[net.games.rogue] food, and other questions

ab3@pucc-h (Rsk the Wombat) (07/25/84)

	You can only store so many units of food in your stomach...eating
	food when your stomach is near full just brings you up to the
	maximum capacity and wastes whatever's left over...so you'll
	still have to lug food around in your pack, sorry...

	Yes, there is a list of monsters and so forth floating around.
	Check back articles in this newsgroup.

	I've seen the Amulet only below Level 25, in 5.3...I don't think
	I've ever heard of it above Level 23.
-- 
Rsk the Wombat
UUCP: { decvax, icalqa, ihnp4, inuxc, sequent, uiucdcs  } !pur-ee!rsk
      { decwrl, hplabs, icase, psuvax1, siemens, ucbvax } !purdue!rsk

Purdue is THE Indiana University.

colonel@gloria.UUCP (George Sicherman) (07/25/84)

[Sorry, in this version G isn't a gnome, it's a rot grub.]

>>	If I eat food before the "hungry" prompt will I get "credit"
>>	for it?  Can I eat more than one ration of food early in this
>>	manner?  In other words storing the food in my stomach rather
>>	than in my pack.

You neglect to tell which version of Rogue you play.  The following
information is for bsd.

RVM says:

	You enter the dungeon with one ration of food.  In the dungeon
	you will find two kinds of food: standard rations, and fruits.
	Unless you set the `fruit' option to something palatable, the
	fruits will be slime molds.  One ration in ten is a fruit.

	Standard rations come in two flavors:  good, and awful.  They
	are equivalent except that you gain 1 experience point when you
	eat awful-tasting food.  (Slime molds are always yummy in this
	game.)

	An average ration of food will keep you going for 1300 turns.

And you can't put more than 2000 turns' worth in your belly (actually
1999, since you use one up while you're eating).

>>	Does anyone have a list of monsters, their damage, worth, and
>>	special (if any) effects?

O.K., here are the relevant sections of chapter 3.

	Monsters.
    name                HD   AC   level   damage
___________________________________________________________
A   giant ant            2    3   3-12    (1d6)
B   bat                  1    3   1-8     (1d2)
C   centaur              4    4   8-17    (1d6/1d6)
D   dragon              10   -1   22-     (1d8/1d8/3d10)
E   floating eye         1    9   2-11    (0d0)
F   violet fungi         8    3   15-24   (variable)
G   gnome                1    5   6-15    (1d6)
H   hobgoblin            1    5   1-10    (1d8)
I   invisible stalker    8    3   16-25   (4d4)
J   jackal               1    7   1-7     (1d2)
K   kobold               1    7   1-6     (1d4)
L   leprechaun           3    8   7-16    (1d1)
M   mimic                7    7   19-     (3d4)
N   nymph                3    9   11-20   (0d0)
O   orc                  1    6   4-13    (1d8)
P   purple worm         15    6   21-     (2d12/2d4)
Q   quasit               3    2   10-19   (1d2/1d2/1d4)
R   rust monster         5    2   9-18    (0d0/0d0)
S   snake                1    5   1-9     (1d3)
T   troll                6    4   13-22   (1d8/1d8/2d6)
U   umber hulk           8    2   18-     (3d4/3d4/2d5)
V   vampire              8    1   20-     (1d10)
W   wraith               5    4   14-23   (1d6)
X   xorn                 7   -2   17-26   (1d3/1d3/1d3/4d6)
Y   yeti                 4    6   12-21   (1d6/1d6)
Z   zombie               2    8   5-14    (1d8)

The first column tells the monster's _hit dice_:  its hit points are
determined by rolling as many eight-sided dice as this number.  For
example, a Dragon's hit points could be anywhere between 10 and 80.
The remaining columns give the armor class (q.v.) of the monster, the
dungeon levels it inhabits, and the damage it does to you.  Slashes
separate multiple attacks; for instance, a Xorn can attack you four
times in one turn.  Some monsters have special powers:

If the _Giant Ant_ hits you, you must save against poison or lose one
point of strength.  A class-one rogue will get stung 65% of the time;
experience helps you resist stings.

The _Bat_ moves about even while fighting.

The _Dragon_ belches fire.

The _Floating Eye_ cannot hurt you, but it can paralyze you with its
hypnotic gaze.

If the _Violet Fungi_ seizes you, it (they?) engulfs you so you cannot
run from it.  It does not actually strike you, but exudes a rotting
poison.  The longer you struggle with it, the faster you lose hit
points.

The _Invisible Stalker_ is invisible.  It also moves about while
fighting.

The _Leprechaun_ steals some of your gold and promptly vanishes.  If
you save against magic, you lose only 2+1d120 on dungeon level 7,
2+1d130 on level 8, and so on.  Otherwise you lose five times as much.
If you kill the Leprechaun, you will find a crock of gold.
Occasionally you will meet a chief Leprechaun; his hoard is five times
as big as a normal Leprechaun's.

The _Mimic_ can imitate objects, including stairways.

The _Nymph_ steals something valuable and promptly vanishes.

If an _Orc_ and a gold hoard are in the same room, the Orc will run to
guard the gold instead of attacking you.

The _Rust Monster_ does not hurt you, but it corrodes any kind of armor
except unstudded leather.

The _Troll_ regenerates, making it hard to kill.

Unless you save against magic, the gaze of the _Umber Hulk_ confuses
you for 23+1d20 turns.

The _Vampire_ can inflict bites that reduce your maximum hit points by
1d5.  It also regenerates.

The _Wraith_ can inflict poisoned wounds that reduce your level of
wizardry and your maximum hit points.  (If your level falls below 1,
you die.)

     In version 5 the catalogue of monsters is slightly different:

            Version 4               Version 5
        ___________________________________________
        A   giant ant           R   rattlesnake
        E   floating eye        I   ice monster
        F   violet fungi        F   venus' fly-trap
        G   gnome               _   _______________
        I   invisible stalker   P   phantom
        J   jackal              E   emu
        K   kobold              K   kestrel
        M   mimic               X   xeroc
        P   purple worm         J   jabberwock
        Q   quasit              Q   quagga
        R   rust monster        A   aquator
        U   umber hulk          M   medusa
        X   xorn                U   black unicorn
        _   _________________   G   griffin

     The _Griffin_ has 13 hit dice, armor class 2, and 4d3/3d5 damage.
It also regenerates.  The _Griffin_, like the _Bat_ and the _Kestrel_,
can fly twice as fast as you can run.
-- 
Col. G. L. Sicherman
...seismo!rochester!rocksanne!rocksvax!sunybcs!gloria!colonel