[net.games.rogue] Rogue Info ** LONG SPOILER **

lmeck@sdcrdcf.UUCP (Loren Meck) (09/17/83)

To Carl Hoffman:

Wow! You want a lot of info!  You don't say what version you have, but
here's what we have for version 5.2, unless otherwise noted.

Slasher (sdcrdcf!lmeck)

----------

Armor:

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

20% of armor is cursed, 8% is enchanted, and the rest is normal.
Enchanted/cursed armor will be + or - 1, 2, or 3 (equal probabilities).

----------

Rings:

IDENTIFICATION (%)*      CBV**      EFFECT (Hunger***)

teleportation (5)         C     teleports you randomly in time and space
aggravate monster (10)    C     aggravates all monsters on the level
protection (9)            V     Reduces effective armor class by ring's value.
				In 5.2, at least, it also:
				  reduces probability of U confusing you,
				  reduces average amount of gold L steals,
				  increases avg amt of gold in pot when
					L is killed, and
				  reduces probability of being hit by D flame.
				  (Probabilities are relative to the
					ring's value.)  (+1H)
stealth (7)               B     lets you sneak by/up to sleeping monsters
					(no effect on wanderers)  (+1H)
see invisible (10)        B     renders Invisible Stalker visible  (+1/5H)
slow digestion (9)        B     you need less food  (-1/2H)
add strength (9)          V     increases your strength  (+1H)
regeneration (4)          B     hit points come back faster  (+2H)
dexterity (8)             V     your blows hit monsters more often  (+1/3H)
sustain strength (5)      B     Ants, darts & poison don't decrease strength
					(+1H)
maintain armor (5)        B     protects your armor from rust monsters (5.2)
					(+1H)
increase damage (8)       V     + ring increases damage to monster  (+1/3H)
adornment (1)             B     (null) just looks good
searching (10)            B     allows traps and secret doors to be
				found in 1-2 turns usually  (+1/3H)

*   Percent of total rings in version 5.2

**  C = cursed, B = beneficial, V = variable.  Variable rings have values of
    -1, +1, or +2 determined by a 0..2 random number. 0 rings become -1,
    are cursed, and have the opposite of the usual effect of the ring
    (e.g., a -1 ring of add strength decreases your strength by 1).

*** Increase/decrease in units of food consumed per turn while wearing ring.
    (One unit per turn is normally consumed; the increase/decrease reflects
    the probability that another unit will be subtracted/added on a turn).

----------

Potions:

ACTION              IDENTIFICATION (%)*    EFFECT

warm all over       restor strngth (14) restores strength to max
bulging muscles     + strength (15)     strength increments strength
					    (only increases maximum if there)
see gold            sense gold (0)      see location of all gold on level
   pull downward                        no gold left on this level
see monsters        sense monster (6)   shows location of monsters on  level
					(but not all of them)
   strange feeling                      no monsters left on this level
see magic           sense magic (6)     shows location of magic on this level
  strange feeling (then passes - 5.2)   no magic left on this level
can't move          paralysis (10)      puts you to sleep for a few turns
cloak of darkness   blindness (4)       puts out the lights for a long while
					    (~750 turns).  Healing and see inv
					    potions cure.  E won't transfix
					    and U won't confuse when blind.
feel better         healing** (15)      restores some hit points
feel much better    xtra healing** (5)  restores many hit points
huh? what?          confusion (8)       move in random directions for a while
					    (20 to 40 turns) (try resting)
feel more skillful  raise level (2)     increases experience level
feel very sick      poison (8)          decreases strength by 1-3 points
feel faster         haste self (4)      gives you twice # of hits as monsters
					    for a few turns.
					    two in a row causes fainting, then
					    (3.6 only) permanent haste
tastes very dull    thirst quenching (1) no effect
fruit juice         see invisible (2)   able to see invisilble stalker
						(20 turns)
						also cures blindness

* Percent of total potions in version 5.2.

**  Healing potions raise max hit points if player is already at/near max hit
    points.  Only raises by one point so this may not be very useful.
    Extra healing raises by two points in 5.2.

----------

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:

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

----------

Monster Characteristics:

1.  Monsters can be divided into two sets, as follows.

    a.  Some monsters are created when the level is created or when  a
        create  monster  scroll is read.  These are drawn from the set
        of all monsters (for the level) and are initially sleeping  in
	a room.

    b.  Monsters created when the level is created may be standing on
	an item;  in addition, some of these monsters may be carrying
	an item.  The probability of a given monster carrying an item
	is a characteristic of the monster type.

    c.  Other monsters (wanderers) are  created  as  play  progresses.
        These  are drawn from a subset of the list of monsters and are
        initially awake.

2.  If the player is not wearing a  ring  of  stealth,  each  sleeping
    monster  is  "shaken" when the player moves next to it or when the
    player enters or exits the room it is in.  Some types of  monsters
    will not waken with shaking, except that all monsters in a jackpot
    room may waken.  Monsters put to sleep with a hold monster  scroll
    will not waken with shaking.  All others have a 66% probability of
    waking each time they are shaken.

3.  Each type  of  monster  has  a  characteristic  experience  level,
    protection  (armor)  value,  and damage.  For each level after 26,
    the experience level and  protection  value  of  each  monster  is
    improved   by   one.   Each   individual   monster   starts   with
    <experience>d8 hit points.

4.  Table of monster characteristics --

 monster   item %   exp   protection   wanderer?    wakens?   damage

    A       0       2         3           yes         yes     1d6/1d6
    B       0       1         3           yes         no      1d2
    C       15      4         4           yes         no      1d6/1d6
    D       100     10       -1           no          yes     1d8/1d8/3d10
    E       0       1         9           no          no      0d0
    F       0       8         3           no          yes     *
    G       10      1         5           yes         no      1d6
    H       0       1         5           yes         yes     1d8
    I       0       8         3           yes         no      4d4
    J       0       1         7           yes         yes     1d2
    K       0       1         7           yes         yes     1d4
    L       0       3         8           no          no      1d1
    M       30      7         7           no          no      3d4
    N       100     3         9           no          no      0d0
    O       15      1         6           yes         no      1d8
    P       70      15        6           yes         no      2d12/2d4
    Q       30      3         2           yes         yes     1d2/1d2/2d4
    R       0       5         2           yes         yes     0d0/0d0
    S       0       1         5           yes         yes     1d3
    T       50      6         4           yes         yes     1d8/1d8/2d6
    U       40      8         2           yes         yes     3d4/3d4/2d5
    V       20      8         1           yes         yes     1d10
    W       0       5         4           yes         no      1d6
    X       0       7        -2           yes         yes     1d3/1d3/1d3/4d6
    Y       30      4         6           yes         no      1d6/1d6
    Z       0       2         8           yes         yes     1d8

* Whether it hits or misses, F seems to do damage equal to the
  number of times it previously hit.

----------

Dexterity, Protection, and Swing Computations:

1.  The dexterity of the attacker is the sum of the following computations
    or zero if the sum is negative.

    a.  The dexterity attribute of the weapon used.
    b.  The attributes of all rings of dexterity being worn, but only
	if the weapon used is not thrown.
    c.  The dexterity attribute of the weapon wielded, if it is used to
	throw the weapon used.
    d.  4 dexterity points added if the attackee is sleeping.
    e.  Additional dexterity for strength, added according to
	the following table --

	   Strength         Dexterity

	    0..6              str-7
	    7..16               0
	    17..20              1
	    21..30              2
	    31                  3

2.  Protection for  a  monster  is  the  monster's  protection  value.
    Protection for the player is his armor class minus the total value
    of all rings of protection being worn.

3.  The swing computation is as follows --

    swing := attacker dexterity + random number from 0 thru 19.
    limit := 20 - attacker experience - attackee protection.
    if swing >= limit then attacker hits, else attacker misses.

    Thus, while you are awake, a monster with experience x will
    always miss you if your armor class is -x.  (You are asleep
    when fainted, gas trapped, transfixed, etc.)

4.  If a monster has multiple rolls, a swing is performed for each
    roll.  If any swing hits, you are hit.  The damage is the total
    damage for all swings. (Multiple roll monsters do less damage as
    your armor gets better, because some swings miss).

----------

Weapons and  Damage Computations:

All weapons have an equal probability of occurring.  10% are cursed, 5%
are enchanted, and the rest are normal.  Enchanted/cursed weapons will
be + or - 1, 2, or 3 (equal probabilities).

The amount of damage done to a monster by a weapon is the sum  of  the
following computations or zero if the sum is negative.

    1.  A dice roll for the weapon used.
    2.  The damage attribute of the weapon used.
    3.  The attributes of all rings of increase damage being worn, but
	only if the weapon used is not thrown.
    4.  The damage attribute of the weapon wielded, if it is used to
	throw the weapon used.
    5.  Additional damage for strength, added according to the table
	below --

       Strength           Damage

	0..6              str-7
	7..15               0
	16..17              1
	18                  2
	19..20              3
	21                  4
	22..30              5
	31                  6

The dice rolls for some weapons  are  listed  below.  (Dice rolls  are
specified  as  xdy,  where x is the number of dice rolled and y is the
maximum roll for each die.)

   mace               2d4
   long sword         3d4
   arrow              1d1
   dagger (wielded)   1d6
   dagger (thrown)    1d4
   two handed sword   4d4
   dart               1d1
   spear (wielded)    2d3
   spear (thrown)     1d6
   bow + arrow        2d3
   crossbow + bolt    2d5

----------

shebs@utah-cs.UUCP (Stanley Shebs) (09/20/83)

Very interesting, though you can can figure most of that out (except
for the probabilities, maybe) just by playing a lot.  The only information
left out is how to win!  :-)

						s.t.l.h.
						utah-cs!shebs