[net.games.rogue] THE ONE AND ONLY ROGUE MAGAZINE!

ksl@hou2e.UUCP (K.LIU) (08/24/84)

				  - 1 -



			    >> ROGUE  NEWS <<
			     _G_a_n_d_a_l_f _t_h_e _G_r_e_y

       AAAA LLLLOOOOOOOOKKKK AAAATTTT RRRROOOOGGGGUUUUEEEE 3333....7777....  --------_D_i_r_k _t_h_e	_D_a_r_i_n_g

       This version of rogue is	one of the oldest versions  of	the
       game.  There  are  26 different monsters, not too many magic
       items, and many traps all represented by	an accent mark (^).
       These  are  the	monsters found and the level they are found
       on:

       ____________________________________________________________
      |	    A	   |		   Giant Ant	   |	    3	  |
      |	    B	   |			 Bat	   |	    1	  |
      |	    C	   |		     Centaur	   |	    8	  |
      |	    D	   |		      Dragon	   |	   22	  |
      |	    E	   |		Floating Eye	   |	    2	  |
      |	    F	   |		Violet Fungi	   |	   16	  |
      |	    G	   |		       Gnome	   |	    6	  |
      |	    H	   |		   Hobgoblin	   |	    1	  |
      |	    I	   |	   Invisible Stalker	   |	   15	  |
      |	    J	   |		      Jackal	   |	    1	  |
      |	    K	   |		      Kobold	   |	    1	  |
      |	    L	   |		  Leprachaun	   |	    7	  |
      |	    M	   |		       Mimic	   |	   19	  |
      |	    N	   |		       Nymph	   |	   11	  |
      |	    O	   |			Orcs	   |	    4	  |
      |	    P	   |		 Purple	Worm	   |	   23	  |
      |	    Q	   |		      Quasit	   |	   10	  |
      |	    R	   |	       Rust Monsters	   |	    9	  |
      |	    S	   |		       Snake	   |	    1	  |
      |	    T	   |		       Troll	   |	   13	  |
      |	    U	   |		  Umber	Hulk	   |	   18	  |
      |	    V	   |		     Vampire	   |	   20	  |
      |	    W	   |		      Wraith	   |	   14	  |
      |	    X	   |			Xorn	   |	   17	  |
      |	    Y	   |			Yeti	   |	   12	  |
      |	    Z	   |		      Zombie	   |	    5	  |
      |_____________|________________________________|_______________|

       Beware!!	This to	those who have played rogue  versions  3.2,
       5.2,  5.3,  7.0,	 and 9.0:  You may find	difficulties due to
       the very	limited	amount of magic	items  and  options.  Sure,
       the  Wizard's Password still works, but ther is no a for	en-
       cumbrance, ^Z for other	abilities,  and	 f  to	fight  till
       death.  You  always  start off with the following abilities,
       weapons,	ect.















				  - 2 -




       XP Level: 1
       Strength: 16
       Hit Points: 12(12)
       Weapons:	+1,+1 mace, +1 Short Bow, 20-35	+0 Arrows
       Armor: +1 Ring Mail
       Food: 1 ration

       Differences from	other rogue versions (3.7.1, 5.2, 5.3,
       3.6):

	 1.  When you wield a staff it counts and acts as one of
	     the standard weapons such as mace,	sling, short bow,
	     long sword, ect.

	 2.  You may set options pertaining to the output.  For
	     example, when terse output	is set as true it will say
	     'you hit' instead of 'you have scored an excellent	hit
	     on	the dragon'

	 3.  There are no magic	pools.

	 4.  There are no scrolls of aquirement, creation, item
	     protection, and just about	anything else.

	 5.  It	is not possible	to become a total winner without
	     playing inside a church with a blessed terminal, disk,
	     game, and player wearing several million good luck
	     charms.

	 6.  But it is possible	to erase this game in many
	     circumstances (for	those unbeatable game haters.)

	 7.  It	has no bugs except for numbers 3, 4, and 5 on the
	     above list.

       Send any	other inquiries	to the following path: hocsf!tlw.
       GOOD LUCK!!!!!

       HHHHIIIIGGGGHHHH SSSSCCCCOOOORRRREEEESSSS

       SUPER ROGUE 7.0
       Rank    Score   Name
       1       12025632	       Big O: Thu Aug 16 17:35:22 1984
		       --> A total winner on level 213 [Exp: 7/505]


       The above winner	was played by Owen Alexander(!houxl!oaa) on
       Super Rogue version 7.0













				  - 3 -



       HHHHiiiinnnnttttssss FFFFoooorrrr 7777....0000 --------_B_i_g _O - _a_u_t_h_o_r

       On the version of Super Rogue 7.0 that we have, the  highest
       Exp  level  is  21 (or 20).  The	next level after this flips
       back to level 1.	 In this particular game, which	I  recently
       completed(see  high  score  section), I actually	flipped	the
       exp. level twice.

       Here are	some bug/features I've found:

	 1.  Scroll of aquirement can make you virtually invincible
	     by	giving you +255,+255 weapon or +255 armor.

	 2.  After level 99, the only monsters are B (bats).   Easy
	     to	collect	more gold and treasure.

	 3.  Major Bug - If the	status line contains more  than	 80
	     chars,   the   game   goes	  wild	spewing	 characters
	     everywhere	and doing various commands, with  the  only
	     recourse  to quit.	 If you	log off, the game becomes a
	     zombie running in background.

	     This I just recently realized with	my last	game, after
	     having very good games messed up.	That's one reason I
	     flipped the exp. level by quafing some raise level	po-
	     tions, so the status line could fit the hungry message
	     and I could save food until I needed it.  I also  left
	     my	strength at 18 (18/100 max).

       FFFFIIIIXXXXEEEEDDDD 5555....2222

       I have modified 5.2 quite a lot - bug fixes, plus a  lot	 of
       new things.  Here is a fairly complete list:

       Modifications to	standard 5.2 rogue:

       First, the good news:

       When you	can get	a list of objects with an '*', you can also
       get a list of specific types of objects with '!?/=:)]' for a
       shorter list.  This is more convenient when you want to call
       a  ring	something, drop	a scare	monster	scroll,	etc., since
       you can just get	a list of the types of objects you are	in-
       terested	 in.  Also, when you remove a ring, * will tell	you
       what rings you are wearing.

       The monster order has been slightly rearranged.	Fungus	and
       mimics  start on	higher levels, and trolls, wraiths, and	um-
       ber hulks start on lower	ones.













				  - 4 -



       Confusion by potion or umber  hulk  doesn't  last  as  long.
       Drinking	 confusion  will un-confuse you, if you	are already
       confused.  Umber	hulks might not	 confuse  you  right  away,
       which gives you a chance	to use wand of cancellation.

       A potion	of invisibility	has been  created.   All  creatures
       act like	they are 'confused' while you are invisible, except
       creatures that ARE invisible (since they	can presumably	see
       invisible  creatures  themselves).  You can't be	confused or
       transfixed by monsters, and you are stealthy.

       A wand of everything has	been created.  Works  like  another
       wand  randomly, each time.  If you zap it once and it lights
       up the room (for	example), it will be tentatively identified
       as  a  wand  of	light.	 When  you zap it again	and it does
       something  else,	 then  it  is  identified  as  a  wand	 of
       everything.

       Bolt weapons are	diffent.  Wand	of  cold  has  4d6  damage,
       travels straight.  Wand of lightning has	6d6 damage, travels
       erratically and can bounce wildly.  Wand	of fire	is now wand
       of  fireballs, damage 5d3 on the	creature hit and 5d3 to	all
       creatures hit by	the explosion (including you  and  original
       monster hit).  Also, fireballs only bounce off dragons, they
       explode when hitting walls and doors or	when  the  'end	 of
       bolt' is	reached.
				     / They look like this:	@--
       ---*
				    / .P A ring	 of  wand  charging
       has  been  created.   If	 you zap a wand	that has no charges
       left, this ring will still let you zap it (has 3-7  charges,
       same  as	a wand).  Identified as	a +4 ring of wand charging,
       reduced by one each time	you use	it, of	course.	  It  tells
       you  that your right or left ring glows blue when zapping an
       empty wand.

       A scroll	of duplication has been	created.  You can duplicate
       any  item  or  groups  of arrows	or crossbow bolts.  You	can
       duplicate the scroll to 'save' it  for  later.	You  cannot
       duplicate the amulet.

       Potion of thirst	quenching is worth a little in food  value.
       It won't	change you from	fainting to weak, but it will stave
       off starvation a	little longer.	 Likewise,  drink  it  when
       you're weak to stave off	fainting a little more,	and so on.

       Scrolls of  charm  armor	 &  charm  weapon  will	 be  DOUBLE
       strength	about 5% of the	time.  Your armor glows	brilliantly
       and goes	up two armor classes, and your	weapon	glows  gold
       and increases +1	in both	dex & dmg.












				  - 5 -



       Increase	strength potions sometimes give	you 2 more strength

       Chest have been added.  They look like '$' and  contain	2-5
       items.	Sometimes  the items are various, sometimes all	are
       the same	type (all rings, etc).	You are	asked if  you  want
       to open it, since you might want	to clear the area (since if
       it can't	drop objects around the	chest, they  don't  appear)
       or  cure	 your  blindness  first	 (since	 you  will probably
       trigger any traps it has).   Dragons  always  carry  chests.
       These  chests  are harder to open successfully, and have	3-6
       items in	them.

       Killing a fungus	will leave you with a fungus spore  (food).
       However,	 sometimes  it	is poisonous and makes you throw up
       (i.e. costs you food points) and	you might lose a  point	 of
       strength.   Spores  are	worth  a little	less in	food value,
       too.

       If a dart trap misses you,  the	dart  doesn't  vanish.	 It
       drops a +3 damage dart by you.

       Missile drop routine will drop items more 'reasonably' now.

       Bolt weapons & dragon breath varies in length from 1  to	 12
       cells,  avg=6 Bolt weapons and dragon fire can carve out	new
       passages.  Could	be handy in extreme emergency (like popping
       into a treasure room on level 26).

       Charmed weapons will now	be +1,+0 to +3,+2 (cursed -1,+0	 to
       -3,-2) instead of just +1,+0 to +3,+0.  Good charmed weapons
       are more	common now, too.  (8% instead of 5%)  Also, charmed
       long  swords  and two handed swords will	have special damage
       vs. a specific monster 25% of the time, such as:	 a) A +1,+2
       two  handed  sword  vs.	trolls This sword will be +1,+2	vs.
       monsters, with an  additional  3-5  points  of  damage  when
       fighting	 trolls.  The monsters will always be among the	top
       10 worst	(dragons, fungi, etc) since a +3,+2 long sword	vs.
       bats would be silly.

       A bug with telport away has been	fixed.	 The  monster  will
       not  teleport  under  you.   Small favor	may save your life.
       Also a bug with the maximum number of  hit  points  wrapping
       around  from  127  to -128 has been fixed.  Bugs	with mimics
       have been fixed.	 You can ONLY discover a mimic	by  hitting
       it;  throwing things at it or firing bolts at it	are ignored
       if it is	still disguised.

       Now the bad news:

       You start with +0,+0 mace, +0 bow, +0 arrows,  and  +0  ring
       mail.  Also two rations of food.











				  - 6 -



       If a floating eye transfixes you	too long, you are turned to
       stone.  This is better than just	having the program hang.

       Orcs, leprechans, and dragons are greedy,  they	will  guard
       gold or sometimes go after you.

       A wand of clone monster has been	created.   Zap	a  monster,
       now  there  are	two.   Same  status  applies, e.g. if it is
       hasted, clone is	hasted	also.	Clones	are  never  created
       carrying	items, however.	 Useful	if you have a scare monster
       - zap purple worms.

       A ring of weakness has been created.  It	drains 1 hit  point
       per  4  turns  (avg) when your hit points are more than half
       your maximum.

       A potion	of lower level has been	created.  Acts like  wraith
       drain.  Fun.

       A potion	of hallucination has been created.  Makes  monsters
       (except	mimics	and invisible stalkers)	look like any other
       monster.	 Battle	descriptions can get weird - "The  kobold's
       gaze  has  confused  you".   Potion  of	poison will cure it
       (ouch), or it will wear off in 250-750 moves.

       A spike trap has	been created.  Step on the trap,  and  many
       spikes  spring out of the floor.	 Step on the spikes and	you
       might get injured.  You can usually avoid them, though.	 If
       you  trip  and  fall  on	 the  spikes you can't move for	two
       turns.

       Darts sometimes drain 2 points of strength.

       Chests are usually trapped.   Traps  are:   Blinding  smoke:
       Blinds  you  for	 about 1/10 as long as potion of blindness.
       Poison lock pin:	Reduces	your strength by  1  or	 2  points.
       Crossbow	  bolt:				 Hits  you  with  a
       crossbow	 bolt.	 If   it   misses,   you   can	 take	it.
       Hallucination:				Same	as   potion
       Exploding chest:	Hits you for a lot, and	aggravates all	the
       monsters.					  You don't
       get any of the items it was holding, either.  Half the time,
       the  chest  contains  a guardian	monster	that is	aggravated.
       It will be one of BSEJQYCMF, and	if  the	 chest	contains  a
       weak  monster  on a lower level,	more than one will be in it
       (except eyes).  Mimics will not be  aggravated  by  ANYTHING
       except physical contact.

       Usually,	your chances of	disabling a chest trap is 1/3,	but
       this is adjusted	by rings of dexterity and if you are blind.
       Wearing two -1 dex rings	will make you fail every time,	and











				  - 7 -



       wearing	two  +2	dex rings will make you	succeed	every time.
       Blindness acts like a -2	dex.

       If you can't see	your opponent  (blind,	invisible  stalker,
       shooting	 arrows	 in  a	dark  room, etc.) your dexterity is
       adjusted	-2.

       Orcs  will  sometimes  steal  &	eat  your  food	 (but	not
       disappear).  A particular orc will do this only once.  Also,
       if the orc is carrying an item,	it  will  be  a	 weapon	 or
       armor,  and  if	it is not cursed, he will be using it (orcs
       will only use maces, swords, and	two handed swords, but they
       will  carry  other  weapons too).  Cancellation will prevent
       orcs from stealing food.

       NEW MONSTERS!  Centaur, Gnome, Jackal, Snake, and  Yeti	are
       gone.  New monsters:

       C is now	carrion	crawler.   It  bites  you  and	makes  your
       wounds  fester.	 This means you	heal five times	slower than
       normal, until it	wears off (100-300 moves).  Healing potions
       will cure it, and retain	strength ring will prevent it.

       G is now	gargoyle.  A very nasty	monster	 with  the  hardest
       armor (rock).  Luckily, it is permanently slowed.

       J is ochre jelly.  If you hit it	and don't kill it, it  will
       split into two half-strength jellies.

       Q is still quasit, but  they  are  now  permanently  hasted.
       Cancel will slow	them to	normal.

       S is blinksnake.	 They teleport at random, and sometimes	all
       snakes on the level will	swarm after you.

       Y is yellow shrieker.  It doesn't attack, but when  you	are
       next  to	 it,  there is a 25% chance that it will scream	and
       wake up all the monsters	on the level.  Stealth will prevent
       this.

       All of the undead (ZWV) and J are never asleep.

       Eye transfixion is now  a  save	versus	magic,	instead	 of
       versus armor class.

       Trolls and Vampires really  regenerate  now.   (They  didn't
       used to,	but were supposed to)

						level 1	   5	 10
       15							 20
								  |











				  - 8 -



       |	|	|	|    Monster	order	 is    now:
       KBHSEOAJZLQYRNCMGFTIXWUVPD	     Last	     level:
       KBHSEOAJZLQYRNC	Wandering  monsters:	KBHS  OAJZ  Q R	C G
       TIXWUVP Monsters	in chests:	 B S E J Q Y C M F

       _R_e_a_d_e_r_s _q_u_e_s_t_i_o_n_s _w_i_l_l _b_e _f_o_r_w_a_r_d_e_d _t_o _a_u_t_h_o_r.  _A_u_t_h_o_r  _w_i_l_l
       _n_o_t _a_c_c_e_p_t _a_n_y _q_u_e_s_t_i_o_n_s	_f_o_r _r_e_c_e_i_v_i_n_g _t_h_e _p_a_t_c_h_e_d _r_o_g_u_e.

       IIIInnnntttteeeerrrreeeessssttttiiiinnnngggg TTTTiiiiddddbbbbiiiitttt  --------_D_o-_o_d _t_h_e _C_a_t

       Here is an interesting tibit.  I	was working on a game  that
       most people only	dream of having:

	   +10 +13 two-handed sword
	   +18 ring mail (my original) [ac -11]
	   31 strength (max rogue 5.2 allows)
	   127 hit points (slowly increasing by	potions	of healing)
	   18 exp. level.
	   70,000 gold

       This game was achieve by	legal moves.  Of course	I ended	up
       going up	and down alot (making sure to drop the amulet
       before going down!!!!).	I was getting 2-3 enhance weapons
       and 1 enhance armor per trip.

       I was waiting to	get 100,000 gold before	quiting.  Well I
       found a potion of healing, drank	it, and	ended up with
       -128(-128) hit points.  The next	arrow trap I stepped on	saw
       that I was negative and killed me.  It seems rogue 5.2
       stores the hit point as a 2-complements BYTE! (It just
       doesn't pay to be too good.)

       _R_e_a_d_e_r_s _q_u_e_s_t_i_o_n_s _w_i_l_l _b_e _f_o_r_w_a_r_d_e_d _t_o _a_u_t_h_o_r.

wrightb@stolaf.UUCP (Bonnie Wright) (09/04/84)

        In the magizine there was an article about a modified 5.2, but at the
end of the article there was a message stating somthing like "No requests for
the modified version will be answered". So what's the point of putting the
article in ? just so the person can brag about his/her version of rogue ?
Don't get me wrong, I think the rogue mag is a great idea, but I don't see why
that particular article got posted.