Here are some things Bill Dickhaus and I have discovered about the "Rogue" game from Tandy. If you're not really into Rogue. now's the time to stop reading. I'll start off with a discussion of the items you'll find so that what follows afterward may be a bit clearer. In the dungeon you can find: 10 kinds of weapons. 8 kinds of armor. 15 scrolls. 14 potions. 14 rings. 14 wands AND/OR staffs. More on this later. The weapons and armor have only one name associated with them. For example the weapons are: 0 Mace 1 Long sword 2 Short bow 3 Arrows 4 Dagger 5 Two handed sword 6 Dart 7 Crossbow 8 Crossbow bolt 9 Spear The armor types are: 0 Leather armor 1 Ring mail 2 Studded leather armor 3 Scale mail 4 Chain mail 5 Splint mail 6 Banded mail 7 Plate mail Why the numbers before the items? Read on McDuff... The Scrolls, Potions, Rings, Wands, and Staffs all have 2 names associated with them. The first name is the name of the item before it has been identified. The second name is its "identified" name. For example, you may find an Amber potion which may become a "potion of poison" after it's identified. The "first" name for these 5 types of items is selected at random from tables within Rogue itself. There are: 25 possible names for the 14 potions 26 possible names for the 14 rings 20 possible names for the staffs 20 possible names for the wands What about the scrolls? Rogue makes up 15 names at random when you start a new (not a saved) game and uses them for the "first names" for the scrolls. What about the staffs/wands? You can have a total of 14 wands/staffs. Whether it's a wand or a staff is determined when you pick it up. One time it may be a "staff of light", next time it may be a "wand of light". There are 14 "indentified" or second names for wands/staffs and they are: 0 Light 1 Striking 2 Lightning 3 Fire 4 Cold 5 Polymorph 6 Magic missile 7 Haste monster 8 Slow monster 9 Drain life A Nothing B Teleport away C Teleport to D Cancellation The second or "identified name" for these 5 items is picked at random from its associated table of second names when a new (not saved) game is started. This is why an Amber potion may be a potion of healing in one game and be a potion of poison in another. Here are the "identified" names for the rest of the items. 15 Scrolls: 0 Monster confusion 1 Magic mapping 2 Hold monster 3 Sleep 4 Enchant armor 5 Identify 6 Scare monster 7 Food detection 8 Teleportation 9 Enchant weapon A Create monster B Remove curse C Aggravate monsters D Blank paper E Vorpalize weapon 14 Potions: 0 Confusion 1 Paralysis 2 Poison 3 Gain strength 4 See invisible 5 Healing 6 Monster detection 7 Magic detection 8 Raise level 9 Extra healing A Haste self B Restore strength C Blindness D Thirst quenching 14 Rings: 0 Protection 1 Add strength 2 Sustain strength 3 Searching 4 See invisible 5 Adornment 6 Aggravate monster 7 Dexterity 8 Increase damage 9 Regeneration A Slow digestion B Teleportation C Stealth D Maintain armor Now the reason for those numbers in front of all the "identified" names. It seems that the authors of Rogue were kind enough to leave their de-bugging tools behind when they were finished with the dungeon and they can be fun to play with. To enable this "command" mode you'll need to make a 1-byte zap to the Rogue program itself so be sure to only do this with a backup copy. Use your favorite disk zapper and change the byte at +$4AA9 in CMDS/ROGUE from a $26 to a $20 and be sure to re-verify Rogue so that the CRC gets fixed up else you won't be able to use it. Now crank up Rogue. When you've got it going and you're at the point where you can enter commands, enter: immediately followed by and you'll see "cmd:" pop on in the upper left-hand corner of the screen. You are now in "command mode". To see an expanded list of the commands, type a "?" and then another "?" for more of the menu. exits "command" mode. A little (or a lot) of experimentation will reveal what the commands do but "reate" can be tough to figure out so here are a couple of examples. You want to create a Long sword. Look at the instructions that came with Rogue on page #4 and you'll see a list of the ascii characters used in the ascii version of the game. Type "c" at the "cmd:" prompt and it'll ask: "Type of thing:" The ascii value for a weapon is a "carat" symbol and can be produced by typing at the "Type of thing:" prompt. Next it'll ask: "Which ^ do you want? (0-f)" Look back at the list of weapons in this listing you're reading and you'll see that a Long sword is a "1". Type a "1" for a Long sword. Next it'll ask: "Blessing? (+,-,n)" This is to make it a strong or weak weapon. Pick whatever makes you happy and type it in. Creating items that have 2 names is tricky so let's create a "ring of see invisible". At the "cmd:" prompt type "c". The "type of thing" is a ring which is lower-case "o" (from page #4 in the Rogue manual) so type an "o" for "Type of thing". For "Which o do you want" look at the list above and you'll see that a "ring of see invisible" is a "4" so type a "4". It'll tell you that you "Now have a Emerald or jade or Topaz" or whatever ring. Use the dent option and you'll see that no matter what "first name" Rogue gave it, it'll be a "ring of see invisible". Now you can Create to your hearts content! I hope you enjoy these extra "tools" and if you have questions just leave them here on the Forum or Eplex. Happy Roguing! Mike