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* VulnerableCivilians: You can kill everyone in the home village (except shopkeepers - they are just flavour names when you enter the shop and not actually present on them map.

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* VulnerableCivilians: You can kill everyone in the home village (except shopkeepers - they are just flavour names when you enter the shop and not actually present on them map.the map).
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** The town level is full of beggars, harmless drunks, street urchins, and various mangy animals. They're generally no match for you whatsoever, even at your lowest level, so you can kill them with abandon (and they even sometimes drop money).

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** The town level is full of beggars, harmless drunks, street urchins, and various mangy animals. They're generally no match for you whatsoever, even at your lowest level, so you can kill them with abandon (and they even sometimes drop money). Some of them are dangerous to low level characters - Mean Mercenaries are an even fight for a starting character and Battle Scarred Veterans remain dangerous for a few levels. Squint-eyed Rogues and Street Urchins are not dangerous in melee but can steal gold from you and should be avoided or killed at range.



* VulnerableCivilians: You can kill everyone in the home village.

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* VulnerableCivilians: You can kill everyone in the home village.village (except shopkeepers - they are just flavour names when you enter the shop and not actually present on them map.
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* TrueSight: Can be granted temporarily by a potion, giving you the ability to see otherwise invisible enemies.
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* '''emphasis on [[MinMaxing character advancement]]''' - *bands are ultimately about levelling up and improving the character's strengths and 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 ''Angband'' is ultimately about levelling up and improving the character's strengths and survivability, by any means necessary. LevelGrinding and Scumming are not as less discouraged as than 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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** Rods/Wands of Light in general, which light up a long line of tiles. If you rely 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.

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** Rods/Wands of Light in general, which light up a long line of tiles. If you rely 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 vulnerable to light in the early game.



* EnergyAbsorption: Silver mice have a light-draining bite, which exhausts your light source.

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* EnergyAbsorption: Silver mice have a light-draining bite, which exhausts your light source. Some enemies can also drain and feed on your mana.



* ExplosiveBreeder: Some creatures have the "breeds explosively" attribute, 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).

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* ExplosiveBreeder: Some creatures have the "breeds explosively" attribute, 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, roguelikes, they would clog up the level permanently, which could unbalance the game).
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* GemstoneAssault: one of the game's elements is 'shard', which means pieces of crystal/rock. Some enemies (eg. earth hounds) can breathe it at you to inflict lacerations, or are composed of it

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* GemstoneAssault: one of the game's elements is 'shard', which means pieces of crystal/rock. Some enemies (eg. earth hounds) can breathe it at you to inflict lacerations, or are composed of itit.
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* GemstoneAssault: one of the game's elements is 'shard', which means pieces of crystal/rock. Some enemies (eg. earth hounds) can breathe it at you to inflict lacerations.

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* GemstoneAssault: one of the game's elements is 'shard', which means pieces of crystal/rock. Some enemies (eg. earth hounds) can breathe it at you to inflict lacerations.lacerations, or are composed of it



* HolidayMode: At Christmas, Father Christmas himself can show up in town with an entourage of with red-hatted elves.

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* HolidayMode: At Christmas, Father Christmas himself can show up in town with an entourage of with red-hatted elves.
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* {{Animorphism}}: Some player classes can learn transformation spells which allow them to adopt animal forms, such as bats or foxes. This gives you benefits such as increased speed or heightened senses, but you can't use items.
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* CursedItem: Some items are inscribed with magic runes, and each rune has a specific effect which may or may not be harmful - but you can't tell that until you've identified the rune. Sometimes it can be worth keeping a cursed item and enduring the curse, if it's a good or useful item.
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** Some player classes are specifically adapted to the dark, and suffer penalties in light conditions. This makes it more beneficial for them to skulk in the shadows - or, with the right magic, to create their own darkness.
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* DamageDiscrimination: Averted - enemies have no protection from the ranged attacks of other enemies, nor any compunction to prevent such damage. For example, a dragon will happily try to murder you with its fire breath even if there are enemies in the way that would be incinerated by the blast. You can sometimes take advantage of this.


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* FriendlyFireproof: Players are immune to their own area-of-effect spells, so you can happily bombard groups of enemies with explosive fire blasts without ever having to worry about damaging yourself or your equipment. This also allows for an outside-the-box method of dealing with invisible enemies; if you target ''yourself'' with an area effect spell, any invisible enemies near you will be caught in the resulting blast.


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* VulnerableCivilians: You can kill everyone in the home village.
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* ElementalPowers: some enemies have them, or have resistances to certain elements. Players have to rely on hard-to-come-by magic devices, rare branded equipment and high-level spells if they want to do much elemental magic.

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* ElementalPowers: some enemies have them, or have resistances to certain elements. Players have to rely on hard-to-come-by magic devices, rare branded equipment and high-level spells if they want to do much elemental magic.



* 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.

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* GemstoneAssault: one of the game's elements is 'shard', which means pieces of crystal/rock. Some enemies (eg. earth hounds) can breathe it at you, or are composed of it.you to inflict lacerations.
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* FierySalamander: Salamanders deal fire damage, and giant salamanders can breathe flame.
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Curses changed in version 4 and don't always produce a noticable effect.


* EvilIsDeathlyCold: Cursed items feel this way when you wear or wield them.
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* BanditMook: You can encounter thieves of many different races in the dungeon, which have the ability to steal money from your pouch and teleport away before you can do anything about it. This is particularly annoying in Angband, since the non-persistent dungeons mean that you'll never see that money again unless you track the enemy down and recover it. It's even worse if you encounter Sméagol too early; he can take your money and is near-impossible for a low-level character to kill. Your best hope is to accept the loss and run.

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I've never actually seen this happen.


* DeathOfAThousandCuts:
** 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.
** If met at the start of the game, a Floating Eye can keep you paralyzed to the point that you ''starve to death''.

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* DeathOfAThousandCuts:
**
DeathOfAThousandCuts: 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.
** If met at the start of the game, a Floating Eye can keep you paralyzed to the point that you ''starve to death''.
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* NominalImportance: If an artifact has a proper name, it's generally something ''really'' special, and may have unique powers.

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* NominalImportance: If an artifact a piece of equipment has a proper name, it's generally something ''really'' special, and may have unique powers.

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To ME has long since forked from Angband, so this probably isn't relevant any more.


* 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 feel lcomfortable 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 feel lcomfortable comfortable fighting at, and you can also use stairs as an immediate escape from danger if you can reach them.



* NominalImportance: If an artifact has a proper name, it's generally something ''really'' special, and may have unique powers.



** Also, in [[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...



* VoodooShark: The game's explanation for the non-persistent levels is that there is a 'maze of staircases' between each floor, in which your character always gets lost and therefore is unable to find his way back to that exact same 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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* VoodooShark: The game's explanation for the non-persistent levels is that there is a 'maze "maze of staircases' staircases" between each floor, in which your character always gets lost and therefore is unable to find his way back to that exact same 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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This appears to have been toned down in newer versions, and I think worm masses don't exist in Angband.


* '''feelings''' - player characters in ''Angband'' have mysterious intuitive senses called "feelings", which can foresee potential danger on the current dungeon floor, or the presence of powerful items. (Prior to version 4, the player would also get feelings about the quality of the items they find; however, this has since been replaced by a more conventional rune-based identity system).

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* '''feelings''' - player characters in ''Angband'' have mysterious intuitive senses called "feelings", which can foresee potential danger on the current dungeon floor, or the presence of powerful items. (Prior to version 4, the player would also get feelings about the quality of the items they find; however, this has since been replaced by a more conventional rune-based identity system).



* ExplosiveBreeder: Many low-level creatures have the '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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* ExplosiveBreeder: Many low-level Some creatures have the 'breeds explosively' ability, "breeds explosively" attribute, 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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** Paralysis was worse in an earlier versions, as it could produce infinite paralysis cycles without doing damage. Version 2.8.2 did a partial adjustment, requiring those attacks to inflict at least 1 point of damage.

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Added image.


'''''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 ''TabletopGame/{{Rolemaster}}'', as well as original content. Along with ''VideoGame/NetHack'', ''VideoGame/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''''' [[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/angband.png]]
''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 ''TabletopGame/{{Rolemaster}}'', as well as original content. Along with ''VideoGame/NetHack'', ''VideoGame/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.



* 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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* 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).
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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 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.

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* DisabilityImmunity: warriors Warriors have this in some ways. They cannot use magic, and so have no mana, which makes them immune to 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.



* 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 feel lcomfortable fighting at, and you can also use stairs as an immediate escape from danger if you can reach them.

to:

* DungeonBypass: practically 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 feel lcomfortable 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 (eg. smoke elemental, ooze elemental).

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



* MagicallyIneptFighter: The Warrior class can't learn or use magic at all.



* 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.

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* MetalSlime: most 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.



* 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).
* 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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* 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.
* 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).
* 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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* '''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 brand-new dungeon level 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).
* '''feelings''' - player characters in ''Angband'' have mysterious intuitive senses called "feelings", which can foresee potential danger on the current dungeon floor, or the presence of powerful items.

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* '''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 brand-new dungeon level 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.limitless and you can, in principle, play forever. The dungeon itself still has a finite depth (100 floors).
* '''feelings''' - player characters in ''Angband'' have mysterious intuitive senses called "feelings", which can foresee potential danger on the current dungeon floor, or the presence of powerful items. (Prior to version 4, the player would also get feelings about the quality of the items they find; however, this has since been replaced by a more conventional rune-based identity system).



* '''monster memory''' - with each monster encounter, you may learn more about the monsters you're fighting. 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.
* '''emphasis on [[MinMaxing character advancement]]''' - *bands are ultimately about 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).

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* '''monster memory''' - with each monster encounter, you may learn more your character is constantly observing and learning things about the monsters you're fighting. they fight, such as their special powers and any vulnerabilities they've been seen to display. Every new piece of information you learn learned is stored in the monster memory, and can be recalled at any time - even by descendants who have never personally encountered the monster.
* '''emphasis on [[MinMaxing character advancement]]''' - *bands are ultimately about LevellingUp levelling up and improving the character's strengths and 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).
Is there an issue? Send a MessageReason:
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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 ''TabletopGame/{{Rolemaster}}'', as well as original content. Along with ''VideoGame/NetHack'', ''TabletopGame/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.

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 ''TabletopGame/{{Rolemaster}}'', as well as original content. Along with ''VideoGame/NetHack'', ''TabletopGame/DungeonCrawl'', ''VideoGame/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.
Is there an issue? Send a MessageReason:
None


'''''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.

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}}'', ''TabletopGame/{{Rolemaster}}'', as well as original content. Along with ''VideoGame/NetHack'', ''DungeonCrawl'', ''TabletopGame/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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* NamesToRunAwayFromReallyFast: "killer fire beetle"
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Correction: it's only item feelings that were removed. Level feelings are still there.

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* '''feelings''' - player characters in ''Angband'' have mysterious intuitive senses called "feelings", which can foresee potential danger on the current dungeon floor, or the presence of powerful items.
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Feelings were removed in Angband 4.


* '''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.

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* HolidayMode: At Christmas, Father Christmas himself can show up in town with an entourage of with red-hatted elves.



* VideoGameCrueltyPotential: The town level is full of beggars, harmless drunks, street urchins, and various mangy animals. They're generally no match for you whatsoever, even at your lowest level, so you can kill them with abandon (and they even sometimes drop money).

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* VideoGameCrueltyPotential: VideoGameCrueltyPotential:
**
The town level is full of beggars, harmless drunks, street urchins, and various mangy animals. They're generally no match for you whatsoever, even at your lowest level, so you can kill them with abandon (and they even sometimes drop money).money).
** [[HolidayMode At Christmas]], you can attack and kill ''Father Christmas'', who is specifically there to bring presents for the poor street urchins.
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* PoisonMushroom: Potions of Salt Water, which make you sick and dangerously hungry.
* RandomEffectSpell: Wands of Wonder have a random effect each time they're used.
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* BreathWeapon: many enemies have these.


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* VisualPun: ''Angband'' has "dragon flies": insects with breath attacks.

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