< Rogue
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Weapons[edit]
Weapon | Damage | Notes |
---|---|---|
Mace | 2d4 | |
Long sword | 3d4 | |
Short bow | 1d1 | |
Arrow | 2d3 | Takes bonuses from equipped short bow. |
Dagger | 1d6 | 1d4 thrown |
Two handed sword | 4d4 | |
Dart | 1d3 thrown | |
Shuriken | 2d4 thrown | |
Spear | 2d3 | 1d6 thrown |
Armor[edit]
Name | AC (v5) | AC |
---|---|---|
Leather | 3 | 8 |
Ring mail | 4 | 7 |
Studded leather | 4 | 7 |
Scale mail | 5 | 6 |
Chain mail | 6 | 5 |
Splint mail | 7 | 4 |
Banded mail | 7 | 4 |
Plate mail | 8 | 3 |
A higher AC gives a better chance to avoid damage.
Older versions of Rogue used the decreasing AC to represent better armor (also shown in the table).
Scrolls[edit]
Item | %chance | Description |
---|---|---|
Monster confusion | 7 | Your hands begin to glow red. Next melee attack confuses a monster. |
Magic mapping | 4 | Reveals the entire map; objects are still hidden |
Hold monster | 2 | Freezes adjacent monsters. |
Sleep | 3 | Sleeps reader for 4-8 turns. |
Enchant armor | 7 | Your armor glows silver for a moment. Improved protection by 1. |
Identify potion | 10 | Identifies a potion. |
Identify scroll | 10 | Identifies a scroll. |
Identify weapon | 6 | Identifies a weapon. |
Identify armor | 7 | Identifies a suit of armor. |
Identify ring, wand or staff | 10 | Identifies a ring, wand or staff. |
Scare monster | 3 | you hear maniacal laughter in the distance.
To properly use the scroll, drop it; monsters will not walk on it. |
Food detection | 2 | Your nose tingles. Detects food on the current level. |
Teleportation | 5 | Teleports to a random location on the map. |
Enchant weapon | 8 | Your (weapon) glows blue for a moment. Increases hit or damage bonus by 1. |
Create Monster | 4 | Summons a monster on an adjacent tile. If it fails, you hear a faint cry of anguish in the distance. |
Remove curse | 7 | You feel as if somebody is watching over you. Removes curses from equipped items. |
Aggravate monsters | 3 | You hear a high pitched humming noise.. Alerts all monsters on the map. |
Protect armor | 2 | Your armor is covered by a shimmering gold shield. Prevents rust damage from aquators. |
Some scrolls require certain conditions to be met. If they aren't, you see the message "you feel a strange sense of loss".
Potions[edit]
Item | %chance | Description |
---|---|---|
Confusion | 7 | Confuses the player for 19-21 turns |
Hallucination | 8 | Causes hallucinations for 850 turns - can't recognize monsters or items |
Poison | 8 | Reduces strength by 1-3 points. |
Gain strength | 13 | Increases strength by 1. |
See invisible | 3 | This potion tastes like slime mold juice. Reveals Phantoms. |
Healing | 13 | Heals 1df per character level. Increase max HP by 1 if you are at full health. |
Monster detection | 6 | Reveals monsters on the map. |
Magic detection | 6 | Reveals magic items on the map. |
Raise level | 2 | Increases experience level by 1. |
Extra healing | 5 | Heals 1d8 per character level. Increase max HP by 1, or by 2 if you are at full health. |
Haste self | 5 | Hastens player for 4-8 turns. |
Restore strength | 13 | Hey, this tastes great. It make you feel warm all over. Restores strength to maximum. |
Blindness | 5 | Blinds player for 807-892 turns |
Levitation | 6 | Levitates for 29-32 turns |
Rings[edit]
Item | %chance | Description |
---|---|---|
protection | 9 | Adds to defense and magical saving throws |
Add strength | 9 | Adds to strength |
Sustain strength | 5 | Prevents poison from reducing strength |
Searching | 10 | Helps detect secret doors and traps. |
See invisible | 10 | Reveals Phantoms. |
Adornment | 1 | Worth 10 gold. |
Aggravate monster | 10 | Cursed. Causes monsters to attack more aggressively. |
Dexterity | 8 | Improves weapon accuracy. |
Increase damage | 8 | Increases weapon damage. |
Regeneration | 4 | Heals 1 hp per turn |
Slow digestion | 9 | Reduces food consumption by about 50%. Two rings can cancel out food consumption. |
Teleportation | 5 | Cursed. Randomly teleports the player around the map. |
Stealth | 7 | Allows player to move without rousing sleeping monsters. |
Maintain armor | 5 | Prevents rust damage |
The rings that provide bonuses may either give +1 or +2, but can also be cursed and give -1 instead.
Rods[edit]
Rods can either be wands or staffs. While there are differences between them, they are minor.
Item | %chance | Description |
---|---|---|
Light | 12 | Has 10-19 charges. Illuminates the room. |
Invisibility | 6 | Makes a monster invisible. |
Lightning | 3 | Inflicts 6d6 damage for up to 6 tiles. Bounces off walls. |
Fire | 3 | Inflicts 6d6 damage for up to 6 tiles. Bounces off walls. Dragons are immune. |
Cold | 3 | Inflicts 6d6 damage for up to 6 tiles. Bounces off walls. Yetis are immune. |
Polymorph | 15 | Changes a monster type. |
Magic missile | 10 | Inflicts 1d4 damage on a single target. |
Haste monster | 10 | Hastens a monster. |
Slow monster | 11 | Slows a monster. |
Drain life | 9 | Drains half of the hero's hp, then removes the same amount of health evenly from visible monsters. |
Nothing | 1 | Doesn't do anything. |
Teleport away | 6 | Teleports a monster randomly on the map. |
Teleport to | 6 | Causes the monster to teleport next to the player. |
Cancellation | 5 | Suppresses monster's special abilities. |
Staves normally appear with 3-7 charges.