don't know why they
did damage, dragons still breathed, jabberwock tails did
mace damage still, wraiths still level drained, and thus
lost hp, and vampires still lost 1-4 hp permanently from
their touch, but they did not do the extra 1-10 normal
damage.
I wanted to win a game, even if I had to cheat, but I kept
on getting killed by combinations of dragons and jab-
berwocks. So I changed the mace-jabberwock damage back to
zero, and made the leprechaun damage into 9x9. This made me
October 1984 Page 2
want to avoid leprechauns at all costs, but other than that,
it makes the game very easy to win. I had to find a weapon
though, that did leprechaun damage, and it turned out to be
a wielded arrow. So I ran through the dungeon stabbing
monsters with an arrow that did 9-81 points of damage. It
was fun.
Here is a new version of my compiled list of rogue 5.3
stuff.
Rogue version 5.3 Information Sheet
potions:
healing (if healed, then it adds 1 hp) (cures blindness)
restore strength (warm all over)
extra-healing (if healed, then it adds 2-3 hp) (cures blindness)
confusion (cursed) (what a tripy feeling)
blindness (cursed) (lasts ~600 turns)
hallucination (cursed)
poison (cursed) (lose strength) (cures hallucination if
you're not wearing a sustain strength ring)
see invisible (slime-mold or fruit juice) (cures blindness)
monster detection
magic detection (you have a strange feeling for a moment)
levitation (can touch monsters, but not items or traps)
haste self (13 moves?)
raise level (hp go up)
gain strength (adds one to current strength, not max, unless you
are at max)
scrolls:
aggravate monster (cursed) (high pitched hum)
remove curse (someone watching over you) (allows you to remove
cursed items, more than 1) (you feel in touch with
the universal oneness)
scare monster (maniacal laughter) (monsters won't go near it
when it's on the ground. Turns to dust
when you pick it up again.)
magic mapping
enchant armor (armor glows silver) (says nothing if no armor)
enchant weapon (weapon glows blue) (says nothing if no weapon)
identify scroll { All of these scrolls can }
identify potion { identify wands and staves }
identify ring, wand, or staff { takes no time to read if }
identify armor { you have nothing to ident }
identify weapon { }
sleep (cursed)
monster confusion (hands glow red)
protect armor (golden shield) (armor won't rust) (if no armor
is worn it says you feel a strange sense of loss)
teleportation (asks what to call it if you are in the same room)
October 1984 Page 3
create monster (cursed) (you hear a faint cry of anguish in the
distance if there is no room to create it)
hold monster (strange loss) (paralyzes all monsters in
2 steps, become unparalyzed when hit)
food detection (your nose tingles)
wands and staves: (3-7 charges, around 16 for light)
teleport to (cursed) (teleports the monster to you)
teleport away (teleports the monster to a random place)
haste monster (cursed)
slow monster
fire (can miss) (bounces, at least 6 units long)
lightning (can miss)
cold (can miss) (can freeze monsters)
magic missile (can miss) (doesn't affect centaurs)
light (lights up the hallway for a moment)
(doesn't affect wraiths, vampires, or blindness)
polymorph
drain life (takes away half of your current hit points
evenly distributes that damage to everything
in the room) (tingling feeling if no monsters
in the room)
cancellation (cancels monsters powers)
(venus flytraps' hold ability - forever)
(vampires' health points drain)
(dragons' flame)
(wraiths' level drain)
invisibility (cursed) (turns monsters invisible)
nothing
rings:
sustain strength (speeds up digestion)
searching (speeds up digestion by 1/6?)
stealth (speeds up digestion (by 1/3?))
regeneration (speeds up digestion a lot!)
slow digestion (does bad things to dex?) (one ring slows your need
for food by about [.6], two rings and you need no
food - maybe you regenerate used food units)
teleportation (cursed) (randomly teleports you) (speeds digestion)
add strength (sometimes cursed) (speeds up digestion)
protection (sometimes cursed)
dexterity (sometimes cursed)
increase damage (sometimes cursed) (slight increase in digestion)
adornment
aggravate monster (cursed)
maintain armor (armor can't be rusted) (speeds digestion lots)
see invisible (speeds up digestion)
amulet of yendor:
lowers your need for food lots
allows you to go up stairs
October 1984 Page 4
appears on level 26 and beyond
armor:
leather armor (ac 2) [-3,-2,+0,+0,-3] (can't be rusted)
studded leather armor (ac 3) [+3] (can rust)
ring mail (ac 3) (start with +1)
scale mail (ac 4)
chain mail (ac 5)
splint mail (ac 6) [+1,+0,+3]
banded mail (ac 6) [+0,+0]
plate mail (ac 7) [-3,+0]
weapons:
mace 2d4 (jabberwock's last strike is damage)
long sword
two handed sword (best)
short bow
arrow 1d6 (does 1d1 as per leprechaun when wielded)
shuriken
dagger
spear
dart
monsters:
Name lvls exper damage (special
of found pnts done abilities)
monster on for
+-------------+---+-----+-----+-------------+---------------------+
aquator (A) 08-14 23 0x0/0x0
(rusts armor)
bat (B) 01-08 1 1x2
(confused) (same damage as emu) (can sprint)
centaur (C) 07-14 19 1x2/1x5/1x5
(magic resistant?)
dragon (D) 22-?? 5120 1x8/1x8/3x10
(breathes fire) (for roughly 20 pts)
emu (E) 01-06 2 1x2
(same damage as bat)
venus flytrap (F) 12-18 104
(holds you) (can move into doorways only)
griffin (G) 20-?? 2220 4x3/3x5
(fast) (13 hd ac 2) (pick things up)
hobgoblin (H) 01-10 3 1x8
ice monster (I) 02-08 6 0x0/0x0
(freeze you)
jabberwock (J) 21-?? 3220 2x12/2x4
(picks things up) (last damage is same as mace)
kestrel (K) 01-?? 1 1x4
(can sprint)
leprechaun (L) 05-15 11 1x1
October 1984 Page 5
(steals gold)
medusa (M) 18-23 224 3x4/3x4/2x5
(confuse you) (pick things up)
nymph (N) 11-?? 40
(steals magic) (only what is not being worn/used)
orc (O) 03-09 5
(greedy)
phantom ( ) 15-20 145
(slightly confused)
quagga (Q) 07-17 16
rattlesnake (R) 02-12 10 1x6/1x3
(drains strength)
snake (S) 01-?? 2 1x3
(dumb)
troll (T) 12-21 125 1x8/1x8/2x6
(regenerates?)
black unicorn (U) 17-23 214 1x9/1x9/2x9
vampire (V) 19-?? 370 1x10
(drain 1-5 hp perm) (regenerates?)
wraith (W) 14-17 57
(drains level) (picks things up)
xeroc (X) 16-25 120
(mimics items) (can't be cancelled)
yeti (Y) 11-18 52 1x6/1x6
(picks things up)
zombie (Z) 05-14 7
You regenerate 1 HP every 19 turns at first level and it
goes down by two turns for each level you are until 9th
level. After 9th level, HP are regenerated by a random num-
ber between 1 and (lvl-9)*2+1 every three turns.
Food gives an average of 1300 turns (?) Stomach holds 2000
turns of food. 1/10 of foods are fruits. If you eat awful
food, you get 1 xp.
Get hungry after 1000 turns, weak after 1150 turns, faint
after 1300 turns, and die after 1450 turns.
Level Experience Level Experience Level Experience
1 0 8 640 15 100000
2 10 9 1300 16 200000
3 20 10 2600 17 400000
4 40 11 5200 18 800000
5 80 12 13000 19 2000000
6 160 13 26000 20 4000000
7 320 14 50000 21 8000000
October 1984 Page 6
Identifying traps next to objects (not monsters) while
hallucinating will tell you what the objects really are.
The Dungeons of Doom always have a stairway, always have at
least six rooms per level, after level 26, there are only
vampires, dragons, griffons, and jabberwocks, monsters are
hasted at level 30 and beyond, and monsters armor classes go
up at level 40 and beyond.
Much of this information was figured out by my friend John
Sievers
The levels on which monsters are found is not correct, they
are only ther limits on which I have definitely seen the
monsters. Other information is not guaranteed to be
correct, only good guesses.
Great Griffins that's swell! outrogueous!
The following is a file of memory locations in the rogue
binary that contain useful information to be altered to make
the game easier.
_Monsters: +0: Location of the name of monster
+4: Turns/HP regenerated?
[Troll: 50, Vamp.: 20,
Dragon: 100]
+8: something to do with regeneration?
Troll and Vampire:
6144 everything else: 2048
+c: Always ten
+10: Experience for monster. Modified
by level for some monsters
+14: Hit dice
+18: Armor class
+1c: Always one
+20: Location of damage
+24: Always zero
_A_class: #'s range from leather to plate, using
10-# for A.C.
_Pot_info: +0: location of name of potion
+4: probability of finding it. All potion
probabilities add up to a
predefined total. i.e. try
to keep total roughly the same.
+8: added experience at end of game.
(Use the same guidelines for Weap_info, Ring_info,
Ws_info, Scr_info, and Arm_info)
October 1984 Page 7
_E_levels: +0: Experience needed for 2nd level.
+4: 3rd level
+8: 4th level.
etc...
_xstr: Strings of all sorts
+7c: Kestral damage
+80: aquator
+88: aquator damage
+90: bat
+94: bat damage
+98: centuar
+a0: centuar damage
+ac: dragon
12532: jabberwock
1253d: jabberwock damage
12559: leprechaun damage
15119: dragon fire damage
_attack: +4ed: change from zero to one to fix 'Nymph/Save bug'
_put_things: +23: conditional statement for a party room.
Change to NOP or something equivalent for a party
room on every level.
1740c: Location of the first letters of all monsters
found in lair.
17428: Location of the first letters of all
wandering monsters.
177f4: Points to memory location of weapon damage
for a mace?
177fc: Points to memory location of weapon damage
for two-handed swd.
This last stuff was figured out by John Sievers
(cornell!lasspvax!johnsi) --_C_o_n_r_a_d (_c_o_r_n_e_l_l!_c_o_n_r_a_d)
_T_h_e__L_o_n_g__A_n_d__A_w_a_i_t_e_d_,__S_u_r_v_e_y_!
Folks, it's time for the 1984 Rogue Election. So far, the
top Advanced Rogue is 5.3, the top Super Rogue is 7.0, and
the top independant is AD Dew 1.11.
Lets go directly to the standings board.
Advanced Rogue 5.3 with 42.4% has a very big edge over the
next contender, Super Rogue 7.0 with 11.4 percent. 7.0's
freind, Super Rogue 9.0 is not out of it, with 8.6 percent.
Fourth place is a three-way tie, including AD D Dew 1.11,
Advanced Rogue 4.2, and Advanced Rogue 5.2 all with 5.7 per-
October 1984 Page 8
cent. And all of the following have 2.9 percent. Advanced
Rogue 4.(R), Advanced Rogue 1.2, Advanced Rogue 1.3,
Advanced Rogue 1.4, 3.7, 3.7.1, CBRogue 6.0CB, 3.6, and
Nrogue.
I'll include the commennts next issue. --_G_a_n_d_a_l_f, _e_d_i_t_o_r
_P_U_Z_Z_L_E_S_!
Attention!!! All you hotshot rogue experts, here is the ul-
timate puzzles to challenge you, when the weakest minds van-
quish and the strongest survive. The following are sequences
from rogue games in which many have died.
(1) ---------------------
|.$.................|
|.%~.....NNL........|
|.}......N@U........|
|........XFE........|
|...................|
---------------------
Contents of your pack:
a. Wand of polymorph [5] (oak)
b. Scroll of monster confusion
c. A potion of gain strength (red)
d. Wand of fire [4] (ironwood)
e. +4,+5 two-handed sword
What would you do, and to who? Write to the editor, and
he'll post the results.
(2)
########xe@RUt##########
Your items which may be of use include:
a. +3,+6 Mace
b. +3,+2 Short Bow
c. +1,+0 Arrows
October 1984 Page 9
d. -2 Plate armor (too many R's)
e. Staff called Teleport to
f. Potion of Blindness
g. Potion called Cripple
h. Scroll of Creation
And the last, impossible situation:
(3)
---------------
|...IIIII.....|
|...URLNI.....|
|...UW@EU.....|
|...UPFDU.....|
---------------
Of course, you don't know the Stalkers are there.
You have the following equipment:
+7,+5 Two Handed Sword +8 Splint Mail Wand of Light 10
Rations of Food Staff of Drain life Staff of Slow
Monster 2 Scrolls of Genocide 3 Potions of Restore
Strength Level: 10/3000 Hit Points: 78(78)
Strength:18/78
I can think of many interesting things to do, can't
you?
I would like to hear your thoughts on these questions.
On number 3, just send the next 5 moves you would
make.
--_D_i_r_k _t_h_e _D_a_r_i_n_g & _E_n_f_o_r_c_e_r (_h_o_c_s_f!_t_l_w) (_a_s_s_i_s_t_a_n_t
_e_d_i_t_o_r)