By Seth Howard
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Presenting Brian Walker's traditional 26-level crawl to the Amulet of Yendor where you'll succeed or die (over and over) trying. There's one way to win but an infinite number of ways to die.
Game play focuses on a smooth learning curve with strategic depth and intuitive/beautiful appearance within the strictures of ASCII/Unicode display.
"...on the iPad, Brogue is an even more incredible feat than it is on the Mac: there aren’t a lot of roguelikes that can jump from a keyboard to a touch-based interface without coming off worse for wear. It’s every bit as good on the iPad as it is on the Mac." - Cult of Mac
"[...] it manages to make use of its ASCII visuals to create some truly impressive-looking environments [...] it’s high fantasy to the core; filled with kobolds, goblins, wands, spell scrolls, and more." - 148Apps
"It's a bit weird and clunky, but yeah, it's still Brogue" - Roguelike Radio
What's New in Version 1.2.0
New with v1.7.4:
⁃Added the Warden of Yendor, a slow but invulnerable creature that will permanently stalk you after you take the amulet.
⁃Added whips as a new weapon type with a unique attack pattern (now shared by salamanders).
⁃Added flails as a new weapon type with a unique attack pattern.
⁃Added rings of reaping, which recharge your staffs and charms in proportion to the melee damage you inflict.
⁃Added commutation altars, which swap the enchantment levels between two items, as a possible vault in depths 13-26.
⁃Added resurrection altars, which raise your most recently deceased ally from the dead, as a possible vault in depths 13-26.
⁃Added glass dewars, which release large quantities of gas when broken.
⁃Added scrolls of discord and scrolls of sanctuary.
⁃Added a new legendary ally: the mangrove dryad.
⁃Added two new quest rooms and more dungeon flavor.
⁃Added an alarm trap, which aggravates monsters from up to half of the radius of the level.
⁃Maces and war hammers take two turns only when your attack hits; misses take only one turn.
⁃Daggers do 5x damage upon a sneak attack instead of 3x.
⁃Weapons generally have been rebalanced: daggers require 12 strength instead of 10; maces and war hammers deal less damage per hit; axes, war axes and war pikes deal slightly more damage; and weapon damage overall has slightly less variance.
⁃Stealth radius starts at 7 instead of 6. Stealth radius is fixed at 1 when you are invisible. When visible and not resting, stealth has a lower bound of 2.
⁃Rings of transference provide 5% recovery per enchantment level instead of 10%, but now work on all direct damage (including thrown weapons, lightning and firebolts) instead of only melee damage.
⁃Turrets and totems other than mirror totems will fire on you only if they are within your stealth radius.
⁃An item vault will not spawn more than one of the same item type.
⁃Weapons of slaying and armor of immunity are effective against a class of monsters instead of just a single monster type.
⁃Monster mutations are more common in the deeper epilogue depths.
⁃Poison deals escalating damage with each additional dose.
⁃The food clock is slightly more generous at deeper levels.
⁃Weapons, armor, staffs, rings and charms can be found, rarely, with higher natural enchantment levels.
⁃Goblins, ogres and dar will try to avoid attacking in corridors when they’re in groups.
⁃Scrolls of aggravate monster will cause monsters to hunt you from across the level.
⁃Empowerment fully heals creatures and cures status ailments.
⁃Traps are present much earlier in the dungeon, but are pre-revealed on these earlier depths.
⁃Bridges collapse systematically when any portion is burned.
⁃Allies do not flee from mirror totems.
⁃Fleeing enemies will sometimes try to hide in secret rooms.
⁃Monkeys are less common.
⁃Decreased the recharge delay of the charm of recharging at higher enchantment levels.
⁃The effect of wands of slowing lasts for 50 turns.
⁃Obstruction crystals will darken one turn before vanishing, and obstruction crystals in which creatures or the player are embedded will vanish one turn after being exposed to air.
⁃Invisible creatures standing in gas can be targeted by other creatures’ projectile attacks.
⁃Corrosion by acid will remove good runics from weapons and armor when their enchantment value reaches zero.
⁃Vampiric monsters won’t regain health from you if you have runic armor of immunity that is effective against that monster type.
⁃Captive monsters can’t submerge.
⁃Non-aquatic grappling monsters can hit levitating monsters.
⁃Items that fall through a hidden trap door while in view will reveal the trap door.
⁃Wands of empowerment auto-identify when used.
⁃Allies won’t defect if you hurl another monster against them with a weapon of force, although they will still take damage from the impact.