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)