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* EnergyAbsorption: Silver mice have a light-draining bite, which exhausts your light source.
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* '''non-persistent dungeon levels''' - dungeon levels are randomly generated, but crucially, only ''one'' dungeon level is ever generated at a time. If you leave the floor you're on and then come back, the game will generate a completely new dungeon level, replacing the previous one entirely. The result of this is that you ''cannot'' revisit a dungeon level once you leave it; it's wiped from existence, and anything left there is gone forever. This is the defining feature of ''Angband'' that sets it apart from almost every other kind of roguelike.
* '''infinite dungeon''' - a side-effect of the non-persistent levels is that the dungeon is effectively infinite - there's nothing to stop you from visiting the same depth as many times as you like and taking as much as you can carry away from it. The game will always generate a new dungeon level each time you go, with new loot to collect and new enemies to fight. This means that the resources available to the player are effectively limitless. The dungeon itself still has a finite depth (100 floors).

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* '''non-persistent dungeon levels''' - dungeon levels in ''Angband'' are randomly generated, but crucially, only ''one'' dungeon level is ever generated at a time. If when you leave the floor you're on arrive and then come back, discarded when you leave; the game will generate a completely new dungeon level, replacing has no memory of the layouts of previous one entirely. The result of this is that levels you have visited. In other words, you ''cannot'' revisit a dungeon level once you leave it; it's wiped from existence, existence and anything left there is gone forever. This is the defining feature of ''Angband'' that sets it apart from almost every other kind of roguelike.
* '''infinite dungeon''' - a side-effect of the non-persistent levels is that the dungeon is effectively infinite - there's nothing to stop you from visiting the same depth as many times as you like and taking as much as you can carry away from it. The game will always generate a new brand-new dungeon level each every time you go, with new loot to collect and new enemies to fight. This means that the resources available to the player are effectively limitless. The dungeon itself still has a finite depth (100 floors).



* '''emphasis on [[MinMaxing character advancement]]''' - *bands are ultimately about gaining experience and improving the character's survivability, by any means necessary. LevelGrinding and Scumming are not as discouraged as in other games, and the design of *bands often makes this easy to do (for example, exploiting a self-replicating enemy for experience, or going up and down stairs repeatedly to generate new levels until you find one with some good items).

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* '''emphasis on [[MinMaxing character advancement]]''' - *bands are ultimately about gaining experience LevellingUp and improving the character's survivability, by any means necessary. LevelGrinding and Scumming are not as discouraged as in other games, and the design of *bands often makes this easy to do (for example, exploiting a self-replicating enemy for experience, or going up and down stairs repeatedly to generate new levels until you find one with some good items).



** This also means that they don't fall for the common roguelike trick of 'lure them into a tight corridor then pick them off one at a time' - they'll instead wait for you to come out into the open where they can surround you.

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** This also means that they don't always fall for the common roguelike trick of 'lure them into a tight corridor then pick them off one at a time' - they'll instead wait for you to come out into the open where they can surround you.



* DungeonBypass: practically a way of life in ''Angband''. As long as you know where the stairs are, there's nothing compelling you to remain on the current dungeon level. (Well, unless an enemy has paralysed you, or has the ability to teleport you to its location. But that's rare.) You can pretty much choose whichever depth you're most comfortable fighting at, and you can also use stairs as an immediate escape from danger if you can reach them.

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* DungeonBypass: practically a way of life in ''Angband''. As long as you know where the stairs are, there's nothing compelling you to remain on the current dungeon level. (Well, unless an enemy has paralysed you, or has the ability to teleport you to its location. But that's rare.) You can pretty much choose whichever depth you're most comfortable you feel lcomfortable fighting at, and you can also use stairs as an immediate escape from danger if you can reach them.



* VoodooShark: The game's explanation for the non-persistent levels is that there is a 'maze of staircases' between each level, in which your character always gets lost and therefore is unable to find his way back to that same level again. Considering that the dungeons take up significant floor space, and that your character also has access to mining tools (and, if really smart, could just leave a trail or something), it seems highly unlikely that an entire dungeon could simply be 'lost' like this. Not to mention the sheer area that this neverending collection of dungeons must take up (and we know that all dungeons of the same level occur at the same depth, because the game tells you exactly how many feet underground you are!).

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* VoodooShark: The game's explanation for the non-persistent levels is that there is a 'maze of staircases' between each level, floor, in which your character always gets lost and therefore is unable to find his way back to that exact same level location again. Considering that the dungeons take up significant floor space, and that your character also has access to mining tools (and, if really smart, could just leave a trail or something), it seems highly unlikely that an entire dungeon could simply be 'lost' like this. Not to mention the sheer area that this neverending collection of dungeons must take up (and we know that all dungeons of the same level occur at the same depth, because the game tells you exactly how many feet underground you are!).
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* MassiveRaceSelection: Angband itself only has eight races, but variants tend to go crazy with this. ''ZAngband'' has one of the most extensive selections. The ''ZAngband'' variant ''Entroband'' has thirty-seven races and twenty-seven classes. Averted by a newer variant ''Sil'', in which you can only choose Noldor (High Elves), Sindar (Grey Elves), Naugrim (Dwarf) or Edain (Human).

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* MassiveRaceSelection: Angband itself only has eight races, but variants tend to go crazy with this. ''ZAngband'' ''VideoGame/ZAngband'' has one of the most extensive selections. The ''ZAngband'' ''VideoGame/ZAngband'' variant ''Entroband'' has thirty-seven races and twenty-seven classes. Averted by a newer variant ''Sil'', in which you can only choose Noldor (High Elves), Sindar (Grey Elves), Naugrim (Dwarf) or Edain (Human).



** In ZAngband, you can kill the [[HarsherInHindsight Finnish president and Nobel Peace prize laureate]] Martti Ahtisaari - or rather, a parody version of him.

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** In ZAngband, VideoGame/ZAngband, you can kill the [[HarsherInHindsight Finnish president and Nobel Peace prize laureate]] Martti Ahtisaari - or rather, a parody version of him.
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* VendorTrash: Since version 3.5.0, the ability to sell items has been turned off by default, precisely to prevent players from simply trawling through the dungeon for trash to sell. It can be enabled in the options however.

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* VendorTrash: Since In an attempt to streamline the game, since version 3.5.0, the ability to sell items has been turned off by default, precisely default while gold drops being improved to prevent players from simply trawling through avoid having the dungeon for trash player constantly going back to sell. town to sell stuff. It can be enabled in the options however.
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* EverythingTryingToKillYou: Every single monster in the dungeon (and a couple in the town) are hostile and will kill you if they can.
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* CaptainObvious: Some of the monster description texts such as a "Green Ooze" - "it's green and it's oozing".
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''Angband'' is a {{roguelike}} game [[TheThemeparkVersion loosely]] [[AnachronismStew based]] on Creator/JRRTolkien's books set in Middle-earth, but with stuff from other games, mostly ''TabletopGame/DungeonsAndDragons'' and ''{{Rolemaster}}'', as well as original content. Along with ''VideoGame/NetHack'', ''DungeonCrawl'', ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', and ''[[VideoGame/TalesOfMajEyal ToME]]'', it is considered one of the five major modern roguelikes. It has been in continuous development since 1990.

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''Angband'' '''''Angband''''' is a {{roguelike}} game [[TheThemeparkVersion loosely]] [[AnachronismStew based]] on Creator/JRRTolkien's books set in Middle-earth, but with stuff from other games, mostly ''TabletopGame/DungeonsAndDragons'' and ''{{Rolemaster}}'', as well as original content. Along with ''VideoGame/NetHack'', ''DungeonCrawl'', ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', and ''[[VideoGame/TalesOfMajEyal ToME]]'', it is considered one of the five major modern roguelikes. It has been in continuous development since 1990.



Although not the first in its roguelike line (that distinction goes to ''VideoGame/{{Moria}}'', of which Angband is a descendant), Angband is the grandfather of an entire family of roguelikes collectively known as *bands, thanks to its relatively easy-to-fork source code.

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Although not the first in its roguelike line (that distinction goes to ''VideoGame/{{Moria}}'', of which Angband ''Angband'' is a descendant), Angband ''Angband'' is the grandfather of an entire family of roguelikes collectively known as *bands, thanks to its relatively easy-to-fork source code.
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* CycleOfHurting: if you've fallen victim to an enemy with a debilitating status effect (confusion, poison, etc) and you can't kill it, this is probably how you'll die - being slowly picked to death and unable to recover.

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* CycleOfHurting: if If you've fallen victim to an enemy with a debilitating status effect (confusion, poison, etc) and you can't kill it, this is probably how you'll die - being slowly picked to death and unable to recover.



* DisabilityImmunity: warriors have this in some ways. They cannot use magic, and so have no mana, which makes them immune to the mana-draining abilities of jellies. They also aren't bothered so much by blindness; a blind warrior can still swing a weapon in front of them (which, since they're a warrior, will hit with a lot of damage), whereas a blinded mage cannot read their spell book and is therefore completely cut off from their primary source of defense.

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* DisabilityImmunity: warriors have this in some ways. They cannot use magic, and so have no mana, which makes them immune to the mana-draining abilities of jellies.mana-draining. They also aren't bothered so much by blindness; a blind warrior can still swing a weapon in front of them (which, since they're a warrior, will hit with a lot of damage), whereas a blinded mage cannot read their spell book and is therefore completely cut off from their primary source of defense.



* ElementalPowers: some enemies have them, or have resistances to certain elements. Players usually have to rely on hard-to-come-by magic devices and high-level spells if they want to do much elemental magic. They can also get elemental-branded weapons, but those are even harder to obtain.

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* ElementalPowers: some enemies have them, or have resistances to certain elements. Players usually have to rely on hard-to-come-by magic devices devices, rare branded equipment and high-level spells if they want to do much elemental magic. They can also get elemental-branded weapons, but those are even harder to obtain.magic.



* MookMaker: enemy summoners.

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* MookMaker: enemy summoners.Enemy summoners. Some summoners can even summon summoners!



* SpiderSense: all characters have an innate ability to sense things about the dungeon level that they're on, and can sense potential danger, even if they don't know exactly what the danger is.

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* SpiderSense: all All characters have an innate ability to sense things about the dungeon level that they're on, and can sense potential danger, even if they don't know exactly what the danger is.



* VoodooShark: the game's explanation for the non-persistent levels is that there is a 'maze of staircases' between each level, in which your character always gets lost and therefore is unable to find his way back to that same level again. Considering that the dungeons take up significant floor space, and that your character also has access to mining tools (and, if really smart, could just leave a trail or something), it seems highly unlikely that an entire dungeon could simply be 'lost' like this. Not to mention the sheer area that this neverending collection of dungeons must take up (and we know that all dungeons of the same level occur at the same depth, because the game tells you exactly how many feet underground you are!).

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* VoodooShark: the The game's explanation for the non-persistent levels is that there is a 'maze of staircases' between each level, in which your character always gets lost and therefore is unable to find his way back to that same level again. Considering that the dungeons take up significant floor space, and that your character also has access to mining tools (and, if really smart, could just leave a trail or something), it seems highly unlikely that an entire dungeon could simply be 'lost' like this. Not to mention the sheer area that this neverending collection of dungeons must take up (and we know that all dungeons of the same level occur at the same depth, because the game tells you exactly how many feet underground you are!).
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In terms of objective, it's fairly simple: your goal is to defeat Morgoth, the BigBad of Middle Earth. To get to him, you must first descend through 100 levels of increasingly hostile dungeons, and hopefully acquire enough experience and equipment to defeat him. The challenge comes from learning how best to deal with the vast menagerie of enemies in the dungeon, and knowing when and when not to take risks.

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In terms The objective of objective, it's fairly simple: your goal the game is to defeat Morgoth, the BigBad of Middle Earth. To get to him, you must first descend through 100 levels of increasingly hostile dungeons, and hopefully acquire enough experience and equipment to defeat him. The challenge comes from learning how best to deal with the vast menagerie of enemies in the dungeon, and knowing when and when not to take risks.
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clarified this


* VoodooShark: the game's explanation for the non-persistent levels is that there is a 'maze of staircases' between each level, in which your character always gets lost and therefore is unable to find his way back to that same level again. Considering that the dungeons take up significant floor space, and that your character also has access to mining tools (and, if really smart, could just leave a trail or something), it seems highly unlikely that an entire dungeon could simply be 'lost' like this. Not to mention the sheer area that this neverending collection of dungeons must take up (we know they're all on the same level, because the game tells you exactly how many feet underground you are!).

to:

* VoodooShark: the game's explanation for the non-persistent levels is that there is a 'maze of staircases' between each level, in which your character always gets lost and therefore is unable to find his way back to that same level again. Considering that the dungeons take up significant floor space, and that your character also has access to mining tools (and, if really smart, could just leave a trail or something), it seems highly unlikely that an entire dungeon could simply be 'lost' like this. Not to mention the sheer area that this neverending collection of dungeons must take up (we (and we know they're that all on dungeons of the same level, level occur at the same depth, because the game tells you exactly how many feet underground you are!).
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''Angband'' is a {{roguelike}} game [[TheThemeparkVersion loosely]] [[AnachronismStew based]] on Creator/JRRTolkien's books set in Middle-earth, but with stuff from other games, mostly ''TabletopGame/DungeonsAndDragons'' and ''{{Rolemaster}}'', as well as original content. Along with ''VideoGame/NetHack'', ''DungeonCrawl'', ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', and ''[[TalesOfMajEyal ToME]]'', it is considered one of the five major modern roguelikes. It has been in continuous development since 1990.

to:

''Angband'' is a {{roguelike}} game [[TheThemeparkVersion loosely]] [[AnachronismStew based]] on Creator/JRRTolkien's books set in Middle-earth, but with stuff from other games, mostly ''TabletopGame/DungeonsAndDragons'' and ''{{Rolemaster}}'', as well as original content. Along with ''VideoGame/NetHack'', ''DungeonCrawl'', ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', and ''[[TalesOfMajEyal ''[[VideoGame/TalesOfMajEyal ToME]]'', it is considered one of the five major modern roguelikes. It has been in continuous development since 1990.



** Also, in [[TalesOfMajEyal ToME]], don't equip that yellow ~ lying on the ground right away. It could be the Phial of Galadriel, or something really evil...

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** Also, in [[TalesOfMajEyal [[VideoGame/TalesOfMajEyal ToME]], don't equip that yellow ~ lying on the ground right away. It could be the Phial of Galadriel, or something really evil...

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* EscapeRope: Scrolls of Word of Recall, one of the most essential items in the game. These teleport you from the dungeon to the home town, and can also teleport you back into the dungeon again. They're also commonly used to escape threats, although the several-turn delay between invocation and the teleport means that it's not a foolproof way of getting out of trouble. Also available as a cleric spell.



* WarpWhistle: Scrolls of Word of Recall, one of the most essential items in the game. These teleport you from the dungeon to the home town, and can also teleport you back into the dungeon again. They're also commonly used to escape threats, although the several-turn delay between invocation and the teleport means that it's not a foolproof way of getting out of trouble. Also available as a cleric spell.
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Namespacing


''Angband'' is a {{roguelike}} game [[TheThemeparkVersion loosely]] [[AnachronismStew based]] on Creator/JRRTolkien's books set in Middle-earth, but with stuff from other games, mostly ''TabletopGame/DungeonsAndDragons'' and ''{{Rolemaster}}'', as well as original content. Along with ''NetHack'', ''DungeonCrawl'', ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', and ''[[TalesOfMajEyal ToME]]'', it is considered one of the five major modern roguelikes. It has been in continuous development since 1990.

to:

''Angband'' is a {{roguelike}} game [[TheThemeparkVersion loosely]] [[AnachronismStew based]] on Creator/JRRTolkien's books set in Middle-earth, but with stuff from other games, mostly ''TabletopGame/DungeonsAndDragons'' and ''{{Rolemaster}}'', as well as original content. Along with ''NetHack'', ''VideoGame/NetHack'', ''DungeonCrawl'', ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', and ''[[TalesOfMajEyal ToME]]'', it is considered one of the five major modern roguelikes. It has been in continuous development since 1990.

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* BlindedByTheLight: Some enemies have elemental light attacks which can do this to you.



* DisabilityImmunity: warriors have this in some ways. They cannot use magic, and so have no mana, which makes them immune to the mana-draining abilities of jellies. They also aren't bothered so much by blindness; a blind warrior can still swing a weapon in front of them (which, since they're a warrior, will hit with a lot of damage), whereas a blinded mage cannot read their spell book and is therefore completely cut off from their primary source of defense.



** The Scroll of Deep Descent does this more explicitly; it teleports you five dungeon levels downward. It can be a hazard for new characters, as you're likely to accidentally read one in the process of identifying scrolls you haven't seen, with the result that your inexperienced character ends up way out of his or her depth.



* FantasticLightSource: Light is very important in ''Angband''. All corridors are pitch black, and most rooms are unlit. There are mundane sources of light available (torches and lanterns), but also several magical ones. The most common are enchanted torches, which might be magically brightened, or even everlasting. There are also a few magical artifacts which produce light, all from Tolkien's works: the Phial of Galadriel, the Star of Elendil, and the Arkenstone of Thráin.



* WarpWhistle: Scrolls of Recall. Also available as a cleric spell.
* WeaponOfXSlaying: One of many properties ego and artifact weapons can have is bonus damage against particular types of enemies. This is controlled by a set of independent boolean flags, allowing (in the extreme) the artifact sword Crisdurian, which has ''all'' the Slay X flags set (and has the damage dice to make it count).

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* WarpWhistle: Scrolls of Recall.Word of Recall, one of the most essential items in the game. These teleport you from the dungeon to the home town, and can also teleport you back into the dungeon again. They're also commonly used to escape threats, although the several-turn delay between invocation and the teleport means that it's not a foolproof way of getting out of trouble. Also available as a cleric spell.
* WeaponOfXSlaying: One of many properties ego and artifact weapons can have is bonus damage against particular types of enemies. This is controlled by a set of independent boolean flags, allowing (in the extreme) the artifact sword Crisdurian, which has ''all'' the Slay X flags set (and has the damage dice to make it count).count).
* WeakenedByTheLight: light is one of the elements in ''Angband'''s elemental system, and some creatures are harmed by it. Many different magical items can produce bright light for this purpose.
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** Creatures with the ability to produce copies of themselves will generally kill you in this manner - they're relatively harmless by themselves, but once they start multiplying they can block passages and totally surround you, picking you off a little at a time.

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** Creatures with the ability to produce copies of themselves will generally kill you in this manner - they're usually relatively harmless by themselves, but once they start multiplying they can block passages and totally surround you, picking you off a little at a time.

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Angband and other *bands have a few features that make them distinct from other roguelike families:

* '''non-persistent dungeon levels''' - dungeon levels are randomly generated, but crucially, only ''one'' dungeon level is ever generated at a time. If you leave the floor you're on and then come back, the game will generate a completely new dungeon level, replacing the previous one entirely. The result of this is that you ''cannot'' revisit a dungeon level once you leave it; anything left there is gone forever.
* '''infinite dungeon''' - a side-effect of the non-persistent levels is that the dungeon is effectively infinite - there's nothing to stop you from visiting the same depth as many times as you like and taking as much as you can carry away from it. The game will always generate a new dungeon level each time you go, with new loot to collect and new enemies to fight. This means that the resources available to the player are effectively limitless.

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Angband ''Angband'' and other *bands have a few features that make them distinct from other roguelike families:

* '''non-persistent dungeon levels''' - dungeon levels are randomly generated, but crucially, only ''one'' dungeon level is ever generated at a time. If you leave the floor you're on and then come back, the game will generate a completely new dungeon level, replacing the previous one entirely. The result of this is that you ''cannot'' revisit a dungeon level once you leave it; it's wiped from existence, and anything left there is gone forever.
forever. This is the defining feature of ''Angband'' that sets it apart from almost every other kind of roguelike.
* '''infinite dungeon''' - a side-effect of the non-persistent levels is that the dungeon is effectively infinite - there's nothing to stop you from visiting the same depth as many times as you like and taking as much as you can carry away from it. The game will always generate a new dungeon level each time you go, with new loot to collect and new enemies to fight. This means that the resources available to the player are effectively limitless. The dungeon itself still has a finite depth (100 floors).



* DungeonBypass: practically a way of life in ''Angband''. As long as you know where the stairs are, there's nothing compelling you to remain on the current dungeon level. (Well, unless an enemy has paralysed you, or has the ability to teleport you to its location. But that's rare.) You can pretty much choose whichever depth you're most comfortable fighting at, and you can also use stairs as an immediate escape from danger if you can reach them.



* ElementalEmbodiment: various elementals can be met throughout the game, mostly sticking to the classical elements, but occasionally venturing into more abstract territory (smoke elemental, ooze elemental).

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* ElementalEmbodiment: various elementals can be met throughout the game, mostly sticking to the classical elements, but occasionally venturing into more abstract territory (smoke (eg. smoke elemental, ooze elemental).



* EnemySummoner: Better learn to make an anti-summoning corridor.
* EvilIsDeathlyCold: Cursed items.
* ExplosiveBreeder: Many low-level creatures have the 'reproducing' ability, meaning they can spawn copies of themselves. This is something fairly unique to *bands - ''Angband'' can get away with it because of its non-persistent dungeons (in any other roguelike, they would clog up the level permanently, which could unbalance the game). Reproducing creatures include worm masses, lice, and rats, each of which which have many [[UndergroundMonkey annoying]] [[PaletteSwap colour]] [[UndergroundMonkey variants]]. These can be [[LevelGrinding ground upon]] to gain levels, but unless you're using a borg (a bot which plays the game) this is too dull to do for more than a few levels.

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* EnemySummoner: Better learn Some enemies (most often mages) have the ability to make an anti-summoning corridor.
summon other enemies to fight you.
* EvilIsDeathlyCold: Cursed items.
items feel this way when you wear or wield them.
* ExplosiveBreeder: Many low-level creatures have the 'reproducing' 'breeds explosively' ability, meaning they can spawn copies of themselves. This is something fairly unique to *bands - ''Angband'' can get away with it because of its non-persistent dungeons (in any other roguelike, they would clog up the level permanently, which could unbalance the game). Reproducing creatures include worm masses, lice, and rats, each of which which have many [[UndergroundMonkey annoying]] [[PaletteSwap colour]] [[UndergroundMonkey variants]]. These can be [[LevelGrinding ground upon]] to gain levels, but unless you're using a borg (a bot which plays the game) this is too dull to do for more than a few levels.
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''Angband'' is a {{roguelike}} game [[TheThemeparkVersion loosely]] [[AnachronismStew based]] on Creator/JRRTolkien's books set in Middle-earth, but with stuff from other games, mostly ''TabletopGame/DungeonsAndDragons'' and ''{{Rolemaster}}'', as well as original content.

It was intended to be an enhanced port of Umoria, an earlier roguelike. The game takes place in an extremely deep dungeon beneath a town. The goal of the game is to descend into the dungeon and amass enough experience and loot to defeat Morgoth, the BigBad of Middle-Earth.

to:

''Angband'' is a {{roguelike}} game [[TheThemeparkVersion loosely]] [[AnachronismStew based]] on Creator/JRRTolkien's books set in Middle-earth, but with stuff from other games, mostly ''TabletopGame/DungeonsAndDragons'' and ''{{Rolemaster}}'', as well as original content.

It was intended to be an enhanced port of Umoria, an earlier roguelike. The game takes place in an extremely deep dungeon beneath a town. The goal
content. Along with ''NetHack'', ''DungeonCrawl'', ''[[VideoGame/AncientDomainsOfMystery ADOM]]'', and ''[[TalesOfMajEyal ToME]]'', it is considered one of the game five major modern roguelikes. It has been in continuous development since 1990.

In terms of objective, it's fairly simple: your goal
is to descend into the dungeon and amass enough experience and loot to defeat Morgoth, the BigBad of Middle-Earth.
Middle Earth. To get to him, you must first descend through 100 levels of increasingly hostile dungeons, and hopefully acquire enough experience and equipment to defeat him. The challenge comes from learning how best to deal with the vast menagerie of enemies in the dungeon, and knowing when and when not to take risks.



* '''large dungeons''' - dungeons in ''Angband'' and other *bands are many screens wide and tall.

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* '''large dungeons''' - dungeons in ''Angband'' and other *bands are huge, sprawling affairs, many screens wide and tall.

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* '''non-persistent dungeon levels''' - Dungeons are randomly generated, and a new one is generated each time you visit that floor. The result of this is that you ''cannot'' revisit a dungeon once you leave it; anything left there is gone forever, and a new dungeon (with new monsters and items) will be generated in its place. In game, this is explained as there being a 'maze of staircases' between each level, in which you always get lost.
* '''infinite dungeon''' - a side-effect of the non-persistent levels is that the dungeon is effectively infinite. While it has a finite depth (100 levels), you can visit a particular depth as many times as you like, and the dungeon will always be brand new. This also means that the resources available to the player are limitless.

to:

* '''non-persistent dungeon levels''' - Dungeons dungeon levels are randomly generated, and a new one but crucially, only ''one'' dungeon level is ever generated each time at a time. If you visit that floor. leave the floor you're on and then come back, the game will generate a completely new dungeon level, replacing the previous one entirely. The result of this is that you ''cannot'' revisit a dungeon level once you leave it; anything left there is gone forever, and a new dungeon (with new monsters and items) will be generated in its place. In game, this is explained as there being a 'maze of staircases' between each level, in which you always get lost.
forever.
* '''infinite dungeon''' - a side-effect of the non-persistent levels is that the dungeon is effectively infinite. While it has a finite depth (100 levels), infinite - there's nothing to stop you can visit a particular from visiting the same depth as many times as you like, like and the dungeon taking as much as you can carry away from it. The game will always be brand new. generate a new dungeon level each time you go, with new loot to collect and new enemies to fight. This also means that the resources available to the player are effectively limitless.



* '''monster memory''' - with each monster encounter, you may learn more about the monsters you're fighting. For example, you may discover that worm masses have a weakness to bright light. Every new piece of information you learn is stored in the monster memory, and can be recalled at any time - even by descendants who have never personally encountered the monster.
* '''feelings''' - ''Angband'' uses a multiple-level identification system for some items, expressed as 'feelings' that your character has. For example, your character may acquire an item in the dungeon, and after carrying it around for some time, may 'feel' that the item is special in some way. They still won't know exactly ''why'' it is special - this may require them to actually use it, or to use magical means of identification.

to:

* '''monster memory''' - with each monster encounter, you may learn more about the monsters you're fighting. For example, you may discover that worm masses have a weakness to bright light. Every new piece of information you learn is stored in the monster memory, and can be recalled at any time - even by descendants who have never personally encountered the monster.
* '''feelings''' - ''Angband'' uses a multiple-level identification system for some items, expressed as 'feelings' that your character has. For example, your character may acquire an item in the dungeon, and after carrying it around for some time, may 'feel' that the item is special in some way. They still won't know exactly ''why'' it is special - this may require them to actually use it, or to use magical means of identification. They also get feelings about the dungeon level they're on, and can sense potential danger, or the presence of worthwhile items.



* ChestMonster: Creeping Coins and various other mimics
* CompanionCube: Slime molds, a food item which many players name and keep as pets

to:

* ChestMonster: Creeping Coins and various other mimics
mimics.
* CompanionCube: Slime molds, a food item which many players name and keep as petspets.
* CycleOfHurting: if you've fallen victim to an enemy with a debilitating status effect (confusion, poison, etc) and you can't kill it, this is probably how you'll die - being slowly picked to death and unable to recover.



* ElementalEmbodiment: various elementals can be met throughout the game, mostly sticking to the classical elements, but occasionally venturing into more abstract territory (smoke elemental, ooze elemental).
* ElementalPowers: some enemies have them, or have resistances to certain elements. Players usually have to rely on hard-to-come-by magic devices and high-level spells if they want to do much elemental magic. They can also get elemental-branded weapons, but those are even harder to obtain.



* GemstoneAssault: one of the game's elements is 'shard', which means pieces of crystal/rock. Some enemies can breathe it at you, or are composed of it.



* MetalSlime: most unique enemies could be considered these - they show up irregularly, are fiendishly difficult to kill, but are usually worth the reward if you can defeat them.



* MonstersEverywhere



* SpiderSense: all characters have an innate ability to sense things about the dungeon level that they're on, and can sense potential danger, even if they don't know exactly what the danger is.



* VideoGameCrueltyPotential: The town level is full of beggars, harmless drunks, street urchins and mercenaries. The urchins of whom will try and steal from you. ''Guess what happens next.'' Even worse, the mercenaries can easily kill a starting character.
** Three words: Killing [[Literature/TheLordOfTheRings Farmer Maggot]].
*** Sure, but that's not purely for fun, he usually drops good stuff.

to:

* VideoGameCrueltyPotential: The town level is full of beggars, harmless drunks, street urchins urchins, and mercenaries. The urchins of whom will try and steal from you. ''Guess what happens next.'' Even worse, the mercenaries various mangy animals. They're generally no match for you whatsoever, even at your lowest level, so you can easily kill a starting character.
** Three words: Killing [[Literature/TheLordOfTheRings Farmer Maggot]].
*** Sure, but that's not purely for fun, he usually drops good stuff.
them with abandon (and they even sometimes drop money).
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** Some monsters also hunt in packs, and are wise to the common roguelike trick of 'lure them into a tight corridor then pick them off one at a time' - they'll instead wait for you to come out into the open where they can surround you.

to:

** Some monsters This also hunt in packs, and are wise to means that they don't fall for the common roguelike trick of 'lure them into a tight corridor then pick them off one at a time' - they'll instead wait for you to come out into the open where they can surround you.

Added: 692

Changed: 660

Removed: 813

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* ArtificialBrilliance: Monsters actively avoid tiles that you can see, opting to instead wait in the dark until they can pounce on you. They also learn your resistances ([[TheAllSeeingAI or, if you set the option, know them in advance]]) and will not attempt to use ineffective attacks repeatedly. In the variant/successor ''Sil'' orc packs try to flank you or block your escape routes, while archers will spread out and keep their distance - which is annoying and deadly.

to:

* ArtificialBrilliance: ArtificialBrilliance:
**
Monsters actively avoid tiles that you can see, opting to instead wait in the dark until they can pounce on you. They you.
** Some monsters
also hunt in packs, and are wise to the common roguelike trick of 'lure them into a tight corridor then pick them off one at a time' - they'll instead wait for you to come out into the open where they can surround you.
** Enemies can
learn your resistances ([[TheAllSeeingAI or, if you set the option, know them in advance]]) and will may not attempt to use ineffective attacks repeatedly. repeatedly.
**
In the variant/successor ''Sil'' orc packs try to flank you or block your escape routes, while archers will spread out and keep their distance - which is annoying and deadly.



* VendorTrash:
* Unidentified potions of apple juice, slime mold juice and water, which are given the same color qualifier across games (although no longer available in the latest versions). You can also sell other unidentified items as a cheap identification method. Known trashy items cannot be sold. Unknown items, however...
-->You sold 3 Scrolls of Create Trap for 31 gp. [[HeadDesk The shopkeeper bangs his head against the counter]].
** A fairly minor but entertaining example is selling broken swords/daggers and rusted chain mail to shops. The storekeeper will offer you one gold coin for it and then - surprise, surprise - it turns out said item has negative to hit/to dam/armor modifiers, thus making them worthless.
* Since version 3.5.0, selling has been turned off by default, which means this is no longer a problem.

to:

* VendorTrash:
* Unidentified potions of apple juice, slime mold juice and water, which are given the same color qualifier across games (although no longer available in the latest versions). You can also sell other unidentified items as a cheap identification method. Known trashy items cannot be sold. Unknown items, however...
-->You sold 3 Scrolls of Create Trap for 31 gp. [[HeadDesk The shopkeeper bangs his head against the counter]].
** A fairly minor but entertaining example is selling broken swords/daggers and rusted chain mail to shops. The storekeeper will offer you one gold coin for it and then - surprise, surprise - it turns out said item has negative to hit/to dam/armor modifiers, thus making them worthless.
*
VendorTrash: Since version 3.5.0, selling the ability to sell items has been turned off by default, which means this is no longer a problem.precisely to prevent players from simply trawling through the dungeon for trash to sell. It can be enabled in the options however.
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** Rods/Wands of Light in general, which light up a long line of tiles. If you rely in any kind of ranged attack, you'll need to spot monsters from as far away as possible, and these babies really shine in long corridors. You'd also be surprised by how many enemies are damaged by it in the early game.

to:

** Rods/Wands of Light in general, which light up a long line of tiles. If you rely in on any kind of ranged attack, you'll need to spot monsters from as far away as possible, and these babies really shine in long corridors. You'd also be surprised by how many enemies are damaged by it in the early game.



* DumpStat: If using the point-buy system to create your character, Charisma had practically no use aside from price adjustments - and was generally the easiest stat to improve (due to potions of charisma appearing earleir than other stats.) As of 3.5.0, the stat was removed, with gold drops likewise being toned down.

to:

* DumpStat: If using the point-buy system to create your character, Charisma had practically no use aside from price adjustments - and was generally the easiest stat to improve (due to potions of charisma appearing earleir earlier than other stats.) As of 3.5.0, the stat was removed, with gold drops likewise being toned down.
Is there an issue? Send a MessageReason:
None


* '''emphasis on [[MinMaxing character advancement]]''' - *bands are ultimately about gaining experience and improving the character's survivability. LevelGrinding and Scumming are perfectly acceptable ways of achieving this, and the design of *bands often makes this easy to do (for example, exploiting a self-replicating enemy for experience, or going up and down stairs repeatedly to generate new levels until you find one with some good items).

to:

* '''emphasis on [[MinMaxing character advancement]]''' - *bands are ultimately about gaining experience and improving the character's survivability. survivability, by any means necessary. LevelGrinding and Scumming are perfectly acceptable ways of achieving this, not as discouraged as in other games, and the design of *bands often makes this easy to do (for example, exploiting a self-replicating enemy for experience, or going up and down stairs repeatedly to generate new levels until you find one with some good items).



* ArtificialBrilliance: Monsters actively avoid tiles that you can see, opting to instead wait in the dark until they can pounce on you. They also learn your resistances ([[TheAllSeeingAI or, if you set the option, know them in advance]]) and will not attempt to use ineffective attacks repeatedly. In the variant/successor ''Sil'' orc packs try to flank you or block your escape routes, while archers will spead out and keep their distance - which is annoying and deadly.

to:

* ArtificialBrilliance: Monsters actively avoid tiles that you can see, opting to instead wait in the dark until they can pounce on you. They also learn your resistances ([[TheAllSeeingAI or, if you set the option, know them in advance]]) and will not attempt to use ineffective attacks repeatedly. In the variant/successor ''Sil'' orc packs try to flank you or block your escape routes, while archers will spead spread out and keep their distance - which is annoying and deadly.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* '''feelings''' - ''Angband'' uses a multiple-level identification system for some items, expressed as 'feelings' that your character has. For example, your character may acquire an item in the dungeon, and after carrying it around for some time, may 'feel' that the item is special in some way. They still won't know exactly ''why'' it is special - this may require them to actually use it, or to use magical means of identification.

Added: 577

Changed: 431

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None


* '''non-persistent dungeon levels''' - Dungeons are randomly generated, and a new one is generated each time you visit that level. The result of this is that you ''cannot'' revisit a level once you leave it; anything left on the level is gone forever, and a new level will be generated in its place. In game, this is explained as there being a 'maze of staircases' between each level, in which you always get lost.
* infinite dungeon - a side-effect of the non-persistent levels is that the dungeon is effectively infinite. While it has a finite depth (100 levels), you can a particular depth as many times as you like, and the dungeon will always be brand new. This also means that the resources available to the player are limitless.

to:

* '''non-persistent dungeon levels''' - Dungeons are randomly generated, and a new one is generated each time you visit that level. floor. The result of this is that you ''cannot'' revisit a level dungeon once you leave it; anything left on the level there is gone forever, and a new level dungeon (with new monsters and items) will be generated in its place. In game, this is explained as there being a 'maze of staircases' between each level, in which you always get lost.
* infinite dungeon '''infinite dungeon''' - a side-effect of the non-persistent levels is that the dungeon is effectively infinite. While it has a finite depth (100 levels), you can visit a particular depth as many times as you like, and the dungeon will always be brand new. This also means that the resources available to the player are limitless.



* MassiveRaceSelection: Angband only has eight races, but variants tend to add a lot more. ''ZAngband'' has one of the most extensive selections. The ''ZAngband'' variant ''Entroband'' has thirty-seven races and twenty-seven classes. Averted by a newer variant ''Sil'', in which you can only choose Noldor (High Elves), Sindar (Grey Elves), Naugrim (Dwarf) or Edain (Human).

to:

* MassiveRaceSelection: Angband itself only has eight races, but variants tend to add a lot more.go crazy with this. ''ZAngband'' has one of the most extensive selections. The ''ZAngband'' variant ''Entroband'' has thirty-seven races and twenty-seven classes. Averted by a newer variant ''Sil'', in which you can only choose Noldor (High Elves), Sindar (Grey Elves), Naugrim (Dwarf) or Edain (Human).(Human).
* MinMaxing: This is pretty much the aim of the game.
* MoneySpider: Generally averted. Only monsters that are likely to carry money (ie. humanoids) will drop it.



* RandomNumberGod: Everything in the dungeon is randomly created.

to:

* RandomNumberGod: Everything in the dungeon is randomly created.created and placed.



* VendorTrash: Unidentified potions of apple juice, slime mold juice and water, which are given the same color qualifier across games (although no longer available in the latest versions). You can also sell other unidentified items as a cheap identification method. Known trashy items cannot be sold. Unknown items, however...

to:

* VendorTrash: VendorTrash:
*
Unidentified potions of apple juice, slime mold juice and water, which are given the same color qualifier across games (although no longer available in the latest versions). You can also sell other unidentified items as a cheap identification method. Known trashy items cannot be sold. Unknown items, however...


Added DiffLines:

* Since version 3.5.0, selling has been turned off by default, which means this is no longer a problem.

Added: 320

Changed: 34

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* infinite dungeon - a side-effect of the non-persistent levels is that the dungeon is effectively infinite. While it has a finite depth (100 levels), you can a particular depth as many times as you like, and the dungeon will always be brand new. This also means that the resources available to the player are limitless.



* '''emphasis on character advancement''' - *bands are ultimately about gaining experience and improving the character's survivability. LevelGrinding and Scumming are perfectly acceptable ways of achieving this, and the design of *bands often makes this easy to do (for example, exploiting a self-replicating enemy for experience, or going up and down stairs repeatedly to generate new levels until you find one with some useful or sellable items).

to:

* '''emphasis on [[MinMaxing character advancement''' advancement]]''' - *bands are ultimately about gaining experience and improving the character's survivability. LevelGrinding and Scumming are perfectly acceptable ways of achieving this, and the design of *bands often makes this easy to do (for example, exploiting a self-replicating enemy for experience, or going up and down stairs repeatedly to generate new levels until you find one with some useful or sellable good items).
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* VoodooShark: the game's explanation for the non-persistent levels is that there is a 'maze of staircases' between each level, in which your character always gets lost and therefore is unable to find his way back to that same level again. Considering that the dungeons take up significant floor space, and that your character also has access to mining tools (and, if really smart, could just leave a trail or something), this explanation is a HandWave at best.

to:

* VoodooShark: the game's explanation for the non-persistent levels is that there is a 'maze of staircases' between each level, in which your character always gets lost and therefore is unable to find his way back to that same level again. Considering that the dungeons take up significant floor space, and that your character also has access to mining tools (and, if really smart, could just leave a trail or something), it seems highly unlikely that an entire dungeon could simply be 'lost' like this. Not to mention the sheer area that this explanation is a HandWave at best.neverending collection of dungeons must take up (we know they're all on the same level, because the game tells you exactly how many feet underground you are!).

Added: 29

Removed: 376

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* DroneJam: Anti-Summoning Corridors, the fancy name for player-dug corridors with a dead end the player sits on. They are meant to be used as a means to prevent [[MookMaker summoning monsters]] from calling monsters behind you and surrounding you. While they are the most reliable means to deal with those, it can take a while for the MookMaker to get in the player's range.


Added DiffLines:

* MookMaker: enemy summoners.

Changed: 844

Removed: 66

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None


* '''non-persistent dungeon levels''' - Dungeons are randomly generated, and a new one is generated each time you visit that level. The result of this is that you ''cannot'' revisit a level once you leave it; anything left on the level is LostForever. In game, this is explained as there being a 'maze of staircases' between each level, in which you always get lost.

to:

* '''non-persistent dungeon levels''' - Dungeons are randomly generated, and a new one is generated each time you visit that level. The result of this is that you ''cannot'' revisit a level once you leave it; anything left on the level is LostForever.gone forever, and a new level will be generated in its place. In game, this is explained as there being a 'maze of staircases' between each level, in which you always get lost.



** [[ExplosiveBreeder Explosive breeders.]] Most dangerous for low-level characters, but a sufficient number of them can cause problems even for higher-level players, as they'll spread until they block passages and totally surround you, picking you off a little at a time.

to:

** [[ExplosiveBreeder Explosive breeders.]] Most dangerous for low-level characters, Creatures with the ability to produce copies of themselves will generally kill you in this manner - they're relatively harmless by themselves, but a sufficient number of them can cause problems even for higher-level players, as they'll spread until once they start multiplying they can block passages and totally surround you, picking you off a little at a time.



* DumpStat: If using point-buy, Charisma had practically no use aside from price adjustments - and was generally the easiest stat to improve (due to potions of charisma appearing earleir than other stats.) As of 3.5.0, the stat was removed, with gold drops likewise being toned down.

to:

* DumpStat: If using point-buy, the point-buy system to create your character, Charisma had practically no use aside from price adjustments - and was generally the easiest stat to improve (due to potions of charisma appearing earleir than other stats.) As of 3.5.0, the stat was removed, with gold drops likewise being toned down.



* EvilIsDeathlyCold: Cursed items
* ExplosiveBreeder: Many low-level creatures, including worm masses, lice, and rats, each of which which have many [[UndergroundMonkey annoying]] [[PaletteSwap colour]] [[UndergroundMonkey variants]]. These can be [[LevelGrinding ground upon]] to gain levels, but unless you're using a borg (a bot which plays the game) this is too dull to do for more than a few levels.

to:

* EvilIsDeathlyCold: Cursed items
items.
* ExplosiveBreeder: Many low-level creatures, including creatures have the 'reproducing' ability, meaning they can spawn copies of themselves. This is something fairly unique to *bands - ''Angband'' can get away with it because of its non-persistent dungeons (in any other roguelike, they would clog up the level permanently, which could unbalance the game). Reproducing creatures include worm masses, lice, and rats, each of which which have many [[UndergroundMonkey annoying]] [[PaletteSwap colour]] [[UndergroundMonkey variants]]. These can be [[LevelGrinding ground upon]] to gain levels, but unless you're using a borg (a bot which plays the game) this is too dull to do for more than a few levels.



* MassiveRaceSelection: Mostly ''ZAngband''. The ''ZAngband'' variant ''Entroband'' has thirty-seven races and twenty-seven classes. Averted by a newer variant ''Sil'', in which you can only choose Noldor (High Elves), Sindar (Grey Elves), Naugrim (Dwarf) or Edain (Human).

to:

* MassiveRaceSelection: Mostly ''ZAngband''.Angband only has eight races, but variants tend to add a lot more. ''ZAngband'' has one of the most extensive selections. The ''ZAngband'' variant ''Entroband'' has thirty-seven races and twenty-seven classes. Averted by a newer variant ''Sil'', in which you can only choose Noldor (High Elves), Sindar (Grey Elves), Naugrim (Dwarf) or Edain (Human).



* RandomNumberGod: Everything in the dungeon is randomly created. Surviving early on depends entirely on random luck.

to:

* RandomNumberGod: Everything in the dungeon is randomly created. Surviving early on depends entirely on random luck.



* WeaponOfXSlaying: One of many properties ego and artifact weapons can have is bonus damage against particular types of enemies. This is controlled by a set of independent boolean flags, allowing (in the extreme) the artifact sword Crisdurian, which has ''all'' the Slay X flags set (and has the damage dice to make it count).
* YetAnotherStupidDeath: It's a roguelike. This is inevitable.

----

to:

* WeaponOfXSlaying: One of many properties ego and artifact weapons can have is bonus damage against particular types of enemies. This is controlled by a set of independent boolean flags, allowing (in the extreme) the artifact sword Crisdurian, which has ''all'' the Slay X flags set (and has the damage dice to make it count).
* YetAnotherStupidDeath: It's a roguelike. This is inevitable.

----
count).
Is there an issue? Send a MessageReason:
None


* '''non-persistent dungeon levels''' - Dungeons are randomly generated, and a new one is generated each time you visit that level. The result of this is that you ''cannot'' revisit a level once you leave it; anything left on the level is GoneForever. In game, this is explained as there being a 'maze of staircases' between each level, in which you always get lost.

to:

* '''non-persistent dungeon levels''' - Dungeons are randomly generated, and a new one is generated each time you visit that level. The result of this is that you ''cannot'' revisit a level once you leave it; anything left on the level is GoneForever.LostForever. In game, this is explained as there being a 'maze of staircases' between each level, in which you always get lost.



* '''emphasis on character advancement''' - *bands are ultimately about gaining experience and improving the character's survivability. {{Grinding}} and {{Scumming}} are perfectly acceptable way of achieving this, and the design of *bands often makes this easy to do (for example, exploiting a self-replicating enemy for experience, or going up and down stairs repeatedly to generate new levels until you find one with some useful or sellable items.

to:

* '''emphasis on character advancement''' - *bands are ultimately about gaining experience and improving the character's survivability. {{Grinding}} LevelGrinding and {{Scumming}} Scumming are perfectly acceptable way ways of achieving this, and the design of *bands often makes this easy to do (for example, exploiting a self-replicating enemy for experience, or going up and down stairs repeatedly to generate new levels until you find one with some useful or sellable items.
items).
Is there an issue? Send a MessageReason:
None


* '''DungeonsAndDragons mechanics''' - although all roguelikes borrow from D&D to some extent, ''Angband'' is the most overt about it - it uses the six D&D stats (Strength, Dexterity, Intelligence, Wisdom, Constitution, Charisma) and even has you generate your character by rolling virtual dice. Weapons also use dice notation (eg. 2d6) to determine the amount of damage they do.

to:

* '''DungeonsAndDragons mechanics''' - although all roguelikes borrow from D&D to some extent, ''Angband'' is the most overt about it - it uses the six D&D stats (Strength, Dexterity, Intelligence, Wisdom, Constitution, Charisma) and even has you generate your character by rolling virtual dice. Weapons also use dice notation (eg. 2d6) to determine the amount of damage they do.

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