Headline
The dungeon got meaner, and more honest about it. Every roll now reads high-is-good, the difficulty has gone up, one-blow tricks are once per fight, and you can report a bug or read these notes without leaving the game.
- Every die roll is roll-high: a bigger number always helps you.
- The difficulty has gone up.
- A fight or a store survives a force-close.
- New in the ☰ menu: REPORT A BUG and PATCH NOTES.
Classes
Fighter
- Kata: always hit → rolls to hit with three extra winning faces, and still adds your level in damage.
- Sweep: worked on a lone foe → needs two or more foes (trying it on one costs no turn).
Thief
- Flee bonus: +5 → +3.
- Feint: always hit → rolls to hit with three extra winning faces, and still adds your level in damage.
Acrobat (Thief)
- Foes hit you on their top 3 faces → their top 4.
Pilfer (Thief)
- Magic items: healing items only → any magic item works, but every use rolls a d20; on a 1 it fails, bursts for d10 damage and turns to dust.
Magic User
- Spell damage: dice × a level multiplier → dice + your level², the same bonus a weapon gets. Fireballs add it once per foe; Acid and Ice add it to the first tick.
- Magic staff: usable from the bag → an equippable melee weapon (d8) whose power works only while you wield it.
Summoner (Magic User)
- Offence spells: locked at level 1 → open to cast. New weakness: heals you cast restore half.
Races
- Size: cosmetic → it matters. Elven and Dwarven heroes are Small, Trolls are Large, everyone else is Human-size. Size changes the damage you deal and how easily you are hit, and the Gauntlet of the Giant and Enlarge each step you up one size.
Abilities & spells
- One-blow strikes (Kata, Feint, Death Touch, Silent Step, Overhead Blow, Last Stand): every round → once per fight.
- Spells cast at foes: some could not be resisted → every one can be, on a d20 where the foe wins on half its intelligence in faces. A resisted spell does nothing, and the Oracle shows the roll.
- Your own resistance to foe spells: only with intelligence 12+ (85% at 18) → the same half-intelligence scale as foes (5% at 1–2, 45% at 18, 50% at 20).
- Joiners: never resisted foe spells → resist on the same scale.
- Freeze: could kill outright → deals d6 + your level², then holds a survivor for d4 rounds. A resist keeps the damage but drops the hold.
- Timed abilities (Smoke, Sidestep, Battle Roar, Riposte): ran out a round early, so Smoke showed 1 round → last their full stated rounds.
- Bubble: a bigger Shield → bounces the next blow back at whoever threw it, then a 25 hp film for the rest of that round.
- Scrolls: Magic Users only → anyone can try. Magic Users and Runes/Signs readers always succeed; everyone else rolls intelligence, and a failure can backfire.
- Sense Presence: → you win initiative outright and can land critical hits in the dark.
- Spell books: refilled on any new day → refill only when the party eats.
- Control spells (Freeze, Stone, Doze, Weaken and the like): held deep foes as well as shallow ones → from floor 12 foes increasingly shake them off.
Items & gear
- Cloak of Strength: blocked your own critical hits (a bug) → stops foes’ critical hits on you, with a Crit-proof chip while it works.
- Table-4 +HP dots: multiplied your max HP ×1.6 per pull → a flat raise that never compounds.
- Wilmst caches: could buy out the store → pay about 100 × the floor depth.
- Destroyed armour: vanished silently on a swap → the Oracle tells you it was destroyed.
- Combat ITEMS list: → equipped gear is marked EQUIPPED, and worn-only gear in your bag is greyed out with the reason.
Monsters & difficulty
- The difficulty has gone up.
- Stairs: healed you on the way down → no longer heal.
- A failed climb or leap: could cost 0 HP → always costs at least 1.
Interface
- Every roll you see: mixed directions → high-is-good, with signed modifiers where +2 always helps and −2 always hurts.
- Walls and crevices: rolled the moment you stepped → a card first: CLIMB IT or LEAP IT, USE LADDER or USE ROPE when you carry one, or TURN BACK for free.
- Force-closing mid-fight or in a store: escaped it → you come back to the same fight or the same store.
- Darkness: what you see and what you reveal disagreed → one rule; a torch, the Amulet or Night Vision widens both. Map the Floor lasts until you move.
- Dying: → the death card stays up full screen, and you can open a read-only final character sheet.
- Movement: tap only → Settings adds an optional arrow pad, bottom-left or bottom-right.
- The Oracle: combat lines in the order they happened, and every line says what happened, to whom and why.
- Fights show every active effect on you and on the foe it touches.
- Acute Hearing: → hears the next room, marking something unseen within 3 squares.
- Leaderboards: ME | ALL | FRIENDS scopes; your own score is tagged YOU; LINEAGE and GRAVEYARD are your personal boards; LEANEST is gone.
- The rail card now shows over the store, loot and stair screens, with their buttons hidden until you dismiss it. The find card scrolls, with its rows kept apart.
- Music: twice as loud by default (turn it down in Settings).
- The ☰ menu gains REPORT A BUG (sends what you type and this run’s Oracle to the developer, posted publicly on GitHub) and PATCH NOTES (these notes, even offline).
Bug fixes
- Traps: could kill you while the Oracle said −1 HP → the HP shown is the HP taken.
- A wandering monster interrupting your step onto a dot, trap or chest: left it unresolved → it resolves after the fight.
- Ailment rolls of 5–6: announced a disease you never got → name the phobia you do get.
- Reading a scroll in combat: narrated a level refusal → casts cleanly.
- The oldest row of THE FIGHT SO FAR: could not be tapped → reveals its roll like the others.
- Your own leaderboard score: tagged FRIEND → tagged YOU, and every finished run now reaches every board it qualifies for.
More
All patch notes · Other versions: 2.7.0, 2.6.0, 2.5.0, 2.4.0, 2.3.0, 2.2.0
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