< Rogue
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 | Description |
---|---|
Monster confusion | Your hands begin to glow red. Next melee attack confuses a monster. |
Magic mapping | Reveals the entire map; objects are still hidden |
Hold monster | Freezes adjacent monsters. |
Sleep | Sleeps reader for 4-8 turns. |
Enchant armor | Your armor glows silver for a moment. Improves protection by 1, and removes curse on the armor. |
Identify[1] | Identifies any object, or identifies an object that matches the scroll's function. |
Identify potion[2] | |
Identify scroll[2] | |
Identify weapon[2] | |
Identify armor[2] | |
Identify ring, wand or staff | Identifies a ring, wand or staff. |
Scare monster | 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. If none found, may say "you hear a growling noise close by. |
Teleportation | Teleports to a random location on the map. |
Enchant weapon | Your (weapon) glows blue for a moment. Increases hit or damage bonus by 1, and removes its curse. |
Create Monster | Summons a monster on an adjacent tile. If it fails, you hear a faint cry of anguish in the distance. |
Remove curse | You feel as if somebody is watching over you. Removes curses from equipped items. |
Aggravate monsters | You hear a high pitched humming noise.. Alerts all monsters on the map. |
Blank paper | Does nothing. |
Protect armor | Your armor is covered by a shimmering gold shield. Prevents rust damage from aquators. |
Light[1] | Illuminates the current room. |
Some scrolls require certain conditions to be met. If they aren't, you see the message "you feel a strange sense of loss" or another vague message.
Potions[edit]
Item | Description |
---|---|
Confusion | Confuses the player for 19-21 turns |
Paralysis[1] | Causes hallucinations for 850 turns - can't recognize monsters or items |
Hallucination[2] | Causes hallucinations for 850 turns - can't recognize monsters or items |
Poison | Reduces strength by 1-3 points. |
Gain strength | Increases strength by 1. |
See invisible | This potion tastes like slime mold juice. Reveals Phantoms. |
Healing | Heals 1df per character level. Increase max HP by 1 if you are at full health. |
Monster detection | Reveals monsters on the map. If none, You have a strange feeling for a moment, then it passes. |
Magic detection | Reveals magic items on the map. If none, You have a strange feeling for a moment, then it passes. |
Raise level | Increases experience level by 1. |
Extra healing | Heals 1d8 per character level. Increase max HP by 1, or by 2 if you are at full health. |
Haste self | Hastens player for 4-8 turns. |
Restore strength | Hey, this tastes great. It make you feel warm all over. Restores strength to maximum. |
Blindness | Blinds player for 807-892 turns |
Levitation | Levitates for 29-32 turns |
Thirst quenching | Does nothing. |
Rings[edit]
Item | Description |
---|---|
Protection | Adds to defense and magical saving throws |
Add strength | Adds to strength |
Sustain strength | Prevents poison from reducing strength |
Searching | Helps detect secret doors and traps. |
See invisible | Reveals Phantoms. |
Adornment | Worth 10 gold. |
Aggravate monster | Cursed. Causes monsters to attack more aggressively. |
Dexterity | Improves weapon accuracy. |
Increase damage | Increases weapon damage. |
Regeneration | Heals 1 hp per turn |
Slow digestion | Reduces food consumption by about 50%. Two rings can cancel out food consumption. |
Teleportation | Cursed. Randomly teleports the player around the map. |
Stealth | Allows player to move without rousing sleeping monsters. |
Maintain armor[1] | Prevents rust damage |
- ↑ Introduced in 5.3
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 | Description |
---|---|
Light | Illuminates the room. Has 10-19 charges instead of the normal amount. |
Invisibility | Makes a monster invisible. |
Lightning | Inflicts 6d6 damage for up to 6 tiles. Bounces off walls. |
Fire | Inflicts 6d6 damage for up to 6 tiles. Bounces off walls. Dragons are immune. |
Cold | Inflicts 6d6 damage for up to 6 tiles. Bounces off walls. Yetis are immune. |
Polymorph | Changes a monster type. |
Magic missile | Inflicts 1d4 damage on a single target. |
Haste monster | Hastens a monster. |
Slow monster | Slows a monster. |
Drain life | Drains half of the hero's hp, then removes the same amount of health evenly from visible monsters. |
Nothing | Doesn't do anything. |
Teleport away | Teleports a monster randomly on the map. |
Teleport to | Causes the monster to teleport next to the player. |
Cancellation | Suppresses monster's special abilities. |
Rods normally appear with 3-7 charges.