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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 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.
  1. 1.0 1.1 Removed in later versions.
  2. 2.0 2.1 2.2 2.3 2.4 Introduced in 5.4.4.

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.
  1. Found in 3.6 and earlier
  2. Found in version 5 and later

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
  1. 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.