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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


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).


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 adjecent monsters.
Sleep 3 Sleepts 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 When read, 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 adjecent 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".


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


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 agressively.
Dexterity 8 Improves weapon accurracy.
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 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 Supresses monster's special abilities.

Staves normally appear with 3-7 charges.