Back to the Rogue Main PageBack to my home page

Food:
As in everyday life, food is of vital importance in the Dungeons. However, food doesn't always appear as often as you'd like. Use it wisely, and you'll last much longer. You use one food point for every move (more if you're wearing rings), and can hold a maximum of 2000 food points. A food ration can be up to 1300 food points.
The need for food has three levels: hungry, weak and faint. You starve to death about 850 moves after you start feeling hungry. Don't worry though, you'll faint long before then, giving nearby monsters the chance for a few free hits! Eating as soon as you get hungry probably isn't a good idea - you run the risk of running out of food on later levels. Waiting until you feel faint, however, may mean that you're too busy fainting to be able to fight a monster.

Gold:
Gold is very common on most levels, and some monsters (such as Orcs and Leperchauns) value it greatly. Collect as much as you possibly can, because it may make the difference between second and third place on the ranking list.

Weapons:
The weapon you wield largely determines how effective you are in your quest. Short bows and crossbows are great for shooting creatures far away (just wield them and throw the ammunition) but a two-handed sword is best for close combat.
Each weapon has two additional values, which can be either positive (blessed) or negative (cursed). The first number is the damage calculation if you hit with the weapon (just move towards the monster), and the second is the damage calculation if you (t)hrow the weapon. Note that missiles (arrows and crossbow bolts) will only give you decent hitting power if you are (w)ielding the appropriate launching weapon when you throw them!

Weapon types:

Name

Damage when wielded

Damage when thrown

Weapon launched with

Mace

2d4

1d3

none

Long sword

3d4

1d2

none

Bow

1d1

1d1

none

Arrow

1d1

2d3

BOW

Dagger

1d6

1d4

none

Two Handed Sword

4d4

1d2

none

Dart

1d1

1d3

none

Crossbow

1d1

1d1

none

Crossbow bolt

1d2

2d5

CROSSBOW

Spear

2d3

1d6

none

The numbers above follow D&D convention: xdy means select x random numbers from 1 to y and add them.

Armor:
Armor is very important, but be careful. Each armor type has its own class, as well as an added value. If the value is positive, the class goes up (blessed). If the value is negative, the class goes down. Often, armor that has a negative added value is cursed. That means if you (w)ear it, you won't be able to remove it if you find something better. However, not all armor with a negative added value is cursed: a run-in with an aquator can reduce plate mail to armor class 2, but you'll still be able to (T)ake it off.

Type

Class

leather armor

2

studded leather armor / ring mail

3

scale mail

4

chain mail

5

banded mail / splint mail

6

plate mail

7

Traps:
Traps are nasty because you usually can't see them. When you find a trap, hit F8 and point to it and Rogue will tell you what kind of trap it is.

Here's a summary of the various trap types:

Type

Effect

trapdoor

Fall to a more difficult level.

bear trap

Costs hit points, and it may take you a few moves to break free.

sleeping gas trap

You sleep for several moves

arrow trap

Costs hit points

teleport trap

Teleport to anywhere on the same level or another level

poison dart trap

Costs strength points

weird trap

Undefined trap

Return to the Rogue Main Page