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** Monsters will happily line up to be slaughtered in one on one fights rather than trying to outflank the player. They'll also happily step around a corner into line of sight and get blasted/shot one by one before they can act/attack.

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** Monsters will happily line up to be slaughtered in one on one fights rather than trying to outflank the player. They'll also happily step around a corner into line of sight and get blasted/shot blasted/shot/hacked down one by one before they can act/attack.

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** It's highly recommended to carry some kind of missile weapon as there are lots of enemies (such as jellies and molds) that you don't want to fight in melee as they have nasty debuffs, can wreck your equipment or both. Even casters should do so as some enemies can drain mana, resist a lot of attack spells or regenerate hit points faster than casters can regenerate mana points.



* HumansAreAverage: The only advantage humans have is they require less experience points to advance than all the other races.



* SuperiorSpecies: High elves are the best or near best choice just about every class except priests (where Dunedain are top with Dwarves next) due to their stat bonuses (except wisdom), ability to see invisible (very useful at low levels) and light resistance (which is one less resistance you have to find an item for). This is countered by them requiring more experience points to advance than any other race.



* WakeUpCallBoss: Smeagol and Wormtongue. Smeagol is invisible, fast, moves erratically, steals your gold (and then teleports away) and has a ludicrous number of hit points for the level he's native to. He's not actually that dangerous but is very annoying and hard to kill. Wormtongue is also annoying as hell. He appears somewhat later, isn't invisible and has less hitpoints but can heal himself, slow you and create traps around you, as well as being somewhat dangerous in melee and also steals gold (and again teleports away). Most players will simply avoid them or leave the level if they have to if they know they are not equipped to deal with them.

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* WakeUpCallBoss: Smeagol and Wormtongue. Smeagol is invisible, fast, moves erratically, steals your gold (and then teleports away) and has a ludicrous number of hit points for the level he's native to. He's not actually that dangerous but is very annoying and hard to kill. Wormtongue is also annoying as hell. He appears somewhat later, isn't invisible and has less hitpoints but can heal himself, slow you and create traps around you, as well as being somewhat dangerous in melee and also steals gold (and again teleports away). Most players will simply avoid them or leave the level if they have to if they know they are not equipped to deal with them.

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* AlwaysAccurateAttack: Direct attack spells always hit their targets. Mana based ones go one step further and always do the shown diced damage as mana based attacks can't be resisted. Likewise breath attacks (yours and monsters) always hit (though they can be resisted). "Cause wound" spells (monsters only) always hit you but can be resisted.



* OneHitKill: If you don't have the right resistances, high level breath weapons can kill you instantly, even from full health. High level 'cause wounds' spells can do the same and ''can't'' be resisted. Knowing what enemies can kill you in a single turn is crucial to avoiding this.

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* OneHitKill: If you don't have the right resistances, high level breath weapons can kill you instantly, even from full health. High level 'cause wounds' spells can do the same and ''can't'' be resisted.if you don't make the saving throw against them. Knowing what enemies can kill you in a single turn is crucial to avoiding this.
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** Monsters will turn and flee even if they have no chance of getting away from your ranged spell or weapon attacks. They also tend to return after they've healed only a little, leading to a cycle of fleeing, healing up a little, returning, getting hit, fleeing until they finally die.

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** Monsters will turn and flee even if they have no chance of getting away from your ranged spell or weapon attacks. They also tend to return after they've healed only a little, leading to a cycle of fleeing, healing up a little, returning, getting hit, fleeing etc. until they finally die.

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* Doorstopper: Spellbooks are ''heavy'' meaning, counter-intuitively, that pure casters should after maxing their primary casting stat put as many points into strength as possible to avoid speed penalties from lugging all their spellbooks around.



** Mages and Necromancers: Wisdom and Dexterity. These classes use Intelligence for mana points, Wisdom has the same irrelevance as previosuly noted for Fighters and Dexterity is only useful for fighting, shooting and a minor armour class bonus, none of which are important for full casters.

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** Mages and Necromancers: Wisdom and Dexterity. These classes use Intelligence for mana points, Wisdom has the same irrelevance as previosuly previously noted for Fighters and Dexterity is only useful for fighting, shooting and a minor armour class bonus, none of which are important for full casters.



** The Teleport Level spell instantly moves you up or down (randomly selected) a dungeon level.
* 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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** The Teleport Level spell or scroll instantly moves you up or down (randomly selected) a dungeon level.
* TheDragon: Sauron is this in most variants. You have to kill him him on level 99 before you can reach level 100 where Morgoth hangs out.out - the stairs down simply won't appear until he's dead.


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** When creating a spellcaster, once you've maxed out your casting stat put as many points into strength as you can, otherwise you'll get massive speed debuffs when you are carrying all the very heavy spellbooks you need to cast spells with.


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* LogicalWeakness: Snakes (and other ophidians) are especially vulnerable to cold, as are jellies and most fire using creatures such as fire hounds. Undead being (mostly) desiccated corpses of various types are vulnerable to fire. Earth based creatures are vulnerable to acid. You can use a Rod of Probing on enemies to see what they are resistant and vulnerable to so you don't waste time using attacks that will only have a minimal effect.
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* DiminishingReturnsForBalance: As a weapon or armour pieces plusses increase, the chances of Enchant scrolls and spells decrease. Essentially this means they top out around +15 on any plus - you can't keep enchanting your sword until it gets +100 to hit and +100 to damage. This is to stop high level priests with the right spellbook from destroying the game as they can cast these spells over and over.

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* DiminishingReturnsForBalance: As a weapon or armour pieces plusses increase, the chances of Enchant scrolls and spells decrease.working on them decreases. Essentially this means they top out around +15 on any plus - you can't keep enchanting your sword until it gets +100 to hit and +100 to damage. This is to stop high level priests with the right spellbook from destroying the game as they can cast these spells over and over.over again.

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* AntiFrustrationFeature: High level spellbooks are immune to item destruction as they cannot be easily replaced. You can also configure the game to start explicitly warning you when your hitpoints drop below a certain percentage to lessen the chance of dying due to not keeping an eye on it. There are also options to allow you to automatically know all runes allowing you to auto-identify any consumable magic, permanent item or both.

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* AntiFrustrationFeature: AntiFrustrationFeature:
**
High level spellbooks are immune to item destruction as they cannot be easily replaced. replaced.
**
You can also configure the game to start explicitly warning you when your hitpoints drop below a certain percentage to lessen the chance of dying due to not keeping an eye on it. There are also options to allow you to automatically know all runes allowing you to auto-identify any consumable magic, permanent item or both.both.
** If you are carrying a digging implement, the game automatically assumes you are using it when tunnelling instead of you having to manually swap your weapon and implement around each time. This stops you forgetting to swap back and trying to melee an Ancient Red Dragon to death with your shovel, which will only make him mad and you dead.



* CharacterClassSystem: The vanilla game has eight classes but variants can go berserk with this with loads of different classes and multiple backgrounds.
* CharacterLevel: Each time they level up, each class gains hit points (and mana points if not a warrior) and gets better at various skills. Some special abilities such as the warriors fear immunity and rangers extra shooting speed are also dependent on reaching certain levels.



* DiminishingReturnsForBalance: As a weapon or armour pieces plusses increase, the chances of Enchant scrolls and spells decrease. Essentially this means they top out around +15 on any plus - you can't keep enchanting your sword until it gets +100 to hit and +100 to damage. This is to stop high level priests with the right spellbook from destroying the game as they can cast these spells over and over.



* 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 other roguelikes, they would clog up the level permanently, which could unbalance the game).
* FantasticLightSource: Light is very important in ''Angband'' - the dungeon is largely pitch black, and 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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* 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 other roguelikes, they would clog up the level permanently, which could unbalance the game).
game). Characters with only single target attacks, especially melee only ones should kill them as soon as possible to avoid potentially either having to flee the level or worse getting trapped and suffering a DeathOfAThousandCuts.
* FantasticLightSource: Light is very important in ''Angband'' - the dungeon is largely pitch black, and 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. The current iteration doubles down on this by making one square radius light torches the only purchasable light sources - this can mean characters without infravision can stumble right into very dangerous stationary enemies such as jellies and molds before they see them.



* GameMod: Few freeware games have such a large number of variants as Angband. [[http://angband.oook.cz oook.cz]] is the most known repository.

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* GameMod: Few freeware games have such a large number of variants as Angband. [[http://angband.oook.cz oook.cz]] is the most known repository. You can also (if you know what you're doing) modify the text files that control a lot of the variables of the game, though this can cause random crashes if you modify things too much.



* GuideDangIt: Don't go below 1000 feet (20th floor) without See Invisible. Don't go below 2000 feet (40th floor) without Resist Poison.

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* GuideDangIt: GuideDangIt:
**
Don't go below 1000 feet (20th floor) without See Invisible. Don't go below 2000 feet (40th floor) without Resist Poison.
** Rangers only gain extra shooting speed with actual bows, not crossbows, slings or thrown weapons so forget about making a Halfling slinger unless you want to gimp your character.
** You don't need to swap your shovel into your weapon slot every time you want to dig through a wall, the game automatically handles this for you.
** Don't let Morgoth get two moves in a row on you.



* MakeMeWannaShout: Gold dragons (and gold dragon flies) can "breathe sound", which stuns anyone hit by the blast.

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* MakeMeWannaShout: Gold dragons (and gold dragon flies) can "breathe sound", which stuns anyone hit by the blast. You can do this yourself if you find a set of gold dragon armour.


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* PinataEnemy: Farmer Maggot exists in the town solely to annoy the player and drop a reasonably good item on death. Some players will go up and down the stairs to the first level of the dungeon until he appears so they can kill him and get his drop.

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* MoneyForNothing: Played with. If you have the "sell to shops" option off, the only way to get money is to find it or mine it out of the dungeon or kill enemies that drop it. With the option on, you can sell items for lots of money (limited only by the maximum the shop will pay and if they have space for it). High level priests with the right spellbook can make unlimited amounts by buying non-magical weapons and armour, enchanting them, then selling them back to the shop but by the time you can do this, chances are you'll have enough money or can get it faster and more easily by dungeon delving than by tediously buying, enchanting and reselling things.

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* MoneyForNothing: Played with. MoneyForNothing:
** Gold is useful throughout most of the game for buying equipment and consumables. Having said that, in the default game the shops will never carry the best equipment and consumables (aside from the Black Market, which charges three times the normal cost of everything), you'll need to find these in the dungeon so eventually money becomes essentially useless unless something useful shows up randomly in the Black Market.
**
If you have the "sell to shops" option off, the only way to get money is to find it or lying on the ground, mine it out of the dungeon walls or kill enemies that drop it. it, but the amounts are larger than normal for all three to compensate. With the option on, money drops are reduced in amount but you can sell unwanted items for lots of money (limited only by the maximum the shop will pay and if they have storage space for it). it).
**
High level priests with the right spellbook and selling to shops on can effectively make unlimited amounts by buying non-magical weapons and armour, enchanting them, then selling them back to the shop but by the time you can do this, chances are you'll have more than enough money or and you can get it faster and more easily by dungeon delving than by tediously buying, enchanting and reselling things.things.
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* ArtificialStupidity:
** You can exploit the monsters vision/activation distance to draw them out a few at a time rather than having to deal with a whole group at the same time. Telepathy is especially good for this - you can move towards a vault of monsters until the ones nearest the door start to come out, step back, kill them and repeat, gradually moving closer to draw out the next layer of monsters.
** Monsters will turn and flee even if they have no chance of getting away from your ranged spell or weapon attacks. They also tend to return after they've healed only a little, leading to a cycle of fleeing, healing up a little, returning, getting hit, fleeing until they finally die.
** As AIRoulette is in full effect, monsters will make extremely dumb moves like mages with nasty ranged spells trying to rush you and punch you to death and monsters with healing spells running away instead of healing up when they get wounded.
** Monsters will happily line up to be slaughtered in one on one fights rather than trying to outflank the player. They'll also happily step around a corner into line of sight and get blasted/shot one by one before they can act/attack.
** Monsters, even human(oid) ones, are incapable of using any of the items they are carrying or are lying around nearby.
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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.

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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.spell and a magical rod.
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** Mages and Necromancers: Wisdom and Dexterity. These classes use Intelligence for mana points, Wisdom has the same irrelevance as previosuly noted for Fighters and Dexterity is only useful for fighting, shooting and a minor armour class bonus, none of which are important for mages. Note that Strength is not
** Druids and Priests: Intelligence and Dexterity. As full casters relying on Wisdom, Intelligence is irrelevant and Dexterity has the same implications as for Mages.

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** Mages and Necromancers: Wisdom and Dexterity. These classes use Intelligence for mana points, Wisdom has the same irrelevance as previosuly noted for Fighters and Dexterity is only useful for fighting, shooting and a minor armour class bonus, none of which are important for mages. Note that Strength is not
full casters.
** Druids and Priests: Intelligence and Dexterity. As full casters relying on Wisdom, Intelligence is irrelevant and Dexterity has the same implications as is not important for Mages.full casters.

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* 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 earlier than other stats.) As of 3.5.0, the stat was removed, with gold drops likewise being toned down.

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* 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 earlier than other stats.) As of 3.5.0, the stat was removed, with gold drops likewise being toned down. The various classes still have them as listed - note that Strength is never a dump stat as it affects carrying capacity which in turn affects Speed - see OneStatToRuleThemAll below.
** Fighters: Intelligence and Wisdom - as they'll never cast cast spells they don't have to worry about mana points and the saving throw bonus for Wisdom is anemic unless the stat is very high.
** Mages and Necromancers: Wisdom and Dexterity. These classes use Intelligence for mana points, Wisdom has the same irrelevance as previosuly noted for Fighters and Dexterity is only useful for fighting, shooting and a minor armour class bonus, none of which are important for mages. Note that Strength is not
** Druids and Priests: Intelligence and Dexterity. As full casters relying on Wisdom, Intelligence is irrelevant and Dexterity has the same implications as for Mages.
** Paladins and Rangers: Intelligence only. They need all other stats to fight and/or shoot and cast their spells.
** Rogues and Blackguards: Wisdom only. Again they need all other stats to fight and/or shoot and cast their spells.
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* CloakOfDefense: There is a cloak with an unnaturally high enchantment and immunity to elemental-based attacks. It is also made of an exceptionally thick and durable material, which protects the wearer from blasts of crystal shards.
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* AntiFrustrationFeature: High level spellbooks are immune to item destruction as they cannot be easily replaced. You can also configure the game to start explicitly warning you when your hitpoints drop below a certain percentage to lessen the chance of dying due to not keeping an eye on it.

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* AntiFrustrationFeature: High level spellbooks are immune to item destruction as they cannot be easily replaced. You can also configure the game to start explicitly warning you when your hitpoints drop below a certain percentage to lessen the chance of dying due to not keeping an eye on it. There are also options to allow you to automatically know all runes allowing you to auto-identify any consumable magic, permanent item or both.
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** The player can also gain a breath weapon themselves if they manage to acquire some dragon armor.

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** The player can also gain a breath weapon themselves if they manage to acquire some dragon armor.armor or a certain rare potion.
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Final Death was disambiguated, but this example doesn't seem to relate to any tropes on the page. Cutting for now.


* FinalDeath: It's a roguelike. You can savescum, but don't try to pass it off as a genuine win.
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* DropTheHammer: Priests are mostly restricted to using bashing weapons[[note]]You ''can'' use edged weapons at a penalty unlessed they are "blessed" in which case you can use them without restrictions[[/note]]. Also, Morgoth's hammer Grond, which shatters walls all around when swung.

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* DropTheHammer: Priests are mostly restricted to using bashing weapons[[note]]You ''can'' use edged weapons at a penalty unlessed penalty, unless they are "blessed" in which case you can use them without restrictions[[/note]]. Also, Morgoth's hammer Grond, which shatters walls all around when swung.
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* DropTheHammer: Priests are restricted to using bashing weapons. Also, Morgoth's hammer Grond, which shatters walls all around when swung.

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* DropTheHammer: Priests are mostly restricted to using bashing weapons.weapons[[note]]You ''can'' use edged weapons at a penalty unlessed they are "blessed" in which case you can use them without restrictions[[/note]]. Also, Morgoth's hammer Grond, which shatters walls all around when swung.

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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.
* 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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* AwesomeButImpractical: Several 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.
** At early levels, Wands of Wonder can throw out far more lethal spells than you would normally have access to but since the effects are entirely random and can include hasting and healing the monster, they are more trouble than they are worth unless you are desparate.
* BanditMook: You can encounter thieves of many different races in the dungeon, which have the ability to steal money from your pouch and/or objects from your backpack 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 before you leave the level. 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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* MoneyForNothing: Played with. If you have the "sell to shops" option off, the only way to get money is to find it or mine it out of the dungeon or kill enemies that drop it. With the option on, you can sell items for lots of money (limited only by the maximum the shop will pay and if they have space for it). High level priests with the right spellbook can make unlimited amounts by buying non-magical weapons and armour, enchanting them, then selling them back to the shop but by the time you can do this, chances are you'll have enough money or can get faster and more easily by dungeon delving than tediously buying, enchanting and reselling things.

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* MoneyForNothing: Played with. If you have the "sell to shops" option off, the only way to get money is to find it or mine it out of the dungeon or kill enemies that drop it. With the option on, you can sell items for lots of money (limited only by the maximum the shop will pay and if they have space for it). High level priests with the right spellbook can make unlimited amounts by buying non-magical weapons and armour, enchanting them, then selling them back to the shop but by the time you can do this, chances are you'll have enough money or can get it faster and more easily by dungeon delving than by tediously buying, enchanting and reselling things.
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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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* 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. Averted with enemies themselves who ''can'' be hurt by other enemies breath attacks etc. - it's perfectly possible for cold hounds to freeze a hydra to death for example.

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

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* AllYourPowersCombined: Multi-hued dragons have all of the breath attacks and resistances of multiple different dragons species.dragon species. They are the bane of mages who rely on elemental attack spells.



* MoneyForNothing: Played with. If you have the "sell to shops" option off, the only way to get money is to find it or mine it out of the dungeon or kill enemies that drop it. With the option on, you can sell items for lots of money (limited only by the maximum the shop will pay and if they have space for it). High level priests with the right spellbook can make unlimited amounts by buying non-magical weapons and armour, enchanting them, then selling them back to the shop but by the time you can do this, chances are you'll have enough money or can get faster and more easily by dungeon delving than tediously buying, enchanting and reselling things.



* WakeUpCallBoss: Smeagol and Wormtongue. Smeagol is invisible, fast, steals your gold (and then teleports away) and has a ludicrous number of hit points for his level. He's not actually that dangerous but is very annoying and hard to kill. Wormtongue is also annoying as hell. He isn't invisible and has less hitpoints but can heal himself, slow you and create traps around you, as well as being somewhat dangerous in melee and stealing gold (and again teleporting away).

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* WakeUpCallBoss: Smeagol and Wormtongue. Smeagol is invisible, fast, moves erratically, steals your gold (and then teleports away) and has a ludicrous number of hit points for his level.the level he's native to. He's not actually that dangerous but is very annoying and hard to kill. Wormtongue is also annoying as hell. He appears somewhat later, isn't invisible and has less hitpoints but can heal himself, slow you and create traps around you, as well as being somewhat dangerous in melee and stealing also steals gold (and again teleporting away).teleports away). Most players will simply avoid them or leave the level if they have to if they know they are not equipped to deal with them.
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* {{BFS}}: Weapon weights are ''far'' higher than real life equivalents. This is due to the way the game handles melee attacks per round - the number of attacks is based on the characters class, strength and dexterity but the deciding factor is the weight of the weapon. This means that, especially early on, the best weapons for even strong and fast warriors to use are counter-intuitively lightweight daggers and whips as they get more attacks and more potential damage per round than with a big heavy sword. In order to keep this formula intact, weapons with higher damage per blow have to be inordinately heavy to avoid breaking the game. Fixing this issue would require a complete rebalancing and recalculation of the combat system so it's been basically unchanged for many iterations of the vanilla game, though some variants have tried to do so.

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* AntiFrustrationFeature: High level spellbooks are immune to item destruction as they cannot be easily replaced. You can also configure the game to start explicitly warning you when your hitpoints drop below a certain percentage to lessen the chance of dying due to not keeping an eye on it.



* 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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* DestroyableItems: Angband doesn't guarantee the safety of your items at all, all[[note]] Artifacts are immune to most damage and certain items are to specific types[[/note]], 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. You can also destroy items ''yourself'' by accident, especially with area of effect attacks. This can force players into less safe ways of dealing with enemies if they don't want to do this.
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** The "Magic Missile" / "Phase Door" spell combo for mages. Magic Missile always hits (unless you fail to cast it) and always does damage. Phase Door teleports you several spaces away from your current position. A good strategy when dealing with a powerful melee enemy who doesn't have any spells or ranged attacks is to cast missiles / fire them from a wand as they try to reach you, then Phase Door away by spell or scroll when they get close and rinse and repeat until they are dead.


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* NoSell: Some enemies resist certain types of elemental damage and a few resist ''all'' elements, taking minimal damage from resisted attacks. These are the bane of mages who rely on these type of spells.


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* SaveScumming: Possible, but discouraged as you have to manually backup and restore savefiles. One use is to to make sure +1/-1 stat potions decrement a dump stat. Note that it's pointless trying this to get better hitpoints on level ups as these numbers are fixed at character creation.


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* WakeUpCallBoss: Smeagol and Wormtongue. Smeagol is invisible, fast, steals your gold (and then teleports away) and has a ludicrous number of hit points for his level. He's not actually that dangerous but is very annoying and hard to kill. Wormtongue is also annoying as hell. He isn't invisible and has less hitpoints but can heal himself, slow you and create traps around you, as well as being somewhat dangerous in melee and stealing gold (and again teleporting away).
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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/angband.png]]

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[[quoteright:350:https://static.tvtropes.org/pmwiki/pub/images/angband.png]] org/pmwiki/pub/images/angband_4_2_2.jpg]]
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* AcceptableBreaksFromReality:
** Enemies always make noise when struck by a spell or missile, even if you can't actually see them and you'll always hear "a scream of agony" when you kill a non-visible enemy, even if it's something like a mushroom patch so you know you've killed them.
** Gold is a weightless abstract number, so you can run around with 250,000+ gold, some of which you may have explicitly mined out of the walls, without penalty.
* AIRoulette: Monsters use spells and abilities randomly, unless you've turned on "monsters learn from their mistakes". Even with this on, monsters still cast spells or use abilities using strict probability calculation and if no spell or ability triggers, their behaviour defaults to "move towards player/attack if next to"[[note]]certain enemies such as canines won't do this unless you're in an open area[[/note]] unless they can't actually move. This, for example, leads to enemy spellcasters wasting turns moving towards you rather than spellcasting every turn and randomly healing themselves rather than using it every time they get wounded enough.

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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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*** ** Phase Door scrolls will teleport you away a short distance: perfect for gulping down a potion or two before they close in again. again.
**
Teleport Scrolls will move you a good distance away and are essential for a sudden escape.
** Staves of Teleportation have the advantage over scrolls that they can be used while confused and/or blinded, great for a last ditch
escape.



* MonstersEverywhere

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* MonstersEverywhereMonstersEverywhere: Every level has some monsters and levels can sometimes contain special rooms or 'vaults' literally full of monsters, often higher level than would normally be found on the level you're on.



** 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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** Blinded means you cannot read your scrolls. scrolls or cast spells. If you rely on them to escape (recall, phase door, teleport), [[ThisIsGonnaSuck woe is you]] if you get in trouble.trouble.
* OneHitKill: If you don't have the right resistances, high level breath weapons can kill you instantly, even from full health. High level 'cause wounds' spells can do the same and ''can't'' be resisted. Knowing what enemies can kill you in a single turn is crucial to avoiding this.



* 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 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. You start off knowing roughly how dangerous the level is and as you explore you'll also pick up a feeling as to what level of treasure is on the level.



** In 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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** In VideoGame/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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** The Teleport Level spell instantly moves you up or down (randomly selected) a dungeon level.
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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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* 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. Later versions allow you to turn off item selling in exchange for better gold drops so you don't have to trek back to town and sell stuff all the time, you can simply drop obsolete equipment. And finally, a macro system to automate some things, allowing for one button rests.

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