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10

One of the biggest early-game threats due to its splitting and high accuracy in attacks. The first task is approaching Jellies in a way that minimizes the dangers of their splitting. This means avoid melee in corridors and in open rooms. Open rooms are an obvious threat because they can just move around to hit you. Corridors are a threat because a Jelly can ...


7

In Brogue, it appears that searching is not limited to just adjacent squares, but rather it affects a fair distance around you - perhaps even the entire room as your eyes can see. As such, discovering hidden doors and traps is a lot easier. You can search a few (4-6) times in the center of a room or corridor and you should be able to find anything without ...


6

This Shift-Num7 combination only works when Num Lock is off - so what you're really pressing is Shift-7 — the ampersand symbol on some keyboard layouts. Anyway, the current version of the game explains the prompt by saying: Succumb to demonic temptation (i.e. enable easy mode)? Answering Yes gives: An ancient and terrible evil burrows into ...


5

No, you don't need to complete it in one sitting. To load a saved game, use the Open command in-game. It'll prompt you to type out the name of the saved game. It may take some time to load, and naturally the run you "started" will be obliterated, but you weren't intending to make that run anyway, neh? On the same note, this is also how you access ...


4

According to the documentation on the site, all staves charge over a certain given timeframe). This means that staves with more charges seem to charge faster. I.e. if a staff takes 10 turns to charge to full (regardless of # charges), then one with 3 charges appears to get one charge every three turns, but one with 6 gets 1 charge every 1 and a half, ...


4

Some research online eventually yielded this (not very easy to find) thread on the subject matter on Brogue's official forums: http://brogue.createforumhosting.com/your-monkey-can-now-what-t73.html. The important part is Pender's post (the developer of the game), the sixth one from the top, which I'll paraphrase. Allies gain experience based on your ...


4

I have adapted this chart to answer the question: Weapon Name Damage Roll (range) Str req. Notes for +0 Dagger 1d2+2 (3-4) 10 Sword 1d4+5 (6-10) 14 Broadsword 1d6+15 (14-22) 19 Mace 1d13+17 (18-30) 16 ...


3

There isn't any other way. Keep in mind that using scrolls of enchantment on weapons and armor lowers their strength requirement, as well as adding bonus.


3

Don't read scrolls until you have equipment worth enchanting. In fact, don't read scrolls until you've quaffed Detect Magic, if you can avoid it. No harmful potion is as bad as wasting an Enchant, or, for that matter, wasting Protect Armor, Protect Weapon, or Identify. (Players seem to fear harmful potions more than they should. There are easy survival ...


3

An unenchanted dagger gives you an attack bonus of +0.5 (+0 intrinsic and +0.5 excess strength bonus), for a total of 3.5-4.5 damage. Enchanting the dagger brings it up to +1.75 (+1 intrinsic and +0.75 excss strength), for a total of 4.75-5.75 damage. Unenchanted average: 4; enchanted average: 5.25. Damage improvement: 32%. Enchanting your weapon would also ...


3

Statues are obstacles which only light can pass through. You can thus see past them, but not move or throw things past them. Breaking a normal statue with a staff of tunneling or a scroll of shattering does not appear to yield anything special. They're mostly a flavor element, like carpets and bones and such. They sometimes serve as a warning, and sometimes ...


3

The deadly lichen is not as poisonous as the beckoned kobold led me to believe. I decided to risk walking over it and it did minimal poison damage to me. I looted the vault and picked up a staff of firebolt - I can now verify that fire takes care of the lichen quite easily. I'm sure levitation would work as well, as suggested by yx. As for where the ...


2

Not everything in brogue identifies via use. Wands of teleportation and invisibility both make monsters vanish, and an invisible monster won't necessarily try to eat you right away. You could c 'call' the wand "might be teleportation?" (or something similar) in the mean time. Also, once you 'call' a type of item, all future types are labeled that. So if ...


2

It's not possible. Looking at the source code, we can see that treasure rooms ("libraries" as they're called internally - you can only check out one item at a time) are implemented using ALTAR_CAGE_OPEN features with the MF_GENERATE_ITEM and ITEM_IS_KEY flags - so, at level generation, each altar generates an item on it that is configured to be a key. (This ...


2

Don't keep the kind of a stash that you'll want to visit periodically - consumables aren't worth starving. Come back only for great gear that synergizes with some other great item you just found. If you're holding an armload of unidentified potions and scrolls, stand near some water and ID a few the hard way. At later depths, you'll appreciate being able to ...


1

That situation is always a bit of a downer. However, you now have ID'ed scrolls of enchantment which is always nice. I think I personally would choose the weapon. I have no data to base it on, but hitting harder and more reliably will kill monsters faster. Reducing the number of attacks they get back at you should reduce the risk your @ faces the most.


1

Throw something on the trigger when your allies step off, or, if that's unfeasible, stumble around until you're standing on it and then wait. You could also use your Staff of Obstruction to keep your allies off the trap. That seems like one of the simplest options. (Why do you have potions of Hallucination? They do nothing useful.)


1

It doesn't mean anything, it's just aesthetic.


1

I auto-explore a lot in the first levels and use it less and less as I get deeper (only reached 16 depth, so take advice with caution). Of course the problem is to identify threat, so my usual method is to auto-explore until I find an enemy, then I try to deal with it (darting a bloat, killing a sleeping enemy or letting a wandering jackal go) and when I ...


1

General advice on roguelikes is that if you haven't been hit by any traps before you spotted them, you probably spent enough time on searching. The only way to conclusively determine how much searching was enough is negative -- if you're hit and/or killed by a trap, your current amount of searching was insufficient.



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