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* MoneySpider: Generally averted. Only monsters that are likely to carry money (ie. humanoids) will drop it.

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* MoneySpider: Generally averted. Only Mostly only monsters that are likely to carry money (ie. (i.e. humanoids) will drop it.it, however there are some anomalies. Some of the "slime" type enemies do so, as do Nagas (essentially human headed snakes) and intelligent reptilian enemies such as Dragons and Hydras somehow drop loads of items and/or money when they die. Bizarrely non-corporeal undead such as Wraiths also carry stuff!


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** Secondarily, after your primary stat it's ''strength'', even if you are a Mage. The reason is that you have to carry a lot of gear to survive and strength affects your carrying capacity. If you are overloaded you start taking hits to your speed which can be fatal. Mage spellbooks are ''heavy'' so perversely after maxing your intelligence you should dump the rest of your points into strength!
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* BigBad: Usually Morgoth, but some variants change this up including ''The One Ring'' as an enemy you have to destroy rather than an item.


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* TheDragon: Sauron is this in most variants. You have to kill him before you can reach level 100 where Morgoth hangs out.

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* NamesToRunAwayFromReallyFast: "killer fire beetle"

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* NamesToRunAwayFromReallyFast: "killer fire beetle"A lot of uniques have these, as do powerful monsters such as Dreadlords.



** In a similar vein, you can find scroll, ring and potion mimics that look like useful items.



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

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



* 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 the 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 the map). Some of them even drop a few coins, handy if you need a little extra for an item before it vanishes from a shop.
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* RandomNumberGod: Everything in the dungeon is randomly created and placed.

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* RandomNumberGod: Everything in the dungeon is randomly created and placed. If you select the option, artifacts are also generated with random abilities.
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* MagicMushroom: There are many different species of mushroom in the game, all with different effects. Some of them are mixed blessings; for example, Mushrooms of Terror make your character terrified and unable to fight, but also give them a staggering burst of speed for running away. You can also encounter enemy Magic Mushroom patches that cast spells that can cast spells and release spores designed to blind, confuse and disorient you, as well as teleporting away making them incredibly annoying opponents.

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* MagicMushroom: There are many different species of mushroom in the game, all with different effects. Some of them are mixed blessings; for example, Mushrooms of Terror make your character terrified and unable to fight, but also give them a staggering burst of speed for running away. You can also encounter enemy Magic Mushroom patches that cast spells that can cast spells and release spores designed to blind, confuse and disorient you, as well as teleporting away making them incredibly annoying opponents.
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* MagicMushroom: There are many different species of mushroom in the game, all with different effects. Some of them are mixed blessings; for example, Mushrooms of Terror make your character terrified and unable to fight, but also give them a staggering burst of speed for running away.

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* MagicMushroom: There are many different species of mushroom in the game, all with different effects. Some of them are mixed blessings; for example, Mushrooms of Terror make your character terrified and unable to fight, but also give them a staggering burst of speed for running away. You can also encounter enemy Magic Mushroom patches that cast spells that can cast spells and release spores designed to blind, confuse and disorient you, as well as teleporting away making them incredibly annoying opponents.
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* MagicKnight: Both ThePaladin and the {{Ranger}} classes are decent in melee and have some Holy (paladin) and Nature (rsnger) spell ability. They are not as good at fighting as Warriors and lack the full casting abilities of Druids, Priests and Mages.

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* MagicKnight: Both ThePaladin and the {{Ranger}} classes are decent in melee and have some Holy (paladin) (Paladin) and Nature (rsnger) (Ranger) spell ability. They are not as good at fighting as Warriors and lack the full casting abilities of Druids, Priests and Mages.
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* MagicKnight: Both ThePaladin and the {{Ranger}} classes are decent in melee and have some Holy (paladin) and Nature (rsnger) spell ability. They are not as good at fighting as Warriors and lack the full casting abilities of Druids, Priests and Mages.
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* DiscOneNuke: Finding a Potion of Experience early in the game - as they are not scaled instead giving a huge flat gain, finding one early can advance you twenty levels making the early game much more trivial. Somewhat downplayed as you will be less powerful than an "organic" character of that level as you won’t have founds level appropriate equipment and items and won’t have found the stat gain potions to match limiting your power until you do.

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* DiscOneNuke: Finding a Potion of Experience early in the game - as they are not scaled instead giving a huge flat gain, finding one early can advance you twenty levels making the early game much more trivial. Somewhat downplayed as you will be less powerful than an "organic" character of that level as you won’t have founds found level appropriate equipment and items and won’t have found the stat gain potions to match limiting your power until you do.
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* DiscOneNuke: Finding a Potion of Experience early in the game - as they are not scaled instead giving a huge flat gain, finding one early can advance you twenty levels making the early game much more trivial. Somewhat downplayed as you will be less powerful than an "organic" character of that level as you won’t have founds level appropriate equipment and items and won’t have found the stat gain potions to match limiting your power until you do.
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* PantheraAwesome: Unlike bears (see above), big cats ''are'' bad news in this game. Fast, with multiple hard hitting attacks, they can ruin your day. Saber tooth tigers are especially nasty.
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* BearsAreBadNews: Averted - by the time bears start showing up as enemies, you'll be so strong that they're little more than a nuisance.

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* BearsAreBadNews: Averted - by the time bears start showing up as enemies, you'll probably be so strong that they're little more than a nuisance.
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* ReducedDowntimeFeatures: There is a weapon tagging system, which allows applying a number to an inventory item rather than worry about its letter, along with a tags that requires confirming use of certain "dangerous" or resource-critical items. A rest command allows restoring health in negligible real-time when no monsters are around. A run command that allows quickly traversing through corridors. An "interact" command that takes a contextually obvious action for a given tile. And finally, a macro system to automate some things, allowing for one button rests.

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

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* NominalImportance: NominalImportance:
** Enemies with proper names are uniques, and are significantly stronger and tougher than generic enemies of the same race.
**
If a piece of equipment has a proper name, it's something ''really'' special, and may have unique additional powers.

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* AllYourPowersCombined: Multi-hued dragons have all of the breath attacks and resistances of multiple different dragons species.



* BearsAreBadNews: Averted - by the time bears start showing up as enemies they're little more than a nuisance.

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* BearsAreBadNews: Averted - by the time bears start showing up as enemies enemies, you'll be so strong that they're little more than a nuisance.



* BreathWeapon: many enemies have these.

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* BreathWeapon: many BreathWeapon:
** Many
enemies have these.these - most notably dragons, but some lesser enemies like giant salamanders have them too. ''Angband'' can get quite abstract about what constitutes a breath weapon - there are monsters that can breathe darkness, or light, and there's even an enemy that breathes ''time''.
** The player can also gain a breath weapon themselves if they manage to acquire some dragon armor.
* BuffySpeak: One of the lower level monsters are simply called "icky things".



* 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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* ColorCodedForYourConvenience:
** Many enemy species are differentiated only by their color, which generally gives an indication of what their elemental nature might be - however, it isn't as "convenient" as you might expect, as ''Angband'' is slightly inconsistent with its color indicators. For example, the blue jelly has a freezing attack (as you might expect) but the red jelly has a ''strength-reducing'' attack, not a fire attack. The red dragon has a fire attack, but the blue dragon breathes lightning - it's actually the white dragon that breathes frost. Meanwhile, white sometimes means poison, and black usually means acid, but some green monsters are acidic too. Fortunately, if you ever forget, you can look any monster up in the monster memory to see what you know about it.
** On an interface level, the ASCII glyphs for humanoids tend to be consistently color-coded. Dark blue enemies are usually thieves and will steal your money if they get close, so these are good targets to take out at range. Green means holy, and brown means a fighter or soldier. Unique enemies tend to be colored differently to their kin, making it easy to single them out in a large group.
* ContinuityCameo: Almost every unique enemy in the game is a character from Tolkien's works - including many minor characters that most people won't even have heard of unless they're very familiar with the books.
* 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 something good or useful item.useful. Alternatively you can keep it until you've found something that can lift the curse.



* 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 comfortable fighting at, and you can also use stairs as an immediate escape from danger if you can reach them.
** The Scroll of Deep Descent does this more explicitly; it teleports you five dungeon levels below the lowest depth you've reached so far. 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.

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* DungeonBypass: Practically a way of life in ''Angband''. As long as you know where the stairs are, are and can reach them, 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 the depth you feel comfortable fighting at, and you can also use stairs as an immediate escape from danger if you can reach them.
** The Scroll of Deep Descent does this more explicitly; it teleports you five dungeon levels below the lowest depth you've reached so far. It can be a This is an early game 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.



* GuiltBasedGaming: You can encounter all of Farmer Maggot's dogs (Grip, Fang, and Wolf) in the dungeon - in fact, they're probably the first unique enemies you'll encounter. You can also encounter Farmer Maggot himself in town. If you killed Grip, Fang, or Wolf, he'll be mourning his missing dogs.



* MagicMushroom: There are many different species of mushroom in the game, all with different effects. Some of them are mixed blessings; for example, Mushrooms of Terror make your character terrified and unable to fight, but also give them a staggering burst of speed for running away.
* MakeMeWannaShout: Gold dragons (and gold dragon flies) can "breathe sound", which stuns anyone hit by the blast.



* MushroomSamba: Mushrooms of Emergency give you an enormous health boost and temporarily confer elemental resistances, which can be good for getting out of a tight spot. The downside? They make you ''wildly hallucinate'', causing you to see monsters that aren't there and making it impossible for you to recognize objects at a distance.
* MythologyGag: Farmer Maggot, when he's in town, keeps asking you about mushrooms - a prized produce of his farm in ''Literature/TheLordOfTheRings''.



* SchmuckBait: Greater Vaults. If you see a completely walled off room filled with treasure, ''run away''.

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* SchmuckBait: SchmuckBait:
** Creeping coins disguise themselves as piles of coins, hoping that greedy players will come by to try to loot them.
**
Greater Vaults. If you see a completely walled off room filled with treasure, ''run away''.
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* DestroyableItems: Angband doesn't guarantee the safety of your items at all, and there are many enemies who have the means to damage your equipment and destroy your resources. Players can expect to replace and upgrade their resources fairly often as they progress into the dungeon.


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* DisadvantageousDisintegration: Scrolls, potions, and rings can be destroyed by certain elemental attacks, which is a problem when you're fighting groups of enemies - you may have to hold back your more powerful area-of-effect attacks to avoid destroying the loot that you're fighting for.


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* UntouchableUntilTagged: Fights can sometimes go like this. A player might be able to hold their own pretty well until an enemy manages to get in an attack that turns the fight - usually one that inflicts a status effect the player was not prepared for.
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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 have this in some ways. They Unlike every other class, they cannot use magic, magic and so have no mana, which makes them mana. This means they can't cast spells by themselves and have to rely on magic devices if they want to use any magic. However, they are immune to mana-draining. They mana-draining as a result, and 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.

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** The Scroll of Deep Descent does this more explicitly; it teleports you five dungeon levels downward.below the lowest depth you've reached so far. 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.

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* FantasticLightSource: Light is very important in ''Angband''. All corridors are ''Angband'' - the dungeon is largely pitch black, and most rooms are unlit. you need light to be able to see where you're going, what's around you, and to read scrolls and spellbooks. For this reason, it's vital to carry a light source with you at all times. There are a few 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.
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Cats are not bears.


* BearsAreBadNews: Averted - by the time bears start showing up as enemies they're little more than a nuisance. Big cats on the other hand are not - sabre tooth tigers in particular are very dangerous - fast with multiple hard hitting attacks.

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* BearsAreBadNews: Averted - by the time bears start showing up as enemies they're little more than a nuisance. Big cats on the other hand are not - sabre tooth tigers in particular are very dangerous - fast with multiple hard hitting attacks.
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The manual actually implies you can go below level 100 after defeating Morgoth, so I guess it really does go down 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 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 and you can, in principle, play forever. The dungeon itself still has a finite depth (100 floors).

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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 and you can, in principle, play forever. The dungeon itself still has a finite depth (100 floors).

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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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* '''rune-based identity system''' - object properties (eg. "resist lightning", "slay animal") are denoted by runes, which are initially unknown to the player; however, once they learn the meaning of a rune, they recognize it when they see it on other objects.
* '''curse system''' - there are many different curse runes, which initially can't be distinguished from good runes until the player learns their effect (usually the hard way).
* '''large dungeons''' - dungeons dungeon levels in ''Angband'' and other *bands are huge, sprawling affairs, many screens wide and tall.tall. Most other roguelikes tend to have dungeons that are closer to a single screen in size.
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Removed Companion Cube - that's a fandom thing rather than a game trope, and I can't find any evidence that people actually do this anyway.


* CompanionCube: Slime molds, a food item which many players name and keep as pets.
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* AwesomeButImpractical: Several of the named weapons are this. Mostly because they are too slow. Even a suped-up orc slaying sword like Orcrist does less damage to an orc compared to a vanilla +10 Main Gauche that gets three attacks a round.
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*** Phase Door scrolls will teleport you away a short distance: perfect for gulping down a potion or two before they close in again. Teleport Scrolls will move you a good distance away and are essential for a sudden escape.


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* OhCrap: When you realize you're in trouble, chances are good there's no escape and you'll die shortly thereafter.
** Blinded means you cannot read your scrolls. If you rely on them to escape (recall, phase door, teleport), [[ThisIsGonnaSuck woe is you]] if you get in trouble.


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* TemptingFate: A hallmark of this game. To get the best treasures, you need to press your luck.
** The Deep Delve scroll. It drops you five levels deeper than your lowest delve. You will face a ''significantly'' more challenging level.
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* BearsAreBadNews: Averted - by the time bears start showing up as enemies they're little more than a nuisance. Big cats on the other hand are not - sabre tooth tigers in particular are very dangerous - fast with multiple hard hitting attacks.
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* MegaDungeon: The game measures its dungeon depth by feet underground, not numbered levels, with players traversing randomly generated levels of the fortress Angband to destroy Morgoth. Angband extends infinitely down, but Morgoth is generally found about a mile straight down.
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** It's doubly frustrating, as you are in a dungeon created by a rogue archangel as an impenetrable fortress. There is little better justification for it being a MobileMaze.
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* UnidentifiedItems: ''Angband'' and its variants have items start out unidentified: potions, scrolls, wands, staves, jewelry, armor, and weapons.

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* UnidentifiedItems: ''Angband'' and its variants have items start out unidentified: potions, scrolls, wands, staves, jewelry, armor, and weapons. The latest versions allow you to start knowing either what all consumable items are, all permanent items are, or both.
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* VendorTrash: In an attempt to streamline the game, since version 3.5.0, the ability to sell items has been turned off by default while gold drops being improved to avoid having the player constantly going back to town to sell stuff. It can be enabled in the options however.

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* VendorTrash: In an attempt to streamline the game, since version 3.5.0, the ability to sell items has been turned off by default while gold drops being improved to avoid having the player constantly going back to town to sell stuff. It can be enabled in the options however.however - savvy players using this will restart the game until they get a combination of high maximum payout shops to sell to.
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* StatSticks: Defender weapons.

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* StatSticks: Defender weapons. Also artifact bows and other missile launchers for classes who generally use spells or magic items for long range fighting. Mages will often choose melee weapons that boost their speed and spellcasting stats over actual combat effectiveness as they rarely engage in melee.
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* OneStatToRuleThemAll: Speed. High levels of speed mean you can act two or three times for every time a standard speed monster can. It's pretty much a requirement to have at least +30 speed when fighting the FinalBoss Morgoth so you can match him in speed so he doesn't get two consecutive turns to act against you which can be fatal.

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