Ultima 7 sorta does this. No weapon stats are shown directly but you can find an in-game book that does list attack values for standard weapons, although only a subset of actual weapons since it omits the weirder or magical stuff you can find.
I think it was the same for U8, although there were a lot less weapons.
Im the baby. Ive played a couple flours of Switch Shiren and a little Adventure Mode in Dwarf Fortress (hated the quest system). Ive also played Elona briefly, I liked it best of these examples.
Brogue is accessible and a lot of fun. Itâs gorgeous too, does amazing things with ASCII graphics. Itâs also free and community supported, which is nice. Itâs my favorite roguelike, and itâs the one that got me interested in the genre in the first place.
This is a GOOD game. This is what I wanted. Something to play depth delving RPGs when weâre not at the table. I named a scroll âwhatâ and got shocked to death by an electric eel.
thirding Brogue, echoing that its just casually what I want from a roguelike without all the wikiscumming I associate with the rest of the genre
Itâs about building good heuristics to deal with unexpected situations (which is I think the ideal of the trad roguelike) without falling into the typical traps of being too formulaic or too arbitrary.
Im starting to figure some things out. Hilariously, I was cornered on the fourth level and I thought Id whip out a wand (hey, it might help!). Turned out to be a wand of plenty⌠I didnt stand a chance after multiplying the enemies!
I can see how the tension would rise with the levels. And then youve gotta go back up?! What a quest.
Generally speaking, new roguelikes are better than the old roguelikes. Theyâve got thought put into QoL changes and theyâre not designed to be primarily played by sysadmins who have hundreds of hours of experience with them.
Brogue, which has been covered, is great.
Caves of Qud, is also great, it gives you more of an open-world exploration experience than the pure dungeon-crawl that you get with Brogue.
Dungeon Crawl: Stone Soup is also a good dungeon-crawler with a bit of a maximalist bent. I know we had a poster here for a while who was a contributor to the project and felt pretty burnt-out by it; I think youâd be better off checking out DC:SS than the older maximalist roguelikes like the Angband variants.
(And this is coming from somebody who started playing traditional roguelikes in '91, has beaten vanilla Angband, and spent far too much time in the 90s reading and posting in rec.games.roguelikes)
Seconding Caves of Qud but only with permadeath turned off. The game has different values from other roguelikes (itâs in large part about randomized SF-novel-style storytelling), and itâs too unwieldy and maximalist to balance or pace around death-looping. Although itâs also kind of weird to just do a full playthrough of a randomized world without visiting that many other variants, permadeath still undermines it instead of grounding it IMO.
Iâve also had Cogmind on my steam wishlist for some time but Iâve been too intimidated to start playing. That one may or may not belong in a âbest roguelikesâ list but it almost certainly doesnât in an âaccessible roguelikesâ one
Caves of Qud. It isnât as hotkey-heavy and deep as the UI makes it look. It really is just a single-character open world RPG with random shit in it. and you donât have to play it with permadeath, and you can save your character for loading up again or slightly altering for subsequent playthroughs.
if you want tight dungeon crawling experiences, then
Brogue
Stone Soup
POWDER