---------------------------------------------------------------------------- The monsters in Rogue are no joke. There are 26 of them, one for each letter of the Alphabet. If they kill you, your Rogue dies with no hope of revival. There are many monsters to watch out for in the Dungeon of Doom. I have classified them in this complete bestiary.
4.3.A: Aquators ---------------------------------------------------------------------------- Carry: 0 Flags: M Range: 8-17 Exp: 20 Level: 5 Armor: 2 Hp: 5d8 Damage: 0 ---------------------------------------------------------------------------- Aquators do no damage to you. If they hit you, your armor loses a point. This won't affect standard leather armor. They can be useful for blocking doorways from other monsters, allowing you to shoot them diagonally. If you have a ring of sustain armor, put it on once you see an Aquator, and take it off after it's dead.
4.3.B: Bats ---------------------------------------------------------------------------- Carry: 0 Flags: F Range: 1-8 Exp: 1 Level: 1 Armor: 3 Hp: 1d8 Damage: 1d2 ---------------------------------------------------------------------------- Bats are useless sword fodder. They always move as if confused. They are irritating and dying to one is a sad event.
4.3.C: Centaurs ---------------------------------------------------------------------------- Carry: 15 Flags: Range: 7-16 Exp: 25 Level: 4 Armor: 4 Hp: 4d8 Damage: 1d6/1d6 ---------------------------------------------------------------------------- Centaurs are fairly hard monsters and will be tricky to beat when you first find them. They tend to be harder than you'd expect around their level, and are even more difficult in groups.
4.3.D: Dragons ---------------------------------------------------------------------------- Carry: 100 Flags: M Range: 22+ Exp: 6800 Level: 10 Armor: -1 Hp: 10d8 Damage: 1d8/1d8/3d10 ---------------------------------------------------------------------------- Dragons breathe fire until you attack in close, and even up close they are deadly. These are the hardest monsters in the game, so the rewards for killing them are quite extensive. Do not attack them without powerful attack wands or specific vorpalized weapons, or you will die, no question about it. They are immune to wands of fire.
4.3.E: Emus ---------------------------------------------------------------------------- Carry: 0 Flags: M Range: 1-7 Exp: 2 Level: 1 Armor: 7 Hp: 1d8 Damage: 1d2 ---------------------------------------------------------------------------- Emus are birds found on the first level, simple and stupid. Dangerous only when extremely weak or when attacked by many.
4.3.F: Flytraps ---------------------------------------------------------------------------- Carry: 0 Flags: M Range: 14-23 Exp: 80 Level: 8 Armor: 3 Hp: 8d8 Damage: ??? ---------------------------------------------------------------------------- Flytraps are immobile, and act like Super Ice Monsters. If they hit you are stuck in your spot, where they attack you until one of you dies. Shoot them from a distance, and don't let them hit you. Nightmarish to fight if they catch you and other monsters come by.
4.3.G: Griffins ---------------------------------------------------------------------------- Carry: 20 Flags: MFR Range: 17-26 Exp: 2000 Level: 13 Armor: 2 Hp: 13d8 Damage: 4d3/3d5/4d3 ---------------------------------------------------------------------------- Griffins are Hasted, Flying, Regenerative, and Mean. They are by far one of the most dangerous monsters in Rogue, even though they have less hp than some other monsters. They will stop at nothing to kill you, so start firing your emergency weapons at them as soon as you see them.
4.3.H: Hobgoblins ---------------------------------------------------------------------------- Carry: 0 Flags: M Range: 1-9 Exp: 3 Level: 1 Armor: 5 Hp: 1d8 Damage: 1d8 ---------------------------------------------------------------------------- Hobgoblins are the primary threat of the first three floors of the dungeon. They are adept at picking off first level Rogues, so try to fight them only with full life.
4.3.I: Ice Monsters ---------------------------------------------------------------------------- Carry: 0 Flags: M Range: 1-10 Exp: 15 Level: 1 Armor: 9 Hp: 1d8 Damage: 1d2 ---------------------------------------------------------------------------- Ice Monsters deal almost no damage and tend not to move. If they hit you, you are temporarily frozen. This is extremely dangerous when there are other monsters present, so try to stay away from them until the other monsters are dead or until they are.
4.3.J: Jabberwocks ---------------------------------------------------------------------------- Carry: 70 Flags: Range: 21+ Exp: 4000 Level: 15 Armor: 6 Hp: 15d8 Damage: 2d12/2d4 ---------------------------------------------------------------------------- Jabberwocks are strong and powerful Brutes, strength and hp are the only saving qualities they have. Very dangerous to fight, but tend not to strike first, so keep your distance if possible. One of the most dangerous creatures in the dungeon.
4.3.K: Kestrals ---------------------------------------------------------------------------- Carry: 0 Flags: MF Range: 1-6 Exp: 1 Level: 1 Armor: 7 Hp: 1d8 Damage: 1d4 ---------------------------------------------------------------------------- Kestrals are another kind of first floor bird, and as dangerous as any other of the first floor sword-fodder monsters, which is hardly dangerous at all.
4.3.L: Leprechauns ---------------------------------------------------------------------------- Carry: G Flags: G Range: 6-15 Exp: 10 Level: 3 Armor: 8 Hp: 3d8 Damage: 1d2 ---------------------------------------------------------------------------- Leprechauns are annoying little buggers who don't attack until attacked or aggravated, and do no damage. However, they steal gold and disappear when they hit, so they hurt your position on the high score chart quite a bit. When killed, they leave behind large sums of gold.
4.3.M: Medusas ---------------------------------------------------------------------------- Carry: 40 Flags: M Range: 18+ Exp: 200 Level: 8 Armor: 2 Hp: 8d8 Damage: 3d4/3d4/2d5 ---------------------------------------------------------------------------- Medusas confuse you with their stare, so use cancellation wands on them if you can. If not, shoot them with wands or throw something at them. They happen to be fairly strong and especially deadly when there are other monsters present. Their confusing stare can easily take down a powerful Rogue.
4.3.N: Nymphs ---------------------------------------------------------------------------- Carry: 100 Flags: Range: 10-19 Exp: 37 Level: 3 Armor: 9 Hp: 3d8 Damage: 0 ---------------------------------------------------------------------------- Nymphs are like Leprechauns, but instead of stealing gold they steal an item you don't have equipped, and can cause powerful players to lose their stuff. Nymphs also leave behind items when killed, so some players find killing Nymphs worth it despite the danger.
4.3.O: Orcs ---------------------------------------------------------------------------- Carry: 15 Flags: M Range: 3-12 Exp: 5 Level: 1 Armor: 6 Hp: 1d8 Damage: 1d8 ---------------------------------------------------------------------------- Orcs are your standard third level monster, and are motivated by greed. If they see gold, they stand on it to cover it from your view. They tend to carry gold and tend to attack you if they don't see any gold.
4.3.P: Phantoms ---------------------------------------------------------------------------- Carry: 0 Flags: I Range: 15-24 Exp: 120 Level: 8 Armor: 2 Hp: 8d8 Damage: 4d4 ---------------------------------------------------------------------------- Phantoms are found in the lower levels, and pose a powerful threat despite being somewhat slow. However, they are invisible and cannot be seen without certain kinds of rings, potions, or wands.
4.3.Q: Quaggas ---------------------------------------------------------------------------- Carry: 30 Flags: M Range: 9-18 Exp: 32 Level: 3 Armor: 2 Hp: 3d8 Damage: 1d2/1d2/1d4 ---------------------------------------------------------------------------- Quaggas are a supposedly extinct species of Zebra, that are actually somewhat powerful in Rogue. Slightly less dangerous than Centaurs, they tend to wear down Rogues hp making it easy for other to kill them.
4.3.R: Rattlesnakes ---------------------------------------------------------------------------- Carry: 0 Flags: M Range: 4-13 Exp: 9 Level: 2 Armor: 8 Hp: 2d8 Damage: 1d6 ---------------------------------------------------------------------------- Rattlesnakes are more dangerous than other low level monsters, and have a chance to take away one point of strength from a Rogue every time they hit you. They can easily wear down a low level Rogue's strength and render them easier to kill for other monsters.
4.3.S: Snakes ---------------------------------------------------------------------------- Carry: 0 Flags: M Range: 1-11 Exp: 1 Level: 1 Armor: 8 Hp: 1d8 Damage: 1d3 ---------------------------------------------------------------------------- Snakes are first level wimps, second only to bats in wimpyness. Good for little experience, no items, no nothing.
4.3.T: Trolls ---------------------------------------------------------------------------- Carry: 50 Flags: RM Range: 12-21 Exp: 120 Level: 6 Armor: 4 Hp: 6d8 Damage: 1d8/1d8/2d6 ---------------------------------------------------------------------------- Trolls are a Rogue's worst nightmare halfway to the amulet. They are impossibly strong upon first encounters, and should be regarded as deadly. Use any wands, potions, or scrolls you wish, you'll need them to beat the first Troll your Rogue meets. They are common enough that you will dread the word Troll soon enough.
4.3.U: Ur-Viles ---------------------------------------------------------------------------- Carry: 0 Flags: M Range: 16-25 Exp: 190 Level: 7 Armor: -2 Hp: 7d8 Damage: 1d3/1d3/1d3/4d6 ---------------------------------------------------------------------------- Ur-Viles have many attacks, most weak, but one powerful. A lucky Rogue can dispatch the difficult Ur-Viles easily, but an unlucky Rogue will be severely injured or killed. Tough monsters with a lot of hp.
4.3.V: Vampires ---------------------------------------------------------------------------- Carry: 20 Flags: RM Range: 20+ Exp: 350 Level: 8 Armor: 1 Hp: 8d8 Damage: 1d10 ---------------------------------------------------------------------------- Vampires are not extremely dangerous when you find them, but if they hit you your maximum hp is reduced, along with some of your life. They aren't too hard to kill, but leave lasting effects.
4.3.W: Wraiths ---------------------------------------------------------------------------- Carry: 0 Flags: Range: 13-22 Exp: 55 Level: 5 Armor: 4 Hp: 5d8 Damage: 1d6 ---------------------------------------------------------------------------- Wraiths are fairly medium difficulty monsters in battle, and tend not to kill Rogues. However, every time a wraith hits you there is a small chance you could lose a level of experience. If you are unlucky you could lose 1 or even several levels of experience to a Wraith.
4.3.X: Xerocs ---------------------------------------------------------------------------- Carry: 30 Flags: Range: 19+ Exp: 100 Level: 7 Armor: 7 Hp: 7d8 Damage: 3d4 ---------------------------------------------------------------------------- Xerocs are not very deadly considering the floors in which you find them. However, they have the element of surprise. Xerocs disguise themselves as items or even staircases, and attack you when you try to take them. Shooting items with arrows from afar can help you determine if there is a Xeroc there and not an item.
4.3.Y: Yetis ---------------------------------------------------------------------------- Carry: 30 Flags: Range: 11-20 Exp: 50 Level: 4 Armor: 6 Hp: 4d8 Damage: 1d6/1d6 ---------------------------------------------------------------------------- Yetis are fairly simple challenges, harder than Quaggas but easier than Trolls. They are immune to wands of cold and do a fair amount of damage.
4.3.Z: Zombies ---------------------------------------------------------------------------- Carry: 0 Flags: M Range: 3-14 Exp: 6 Level: 2 Armor: 8 Hp: 2d8 Damage: 1d8 ---------------------------------------------------------------------------- Standard grunt monsters, they start appearing after a few levels and pose little threat, although capable of doing some damage.
4.4: Monster Stat Key ---------------------------------------------------------------------------- Carry: Percentage chance the monster is carrying some kind of item. A carry of G denotes 100% chance of getting Gold. Flags: Special factors regarding monsters. A means Aggressive, and attacks on sight. F means Flying, giving a Rogue a negative modifier to hit the monster. R means Regenerative, and the monster will regain hp over time. G means Greedy, and indicates the monster will head for gold. I means Invisible, and gives a Rogue a negative modifier to hit it. Range: Levels the monster can appear in, not including summoned monsters or treasure room effects. Exp: Amount of experience a Rogue earns for killing the monster. Level: Monster's level. Armor: Monster's armor class, the less the better. Hp: Monster's HP, equal to Level-number of 8 sided dice. Damage: Damage done by each of the monsters attacks, measured in #d$ (# $ sided dice). Monsters may have multiple attacks it can use.
============================================================================ 5.0 Game Mechanics ============================================================================
5.1 Hit and Damage Bonuses ---------------------------------------------------------------------------- Your strength in Rogue dictates how much extra damage you do to a monster, or how many bonus modifiers you have to hit one. Rogues with little strength have a more difficult time hitting monsters. For each strength point below 7 they have, they have -1 to hit and damage. Rogues with a large amount of Strength get and increase to hitting and damage. With a strength of 17 or 18, a Rogue has +1 to hit. With 19 or 20 a Rogue has +2 to hit. From strength 21 to 30 a Rogue has +3 to hit, and the modifiers max out at 31 strength with +4. With a strength of 16, a Rogue gets +1 to damage. At 17 strength you get +2. With strength 18 and 19 a Rogue gets +3. At 20 and 21, +4. Damage modifiers peak at +5 from strength 22 to 30, and maxes at +6 at strength 31. You also receive a +4 bonus to hitting monsters if you are using a vorpalized weapon of monster slaying against the appropriate monster. You also receive +4 damage against such monsters with such weapons. If a monster is sleeping or held, you also receive +4 to hit.
5.2 Battle Equation ---------------------------------------------------------------------------- Whenever a player or monster tries to attack a monster of player respectively, a complex equation is run to determine a hit or miss. Whenever something attacks something else, the attack is calculated as the result of 1d20 + 1 + any to hit modifiers. The defenders total defense is calculated as 20 - the attackers level - the defenders armor. If the attack is greater or equal to the defense, the attack succeeded.
5.3 Life Gain Equation ---------------------------------------------------------------------------- Your life automatically recharges from damage in Rogue. The higher level you are, the faster your life recharges. There are two different life charging systems, one from levels 1 to 7 and one from level 8 onward. From level 1 to 7, your life gain is calculated as +1 hp every 21-(Level*2) steps. Therefore, on level 1 you gain 1 hp every 19 steps, and on level 7 you gain 1 hp every 7 steps. After level 8, your life gain is calculated as +1 to (Level-7) hp every 3 steps. Therefore, on level 8 you will get 1 hp every 3 steps, but on level 11 you will get from 1 to 4 hp every 3 steps.
5.4 Armor Conversion Equation ---------------------------------------------------------------------------- Rogue uses standard AD&D Second Edition rules for armor class. It usually begins at 10 and gets better as it decreases. However, the Armor stat Rogue shows on the screen is done from a 0 to higher number being better system. The way to convert screen armor to armor class is by negating screen armor, and adding 11. Therefore, a Rogue with 3 armor shown on screen will have an armor class of 8, and be relatively easy to hit. But a Rogue with an armor of 15 will have an armor class of -4, and be relatively difficult to hit.
============================================================================ 6.0 Survival ============================================================================
6.1 Strategy: ---------------------------------------------------------------------------- Always wield the best weapons you can. Collect every item you can find. Start quaffing potions once you lose some strength, or when you first find them, depending on which method you prefer. Don't read any scroll until you find a wand or ring that needs identification. Then read every scroll. You should be well set up knowing about items and probably have some ok equipment. Luck plays a big part in this. Explore every floor you can fully. Right around level 16, start running down stairs as soon as you can. Because it gets real nasty from then on in. If you don't have a good combination of wands, scrolls, potions, rings, and armor by the time you get to level 14, don't expect to live too long. One mistake people start making around the later levels is moving quickly. You have unlimited time in Rogue, consider each turn carefully.
6.2 Advice ---------------------------------------------------------------------------- Most experienced players use standard leather armor as enchanted as they can get it. There are a lot of Aquators in the dungeon, so leather armor is key. Stay away from crossbows and other bows, nothing is worse than being stuck cursed with a bow. Some players discard bows entirely because they aren't effective up close. Don't risk your items when fighting Nymphs, drop your good items then attack. Minimize the time it takes to explore a room by using the diagonal movement keys, which move you two spaces instead of the standard direction keys, which move you one. If you are seriously injured by a monster, consider using the rest command to get back your HP before venturing further into the Dungeon.
6.3 Common Sense: ---------------------------------------------------------------------------- If you see any item that aggravates monster or makes a humming noise, drop it and run away from it unless you plan on using it with the Scare Monster scroll trick. If a monster takes away half your life in one hit, or a third, get away from it or use some magic stuff. Never wear any ring that has a beneficial effect but has a negative modifier. Negative is Bad. When you see an Aquator, take off your armor unless there are other powerful enemies close by. An Aquator can't damage standard leather armor or no armor. Don't eat food until you are weak, so that you don't waste any of it and can conserve it for the lower levels. The DOS version of Rogue has a fast move key bound to the Scroll Lock button. It moves you in one direction until it finds something of interest, great for exploring rooms and not getting killed.
6.4 Terrain Advantage: ---------------------------------------------------------------------------- What some Rogue players fail to realize is that the Dungeon itself is a powerful weapon. One on one combat with a monster is ok, but utilizing the Dungeon layout to your advantage is a powerful tactic. Sometimes a level will include a maze in it. You can run from monsters in a maze and escape from them fairly easily. Some monsters will refuse to enter a maze entirely. The levels also sometimes form hallways that loop around and connect to themselves again. These loops are useful for escaping and hiding from monsters.
6.5 The Scare Monster Scroll Trick ---------------------------------------------------------------------------- The Scare Monster Scroll is one heck of a valuable item. Don't read it. Instead, pick a good time and place for using it to your advantage and DROP IT. DON'T get off of it. As soon as you do this you will be invincible as long as you stand on that square. Rest to get your HPs back. and then start hacking at monsters left and right. Consider dropping the scroll near stairs, just in case you have to make a quick getaway from a monster. This works especially well when you read an aggravate monster scroll, so the monsters come to you and you kill them.
Once you leave the scroll square and try to pick it up again it will turn to dust. Stay there as long as possible. Rack up the exp. There are versions on Rogue where you can move onto a square without picking up and item, using the 'm' button, and this is especially useful when moving off the scroll and back on. Once dropped, the scroll cannot be picked up again.
The best advice for using this scroll is to do it when you see a Griffin or Jabberwock, with as much food as you have. Having rings of slow digestion is very helpful, and 2 will let you stay there forever without food. In addition, you can move onto a dropped scroll if you have a full inventory. It won't disintegrate because you can't pick it up, and it won't let you try. WARNING: Dragons can breathe fire at you while you are on a scroll. Do not waste your scrolls on them. WARNING: Waiting around on a scroll will attract monsters, including phantoms. Be sure to have some way to see them before they attack you when you get off the scroll. WARNING: Medusas can confuse you while on the scroll, and cause you to leave it. Terminate them on sight with extreme measures.
6.6 Playing Rogue: ---------------------------------------------------------------------------- Playing Rogue itself is not an easy thing. You will need a great deal of patience and fortitude to deal with the fact that you are going to die around 50 times or more before you win. Be patient, take things one step at a time. There's no timer counting down to your doom, no need to rush. This game is turn based. It only acts when you do. If you run into a dilemma, take a break, save, think about it. Consider your options. Don't use shift run, use the Scroll Lock button. It'll move you until you find something of interest, and it won't cause you to run straight into doom. Don't get too frustrated when you keep dying. Take a break, do something else, come back later. The Dungeon of Doom can wait while you calm down.
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