Headline
Truth in advertising: the text now says what the game does, and the game does what the text says. The leaderboard shows your Google Play Games name (tap SIGN IN). Items, spells, races and sub-classes were all audited and fixed, stores pay less for loot on deep floors, and ten new spells arrive.
- Your Play Games name replaces the rolled @handle.
- Ten new spells, and a school rule for who may learn them.
- Selling pays half on floors 1–4, down to an eighth from floor 7.
Classes
Fighter
- Pommel Strike: a stun with no blow → a real strike that also stuns, for you and for Joiner Fighters.
- Kata, Feint, Overhead Blow and Last Stand: once a fight → ready again 4 rounds after use (Death Touch and Silent Step stay once a fight).
- Second Wind: once a fight → ready again 5 rounds after use.
- Brace: halves the next blow → halves the next two blows.
- Taunt: one round → two rounds.
Wizard (Magic User)
- Day one: could open with no damage spell → always opens with a spell that deals damage. Wizards no longer learn Illusion.
Cleric (Magic User)
- Offence spells: could slip through → never learned, dealt, copied or cast (a scroll will still fire one). A Cleric always starts with Heal, and may learn Strength.
- Healing and protection: a bonus on paper → real. Cleric heals add +4, and Shield and Bubble soak 5 more hp per point of protection bonus.
Summoner (Magic User)
- Summon: needed a lesser form first → cast from level 1. Lesser Summon and Phantom Host are gone.
Illusionist (Magic User)
- Teleport: landed where it liked → you pick any explored square in reach, or tap LET IT CHOOSE. The map glows with your choices.
- Starting book: Mirror Self, Door Illusion and one more illusion.
- The Elf’s smaller die: cancelled at levels 1 and 2 → applies on top of the Illusionist’s d20.
- Illusion bonus: 0 → 1, so Senseless and Duplicate Foe last a round longer.
Bard (Thief)
- SING: every round, any song → once per fight, then a second song 5 rounds later. Each song is a random offence or defence spell at full strength with +2 to hit, named in the Oracle. Joiner Bards sing too.
Thief
- Smoke: once a fight → ready again 6 rounds after use.
- Hamstring and Mark: once a fight → ready again 3 rounds after use, on a foe that does not carry it yet.
- Mark: +2 damage → + your level, for you and your Joiners.
- Poisoned Edge: tiny → d4 + your level a round for three rounds.
- Cutpurse: a whole turn for gold → a normal strike that lifts gold when it lands.
- Stealth: crit on the top two numbers → the top three.
- Sewing: 4 patches in a run → 6.
- Runes/Signs: a read scroll is kept one time in six.
Pickpocket (Thief)
- Extra gold → an extra item from every monster drop and chest; stores charge flat prices for Torch, Rope and Ladder.
Knight, Master of Arms and others
- Knight: foes under 5 hp flee, floor 1 only → foes under 10 hp.
- Master of Arms: +2 damage → +3, never leaves a fight, and its armour patching stops at 6.
- Con Artist: level 1 foes leave 2 times in 3 → and level 2 foes 1 time in 3.
- Ninja and Cutthroat: crits in the dark → none without a light or Night Vision. The Cutthroat now rolls a d10.
- Cloaker: the vanish escapes a pursuing Spectre’s parting blow too.
Races
- Troll: started with 105 hit points → 75, as its text always said. Thief: 56 → 50 (an Elven Thief 34 → 30).
- Troll: store prices as listed → stores charge a Troll double.
- Dwarven: +2 damage → +3.
- Fridgian: hide soaks 2 → 3; the frenzy swing is a d6 (4–6), is lost when the first kills, and a Fridgian Joiner wears the hide too.
- Wilmsry: every healing potion drunk, found ones too, heals double.
- Every race sells at the same price.
- Joiners now carry their own race and skill traits (hide, Hardiness, Stealth, Ambidextrous).
Abilities & spells
- Ten new spells: Open/Lock, Fly, Enchant Character, Speed of Sound, Stop Time, Senseless, Duplicate Foe, Door Illusion, Chameleon Tongue, Size of the Behemoth. Each has a school; a class can only learn spells from its own schools.
- Strength: unclear → an extra d10 on every damage roll for 100 squares, no hit points. Casting again restarts the 100.
- One resist for every spell and staff: odd special cases → the foe rolls the same rising resist, deeper floors resist more, and nothing is special past floor 12.
- Doze: sleeps d4 foes, and any hit wakes one. Stun: holds one foe for d4 rounds. Ice: the whole room, d10 + level², survivors frozen.
- Petrify: kills and pays experience, no loot. Stupidity: drops intelligence to 1. Blind: never crits.
- Joiner Magic Users now heal themselves, stop time and open with buffs from their own book.
- Spell and skill text now states the real numbers (+3 to hit, 18–20 on a d20) and says that a foe may resist.
Items & gear
- Item effects: kept after the item came off → they end the moment it leaves its slot (take off, swap, drop, sell).
- Heal over time: new. The Cloak of Regeneration is a 30-square window with no instant heal, a d6 back at 10, 20 and 30 squares.
- Cloak of Strength: blocked your own crits → blocks foes’ crits on you, with its own chip.
- Enlarge: weak → +11 damage for 50 squares, foes +1 to hit you.
- Strength potion: weapons only → boosts spells too. Damage lines now show which Strength parts applied.
- Joiners: share your items → they dress on joining, drink at a third of their hp, use ready worn items, wear and break armour, and the Company panel has DRINK and USE. Stores offer to repair their armour.
- Each cure potion cures only its own ailment, and is kept if it is the wrong one.
- Every item’s text now states what it really does.
Monsters & difficulty
- Experience: the same at any depth → +10% per floor below the first. A kill or a won parley on floor 5 pays 1.4 times what floor 1 pays; an elite pays more again, by the same share as its extra hit points. The descend bonus and the +10 and +25 XP dots are unchanged.
- Melee against a foe that cannot act (frozen, stunned, asleep, held, Stop Time): rolled to hit → always hits, for you, your Joiners and summons.
- Stores: selling paid half the price on every floor → half on floors 1–4, falling to an eighth from floor 7.
- A store’s Rations: unlimited → 1–10 on the shelf, shown as “N left”.
Interface
- The leaderboard shows your Google Play Games name. Tap SIGN IN in the ☰ menu or on the title sheet. Names are unique and checked on the server.
- Rolled @handles and RE-ROLL HANDLE: gone → your Play Games name stands in for you.
- Runs finished while signed out: lost → held, and posted the next time you sign in.
- DEPTH board: ties arbitrary → a tie on depth is broken by the most squares walked.
- Compete off: could still start Play Games at launch → no Play Games at launch. Turning Compete on mid-session starts it and signs you in.
- SIGN IN row: always shown → hidden when sign-in cannot work, and a failed tap says why.
- Movement: new installs start on tap-to-move → the arrow pad (Settings still switches).
- A Joiner’s card: lagged behind its hits → shows every blow at once.
- 2.2.0 clients: can no longer post to the board; update to keep competing.
Bug fixes
- A fresh install no longer opens the patch notes on its first title.
- Joiner hit points and the Oracle now agree after every foe hit.
- Text that said one thing while the engine did another (hundreds of lines in items, spells, races and sub-classes) now says what the engine does.
More
All patch notes · Other versions: 2.7.0, 2.6.0, 2.5.0, 2.4.0, 2.2.0, 2.1.0
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